My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
1) Teachers used iClickers for a math review lesson to prepare third grade students for an end-of-year test on two-dimensional shapes and transformations.
2) Students answered true/false and multiple choice questions using the iClickers, which provided immediate feedback and allowed students to practice the test format.
3) While there were some technical issues with pictures not saving, overall the iClickers motivated students and helped the teacher identify areas of confusion.
The study examined whether students in MIT's Course 6 (Electrical Engineering and Computer Science) placed less emphasis on users' interests in design compared to other MIT students. A design scenario and open-ended questions were used to assess user-centeredness. Results showed Course 6 students scored significantly lower on questions about prototype iteration and design success criteria, though not initially on problem exploration. This suggests the technical curriculum decreases consideration of users' needs in later design stages. Limitations included sampling bias and need for more diverse studies.
The document presents research on active learning strategies for robots that interact with human teachers. It found that classic active learning, which aims for query efficiency, can increase task difficulty and lead to slower, less accurate responses from teachers compared to more teacher-aware strategies. A hybrid strategy achieved intermediate results. The researchers conclude that considering the human perspective is important for active learning, as efficiency alone can undermine the interaction and learning.
This course provides undergraduate computer science students with an understanding of computational thinking and approaches for solving large, complex problems. The course aims to develop skills like decomposition, pattern recognition, abstraction, algorithm design, and the ability to communicate and work with others to achieve solutions. Topics covered include computational complexity, the pillars of computational thinking, probability, statistics, optimization problems and approaches, and graph theory. Students will learn through lectures, self-study, group activities, peer assessment and presentations. Resources and labs are available for coursework and assignments, which are assessed through continuous evaluation and a final exam.
The document is a simulation course exam for a master's program consisting of 7 questions about system dynamics modeling. The exam is 3 hours long and administered by Dr. Mohamed Saleh. The questions cover strategic level modeling, comparing system dynamics to other approaches for the T21 model, an alternative modeling approach, theoretical foundations and validation of the T21 model, limitations and enhancements of the T21 model, and the concept of synthetic data and its application in the energy sector.
This document outlines a training program on e-learning consisting of 9 modules delivered over 3 weeks. The modules cover topics such as what e-learning is, its benefits, course design, assessment, and tools. Trainees will complete quizzes, discussions, and collaborative online activities using tools like Nearpod, Google Docs, and Padlet. They will also work in teams to design an e-learning project and activities. Three face-to-face sessions include curriculum planning, stakeholder feedback, and independent team work. The goal is to help trainees effectively design and deliver blended online learning.
Paulette Robinson - Microlearning and Gamification in Policy LeadershipSeriousGamesAssoc
Paulette Robinson, Office of Personnel Management (OPM)
The policy courses for government leaders offered by OPM in its open enrollment catalog have been redesigned using a blended model that includes microlearning and gamification.
In this session, Dr. Robinson will report on the development process and the effectiveness of the new designed based on data collected.
Link to video found in slide deck: https://youtu.be/7KmRFrrYk9Y
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
1) Teachers used iClickers for a math review lesson to prepare third grade students for an end-of-year test on two-dimensional shapes and transformations.
2) Students answered true/false and multiple choice questions using the iClickers, which provided immediate feedback and allowed students to practice the test format.
3) While there were some technical issues with pictures not saving, overall the iClickers motivated students and helped the teacher identify areas of confusion.
The study examined whether students in MIT's Course 6 (Electrical Engineering and Computer Science) placed less emphasis on users' interests in design compared to other MIT students. A design scenario and open-ended questions were used to assess user-centeredness. Results showed Course 6 students scored significantly lower on questions about prototype iteration and design success criteria, though not initially on problem exploration. This suggests the technical curriculum decreases consideration of users' needs in later design stages. Limitations included sampling bias and need for more diverse studies.
The document presents research on active learning strategies for robots that interact with human teachers. It found that classic active learning, which aims for query efficiency, can increase task difficulty and lead to slower, less accurate responses from teachers compared to more teacher-aware strategies. A hybrid strategy achieved intermediate results. The researchers conclude that considering the human perspective is important for active learning, as efficiency alone can undermine the interaction and learning.
This course provides undergraduate computer science students with an understanding of computational thinking and approaches for solving large, complex problems. The course aims to develop skills like decomposition, pattern recognition, abstraction, algorithm design, and the ability to communicate and work with others to achieve solutions. Topics covered include computational complexity, the pillars of computational thinking, probability, statistics, optimization problems and approaches, and graph theory. Students will learn through lectures, self-study, group activities, peer assessment and presentations. Resources and labs are available for coursework and assignments, which are assessed through continuous evaluation and a final exam.
