MORE EVENTS
Leadership
Exchange
Solutions
Summit
Change display time — Currently: Eastern Daylight Time (EDT) (Event time)

Wake: Tales from the Aqualab - Game-Based Learning of Science Practices

,
Pennsylvania Convention Center, 120BC

Participate and share: Interactive session
Save to My Favorites

Presenters

Photo
Senior Researcher
Harvard Graduate School of Education
Dr. Shari J. Metcalf is a highly experienced researcher in K-12 STEM education, with a focus on learning through engagement in meaningful, authentic activities using immersive technologies. For the last fourteen years, she has been a Senior Researcher at the Harvard Graduate School of Education, and Project Director for EcoLearn research projects (ecolearn.gse.harvard.edu).
Photo
PhD Candidate
University of Wisconsin - Madison
@Scianna2
My research focus is on the use of educational games in the classroom to create unique opportunities for collaboration, creativity, and assessment. I work with Field Day Lab as a key member of the team weaving educational content into game mechanics.
Photo
Doctoral Student
University of Pennsylvania
@datarefinery
Stefan is a data scientist interested in all sorts of complex and thorny problems, and enjoys working on the forefront of machine learning research and development.

Session description

Wake: Tales from the Aqualab is a new, free science game that teaches experimentation, modeling and argumentation practices through ocean-based missions. We'll share hands-on play ideas, ways to implement the game in classrooms, and our research using game data to evaluate and support learning of science practices.

Purpose & objective

Wake: Tales from the Aqualab is a new, free science game developed through NSF grant-funded research. The game addresses a need to support learning of science practices, and explores the use of game-based data to assess student learning progressions in science.

Participants will have the opportunity to try playing the game, taking on ocean-based ecosystem missions, and engaging in experimentation, modeling, and argumentation around middle school life sciences content. The session will also include ways to implement the game in classrooms - including associated curriculum and supplemental materials. The full game can cover 10+ classes, with over 35 jobs of increasing complexity, and an engaging storyline. We will describe our research using game data to evaluate and support learning of science practices.

More [+]

Outline

5 minutes: Introduction, background, goals of the game
30 minutes: Hands-on game play by participants while presenter circulates, with breaks for small group discussion to share impressions, and opportunities for the presenter to answer questions that arise.
15 minutes: Presentation of the range of jobs and content covered by the full game, and how the game was designed with layers of complexity around the science investigations that students can explore. Discussion of curriculum around the game, and ways teachers have been using the game in classrooms.
10 minutes: Description of the use of game-based data to assess student learning and game progress, and future directions for research.

More [+]

Supporting research

Metcalf, S. J., Sommi, A., Haddadin, S., Scianna, J., Gagnon, D. (2021). Work-in-Progress–—Game Design Informed by Learning Progressions for Science Practices. 2021 7th International Conference of the Immersive Learning Research Network (iLRN). 1-3. doi: 10.23919/iLRN52045.2021.9459406.

Kim, Y. J., & Shute, V. J. (2015). The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment. Computers & Education, 87, 340-356.

Kamarainen, A. M., Metcalf, S., Grotzer, T., & Dede, C. (2015). Exploring ecosystems from the inside: How immersive multi-user virtual environments can support development of epistemologically grounded modeling practices in ecosystem science instruction. Journal of Science Education and Technology, 24 (2), 148–167.

More [+]

Session specifications

Topic:
Games for learning & gamification
Grade level:
6-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
Subject area:
Science, STEM/STEAM
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.