Learnings from MIT on
STEAM Education
Learning from MIT on STEAM Education
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About the Entity
In response to a US nationwide teaching crisis in the 1990s, particularly the shrinking pool of math and science teachers, Professor Eric Klopfer and other members at MIT worked towards rectifying this. The endowment of Rita and Joe Scheller since 2001 has allowed for the formal establishment of the Scheller Teacher Education Program (STEP) at MIT, which aims to develop a cadre of MIT undergraduates to innovate the science and math education.
The scope of the entity gradually expanded beyond teaching training for MIT students. The mission of the Education Arcade (in which the STEP program is a major part of) is to explore the playful side of the learning process, so that playfulness and engagement can be put to the forefront of teaching and learning.
MIT Education Arcade’s research-driven design has resulted in a wide range of projects that support teacher-and student-directed exploration and discovery. These projects fall into three major categories:
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Curriculum and Programs: Work with formal and informal educators to develop curriculum materials that implement the use of games and simulations to support more formal instructional objectives
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Games: Develop games that can be played on computers or mobile devices and used inside and outside the classroom, and work with educators to tie the games into math and science curricula
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Simulation and Computing Tools: Develop tools and platforms for teaching complex systems and computation thinking as well as provide an easier entry in computer science
We interviewed Louisa Rosenheck, Research Manager at MIT Education Arcade, to distill more insights about the work and its implications for the K-12 space:
Setting the Vision
Learning Principles
Education Arcade strongly believes that games play an important role in the learning process. They provide a safe, creative environment in which student learn to experiment, collaborate and problem-solve. They also argue that “games can engage players in learning that is specific to ‘schooling’”, and that “there are means by which teachers can leverage the learning in such games without disrupting the worlds of either play or school.” When adopting a Balanced Design principle, i.e. coordination and alignment of game design, content and assessment, games can be a robust learning tool that facilitates a powerful learning experience.
Beyond games, Education Arcade is a firm believer that integration of technology tools (e.g. simulations and social networking) can facilitate deep learning in students. When these tools are already permeating the workplace as productivity and development tools, educators need to adapt to the changing world and explore new methods in education.