A person is frustrated by recurring issues with people around them and old relationship patterns. The document advertises a service called Happy Tech, where a user can record or describe an interpersonal problem and have it analyzed by experts. The experts will then act out a solution for the user to emulate, with the goal of helping resolve conflicts and improving relationships. The service aims to provide professional help for social and emotional difficulties from the comfort of one's own home.
Cloud computing relies on sharing computing resources over a network rather than local devices. It has evolved from mainframes to client-server models to today's cloud systems. The cloud is characterized by on-demand self-service, broad network access, resource pooling, rapid elasticity, and measured service. There are several cloud service models including Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing provides green benefits such as reduced hardware, energy usage, and emissions through server consolidation and virtualization.
Greeen staat voor het toepassen van duurzame maatregelen met het oog op effectieve en efficiënte exploitatie. Complan verbindt in deze procesaanpask duurzame keuzes met een gezonde leef/werkomgeving en met de economische gevolgen hiervan. Greeen is daarmee hét antwoord op uw duurzaamheidsvragen in relatie tot huisvesting.
The document discusses plans for a video production for CarWarming.com including details about the video content, target geography, adding humor and visual interest, and ending notes. It also discusses using this approach to engage audiences, targeting specific regions, and making a business case for attracting customers by offering an automatic car starter service that shows customers are valued.
A person is frustrated by recurring issues with people around them and old relationship patterns. The document advertises a service called Happy Tech, where a user can record or describe an interpersonal problem and have it analyzed by experts. The experts will then act out a solution for the user to emulate, with the goal of helping resolve conflicts and improving relationships. The service aims to provide professional help for social and emotional difficulties from the comfort of one's own home.
Cloud computing relies on sharing computing resources over a network rather than local devices. It has evolved from mainframes to client-server models to today's cloud systems. The cloud is characterized by on-demand self-service, broad network access, resource pooling, rapid elasticity, and measured service. There are several cloud service models including Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing provides green benefits such as reduced hardware, energy usage, and emissions through server consolidation and virtualization.
Greeen staat voor het toepassen van duurzame maatregelen met het oog op effectieve en efficiënte exploitatie. Complan verbindt in deze procesaanpask duurzame keuzes met een gezonde leef/werkomgeving en met de economische gevolgen hiervan. Greeen is daarmee hét antwoord op uw duurzaamheidsvragen in relatie tot huisvesting.
The document discusses plans for a video production for CarWarming.com including details about the video content, target geography, adding humor and visual interest, and ending notes. It also discusses using this approach to engage audiences, targeting specific regions, and making a business case for attracting customers by offering an automatic car starter service that shows customers are valued.
Optionizr aims to be a website that helps people make decisions through group consensus building. It fits into the business productivity category online. There is currently no go-to site that assists with decision making. Optionizr would harness the wisdom of crowds on social networks. The initial target market is 1.7 million university students in the US, with an estimated $115,000 in initial revenue. Student interviews found they would use Optionizr for personal and career decisions and need incentives for successful monetization. The report concludes that Optionizr is a viable idea that can work with students as the initial target market.
Futbol Club Barcelona (FCB) was founded in 1899 and has always participated in the top Spanish league. FCB has won numerous domestic and European trophies, including 21 Spanish league titles and 4 Champions League titles. Some of the greatest players to play for FCB include Johan Cruyff, Diego Maradona, Ronaldinho, and Lionel Messi, who is the club's all-time leading scorer. Despite obstacles over its history, FCB remains one of the biggest clubs in the world.
A person is frustrated by recurring issues with people around them and old relationship patterns. The document advertises a service called Happy Tech, where a user can record or describe an interpersonal problem and have it analyzed by experts. The experts will then act out a solution for the user to emulate, with the goal of helping resolve conflicts and improving relationships. The service aims to provide professional help for social and emotional difficulties from the comfort of one's home.
The document discusses the present simple tense in English grammar, outlining its affirmative, negative, and interrogative forms in 3 sentences or less. The present simple tense is used to describe habitual or repeated actions. It can be made affirmative with subjects and verbs, negative by adding "do/does not" before the verb, or interrogative with auxiliary verbs and subjects inverted.
The document discusses music piracy and proposes a free trial service that allows access to over 1700 songs for a nominal fee. It outlines initial and long-term measurement strategies to track the impact of the service on job creation, revenue, and illegal downloading behavior. The service aims to provide universal and automatic access to music while creating "smart incentives" to reduce piracy.
Marthas Outfitters Digital Engagement PlanAaron Ginoza
The engagement plan aims to increase foot traffic, awareness, and conversions for Martha's Outfitters thrift store through various communication and social media programs. Key objectives are to promote Martha's Outfitters as a trendy place to shop in the U Street area while also raising its profile as a charitable organization. The target audiences are millennials interested in fashion, the local community, and eco-conscious individuals. Proposed tactics leverage social media, events, and partnerships to educate audiences and drive word-of-mouth recommendations for the store.
This document discusses the role of persuasion and rhetoric in scientific communication. It notes that facts must be presented and argued to peers, and findings only take on the status of scientific knowledge when accepted by the scientific community. To be persuasive, scientists must make their claims believable within the context of previous research and current paradigms. Understanding the conventions of a scientific community distinguishes professional scientists from students, and scientists rely on collaboration and each other's work to advance their own research.
The document summarizes the current research areas of Katrin Becker, including:
1) Understanding learning design in commercial video games through studying how successful games already facilitate learning.
