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DARPA created the ENGAGE program to enable the development of education and training systems that are better, faster, continuously optimized, and massively scalable. ENGAGE is exploring software- and data-intensive education and training methods that harness the power of large user populations to optimize instruction.
Program Manager: Mr. Wade Shen
The content below has been generated by organizations that are partially funded by DARPA; the views and conclusions contained therein are those of the authors and should not be interpreted as necessarily representing the official policies or endorsements, either expressed or implied, of DARPA or the U.S. Government.
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Last updated: November 13, 2015
|University of Washington (publications)||TreeFrog Treasure, Refraction, Creature Capture, DragonBox Adaptive||Large-scale analytics, learning assessments, adaptive learning technologies, optimum learning firstname.lastname@example.org||The games create by the Center for Game Science at the University of Washington are highly adaptive games that also perform gameplay analytics across all game players. Thus, the games continuously optimize and are massively scalable. (ActionScript3/Java/GWT - Java/PHP)||UGPR|
|CMU Robotics Academy (publications)||Computer Science Student Network||Large-scale analytics, learning assessments, adaptive learning technologies, optimum learning email@example.com||CS2N, or Computer Science Student Network, is a virtual center for computer science activities, robotics programming competitions, and computer science courses. CS2N provides step-by-step lessons to make programming easy for students by also providing access to virtual robots. (Unity/Maya/Ruby on Rails/Java/PHP/HTML5)||UGPR|
|Intific||SpaceForcefirstname.lastname@example.org||The goal of RoboBall SpaceForce is gameplay that results in measurable metrics that demonstrate games provide an innovative approach to STEM learning and student emotional resilience. RoboBall SpaceForce runs in OurSpace, a portal built to host RoboBall SpaceForce, its data and an HTML5 level editor. Players can login & register with a unique ID to save game progress. (C++/C#/ActionScript/Lua/Python)||GPR|
|UCLA CRESST||Go Vector Go, Team Vectoremail@example.com||CRESST games are designed to help young children (in grades K-3) learn advanced physics and promote scientific reasoning and socio-emotional skills. The games promote improved understanding of the physics concepts force and motion, with emphasis on force magnitude & direction, friction, mass, gravity, and slope. These games also promote improved understanding of key social and emotional skills, such as anti-bullying and empathy. (C++/C#/ActionScript/Lua/Python)||GPR|
|CMU Entertainment Technology Center||Beanstalk: A Unity Game Addressing Balance Principles, Socio-Emotional Learning and Scientific Inquiry||http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6659126|
|CMU Entertainment Technology Center||Helios: An HTML5 Game Teaching Proportional Reasoning To Child Players||http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6632614|
|CMU Entertainment Technology Center||Supporting Social-Emotional Development in Collaborative Inquiry Games for K-3 Science Learning||Not Yet Published|
|CMU Entertainment Technology Center||Rumble Blocks: Teaching Science Concepts to Young Children Through a Unity Game||http://ieeexplore.ieee.org/xpl/articleDetails.jsp?reload=true&arnumber=6314570|
|University of Washington||A Mixed-Initiative Tool for Designing Level Progressions in Games||http://www.ericbutler.net/media/papers/uist2013_progression.pdf|
|University of Washington||The Effects of Age on Player Behavior in Educational Games||http://homes.cs.washington.edu/~eorourke/papers/age_behavior_fdg.pdf|
|University of Washington||Quantifying over Play: Constraining Undesirable Solutions in Puzzle Design, Foundations of Digital Games||http://adamsmith.as/papers/fdg2013_shortcuts.pdf|
|University of Washington||Automatic Redesign of Local Playspace Properties||http://homes.cs.washington.edu/~awb/data/Bauer_FDG_2013.pdf|
|University of Washington||Predicting Player Moves in an Educational Game: A Hybrid Approach||http://www.ericbutler.net/media/papers/edm2013_heuristics.pdf|
|University of Washington||A Trace-based Framework for Analyzing and Synthesizing Educational Progressions||http://dub.washington.edu/pubs/340|
|CMU Robotics Academy||Designing Educative Guides: Reconceptualizing Teacher's Role in Teacherless Cognitive Tutor-based Robotics Instruction.||http://www.education.rec.ri.cmu.edu/content/educators/research/files/AERA%202012%20Paper_King,%20Stein,%20Schunn.pdf|
|CMU Robotics Academy||Resources for robot competition success: Assessing math use in grade-school-level engineering design||Not Yet Published|
|CMU Robotics Academy||Calculational versus mechanistic mathematics in propelling the development of physical knowledge||http://www.education.rec.ri.cmu.edu/content/educators/research/files/SilkSchunn2011a-JPS.pdf|
|CMU Robotics Academy||Resources for learning robots: Facilitating the incorporation of mathematical models in students' engineering design strategies||http://www.education.rec.ri.cmu.edu/content/educators/research/files/SilkSchunn2011a-AERA.pdf|