Computational thinking is a recent and very popular addition to elementary school curricula. Computational thinking projects students undertake include five basic parts: identifying key features of a problem (decomposing), creating a model of relationships among factors (modeling) in a causal system or data, designing steps (algorithm) to solve the problem or analyze data, trying out and repairing missteps (debugging), and generalizing findings.
Facing Dragons is a mobile health game that gives quests and challenges to young adults (17-29) to help them figure out what to do with their lives, gain an empowered sense of self and unlock their purpose in life.
One of the key research innovations in this game is the addition of a special interface for support workers and caregivers that helps them get to know the young adults they work with.
Our project will be the first research in Canada that draws the techniques and resources from four disciplines - education, psychology, psychometrics and computer science - to investigate the effects of robotics education (RE) on child cognitive development, self-efficacy and enjoyment. Hence, our research findings will help Robokids School to understand the long-term effects of RE and to make a better decision on their investment.
Community stewardship is an emerging paradigm in income generation activities for marginalized populations. Drawing on residents with lived experience, stewardship creates employment through utilizing local-residents as custodians in parks, plazas and other public spaces. In order to fully develop these opportunities a common curriculum needs to be developed.
The Atlantic Publisher’s Digital Youth Engagement Strategy (APDYES) is a partnership of Atlantic Canadian publishers, designed to digitally expand the reading experience of today’s “digital natives,” or youth.
“Business Studs” is a web based business development, platform providing cheaper and effective physical presence in existing and emerging markets, helping businesses grow in existing and new markets through independently working sales professionals in different industries. This research project aims to undertake a study to determine gaps in skills training from graduating students to employers.
A key factor in fostering the resilience of children and youth is the presence of at least one caring adult who holds high but reasonable expectations of them. In some instances, this relationship is formally facilitated by an organization in the form of mentorship. Despite the documented positive effects men have in the lives of children, the majority of mentors are women. Many organizations report having significant difficulty recruiting and retaining male mentors despite a growing demand. To date, virtually no research has been conducted in Canada to explore this issue.
In the twenty-first century, coding literacy provides individuals with a host of useful skills and competencies as well as accompanying psychological benefits. Yet, at present, very few pedagogical models or curricula include coding literacy as a central focus. STEM interventions, often found in after-school care programs and summer camps, help address this gap by offering targeted programming aimed at developing these competencies in children and youth.
Across Canadian provinces, there is little standardization or coordination in terms of public education financing. As such, there is no coordination or standardization in public education across Canada. The IPE/BC is interested in producing a report that outlines the diverse funding models used across Canadian provinces and territories. The aim of this project is to be easily understood and accessible to educators, researchers, policy analysts and citizens. The intern will utilize secondary data analysis to gather and analyze information on education funding allocation across Canada.
By making life skills education more game-like, we propose to help young adults improve valuable life skills and feel empowered in their choices.
There is a growing body of evidence to show that adding game elements into non-game contexts, a persuasive strategy known as gamification, is effective at improving students motivation and skill learning.
In this project we will match young adult mobile gameplay preferences with game design elements in order to teach life skills in a fun and engaging way that maximizes the motivational power of gamification.
This project is an important first step i