MIT STEP offers a teacher licensing program that can be done entirely at MIT or in conjunction with courses at Wellesley College. This program licenses students to teach mathematics or science in grades 5-12. The Scheller Teacher Education Program, offered through the Department of Urban Studies and Planning, prepares MIT students to become teachers who are competent to teach in their field, willing to challenge established norms, able to bridge the boundaries among disciplines, and eager to help students develop the desire to question and explore. Click here for more info on STEP and here for more info on classes.
STEP is actively engaged in many research and development projects, designing and testing new learning technologies for use in formal and informal education. While some projects are in limited testing with partners, others are freely available for all to try and to use (some complete with curriculum and assessment). Find out more about these projects on the projects page.
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The Ubiquitous Games label consists of several different projects: games such as Weatherlings, the first game created under this particular platform, as well as the UbiqBio project, which features four games that teach various topics in high school intro biology classes.
The Education Arcade's UbiqBio project is funded by a two-year NIH grant to design four biology-themed games for mobile devices. The games promote deep learning and strong engagement for high school biology students in the areas of genetics, protein synthesis, evolution, and food webs. Students borrow smartphones with data access that enable them to play the games anywhere they go and engage with the science content more frequently. The casual games are designed to be played in short bursts of time through the day, like homework. Teachers will also be able to access data generated by the games as students play, which may help inform the teachers' planning to integrate the games into their regular lessons.
People want to buy beetles with certain traits and it’s your job to breed them! Choose the contracts you want to work on, then mate the right beetles to produce the desired offspring. Use your knowledge of Mendelian genetics to work with increasingly difficult patterns of inheritance and maximize your profits. How much money can you earn in the beetle business?
Invasion of the Beasties
Strange and scary monsters are taking over! You must genetically engineer your own band of monsters so they will be suited to fight each opponent. Use the Universal Monster Genetic Code to research which proteins you need to synthesize. Adjust the nucleotides in the RNA strands and match the correct amino acids to create polypeptide chains without mutations. If you’re successful, the resulting phenotype will give your monster the ability to defeat the enemies!
In a world full of islands each with their own bunny population, small changes to the environment can have noticeable evolutionary effects. You have the power to make environmental changes on your own island, such as increasing temperature, adjusting the local flora, and even introducing a virus. By collecting data over many generations and looking at the proportion of certain traits in your population, you will discover evolutionary trends and learn to predict future population changes.
Mysterious species are connected in complex food webs that are under attack. Aliens have been chomping on these ecosystems and each time they decimate one species, it has a drastic effect on the other interconnected species. Players must examine the relationships between species to understand and predict the population increases and decreases. If they can use this knowledge to determine which species was the latest victim, they will be able to restore the food web to its balanced state!
Accompanying the development of the games is research involving a quasi-experiment. During year 1, control data in the form of a biology content assessment was given to students at several Massachusetts high schools. During year 2, a comparable cohort of students at these high schools played the four biology games and then took the same assessment. Game data logs, observations, interviews and teacher and student surveys are additional data sources that inform the research on the educational efficacy of these games.
The data analysis will be conducted in the summer and fall of 2011 but early qualitative results seem to indicate that students are motivated to play the games, they don't feel the same as regular schoolwork, and some may be more engaged in biology class once they have started playing. Researchers believe the games are most effective when used in conjunction with model lesson plans to support teachers' efforts to integrate the games into their curricula, an important aspect of the design of UbiqGames.
Weatherlings is a collectible card battle game in which players pit their decks of weather-dependent cards against other players’ decks. This game is the first created on the Ubiquitous Games platform under development at MIT’s Scheller Teacher Education Program (STEP) lab.
Created in partnership with the National University of Singapore and the Nanyang Technological University, Weatherlings is an online card game aimed at middle-school aged students who are learning about weather and climate. Game play in Weatherlings consists of short battles set in real U.S. cities in the recent past, for which the game builders have collected a record of actual weather conditions. In each battle, a player plays his or her own cards and tries to defeat an opponent’s cards. The twist that differentiates Weatherlings from other card games is that cards’ attacks and defenses depend on weather conditions at the time and place where the battle is happening. In Weatherlings, these short battles are designed to be played “casually,” after school or between classes on portable devices.
After logging in to the game, and before starting to battle, a player builds one or more decks of cards customized for particular weather conditions. Based on the strengths of the decks they have built, and their knowledge and interpretation of climate graphs for potential arenas, players choose the location of the battle from three possible sites. After the arena is chosen, students choose the best deck for the arena they have settled on and begin the battle. In that battle, students are prompted to predict the weather in a given climate for each battle round, like July in Miami, Florida, to gain in-game bonuses.