The document is a simulation course exam for a master's program consisting of 7 questions about system dynamics modeling. The exam is 3 hours long and administered by Dr. Mohamed Saleh. The questions cover strategic level modeling, comparing system dynamics to other approaches for the T21 model, an alternative modeling approach, theoretical foundations and validation of the T21 model, limitations and enhancements of the T21 model, and the concept of synthetic data and its application in the energy sector.
This document outlines a training program on e-learning consisting of 9 modules delivered over 3 weeks. The modules cover topics such as what e-learning is, its benefits, course design, assessment, and tools. Trainees will complete quizzes, discussions, and collaborative online activities using tools like Nearpod, Google Docs, and Padlet. They will also work in teams to design an e-learning project and activities. Three face-to-face sessions include curriculum planning, stakeholder feedback, and independent team work. The goal is to help trainees effectively design and deliver blended online learning.
Paulette Robinson - Microlearning and Gamification in Policy LeadershipSeriousGamesAssoc
Paulette Robinson, Office of Personnel Management (OPM)
The policy courses for government leaders offered by OPM in its open enrollment catalog have been redesigned using a blended model that includes microlearning and gamification.
In this session, Dr. Robinson will report on the development process and the effectiveness of the new designed based on data collected.
Link to video found in slide deck: https://youtu.be/7KmRFrrYk9Y
This presentation is very useful for Civil Engineers who are willing to shift to Oil and Gas domain and those engineers who recently entered into the domain
Stéphane Soulier has over 20 years of experience in oil and gas projects, having worked on tank construction, assembly, welding, and maintenance projects around the world including France, Taiwan, Nigeria, Germany, Cameroon, Chad, Algeria, Ukraine. His skills include assembly, welding, staff management, logistics, and languages. He has held roles with several companies such as Entrepose Delattre Bezons, Proexpatt, Secomoc, Vinci-entrepose projets, and Iota-Group working on projects in fabrication shops, construction sites, and dismantling operations.
This document provides an overview of engineering drawing standards and conventions. It discusses the elements that make up a drawing including drawing sheets, scales, lettering, line types and more. Standards help ensure drawings clearly convey design intent to others. Lettering must have good legibility and uniformity. Common line types include visible, hidden, center and extension lines. Dimensioning and notes provide key numeric details.
A Better Way to Design & Build Immersive E Learningnarchambeau
The document discusses principles for designing effective immersive e-learning experiences. It outlines 6 key design principles: focusing on applied knowledge over facts, hooking learners with engaging introductions, making content relevant to learners' contexts, providing exercises where learners make meaningful choices, introducing an element of risk, and using intrinsic feedback. It also discusses prototyping content through successive iterations to get the right level of instructional interactivity.
This document provides examples of eLearning strategies and e-assessment, including:
1. Potential problems and solutions from an academic's perspective when implementing eLearning. Examples of solutions include communities of practice and social networks.
2. Examples of e-assessments using learning management systems, social media, virtual worlds, audience response systems, wikis, e-portfolios, and blogs. Assessments can incorporate applets, simulations, scenarios, and games.
3. Statistics on usage of the Transforming Assessment website which provides resources and examples of e-assessments. The site has had over 5,000 visits from 69 countries since 2010.
Our shelter just collapsed, who didn’t calculate correctly Eric D. Milks
Our shelter just collapsed, who didn’t calculate correctly? Design challenges of building an educational video game discusses the challenges faced in developing an educational video game called Survival Master. It had a large team from different universities but faced issues with too many opinions slowing progress. Designing fun elements was difficult when related to math and science concepts. Technical challenges included choosing software before fully designing and many jumps between platforms. Lessons learned included needing better communication, assigning a project lead, creating decision models, and avoiding too many changes late.
The document outlines the Studio K curriculum for teaching game design and computational thinking skills using the Kodu game design tool. The curriculum breaks down games into 7 constructs called GRASPS+N (Goals, Rules, Assets, Spaces, Play Mechanics, Scoring Systems, and Narrative) to help students design fun and engaging games. It uses a Play-Fix-Create structure where students play an example game, fix a broken game related to the lesson, and then create their own original game applying the lesson's concepts. The goal is for students to think of games as systems and learn how to manipulate different parts to affect the gameplay experience.
