In Nathan Kaplan's general education course EMR 14, "Fat Chance," students play games to connect the probability concepts learned in lecture to some fun activities that the students are familiar with. On some broader level, the goal is to see that probability is at work in lots of situations outside of the somewhat artificial classroom setting.... Read more about Probability Games
Students read an advanced paper at the beginning of a course and compile a list of terms they do not understand. As the course progresses, the instructor defines these terms. At the end of the course, students re-read the initial paper to gain an appreciation of how much they have learned.
In this simulation activity, students decide which of two companies, each using a different CRISPR genome-editing technology, to invest in. They engage with research on CRISPR genome editing to understand how unintended consequences of one technology used for this editing had real-world business implications. The storytelling element adds immediacy to the activity, making it imaginative and engaging, and students are pushed toward achieving higher levels of competence within Bloom’s taxonomy for the subject area. ... Read more about Simulated Investment in Genome Editing Technology
After field trips to three different museums, students create a short 90 second podcast in which they discuss one object encountered. Through this project, students engage with primary artifacts and practice their communication skills.