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Learning Science Through Computer Games and Simulations (2011)

Chapter: Appendix B: Workshop Agenda

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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
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B
Workshop Agenda

LEARNING SCIENCE: GAMING, SIMULATIONS, AND EDUCATION

OCTOBER 6-7, 2009


October 6, 2009

8:30 a.m.

Welcome, Introduction of the Committee, and Overview of Workshop

 

Margaret Honey, President and CEO, New York Hall of Science

9:30 a.m.

Connections to Past and Future Board on Science Education Studies

 

Heidi Schweingruber, Deputy Director, BOSE

Martin Storksdieck, Director, BOSE

9:50 a.m.

State of the Evidence: What Kinds of Games and Simulations Support Science Learning, and Why?

 

Author: Douglas Clark, Vanderbilt University

Respondent Author: Diane Ketelhut, Temple University

Committee discussion will follow.

10:50 a.m.

Break

Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×

11:05 a.m.

State of the Evidence: How Can Games and Simulations Be Used to Increase Science Learning?

 

Panel:

Yasmin Kafai, University of Pennsylvania

Ton de Jong-Evidence of Learning, University of Twente Jan Plass, New York University

Committee discussion will follow.

12:15 p.m.

Participant Working Lunch

 

Margaret Honey, New York Hall of Science

Guiding Questions for Participants

(2 questions will be assigned to each group):

If the participant packet code is green:

  1. What are the different genres of games and simulations for science education?

  2. How are these genres relevant to support science learning?

If the participant packet code is orange:

  1. What formal science education opportunities with games and simulations might be realized?

  2. What informal science education opportunities with games and simulations might be realized?

If the participant packet code is blue:

  1. How could games and simulations be used to support all students, regardless of individual differences (such as gender, low income), to succeed in science?

  2. What new games and simulations in science education should be built? Why?

1:15 p.m.

Report Out from Participants

 

Committee discussion will follow.

2:00 p.m.

State of the Evidence: What Evidence Is Available from the Cognitive Sciences About Science Learning Through Games and Simulations?

 

Panel:

Daphne Bavelier, University of Rochester

Ellen Wartella, University of California, Riverside

Robert Goldstone, Indiana University

Dexter Fletcher, Institute of Defense Analyses

Committee discussion will follow.

3:00 p.m.

Break

Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×

3:15 p.m.

Learning Context: Gaming, Simulations, and Science Learning in Formal Environments

 

Author: Chris Dede, Harvard Graduate School of Education

Respondent Author: Katherine Culp, Education Development Center

Committee discussion will follow.

4:15 p.m.

Panel Discussion of Learning Context: Gaming, Simulations, and Science Learning in Formal Environments

 

Panel:

Paul Horwitz, The Concord Consortium

Nancy Songer, University of Michigan School of Education

Rich Halverson, University of Wisconsin, Madison

Committee discussion will follow.

5:15 p.m.

Closing Comments of Day 1

 

Margaret Honey, New York Hall of Science

5:30 p.m.

Adjourn

October 7, 2009

8:30 a.m.

Discuss Agenda for the Day and Committee Comments

 

Margaret Honey, New York Hall of Science

9:00 a.m.

Learning Context: Gaming, Simulations, and Science Learning in Informal Environments

 

Author: Kurt Squire, University of Wisconsin, Madison

Respondent Author: Mizuko Ito, University of California, Irvine

Committee discussion will follow.

10:00 a.m.

Panel Discussion of Learning Context: Gaming, Simulations, and Science Learning in Informal Environments

 

Panel:

Sasha Barab, Indiana University

Reed Stevens, Northwestern University

Daniel Edelson, National Geographic

Committee discussion will follow.

11:00 a.m.

Break

Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×

11:15 a.m.

Assessment Issues for K-16 Science Learning in Simulations and Games: Measuring Performance Dynamically and Using Simulations/Games as Assessment Devices

 

Authors: Edys Quellmalz, Michael Timms, and Steven Schneider, WestEd

Respondent Author: John Behrens, Cisco Networking Academy

12:15 p.m.

Participant Working Lunch

 

Margaret Honey, New York Hall of Science

Guiding Questions for Participants:

Respondents will consider these questions:

  1. Where is there need for assessments, embedded in gaming and simulations, to guide and improve science learning?

  2. Based on what has been discussed in all the previous sessions, are there additional sources of evidence the committee should be paying attention to? Are you aware of any citations or people whose work we should be paying attention to?

  3. What ideas from yesterday and this morning have the most potential for science learning? Why?

Responses will be collected and given to a moderator, who will explain the major ideas from across the groups.

1:15 p.m.

Panel Discussion: Opportunities for Needed Assessments with Gaming and Simulations for Science Learning in K-16 Education

 

Panel:

Ron Stevens, University of California, Los Angeles

Valerie Shute, Florida State University

Eva Baker, University of California, Los Angeles

2:15 p.m

Moderator Report Out: Valuable Findings from Workshop Participants About Assessment with Gaming and Simulations for Science Learning and New Ideas (on yesterday’s breakout questions)

 

Moderator: Jan Cannon-Bowers, University of Central Florida

Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×

2:30 p.m.

Challenges of Bringing Gaming and Simulations to Scale for Science Learning

 

Author: Merrilea Mayo, Kauffman Foundation

Respondent Author: Alan Gershenfeld, E-Line Ventures

Respondent Author: Scot Osterweil, Massachusetts Institute of Technology

Committee discussion will follow.

3:30 p.m.

Break

3:45 p.m.

Panel Discussion: Challenges of Bringing Gaming and Simulations to Scale for Science Learning

 

Panel:

Alex Chisolm, Learning Games Network

Susan Zelman, Corporation for Public Broadcasting

John Hight, Sony Computer Entertainment of America

Committee discussion will follow.

4:45 p.m.

Committee Report Out: Takeaways and Next Steps

5:15 p.m.

Final Closing Comments of the Workshop

 

Margaret Honey, New York Hall of Science

Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
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Suggested Citation:"Appendix B: Workshop Agenda." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
Page 156
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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning.

To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.

Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

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