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SBIR Phase I: Development of a Media-Rich, Game-Based Social Learning Paradigm for Improving Math Process Skills Both Inside and Outside the Classroom

SBIR Phase I: Development of a Media-Rich, Game-Based Social Learning Paradigm for Improving Math Process Skills Both Inside and Outside the Classroom
SBIR 第一阶段:开发媒体丰富、基于游戏的社交学习范式,以提高课堂内外的数学过程技能
批准号:
1248801
负责人:
Sheela Sethuraman
金额:
$15.0万
依托单位:
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:
2013-01-01 至 2013-06-30

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中文摘要
翻译
这项小企业创新研究(SBIR)第一阶段项目提案探索了一种利用基于游戏的点对点移动学习平台提高数学问题解决能力的创新方法。今天的美国数学教育举步维艰。当我们的学生进入中学时,他们中的许多人已经与数学脱节,甚至害怕数学。研究表明,学校经常强调低层次的程序,而不是更高层次的解决问题的技能,学习者采用自上而下、一刀切的方法进行教学。然而,学生们带着自己的策略和技巧来解决问题,需要机会来分享这些过程并获得有效的反馈。在第一阶段,该公司将制作一个移动版社交学习平台的原型,该平台将支持学生在6-8年级的代数课程中进行思考和学习。该平台的核心是对学生思维过程的多媒体小片段进行脚手架式的创作、策划和评估。第一阶段的研究将侧重于评估这种方法和概念框架,并开发将固有定性信息转换为可测量和可操作数据所需的数据挖掘算法。这个项目的广泛影响和商业潜力为改变数学教育和课堂内外的参与度提供了巨大的希望。CueThink平台应该帮助学生培养解决复杂问题的信心和技能,通过回顾其他学生的作业来完善他们的数学交流,提高他们的元认知,并为教师提供多种学习方式和典型学生错误和误解的真实例子。这使得CueThink能够在学校课堂内外利用在线数学教学技术的巨大市场机会——5年内的市场价值为24亿美元。此外,该团队还为他们的解决方案在特殊教育和高等教育STEM学习中确定了便携式机会,这两个解决方案都应该具有强大的积极社会影响,同时通过新市场提供巨大的扩大潜力。公司团队带来了教育、技术和商业技能的多样化组合,这对拟议的数学教育创新的成功商业化至关重要。
英文摘要
This Small Business Innovation Research (SBIR) Phase I project proposal explores an innovative approach to improving math problem solving skills using a game-based peer-to-peer mobile learning platform. Mathematics education is struggling in the U.S today. By the time our students reach middle school, many of them are already disengaged with and even afraid of mathematics. Research shows that schools often emphasize low-level procedures over higher order problem-solving skills and learners are taught using a top-down, one-strategy-fits-all approach. However, students bring their own strategies and techniques to problem solving and need opportunities to share these processes and get effective feedback. In Phase I, the firm will prototype a mobile version of a social learning platform that supports a student's thinking and learning process for pre-algebra topics in grades 6-8. The core of the platform is the scaffolded creation, curation and evaluation of multimedia vignettes of a student's thought process. The Phase I research will focus on evaluating this approach and concept framework and developing data mining algorithms required to convert inherently qualitative information into measurable and actionable data.The broader impact/commercial potential of this project offers tremendous promise for changing math education and engagement both in and out of the classroom. The CueThink platform should help students develop confidence and skills in solving complex problems, refine their math communication and improve their meta-cognition through the review of other students work and equip teachers with real-world examples of multiple learning styles and typical student errors and misconceptions. This enables CueThink to harness a substantial market opportunity for online instructional technology for math both inside and outside the school classroom - $2.4 billion market in 5 years. In addition, the team has identified portable opportunities for their solution in special education and higher education STEM learning, both of which should have a strong positive social impact while offering a huge scale-up potential via new markets. The company team brings to the table a diverse mix of educational, technical and business skills that will be critical to successful commercialization of the proposed math education innovation.
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