Automatically Answering And Generating Machine Learning Final ExamsRichard Hogue
This document introduces a new dataset of machine learning final exams from MIT, Harvard, and Cornell consisting of 646 questions. It aims to test if machines can learn machine learning by having models answer questions from actual university final exams in the subject. These questions are longer, more complex, and cover a broader range of machine learning topics compared to typical problem sets. Several baseline models are evaluated on the dataset, with the best model found to perform at a human level. The full dataset and code are made publicly available to assess new language models and advance automatic problem-solving abilities in machine learning.
Tcea 2014 Video Game Design for New TEKSMike Ploor
This document provides information about a video game design session at the TCEA 2014 Convention in Austin, Texas. The session will take place on Tuesday, February 4th at 8:00 am in room 11AB. It will be presented by D. Michael Ploor and will cover video game design for new TEKS (Texas Essential Knowledge and Skills). The session will discuss character elements and why changes are needed in video game design education.
The document discusses the ExamView Learning Series, which provides over 15,000 high-quality assessment questions aligned to state standards in various subjects. The questions can be used to create tests, worksheets, and other formative assessments. Tests can be administered on paper or digitally using various tools and delivered through different methods, including LAN tests or HTML files. Questions include support information and feedback to benefit student learning.
The document discusses the ExamView Learning Series, which provides over 15,000 high-quality assessment questions aligned to state standards in various subjects. The questions can be used to create tests, worksheets, and other formative assessments. Tests can be administered on paper or digitally using various tools and delivered through different methods, including LAN tests or HTML files. The Learning Series questions include support features like rationales and feedback to aid student learning.
Game Design as an Intro to Computer Science (Meaningful Play 2014)marksuter
Presented by Mark Suter at Michigan State University in November 2014 for the Meaningful Play Conference.
These are methods I use in my classroom to introduce computer science concepts, as well as some common syntax.
This document summarizes a presentation on video game design given at the 2014 TCEA Convention in Austin, Texas. The presentation introduced free software that can be used to build video games in under 5 minutes. It discussed character elements, math, science, and English concepts integrated into video game design. It also outlined a proposed 4-year STEM academy curriculum in video game design and development that incorporates industry certifications. Best practices for flipped classrooms and motivating students were also presented.
My presentation on Pedagogy Before Technology (AKA How to weave technology into the fabric of our classrooms) delivered as part of the Weaving Technology into the Fabric of the Classroom workshop series, presented at Griffith University in July 2019.
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies like Microsoft Office, online tools, and multimedia to help students compare and classify information, take notes, work cooperatively, generate and test hypotheses, and more. Specific apps, websites, and digital resources are recommended for each instructional strategy to engage students and improve comprehension.
Marrying Marzano W Instructional TechnologyMelanie Lewis
The document discusses strategies from Robert Marzano's research on classroom instruction that works. It identifies nine instructional strategies, provides statistics on their effectiveness at increasing student achievement, and gives examples of how each strategy can be implemented using instructional technology. These include using comparison matrices and online games for similarities and differences, summary frames and note-taking tools for summarizing, online certificates and websites for recognizing effort, and PowerPoint for presenting homework policies and practice activities.
Marrying Marzano W Instructional TechnologyMelanie Lewis
The document discusses strategies from Robert Marzano's research on effective classroom instruction and ways to integrate those strategies with instructional technology. Some of the key strategies mentioned include identifying similarities and differences, summarizing and note-taking, reinforcing effort and providing recognition, increasing value in homework and practice, using non-linguistic representations, incorporating cooperative learning, setting objectives and providing feedback, and using questions, cues, and advanced organizers. Specific technologies are suggested for implementing each strategy, such as comparison matrices, summary frames, rubrics, and interactive games and websites.
Expoelearning 2010 Virtual Campus International Quality In E Learning Lambrop...Margarida ROMERO
Lambropoulos, N. & Romero, M. (2010) Quality in collaborative learning. EuroCAT ergonomic analysis. Sesión Virtual Campus International 2010. IX Congreso Internacional de e-learning ExpoElearning 2010. 24 y 25 de febrero. Madrid.
