On Wednesday June 27th, 2018, the Smithsonian’s National Air and Space Museum held Space Innovation Day, an event to celebrate space exploration, STEM education and students as makers. The event was co-developed by the museum and Future Engineers, a technology firm that is a current awardee of the U.S. Department of Education and Institute of Education Sciences’ Small Business Innovation Research Program (ED/IES SBIR).
In the morning, the event featured a live conversation (called a “downlink”) between NASA astronaut Serena Auñón-Chancellor on the International Space Station and Washington, D.C.-area students at the museum. After a brief introduction of Auñón-Chancellor as she floated around in the space station, students asked her a series of questions such as “What it is like to experience space?” and “What does it take to be an astronaut?”
Did you know that game-based learning is gaining popularity in education as more young people and adults learn from games in and out of the classroom? Well-designed games can motivate students to actively engage in content that relates to coursework, and to master challenging tasks designed to sharpen critical thinking and problem solving, as well as employment and life skills.
On January 8, 2018, the 5th annual ED Games Expo occurred at the John F. Kennedy Center for the Performing Arts in Washington, DC. The event was organized in collaboration between the Department of Education’s (ED) Institute of Education Sciences (IES) and the Kennedy Center’s Education team. The event showcased more than 100 learning games, most developed with funding from 17 different government programs within and outside ED. The games were for students of all ages in education and special education and covered topics across STEM, reading, social studies and social development. Many incorporated emerging technologies, such as virtual reality, augmented reality and maker spaces with 3D printing stations, as well as engaging approaches to learning, such as narrative adventures and puzzle games.