{"title":"Brain jam: STEAM learning through neuroscience-themed game development","authors":"Ian Pollock, James Murray, Beth Yeager","doi":"10.1145/3055116.3055122","DOIUrl":null,"url":null,"abstract":"Improving STEM education is currently a national priority, precipitated by the urgent need to develop a STEM-literate future workforce [26]. This study presents a description of preliminary findings from the development, implementation, and examination of an after-school pilot project combining neuroscience education and the creation of playable media for underserved high school students in Hayward, California. The program, developed by university faculty, graduate students and the Institute for STEM Education, is an interdisciplinary and collaborative way to combine neuroscience and design thinking. Drawing on two existing university programs, the CSUEB Game Jam and Brain Bee, it offers an after-school program that is engaging, content-rich, and transdisciplinary. Combining neuroscience and design thinking into STEAM, the program also answers a call by California Next Generation Science and Engineering Standards [21] for increased integration of different disciplines in inquiry-based approaches. The evaluation research study of the Brain Jam project was guided by questions of how this after-school program was implemented and the consequences for student engagement. The study also looked at the growth in science literacy and practice as well as design thinking. Preliminary findings appear to support the effectiveness of this transdisciplinary, interactive, and problem-centered approach. They suggest that \"folding together\" game design and neuroscience was effective in supporting deeper thinking and understanding, and increased student interest in both disciplines.","PeriodicalId":162933,"journal":{"name":"Proceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"71 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"19","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3055116.3055122","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 19
Abstract
Improving STEM education is currently a national priority, precipitated by the urgent need to develop a STEM-literate future workforce [26]. This study presents a description of preliminary findings from the development, implementation, and examination of an after-school pilot project combining neuroscience education and the creation of playable media for underserved high school students in Hayward, California. The program, developed by university faculty, graduate students and the Institute for STEM Education, is an interdisciplinary and collaborative way to combine neuroscience and design thinking. Drawing on two existing university programs, the CSUEB Game Jam and Brain Bee, it offers an after-school program that is engaging, content-rich, and transdisciplinary. Combining neuroscience and design thinking into STEAM, the program also answers a call by California Next Generation Science and Engineering Standards [21] for increased integration of different disciplines in inquiry-based approaches. The evaluation research study of the Brain Jam project was guided by questions of how this after-school program was implemented and the consequences for student engagement. The study also looked at the growth in science literacy and practice as well as design thinking. Preliminary findings appear to support the effectiveness of this transdisciplinary, interactive, and problem-centered approach. They suggest that "folding together" game design and neuroscience was effective in supporting deeper thinking and understanding, and increased student interest in both disciplines.
提高STEM教育目前是国家的优先事项,这是由于迫切需要培养具有STEM素养的未来劳动力[26]。本研究描述了一个课后试点项目的开发、实施和检查的初步结果,该项目将神经科学教育与为加利福尼亚海沃德服务不足的高中生创建可播放媒体相结合。该项目由大学教师、研究生和STEM教育研究所开发,是一种跨学科的合作方式,将神经科学和设计思维结合起来。利用两个现有的大学项目,CSUEB Game Jam和Brain Bee,它提供了一个吸引人的、内容丰富的、跨学科的课外项目。该项目将神经科学和设计思维结合到STEAM中,也响应了加州下一代科学与工程标准[21]的呼吁,即在基于探究的方法中增加不同学科的整合。Brain Jam项目的评估研究是由如何实施这个课后项目以及对学生参与的影响等问题指导的。该研究还关注了科学素养和实践以及设计思维的增长。初步研究结果似乎支持这种跨学科、互动和以问题为中心的方法的有效性。他们认为,将游戏设计和神经科学“结合”在一起能够有效地支持更深入的思考和理解,并提高学生对这两门学科的兴趣。