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SBIR Phase II: Understanding Science Processes Through Modeling and Animation: Efficiently Producing Low-Cost Software Tools for K-12

SBIR Phase II: Understanding Science Processes Through Modeling and Animation: Efficiently Producing Low-Cost Software Tools for K-12
SBIR 第二阶段:通过建模和动画了解科学过程:高效生产适用于 K-12 的低成本软件工具
批准号:
1058251
负责人:
Patrick Custer
金额:
$50.0万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2011
资助国家:
美国
项目状态:
已结题
起止时间:
2011-04-01 至 2013-03-31

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英文摘要
This Small Business Innovation Research (SBIR) Phase II project seeks to address a need in science education that is non-linearly becoming a serious problem. In general, educational technology has had a weak track record for positively impacting student understanding in the area of science. Research clearly suggests that students' use of science simulation programs does have a positive impact on their achievement and understanding. There is a dearth of such software, and the simulations that are available are ?heavyweight? - typically computationally, financially, curricularly, and cognitively demanding. The GoKnow AniModeler Software Factory seeks to demonstrate how to build a software factory that can deliver 36, lightweight science simulations for $1 per student per year! During our Phase I SBIR effort, the company will develop the object-oriented architecture underlying the AniModeler simulation engine. Their challenge in Phase II is to build a factory system that exploits that architecture such that the creation of a simulation program ? an AniModeler ? is done by a science educator without any programmer assistance and it outputs, automatically with versions for 5 operating systems. Supporting consumer functionality such as, mobile and lightweight applications are the future of software development.The broader impact/commercial potential of this project addresses the full range of stakeholders: (1) In contrast to activities such as filling out worksheets, in using GoKnow's AniModelers in collaboration with their peers, students will see science as a social activity, sparked by a desire to understand how and why?not as a boring, solitary activity. Students will see science as a fun activity- successfully understanding how and why something works is a good ? fun ? feeling. (2) Teachers will see that lightweight, easy-to-learn-to-use, narrowly focused apps ? just like the apps on their smartphones - are much easier to integrate into their existing curriculum when compared with typical educational software that is expensive and so profusely functional that it takes excessive class time to learn. (3) Educators will see that educational software doesn't necessarily need to cost an arm and a leg, and that Open Source is not the only alternative. (4) Science publishers will see educational software as positively contributing to the value of their print offerings - especially when they make money from the software. (5) And, last but surely not least, AniModelers can demonstrate to software developers that educational software can be a lucrative business!
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