My Sports Pulse is a program designed to promote student achievement and interests in science and math disciplines using sports themed scenarios and celebrity athlete presence delivered over mobile devices to reach the broadest possible audience. The program is set up to pilot in five different geographic locations around the globe, followed by a broader public launch. During the phase one pilot, research questions include the effectiveness of the program in promoting student engagement and interests in math and science. The research data will provide insight into the effectiveness of extrinsic motivators, and their transference to intrinsic motivation using games and simulations toward the study of STEM (Science, Technology, Engineering, a...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
Improving STEM education in schools is important to prepare students for the increasing number of ST...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...
My Sports Pulse is a program designed to promote student achievement and interests in science and ma...
Sports can have substantial impact on fostering cognitive and non-cognitive skills in youth leading ...
Student engagement in Science, Technology, Engineering and Mathematics (STEM) activities are often p...
Including Science, Technology, Engineering, and Math (STEM) learning experiences in afterschool prog...
STEM education provides students with interdisciplinary knowledge to improve problem-solving ability...
IMSA’s STEM League programs are distance learning courses that have been designed specifically for s...
In a paper, ‘The potential of socio-biologically relevant mobile applications to attract girls to ST...
Seeing the potential of untapped learning media. Creativity of teachers to create learning media not...
STEM Through Games will develop and pilot an immersive media design and research program that introd...
In a paper, ‘The potential of socio-biologically relevant mobile applications to attract girls to ST...
The article highlights foreign experience of using digital games in studying STEM-disciplines: Scien...
The perceived complexity of many engineering courses is partly due to difficulty visualizing or inte...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
Improving STEM education in schools is important to prepare students for the increasing number of ST...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...
My Sports Pulse is a program designed to promote student achievement and interests in science and ma...
Sports can have substantial impact on fostering cognitive and non-cognitive skills in youth leading ...
Student engagement in Science, Technology, Engineering and Mathematics (STEM) activities are often p...
Including Science, Technology, Engineering, and Math (STEM) learning experiences in afterschool prog...
STEM education provides students with interdisciplinary knowledge to improve problem-solving ability...
IMSA’s STEM League programs are distance learning courses that have been designed specifically for s...
In a paper, ‘The potential of socio-biologically relevant mobile applications to attract girls to ST...
Seeing the potential of untapped learning media. Creativity of teachers to create learning media not...
STEM Through Games will develop and pilot an immersive media design and research program that introd...
In a paper, ‘The potential of socio-biologically relevant mobile applications to attract girls to ST...
The article highlights foreign experience of using digital games in studying STEM-disciplines: Scien...
The perceived complexity of many engineering courses is partly due to difficulty visualizing or inte...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
Improving STEM education in schools is important to prepare students for the increasing number of ST...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...