2) Developing a "Magic Bullet" serious game design model and an "Instructional Ethology" methodology for analyzing games.
3) Studying interdisciplinary knowledge and communication needed for cross-discipline collaborations like an instructional designer creating an educational game.
4) A general education research project examining how learners connect science and math concepts to their lives.
1. What are your areas of educational research interest?
2. What are educational research questions of interest to you?
3. What are some of your go-to educational research methods? Why? What types of questions do these help you answer?
4. What are some of your educational research methods that you might want to learn and apply? Why? How did you learn about these new educational research methods?
SCI 100 Question Development WorksheetJeimy JimenezAnswer .docxbagotjesusa
SCI 100 Question Development Worksheet
Jeimy Jimenez
Answer the following questions. Your instructor will use these answers to evaluate the critical elements for Project 2.
1. Why did you select your news story? I selected the news story because I thought it was interesting
2. What about the story makes it interesting to you both personally and scientifically? Personally, I thought it was interesting to read on how big Tobacco owners have tried to manipulate information for consumers. Scientifically I thought it was interesting to learn on what the effects of smoking and second hand smoking have on people
3. What did you already know about the topic before selecting the news story? What opinions or assumptions had you made about it? I already know that smoking was bad for you and that second-hand smoking is just as bad. I also knew that tobacco owners have tried ways to manipulate the public to keep their interests with Tabaco products
4. Which concepts covered in the course relate to your news story? I don’t any concepts relate to my news story except for research my story has to do with space and the ninth planet
5. What question do you have about the topic in the news story? How many hours of second hand smoke would a person need to experience in a lifetime before contracting some kind of cardiovascular disease
6. Why would this question be important to a natural scientist? It would be the study humans
SCI 100 Project 3 Guidelines and Rubric
Overview
There are three projects for this course. In Project 1, you began your exploration of a natural science topic by selecting a news story and completing a topic
exploration graphic organizer. In Project 2, you continued your analysis of the news story and the natural science topic and ultimately developed a question that,
as a natural scientist, you would like to study. In Project 3, you will develop a presentation that discusses why your question is important and the value of
studying the natural sciences.
Project 3 will assess the following course outcomes, which you will focus on throughout Themes 3 and 4:
Investigate major developments in the natural sciences for informing critical questions that drive scientific inquiry
Articulate the value of the natural sciences for their impact on contemporary issues
Prompt
Using the question that you posed in Project 2, explain why the answer is important for understanding yourself, other people, and the world around you. In
addition, you will discuss how the natural sciences have developed to help us answer these important questions. Your presentation should include speaker notes
so that your instructor knows what you would be saying if you were actually giving the presentation. The critical elements of this project will be evaluated by the
information in your presentation. Be sure your actual question is apparent in the presentation.
Specifically, the following critical elements must b.
Teaching Math and Science MulticulturallyEDF 2085Prof. Mukhe.docxdeanmtaylor1545
Teaching Math and Science Multiculturally
EDF 2085
Prof. Mukherjee
Figure It Out!
Why Teach Math/Science?
Multicultural Answers:
Use knowledge to make the world a better place
Teach basic, functional skills as well as important themes like conservation; health; wealth distribution; voting…
Research has demonstrated male dominance and cross cultural under-representation in math/ science fields (at both school and societal levels)
Why Math and Science
“Today, I want to argue, the most urgent social issue affecting poor people and people of color is economic access. In today’s world, economic access and full citizenship depend crucially on math and science literacy.”
Bob Moses, Civil Rights Activist and Found of The Algebra Project
Radical Equations: Math Literacy and Civil Rights, p. 5
Indicators of Social Inequity Related to Science & Math Education
Professions that draw highest salaries tend to emphasize math and science
These fields tend to be segregated by race and gender
Patterns of segregation by sex and race can be viewed in patterns of enrollment in math & science in K-12 system
Patterns of racial and gender homogeneity also evident in representation in illustration and content of science & math textbooks
Failure to engage all students undermine their potential and future lifestyles/chances.
What Do We Want To Achieve in Math/ Science Education?
Multicultural Answers:
Critical (reflective) math and science literacy
Access to high levels of math/ science literacy for all students
Understanding how math & science are used in daily contexts
Understanding the political context of math and science (examples: racist theories of intelligence; use of statistics to support diverse positions)
Ensure not only functional levels of science & math literacy, but also CRITICAL science & math literacy
Traditional Answers:
Mastery of selected skills and knowledge of selected “facts”
Stratification of curriculum (tracking)
Content Concerns
Multicultural Answers:
Recognizes that Math and Science are not “culture-free”
Many cultures have contributed to our knowledge of Math and Science
Current uses of mathematics/ science in society (social issues as math/ science problems)
Emphasizes process (DOING a problem), not just product (getting the CORRECT answer)
Traditional Answers:
Claims that Math/ science are “universal”, culture-free subjects
Math and science are “objective” and, therefore, bias-free
Math and science problems have one right answer
Instruction/ Activities
Multicultural Answers:
Learning through meaningful, reality based problem solving activities
Inquiry-based approaches (teaching students to ask questions)
Allowing for mistakes (science as a process of reasoned trial and error)
Multiple learning styles addressed
Interdisciplinary inquiry (link science and math with other subject areas)
Traditional Answers:
Memorization
Learning occurs through repetitive practice (“drill and kill’)
Field independent in.
