Teague's Tech Treks - 10 Rep Learning

Learning Technology & Tech Observations by Dr. Helen Teague

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Navigating In Edorble

A little movie showing the Edorble world and navigating in it. We use this movie to simulate movement and equilibrium in our Aging Simulation.

Edorble World

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Simulations in Blended Learning Webinar

Learning a lot from talented educators in my webinar addressing the learning potential of simulations in blended learning for the Blended Learning Professional Group at James Cook University, Queensland. Just admiring the technology of clearly hearing each other with no delay from over 8548 miles between us. If you would like to have a customized version of this presentation delivered to your group, please contact me.

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Nanocrafter Game Review Abstract-Updated

RUNNING HEAD: Nanocrafter Game                                                                                                               1

Academic Game Review: Nanocrafter
Helen Teague
EDLT 728: Game, Simulations, and Virtual World for Learning
Dr. Mark Chen
Summer 2014

Abstract

 Research verifies the important role of exploratory play in the development of cognitive ability, creativity, and concept management (O’Rourke, et al, 2013).  Nanocrafter is the newest game to leverage exploratory play, offered in Beta from the Center for Game Science at the University of Washington (CGS). Announced at the Games for Change conference in April, 2014, Nanocrafter offers progressing levels of skill building for players as they visualize and build nanoscale representations of synthetic protein bonds. Synthetic protein bonds do not exist naturally and must be combined by scientists through synthetic biology. Synthetic biology and DNA protein bonds can be the medical solution to real-world challenges, such as disease treatment and debilitating medical conditions.

Educators will notice how Nanocrafter leverages the cognitive precepts of Wiggins and McTighe’s Understanding by Design (UbD), Strategic Design, and socio-affective attributes such as peer-review and collaborative groups. High-school students will find an engaging portal to strengthen STEM core competencies.

 

Keywords: games, simulations, protein bonds, synthetic biology

References

Finnish Innovation Fund (2014). Helsinki Design Lab. Retrieved from: www.helsinkidesignlab.org

Minoff, A. (2014). Can we game our way to better health? Science Friday podcast, April 24, 2014. Retrieved from http://www.sciencefriday.com/segment/04/25/2014/can-we-game-our-way-to-better-health.ht

O’Rourke, R., Butler, E., Liu, Y., Ballweber, C. and Popovi´c, Z. (2013). The Effects of Age on Player Behavior in Educational Games. Foundations of Digital Games. Center for Game Science Department of Computer Science & Engineering, University of Washington.
Retrieved from http://homes.cs.washington.edu/~eorourke/papers/age_behavior_fdg.pdf

The Center for Game Science at the University of Washington. Retrieved from http://centerforgamescience.org/

Wiggins, G., McTighe, J. (2005). Understanding by Design. Pearson.

Academic Game Review

 

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