Players draw on each other’s observations to develop a hypothesis and agree on an experiment to conduct.
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.
Players draw on each other’s observations to develop a hypothesis and agree on an experiment to conduct.
Teacher professional development centered on Project-Based Learning and designing lessons that are student-centered and inquiry-driven
StarLogo Nova is a programming environment that lets students and teachers create 3D games and simulations for understanding complex systems.
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.
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.
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.
The Collaborative Learning Environments in Virtual Reality (CLEVR) project is to create immersive virtual reality learning experiences that can be used in today’s classrooms. CLEVR is a partnership between the Education Arcade and the MIT Game Lab, and is supported by Oculus. We are developing a collaborative educational game using immersive 3DVR to help teams of 9th grade students learn cell biology and the central dogma.