Through a major grant from the U.S. Department of Education's Institute of Education Sciences, CCT has established a National Research and Development Center on Instructional Technology called Possible Worlds. The five-year research effort seeks to develop a series of game-based activities that can aid science and literacy instruction. We are collaborating with colleagues at EDC's Center for Science Education to develop and pilot-test game modules-built around the Nintendo DS-that infuse inquiry-based learning and literacy supports into traditional classroom practice. The modules will fit into regular science curricula and will target science misconceptions (such as those surrounding photosynthesis), reading difficulties, and motivational issues that hamper student learning and complicate science teaching.
In addition to developing the games and support activities, the new center will foster greater exchange, collaboration and understanding among educators, researchers and game developers in crafting and promoting multimedia learning experiences in classroom.
The following video explains more about our theory of conceptual analogies and our research, and demonstrates some of the games we have developed to address common, persistent scientific misconceptions.