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Description

This item includes:

1) The official bracket files for the 2022 MMM tournament

2) A screen-reader enabled bracket file

3) 2022 March Mammal Madness Educational Materials Packet – in English

4) 2022 March Mammal Madness Educational Materials Packet – in Spanish

5) March Mammal Madness, Middle School Lesson Plan : Ecosystems & National Parks

6) March Mammal

This item includes:

1) The official bracket files for the 2022 MMM tournament

2) A screen-reader enabled bracket file

3) 2022 March Mammal Madness Educational Materials Packet – in English

4) 2022 March Mammal Madness Educational Materials Packet – in Spanish

5) March Mammal Madness, Middle School Lesson Plan : Ecosystems & National Parks

6) March Mammal Madness, High School Lesson Plan : Ecosystems & National Parks 

ContributorsHinde, Katie (Author) / Nickley, William (Author) / Light, Jessica (Author) / Nuñez-de la Mora, Alejandra (Author) / Kissel, Jenna (Author) / Hecht, Ian (Author) / Gabrys, Jennifer (Author) / Brunstrum, Jeff (Author) / Schuttler, Stephanie (Author) / Chestnut, Tara (Author) / Mahmoud, Marwa (Author)
Created2022
2021 March Mammal Madness Educational Materials
Description

This packet includes:

 2021 Bracket Common Name 

2021 Bracket Latin Binomial 

Bracket FAQ (English) 

Pre-Tournament Research Lesson Plan (English) 

Tournament Lesson Plan & Worksheets (English) 

Visual Arts Lesson Plan (English) 

Language Arts Lesson Plan (English) 

Guide for Youngest Players (English)

JUMBO Bracket for Youngest Players (English)

2021 Bracket Common Name (Spanish) 

Pre-Tournament Research Lesson Plan (Spanish) 

Tournament Lesson Plan & Worksheets (Spanish) 

Visual

This packet includes:

 2021 Bracket Common Name 

2021 Bracket Latin Binomial 

Bracket FAQ (English) 

Pre-Tournament Research Lesson Plan (English) 

Tournament Lesson Plan & Worksheets (English) 

Visual Arts Lesson Plan (English) 

Language Arts Lesson Plan (English) 

Guide for Youngest Players (English)

JUMBO Bracket for Youngest Players (English)

2021 Bracket Common Name (Spanish) 

Pre-Tournament Research Lesson Plan (Spanish) 

Tournament Lesson Plan & Worksheets (Spanish) 

Visual Arts Lesson Plan (Spanish)

Language Arts Lesson Plan (Spanish) 

JUMBO Bracket for Youngest Players (Spanish) 

ContributorsHinde, Katie (Author) / Schuttler, Stephanie (Author) / Henning, Charon (Illustrator) / Nuñez-de la Mora, Alejandra (Translator) / Kissel, Jenna (Author) / Nickley, William (Artist)
Created2021-02
Open Educational Resources from 2020 March Mammal Madness Tournament
Description

This packet includes:

2020 Bracket Common Name

2020 Bracket Latin Binomial

Pre-Tournament Research Lesson Plan (English)

Tournament Lesson Plan & Worksheets (English)

Visual Arts Lesson Plan (English)

Language Arts Lesson Plan (English)

2020 Bracket Common Name (Spanish)

Pre-Tournament Research Lesson Plan (Spanish)

Tournament Lesson Plan & Worksheets (Spanish)

ContributorsHinde, Katie (Author) / Schuttler, Stephanie (Author) / Henning, Charon (Illustrator) / Nuñez-de la Mora, Alejandra (Translator)
Created2020
Phylogeny of March Mammal Madness Contestants: 2013-2024
Description

This phylogeny poster displays the relationships of all the combatants in the March Mammal Madness tournament 2013-2024. Included are:

  1. The PDF version of the poster
  2. The PNG version of the poster
  3. A list of references consulted for generating the poster.
ContributorsChen, Albert (Author)
Created2024-03-29
Description

Selected narrations, or Play by Plays, to illustrate how matches in the annual March Mammal Madness Tournament are conducted and communicated. Referenced in “March Mammal Madness and the Power of Narrative in Science Outreach” (full citation coming and will link to KEEP record once created).

