40,978 research outputs found

    Voran Test Lab : An exploration of teaching collaborative problem solving and critical thinking through emergent gameplay

    Get PDF
    This book explores emergent gameplay as a methodology for teaching collaborative problem solving and critical thinking. These are both key 21st Century Skills and are important in educating and building future professionals and leaders. I explored the precedent analysis of game design in this category before conducting my own design research activities and experiments. Ultimately, my work culminated in the design and development of a game called Voran Test Lab. The game is designed to engage early middle school students and ask them to critically evaluate problems and collaboratively solve them

    Mathematical practice, crowdsourcing, and social machines

    Full text link
    The highest level of mathematics has traditionally been seen as a solitary endeavour, to produce a proof for review and acceptance by research peers. Mathematics is now at a remarkable inflexion point, with new technology radically extending the power and limits of individuals. Crowdsourcing pulls together diverse experts to solve problems; symbolic computation tackles huge routine calculations; and computers check proofs too long and complicated for humans to comprehend. Mathematical practice is an emerging interdisciplinary field which draws on philosophy and social science to understand how mathematics is produced. Online mathematical activity provides a novel and rich source of data for empirical investigation of mathematical practice - for example the community question answering system {\it mathoverflow} contains around 40,000 mathematical conversations, and {\it polymath} collaborations provide transcripts of the process of discovering proofs. Our preliminary investigations have demonstrated the importance of "soft" aspects such as analogy and creativity, alongside deduction and proof, in the production of mathematics, and have given us new ways to think about the roles of people and machines in creating new mathematical knowledge. We discuss further investigation of these resources and what it might reveal. Crowdsourced mathematical activity is an example of a "social machine", a new paradigm, identified by Berners-Lee, for viewing a combination of people and computers as a single problem-solving entity, and the subject of major international research endeavours. We outline a future research agenda for mathematics social machines, a combination of people, computers, and mathematical archives to create and apply mathematics, with the potential to change the way people do mathematics, and to transform the reach, pace, and impact of mathematics research.Comment: To appear, Springer LNCS, Proceedings of Conferences on Intelligent Computer Mathematics, CICM 2013, July 2013 Bath, U

    10 simple rules to create a serious game, illustrated with examples from structural biology

    Full text link
    Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in particular citizen science games, games that allow people to produce and/or analyze scientific data. Interestingly, it is possible to build a set of rules providing a guideline to create or improve serious games. We present arguments gathered from our own experience ( Phylo , DocMolecules , HiRE-RNA contest and Pangu) as well as examples from the growing literature on scientific serious games

    SimSketch & GearSketch: Sketch-based modelling for early science education

    Get PDF

    Robotic Arm Exhibit

    Get PDF
    Museums like the Children’s Museums and Theatre of Maine (CMTM) and the EcoTarium continually strive to produce engaging exhibits that promote family learning since families with young children are their primary audiences. Using design criteria developed by museum researchers over recent decades, we built a prototype pneumatic arm exhibit for CMTM to inspire children’s interests in engineering and science. We conducted several rounds of prototyping at the EcoTarium to refine the design. We conclude that the final design was very successful in meeting CMTM’s learning outcomes, including the promotion of family learning and active prolonged engagement, and recommend that the museum move to final fabrication of the exhibit
    • 

    corecore