Quality In Computer Supported Collaborative eLearning by Lambropoulos RomeroNiki Lambropoulos PhD
Quality In Computer Supported Collaborative eLearning by Lambropoulos & Romero in Madrid at the Quality eLearning Workshop coordinated by Dr. Margarida Romero http://www.expoelearning.com/
This presentation is very useful for Civil Engineers who are willing to shift to Oil and Gas domain and those engineers who recently entered into the domain
Stéphane Soulier has over 20 years of experience in oil and gas projects, having worked on tank construction, assembly, welding, and maintenance projects around the world including France, Taiwan, Nigeria, Germany, Cameroon, Chad, Algeria, Ukraine. His skills include assembly, welding, staff management, logistics, and languages. He has held roles with several companies such as Entrepose Delattre Bezons, Proexpatt, Secomoc, Vinci-entrepose projets, and Iota-Group working on projects in fabrication shops, construction sites, and dismantling operations.
This document provides an overview of engineering drawing standards and conventions. It discusses the elements that make up a drawing including drawing sheets, scales, lettering, line types and more. Standards help ensure drawings clearly convey design intent to others. Lettering must have good legibility and uniformity. Common line types include visible, hidden, center and extension lines. Dimensioning and notes provide key numeric details.
A Better Way to Design & Build Immersive E Learningnarchambeau
The document discusses principles for designing effective immersive e-learning experiences. It outlines 6 key design principles: focusing on applied knowledge over facts, hooking learners with engaging introductions, making content relevant to learners' contexts, providing exercises where learners make meaningful choices, introducing an element of risk, and using intrinsic feedback. It also discusses prototyping content through successive iterations to get the right level of instructional interactivity.
This document provides examples of eLearning strategies and e-assessment, including:
1. Potential problems and solutions from an academic's perspective when implementing eLearning. Examples of solutions include communities of practice and social networks.
2. Examples of e-assessments using learning management systems, social media, virtual worlds, audience response systems, wikis, e-portfolios, and blogs. Assessments can incorporate applets, simulations, scenarios, and games.
3. Statistics on usage of the Transforming Assessment website which provides resources and examples of e-assessments. The site has had over 5,000 visits from 69 countries since 2010.
Our shelter just collapsed, who didn’t calculate correctly Eric D. Milks
Our shelter just collapsed, who didn’t calculate correctly? Design challenges of building an educational video game discusses the challenges faced in developing an educational video game called Survival Master. It had a large team from different universities but faced issues with too many opinions slowing progress. Designing fun elements was difficult when related to math and science concepts. Technical challenges included choosing software before fully designing and many jumps between platforms. Lessons learned included needing better communication, assigning a project lead, creating decision models, and avoiding too many changes late.
The document outlines the Studio K curriculum for teaching game design and computational thinking skills using the Kodu game design tool. The curriculum breaks down games into 7 constructs called GRASPS+N (Goals, Rules, Assets, Spaces, Play Mechanics, Scoring Systems, and Narrative) to help students design fun and engaging games. It uses a Play-Fix-Create structure where students play an example game, fix a broken game related to the lesson, and then create their own original game applying the lesson's concepts. The goal is for students to think of games as systems and learn how to manipulate different parts to affect the gameplay experience.
Automatically Answering And Generating Machine Learning Final ExamsRichard Hogue
This document introduces a new dataset of machine learning final exams from MIT, Harvard, and Cornell consisting of 646 questions. It aims to test if machines can learn machine learning by having models answer questions from actual university final exams in the subject. These questions are longer, more complex, and cover a broader range of machine learning topics compared to typical problem sets. Several baseline models are evaluated on the dataset, with the best model found to perform at a human level. The full dataset and code are made publicly available to assess new language models and advance automatic problem-solving abilities in machine learning.
Tcea 2014 Video Game Design for New TEKSMike Ploor
This document provides information about a video game design session at the TCEA 2014 Convention in Austin, Texas. The session will take place on Tuesday, February 4th at 8:00 am in room 11AB. It will be presented by D. Michael Ploor and will cover video game design for new TEKS (Texas Essential Knowledge and Skills). The session will discuss character elements and why changes are needed in video game design education.
The document discusses the ExamView Learning Series, which provides over 15,000 high-quality assessment questions aligned to state standards in various subjects. The questions can be used to create tests, worksheets, and other formative assessments. Tests can be administered on paper or digitally using various tools and delivered through different methods, including LAN tests or HTML files. Questions include support information and feedback to benefit student learning.
The document discusses the ExamView Learning Series, which provides over 15,000 high-quality assessment questions aligned to state standards in various subjects. The questions can be used to create tests, worksheets, and other formative assessments. Tests can be administered on paper or digitally using various tools and delivered through different methods, including LAN tests or HTML files. The Learning Series questions include support features like rationales and feedback to aid student learning.
