The More We Know, a book by Eric Klopfer and Jason Haas, describes the rise and fall of iCue, a new media experience designed to support high school social sciences teaching and learning.
STEP and TEA explore the playful side of the learning process. Our research-driven design results in games, tools, and curricula that support playful, exploratory learning. This includes active and archived projects.
The More We Know, a book by Eric Klopfer and Jason Haas, describes the rise and fall of iCue, a new media experience designed to support high school social sciences teaching and learning.
This game places students in a three dimensional environment where they must navigate a spaceship by controlling the electric charge of the ship, placing charged particles around the space.
In 2008, Education Arcade was awarded a sub-contract under TERC, Inc., with NSF funding, to develop three multi-player flash games and a series of video tutorials that teaches basic survey-making skills, concepts, and vocabulary to middle school age adolescents.
The Education Arcade partnered with The William and Flora Hewlett Foundation to consolidate and disseminate current research on the use of games for learning.
MIT STEP Lab partners with American Museum of Natural History to offer AI education to underserved youth in NYC.
Everyday AI for Youth (EdAI) is a research and design project examining the impact of a professional development model for educators learning to teach their middle school students about artificial intelligence (AI). The EdAI project is a collaboration between MIT, Boston College, and partnering school districts and out-of-school time (OST) program providers. It is a three-year project involving roughly 30 middle school teachers and over 900 middle school students, who engage with AI concepts and tools. Central to the intervention is the Developing AI Literacy (DAILy) curriculum consisting of a series of existing AI and “Ethics and AI” activities. EdAI gives middle school teachers the training, content knowledge, and pedagogy to engage middle school students in AI, and prepare them for computationally-intensive industries of the future, particularly those that incorporate AI technologies.
Tragedy of the Commons (ToC) is a Psim game about economics and population biology.
Players draw on each other’s observations to develop a hypothesis and agree on an experiment to conduct.