The Structure and Motion of Matter (SAMM) survey, developed by Sevian et. al. is detailed here.
middle school science
The GoKart coginitive interview formative assessment, developed by the ACCT group, is detailed here.
The Volcano Probe formative assessment, developed by the ACCT group is detailed here.
This is the formative assessment activity entitled "The Exploding Pringles Can Design Challenge" designed by the ACCT project.
The Chemical Substances Inventory (CSI) is a formative assessment designed to learn about students' understanding of chemical identity. The formative assessment was designed by the Sevian research group (as indicated by the star ).
No one really knows how to immediately transform an in person class to a distance learning environment. We struggle to provide an equitable education, whatever that looks like, for all our students and make accommodations for differences in learning abilities, home lives, internet access, in addition to mental and physical health.
With the current global COVID-19 pandemic, there has been much discussion of “flattening the curve” by social distancing. These ideas can be demonstrated chemically, for example, by the iron-catalyzed decomposition of hydrogen peroxide to produce an oxygen gas foam. Decreased hydrogen peroxide concentrations, representing decreased human population concentrations from social distancing, produce oxygen gas foam, representing cases of illness, at a slower rate. A similar demonstration can be achieved using the popular Diet Coke and Mentos experiment. These simple experiments are best used as stand-alone demonstrations.
Gameful learning isn’t about playing educational games; instead, it’s about creating a highly motivating and engaging learning environment by implementing proven game design elements into a course structure. With gamified learning, students are challenged and motivated to construct knowledge that goes far beyond the basics of an educational game.
Particulate diagrams are all the rage in chemical education. Learn simple tricks to create your own!
The notion is to increase student engagement and persistence by embedding game design elements in a course or lesson. It seems to work in other industries, but can game elements be successfully applied in educational contexts?