Projects
2007 - 2008 Categories: Biology and medicine :: Computer science :: Humanities :: Pre-college education
BIOLOGY AND MEDICINE
Hands-On Possibilities and Experiences in Biology Education
(Bio-HOPE)
Michael Axelsson and David Epel
Göteborg University, Linköping University and Stanford
University
This projects stems from a 2006 planning grant to develop novel
ways of teaching biology using modern ICT tools. Bio-HOPE differs
from other ICT-based teaching projects in its focus on the scientific
method and interactive, engaging, hands-on activities to enhance
student understanding of basic concepts. An important feature of
this approach is using both virtual laboratory modules and remotely
controlled lab setups as sources of information in place of text-based
material. This strategy promotes authentic and active scientific
experiences by enabling students to ask research questions, propose
hypotheses, conduct experiments, analyze data, and interpret results.
The focus during academic year 2007-2008 will be to develop learning
modules related to unanticipated impacts of global warming on salmon
in the Fraser River, the world’s largest salmon producing
river. Bio-HOPE will teach multiple aspects of biological organization
through the integration of form and function. Team members have
begun testing different ways to evaluate the learning outcomes
of the teaching material. A critical component is the longitudinal
evaluation process. The evaluation processes will be implemented
at all levels throughout the project, from self-evaluation on the
individual student level, to overall studies of the pedagogic methods.
The project content aligns with both the Swedish and US guidelines
for science education content standards.
CNS Visual Perspectives
Anna Josephson and Tom Clandinin
Karolinska Institute and Stanford University
During the 2007-08 academic year, the project team will further
develop CNS: Visual Perspectives (CNS: VP), an interactive
three-dimensional atlas of the human brain, to promote its integration
into different curricula, from high school science through medical
school courses. The use of CNS: VP appears to enhance students'
motivation, comprehension of the content, and their ability to
learn neuroanatomy. Results from studies conducted in years one
and two suggest that proper design and alignment to the particular
curriculum is the key to promote successful adoption of the materials
into courses and to support student learning.
The goal of year three is to evaluate the implementation of CNS:
VP in first-year neuroanatomy courses at Karolinska Institute and
Stanford University. The research team will evaluate its strength
as a tool to support the study of neuroantomy, including spatial
skills and deep learning of content. A second track is to examine
the sustainability of CNS: VP at a different education level by creating
a high school lesson using the new LessonBuilder feature. This
lesson will be piloted in a formal setting at Sigtuna High School
in Stockholm. In the US, the pre-college lesson will be tested
in “Med School 101” a special program for high
school students hosted at Stanford and also in an informal education
setting at the Tech Museum of Innovation in San Jose, California.
The goal of the collaboration is to help students learn neuroanatomy
with spatial and deep learning approaches, while identifying key
methods to successfully integrate such tools for a wide range of
curricula.
Learning Radiology in Simulated Environments II
Jan Ahlqvist and Terry Desser
Umeå University and Stanford University
Simulation-based teaching methods have been widely adopted in
hazardous professions such as aviation and the military, yet their
use in medical education to date has been limited. This project
is an extension of work performed over the past two years in which
the project team created computer simulations of radiographic examinations
and evaluated learning using these new tools. The group's
achievements during the first two years of funding include development
and testing of the cervical spine and dental x-ray computer simulations
with radiology technology students.
The continuation of the project during academic year 2007-08 can
be divided into three parts. First is the expansion of the ongoing
study of the “cervical spine simulator” to a second
year to achieve a larger student base for testing and evaluation. Second
will be the creation of tools for better understanding three-dimensional
anatomies and their radiographic depiction. The team will
extend the project to a new domain including complex abdominal
anatomy and development of a dynamic 3D simulation. And finally,
based on the results obtained from all work, researchers will develop
and evaluate a curriculum where the simulators are a natural part – an
important first step towards sustainability and dissemination of
these interesting learning tools.
Remote University Network
for Human Performance (RUN II)
Martin Rydmark, Gordon Matheson, and Scott Delp
Göteborg University and Stanford University
New fields such as bioengineering are exploring the role of the
physical sciences in traditional biological approaches to problems,
with exciting results in device innovation, medicine, and research
biology. The integration of mathematics and the physical
sciences into a biology curriculum will better prepare students
for these opportunities. The RUN project studies exercise science
as the basis for introduction of this interdisciplinary program.
During year one of the full project, the research team designed
a course model that involves cooperative learning between students
at Göteborg University and Stanford University. The
course utilized new technologies, encouraged development of original
student research, and relied on frequent self-assessment and reflective
learning. The research team will compare outcomes between this
course and a more traditional didactic format, as well as assess
the effectiveness of web-hosted virtual environments. The outcomes
should allow the research team to focus on sustainability of the
course design through optimization of technology, content and pedagogy
during academic year 2007-08. In addition to preparing a
curriculum that can be exported to other universities, the project
team will begin a natural expansion of this interdisciplinary approach
to middle and high school science curricula, using exercise science. They
will begin testing this pilot pre-college curriculum during summer
2008.
