Interesting NYTimes article - an elementary school organizes regular field trips to provide students with basic experiences that many low-income kids don't get to have (i.e. an auto repair shop so they get a chance to experience sitting in a car) and connects these to academic work.
This blurb announces a grant from the Bill & Melinda Gates Foundation to develop software tools that detect student engagement while using educational software--and use the data to improve learning.
"To study engagement, robust learning, and emotion in real classrooms, [Ryan S.J.d. Baker's] research combines quantitative field observations of student behavior while using educational software with data mining to detect patterns in the ways students tackle the tasks that [his educational] software presents."
“It suddenly occurred to me that every idea I had memorized or learned or thought I understood in a textbook was actually the result of scientific investigation,
“What was missing that it took me so long?”
She thinks science, technology, engineering and math (STEM) fields aren’t taught the right way in the United States
“the U.S. tends to have a curriculum that repeats the same topics over and over
Data show that American students actually do well in math and science in the early years (http://nces.ed.gov/timss/results07_math07.asp). By 12th grade, however, their performance has plummeted (http://www.nsf.gov/statistics/seind04/c1/fig01-08.htm).
Thanks for sharing this, Chris. It's both interesting and relevant to my project for this course. A comment at the bottom suggested that really the companies need to change their unrealistic minimum criteria for job candidates. I've heard that argument before, and sometimes I do wonder when I see complaints from companies looking only for people with 5+ years of STEM work experience railing on the state of STEM education. What do you think?
Thanks for sharing Chris! I can totally relate to this. I remember having to sit through those "weed out" intro biology and chemistry courses in undergrad. They were the antithesis of motivating but I pushed through because I knew without them I couldn't do the "cool science" I wanted to. I remember at the time thinking these courses were weeding out people who were entertaining the idea of a STEM career but just didn't want to put up with the cut throat nature of these courses. It seemed to me the classes were more concerned about weeding out people than by providing an environment that really fostered learning.
The City University of New York connects educators from every campus and discipline at CUNY who are interested in games, simulations, and other forms of interactive teaching. They hope to facilitate the pedagogical uses of both digital and non-digital games, improve student success, and encourage research and scholarship in the developing field of games-based learning.
"The program ... pairs up teams of five high school-age girls with female technology entrepreneurs as mentors. In addition, the program brings in guest lecturers throughout the 10-week program to talk with the girls about opening their own businesses in the technology field".
I love the idea of grooming high school girls in technology entrepreneurship.
Our study shows that the brain doesn’t just reflect self-interested goals, but instead, these basic reward processing regions of the brain seem to be affected by social information
humans are attuned to inequality, and we just don't like it.
The researchers monitored signals in the striatum and prefrontal cortex , parts of the brain thought to be involved in how people evaluate rewards. They found that the brain activity in these areas was greater for the "rich" subjects when money was transferred to the other player than to themselves, whereas the "poor" subjects' brains showed the opposite pattern
n other words, everyone seemed to prefer a financial equality.
these regions were responding most when the outcome would be the most fair,
This paper makes a case for learning games grounded in principles of good fun and good learning, explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place, analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. Then, this paper lays out the ecology of games with a purpose beyond play and establishes principles and best practices for moving the field forward in a positive direction.
Microsoft and the Corporation for National and Community Service has launched a new initiative that empowers middle and high school students to help teachers and staff better integrate tech into schools.
Called START (Service & Technology Academic Resource Team), the program will combine five existing projects such as GenerationYES!, in which students help teachers come up with compelling assignments using technology, and MOUSE, where students act as tech support in schools, and bring them together under one umbrella.
the program is a unique way of incorporating science and technology into service, providing students with a way to give back to their school community and giving them a taste of actual work in that field.
A new program will allow students to help their teachers better integrate technology in the classroom. As mentioned in the article, this will help students develop technology and critical thinking skills along with communication and service learning.