All of our programs, projects and experiments are designed with the goal of learning something that will be of value to kids, educators or the community at large. We run the gamut from qualitative ethnographic case studies to quantitative experimental designs. Check out our work so far!
One of the biggest benefits to virtual reality in classrooms is how it impacts the accessibility of learning through accommodating various learning styles, better enabling global education, and allowing for the exploration of important subjects like social justice.
Our work with bringing VR into schools has shown us just how broad the possibilities are for this new technology. This white-paper uses the data we gathered from students and teachers to explore the breadth of opportunity for VR in classrooms.
As part of the VR pilot program, we examined the a number of aspects of integrating this new technology into the classroom. This paper includes some of the findings that we put drew out from our work with the students and teachers.
This paper explores the fundamental ideas behind the Student-Led Internship, the research that demonstrates the importance of programs like these and the role creative and intellectual risk plays in a more unstructured learning model.
In an article written for THE Journal, we discuss the findings of a survey we gave to professional game developers and students alike to compare their views on the role of game design in the classroom.
Steve Isaacs and Lisa Castaneda worked together to build upon Steve’s work bringing game design and development to his middle school classrooms. After surveying and talking with the students, Lisa and Steve put their findings together in this paper.