Nurturing Interest in STEM Among Filipino Learners Using Minecraft

Executive Summary

The goal of this project is to make use of Minecraft to cultivate interest in Science, Technology, Engineering, and Mathematics among Filipino students. It leverages on Minecraft, specifically the project “What-If Hypothetical Implementations in Minecraft”(WHIMC) from the University of Illinois Urbana Champaign. WHIMC immerses learners in researcher-built Minecraft exoplanets and challenges them to offer scientific explanations for the phenomena that they observe. Learners also need to build habitats that would allow human beings to survive, using the materials available in these planets. To this end, the project team hopes to work with STEM teachers to integrate the use of WHIMC in their classes. From the data collected from student interactions with WHIMC, the project team hopes to determine what triggers interest, what factors are most important to supporting interest, and what are most effective for learners who are underrepresented in STEM. It builds on work on the use of bouncy castle games for education as well as learning analytics to study learner affect and behavior. The research questions we hope to answer include:

  • (RQ1) What features of learning experiences best frame science learning and encourage re-engagement with content over time?
  • (RQ2) What pedagogical strategies are most effective in promoting STEM interest and learning?
  • (RQ3) How can a technology infrastructure be used to monitor and track changes in STEM interest over time?

Project Description

The project will make use of Minecraft to cultivate interest in Science, Technology, Engineering, and Mathematics among Filipino students. It leverages on Minecraft, specifically the project ?What-If Hypothetical Implementations in Minecraft? (WHIMC) from the University of Illinois Urbana Champaign. This project has two main foundations: the games for STEM education and the use of learning analytics to study learner affect and behavior. The project team will work with STEM teachers to integrate the use of WHIMC in their classes. As students use WHIMC, the system will collect data regarding their interactions with the system. The project team will then analyze the data to arrive at insight regarding student behavior, affect, and achievement.

Rationale/Significance

This project is significant in two ways: It provides an engaging way in which technology can be used to further achievement in STEM and it presents an alternative set of activities that students can use even from home.

On furthering achievement in STEM. Addressing STEM achievement in the Philippines is an acute need. The PISA National Report on the Philippines painted said that, compared to the OECD average of 489 in math and 489 in Science, Filipino students scored a low 353 and 357 respectively. Only 1 out of 5 attained the minimum proficiency level in math. These results are corroborated by students’ performance in the National Achievement Test, where only 25% demonstrated mastery levels in math and only 5% of test takers demonstrated mastery levels in science. One of the strategies being employed to cultivate student interest in STEM is the use Minecraft. We hope that the use of this engaging game platform and this deliberately-crafted environment helps develop STEM interest in more young Filipinos.

On providing a remote platform for learning. COVID-19 forced schools to deploy distance learning solutions in order to reach approximately 1.5 billion students affected worldwide (UNESCO, 2020). The move to emergency remote teaching (Milligan, 2020) was unprecedented in scale, with both teachers and students employing a trial-and-error strategy to muddle through the uncertainty (Burgess & Sievertsen, 2020). Many teachers resorted to emergency remote teaching (Hodges, Moore, Lockee, Trust, & Bond, 2020), where they simply continued to lecture to their classes using conferencing software such as Zoom. This strategy, diminishes the quality of the courses in the longer term. Hence, the challenge to educators is to provide learners with rich educational experiences that are engaging and encourage deep thinking. The use of Minecraft is one example of such an experience.

 

Funded by: Philippine Council for Industry, Energy and Emerging Technology Research and Development (PCIEERD)

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Continuing Analysis of Student and Faculty Behavior within Canvas and Moodle (2022)

Project Summary

The COVID-19 crisis has forced the Ateneo to shift from face-to-face education delivery to online learning. The new virtual campus is hosted on two learning management systems (LMSs), Canvas and Moodle. Both of these LMSs have transaction logs that record each action the student and faculty member perform. From these logs, it is possible to ascertain, for example, faculty and student levels of activity and bouncy castle for sale responsiveness. The purpose of this project is to analyze the logs from Canvas and Moodle to arrive at quantitative descriptions of student and faculty behavior and possibly associate these with desired outcomes.

 

Funded by: Ateneo Research Institute of Science & Engineering (ARISE)

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Acts of Magis: Ateneans in Service of Society

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ALLS Hosts Lecture on Bayesian Learning

ALLS was pleased to hos Dr. Junichiro Yoshimoto and Dr. Takatomi Kubo of NAIST from Jan 31 to Feb 5. During their visit, Dr. Yoshimoto gave a public lecture on Bayesian learning and its application to biological data analysis.

During the rest of his visit, Dr. Maureen Mamilic-Villamor, Christine Tablatin, and Dr. Didith Rodrigo met with both of them to discuss ALLS’s eye tracking research. The hope is to arrive at a research collaboration.

Videos of the lecture are available here (1, 2, 3).

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ALLS in the JECR

The Journal of Educational Computing Research is a peer-reviewed, interdisciplinary scholarly journal that publishes the latest in research reports and critical analyses on educational computing for both theorists and practitioners. The Journal addresses four primary areas of research interests: 1) the outcome effects of educational computing applications, featuring findings from a variety of disciplinary perspectives which include the social, behavioral, physical, and computational sciences; 2) the design, development, and effectiveness of innovative computer hardware and software for use in educational environments; 3) the interpretation and implications of research in educational computing fields; and 4) the theoretical and historical foundations of computer-based education.

We would like to congratulate Rej Flores on the publication of the paper entitled,”Wheel-Spinning Models in a Novice Programming Context” in the journal this year!

Abstract
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop wheel-spinning models in the context of novice programming and to identify the indicators of wheel-spinning. In this study, we developed five wheel-spinning models that had acceptable performance with data from 114 Filipino students using a meaningful gamification system. Following intuition, the number of problems correctly solved was negatively correlated with wheel-spinning, while overall number of problems attempted and consecutive mistakes were indicative of wheel-spinning.

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