Investigating An Intelligent Cyberlearning System For Interactive Museum-based Sustainability Modeling
研究基于交互式博物馆的可持续性建模的智能网络学习系统
基本信息
- 批准号:1114655
- 负责人:
- 金额:$ 71.34万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Continuing Grant
- 财政年份:2011
- 资助国家:美国
- 起止时间:2011-09-15 至 2013-08-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This project will develop a prototype intelligent cyberlearning platform for middle school audiences at a museum location to test and evaluate the use of virtual learning technologies. The content for this test is focused on sustainability issues that enable students to develop an age-appropriate understanding of the relationships between specific conservation decisions, energy use, human health, and population growth within Earth's ecosystem. The prototype cyberlearning system will demonstrate how users can learn about science topics by interacting with a display of environmental factors that enable them to explore the impact of social, economic, and technological forces that may change one existing state and condition to another. The system will enable users to understand the interrelationships of those elements by enabling them to change conditions and then observing the effect of the changes they make on the conditions presented in the initial model. The prototype intelligent cyberlearning system will provide a unique integration of a sophisticated agent-based modeling simulation of environmental, social, and economic phenomena with three advanced learning technologies: game-based learning systems, intelligent tutoring systems, and narrative-centered learning systems. The game-based and narrative aspects of the project are embodied in the interactive time-travel focus of the 3D display on a multi-touch surface computing table in which users will play the role of environmental scientists who have been charged with helping earth become a thriving green planet. They will go back in time and be given the opportunity to make different decisions on any range of options. After they make their decisions, they will travel forward in time to see the results of their decisions. All of the interactions will be used to dynamically generate their time-travel adventures. The intelligent tutoring system will track user's problem-solving activities in the simulated world. As users make decisions, the intelligent tutoring system will draw inferences about their level of understanding of key environmental concepts. Given the current problem-solving goal (e.g., reduce green house gases) and the current state of the environment (e.g., climatological state, earth's population, factory emissions), the intelligent tutoring system will draw on its knowledge of common environmental misconceptions to assist students as they progress through the sustainability narratives. The intelligent tutoring system will receive the updated state from the agent-based simulation, which will then provide explanatory commentary and advice through the virtual human to the users about the causal connections underlying the results of the decisions they have made. Similarly, during the course of decision-making, users will be able to request advice, and the same computational framework will drive the virtual human's advice generation functionalities.The project will design, development, deploy, and evaluate a prototype intelligent cyberlearning platform for sustainability that supports independent, but guided, exploration of science topics. Because all users interactions will be accompanied by a virtual environmental scientist who will narrate their journeys and offer problem-solving advice, users will be afforded rich learning opportunities that support independent inquiry but also provided guided exploration of complex science topics. With a focus on group learning experiences in the out-of-school setting, the virtual environmental scientist will answer questions that will engage groups of users in a collaborative effort to understand the rich interrelationships of sustainability. The project will demonstrate the transformative potential of intelligent cyberlearning systems that integrate agent-based modeling with game-based learning, intelligent tutoring systems, and narrative-centered learning in an out-of-school setting to enable users to experience science in fundamentally new ways.
