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Collaborative Research: Mixing Learning Experiences for Computer Programming Accorss Museums, Classrooms, and the Home Using Computational Music

Collaborative Research: Mixing Learning Experiences for Computer Programming Accorss Museums, Classrooms, and the Home Using Computational Music
协作研究:使用计算音乐在博物馆、教室和家庭中混合计算机编程的学习体验
批准号:
1612619
负责人:
Michael Horn
金额:
$47.48万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2016
资助国家:
美国
项目状态:
已结题
起止时间:
2016-09-15 至 2020-08-31

项目摘要

项目成果

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中文摘要
翻译
该项目由佐治亚理工学院、西北大学、亚特兰大设计博物馆和芝加哥科学与工业博物馆的团队合作,将研究如何促进和扩大博物馆和其他非正式学习环境中观众对计算机的参与,这些学习环境可以转移到家庭和学校的参与(反之亦然)。该项目旨在解决国家在发展计算机素养作为21世纪STEM核心技能方面取得重大进展的需求。该项目将适应并扩展到新的场所,他们目前的EarSketch系统将计算机编程概念与音乐混音联系起来,即对音乐样本、节拍和效果的操纵。该计划包括一个为期四年的过程,迭代地设计和开发一个基于EarSketch学习环境的有形编程环境。该团队将开发三个新的应用程序:TuneTable,一个用于博物馆的多用户桌面展览;TunePad是一款可以在家庭和学校使用的小版本;以及早期EarSketch程序和两款新设备之间的在线连接。我们的目标是:a)让博物馆的学习者参与到创造音乐的协作、有趣的编程体验中;b)通过EarSketch学习环境指导博物馆学习者进一步学习和在线计算音乐体验;c)吸引当地学校的EarSketch学习者参观博物馆,并与TuneTable新手用户互动,作为博物馆研讨会的导师或博物馆客人;d)告知开发一种规模更小、价格更实惠的基于有形的体验,这种体验可以在家庭或较小的教育环境中使用,比如教室和社区中心。除了开发新的学习体验外,该项目还将测试一个假设,即在多种环境(如博物馆、家庭和教室)中,通过计算机编程进行创造性、趣味性和社会性的艺术参与,可以鼓励:a)学习者更深入地参与计算机编程;b)与其他学习者建立社会联系;c)对计算的积极态度;d)在音乐中使用和识别计算概念进行个人表达。该项目的知识建设工作包括研究与SageFox的目标和评估过程有关的四个主要问题,即实施的保真度、影响、展览的成功和桥梁环境的成功。方法将借鉴积极的长期参与方法(不引人注目的观察、访谈、跟踪和定时、数据总结和团队汇报)以及参与式行动研究方法。这项工作由推进非正式STEM学习(AISL)计划资助,该计划旨在推进非正式环境中STEM学习的设计和开发的新方法和基于证据的理解。
英文摘要
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices. The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods. This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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