Educational Technology

Multimedia Design Process: How to Make the Bad Stuff Good

Day
Thu

Participants will learn how designers work through early versions of games to arrive at final products. As part of the workshop, participants will review and critique early prototypes of work in progress to the final version.

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Session Type
Product Feedback Session

As educators, you may be skilled at identifying a really good educational product. You can review an educational game and, based on observation and testing (or your own developed intuition), you can know if it is effective and engaging. The more difficult task includes learning how to develop a multimedia product—reviewing early prototypes of a game or animation, and changing it many times so that it meets the learning goals while also engaging potential students. This process often involves dumping many unsuccessful attempts as well as starting over.

Interactive Visualizations, Simulations, and Games for Science and Math Learning: Comparing Goals, Affordances, and Challenges across Approaches

Day
Thu

This interactive poster session brings together 12 projects using a range of interactive computer technologies to compare goals, affordances, and challenges across approaches.

Date/Time
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Session Type
Structured Poster Session

This interactive poster session brings together 12 projects using a range of interactive computer technologies to improve science and math learning. The approaches range from interactive simulations to fully-immersive, multi-player games. In addition to increasing communication and collaboration among these researchers, a key goal of this session is to discuss what drives the wide range in approaches to using interactive technologies.

Digital Curricula in Secondary Science: Developing UDL Materials, Envisioning UDL Classrooms

Day
Thu

Presenters will discuss the challenges and successes encountered in customizing inquiry science curricula according to the principles of universal design for learning (UDL) and in then enacting those Web-delivered curricula in secondary classrooms. 

Date/Time
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Session Type
Panel

Presenters will discuss the challenges and successes encountered in customizing inquiry science curricula according to the principles of universal design for learning (UDL) and in then enacting those Web-delivered curricula in secondary classrooms.

Deeply Digital Curriculum - The Changing Landscape of Teaching and Learning

Day
Thu

Presenters discuss how emerging technology and policy trends may shape the way science curriculum is developed and used in teaching and learning. Participant limit: 25

Date/Time
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Session Type
Panel
Session Materials

How should science curriculum developers respond to the changing technological landscape in school and out?

Snow and Global Climate: An Online Course to Facilitate Scientist and Teacher Collaboration

Day
Thu

Investigations in Cyber-enabled Education presents an online course designed to facilitate collaboration between scientists and teachers. Participants will explore and provide feedback on course products. Please bring your laptop to participate. Participant limit: 20

Date/Time
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Session Type
Product Feedback Session
Presenters
Session Materials

This session will showcase and solicit feedback on a prototype online learning community designed to facilitate collaboration between teachers and scientists. A team of scientists and education researchers at the University of Alaska Fairbanks Geophysical Institute developed the learning community as part of the Investigations in Cyber-enabled Education (ICE) Program, a DR K–12 program. The unique learning community is the central component of an online course for secondary teachers.

New Web-based Tools to Help Students (and Teachers) Who Find STEM Content Challenging

Day
Thu

Participants will be asked to view and discuss free tools that Dynabook and SmartGraphs are developing. These Web-based tools link multiple visual representations and allow immediate feedback to teachers and students.

Date/Time
-
Session Type
Product Feedback Session
Session Materials

The capabilities of interactive, Web-based media offer approaches that can be especially valuable to students and teachers who find STEM content challenging to learn. Through the lenses of both general education and special education, the presenters are designing new products to be effective for all teachers and students. Web-based tools link multiple visual representations and allow immediate feedback to teachers and students. See and discuss free tools that Dynabook and SmartGraphs are developing.

Gaming to Learn

Day
Thu

Four NSF-funded gaming project leaders will discuss pedagogical strategies and issues related to designing and implementing STEM educational games.          

Date/Time
-
Session Type
Panel

In this session, panelists from five NSF-funded gaming projects will discuss ways in which digital game-based learning can enable learner-led exploration, taking games beyond the "quiz" model many educators still think of.

References

Csikszentmihalyi, Mihaly. (1990). Flow: The Psychology of Optimal Experience. HarperCollins. 

Powers, William T. (1973). Behavior: The Control of Perception. Chicago: Aldine.

Resources mentioned during the presentation:

Online Learning in a Hybrid World

Event Date
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As online learning gains traction within brick-and-mortar schools, a hybrid model of face-to-face and Internet-based coursework is emerging as the most popular form of e-instruction. But it takes more than computer access to create a successful hybrid-learning program. Join our expert guests for a discussion of how administrators can incorporate online courses into their students’ school days, and how in-person instructors can help make the online-learning experience work better for students.

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