Integrating Computational Thinking and Environmental Science: Design Based Research on Using Simulated Ecosystems to Improve Student Understanding of Complex System Behavior
Integrating Computational Thinking and Environmental Science: Design Based Research on Using Simulated Ecosystems to Improve Student Understanding of Complex System Behavior
批准号:
1543144
负责人:
Stephen Uzzo
金额:
$121.47万
依托单位:
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:
2015-09-15 至 2019-08-31
中文摘要
生态系统中的计算思维(CT-E)项目由STEM+Computing Partnership(STEM+C)计划资助,该计划旨在推进STEM教学和学习中计算整合的新方法和基于证据的理解。该项目是纽约科学馆(NYSCI)、哥伦比亚大学国际地球科学信息网络中心和设计I/O之间的合作项目。它将通过开发和测试便携式计算机模拟生态系统内以及自然系统和人类系统之间相互作用,满足青年人对改进数据、建模和计算能力的需求;在模拟中进一步提高计算思维技能是必要的。在NYSCI的平板电脑上,每个参与者都会收到一套虚拟的“卡片”,要求他们输入计算机命令、程序或算法,以控制模拟生态系统中动物的行为。 当参与者探索动物的模拟栖息地时,他们将学习动物生存所需的越来越复杂的策略,将使用生态学家用于模拟复杂动态生态系统的类似计算思想和技能,并将对他们和其他参与者通过与模拟环境的互动引起的生态系统变化的影响做出反应。对这种通过计算集成来理解生物系统内物种之间相互作用的方法的研究具有推进知识的潜力。 研究人员将研究如何模拟类似于流行的可收集的纸牌游戏格式可以提高计算思维,并更好地准备干学习者采取的兴趣,并推进知识,随着他们的学术和职业抱负的发展,在环境科学领域。该项目还将设计和开发一种实用的方法来编程复杂的模型,并培养年轻人社区的技能,以在复杂系统中学习建模和行动;加深年轻人对如何实现可持续解决方案的学习,解决复杂的工程问题,并为应对复杂的全球社会的挑战做好更好的准备。生态系统中的计算思维(CT-E)将使用基于设计的研究来原型化和测试这种新颖的,基于平板电脑的可收集卡片游戏式干预,以开发中学科学的创新实践。通过这种方法,将通过将计算思维注入生命科学学习来解决下一代科学标准中教学实践面临的一些最重大挑战。CT-E将开发一个基于平板电脑的模拟,代表六个动态的、相互关联的生态系统,在这些生态系统中,学生控制生物的行为,干预栖息地,以实现目标,并应对栖息地和生态系统健康状况的变化。模拟中生物的行为是通过虚拟的可收集的“卡片”来控制的,每张卡片代表一个计算过程(如序列、循环、变量、条件和事件)。游戏玩法涉及个人玩家选择一种生物和栖息地,制定策略,并在该栖息地使用战术(如寻找食物,挖掘地面,转移水,或移除或种植植被)来导航该栖息地并生存。参与者选择的植物是特定类型生物群落(如沙漠、雨林、沼泽地和平原)的一部分,这些生物群落具有自己的特色植物群、动物群和气候。由于环境代表复杂的动态互连环境模型,因此参与者面临着探索这些模型如何工作的挑战,并测试关于环境将如何响应其生物的干预的假设;而且还测试其他玩家的生物,因为多个参与者可以类似于商业上可获得的可收集的纸牌游戏(例如,魔术和Yu-Go-Oh!NYSCI将开展基于参与式设计的研究,以确定对结构化和非结构化学习环境的影响,以及它是否克服了学习复杂环境科学的障碍。
英文摘要
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society. Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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