Game Design as an Intro to Computer Science (Meaningful Play 2014)marksuter
Presented by Mark Suter at Michigan State University in November 2014 for the Meaningful Play Conference.
These are methods I use in my classroom to introduce computer science concepts, as well as some common syntax.
This document summarizes a presentation on video game design given at the 2014 TCEA Convention in Austin, Texas. The presentation introduced free software that can be used to build video games in under 5 minutes. It discussed character elements, math, science, and English concepts integrated into video game design. It also outlined a proposed 4-year STEM academy curriculum in video game design and development that incorporates industry certifications. Best practices for flipped classrooms and motivating students were also presented.
My presentation on Pedagogy Before Technology (AKA How to weave technology into the fabric of our classrooms) delivered as part of the Weaving Technology into the Fabric of the Classroom workshop series, presented at Griffith University in July 2019.
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies like Microsoft Office, online tools, and multimedia to help students compare and classify information, take notes, work cooperatively, generate and test hypotheses, and more. Specific apps, websites, and digital resources are recommended for each instructional strategy to engage students and improve comprehension.
Marrying Marzano W Instructional TechnologyMelanie Lewis
The document discusses strategies from Robert Marzano's research on classroom instruction that works. It identifies nine instructional strategies, provides statistics on their effectiveness at increasing student achievement, and gives examples of how each strategy can be implemented using instructional technology. These include using comparison matrices and online games for similarities and differences, summary frames and note-taking tools for summarizing, online certificates and websites for recognizing effort, and PowerPoint for presenting homework policies and practice activities.
Marrying Marzano W Instructional TechnologyMelanie Lewis
The document discusses strategies from Robert Marzano's research on effective classroom instruction and ways to integrate those strategies with instructional technology. Some of the key strategies mentioned include identifying similarities and differences, summarizing and note-taking, reinforcing effort and providing recognition, increasing value in homework and practice, using non-linguistic representations, incorporating cooperative learning, setting objectives and providing feedback, and using questions, cues, and advanced organizers. Specific technologies are suggested for implementing each strategy, such as comparison matrices, summary frames, rubrics, and interactive games and websites.
Expoelearning 2010 Virtual Campus International Quality In E Learning Lambrop...Margarida ROMERO
Lambropoulos, N. & Romero, M. (2010) Quality in collaborative learning. EuroCAT ergonomic analysis. Sesión Virtual Campus International 2010. IX Congreso Internacional de e-learning ExpoElearning 2010. 24 y 25 de febrero. Madrid.
Quality In Computer Supported Collaborative eLearning by Lambropoulos RomeroNiki Lambropoulos PhD
Quality In Computer Supported Collaborative eLearning by Lambropoulos & Romero in Madrid at the Quality eLearning Workshop coordinated by Dr. Margarida Romero http://www.expoelearning.com/
This document discusses how to integrate technology with Marzano's instructional strategies to enhance student learning. It provides examples of how to use various technologies, like Microsoft Office, web tools, and multimedia, to support identifying similarities and differences, summarizing and note-taking, generating and testing hypotheses, and other instructional strategies. Specific apps and websites are recommended for each strategy with brief descriptions and examples.
Online Learning Management System and Analytics using Deep LearningDr. Amarjeet Singh
The document describes a proposed online learning management system and analytics platform that utilizes various machine learning and deep learning techniques. Specifically, it discusses implementing gamification elements and augmented reality content to increase student engagement. It also explores using business intelligence and data mining of student data to perform learning analytics, such as predicting student performance and factors affecting achievement, in order to help educators optimize their teaching methods. A variety of classification algorithms like decision trees, random forests, support vector machines, and logistic regression are evaluated for their ability to model student grades based on demographic and academic attributes.
This document discusses using a cognitive walkthrough approach to evaluate game-based learning designs. It provides context on learning theories including constructivism and outlines the cognitive walkthrough method. It then proposes a way to contextualize and extend the cognitive walkthrough specifically for game-based learning (CWLTGM). The method involves analyzing each logical step or connection a player must make to learn through playing and identifying if the connection is reasonable to expect. This allows designers to identify flaws before implementation. The document concludes by discussing next steps of applying CWLTGM to evaluate a part of the CareerQuest game in an upcoming lab session.
Math Resources! Problems, tasks, strategies, and pedagogy. An hour of my 90-min session on math task design at Cal Poly Pomona for a group of teachers (mainly elementary school).
