This interactive poster session brings together 11 projects using digital computer technologies (games, simulations, tools) to discuss current research questions, corresponding methodologies, and next steps.
This interactive poster session brings together 11 projects using a range of digital computer technologies to improve science and math learning, including simulations, games, and other cyberlearning tools and environments. In addition to increasing communication and collaboration among these researchers, a key goal of this session is to discuss the diversity of research questions that each project (and the community as a whole) is engaged in, the research methodologies used, and the coupling between the research questions and the selected methodologies.
Presenters seek feedback on activities, now in field test, in which students build mathematical and statistical models to improve their game-playing strategies. Bring a laptop.
Participants are invited to play online games embedded in a data-analysis environment, analyzing their game data to improve their strategy. The structure follows an abbreviated version of classroom activities that presenters are now field testing. Product release is scheduled to begin in fall 2012. (Participants should bring a laptop computer that can connect with conference wifi.) With each game-based activity, subsequent discussion focuses on different issues about which presenters would like feedback.
A 2011-12 CADRE Fellows presentation
The panel presentation addresses the role of the teacher in online, game- and simulation-based learning.
This panel presentation showcases various NSF DR K–12 projects (Data Games, Evidence Game, MathSnacks, PhET, and TESLA) and the role of the classroom teacher in these project-related online, game-, and simulation-based learning environments. The session presenters highlight the envisioned role teachers play when implementing each game or simulation project. Presenters also discuss how the vision of the teacher’s role has evolved during the life of some of the projects.
The panel provides an overview of what presenters know about how learning takes place in games and how each of these projects is crafting assessment in virtual and game-based environments.
The session brings together seven DR K–12 projects focused on game-based STEM learning and assessments of science content and inquiry. The panel provides an overview of what they know about how learning takes place in games and how each of these projects is crafting assessments in virtual and game-based environments. They focus on strategies for leveraging popular game mechanics with research from the learning sciences, psychology, science education, and computer science to support and assess players as they develop robust understandings of core scientific concepts and practices.
(Open to all grantees)
Engage in extended play and in-depth discussion around selected DR K-12 games or virtual environments.
Wednesday 3:45 – 4:30 PM in Washington A & B
Project:: Expanding PhET Interactive Science Simulations to Grades 4-8: A Research-based Approach
Presenter: Kathy Perkins, University of Colorado, Boulder
(SIG members only)
This group continues their December 2011 discussion of their gaming/virtual environment work. SIG members focus on successful approaches to common challenges, establish priorities for implementing recommendations from their group meeting, and share the current versions of their games/virtual environments.