Toronto – Spongelab Interactive has earned its third major international award – first prize in the Interactive Media category from the Journal of Science and National Science Foundation’s 2009 Visualization Challenge. This is the second consecutive year which has seen Spongelab Interactive named as the winner.
Spongelab Interactive’s Genomics Digital Lab (GDL) is an integrated on-line learning environment where users experience the world of biology through discovery-based learning. GDL (version 4) is currently being used in over 50 countries around the world, illustrating a demand for new technology-based and game-based teaching tools. Spongelab continues to promote the use of immersive learning technologies to school boards and districts across Canada to increase funding commitments for the use of leading-edge interactive digital learning tools in their secondary schools and in the mean time plans to continue to keep costs minimal for individual users and classrooms. “At the high school level, one of our biggest problems across North America is that enrollment in science & math is tanking, especially among girls,” said Dr. Jeremy Friedberg, one of the founders of Spongelab Interactive. “Well-designed educational games are an amazing way to reconnect with students in an engaging and relevant way.”
GDL, was developed as the first part in a series of modular, curriculum-aligned games and interactive simulations covering an array of topics in biology. To meet the needs of students, teachers, and schools, GDL is designed to be fully accessible online from home or school through a web browser, with no downloads, or installation, and provides teachers with class management tools and integrated real-time assessment. Built around a custom learning environment, GDL employs rich, high-quality- 3D graphics designed to captivate and immerse users in the biology they’re studying.
Encompassing varying levels of difficulty, one of the many games engages students in a discovery process to ‘save’ a dying plant by identifying the correct air, light and soil conditions. GDL is built around discovery-based and self-directed learning where users are highly engaged and learn by ‘doing’ and by “playing the biology.” For example, students can choose to feed their plant water, salt water, vinegar, or soda to discover the impact on their plant: will it flourish or shrivel?
In other games, students use their imagination to come up with an “artificial leaf” or they can learn about how plants are the source of our food, fuel and everything in-between. ‘Transcription Hero’ allows students’ to take on the role of an enzyme to transcribe DNA.
Montreal – Twelve months ago, Montreal mom Michelle Skamene was unhappy about the fact that her two boys, then aged 8 and 9, spent very little time reading. Video games and computers were too much competition for their books. She and her husband, Emmanuel Greciet, decided to put a system in place whereby their kids had to earn TV or game console time by reading: 1 minute TV time for every minute of reading. An IT consultant working in field of website design, Mrs. Skamene set up a program for them to log their reading and TV time to help everyone keep track.
When friends asked if they could use it for their own children, Mrs. Skamene expanded the website to allow parents to set up their own rewards for their kids, and included a number of mini-games and features that the children could activate by reading and reading alone. The kids loved it, and it worked! They are no longer the reluctant readers they once were. “The thing is to get them started. We just needed that little extra motivation to get the ball rolling, and turning their TV time into a reward was the key. Once they made reading a regular part of their routine, and found books they liked, the incentives, really, were no longer necessary.” says Mrs. Skamene, who also created a page to help kids choose the right books. Read the rest of this entry »