Now showing items 1-5 of 5

    • Blockchain Badging - Coursera-to-Credit 

      Moore, Amy; Ramamurthy, Bina; Upadhyaya, Shambhu; Travers, Nan; Stephens, Lisa; Reed, Anne; Puckett, Tracy; Leyh, Timothy (2018)
      Blockchain is a disruptive force both in finance (cryptocurrency) and higher education credentialing. UB is working on a four-course Coursera specialization that has broad market appeal for matriculated and non-traditional ...
    • Development and Assessment of a Multiplayer, Cloud Module for Teaching Population Genetics with Badge Incentives 

      Dittmar, Katharina; Ramamurthy, Bina; Poulin, Jessica (2014)
      Regarding technology use, we learned from a previous IITG grant that among all mobile devices, tablets were vastly preferred over smartphones. Importantly, tablets were reported to be overwhelmingly used at home, or in the ...
    • Development and Assessment of Mobile Device Instruction in STEM Education at K-21 Level 

      Dittmar, Katharina; Ramamurthy, Bina (2012)
      Introduction This proposal builds on an ongoing NSF Cyber-Infrastructure project, which seeks to develop a clouddeployed, scalable, virtual tool for the instruction of theory and practice of population genetics (NSF-OCICITEAM; ...
    • SUNY Co-laboratory on Immersive Virtual Environments for STEM Learning 

      Shea, Peter; Zhang, Jianwei; Oliveira, Alan; Goodwin, Dan; Vuille, Mathias; Goodall, Jennifer; Johnson, Roberta; Ramamurthy, Bina; Bever, Edward; McElwaine, Jim; Dugan, Larry; Hayes, Suzanne; Pickett, Alexandra; Scalzo, Kim (2012)
      Among the most critical academic disciplines for success in a 21st century workforce are those involving Science, Technology, Engineering and Math (STEM). These fields are increasingly digital, networked and rapidly evolving. ...
    • SUNY Games II 

      Shea, Peter; Oliveira, Alandeon W.; Vickers, Jason; Goodwin, Daniel; Goodall, Jennifer; Berg, George; McElwaine, James; Zhang, Jianwei; Johnson, Roberta; Bever, Edward; Dugan, Larry; Ramamurthy, Bina; Gal, Diane G.; O’Connor, Eileen; Saulnier, Tobi; Westendorf, Aaron; Van Knowe, Glenn; Zhou, Anna (2013)
      “Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who ...