Teaching Math and Science MulticulturallyEDF 2085Prof. Mukhe.docxbradburgess22840
Teaching Math and Science Multiculturally
EDF 2085
Prof. Mukherjee
Figure It Out!
Why Teach Math/Science?
Multicultural Answers:
Use knowledge to make the world a better place
Teach basic, functional skills as well as important themes like conservation; health; wealth distribution; voting…
Research has demonstrated male dominance and cross cultural under-representation in math/ science fields (at both school and societal levels)
Why Math and Science
“Today, I want to argue, the most urgent social issue affecting poor people and people of color is economic access. In today’s world, economic access and full citizenship depend crucially on math and science literacy.”
Bob Moses, Civil Rights Activist and Found of The Algebra Project
Radical Equations: Math Literacy and Civil Rights, p. 5
Indicators of Social Inequity Related to Science & Math Education
Professions that draw highest salaries tend to emphasize math and science
These fields tend to be segregated by race and gender
Patterns of segregation by sex and race can be viewed in patterns of enrollment in math & science in K-12 system
Patterns of racial and gender homogeneity also evident in representation in illustration and content of science & math textbooks
Failure to engage all students undermine their potential and future lifestyles/chances.
What Do We Want To Achieve in Math/ Science Education?
Multicultural Answers:
Critical (reflective) math and science literacy
Access to high levels of math/ science literacy for all students
Understanding how math & science are used in daily contexts
Understanding the political context of math and science (examples: racist theories of intelligence; use of statistics to support diverse positions)
Ensure not only functional levels of science & math literacy, but also CRITICAL science & math literacy
Traditional Answers:
Mastery of selected skills and knowledge of selected “facts”
Stratification of curriculum (tracking)
Content Concerns
Multicultural Answers:
Recognizes that Math and Science are not “culture-free”
Many cultures have contributed to our knowledge of Math and Science
Current uses of mathematics/ science in society (social issues as math/ science problems)
Emphasizes process (DOING a problem), not just product (getting the CORRECT answer)
Traditional Answers:
Claims that Math/ science are “universal”, culture-free subjects
Math and science are “objective” and, therefore, bias-free
Math and science problems have one right answer
Instruction/ Activities
Multicultural Answers:
Learning through meaningful, reality based problem solving activities
Inquiry-based approaches (teaching students to ask questions)
Allowing for mistakes (science as a process of reasoned trial and error)
Multiple learning styles addressed
Interdisciplinary inquiry (link science and math with other subject areas)
Traditional Answers:
Memorization
Learning occurs through repetitive practice (“drill and kill’)
Field independent in.
Scientific Method is a process used to build and organize knowledge in the form of testable explanations and predictions about the natural world. It involves making observations, asking questions, formulating hypotheses, making predictions, conducting experiments, and analyzing the results. While science is constantly evolving as new discoveries are made, the scientific method helps ensure research is objective, evidence-based, and peer-reviewed.
The scientific method is important because it allows for a systematic process of exploring the natural world to build understanding. By making detailed observations and asking questions, researchers can form hypotheses to explain phenomena. Experiments are then designed to test these hypotheses, either supporting or dis
A presentation from Dr. David Piggott of the University of Lincoln on philosophy from the session: Philosophy of research and epistemological frameworks (part of the Researcher Education Programme)
This document provides an overview of science concepts and the scientific process. It begins with objectives and introduces the topic by asking what science is and how it really works. It then discusses science, technology, and society. The document outlines habits of mind and processes of inquiry in science investigations. It explains that science involves testing ideas through gathering data, interpreting observations, developing explanations, and revising understandings. While often presented as linear steps, the scientific process is really iterative and interrelated.
This document provides an introduction to game based learning through a preface and overview of the GAMEiT handbook. The preface discusses how games have long been used for both leisure and serious purposes like practicing strategies. It notes growing interest in using games for education but also challenges, like lack of teacher experience and resources. The handbook aims to identify and share good practices in game based learning. The overview previews the chapters, which explore topics like global conflicts simulation games, using commercial games like Rome Total War for history lessons, and developing a medication calculation game for nursing students. The goal is to illustrate diverse approaches to incorporating games and game elements into education.
This orientation outlines the goals and structure of the REU program. It introduces the stakeholders including NSF who is funding the program. Research is described as focused exploration to spread knowledge. Innovation is discussed as key to economic success. There is a need for more innovation but challenges include lack of training and underrepresentation in STEM fields, especially for women and minorities. The goals are to conduct research and create something new through this opportunity.
Serious games for bioinformatics education. ISMB 2014 education workshopBenjamin Good
This document discusses using games and gamification for bioinformatics education. It begins by outlining how games can be used for recruiting and engaging students. Several existing educational bioinformatics games are then described, including games focused on protein folding, sequence alignment, and introducing concepts like BLAST. However, these games only provide shallow learning. Gamification approaches for bioinformatics education like CACAO and Rosalind.info are also summarized. These apply game elements like levels, badges, and leaderboards to make bioinformatics algorithm practice more engaging. Overall, the document argues that while current offerings have limitations, games show promise for improving bioinformatics learning if they can bridge the gap between games and scientific concepts.
This document discusses learning through games and scientific discovery games. It covers how games can be used for learning, such as allowing exploration and feedback. Games have also been shown to improve skills like speed of processing, multitasking, and vision. Games can teach useful skills and concepts in areas like biology, medicine, geography and more. Scientific discovery games engage players in real scientific work, such as protein folding games like Foldit and gene selection games like The Cure that have yielded real scientific results. Citizen science games like Phylo have players align gene sequences to help scientists.
