Projects Underway

Written by Open SUNY on . Posted in

"Lab-in-a-Cube" Hands-On Lab Learning with an Automatic Feedback

M. Ete Chan

Project Team
  • Wei Lin, Stony Brook
  • Richard McKenna, Stony Brook

Stony Brook University

2016

Tier Three

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Project Summary:

Visually, virtual lab has become more and more realistic nowadays; however, many crucial lab components such as tactile skills, decision-making for preparation and execution of the lab are still missing. Also, to familiarize students with the sequential steps in a protocol, current virtual labs only require user to click through the steps without any active decision made by the users. Hence, using the concept of "gamification", our proposed solution addresses these two issues by adding a hardware component that can interact with a software to provide feedback and suggestion to users.

Project Outcome:

Outcomes TBD

Development and Assessment of a Multiplayer, Cloud Module for Teaching Population Genetics with Badge Incentives

Katharina Dittmar

Project Team
  • Bina Ramamurthy, University at Buffalo
  • Jessica Poulin, University at Buffalo

Buffalo, University at

2014

Tier Three

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Project Summary:

Expands on previous development and assessment of a multiplayer, cloud module for teaching population genetics with badge incentives to K-12 and undergraduate students.

Project Outcome:

A multiplayer game app available on iOS, Google Play, and the cloud to introduce students to population genetics and evolution in real time.

iPads for Music Making and Music Teaching

Jill Reese

Project Team
  • Matthew Wilson, Visiting Lecturer of Music Technology, SUNY Fredonia

Fredonia, State University College at

2013

Tier One

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Project Summary:

Music education majors learn use of mobile devices to encourage creativity and expression of learners regardless of age or ability (local schools, childcare programs, retirement and rehabilitation centers, and multiple student associations on campus). This supports standards for teacher preparation set forth by ISTE and NCATE.

Project Outcome:

The website provides multiple examples of student use of iPads in service of K-12 education and community based spaces.

Learner eXperience Designers (LXD) Exploring the Feasibility of Badging

Beth Burns

Project Team
  • Jason Welborn, Buffalo State
  • Ken Fujiuchi, Buffalo State
  • Mark McBride, Buffalo State
  • Meghan Pereira, Buffalo State

Buffalo State College

2012

Tier Two

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Project Summary:

The Learner eXperience Designers (LXD), will spearhead the exploration of integrating badging on campus and in higher education. Specifically, the LXD are committed to evaluating the logistics and effectiveness of badging in three specific areas: within a course, within a student training program, and within professional development.

Project Outcome:

Presentation of the project outcomes is available here.

Development and Assessment of Mobile Device Instruction in STEM Education at K-21 Level

Katharina Dittmar

Project Team
  • Bina Ramamurthy, University at Buffalo

Buffalo, University at

2012

Tier One

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Project Summary:

Leverages NSF Cyber-Infrastructure funds to develop a cloud-deployed, scalable, virtual tool for the instruction of theory and practice of population genetics in K-21 settings.

Project Outcome:

Student data indicates broad adoption of the initial app release for use in learning. Additional data indicates that mobile device adoption does not necessarily translate into "mobile education".

SUNY Geneseo Neuroscience Cyber Technology Laboratory (CTL) Course

Terence Bazzett

Project Team

Geneseo, State University College at

2012

Tier One

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Project Summary:

Assessment of ERIN (Educational Resources in Neuroscience) to Investigate the utility as an ancillary to primary classroom instruction in a variety of related courses (e.g. Biopsychology, Behavioral Pharmacology, Behavior Genetics).

Project Outcome:

The Cyber Technology Laboratory Manual is well under development with the authors considering a SUNY Open Textbook. ERIN provides fuller access to learning resources, see project website.

Development of an Interactive Case Study Capability

Christopher Urban

Project Team
  • Glenn E. Van Knowe, MESO Inc.
  • Kenneth T. Waight, Sun Dog Science LLC

SUNY Polytechnic Institute

2012

Tier Two

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Project Summary:

Development of case study modules that simulate real-world situations and place the student in a decision-making role that requires the use of scientific data and knowledge. The prototype will facilitate learning theories and concepts related to energy and engineering related to a regional power grid.

