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
Playing outdoors in exciting, risky activities has been shown to positively impact the health of children. However, children are often restricted from engaging in this type of play due to safety concerns. Educating adults who care for children about the importance of outdoor risky play is an important step to help improve childrens opportunities for outdoor play in childcare.
Recent rapid increase in the number of Chinese international students with English as a second language (ESL) attending Canadian schools has led to the exploration of in-service ESL teachers teaching strategies towards these students. Working with View-Wide International Education Group and using multiple case studies, this study will articulate the nature and challenges of ESL teaching and identify various ESL instruction means.
This collaborative, pan-Canadian and consultation-based research project will develop an ocean literacy strategy for Canada with the aim of elevating Canadians understanding of the importance of ocean health and their capacity to participate in ways that promote a sustainable ocean ecosystem and economy. The interns will respectively coordinate the overall national consultation process (pdf#1), facilitate regional consultations (pdf #2; pdf #3; pdf #4; intern #5) and synthesize regional reports into a draft national strategy (pdf #1; intern #6).
Feedback from students is considered essential to continuous improvement in teaching at all levels, particularly in learner-centered education. This project looks at universities privacy and confidentiality policies and frameworks on the use of student feedback data, to inform decisions on program/curriculum enhancements and resource allocations for student success. Data can be from monitoring what students do online and what they expressed in their course evaluations. Data by itself, however, is not enough.
Sport for development programmes have grown substantially given the increase in public awareness regarding sport as a tool for social development. An example is the Pour 3 Points (P3P) organization in Montreal, which offers training for sport coaches on how to foster positive development of youth in disadvantaged communities. To date only one study has investigated the learning experiences of coaches in this program, yet the organization has never done an empirical evaluation of its effects on participants and the context.
Devhaus Corporation operates 20 early child education centers across 5 countries including Canada, USA, Singapore, Cambodia and Philippines. To further implement its principle of Observation to Education, Devhaus is partnering with York University research team to develop an Artificial Intelligence Recommender System to help teachers across the world select optimal lesson plans for each kid based on the learner's behaviors.
The current project aims to develop a novel energy management strategy for residential heating ventilating and air conditioning (HVAC) systems. Controllable wireless air damping vents will adjust the air flow in different zones of the building allowing independent control of the temperature which results in enhanced thermal comfort and energy savings. The intern will collaborate with the partner organization on studying a novel predictive model to control the damping factor of the vents within fully closed to fully open range.
There is a rapidly growing disconnect between what schools and education can provide and the conditions students need in which to be empowered in a rapidly changing world where innovation will be a necessary skill for all students to thrive in the future. This proposed research project is expected to bridge the gap between industry, educator, parent and child. The expected benefit to STEM Minds Corp.
With the fast growing information available on the web, students are often greeted with countless learning materials. As such, personalization is an essential strategy for facilitating relevant learning materials to satisfy students needs. The scope of this project is to design a recommendation system by using a deep learning process for personalized learning based on a quiz module. At the end of the project, we would be able to determine how students like to learn and to evolve the learning path based on strengths to enhance the learning experiences.