SBIR Phase II: Game-enhanced Interactive Physical Science
SBIR Phase II: Game-enhanced Interactive Physical Science
批准号:
1230463
负责人:
Daniel White
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:
2012
资助国家:
美国
项目状态:
已结题
起止时间:
2012-09-15 至 2016-03-31
中文摘要
这项小企业创新研究(SBIR)第二阶段项目将通过应用通用学习设计(UDL)框架,为中学物理科学教室制作一套引人入胜的教育视频游戏和相关教学纲要,这些教学纲要针对有不同学习需求的学生,包括有学习障碍和阅读困难的学生,进行了优化。教育电子游戏是下一代技术增强教学,越来越多的研究表明,基于游戏的学习可以帮助学生系统地、协作地、创造性地思考科学、技术、工程和数学(STEM),同时激发学生对这些主题的兴趣和动力,使其延伸到课堂之外。该公司的目标是中学,因为这是学生可能开始脱离STEM主题的关键时期。开发游戏的过程将包括来自全国各地的教育工作者和学生的反复输入,从焦点小组到课堂观察。所产生的游戏集的效果将在正式的现场测试中进行评估。该测试还将证明UDL在设计教育技术工具方面的价值。最终的产品将可通过SBIR购买?美国的网上商店,并在全国范围内销售?美国领先的教育网站。该项目的更广泛的影响/商业潜力是开发一种尖端的解决方案,以满足对更有效的STEM学科教学工具的迫切需求。总统科学技术顾问委员会最近指出(2010年),虽然美国在STEM研究方面仍处于领先地位,但我们正处于下一代明显下降的尖端。美国学生在stem相关能力和进入科学职业的愿望方面都落后于其他国家。通过创建以游戏为中心的物理科学课程,教师获得了他们所需的工具,使STEM学科对所有学生都具有可访问性和吸引力,建设下一代STEM劳动力,并促进所有公民的科学素养。利用UDL框架和商业级生产价值,GIPS代表了一项重要的创新,可以吸引和增强学生的能力,包括那些被传统STEM教育方法剥夺权利的学生。事实上,残疾学生的支持者指出,udl增强游戏的潜力,可以增加所有学生学习材料的可访问性。这种基于游戏的学习解决方案将鼓励学生将创造性思维和聪明才智应用于STEM,这将成为下一代美国科学创新背后的驱动力。
英文摘要
This Small Business Innovation Research (SBIR) Phase II project will produce a set of engaging educational video games and associated teaching compendiums for middle school physical science classrooms that are optimized for students with diverse sets of learning needs, including those with learning disabilities and reading difficulties, via the application of the Universal Design for Learning (UDL) framework. Educational video games are the next generation of technology-enhanced instruction, with a growing body of research suggesting that game-based learning helps students think systemically, collaboratively, and creatively about Science, Technology, Engineering, and Math (STEM), while creating interest and motivation toward these topics that extends beyond the classroom. The company targets middle school since this is the critical period when students may begin to disengage from STEM topics. The process of developing the games will include iterative input from educators and students from around the country, from focus groups to classroom observation. The efficacy of the resulting set of games will be evaluated in a formal field test. This test will also provide evidence of the value of UDL in designing educational technology tools. The resulting product will be available for purchase via the SBIR?s web store and distributed through the nation?s leading educational websites.The broader impact/commercial potential of this project is the development of a cutting-edge solution to a urgent need for more effective tools for teaching STEM subjects. The President's Council of Advisors on Science and Technology recently noted (2010) that while the United States remains at the top in STEM research, we are on the cusp of a stark decline over the next generation. American students are falling behind other countries in both STEM-related abilities and desire to enter scientific careers. By creating a game-centered physical science curriculum, teachers gain the tools they need to make STEM-subjects accessible and appealing to all students, building the next-generation's STEM workforce, and promoting scientific literacy among all citizens. Using the UDL framework and commercial-level production values, GIPS represents an important innovative to engage and empower students, including those who are disenfranchised by traditional STEM education methods. Indeed, advocates for students with disabilities point to the potential of UDL-enhanced games to increase the accessibility of learning materials for all students. This game-based learning solution will encourage students to apply the kind of creative thinking and ingenuity to STEM that will be the driving force behind the next generation of American scientific innovation.
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