how gamification elements may be applied to a typical Science, Technology, Engineering and Mathematics (STEM) class to support engagement, discuss the limitations of gamification in the classroom and finally provide a perspective on the future of gamification in education
A 2016 Pew Research Center study indicates that the digital divide in the United States is not solely about access to technology; it also is about the ability to use technology to get what we need.1 What does digital readiness mean; applying cumulative knowledge to real-world situations. Having a tech or STEM-related degree does not ensure digital readiness.
How Can We Encourage Digital Agility in the Liberal Arts?
Digital pedagogy often creates opportunities for instructors to create non-disposable assignments—assignments that are not designed to be thrown away but rather have a purpose past being required.3
“We need to marry the best of our academic work with the best of edtech. In other words, what would it look like if education technology were embedded in the everyday practice of academic disciplines?”4
Project-based learning fits well within the curricular flexibility of the liberal arts. In project-based work, students apply what they are learning in the context of an engaging experience.
External-facing work offers students real situations where, if we imagine what digital agility looks like, they have to adjust to possible new digital environments and approaches.
Reflection provides a way for meaning-making to happen across individual assignments, projects, and classes. Without the chance to assemble assignments into a larger narrative, each experience lives in its own void.
How Can Institutions Build Systems-Level Support?
Liberal arts colleges in particular are interested in the ways they prepare graduates to be agile and critical in a digital world—as seen in the Association of American Colleges & Universities (AAC&U) Valid Assessment of Learning in Undergraduate Education (VALUE) Rubrics.
he Bryn Mawr Digital Competencies Framework5 was followed by more formal conversations and the formation of a working group (including Carleton College,
hip-hop “cypher,” participants stand in a circle and take turns rapping, often supporting or playing off one another’s rhymes.
“All of those things that are happening in the hip-hop cypher are what should happen in an ideal classroom.”
Students analyze rap lyrics with code in digital humanities class
Some teachers are finding a place for coding in English, music, science, math and social studies, too
by TARA GARCÍA MATHEWSON October 18, 2018
Fifteen states now require all high schools to offer computer science courses. Twenty-three states have created K-12 computer science standards. And 40 states plus the District of Columbia allow students to count computer science courses toward high school math or science graduation requirements. That’s up from 12 states in 2013, when Code.org launched, aiming to expand access to computer science in U.S. schools and increase participation among girls and underrepresented minorities in particular.
Google, for instance, has made virtual field trips to inaccessible locations easier for history and social studies classes with its Cardboard viewers used in conjunction with the Expeditions app. And technologies like zSpace have expanded opportunities in STEM subjects with virtual interactive dissections, diagrams and experiments.
more on VR in education in this IMS blog
a 2017 survey of 11,500 girls across 12 European countries commissioned by Microsoft found 60% of respondents said they would feel more confident pursuing a STEM career if they thought men and women were being treated equally in those fields.
To increase access to the field and broaden the pipeline, institutions can ratchet up their STEM game by teaming up with K-12 and industry partners,
The Next 10 Years: Helping STEM Students Thrive series, on January 10th, from 12-1:30 PM ET. The topic will be learning spaces with the following guest speakers:
Jeanne L. Narum, Principal, Learning Spaces Collaboratory
Jeanne will discuss what she has learned about what works, why and how it works in achieving sustainable institutional transformation in the world of planning spaces for learning in the undergraduate setting.
Lisa Stephens, Sr. Strategist- SUNY Academic Innovation – University at Buffalo
Rebecca Rotundo, Instructional Technology Specialist, University at Buffalo
Lisa and Rebecca will share their experience in FLEXspace (Flexible Learning Environments eXchange) an open education repository project which has expanded to over 2,600+ users from 1,200+ educational institutions across 42 countries.
Xin Li, Associate University Librarian, Cornell
Xin will share information about the Library’s initiative to install a Portal on the Cornell campus in Sept. 2018, with the goal to engage faculty, students, and the community in live conversations with Portal users in different countries, cultures, or life circumstances, such as what others do for STEM education.
This collaboration between Cornell University and the University at Buffalo featuring the perspectives of national thought leaders and institutional representatives about expanding the participation of women in undergraduate STEM education at different scales.
This interactive, online series features a different topic per month. Each session kicks off with an introduction by our distinguished thought leaders followed by institutional representatives from Cornell University and the University at Buffalo who will share insights from their campuses. Participants may join the conversation, ask questions, share experiences, build networks and learn more about:
· Innovations that can expand female or underrepresented minority student participation and success in STEM undergraduate education.
· Effective evidence-based STEM teaching practices commonly adopted at research universities.
· Unique institutional and cultural challenges to achieving STEM diversity.