| julieh maps
Macrobiotica is in development!
This is a place to share thoughts on exploring the impacts of using social software as part of a repertoire of strategies to improve student learning.
This is the place that the project focuses on: the water quality of the local environment.
The game will allow students to learn more about their local environment and the things that impact on it (human and natural).
What will be the aim of the game?
In looking at board games at ToyRUs, I discovered that many games have a pretty weak objective, e.g. living in Ramsey St.
Any ideas of something a bit more motivating?
13th Jan 2006, 00:42
| tags:#lakecomments (0)
Students will be using a range of tools (technologies) to collect data, e.g. pH meter, thermometer, binoculars, phosphate test, dip net, camera, digital microscope and (soon) mobile phone.Students then make meaning and present their understanding of water quality in their local environment using multimedia (putting together their images, text and sounds).
It has been difficult to evaluate from their work how the field trip and technologies has impacted on their learning. Their presentations and informal discussion indicates that they are learning but not as much as they could (or maybe they are, it's really difficult to tell).
Maybe using moblogs as a way to encourage reflective learning may improve students learning outcomes and increase their interest in science???
Can this study explore how students engaged in a scientific investigation of their local environment using a range of technologies can influence their interest in science and skills in scientific investigation?
Primary students are working with mentors (high school students) and role models (university students) to investigate water quality in their local environment.
Students will be using a range of technologies including meters, chemical tests, digital microscope and mobile phones to collect data; and a range of digital technologies (moblogs and multimedia) to analyse and present their findings.
The aim of the Science @ the lakes project is multifacted: we want students to get excited about learning science, become more aware of their local environment, use a variety of technologies and prepare them for high school. The project is being documented as a case study.
High school teachers are learning more about what primary students know and can do; primary teachers are becoming more confident when teaching science; university students are learning more about working with students in the field and with computers. Resource developers are learning more about teaching primary science and how students engage with digital technologies.