Presented by Leslie Stenger, Professional Learning Associate, University of California, Berkeley’s Lawrence Hall of Science
Science education during COVID has challenged the best of teachers. But even during the crisis, they dug in, designing creative digital learning experiences, using technology for enhanced remote engagement and leveraging local phenomena and investigations for students and their families to do at home.
The situation was bleak: There were just a few plants. The mule deer were hungry. There were no pollinators. Other animals were reproducing. The ecosystem was on the verge of collapse. Those in charge would need to figure out what went wrong. And then make quick decisions to save it. Good thing this was a simulated game designed to engage students in complex science concepts. They probably won’t feed mule deer in the future, but through a thoughtfully constructed interactive video game, learners can build their science proficiency in engaging and meaningful ways.
In this edWebinar, we will dive into how games can be used to support the innovations of the NGSS, such as progressions of the three dimensions across K-12, being phenomena-driven, and teaching with storylines.