Optionizr aims to be a website that helps people make decisions through group consensus building. It fits into the business productivity category online. There is currently no go-to site that assists with decision making. Optionizr would harness the wisdom of crowds on social networks. The initial target market is 1.7 million university students in the US, with an estimated $115,000 in initial revenue. Student interviews found they would use Optionizr for personal and career decisions and need incentives for successful monetization. The report concludes that Optionizr is a viable idea that can work with students as the initial target market.
Futbol Club Barcelona (FCB) was founded in 1899 and has always participated in the top Spanish league. FCB has won numerous domestic and European trophies, including 21 Spanish league titles and 4 Champions League titles. Some of the greatest players to play for FCB include Johan Cruyff, Diego Maradona, Ronaldinho, and Lionel Messi, who is the club's all-time leading scorer. Despite obstacles over its history, FCB remains one of the biggest clubs in the world.
A person is frustrated by recurring issues with people around them and old relationship patterns. The document advertises a service called Happy Tech, where a user can record or describe an interpersonal problem and have it analyzed by experts. The experts will then act out a solution for the user to emulate, with the goal of helping resolve conflicts and improving relationships. The service aims to provide professional help for social and emotional difficulties from the comfort of one's home.
The document discusses the present simple tense in English grammar, outlining its affirmative, negative, and interrogative forms in 3 sentences or less. The present simple tense is used to describe habitual or repeated actions. It can be made affirmative with subjects and verbs, negative by adding "do/does not" before the verb, or interrogative with auxiliary verbs and subjects inverted.
The document discusses music piracy and proposes a free trial service that allows access to over 1700 songs for a nominal fee. It outlines initial and long-term measurement strategies to track the impact of the service on job creation, revenue, and illegal downloading behavior. The service aims to provide universal and automatic access to music while creating "smart incentives" to reduce piracy.
Marthas Outfitters Digital Engagement PlanAaron Ginoza
The engagement plan aims to increase foot traffic, awareness, and conversions for Martha's Outfitters thrift store through various communication and social media programs. Key objectives are to promote Martha's Outfitters as a trendy place to shop in the U Street area while also raising its profile as a charitable organization. The target audiences are millennials interested in fashion, the local community, and eco-conscious individuals. Proposed tactics leverage social media, events, and partnerships to educate audiences and drive word-of-mouth recommendations for the store.
This document discusses the role of persuasion and rhetoric in scientific communication. It notes that facts must be presented and argued to peers, and findings only take on the status of scientific knowledge when accepted by the scientific community. To be persuasive, scientists must make their claims believable within the context of previous research and current paradigms. Understanding the conventions of a scientific community distinguishes professional scientists from students, and scientists rely on collaboration and each other's work to advance their own research.
The document summarizes the current research areas of Katrin Becker, including:
1) Understanding learning design in commercial video games through studying how successful games already facilitate learning.
2) Developing a "Magic Bullet" serious game design model and an "Instructional Ethology" methodology for analyzing games.
3) Studying interdisciplinary knowledge and communication needed for cross-discipline collaborations like an instructional designer creating an educational game.
4) A general education research project examining how learners connect science and math concepts to their lives.
1. What are your areas of educational research interest?
2. What are educational research questions of interest to you?
3. What are some of your go-to educational research methods? Why? What types of questions do these help you answer?
4. What are some of your educational research methods that you might want to learn and apply? Why? How did you learn about these new educational research methods?
SCI 100 Question Development WorksheetJeimy JimenezAnswer .docxbagotjesusa
SCI 100 Question Development Worksheet
Jeimy Jimenez
Answer the following questions. Your instructor will use these answers to evaluate the critical elements for Project 2.
1. Why did you select your news story? I selected the news story because I thought it was interesting
2. What about the story makes it interesting to you both personally and scientifically? Personally, I thought it was interesting to read on how big Tobacco owners have tried to manipulate information for consumers. Scientifically I thought it was interesting to learn on what the effects of smoking and second hand smoking have on people
3. What did you already know about the topic before selecting the news story? What opinions or assumptions had you made about it? I already know that smoking was bad for you and that second-hand smoking is just as bad. I also knew that tobacco owners have tried ways to manipulate the public to keep their interests with Tabaco products
4. Which concepts covered in the course relate to your news story? I don’t any concepts relate to my news story except for research my story has to do with space and the ninth planet
5. What question do you have about the topic in the news story? How many hours of second hand smoke would a person need to experience in a lifetime before contracting some kind of cardiovascular disease
6. Why would this question be important to a natural scientist? It would be the study humans
SCI 100 Project 3 Guidelines and Rubric
Overview
There are three projects for this course. In Project 1, you began your exploration of a natural science topic by selecting a news story and completing a topic
exploration graphic organizer. In Project 2, you continued your analysis of the news story and the natural science topic and ultimately developed a question that,
as a natural scientist, you would like to study. In Project 3, you will develop a presentation that discusses why your question is important and the value of
studying the natural sciences.
Project 3 will assess the following course outcomes, which you will focus on throughout Themes 3 and 4:
Investigate major developments in the natural sciences for informing critical questions that drive scientific inquiry
Articulate the value of the natural sciences for their impact on contemporary issues
Prompt
Using the question that you posed in Project 2, explain why the answer is important for understanding yourself, other people, and the world around you. In
addition, you will discuss how the natural sciences have developed to help us answer these important questions. Your presentation should include speaker notes
so that your instructor knows what you would be saying if you were actually giving the presentation. The critical elements of this project will be evaluated by the
information in your presentation. Be sure your actual question is apparent in the presentation.
