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George Mason University faculty and staff to present their teaching-focused research at the 16th annual ITL Conference
Thursday September 19, 2024 10:00am - 10:50am EDT
Harnessing Technology to Ignite Student Engagement
Featuring the following Teaching Talks:
  • Leveraging the Anatomage Table as a Dynamic Teaching Strategy - Andrea Landis, Bethany Cieslowski, Angelina Harman - This presentation will introduce the Anatomage Table, a cutting-edge educational tool that offers a highly interactive and immersive experience for teaching anatomy and health assessment. Its utilization in the School of Nursing provides high-resolution 3D visualizations of anatomical structures, allowing students to explore the human body in great detail. This visual approach enhances comprehension and retention compared to traditional 2D images. The Table can simulate various clinical scenarios, allowing undergraduate and graduate nurses to practice diagnostic reasoning and treatment planning in a risk-free environment. This prepares them for real-life clinical situations and improves their clinical reasoning skills. With a live virtual demonstration participants will be introduced to the function and usability of the Anatomage Table and learn how this interactive tool promotes active learning and engagement (case studies). This Table can be utilized outside of nursing, opening up possibilities for interdisciplinary collaboration and innovation.
  • Learning to Program with a “See, Learn, Do, Show” Approach - Gene Shuman - Creating good software (i.e. programming) is a skill that must be learned through repetition in its early stages.  Only after the skill is developed can the student/novice programmer join a software development team, similar to a musician only joining a band or orchestra after their abilities are sufficient.  The challenge is getting students to practice – to get the reps.  Problems are (1) ensuring students are ready to perform the activity with the necessary information before starting, (2) incentivizing them to engage in the activity, and (3) evaluating their progress only after sufficient practice.  “See, Learn, Do, Show” is a method of organizing a course so that instruction is given first (lecture) – the “See” part.  Next, in “Learn”, the student is given practice problems to work with the support of a coach to help them solve the problem.  “Do” involves the student solving an assigned problem on their own.  Finally, “Show” is the evaluation step, conducted throughout the semester, in which students demonstrate mastery of the activity, usually by completing a quiz or exam. Instructors of first or second courses in computer programming plus other courses in which a specific individual skill is to be learned and demonstrated.
  • Prototype and vision of game-based mathematics curriculum - Jacob Enfield - This presentation will discuss PaizoMath, a suite of web-based games designed to promote learning of mathematics. PaizoMath is intended to change the negative feelings that so many kids have towards mathematics by challenging them in an engaging (fun) manner where stakes of failing are low and learners are encouraged to experiment in their learning.  The platform currently consists of 6 games including Mental Math which focuses on math vocabulary and mental arithmetic; Pirate’s Life which focuses on number lines and coordinate planes; The Song of Cibola which focuses on solving linear equations; Zombie Line Defense which focuses on graphing points, linear equations, and linear inequalities.  Beyond sharing the existing PaizoMath platform, a future vision for the platform will be described.  Those interested in game-based learning, online learning, math education, or working with the VSGI to design and develop their own serious games may benefit from attending.
Thursday September 19, 2024 10:00am - 10:50am EDT
Via Zoom

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