In January 2015, Cynthia Carter Ching, presented lessons learned about her research into the use of gaming to impact youth health at a two-day Cyberlearning Summit sponsored by the National Science Foundation (NSF).
Watch this presentation by Cynthia Carter Ching recorded on October 14, 2013 at a colloquium sponsored by Cognition & Development and SESAME programs at UC Berkeley’s Graduate School of Education.
In the presentation titled “Games, Learning, Health and Socio-Politics: Lessons Learned from Exploratory Research on Fitness Gaming with Underserved Youth,” Ching outlines findings from the first year of her NSF-funded cyberlearning grant.
As the growth of gaming has skyrocketed among nearly all segments of society, researchers in health, technology, and education have been asking whether video games can be leveraged to improve health outcomes for youth.
As smartphones and tablet computers become the norm in classrooms from kindergarten to college, education researchers are eager to find ways to put what we know about the power of collaborative learning together with an understanding of how best to leverage these devices to enhance teaching and learning, particularly in math and science.
Most educators recognize the ubiquity of mobile devices in the lives of their students and too often see them only as competition to learning in the classroom. Two researchers at the UC Davis School of Education are exploring another possibility: that mobile devices have the potential to bridge formal and informal learning, particularly in mathematics, and can be leveraged to increase student engagement in learning math.
Professors Tobin White and Lee Martin have penned an article on how schools can leverage the ways students are already using mobile digital devices to organize and support learning activities in STEM content areas in the November/December 2012 issue of Leadership, a magazine published by the Association of California School Administrators.
Their article, which “calls attention to opportunities, often missed, to capitalize on emerging media for innovative and even transformative educational use,” appears on pp. 22-26. Access the magazine online here.
As any parent knows, video games are a fact of life. So, too, is the childhood obesity epidemic in America. According to UC Davis School of Education Professor Cynthia Carter Ching, it is easy to blame one for the other.
But Ching and other researchers are turning this equation on its head in a new project that uses gaming to put youth in charge of their health.
Among the oft-mentioned challenges in education is the challenge of preparing students for success in the twenty-first century workforce. Technology is just as often cited as the solution.
The hope is that the use of technology in the classroom (for example, the use of video or an interactive whiteboard) will raise student performance, particularly in math and science. But it turns out that unless the instruction itself is challenging and engaging, the use of technology won’t make any difference.
“Technology is just a tool,” according to education professor Cynthia Carter Ching. “Live streaming of a boring lecture is still boring.”
Darnel Degand joined the School of Education in July 2017. He studies the various ways media and society influence the development of social success skills. He also examines the social processes that exist within media production environments and media consumption experiences.
Before joining UC Davis, Professor Degand amassed nearly two decades of professional experience as an interactive media producer. A sampling of his resume includes roles as a game designer/developer for Sesame Workshop and as a technical development manager for an online advertising firm.
Early Literacy; English Learners; Bilingualism and Bilingual Education; Educational Television and Multimedia; Language Acquisition; Literacy development; Quantitative methods; Sociolinguistics and psycholinguistics.
Tobin White studies the use of technology in teaching and learning mathematics. He has a particular interest in using mobile computing to support novel approaches to engaging learners with STEM content and practices. Using a design-based research approach, he develops collaborative problem-solving tools and activities in order to investigate intersections between conceptual and social dimensions of learning. A former high school mathematics teacher himself, he has also worked for more than a decade in teacher preparation.