Specifically, the following critical elements must b.
Teaching Math and Science MulticulturallyEDF 2085Prof. Mukhe.docxdeanmtaylor1545
Teaching Math and Science Multiculturally
EDF 2085
Prof. Mukherjee
Figure It Out!
Why Teach Math/Science?
Multicultural Answers:
Use knowledge to make the world a better place
Teach basic, functional skills as well as important themes like conservation; health; wealth distribution; voting…
Research has demonstrated male dominance and cross cultural under-representation in math/ science fields (at both school and societal levels)
Why Math and Science
“Today, I want to argue, the most urgent social issue affecting poor people and people of color is economic access. In today’s world, economic access and full citizenship depend crucially on math and science literacy.”
Bob Moses, Civil Rights Activist and Found of The Algebra Project
Radical Equations: Math Literacy and Civil Rights, p. 5
Indicators of Social Inequity Related to Science & Math Education
Professions that draw highest salaries tend to emphasize math and science
These fields tend to be segregated by race and gender
Patterns of segregation by sex and race can be viewed in patterns of enrollment in math & science in K-12 system
Patterns of racial and gender homogeneity also evident in representation in illustration and content of science & math textbooks
Failure to engage all students undermine their potential and future lifestyles/chances.
What Do We Want To Achieve in Math/ Science Education?
Multicultural Answers:
Critical (reflective) math and science literacy
Access to high levels of math/ science literacy for all students
Understanding how math & science are used in daily contexts
Understanding the political context of math and science (examples: racist theories of intelligence; use of statistics to support diverse positions)
Ensure not only functional levels of science & math literacy, but also CRITICAL science & math literacy
Traditional Answers:
Mastery of selected skills and knowledge of selected “facts”
Stratification of curriculum (tracking)
Content Concerns
Multicultural Answers:
Recognizes that Math and Science are not “culture-free”
Many cultures have contributed to our knowledge of Math and Science
Current uses of mathematics/ science in society (social issues as math/ science problems)
Emphasizes process (DOING a problem), not just product (getting the CORRECT answer)
Traditional Answers:
Claims that Math/ science are “universal”, culture-free subjects
Math and science are “objective” and, therefore, bias-free
Math and science problems have one right answer
Instruction/ Activities
Multicultural Answers:
Learning through meaningful, reality based problem solving activities
Inquiry-based approaches (teaching students to ask questions)
Allowing for mistakes (science as a process of reasoned trial and error)
Multiple learning styles addressed
Interdisciplinary inquiry (link science and math with other subject areas)
Traditional Answers:
Memorization
Learning occurs through repetitive practice (“drill and kill’)
Field independent in.
Teaching Math and Science MulticulturallyEDF 2085Prof. Mukhe.docxbradburgess22840
Teaching Math and Science Multiculturally
EDF 2085
Prof. Mukherjee
Figure It Out!
Why Teach Math/Science?
Multicultural Answers:
Use knowledge to make the world a better place
Teach basic, functional skills as well as important themes like conservation; health; wealth distribution; voting…
Research has demonstrated male dominance and cross cultural under-representation in math/ science fields (at both school and societal levels)
Why Math and Science
“Today, I want to argue, the most urgent social issue affecting poor people and people of color is economic access. In today’s world, economic access and full citizenship depend crucially on math and science literacy.”
Bob Moses, Civil Rights Activist and Found of The Algebra Project
Radical Equations: Math Literacy and Civil Rights, p. 5
Indicators of Social Inequity Related to Science & Math Education
Professions that draw highest salaries tend to emphasize math and science
These fields tend to be segregated by race and gender
Patterns of segregation by sex and race can be viewed in patterns of enrollment in math & science in K-12 system
Patterns of racial and gender homogeneity also evident in representation in illustration and content of science & math textbooks
Failure to engage all students undermine their potential and future lifestyles/chances.
What Do We Want To Achieve in Math/ Science Education?
Multicultural Answers:
Critical (reflective) math and science literacy
Access to high levels of math/ science literacy for all students
Understanding how math & science are used in daily contexts
Understanding the political context of math and science (examples: racist theories of intelligence; use of statistics to support diverse positions)
Ensure not only functional levels of science & math literacy, but also CRITICAL science & math literacy
Traditional Answers:
Mastery of selected skills and knowledge of selected “facts”
Stratification of curriculum (tracking)
Content Concerns
Multicultural Answers:
Recognizes that Math and Science are not “culture-free”
Many cultures have contributed to our knowledge of Math and Science
Current uses of mathematics/ science in society (social issues as math/ science problems)
Emphasizes process (DOING a problem), not just product (getting the CORRECT answer)
Traditional Answers:
Claims that Math/ science are “universal”, culture-free subjects
Math and science are “objective” and, therefore, bias-free
Math and science problems have one right answer
Instruction/ Activities
Multicultural Answers:
Learning through meaningful, reality based problem solving activities
Inquiry-based approaches (teaching students to ask questions)
Allowing for mistakes (science as a process of reasoned trial and error)
Multiple learning styles addressed
Interdisciplinary inquiry (link science and math with other subject areas)
Traditional Answers:
Memorization
Learning occurs through repetitive practice (“drill and kill’)
Field independent in.