Project Outcome:

Developed a Community "Smart Grid" exercise to simulate various environmental conditions impacting the power grid.

Eternal France: An Interactive Historical Simulation for College History Classes

Edward Bever

Project Team

Old Westbury, State University College at

2012

Tier One

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Project Summary:

Creation of a gamification prototype for use in Western Civilization and European history courses in which students will guide the development of France from the time of Clovis to the present day with students making decisions reflective of the government’s expanding purpose and power over time.

Project Outcome:

All resources available to download the game and incorporate in classes.

SUNY Co-laboratory on Immersive Virtual Environments for STEM Learning

Peter Shea

Project Team
  • Jianwei Zhang, University at Albany
  • Alan Oliveira, University at Albany
  • Dan Goodwin, University at Albany
  • Mathias Vuille, University at Albany
  • Jennifer Goodall, University at Albany
  • Roberta Johnson, University at Albany
  • Bina Ramamurthy, University Buffalo
  • Edward Bever, Old Westbury
  • Jim McElwaine, Purchase
  • Larry Dugan, Finger Lakes CC
  • Suzanne Hayes, Empire State College
  • Alexandra Pickett, SUNY Learning Network
  • Kim Scalzo, SUNY Center for Professional Development

Albany, University at

2012

Tier Three

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Project Summary:

Development of an innovative academic program through which students and faculty across a range of disciplines and SUNY colleges collaborate to create engaging and pedagogically sound video games that enhance k-12 student interest and learning of STEM content.

Project Outcome:

Recorded sessions include Anne Derryberry, Sean Duncan and a panel discussion on Games within SUNY. A course plan is available.

Enviropedia: A Serious Game about Beverage Container Choices

Lori Scarlatos

Project Team
  • Alexander M. Orlov, Stony Brook University
  • Arnout van de Rijt, Stony Brook University
  • David J. Tonjes, Stony Brook University

Stony Brook University

2012

Tier Three

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Project Summary:

Development of an innovative web-based game situated within an online science learning community. Enviropedia, will emphasize the connections between science and society by focusing on beverage container choice.

Project Outcome:

The game is available for play here to demonstrate that by concentrating on containers with the larger carbon footprint points are accumulated more rapidly. Additional teaching materials are available.

Initiating Conversations About the End of Life: The Advanced Illness Decision Simulation Environment

Deborah Waldrop

Project Team
  • Mary Ann Meeker, UB School of Nursing
  • David Milling, UB School of Medicine
  • Steve Sturman, UB School of Social Work
  • Karen Zinnerstrom, UB School of Medicine Clinical Competency Center
  • Tony Guzman, UB School of Social Work

Buffalo, University at

2012

Tier Three

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Project Summary:

The Advanced Illness Decision Support Environment (AIDSE) and utilize simulation technology to create an environment to engage students in active, real-time learning about how to initiate and facilitate decision-making conversations with patients about their goals for care and desired outcomes.

Project Outcome:

Website provides freely available modules for learning more about end-of-life decision making.

Osw3go.net: Alternate Reality Simulations as Learning Tools

Ulises Mejias

Project Team
  • John Kane, SUNY Oswego

Oswego, State University College at

2012

Tier Two

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Project Summary:

Development of a template to support interdisciplinary 'alternate reality' simulations that are collectively played by students using the Web. These simulations ask participants to analyze a fictional problem based on real-life situations, articulate a variety of possible responses to it, and examine the question of what form action should be taken.

Project Outcome:

Developed games to investigate issues such as Islamaphobia and hydrofracking.

SUNY Healthcare Island: Exploring a Virtual SUNY Community of Healthcare Learners

Hope Windle

Project Team
  • Renée Gecsedi, New York State Nurses Association
  • Alexandra Pickett, SUNY Learning Network

Ulster County Community College

2012

Tier Two

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Project Summary:

Use of Second Life for collaborative case studies in a virtual hospital, learning critical thinking skills with intent to design and implement additional case studies and assessment to address progress, successes and challenges.

Project Outcome:

Journal articles, project details and a detailed presentation of the student experience with a Second Life healthcare island is available .

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