Jul
19
Involvement of students and teachers in reflecting the role of research and innovation encourages sustainable interactions between schools, researchers, industry and civil society organizations. In addition, integrating research and innovation managers into STEM (Science, Technology, Engineering and Mathematics) teaching could make STEM careers more attractive to young students and help them acquire scientific knowledge and skills. Learning these skills can help students better understand science and innovation and their relationships with different aspects of society and can prepare students to participate in the decision-making process that affects future societies. In this respect, key science teaching methods - such as project-based learning and research, school-based school project design, and reflections on the socio-scientific key and legal issues, legal and social issues, the introduction of STEM in schools. Thus, integrating these methods into socioeconomic research based learning represents an opportunity to introduce STEM into scientific education in primary and secondary schools,. STEM is the acronym for science, technology, engineering and mathematics and includes a wide range of topics that fit each of these terms. While it is almost impossible to list each subject, some common STEM areas include: aerospace, astrophysics, astronomy, biochemistry, biomechanics, chemical engineering, chemistry, civil engineering, computer science, biology, mathematics, nanotechnology, neurobiology and robotics. As it emerges from the multitude of discipline, it is clear that the STEM domains affect practically every component of our everyday life. Today’s students are leaders tomorrow.
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Jul
16
The LogDynamics Summer School (http://www.summerschool.logdynamics.de/ ) is organized by the University of Bremen as a regularly activity and invites young researchers with interdisciplinary research background. The main organizers of this year are Prof. Pannek, Prof. Becker und Prof. Buer and takes place from July, 16 till July, 20.
The first day of this year’s program was dedicated to games for production and logistics. The program for the day was provided by large part of the BIBAgamingLab’s (https://www.biba-gaminglab.com/en/home/) team (Aaron Heuermann, Anna Barenbrock, Jakob Baalsrud Hauge, Zoe Lee, Sarmad Wahab and Jannicke Baalsrud Hauge). The program comprised both trying out four different games as well as refining games using ATMSG.
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Jul
11
During the last Futur E.S Festival, ORT organised a conference in collaboration with EdFab targetting young in the educational domain. A geolocalised quest was prepared to be played around the venue of the Halles de la Villette in Paris, France. Attendees were explained the benefits of playing and learning thru a gamified quest on worldwide environmental issues .
The video below presents the output of this Piloting sessions with attendees.
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Jul
9
BEACONING GLP editing is deceptively simple. Pick a plot for the main game, observe the challenges that are essentially opportunities for performance-based learning, then configure a selection of serious mini-games to exploit those opportunities for learning.
On the other hand, if one considers the student’s perspective, the contents of the mini-games cannot be totally regardless of the main game plot; the mini-game tasks should embody learning material as well; and for the whole experience to be formative, task outcomes should be accountable as evidences of learning objectives and competencies that the instructional designer intended in the beginning. Also, it goes without saying that the playfulness and instructional quality has to be balanced delicately.
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Jul
9
Over the years, we have witnessed how digital systems automatically sculpt the reality we encounter. The modern world is a cocktail of software and hardware … but questions remain as to its consequences and our intention (sic) of it.
Mixed reality technologies have already infiltrated many aspects of our lives, from work to education, in socializing and through to commerce. We augment our virtual world utilizing, generating and influencing data through architectures that in these environments present unique societal challenges that could greatly alter for better, or worse, our well-being tomorrow. Value-stream mapping data is thus a beneficial exercise to conduct.
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