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EAGER: Collaborative Research: Virtual STEM Buddies for Personalized Learning Experiences in Free Choice Informal Learning Settings

EAGER: Collaborative Research: Virtual STEM Buddies for Personalized Learning Experiences in Free Choice Informal Learning Settings
EAGER:协作研究:虚拟 STEM 伙伴在自由选择的非正式学习环境中提供个性化学习体验
批准号:
1513393
负责人:
Karen Kelly
金额:
$4.56万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2015
资助国家:
美国
项目状态:
已结题
起止时间:
2015-09-01 至 2017-08-31

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中文摘要
翻译
网络学习和未来学习技术计划资助的努力将有助于设想下一代学习技术,并推进我们对人们如何在技术丰富的环境中学习的了解。本计画探讨如何提供客制化的教学支架给幼儿,让他们在非结构化的校外环境中学习科学。创新之处在于使用“虚拟STEM伙伴”(VSB),这是一种计算机化的角色,既可以作为导师也可以作为同伴,并在儿童博物馆内的展览中与儿童互动,帮助他们学习科学,技术,工程和数学。研究将探讨如何设计和构建这种技术,以及“虚拟伙伴”如何适应其他学习互动(如父母与孩子之间,或博物馆导游与孩子之间)。VSB是一种智能体现代理,将在亚特兰大儿童博物馆进行构建和试点测试,工程研究的重点是如何确保代理能够与学习者的知识和激情保持一致,Crowley和Jacobs称之为“专业知识岛”。主要特点将包括评估和调整到青年的先验知识;互动量身定制的知识和连续性随着时间的推移社会建设(使代理与孩子一起发展);和机会主义的教学的基础上,可教的时刻内外的博物馆。工程研究将结合参与式设计,探索游客身份识别技术(条形码,RFID,生物识别技术),用户体验设计,以探索儿童博物馆嘈杂环境中的输入方法,以及处理游客“检查”的机制(即,以允许可接受的多用户体验(如果多个儿童想要在展览中访问VSB技术)。学习研究将侧重于青年在博物馆与成年人和同龄人的对话,并将根据“对科学相关性的态度变化”工具进行简短的展览后态度调查。
英文摘要
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. This project investigates how to provide customized instructional scaffolding to young kids to learn science in unstructured, out-of-school environments. The innovation is in using 'virtual STEM buddies' (VSBs), a computerized character that functions as both a mentor and a peer, and interacts with a child across exhibits within a children's museum to help them learn about Science, Technology, Engineering, and Mathematics. Research will examine how to design and build such technologies, and how the 'virtual buddy' fits into other learning interactions (such as those between parent and child, or between museum guide and child). The VSB, an intelligent embodied agent, will be built and pilot tested at the Children's Museum of Atlanta, with engineering research focusing on how to ensure the agent can align with the learner's knowledge and passions in what Crowley and Jacobs term 'islands of expertise'. Key features will include assessment of and alignment to the youth's prior knowledge; an interaction tailored to social construction of knowledge and continuity over time (so that the agent evolves with the child); and opportunistic instruction based on teachable moments both within and outside the museum. Engineering research will explore, in conjunction with participatory design, technologies for visitor identification (barcode, RFID, biometrics), user experience design to explore input methods in the noisy environment of a children's museum, and mechanisms to handle 'bottlenecking' of visitors (i.e., to allow an acceptable multi-user experience if multiple children want to access the VSB technology at an exhibit). The learning research will focus on discourse of youth in the museum with adults and peers, and will be augmented with a brief post exhibit attitudinal survey based on the "Changes in Attitudes about the Relevance of Science" instrument.
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