Purpose: In the most recent National Assessment of Educational Progress only 17% of 8th grade students performed at or above the proficient level in U.S. history. One way to engage students in learning history is to create history learning resources that are designed to be relevant and appealing to young people's interests and regular activities. Surveys find that almost all teenage boys and girls play digital games, and the majority of teens play daily. This project will leverage the potential of games and technology to engage students and increase history skills and content knowledge.
Project Activities: The team, consisting of graphic artists, content specialists, computer scientists, and programmers, will initially create wireframes and a functional game prototype. Following feedback from a group of students and teachers on the user-interface, the team will produce an online tablet app. Iterative refinements will be conducted at major production milestones until the intervention is fully functional. Once development is complete, the researchers will assess the usability and feasibility, fidelity of implementation, and the promise of the product to improve outcomes in a pilot study. The study will include 200 8th grade students in eight classrooms. Four classrooms will be assigned to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game. Each group will complete pre- and post- assessments to assess differences in history knowledge and skills.
Product: This project team will develop a tablet-based interactive role-playing game that immerses 5th through 9th grade students in the history of the Great Depression. The game will provide players an experiential understanding of the hardships that beset Americans in the 1930s and their strategies for survival, as individuals and as a nation. Features of the game will include story-based immersive narrative missions where student's decisions continually drive the action, tips and hints for students who are struggling in the game, writing tools, and interactive maps. The game will can be integrated within a course or used as a supplement. A teacher dashboard will be developed to facilitate the use of the game within classroom settings. Finally, the final product will include upgrades to existing games, including City of Immigrants and the The Hardest Times. The upgrades will publish these games to tablets and will include deeper in-game assessment opportunities.
Purpose: There is concern about a decline in mathematics achievement scores among U.S. students during the middle school years. For example, while 4th grade U.S. students rank 8th overall on an international mathematics comparison, by 10th grade U.S. student's drop significantly to 25th in the same comparison. Some researchers posit that much of this decline relates to how math is taught in the U.S. and with how students become less engaged as learners in middle school. The purpose of this project is to develop a web-based game to engage 7h grade students in a narrative-based story which will apply learning of content and skills aligned to the Common Core State Standards (CCSS) in mathematics.
Project Activities: During Phase I in 2012, the team developed a functioning prototype and conducted usability and feasibility research with fourteen 7th grade students. Researchers found that the prototype functioned as intended and that students were highly engaged while playing the game. In Phase II, the team will develop a fully-functional user interface with animated characters, interactivity across student users, narrative scripts and accompanying art assets, 36 problem sets, and student and teacher dashboards and databases. After development is complete, a pilot study will examine the usability and feasibility, fidelity of implementation, and the promise of the game to improve math learning. The study will include 120 students in 6 classrooms in three schools, with one classroom per school randomly assigned to use the game and the other half assigned to a business-as-usual control. Analyses will compare student scores on pre and post mathematics measures.
Product: Empires is a web-based game that addresses 36 pre-algebra Common Core State Standards in mathematics for 7th and 8th grades. The game follows a storyline in a recreation of an ancient empire which is at the brink of agricultural revolution and of becoming a trade economy. As students play the game, they engage in math-focused activities to drive the action, such as taxing citizens to learn ratios and proportions, allocating resources to learn percentages, and measuring the distance and time between a neighboring empire by applying the principles of the Pythagorean Theorem. As a socially networked game, students will interact with other students in the class to complete trades that lead to encounters with different math problems. The game will include two helpful, funny, advisors who will scaffold learning through mathematical discourse, arguing over the next most important thing to do. The game design architecture will work on a wide range of computers, including desktops and iPads. A teacher's guide and companion website will provide guidance to classroom activities that complement the game.
In prior research and development (in part supported by a 2014 ED/IES SBIR award), the project team developed Mission U.S., a series of web- and app-based games for topics in U.S. history. With this Phase I funding, the team will extend Mission U.S. by developing and testing a prototype of a virtual reality (VR) platform to immerse students in transformational moments in U.S history and to guide document-based investigations. The prototype of Mission U.S.: Time Snap will consist of VR goggles that present history content, and a website to host mission briefs to prepare student inquiry, worksheets to facilitate reflection, and an embedded assessment. At the end of Phase I in a pilot study with 30 students in one classroom, the researchers will examine whether the VR platform and the website function as planned, if students are engaged with the system, and whether student content knowledge of a historical event improves from pre- to post-test.
