All Projects

game testing

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.

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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.

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CLEVR: Collaborative Learning Environments in Virtual Reality

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.

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Taleblazer

TaleBlazer is a blocks-based software environment for creating and playing location-based augmented reality (AR) games.

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Imagination Toolbox

Imagination Toolbox is a fun, creative PD workshop for educators to learn how to bring rich and engaging computational modeling and/or gaming experiences to their students using StarLogo Nova.

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Science and Engineering Program for Teachers (SEPT)

For one week every summer, teachers from across the world gather on MIT’s campus to learn more about the groundbreaking research that is happening on campus. Teachers attend presentations and lectures presented by MIT professors and then reflect on their own curriculum and how they could utilize what they’ve learned back at their own schools.

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BioGraph

BioGraph is a series of high school biology units and support materials using agent-based computer models to explore complex systems.

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CLIx: Connected Learning Initiative

The Connected Learning Initiative (CLIx) is a technology-enabled initiative at scale for high school students. The initiative was seeded by Tata Trusts, Mumbai and is led by Tata Institute of Social Sciences, Mumbai and Massachusetts Institute of Technology, Cambridge, MA USA. CLIx offers a scalable and sustainable model of open education, to meet the educational needs of students and teachers. The initiative has won UNESCO’s prestigious 2017 King Hamad Bin Isa Al-Khalifa Prize for the Use of Information and Communication Technology (ICT) in the field of Education.

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The Radix Endeavor

The Radix Endeavor is an online multiplayer game designed to augment math and biology instruction. Students use their knowledge of math and science to solve quests in a virtual Earth-like world.

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Gameblox

Gameblox is a blocks-based programming tool designed specifically for making and playing games.

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Lure of the Labyrinth

Lure of the Labyrinth is in online game that uses a a compelling graphic novel storyline to engage middle grades students in mathematical thinking and problem-solving.