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games

Currently Active Projects

SRMPMachine

Preparing High School Students for Endeavors in Machine Learning (SRMPmachine)

MIT STEP Lab partners with American Museum of Natural History to offer AI education to underserved youth in NYC.

EdAI picture by Safiah Ali

Everyday AI for Youth (EdAI)

MIT STEP Lab promotes AI Literacy for Middle School Teachers and Students

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Tragedy of the Commons (PSim)

Tragedy of the Commons (ToC) is a Psim game about economics and population biology.

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Virus Game (PSim)

Players draw on each other’s observations to develop a hypothesis and agree on an experiment to conduct.

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Project-Based Learning Networks

Teacher professional development centered on Project-Based Learning and designing lessons that are student-centered and inquiry-driven

FireballTurtle

StarLogo Nova

StarLogo Nova is a programming environment that lets students and teachers create 3D games and simulations for understanding complex systems.

reading

Reach Every Reader

Reach Every Reader is a collaboration across Harvard, MIT, and the Florida Center for Reading Research, supported by the Chan Zuckerberg Initiative. The goal of the larger project is to bring together a number of strands to create a support system that enables every child to become a strong, confident reader.

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pSims (Participatory Simulations)

The MIT STEP Lab has developed a suite of mobile-device enabled activities called pSims, short for participatory simulations. These pSims leverage mobile devices (e.g., smartphones) to enable participants to engage in active, inquiry-based learning through their interactions with the simulation, and coordination and discussion with one another.

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Shadowspect

A game-based assessment for geometry and spatial reasoning

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Project GUTS

Project GUTS — Growing Up Thinking Scientifically — is an integrated science and computer science program for middle school students serving schools and districts nationally and internationally. Growing up thinking scientifically means learning to look at the world and to ask questions, developing and using computer models that help answer questions through scientific inquiry, and using critical thinking to assess which models are reasonable and which are not. To grow up thinking scientifically means knowing science to be a computing-rich, dynamic, creative endeavor, a way of thinking, rather than a body of facts.