This presentation was given by Sue Allen and Josh Gutwill at the 2008 ASTC Annual Conference. It was part of the Digging Deeper session chaired by Sue Allen. Copyright 2008 Exploratorium.
This presentation was made at the 2009 meeting of the American Association of Museums in Philadelphia. The talk was part of a session called, "Drawing Visitors In:Engaging Visitors in Science, Art & Children’s Museums." After each speaker presented, the audience broke into groups to try out the speakers' methods for engaging visitors.
Coaching Field Trip Students in InquiryExploratorium
This presentation was made to the Visitor Studies Association in Ft. Worth TX in July, 2009. It describes a program for helping school field trip students learn how to do inquiry at interactive exhibits in science museums.
Charla de John D. Falk y Lynn Dierking (Oregon State University) en el curso sobre Aprendizaje por libre elección dictado a educadores de museos de Colombia (with permission). Por traducir con su colaboración.
This presentation was made at the 2009 meeting of the American Association of Museums in Philadelphia. The talk was part of a session called, "Drawing Visitors In:Engaging Visitors in Science, Art & Children’s Museums." After each speaker presented, the audience broke into groups to try out the speakers' methods for engaging visitors.
Coaching Field Trip Students in InquiryExploratorium
This presentation was made to the Visitor Studies Association in Ft. Worth TX in July, 2009. It describes a program for helping school field trip students learn how to do inquiry at interactive exhibits in science museums.
Charla de John D. Falk y Lynn Dierking (Oregon State University) en el curso sobre Aprendizaje por libre elección dictado a educadores de museos de Colombia (with permission). Por traducir con su colaboración.
Rosella Gennari- Intelligent systems and learning centred designoxwocs
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
Intelligent systems and learning centred designRosella Gennari
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
Games Based Learning (GBL) has been discussed and used in classrooms for the last 10 years or more. Most games used in classrooms have been identified as a connection to the curriculum, however they are not the core of teaching and learning activities.
This session will overview GBL and gamification and suggest resources for the classroom and library that can be used and teaching ideas as to how to embed games in learning.
At the conclusion of the seminar, participants will be able to:
Discuss the concepts of games-based learning and gamification and the application in classrooms.
Identify some games relevant for learning.
Begin to develop teaching ideas using games or gamification.
IITSEC Presentation on Learning in Virtual Worldstaoirene
Can learners improve their knowledge of accounting by using a 3D interactive model of the accounting equation in Second Life?
Will students learn more working in small groups or alone?
Will students experience greater anxiety reductions if they work in small groups or alone?
Design for Learning and Assessment in Virtual Worldsdiannepatricia
Dr. Brian Nelson, Arizona State University, presentation on “Design for Learning and Assessment in Virtual Worlds” as part of our Cognitive Systems Institute Speaker Series.
Exercising the mind: Interactive gym for the 21st centuryVincent Routhier
Conference by Vincent Routhier, CEO @ Lü Interactive Playgroud
Presented during the Bett Conference 2019
January 24, 2019 - London UK
How can we encourage academic learning and physical activity, and limit sedentary activity among children, particularly in the school environment? This session will explore approaches that show promise in promoting and increasing physical activity linked to student academic performance. Join us as we ignite teaching and learning by turning the school gym into a giant, magical, immersive, interactive playground, where students are engaged in simultaneous integrated academic content and physical activity. This re-invented gym for schools of the 21st century will strengthen student academic and physical education outcomes, attitudes, and behaviors, while sparking enjoyment at the same time!
Judy Robertson - iFitQuest: an iPhone game to encourage school kids to take e...compatsch
Judy Robertson's presentation at the Computing At School Scotland conference 2012
Dr Robertson’s main area of interest is in the development of interactive learning environments, particularly game based learning. She led an EPSRC funded project to study the creative process of computer game design and develop a learning environment to support learners in this design task (www.adventureauthor.
org). This led to a follow-up project (called Making Games in Schools) to disseminate the findings to school teachers.
Her previous projects include Ghostwriter, a virtual role-play environment for children, and StoryStation, an intelligent tutoring system which gives children feedback on their story writing skills.
Rosella Gennari- Intelligent systems and learning centred designoxwocs
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
Intelligent systems and learning centred designRosella Gennari
What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
Games Based Learning (GBL) has been discussed and used in classrooms for the last 10 years or more. Most games used in classrooms have been identified as a connection to the curriculum, however they are not the core of teaching and learning activities.
This session will overview GBL and gamification and suggest resources for the classroom and library that can be used and teaching ideas as to how to embed games in learning.
At the conclusion of the seminar, participants will be able to:
Discuss the concepts of games-based learning and gamification and the application in classrooms.
Identify some games relevant for learning.
Begin to develop teaching ideas using games or gamification.
IITSEC Presentation on Learning in Virtual Worldstaoirene
Can learners improve their knowledge of accounting by using a 3D interactive model of the accounting equation in Second Life?
Will students learn more working in small groups or alone?
Will students experience greater anxiety reductions if they work in small groups or alone?
Design for Learning and Assessment in Virtual Worldsdiannepatricia
Dr. Brian Nelson, Arizona State University, presentation on “Design for Learning and Assessment in Virtual Worlds” as part of our Cognitive Systems Institute Speaker Series.
Exercising the mind: Interactive gym for the 21st centuryVincent Routhier
Conference by Vincent Routhier, CEO @ Lü Interactive Playgroud
Presented during the Bett Conference 2019
January 24, 2019 - London UK
How can we encourage academic learning and physical activity, and limit sedentary activity among children, particularly in the school environment? This session will explore approaches that show promise in promoting and increasing physical activity linked to student academic performance. Join us as we ignite teaching and learning by turning the school gym into a giant, magical, immersive, interactive playground, where students are engaged in simultaneous integrated academic content and physical activity. This re-invented gym for schools of the 21st century will strengthen student academic and physical education outcomes, attitudes, and behaviors, while sparking enjoyment at the same time!
Judy Robertson - iFitQuest: an iPhone game to encourage school kids to take e...compatsch
Judy Robertson's presentation at the Computing At School Scotland conference 2012
Dr Robertson’s main area of interest is in the development of interactive learning environments, particularly game based learning. She led an EPSRC funded project to study the creative process of computer game design and develop a learning environment to support learners in this design task (www.adventureauthor.
org). This led to a follow-up project (called Making Games in Schools) to disseminate the findings to school teachers.
Her previous projects include Ghostwriter, a virtual role-play environment for children, and StoryStation, an intelligent tutoring system which gives children feedback on their story writing skills.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
7. Finding: It is possible to build exhibits that support visitors doing their own extended inquiry. But: Not all visitors take full advantage of such exhibits. Perhaps they aren’t inquiry experts.
40. Overall results - JQ success JQ + HO Overlap IRs JQ + HO Linked PAs JQ JQ Field-trip groups JQ Ø Family groups Interpret Results (IR) Propose Action (PA)
41.
42.
Editor's Notes
Welcome. I’m Sue Allen and this is Josh Gutwill and today we’re talking about a research project at the Exploratorium that’s been funded by the REESE division of the National Science Foundation.