www.jeremyfriedberg.com
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    Science, is not a subject, it's not content and it's not a device – it's a way of thinking. Science is a method, that when mastered, allows the intelligent, creative, emotional and frequently irrational mind of a human being to think critically and objectively about all problems, big and small, in the worlds in which we live.

  • Latest News


    My academic activities span across genetics, science communication, and education. My interest in the study and application of "education" are spread across several areas. The common thread between them is; the recognition that our minds are all difference and learn differently; learning should be, and can be, personalized; and the net result of "going to school" is mastering the application of critical thinking and creativity – and having the courage to use it.

    06.2012. Game-based Learning Paper
    DeCoito, I., DiGiuseppe, M., & Friedberg, J. (2012). The History of Biology: Examining a Digital Game for Improving Students' Nature of Science Conceptions and Promoting Student Engagement in Biology. Proceedings of The Future of Education International Conference 2012 (Vol. 1), June 7-8, Florence, Italy. Simonelli Publisher â€" University Press.

    02.2011. NSF & the Journal Science
    Friedberg JN, Husain H, Wood I, Brydson G, Sheng W, Trecroce L, St-Denis K, Rowe D, Pajares R, Al Chawaf, A, Rana S, Reilly N and Bielecki, A (2012). 2011 international Science & Engineering Visualization Challenge: Honourable mention - Spongelab: Build-a-Body. Science 335(6068): 532-533

    03.2012. Game-based Learning Paper
    Friedberg, J., Husain, N., Jenson, J., & Muehrer, R. Challenges and opportunities: using a science-based video game in secondary school settings. Cultural Studies of Science Education, Online First, 26 March 2012. 10.1007/s11422-012-9409-z

    02.2009. NSF & the Journal Science
    Friedberg JN, Bielecki, A (2009). 2009 international Science & Engineering Visualization Challenge: Interactive Media First Place - Genomics Digital Lab: Cell Biology. Science 327(5968): 949

    07.2006. Research Paper
    Friedberg JN, Bowley SR, McKersie BD, Gurley WB and Czarnecka-Verner E (2006) Isolation and characterization of class A4 heat shock transcription factor from alfalfa. Plant Sci. 171: 332-344.

    08.2003. PhD. Thesis
    Friedberg JN (2003) An Investigation of a heat shock transcription factor and the heat shock response under temperature stress in alfalfa. PhD. Thesis, University of Guelph.

  • Innovation


    If you ever see a turtle on a fence post, you know he had some help (D.S. 1992)! I'm fortunate to have the oppertunity to learn from, and work with, some amazing people over the years - and we done some amazing things! Here are some of the educaiton, scientific and business activities i'm involved in.

    06.2013. STITCH: A complete learning ecosystem.
    Developed by Spongelab Ivteractive, STITCH™ is a gamified data-driven learning platform technology. It's a cloud-based learning system designed to supply "learning as a service" following SaaS and enterprise models of software delivery, but designed to be a complete service - a unique approach from traditional EdTech initiatives. Learn more >>

    06.2012. Spongelab Interactive - an Educational Gaming Company
    Founded in 2007, Spongelab Interactive is a leader in advancing the integration of cutting edge technologies for teaching and learning purposes. Their mission is to educate students in the sciences by building content-rich immersive teaching tools designed around discovery-based learning that are accessible to educators and learners at school, at home and in the general public. Spongelab Interactive builds their own products and offers custom production services for the global education community. Their unique approach around integrating educational design with advance web & gaming technology is planting the seeds for continued innovation of advanced communication and education products. Spongelab is based in Toronto, Ontario, Canada. Learn more >>

    02.2011. Spongelab: A Global Science Community
    Spongelab.com is an online community devoted to science communication and the use of digital content for learning. We attract educators, students, administrators and science enthusiasts with our stunning digital learning content housed on a robust online platform. Learn more >>

    10.2002. vive Technologies Inc.
    The key to effective education is to immerse learners into the environment they are studying. vive Technologies (virtual in vivo education Technologies) is dedicated to advancing biology education by developing interactive rich-media teaching solutions. We aim to work with educators and administrators to produce a complete curriculum that inspires and empowers learners to discover the marvels of cell biology. Learn more >>

    09.2005. Patent: Method of enhancing gene expression in plants.
    A method of enhancing the expression of a gene in a legume plant is provided comprising introducing into the cells of said plant a construct comprising at least a portion of a 5′-untranslated region of a heat shock transcription factor gene from Medicago sativa (MsHsfA4) upstream of a gene to be expressed. Plant cells capable of expressing enhanced levels of a gene are also provided. The cell comprises a construct comprising at least a portion of the 5′-UTR of the MsHsfA4 gene upstream of the gene to be expressed. Learn more >>

  • Education


    The "platform" of education is changing. Rapid influx of technology coupled with the need for remote learning is allowing us to evolve learning as a process, promote learning in ways that was previously not possible. This new "platform" will provide better outcomes with sustainable delivery and is validated on learner's abilities to innovate, collaborate and create. Here are some of the key components of the new platform that I've been developing through Spongelab.

    06.2012. Game-based Education
    Game-based Education is defined as the use of interactive simulations with objectives and challenges. These tools (digital & non-digital) allow learners to explore complex systems while being rewarded for both their successes and failures. The systems have the ability to teach and temporally assess evolving skills including critical thinking, problem solving, and the application of creativity.

    02.2011. Gamification of Education
    Gamification is a poorly used term and even less understood concept. It is functionally different from using "games" in game-based learning, yet an integral encompassing component, critical for the success of any game construct. Gamification is the application of "game theory" to the real-world psychology of learning – what motivates learners and how learning system are designed to independently incent and reward behaviour change. It's about truly understanding the very delicate balance between intrinsic and extrinsic rewards, then designing the learning system to meet those needs in a personal way, matching the user's needs as they change over time.

    03.2012. Data-driven Education
    You can spend a lifetime with a person and never fully understand how their mind functions. This is one of the many insurmountable tasks of a teacher – to know how all of your students' minds learn best, and adapt to meet the all different needs. For the first time is the history of formal education, "big data" can solve this problem. Games are the most sophisticated data gathering tools we've ever had access to, but still only a component of a larger learning system. Game data can decipher a learner's abilities in problem solving and their abilities to innovate. Coupled with data from the learner's process through digital learning platforms, we can now apply new measurements to see how well the education system is doing and how an individual's mind will be able to perform in the real-world.

    02.2009. Personalized Learning
    As every body is different, every mind is different. The process and experience of "going to school" or learning should be, and can be personalized for everyone and optimally delivered for the environment and technology at hand. The benefits will be learners who are inspired, empowered and successful in the process. With all of these new digital tools, we are soon arriving at a point where we can actually deliver personalized learning for everyone regardless of historic fiscal constraints.

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