该项目将为博物馆所在地的中学生开发一个原型智能网络学习平台,以测试和评估虚拟学习技术的使用。该测试的内容侧重于可持续性问题,使学生能够对地球生态系统内的具体保护决策、能源使用、人类健康和人口增长之间的关系形成适合年龄的理解。原型网络学习系统将展示用户如何通过与环境因素的显示交互来学习科学主题,使他们能够探索可能将一种现有状态和条件改变为另一种现有状态和条件的社会、经济和技术力量的影响。该系统将使用户能够改变条件,然后观察他们所做的改变对初始模型中呈现的条件的影响,从而了解这些元素的相互关系。原型智能网络学习系统将提供基于代理的复杂环境、社会和经济现象建模模拟与三种先进学习技术的独特集成:基于游戏的学习系统、智能辅导系统和以叙事为中心的学习系统。该项目的游戏和叙事方面体现在多点触控表面计算桌上的 3D 显示器的交互式时间旅行焦点上,用户将在其中扮演环境科学家的角色,负责帮助地球成为一个繁荣的绿色星球。他们将回到过去,并有机会对任何选择范围做出不同的决定。在他们做出决定后,他们将及时旅行以查看他们决定的结果。所有的互动都将用于动态生成他们的时间旅行冒险。智能辅导系统将跟踪用户在模拟世界中解决问题的活动。当用户做出决定时,智能辅导系统将推断他们对关键环境概念的理解程度。考虑到当前解决问题的目标(例如,减少温室气体)和当前的环境状况(例如,气候状况、地球人口、工厂排放),智能辅导系统将利用其对常见环境误解的知识来帮助学生在可持续发展叙述中取得进展。智能辅导系统将从基于代理的模拟中接收更新的状态,然后通过虚拟人向用户提供有关他们所做决策结果背后的因果关系的解释性评论和建议。同样,在决策过程中,用户将能够请求建议,相同的计算框架将驱动虚拟人的建议生成功能。该项目将设计、开发、部署和评估一个可持续发展的原型智能网络学习平台,该平台支持独立但有指导的科学主题探索。由于所有用户交互都将有一位虚拟环境科学家陪同,他将讲述他们的旅程并提供解决问题的建议,因此用户将获得丰富的学习机会,支持独立探究,同时也提供对复杂科学主题的指导探索。虚拟环境科学家将重点关注校外环境中的小组学习体验,并回答一些问题,让用户小组共同努力,了解可持续发展的丰富相互关系。该项目将展示智能网络学习系统的变革潜力,该系统将基于代理的建模与基于游戏的学习、智能辅导系统以及校外环境中以叙事为中心的学习相结合,使用户能够以全新的方式体验科学。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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James Lester其他文献
The Tactical Uses of Passion: An Essay on Power, Reason, and Reality. By Bailey F.G.. (Ithaca, N.Y.: Cornell University Press, 1983. Pp. 275. $29.50, cloth; $9.95, paper.)
激情的战术运用:关于权力、理性和现实的文章。
- DOI:
- 发表时间:
1983 - 期刊:
- 影响因子:0
- 作者:
O. Kirchkamp;Rosemarie Nagel;R. Sarin;A. Montuori;J. Rowe;Bradford W. Mott;James Lester;J. Scott Armstrong;Michael J. Spector;G. Burns;F. Cindio;C. Peraboni;Stefano A. Cerri;Michele Bernasconi;M. M. Galizzi;Julien Courtin;C. Gonzalez;Cyril Herry;Joseph Psotka;Sung;Emily S. Cross;Richard Ramsey;Allison C. Waters;D. Tucker;D. Erik Everhart;J. Jozefowiez;R. Chandler;Klaus P. Ebmeier;Mary E. Stewart;Nathalie Bier;Stéphane Adam;T. Meulemans;Raymond Angelo Belliotti;C. Poon;S. Schmid;K. Illeris;Charles Kalish;M. Laakso;Teemu Rajala;E. Kaila;T. Salakoski;E. Brannon - 通讯作者:
E. Brannon
AI and the Future of Learning: Expert Panel Report
人工智能与学习的未来:专家小组报告
- DOI:
- 发表时间:
2020 - 期刊:
- 影响因子:0
- 作者:
J. Roschelle;James Lester;J. Fusco - 通讯作者:
J. Fusco
A multi-level growth modeling approach to measuring learner attention with metacognitive pedagogical agents
使用元认知教学代理衡量学习者注意力的多层次增长建模方法
- DOI:
10.1007/s11409-023-09336-z - 发表时间:
2023 - 期刊:
- 影响因子:3.3
- 作者:
Megan D. Wiedbusch;James Lester;R. Azevedo - 通讯作者:
R. Azevedo
Affective Dynamics and Cognition During Game-Based Learning
基于游戏的学习过程中的情感动态和认知
- DOI:
10.1109/taffc.2022.3210755 - 发表时间:
