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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
该项目是格鲁吉亚理工学院、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团队的合作,将研究如何促进博物馆和其他非正式学习环境中的观众参与并扩大他们对计算的参与,这些环境可以转移到家庭和学校参与(反之亦然)。该项目旨在满足国家在发展计算素养方面取得重大进展的需要,作为21世纪世纪STEM的核心技能。该项目将适应和扩展到新的场地,他们目前的工作在他们的EarSketch系统,连接计算机编程概念的音乐混音,即操纵音乐样本,节拍和效果。该计划涉及一个为期四年的过程,反复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,一个多用户的桌面展览博物馆; TunePad,一个较小的版本,用于家庭和学校;和早期的EarSketch程序和两个新设备之间的在线连接。目标是:a)让博物馆学习者参与协作、有趣的编程体验,从而创作音乐; B)引导博物馆学习者通过EarSketch学习环境在线进一步学习和计算音乐体验; c)吸引当地学校的EarSketch学习者访问博物馆,并与TuneTable新手用户互动,无论是作为博物馆研讨会的导师还是博物馆的客人;以及d)告知开发可在家庭或较小的教育环境(例如教室和社区中心)中使用的较小规模、可负担得起的基于有形的体验。除了开发新的学习经验,该项目将测试的假设,创造性,好玩,和社会参与艺术与计算机编程在多个设置(例如博物馆、家庭和教室)可以鼓励:a)学习者更深入地参与计算机编程,B)与其他学习者的社会联系,c)对计算的积极态度,以及d)在音乐中使用和识别用于个人表达的计算概念。该项目的知识建设工作包括研究与目标有关的四个主要问题,以及SageFox就执行的忠实性、影响、展览的成功以及连接背景的成功进行的评价过程。方法将借鉴积极的长期参与的方法(不引人注目的观察,访谈,跟踪和定时,数据总结和团队汇报)以及扩展行动研究方法。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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