Use of multimedia, social media and gaming to teach neuroscience via mobile devices
Use of multimedia, social media and gaming to teach neuroscience via mobile devices
批准号:
1245452
负责人:
John Walsh
金额:
$19.91万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2013
资助国家:
美国
项目状态:
已结题
起止时间:
2013-07-01 至 2016-06-30
中文摘要
使用多媒体、社交媒体和游戏通过移动设备教授神经科学项目创建了一个创新的在线STEM教育平台,用于提供优化使用多媒体、游戏心理学和社交网络的本科生神经科学课程。这种新的神经科学教育方法的预期结果是增加学生的参与度,扩大教授在课堂之外的教学范围,并改善学生对课程材料的记忆。该网络平台包罗万象,可以处理整个学期的课程,并促进课堂体验,提高学生在神经科学方面的参与度、亲和力和知识,超越传统教学方法。使用HTML5网页设计是使用和传播该项目的关键,因为它确保从任何计算机或移动设备访问,无论其操作系统如何。这扩大了课堂之外的学习体验,并通过加强协调交付,优化了网上可获得的开放获取教育多媒体的使用。教授们能够在他们自己的课程设计框架内定制开放获取材料的集成。通过向后兼容,Html设计还可以防止Web标准的变化。该平台使用的社交网络技术通过熟悉的通信技术促进学生协作和共同学习,从而改善学习过程。平台中的游戏机制通过游戏设计中内置的奖励和参与机制让学生沉浸在课程中。最终,神经科学教学平台为教师和学生的发展创建了一个网站,展示了教师和学生如何有效使用它的最佳实践,包括一个讨论成功和失败的博客。对教师和学生的影响是在一个大型的普通教育(GE)课程中直接测试的,使用适当的统计方法来评估在线平台对科学教学的价值。首席研究员在南加州大学运营着一个神经生理学研究实验室,并是负责将拟议的神经科学教育平台实施到他的大型GE神经科学课程中的教授。通过该项目所用平台提供的即时在线访问,学生以及正在寻找使自己的科学课程现代化的方法的教授在全球范围内都能获得更多信息。此外,该项目平台还促进了与在线科学教育工具开发者建立网络联系的潜力,从而加强了通过政府赠款和私人基金会的支持开发的在线教育资源的协作和利用。开发的神经科学课程及其构建的平台是为教师设计的易于使用的平台的测试案例,以便为其STEM教育领域创建自己的基于移动的学习环境。
英文摘要
The Use of Multimedia, Social Media and Gaming to Teach Neuroscience Via Mobile Devices project creates an innovative online STEM educational platform for delivering undergraduate neuroscience curriculum that optimizes the use of multimedia, game psychology and social networking. The expected outcome of this novel approach to neuroscience education is an increase in student engagement, an expansion of the instructive reach of the professor beyond the classroom, and an improvement in student retention of course material. The web platform is all-inclusive and equipped to handle an entire semester's curriculum and promotes a classroom experience that enhances student engagement, affinity and knowledge in neuroscience beyond that achieved by traditional instructional methods. The use of HTML5 web design is key to use and dissemination of this project, since it ensures access from any computer or mobile device, regardless of its operating system. This extends the learning experience outside the classroom and it optimizes the use of open access educational multimedia that is available online by enhancing coordinated delivery. Professors are able to customize the integration of open access materials within the framework of their own course design. HTML design also guards against changes in web standards through its backwards compatibility. Social networking technologies used in the platform improve the learning process by fostering student collaboration and co-learning through familiar communication technologies. The game-mechanics in the platform immerse students in the course through reward and engagement mechanisms built into the game design. Ultimately, the neuroscience instructional platform creates a site for faculty and student development which illustrates best-practices for both instructors and students on how to effectively use it, including a blog for discussing success and failure. Impact on teachers and students is tested directly in a large general education (GE) course using proper statistical methods to evaluate the online platform's merit to science instruction. The principal investigator operates a neurophysiology research laboratory at USC, and is the professor in charge of implementing the proposed neuroscience education platform into his large GE course in neuroscience. Worldwide access by students, as well as professors who are seeking ways to modernize their own science courses, is enhanced by the immediate accessibility online offered by the platform employed in this project. Moreover, the project platform advances the potential for networking with developers of online science education tools, thus increasing collaboration and utilization of online educational resources developed through support by government grants and private foundations. The neuroscience course developed and the platform it is constructed into serves as a test case for easy-to-use platforms designed for instructors to create their own mobile-based learning environment for their field of STEM education.
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