[BACK
TO TOP]
ENGINEERING,
COMPUTER SCIENCE, AND PHYSICAL SCIENCE
iDeas II: Integrating Mobile Devices and Interactive
Workspaces for Design Thinking
Lars Erik Holmquist and Scott Klemmer
IT University of Göteborg and Stanford University
The primary focus of the iDeas project is research into
learning ecologies to support student design activities. Design
learning courses feature interplay between times of individual
ideation and reflection and times of group presentation, discussion
and brainstorming. The research team continues to build the iDeas
learning ecology, comprised of the iDeas notebook,
the iDeas browser, and the iDeas wall.
The iDeas notebook augments the traditional physical design
notebook with electronic and mobile capture. The iDeas browser
extends the concept of electronic portfolios with integration of
sketches, text, digital photographs, and other media. The iDeas wall
provides an interactive surface for students to collaboratively create,
present and share design content. Evaluations are centered on awareness
of collaborative activity through the iDeas ecology and
successful learning practices. Enabling design ideas to move
more seamlessly between the world of bits and the world of atoms
will enable students to spend more time on the intellectual task
of design thinking and less time on the mechanical tasks.
The research team anticipates that automatic electronic capture and
web-based sharing of design content will provide additional channels
for peer and student to teacher discussion and learning. They have
evaluated the use of iDeas in five courses at Stanford and
two at Göteborg, and will continue deployment at both sites.
[BACK
TO TOP]
HUMANITIES
Developing Intercultural Competencies through Collaborative
Rhetoric
Brigitte Mral and Andrea Lundsford
Örebro University and Stanford University
How best to use ICTs to facilitate deep learning of intercultural
differences and effective practices for global communication? During
year one, the Collaborative Rhetoric project developed innovative
uses of technology, practical lesson plans, and a digital repository
of materials to contribute to the fields of intercultural communication,
rhetoric, and persuasive technologies. The project benefited Stanford
and Örebro through building technology resources for students
to develop practical persuasive abilities, while developing intercultural
competencies and sensitivity to international contexts, as shown
on the project website: http://www.stanford.edu/group/ccr/
During academic year 2007-08, the research team will focus on
implementation, publication, and the incorporation of additional
partners in Sweden (at Södertörn, Uppsala, and Umeå) and
beyond Sweden to the University of British Columbia, Canada; University
of Sydney, Australia; and University of Cape Town, South Africa.
The Stanford-Örebro research team aims to overcome unanticipated
challenges from year one in technology and collaboration by implementing
improved strategies for virtual exchanges through both a class-to-class
collaboration model and a new workshop model that draws upon associated
partners and also disseminates knowledge to the field. Researchers
will spend considerable energy translating their significant results
into conference papers, articles, and theoretical publications
in order to disseminate findings to a larger academic audience.
[BACK TO TOP]
PRE-COLLEGE
EDUCATION
Conceptually Sound Curricular Design Framework for Elementary
Math
Bo Johansson and Aki Murata
Uppsala University and Stanford University
This study will investigate how teachers learn and improve their
teaching methods when critical information on student learning
of a key topic (multi-digit subtraction) is presented as a design
framework, and how students’ conceptual understanding may
be enhanced as a result. The faculty researchers will directly
study how teachers learn and develop effective learning environments.
The findings from the planning study during academic year 2006 – 07
helped the project to develop a research platform for this implementation
study. In a collaborative professional development called lesson
study, teachers’ thinking and knowledge integration processes
will be revealed as they select and develop pedagogical approaches
to support students’ conceptual development and learning
of multi-digit subtraction.
During 2007-08, student-learning data will be collected and compared
to the data from the planning study sample. Quantitative
and qualitative research methods will be used to examine the relationships
among the components of the design framework, the kinds of knowledge
teachers bring to the collaborative work, the pedagogical approaches
used and student learning of multi-digit subtraction. The
ICT tool, in the form of a web-based learning environment, will
support teacher collaboration and the professional development
process.
Virtual Labs Implementation of Interactive
Media for High School Science
Martin Rydmark, Michael Axelsson, Phil Yoder, and Dan Garza
Göteborg University, Viktor Rydberg Gymnasium, and Stanford
University
The use of interactive media in the classroom has been shown to
engage students, enhance academic performance, and help educators
convey difficult concepts. In science curricula, interactive
media can transform classroom instruction, making dynamic processes
come alive by illustrating the connections between different disciplines. While
the development of interactive media for science education has
been fruitful, the adoption of this media has been limited and
disorganized.
The goal of this project is to consolidate all the interactive
science media produced to date from Virtual Labs and other WGLN
supported projects, update it for use in pre-college education,
and design an implementation plan to successfully bring it into
the classroom. The project team will create lesson plans
with high school teachers that incorporate the interactive media
into their existing science curricula. The researchers will create
a framework for implementation of the technologies and will build
an infrastructure that will support the continued use of existing
and newly designed media in science education for years to come.
[BACK
TO TOP] |