The use of drama in middle school classrooms to enhance learning

Drama is a unique and effective way to help students understand and retain information in the classroom. Studies have shown that drama can increase creativity, insight and retention (O’Hara, 1984, p. 314). Drama is especially useful when it is used cross-curricularly (educational lessons that cover more than one subject). My proposed research project will focus on how drama is used in classrooms in Chongqing, China. I am not necessarily focusing on specific drama classes but looking for how drama is used in “non-drama” subjects.

Evaluation Capacity Network: Aligning Evaluative Thinking and Practice among Early Childhood Stakeholders

This project aims to provide much needed evidence to non-profit organizations working with vulnerable children and their families in five inner city schools. The All in for Youth initiative is a collaboration of eight organizations offering integrated, multi-dimensional supports to improve academic outcomes and resiliency of vulnerable children, support family health and stability, get communities involved, and inform policy and systems change.

Faculty Attitudes towards the Internationalized Classroom in Chinese Universities

An “internationalized classroom” is a space wherein many of the tensions, possibilities and change factors inherent in the internationalization process are expressed in relationships between and among host students, international students, and instructors. The proposed research is part of a Canada/China comparative study on faculty attitudes towards the internationalized classroom. During Li Mao’s research trip in China, she will study the Chinese faculty in Beijing Normal University (BNU).

Shanghai Teachers’ Experiences of Reciprocal Learning on a Shifting Shanghai-Toronto Interschool Landscape

While the term “reciprocal learning” intuitively suggests two or more parties learning from each other with a sense of mutuality, understanding and respect; the concept, when promoted in a multi-year, multi-stakeholders collaborative studies of Chinese and Canadian school education, became less straightforward, leading to various research puzzles, intricacies and consequences.

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 ( 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.