Scientific Method is a process used to build and organize knowledge in the form of testable explanations and predictions about the natural world. It involves making observations, asking questions, formulating hypotheses, making predictions, conducting experiments, and analyzing the results. While science is constantly evolving as new discoveries are made, the scientific method helps ensure research is objective, evidence-based, and peer-reviewed.
The scientific method is important because it allows for a systematic process of exploring the natural world to build understanding. By making detailed observations and asking questions, researchers can form hypotheses to explain phenomena. Experiments are then designed to test these hypotheses, either supporting or dis
A presentation from Dr. David Piggott of the University of Lincoln on philosophy from the session: Philosophy of research and epistemological frameworks (part of the Researcher Education Programme)
This document provides an overview of science concepts and the scientific process. It begins with objectives and introduces the topic by asking what science is and how it really works. It then discusses science, technology, and society. The document outlines habits of mind and processes of inquiry in science investigations. It explains that science involves testing ideas through gathering data, interpreting observations, developing explanations, and revising understandings. While often presented as linear steps, the scientific process is really iterative and interrelated.
This document provides an introduction to game based learning through a preface and overview of the GAMEiT handbook. The preface discusses how games have long been used for both leisure and serious purposes like practicing strategies. It notes growing interest in using games for education but also challenges, like lack of teacher experience and resources. The handbook aims to identify and share good practices in game based learning. The overview previews the chapters, which explore topics like global conflicts simulation games, using commercial games like Rome Total War for history lessons, and developing a medication calculation game for nursing students. The goal is to illustrate diverse approaches to incorporating games and game elements into education.
This orientation outlines the goals and structure of the REU program. It introduces the stakeholders including NSF who is funding the program. Research is described as focused exploration to spread knowledge. Innovation is discussed as key to economic success. There is a need for more innovation but challenges include lack of training and underrepresentation in STEM fields, especially for women and minorities. The goals are to conduct research and create something new through this opportunity.
Serious games for bioinformatics education. ISMB 2014 education workshopBenjamin Good
This document discusses using games and gamification for bioinformatics education. It begins by outlining how games can be used for recruiting and engaging students. Several existing educational bioinformatics games are then described, including games focused on protein folding, sequence alignment, and introducing concepts like BLAST. However, these games only provide shallow learning. Gamification approaches for bioinformatics education like CACAO and Rosalind.info are also summarized. These apply game elements like levels, badges, and leaderboards to make bioinformatics algorithm practice more engaging. Overall, the document argues that while current offerings have limitations, games show promise for improving bioinformatics learning if they can bridge the gap between games and scientific concepts.
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1. FOLDIT
PRACTICE:
Science or Gaming?
Theresa Horstman (thorst@uw.edu, @thorst)
Mark Chen (markchen@uw.edu, @mcdanger)
Seth Cooper (scooper@cs.washington.edu)
Philip Bell (pbell@uw.edu, @philiplbell)
University of Washington, Seattle
This work is funded by the DARPA under Award# FA8750-11-2-0102. However, all opinions are strictly our own.
3. Research
Questions
Are Foldit players learning
science?
Do players learn the
biochemistry of protein
structures and the
principles behind efficient
folds?
Are Foldit players engaged
in scientific practice?
4. Project Overview
Part of a multi-year, 3 phase research plan
Completed phase one in late 2011
Preliminary results include public forum data
Phase two will incorporate IRC data
5. CODING STRANDS
1. Sparking and Developing Interest and Excitement
2. Understanding Scientific Knowledge (content)
3. Engaging in Scientific Explanation and Argument
4. Understanding Scientific Enterprise
5. Engaging in Scientific Practices—Using the Tools and
Language of Science
6. Identifying with the Scientific Enterprise
7. Navigating Scientific Practice
6. ―….I'll try shifting something else or shifting things in a different
directions. Additionally, aromatic (ring-containing) residue stacking
seems to help a lot….. Moving the backbone and/or
selecting rotamers so that the rings of
tyrosines/phenylalanines stack can help scores
significantly…..When the sidechains turn blue using the attractiveness
coloring, you know they're set correctly. –Frank‖
(11-29-2007)
7. SCIENCE OR GAME?
Organized forum posts by threads
Approximately 2344 posts – 1169 coded
Coded posts
Science knowledge content = 217
Game content = 538
Scientific practice = 378
Coded threads
8. FRAMEWORK FOR K-12 SCIENCE
ED
Asking questions (science) and defining problems
(engineering)
Developing and using models
Planning and carrying out investigations
Analyzing and interpreting data
Using mathematics and computational thinking
Developing explanations (science) and designing solutions
(engineering)
Engaging in argument from evidence
Obtaining, evaluating, and communicating information
9.
10. 1
“Being totally novice, I think intuition plays a very big part here. I just
learned the basic rules and am doing rather well, if I do say so myself.
(Rather well being in the top 20 %, but maybe I was lucky, and
struggling) So I would have to say…. that you don't need
scientific knowledge to be good at this game…. Just
go with what looks and feels good…. I do hope that even
though I'm not top dog, my solutions will be used
in the research..….If not, I might as well be playing Battefield, or
something.”
