Now showing items 1-5 of 5
Development and Assessment of Mobile Device Instruction in STEM Education at K-21 Level
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 Games II
“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 ...
Development and Assessment of a Multiplayer, Cloud Module for Teaching Population Genetics with Badge Incentives
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 ...
SUNY Co-laboratory on Immersive Virtual Environments for STEM Learning
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. ...
Blockchain Badging - Coursera-to-Credit
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 ...