Students travel back in time to 19th-century Japan, assuming the roles of advisors to the Tokugawa shogunate. They must synthesize primary readings on social and political unrest to propose reforms that could prevent the regime from collapsing.
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.
Students are asked to write down a weird or random fact about themselves on a sticky note and to pass it to the person to their left. Each student is then asked to brainstorm logically possible explanations of the fact he or she has received. Through this activity, students learn to distinguish the best or most likely explanations from all the logically possible ones.
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
Faculty develop a national security crisis and simulate placing the students on the National Security Council Staff to develop strategic options to drive U.S. foreign policy. By thrusting students into positions of responsibility for solutions to real-world issues, this activity requires students to draw on what they have learned and to think on their feet, and it fosters a deeper appreciation for the challenges associated with working on foreign policy.
Student groups are each assigned a region experiencing a humanitarian crisis for research. They produce a visual timeline representing the processes precipitating and leading up to the crisis and the relief efforts undertaken in response. As a final project, each group produces an infographic representing a theme or a typology it observes across the different crises explored throughout the timeline exercise.
Students learn to construct a persuasive argument by brainstorming multiple ways to structure their final research paper using post-its, large pieces of paper, or whatever other materials students like. They organize and re-arrange primary sources in a low-pressure environment to generate multiple logical flows for their papers.
Students undertake 4 phases of development conducted throughout the term i.e. the executive summary, the business plan, the technical design and finally an implementation plan. Subsequently, they give presentations to the executives (AKA the faculty committee of the program) and turn in their final project plan.... Read more about Business Case Development Practice
This activity in introductory game development is intended to offer concrete initial tools for solving some of the course problems, and provide comfortably small groups in which all student voices might be shared. ... Read more about Game Design Activity
This term course on education and community in America explores the origins and evolution of students and faculty engagement in their communities, specifically in educational programs from the late nineteenth to the early twenty-first centuries.... Read more about Community Service & Education