Cyberlearning in STEM Education
Cyberlearning is defined as learning that is mediated by networked computing and communications technologies. Hear how experts explain how cyberlearning can provide new opportunities for teaching and learning in STEM education, and see some examples of cybertools you can use today.
This project is a collaboration of WGBH Educational Foundation, the Office of STEM Education Partnerships at Northwestern University, and KQED.
In this video from MIT's Scheller Teacher Education Program, learn how augmented reality can be used to create novel learning experiences in STEM education. See how MIT's augmented reality authoring tool (MITAR), an application for building location-based games, can help students become more involved and engaged in learning. Timelab 2100, a game about the effects of global climate change, is featured as an example of how MITAR can be used.
In this lesson designed for teacher professional development, explore how online remote laboratories can be used in place of in-class science labs—especially when doing hands-on labs is not feasible due to financial constraints, access to equipment, available time, or safety concerns. Through videos, interactive activities, and a reading you will learn how innovative remote labs can effectively support core learning goals and how simulations and other media supports can enhance student learning experiences. Then you will plan a lab you might use with your students that would allow them to remotely control experimental equipment located outside of your classroom.
In this video from Northwestern University Office of STEM Education Partnerships, learn about a remote online laboratory technology called iLab Central. Take a tour of the Radioactivity iLab, which investigates how distance affects the intensity of radiation. See a simulation that allows students to explore how a Geiger counter works and learn about the concepts involved. Learn how the program guides students through planning an experiment, making lab journal entries, watching a live webcam view of their experiment running at a laboratory in Australia, and completing data collection and analysis.
In this video produced by KQED, learn how new developments in computer-mediated learning can enhance educational experiences. Hear from experts, and explore three examples of cyberlearning: students learn about astronomy and game design in the Universe Quest project; students use remote scientific equipment to learn about radiation with the iLab Network; and students use handheld devices to play an augmented reality game from MIT and learn about climate change.
For a shorter version of the video "What is Cyberlearning," click on the "Other" button below.
In this video adapted from Maryland Public Television, learn about an immersive digital game that develops the mathematical thinking skills used in pre-algebra. Created for middle school students, Lure of the Labyrinth presents players with a monster-inhabited world in which they must explore and solve mathematical puzzles to succeed. Find out how this serious game builds student understanding of fractions, proportions, variables and equations, and number and operations.