–response to OP asking which players have science knowledge
11. 2
“Thanks for telling me about the wiki, however I probably am not going
to read through that whole thing and I suspect neither is any ADHD
teenage gamer, call me lazy, but I don't feel… your average
gamers who are used to built-in tutorials that
cover all the basics (every game I've ever played)
are going to spend much time outside the game
learning… let's be realistic if we are trying to reach gamers as the
target audience for crowd sourcing.…‖
–response to OP asking about how to teach new players
12. 3
“Does the score completely ignore salt bridges,
metal ion coordination, disulfide bonds, and hydrogen bonding along
the side chain? These are pretty important interactions in proteins.‖
“You are obviously more technically aware of this protein folding
business then I, but I can tell you by observation that hydrogen bonds
are indeed factored both in to the score, and into the behavior of the
proteins, as well as shown on your display (If you chose them in the
VIEW menu). Indeed, I believe you will find puzzle 44 very interesting.
It begins with a few hydrogen bonds, and you will find you don't
score over about 8,900 without making many more.‖
14. Science practice
What is science learnin
distributed Gamer as scientist
Reconfiguration of science
content in a new format
that allows the technology
to carry the science Gamer and
content. scientist
Gamer, scientist &
designer
15. REDEFINING GAMES AND
SCIENCE
1. Within Foldit, are there practices that are not scientific?
2. Does player awareness of their lack of science knowledge
change how they view science or reinforce existing beliefs?
3. In classrooms, one aspect of engaging in scientific practice is
adopting the language of scientists. Does this type of
classroom practice mean the same thing in an informal space
such as Foldit?
4. What are the consequences of separating science knowledge
from scientific practice without inhibiting a persons ability to
contribute to a scientific community?
5. How do we value different types of expert knowledge within a
scientific community?
17. THANK YOU
Foldit Practice:
Science or Gaming?
Theresa Horstman (thorst@uw.edu, @thorst)
Mark Chen (markchen@uw.edu, @mcdanger)
Seth Cooper (scooper@cs.washington.edu)
Philip Bell (pbell@uw.edu, @philiplbell)
University of Washington, Seattle
This work is funded by the DARPA under Award# FA8750-11-2-0102. However, all opinions are strictly our own.
Editor's Notes
This presentation was given at the Digital Media and Learning conference in San Francisco in March 2012.
Foldit is a free, online multi-player protein folding game and at the time of the Nature article* in August of 2010 had over 57,000 players.The game was designed in conjunction with scientists at Baker Labs at the UW. Scientists working with game designers and developers modeled 3D puzzles to help scientists solve real scientific problems including the discovery made in the most recent article in Nature Structural & Molecular Biology (2011).What is amazing about Foldit is that the principle design is to use a large population of players competing and collaborating to solve protein folding puzzles faster than computers. They’ve found that players are faster, more creative, and better problem solvers than computers set to solve similar tasks. This crowd-source driven research agenda creates an interesting space to think about how players came to be a part of the science community through game play – leading up to and including authors of scientific articles.*Predicting protein structures with a multiplayer online game in Nature, August 2010
There’s a ton of potential for looking at what this means to the scientific community, gaming community, and education. As learning scientists our immediate research questions are: Are Foldit players learning science? Such as whether or not players are learning the biochemistry of protein structures and the principles behind efficient folds?, Are Foldit players engaged in scientific practice? The answer to these questions may result is a shift in how we categorize and think about science and scientific practice which includes approaching a deeper issue of challenging distinct categories like gamers and scientists.As a result this may challenge what it means to teach and learn science – or at least what it means to participate in scientific communities.
The research is situated in a set of studies specific to games for learning. Our result are preliminary and represent the early stages of a longer study.We anticipate to see that in-game chat (and mirrors what we’ve seen) that corresponding with forum data – but our analysis is pending IRB approval.There are two aspects we think are of interest. One is the strategy for coding the forum posts because we ran into some unexpected challenges in trying to make sense of the data in relation to our questions. The other is our preliminary results on the interconnectedness of gamer and scientist.(Forum posts collected in Summer 2011)
Our initial coding strategy was to categorize the posts into seven strands.The first 6 strands are adapted from the NRC (National Research Council) Reports Learning Science in Informal Environments & Surrounded by Scienceand the 7th strand was adapted from the work of Steven’s et al in their work on navigating knowledge in Becoming an Engineer: Toward a Three Dimensional View of Engineering Learning (2008) and Bell (in press) for the combination. We’d intended to use these as gage to measure the type of science learning that may be taking place.--------------------Bell, P., Lewenstein, B., Shouse, A.W. & Feder, M.A. (Eds.). National Research Council. (2009). Learning science in informal environments: People, places, and pursuits. Committee on Learning Science in Informal Environments, Board on Science Education, National Research Council. Washington, DC: The National Academies Press.Stevens, R., O’Connor, K., Garrison, L., Jocuns, A., & Amos, D. M. (2008). Becoming an engineer: Toward a three dimension view of engineering learning. Journal of Engineering Education, 97(3), 355-368.Bell, P., Bricker, L. A., Reeve, S., Zimmerman, H. T., & Tzou, C. (in press). Discovering and Supporting Successful Learning Pathways of Youth In and Out Of School: Accounting for the Development of Everyday Expertise Across Settings. In B. Bevan, P. Bell, R. Stevens & A. Razfar (Eds.), Learning about Out of School Time (LOST) Learning Opportunities. London: Springer.
As we looked through the posts (like this one) it quickly became clear the difficulty in classifying the posts as it changed depending on how you chose to interpret it. There were too many assumptions built into this coding scheme and we needed to break it down into simpler categories and develop a more robust coding scheme over time.
