As a result of playing a videogame that syncs with 24/7 wearable monitors, youth ages 11-14 are increasing their fitness awareness and physical activity.
Activity monitor game increases youth fitness

As a result of playing a videogame that syncs with 24/7 wearable monitors, youth ages 11-14 are increasing their fitness awareness and physical activity.
The world is excited about blended learning as a solution for the educational system, but how do we make sense of the learning that’s taking place in an online context and have it connect fluidly to in-school, face-to-face learning opportunities? We are helping teachers have command over the different type of spaces that are part of online learning environments.
With a head-mounted display, deaf children can see sign language even when their head is turned away from the signer, allowing them to “hear” explanations and see scientific phenomena at the same time.
Connected Worlds invites visitors to explore issues of sustainability within the context of imaginative, playful, immersive worlds.
This project demonstrates how making these connections during early adolescence helps to spark aspirations to pursue STEM-related interests and academic pursuits.