Dissemination Toolkit: Social Media Outreach
It seems like there are new tech and social media tools coming out every day. So what’s out there? And how can these tools be used to enhance your work?
It seems like there are new tech and social media tools coming out every day. So what’s out there? And how can these tools be used to enhance your work?
In this free life sciences learning game, middle school students can play as a young scientist faced with scientific challenges across multiple oceanic ecosystems. Wake: Tales from the Aqualab addresses the NGSS practices of experimentation, modeling, and argumentation in the context of food webs, environmental stressors, and ecological restoration. Wake is compatible with Chromebook, PC or Mac with Internet access and available in English and Spanish.
In this free life sciences learning game, middle school students can play as a young scientist faced with scientific challenges across multiple oceanic ecosystems. Wake: Tales from the Aqualab addresses the NGSS practices of experimentation, modeling, and argumentation in the context of food webs, environmental stressors, and ecological restoration. Wake is compatible with Chromebook, PC or Mac with Internet access and available in English and Spanish.
In this free life sciences learning game, middle school students can play as a young scientist faced with scientific challenges across multiple oceanic ecosystems. Wake: Tales from the Aqualab addresses the NGSS practices of experimentation, modeling, and argumentation in the context of food webs, environmental stressors, and ecological restoration. Wake is compatible with Chromebook, PC or Mac with Internet access and available in English and Spanish.
In this free life sciences learning game, middle school students can play as a young scientist faced with scientific challenges across multiple oceanic ecosystems. Wake: Tales from the Aqualab addresses the NGSS practices of experimentation, modeling, and argumentation in the context of food webs, environmental stressors, and ecological restoration. Wake is compatible with Chromebook, PC or Mac with Internet access and available in English and Spanish.
In this free life sciences learning game, middle school students can play as a young scientist faced with scientific challenges across multiple oceanic ecosystems. Wake: Tales from the Aqualab addresses the NGSS practices of experimentation, modeling, and argumentation in the context of food webs, environmental stressors, and ecological restoration. Wake is compatible with Chromebook, PC or Mac with Internet access and available in English and Spanish.
In this free life sciences learning game, middle school students can play as a young scientist faced with scientific challenges across multiple oceanic ecosystems. Wake: Tales from the Aqualab addresses the NGSS practices of experimentation, modeling, and argumentation in the context of food webs, environmental stressors, and ecological restoration. Wake is compatible with Chromebook, PC or Mac with Internet access and available in English and Spanish.
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.