The simpler categories allowed us to identify science knowledge—phrases or comments having to do with science (not just protein folding), game content—anything regarding content within the game, game play and game strategies, and scientific practice—this is anything demonstrating scientific thinking, argument, reasoning, hypotheses and testing.This coding strategy allowed us to see the volume and trends of posts related to science content and scientific practice. We were also able to identify posts which contained only game content and scientific practice. There is a lot happening in the interconnectedness of these three categories so we also created a synopsis of threads to account for what was happening through the course of these conversations.
Lastly, we settled on a framework for K-12 Science Ed, eight classroom practices (which is modeled after what experts do and sets the stage for the next 10-15 years of science education) and the original 7 strands. The Framework opens up a hybridity learning space between science and engineering -- defining problems and designing solutions to them are clearly related to protein folding challenge work. After classifying posts into the threecategorieswe were better able to justify our choices into these more complex categories.---------National Research Council. (2011). A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas. Committee on Conceptual Framework for the New K-12 Science Education Standards, Board on Science Education, National Research Council. Washington, DC: The National Academies Press.
So who are these people playing Foldit? Are they all secretly wannabe scientists? Do they consider themselves scientists now that they’ve published?From the 2010 Nature article Predicting protein structures with a multiplayer online game supplemental material, a majority of the players surveyed didn’t have prior knowledge of biochemistry. In the same article, they explain that “So while no more than perhaps half a thousand people have really driven Foldit (at least in the very restricted sense of improvements to the score), the situation is not that of a handful of experts or savants leading a blind majority…..The expertise acquired in the game appears to be diversified, instead of concentrated with a few individuals.” (p. 3).This description of the distribution of expertise within the Foldit community informed how we looked at the forum posts.
So through the course of adapting our own coding scheme over time to reflect the complexities of how science and game are combined and analyzing the contents of the posts we began to realize that the talk around Foldit is a challenge to categorize into the existing frameworks—it’s messy—as the gaming is inseparable from the science. This complexity holds serious consequences to many built-in assumptions about education and learning. For example, In this post, the player openly acknowledges its unnecessary to know science but still wants his/her work to be used in research.
In this post, the author dismisses a suggestion to go to the wiki to learn how to play and instead argues for better game design, not necessarily to improve learning but to improve game play. The author emphasizes gaming expertise as a way of improving game play to draw in larger numbers, therefore improving the chances of solving puzzles.
In this post (top) and response (below) we see the merging between scientific expertise (top) integrated with building game play expertise (both). There is something interesting here between the game mechanic of “score” and the understanding of scientific content enmeshed with scientific practice – both as the novice (below) picks up scientific expertise from the top and through building gaming expertise. These examples point to the variance among players and challenge the idea of the “understanding of science” by making visible different levels of expertiseas Foldit players participate in a scientific community.
Our preliminary conclusion is that in the instance of Foldit science and gaming are inseparable. The presence of self-identified (and industry confirmed) non-scientists contributing to- and participating in- scientific communities and practices may point to a disruption in how we think of science education. This includes challenging traditional notions of science learning historically rooted in learning science content – if students are not learning science content then its not science. In instances such as Foldit, valued participation within a scientific community does not exclude those without science content knowledge but rather utilizes different types of expertise mediated through a game.
We’ve been focused on the science content, game content and scientific practice but if we consider the player being situated into a larger community or network of non-science and scientific practitioners then we have to consider the Foldit players in relation to the scientists at Baker Labs who use the results the players achieve to further their scientific work. In addition, it may be important to consider the construction of the game and how the game designer and developer are now implicated in the network. This includes accurately capturing the correct metaphor to represent, visualize and interact with content. The quality of representation of the science as a game is an essential component for the gamer to exist as scientist--if the representation of scientific content was faulty or misaligned this entire practice couldn’t work. This leads us to reconsider how the details of Foldit practice speak to a type of expertise and participation within a larger network engaged in a scientific endeavor in which from a distance may not matter whether some activities are labeled science or gaming.
This leads to a whole new set of questions that may disrupt how we think about science, science education and using games for learning. 1. Another way of saying this is would anyone at the Baker lab say what they are doing is not science? This calls out the broader science community.2. When players are aware of their lack of science knowledge does it change how they view science or reinforce existing beliefs?3. The articulation of everyday vernacular within a domain (like Foldit) in relation to the discourse of science is a known problem -- there are productive hybrid discourses that start to make the phenomena technical -- although it may not be scientific discourse at first -- but for some who need to speak in that code of power (a la Delpit), there are instructional techniques to leverage vernacular discourse and refine it into the disciplinary discourse (so people can code switch if they need to).4. This also leaves open the potential for an expert with all the content knowledge to not do as well as an expert player. 5. This points to the importance of the accuracy of the visual manifestation of the protein folding problem into interactions that are comprehensive yet accessible.
Educurious is project-based curriculum designed using a custom social-networking site. The genetics course that elected to use Foldit as part of their curriculum was designed and enacted by Leah Bricker and Katie Van Horne (both from the University of Washington). A select set of puzzles aligned with the curriculum was set aside for classroom use. Additional prompts were added to link to educational content specific to that level. This enactment was just completed this week (February 27, 2012). Data is still being collected and analyzed but the analysis will lend insight to answering these questions about blending science learning, scientific practice, and gaming.
We’d also like to thank our coworkers at the University of Washington,Shelley Stromholt for the initial coding scheme of the 6 strands, Tiffany Lee for providing the LSIE framework, and Katie van Horne and Leah Bricker for sharing their work on Educurious Foldit.