ContributorsChestnut, Tara (Creator) / Connors, Patrice K. (Creator) / Desari, Mauna (Creator) / Hilborn, Anne W. (Creator) / Hinde, Katie (Creator) / Light, Jessica (Creator)
152647-Thumbnail Image.png
Description
We live in a world of rapidly changing technologies that bathe us in visual images and information, not only challenging us to find connections and make sense of what we are learning, but also allowing us to learn and to collaborate in new ways. Art educators are using one of

We live in a world of rapidly changing technologies that bathe us in visual images and information, not only challenging us to find connections and make sense of what we are learning, but also allowing us to learn and to collaborate in new ways. Art educators are using one of these new technologies, virtual worlds, to create educational environments and curricula. This study looks at how post-secondary art educators are using Second Life in their undergraduate and graduate level curricula and what perceived benefits, challenges, and unique learning experiences they feel this new educational venue offers. This study uses qualitative and participant observation methodologies, including qualitative interviews, observations, and collection of generated works, to look at the practices of six art educators teaching university level undergraduate and graduate courses. Data are compared internally between the participants and externally by correlating to current research. Art education in Second Life includes many curricula activities and strategies often seen in face-to-face classes, including writing reflections, essays, and papers, creating presentations and Power Points, conducting research, and creating art. Challenges include expense, student frustration and anxiety issues, and the transience of Second Life sites. Among the unique learning experiences are increased opportunities for field trips, student collaboration, access to guest speakers, and the ability to set up experiences not practical or possible in the real world. The experiences of these six art educators can be used as a guide for art educators just beginning exploration of virtual world education and encouragement when looking for new ways to teach that may increase our students' understanding and knowledge and their access and connections to others.
ContributorsSchlegel, Deborah (Author) / Stokrocki, Mary (Thesis advisor) / Erickson, Mary (Committee member) / Young, Bernard (Committee member) / Arizona State University (Publisher)
Created2014
156092-Thumbnail Image.png
Description
Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while

Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while playing so players may score higher with sound turned off. Also, existing studies have shown that differences in the physical format of interfaces affect learning outcomes. This study sought to determine whether (a) the game’s audio content affects rhythmic accuracy, and (b) the type of game controller used affects learning of rhythmic accuracy. One hundred participants were randomly assigned in approximately equal numbers (ns = 25) to the four cells of a 2x2 between-subjects design. The first variable was the audio content of the game with two levels: on or off. The second variable was the type of game controller: the standard guitar-style controller or tablet interface. Participants across all conditions completed a pre- and post-test with a system that required them to tap along with repeated rhythmic patterns on an electronic drum pad. Statistical evidence showed better outcomes with a tablet controller with respect to input time error, reduction of extra notes played, and reduction of missed notes; however, the guitar-style controller produced superior outcomes in terms of avoiding missed notes and was associated with higher satisfaction by participants. When audio was present better outcomes were achieved at multiple factor-levels of reduction of missed responses, but superior outcomes in input time error were seen without audio. There was no evidence to suggest an interaction between controller type and the presence or absence of audio.
ContributorsThomas, James William (Author) / Zuiker, Steven J (Thesis advisor) / Atkinson, Robert (Thesis advisor) / Savenye, Wilhelmina C (Committee member) / Arizona State University (Publisher)
Created2017
2019 March Mammal Madness Educator Materials
Description

This packet includes:

2019 Bracket

Pre-Tournament Research Lesson Plan (English)

Tournament Lesson Plan & Worksheets (English)

ContributorsHinde, Katie (Author) / Schuttler, Stephanie (Author) / Henning, Charon (Illustrator)
Created2019