Kylie Peppler. BeeSim, a participatory simulation where young students (grades K-3) enact the roles of honeybees through the assistance of electronically-enhanced e-puppets, is designed to enhance youths’ understanding of complex systems through play. Project: BioSim This is a station in the Cyberlearning 2016 Gallery Walk.
Andrew Krumm. In this poster, we will provide an overview of how researchers and practitioners in a charter management organization collaborated to produce original analyses and drive local improvement efforts. Project: Elaborating Data Intensive Research Methods through Researcher-Practitioner Partnerships This is a station in the Cyberlearning 2016 Gallery Walk.
Ethan Danahy. The InterLACE research and development project at Tufts University is creating interactive digital tools for capturing and interactive with students ideas to foster peer-to-peer learning and collaborative knowledge building. Project: InterLACE (Interactive Learning and Collaboration Environment) This is a station in the Cyberlearning 2016 Gallery Walk.
Tamara Clegg. We advance a new genre of embodied technology tools (and associated learning activities) for STEM learning that display learners’ physiological functions in real-time on wearable, e-textile shirts and large displays. Project: BodyVis: Advancing New Science Learning and Inquiry Experiences via Custom Designed Wearable On-Body Sensing and Visualization This is a station in the […]
Jonathon Reinhardt. The PIKDL project sponsored a symposium for Mojave educators to develop a language and culture learning narrative game “ ‘Analy Nyuwiich: The Mesquite Tree” using ARIS. More games, a user manual, and future workshops are currently under development. Project: Partnerships in Indigenous Knowledge and Digital Literacies This is a station in the Cyberlearning […]
Douglas Edwards. EarSketch creates a free browser based authentic learning environment where students learn to code in Python or Javascript and remix music by music industry veterans in the high school Computer Science Principles course. Project: EarSketch: An Authentic, Studio-Based STEAM Approach to High School Computing Education This is a station in the Cyberlearning 2016 […]
Kirsten Butcher. EXAMINE Lab is an augmented reality annotation system implemented on tablet devices for hands-on experimentation in physics. Our work explores how annotated views of hands-on activities can support the development of conceptual physics understanding. Project: EXAMINE Lab: Hands-On, Augmented Reality Learning in Physics This is a station in the Cyberlearning 2016 Gallery Walk.
Evgeny Chukharev-Hudilainen. CyWrite is a system for automated writing evaluation (AWE) that provides product- and process-based feedback to learners of writing on their drafts. It is the first AWE system to incorporate combined keystroke logging and eye tracking technology. Project: CyWrite This is a station in the Cyberlearning 2016 Gallery Walk.
David Shaffer and Kris Scopinich. Shows tools that develop and measure complex STEM thinking: 1) a Virtual Internship Authoring system that lets teachers create and customize real-world learning scenarios; 2) Epistemic Network Analysis, which measures STEM thinking in student teams. Project: Epistemic Games Group This is a station in the Cyberlearning 2016 Gallery Walk.
Voicu Popescu. I will be showing on my laptop videos of our system of instructor avatars. Project: A System of Animation Gestures for Effective Teaching Avatars This is a station in the Cyberlearning 2016 Gallery Walk.