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Engineering Design & Development Project
1. Structures Team
CONNOR BLAKENEY, FRANK CIONGOLI, ALEX CIAMBOTTI, DAN PFEIFER-KELLY
E DESIGN 100 – SECTION 8
2. Roadmap to our Solution
What is our goal? (recognize opportunity)
What we found? (gather info)
What do specifically need to accomplish? (specifications)
Possible ideas? (brainstorming)
How do our ideas stack up against each other? (evaluation)
What are we offering as our final product? (analysis)
What will it look like? (test prototype/communicate design)
4. Mission statement
We are in the business of designing an activity that can educate
children in grades 6-8 in STEM concepts, specifically through or
about structure
5. What is the opportunity we have
been afforded?
In recent decades the US has been falling behind the rest of the
world in STEM education, as evidence by standardized tests. Our
goal is to provide a system that will give
teachers the tools they need to educate
their students in these fields.
Science and math from grades 6-8 do
not have any focus on the concepts and
ideas needed for engineering.
Convince students that engineering is
heuristic
Source
7. Surveys said…
We learned from teachers and students that children learned better
whenever they were interested in what they were doing
Children were most interested in activities whenever they were
interactive
Through asking the students directly we were able to discern which
parts of their science and math classes they found the most difficult
Polled teachers to find out what their students struggled with the
most
The one most relevant to structures was measurements and conversions
8. What do we need to do?
Well we are going to create an interactive virtual setting in which
students learn how to apply parts of the curriculum to real world
scenarios.
We feel that knowing how to apply complex ideas to something
tangible is the first step to developing the engineers of tomorrow
9. Technical Aspects
3 modules that teach a specific item from the PA cirriculum
The ideas learned in these 3 modules will be applied in a final
cumulative challenge
11. Specifications
1. Kids actively participate. Holds attention for duration of a standard class (45
minutes at a time).
2. Teaches the educational objectives of converting measurements (2.3.8.D),
compare how a product system developed for one environment may be applied to
another setting (3.4.8.A3), analyze factors that determine structural design (3.4.8.E7).
We assume objectives are learned if they “pass” the challenge.
3. Competitive between students. There is a sense of competition between peers
that motivates kids to continue playing and continue learning. This can be done
through a scoreboard system that keeps track of every students performance and
positively reinforces the best performers.
4. The difficulty can adjust to accommodate the different levels of students. After
beating the initial challenge the student can choose from 3 higher levels to
challenge themselves.
5. Easily understood. The students can grasp the goal of the challenge after a brief
explanation (approx. 5 minutes at most).
6. Is not too computer intensive. Some schools computers are not very high end, so
we don’t want a challenge that is too intensive on the CPU. Can run on 4 GB RAM,
Win7 and XP both x64 and x86, dual core processors. A low-end computer should be
able to run the program without error.
15. Brainstormed Modules
1. Measurements and conversions (game)
Cannon launch game
Sled riding sandbox
Helicopter adventure
Crane drop game
2. Compare how a product or system or environment developed for one setting may be applied to
another setting (experimentation)
3d experimentation interface
2d experimentation interface
Real world situation simulator
3. Analyze factors that determine structural design (video)
Interactive video
Non-interactive video
Written text
16. Brainstormed Challenges
Build and test a bridge
Build a disaster-proof house
Repair a hole in the roof of the virtual house
20. So what did we end up with?
We ended up with a system that uses 3 base modules to teach 3
educational objectives from the state curriculum, and a final
challenge that ties them all together and gets the kids to use critical
thinking skills.
The 3 modules are the 3d experimentation interface, the interactive
video and the game
Our final challenge for the students is having them build a bridge under
certain constraints and conditions.
21. So what does it look like?
Fig. 1 Helicopter game
We don’t have to ask to convert distance, the students could
convert from mph to m/s, for example.
Teaches objective 2.3.8.D in state curriculum.
Fig 2 Video module
Teaches about educational objective analyze factors
that determine structural design (3.4.8.E7).
Fig. 3 3d experimentation
module.
Kids can change materials and forces applied
easily. Teaches objective 3.4.8.A3 “compare
how a product system developed for one
environment may be applied to another
setting”
22. The Final Challenge
Fig 4 Bridge Challenge
Students have to make a bridge
under a certain monetary constraint
among other variables.
25. References
PA Academic Standards for Science and Technology
http://static.pdesas.org/content/documents/Academic_Standards_for_
Science_and_Technology_and_Engineering_Education_(Elementary).pd
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PA Academic Standards for Math
http://static.pdesas.org/content/documents/Academic_Standards_for_
Mathematics_(Elementary).pdf