SMART Technologies for the Classroom: Supporting Collaboration and Inquiry Year Two

Since 1991 SMART Technologies has infused classrooms around the world with powerful interactive technologies, principally the “SMART Board” which sets a standard for interactive whiteboards. The SMART Board has been featured in many innovative designs for learning and instruction - some coming from academic research, and many from classroom teachers as they integrate touch boards into their own instructional practice.

Evaluation of the Elder Abuse Prevention and Response Services Program (EAPRS) of Renfrew County

Elder abuse (physical, emotional, sexual, financial abuse, deprivation, neglect) is a pressing social concern. Approximately 10% of seniors in Canada are victims of some form of abuse each year (Department of Justice, 2004). Elder abuse impacts all social, cultural and economic groups. Prevention programs have been put in place to address the underlying causes of abuse, stop it and reduce the prevalence and incidences of abuse. However, the body of research on the effectiveness of elder abuse prevention and the consequences of abuse is sparse.

The Relationship between Live Chemistry Show Characteristics and Their Effect on Science Museum Visitors’ Attitude to Chemistry

Accessible, high-quality science education is central to positively shaping public opinion of science. Public perceptions and understandings of chemistry have often been associated with negative attitudes, misconceptions about the nature of chemicals, and sometimes misdirected anxieties about their effects on humans. These negative images are compounded by the fact that chemistry is under represented in science museums compared to the other major sciences.

Quest Design for Web-based Multiplayer Online Game

In the past, we have developed a chessboard like Web-based Multiplayer Game (http://megaworld.is-very-good.org) for learning. The game allows teachers to create their own game world maps, NPCs, quests and items. The students can pickup quests from NPCs in vary places. This research project focuses on the design of RPG quests for the chosen disciplines and learning subjects include English, Math (elementary to high school), high school science, or social studies.

Can educational systems help in motivating students?

This undergraduate project is part of a larger project. The aim of this larger project is to design, develop and evaluate a mechanism that identifies motivational preferences of learners and then accommodates these preferences by providing each learner with motivational techniques that best support his/her learning process.

The first step towards providing personalization based on motivation in learning systems is to develop a framework of motivational techniques that can be easily integrated into learning systems.

Development and Assessment of Modalities for Adult Science Engagement at Science World

Scientific literacy and life-long scientific education is becoming increasingly important for everyday life in our society. One of the mediums through which the public can find accessible information on science and technology advancements is their local science centre such as Science World. Science World would like to increase their adult-oriented content by 2020 and support me in assessing which modalities are most effective at educating, engaging and entertaining adult audiences.

Bridging Two Worlds: Culturally Responsive Career Development Programs and Services to Meet the Needs of Newcomer and Refugee Children in Canada

This three-year research program investigates schools and communities in Calgary, Winnipeg, Charlottetown and St. John’s to learn about their shared and disparate approaches to career development for refugee and newcomer children. This knowledge will prepare counsellors and teachers who provide career development programs and services and it will create stronger networks between community partners, universities organizations and schools throughout Canada.

Investigating Social Network Models in Knowledge Building Teacher Communities

This proposed researched aims to examine online Knowledge Building Communities (KBC) for teacher professional development. KBC is a community, which is composed of a group of individuals working collaboratively to create collective knowledge rather than construction of a specific product or completion of a task. There is a commitment among the members of KBC to invest its resources in the collective pursuit of understanding (Hewitt, Brett, Scardamalia, Frecker, & Webb, 1995).

Interactive ‘digital’ education for multilingual, multicultural, and transnational business practices: The framework for industrial EFL education in internationalism and glocalisaion

This project will bring to the international society a framework for “international-minded” education for business people and industrial entities. Such industrial entities may include ones that aim to start or enhance their international trading businesses, and study-abroad support businesses. The target entities may also include public educational institutions, and federal/state/municipal governmental entities that deal with international public relations, marketing, or communication.

The design, development and testing of a collaborative and adaptive root-cause analysis (CARCA) tool in a professional health, safety, environment, and regulatory department

This project aims to test and fully develop a collaborative and adaptive root-cause analysis (CARCA) tool. Designed as an educational technology, the goal of this tool is to enhance learning and retention of knowledge and skills of Health, Safety, Environment, and Regulatory professionals in their incident/accident investigations. The project will extensively test the tool for individual-use andcollaborative-use in the industry partner's multiple departments. It will then identify the benefits and shortcomings of each methodology.

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