This paper provides an analysis of the implementation and the outcomes of Scienza Attiva, an Italian national project for secondary school students, that makes use of deliberative democracy tools to address socio-scientific issues of great impact. The analysis has required a mixed method including surveys of students' pre- and post-project opinions, focus groups and interviews with students and teachers. The results from this evaluation study provide evidence that the project improves students' understanding of socio-scientific issues, strengthens their awareness of the importance of
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Federica CornaliGianfranco PomattoSelena Agnella
Differences in viewpoints between science and society, like in for example the HPV-vaccination debate, should be considered from a socio-technical system perspective, and not solely from a boundary perspective between the lay public, medical doctors and scientists. Recent developments in the HPV-vaccination case show how the debate concerning uncertainty amongst scientists and the lay audience is mostly focussed on the improvement of understanding of lay people about why vaccination is important. This boundary thinking leads to the idea that once the boundary is crossed, the problem is solved
The academic interest in 'science and technology communication' has evolved from different societal domains and fields of application, giving rise to different scholarly traditions. This contribution introduces current issues and agendas in a field that has its origin at the interface of (agricultural) innovation studies, rural development sociology and the communication sciences. The paper starts with a brief sketch of the history of the field. When compared to earlier approaches, current thinking about 'communication, innovation and development' pays greater attention to limitations in the
In response to Weingart and Guenther [2016], this essay explores the issue of trust in science communication by situating it in a wider communications culture and a longer historical period. It argues that the popular scientific culture is a necessary context not only for professional science, but also for the innovation economy. Given that the neutrality of science is a myth, and that science communication is much like any other form of communication, we should not be surprised if, in an innovation economy, science communication has come to resemble public relations, both for science and for
Social media is increasingly being used by science communicators, journalists and government agencies to engage in discourse with a range of publics. Despite a growing body of literature on Twitter use, the communication of science via Twitter is comparatively under explored. This paper examines the prominence of scientific issues in political debate occurring on Twitter during the 2013 and 2016 Australian federal election campaigns. Hashtracking of the umbrella political hashtag auspol was used to capture tweets during the two campaign periods. The 2013 campaign was particularly relevant as a
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Merryn McKinnonDavid SemmensBrenda MoonInoka AmarasekaLea Bolliet
In his latest book “The scientific life. A moral history of a late modern vocation”, the social historian of science Steven Shapin addresses the public image of contemporary scientists, their virtues and vocations. Who are, and how they represent themselves, those scientists who work on the edge between industry and academy, and who are responsible for the radical uncertainty embedded in the contemporary production of scientific knowledge? If “people matter”, as Shapin states, the genealogy he provides should encourage us to dig more deeply in the main stage of the virtues and ethos of
The digitalization process of historical archives, which has been taking place over the past few years, shows that the study of history of science is undergoing major changes. Easier access to online resources (manuscripts, catalogues of scientific machinery and tools that would otherwise be virtually impossible to consult) has spurred and created the preconditions for the development of new quantitative methodologies in the study of history of science as well as the creation of international research groups.
After being cosseted by the media for what they incorrectly considered to be a scientific feat, the author found himself widely boycotted by the more “responsible” media. The reason for this was his critical view of the evolution of science, which he felt had become a tool at the service of innovation, and, therefore, of industrial interests. The traditional image of science, which serves to help us to understand the world, still persists despite being perverted by commercial interests, because it is defended by naive people as well as by lobbies, themselves responsible for this debasement
The organization and functioning of research have radically changed over the last 10 or 20 years, as a result of a determined political action. The activism of some scientists, during this period, has failed to significantly alter this trend. So far. Today, New Public Management is triumphant. It has been implemented by a category of former scientists who have become administrators, evaluators, organizers. As a result, the prime role of scientific publications is no longer to exchange scientific information but to allow a measure of scientific production, and to rank the principal