Educational Technology

The Evidence Games - Poster Session 2010

Since an August 2010 start date, the Evidence Game team has been engaged in an iterative design and development process for a game to provide middle school students and their teachers with practice in Toulmin’s (1984) model of argumentation as applied to science.  The poster session will present the overall conceptual model for a targeted game to provide practice in argumentation and efforts to make this process a fun experience for youth.

Author/Presenter

Janis Bulgren

Marilyn Ault

Jim Ellis

Bruce Frey

Jana Craig Hare

Year
2010

Situated assessment using virtual environments for science content and inquiry (Ketelhut, Nelson, Schifter)

Author/Presenter

Diane Ketelhut

Brian Nelson

Catherine Schifter

Year
2009
Short Description

In this session, the presenters discuss findings and experiences regarding technology-embedded assessment and how to support teachers in using it effectively.

Research on Student Understanding of Data Organization

Author/Presenter

Cliff Konold

Vishakha Parvate

William Finzer

Year
2010
Short Description

As part of the Data Games project, we are researching how students record and organize multivariate data. This research is informing the design of new software interfaces for Fathom and TinkerPlots that will allow students to explore and understand data that live in other than "flat" data structures — the structures that most software tools currently limit themselves to.
We have designed the Traffic Problem to explore the following questions:
1. What methods do novices and experts use to sytematically record data with multiple attributes?
2. In recording data, do students employ a recognizable notion of “case?"

Designing Powerful Digital Environments for Professional Development (Fosnot)

Author/Presenter

Catherine Fosnot

Year
2009
Short Description

Professional development environments that include digital video allow for the examination of children at work, opportunities to look at students over time, and analysis of the teacher’s decision making. This observation begs the question of how best to shape mathematics education courses that build on the use of digital environments. This session examines some possibilities for developing both content and pedagogical knowledge.

Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.

Author/Presenter

Bers, Marina

Year
2012

Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.

Author/Presenter

Bers, Marina

Year
2012