Eac webinar 09.21.2016
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Transcript of Eac webinar 09.21.2016
A Game-based Learning Approach to STEM Information Literacy
Daniel Christe| Research Associate|[email protected] Dept. of Mechanical Engineering & Mechanics, Drexel University
Center for Functional Fabrics, Drexel University Elsevier AES-LAB Innovation Advisor
Jay Bhatt|Liaison Librarian for Engineering| [email protected]
Library Academic Partnerships, Drexel University Libraries Elsevier AES-LAB Primary Advisor
Co-developers: Savannah Lee, Rishiraj Mathur, Krzysztof Mazur, Krishna Dhanni, Aakankschit Nandkeolyar
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• Microcosms of the real world
• Challenging…but doable
• Progressively harder
• Instant feedback
• “Just-in-time” learning
• FUN !!!!
Game Design Principles || Active learning
10,000 Hours average young person will have spent playing games by age 21
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Richards, C. Teach the world to twitch: An interview with Marc Prensky, CEO and founder Games2train.com. Futurelab (Dec. 2003); www.futurelab.org.uk/resources/publications_reports_articles/web_articles/ Web_Article578
10,080 Hours from 5th to 12th grades
6 million years spent playing
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Hotz, Robert Lee: When Gaming Is good For You: The Wall Street Journal (2012): http://www.wsj.com/articles/SB10001424052970203458604577263273943183932
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New for 2016: Transdisciplinary Themes
WEEK 1 - Energy for a Sustainable Future
WEEK 2 - Connectivity in the 21st Century
WEEK 3 – The Future of Making
WEEK 4 – The Future of Medicine
WEEK 5 – The Future of Transport
To download our whitepaper and register for the 2016 Engineering Academic Challenge: Visit: https://eac.elsevier.com/sign-up/