2022 - 期刊:
- 影响因子:11.2
- 作者:
Elizabeth B. Cloude;Daryn A. Dever;Debbie L. Hahs;Andrew Emerson;R. Azevedo;James Lester - 通讯作者:
James Lester
Qualitative aspects of breathlessness in health and disease
健康和疾病中呼吸困难的定性方面
- DOI:
- 发表时间:
2009 - 期刊:
- 影响因子:10
- 作者:
Jaclyn A. Smith;Paul Albert;Enrica Bertella;James Lester;Sandy Jack;Peter M.A. Calverley - 通讯作者:
Peter M.A. Calverley
James Lester的其他文献
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{{ truncateString('James Lester', 18)}}的其他基金
ExplainIt: Improving Student Learning with Explanation-based Classroom Response Systems
ExplainIt:通过基于解释的课堂响应系统改善学生的学习
- 批准号:
2111473 - 财政年份:2021
- 资助金额:
$ 71.34万 - 项目类别:
Standard Grant
AI Institute for Engaged Learning
人工智能参与学习研究所
- 批准号:
2112635 - 财政年份:2021
- 资助金额:
$ 71.34万 - 项目类别:
Cooperative Agreement
EAGER: Collaborative Research: Building Capacity for K-12 Artificial Intelligence Education Research
EAGER:协作研究:K-12 人工智能教育研究能力建设
- 批准号:
1938778 - 财政年份:2019
- 资助金额:
$ 71.34万 - 项目类别:
Standard Grant
Collaborative Research: PrimaryAI: Integrating Artificial Intelligence into Upper Elementary Science with Immersive Problem-Based Learning
合作研究:PrimaryAI:通过基于问题的沉浸式学习将人工智能融入高年级基础科学
- 批准号:
1934153 - 财政年份:2019
- 资助金额:
$ 71.34万 - 项目类别:
Standard Grant
Supporting Student Planning with Open Learner Models in Middle Grades Science
通过中年级科学的开放学习者模型支持学生规划
- 批准号:
1761178 - 财政年份:2018
- 资助金额:
$ 71.34万 - 项目类别:
Standard Grant
Collaborative Research: FW-HTF: Augmented Cognition for Teaching: Transforming Teacher Work with Intelligent Cognitive Assistants
合作研究:FW-HTF:增强教学认知:利用智能认知助手改变教师工作
- 批准号:
1840120 - 财政年份:2018
- 资助金额:
$ 71.34万 - 项目类别:
Standard Grant
Multimodal Visitor Analytics: Investigating Naturalistic Engagement with Interactive Tabletop Science Exhibits
多模式访客分析:研究交互式桌面科学展览的自然参与
- 批准号:
1713545 - 财政年份:2018
- 资助金额:
$ 71.34万 - 项目类别:
Continuing Grant
Improving Science Problem Solving with Adaptive Game-Based Reflection Tools
使用基于游戏的自适应反思工具提高科学问题的解决能力
- 批准号:
1661202 - 财政年份:2017
- 资助金额:
$ 71.34万 - 项目类别:
Continuing Grant
ENGAGE: A Game-based Curricular Strategy for Infusing Computational Thinking into Middle School Science
ENGAGE:将计算思维融入中学科学的基于游戏的课程策略
- 批准号:
1640141 - 财政年份:2016
- 资助金额:
$ 71.34万 - 项目类别:
Standard Grant
Collaborative Research: Big Data from Small Groups: Learning Analytics and Adaptive Support in Game-based Collaborative Learning
协作研究:来自小组的大数据:基于游戏的协作学习中的学习分析和自适应支持
- 批准号:
1561655 - 财政年份:2016
- 资助金额:
$ 71.34万 - 项目类别:
Continuing Grant
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