Related papers: Drawing Science: an interdisciplinary, playful, an…
We describe a course designed to help future educators build an integrated understanding of the different elements of physics education research (PER), including: research into student learning, content knowledge from the perspective of how…
Quantum phenomena have remained largely inaccessible to the general public. This can be attributed to the fact that we do not experience quantum mechanics on a tangible level in our daily lives. Games can provide an environment in which…
Educating students from diverse disciplinary backgrounds is challenging. In this article, we report on our interdisciplinary course coding interaction and design (Coding IxD), which is designed for computer science and design students…
Serious games have recently emerged as an avenue for curriculum delivery. Serious games incorporate motivation and entertainment while providing pointed curriculum for the user. This paper presents a serious game, called MiBoard, currently…
The aim of this paper is to present a didactical sequence that fosters the development of meanings related to fractions, conceived as numbers that can be placed on the number line. The sequence was carried out in various elementary school…
Mathematics is the language of science. Fluent and productive use of mathematics requires one to understand the meaning embodied in mathematical symbols, operators, syntax, etc., which can be a difficult task. For instance, in algebraic…
The rapid evolution of intelligent electronic devices makes information technology, computer science and electronics strongly related to the teaching of natural sciences. Today almost everybody has a smart phone that can convert light,…
In view of the difficulties encountered in science teaching, specifically in the teaching of physics, studies aim to develop methodologies that help science teaching. In this context, the present work proposes the use of the Arduino…
MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board game that was developed to assess the integration of game characteristics (point rewards, game-like interaction, and peer feedback) and how that might affect student…
For many students, introductory college science courses are often the only opportunity in their formal higher education to be exposed to science, shaping their view of the subject, their scientific literacy, and their attitudes towards…
Quantum computing is an emerging field with growing implications across science and industry, making early educational exposure increasingly important. This paper examines how quantum computing concepts can be introduced into high-school…
The use of generative AI in education is a controversial topic. Current technology offers the potential to create educational content from text, speech, to images based on simple input prompts. This can enhance productivity by summarizing…
Diversity has an important, multifaceted role in the success of education. I have used a corpus analysis of the first ten years of Physical Review Physics Education Research to investigate the diversity, broadly defined, of physics…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to…
Quantum science is in the news daily and engages student interest and curiosity. A fundamental quantum science concept that underpins medical imaging, quantum computing and many future technologies is quantum spin. Quantum spin can explain…
In visualization education, both science and humanities, the literature is often divided into two parts: the design aspect and the analysis of the visualization. However, we find limited discussion on how to motivate and engage…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
Calls to transform introductory college physics courses to include scientific practices require assessments that can measure the extent to which these transformations are effective. Such assessments should be able to measure students'…
Science education at all levels is currently undergoing dramatic changes to its curricula and developing assessments for these new curricula is paramount. We have used the basis of many of these new changes (scientific practices,…