Thursday, April 9, 2015

NSF EdTech

Reports on reporting about what we're learning about learning (and, of course, teaching about teaching) at the Huffington Post's 7 Cyberlearning Technologies Transforming Education | Aaron Dubrow
...NSF funds basic cyberlearning research and since 2011 has awarded roughly 170 grants, totaling more than $120 million, to EdTech research projects around the country.

The speakers in the lecture series, all leading cyberlearning scholars, ... represent the forces transforming what education may look like in the future.

1. Classroom as Virtual Phenomenon: RoomQuakes and WallScopes

HelioRoom simulates the orbital motion of the planets in the Solar system on a set of synchronized computer displays situated on the walls of the classroom, with planets "orbiting" around the periphery of the room. ...

... RoomQuake, an earthquake simulation system where the classroom itself becomes an active seismic area. At unpredictable times throughout the unit, rumbles emanating from speakers attached to simulated seismographs signal to the class that an earthquake is occurring....

Students rush to terminals around the classroom, read the data from seismograms .... Over the course of six weeks and dozens of earthquakes, students discover a "fault line" emerging. ...

Tablets adjacent to the walls of classrooms serve as viewports into an imaginary space inside the walls filled with the virtual fauna in Wallcology. ...

2. Games for Good: Learning While You Play

... in the game "Citizen Science," created by Squire and his team, players help restore Lake Mendota, a real lake in Wisconsin that, in the year 2020, has become polluted. As players explore the landscape, they take water samples, interact with a virtual, simulated watershed and talk with stakeholders....

... for a game that might reach even broader audiences, Squire and colleagues created Progenitor X, a zombie-themed tissue engineering game. In Progenitor X, players learn about the relationships between cells, tissues, and organs while trying to survive a zombie invasion. ... As a member of The Progenitor X Defense Force, you are a part of a highly trained squad of scientists who use highly advanced bio-medical technology to locate, seek out, and treat infected humans to contain the threat. ....

"These projects are not only using technologies that only recently became possible. They also build on decades of excellent research on how people learn," said Chris Hoadley, the program officer at NSF who leads the Cyberlearning program. "I believe it's only by advancing technology design and learning research together that we'll be able to imagine the future of learning."...

3. Teaching Tykes to Program: Never Too Young to Control a Robot

... Bers described her latest project, the KIWI robotic kit (subsequently renamed KIBO), which teaches programming through robotics, without screens, tablets, or keyboards. Using KIBO, students scan wooden blocks to give robots simple commands, in the process learning sequencing, one of the most important skills for early age groups. By combining a series of commands, kids make the robot move, dance, sing, sense the environment or light up....

4. Virtual role-play and robo-tutors

... Virtual role-play - where learners engage in simulated encounters with artificially intelligent agents that behave and respond in a culturally accurate manner - has been shown to be effective at teaching cross-cultural communication.

"You learn by playing a role in a simulation of some real life situation"

"We found in our military training that when soldiers use this approach, once they get into a foreign country -- let's say they're sitting down with local leaders -- they feel as if it's a familiar situation to them... Moreover, the software could address the shortage of qualified teachers able to teach Chinese, Arabic and other less popular languages... The first Web-based course was tested last year via Virtual Virginia, a statewide virtual school program, and received overwhelmingly positive ratings from the students....

5. Tools for Real-time Visual Collaboration

... "Computers have been individualistic devices," said Ramani. "But a new class of technology is emerging that allows us to engage in our individual learning process and also in a collaborative process." SkWiki ... allows many participants to collaboratively create digital multimedia projects on the web using many kinds of media types, including text, hand-drawn sketches, and photographs....

6. Fusing data collection, computational modeling and data analysis

Simulation and modeling have come to be regarded as the "third pillar" of science... ... By embedding simulations and sensor data collectors in the classroom, Dorsey and Wilensky are able to aid students in gathering, visualizing and analyzing data from multiple sources. A principal innovation of InquirySpace is the integration of the Concord Consortium's CODAP data exploration software with the modeling environments. This integration enables students to plan extended investigations of models, to do sophisticated analyses of the model runs, and to engage in arguments from evidence. ...

7. Virtual Worlds and Augmented Reality: Increasing ecological understanding

... Two decades ago, with funding from NSF, Dede started investigating head-mounted displays and room-sized virtual environments... At the beginning of the two to four week EcoMUVE curriculum, the students discover that all of the fish in a virtual pond have died. They then work in teams to determine the complex causal relationships that led to the die-off. The experience immerses the students as ecosystem scientists. ... At the end of the investigation, all of the students participate in a mini-scientific conference where they show their findings and the research behind it.
I don't know how well the experiments will scale up, but I would like to note that all of this seems to require ending the teaching-to-the-test that the last few posts have been about. They all seem to require teamwork, but none of them have much to do with traditional lectures. All of them have a learn-by-doing framework, where the computer facilitates the doing -- or even provides the universe for that doing to be done in.

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