SBIR Phase I: A smart behavior modification platform to improve motivation, learning and self-esteem.
SBIR Phase I: A smart behavior modification platform to improve motivation, learning and self-esteem.
批准号:
1621940
负责人:
Christian Battista
金额:
$22.5万
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:
2016-07-01 至 2017-08-31
中文摘要
这个SBIR第一阶段项目将通过结合行为心理学和游戏科学的成熟原则来提高儿童的动机、学习和自尊。这一创新通过利用数字游戏和社交媒体的屏幕时间爆炸式增长趋势打破了传统模式,而这通常是学习和注意力持续时间的克星。孩子们与这个系统的互动将让我们了解他们延迟满足的能力,这一技能与许多积极的社会和生活成果密切相关。最初,这项创新将解决一个关键需求,即提供一种个性化的方法,以加速遵守与数学流畅性和精通相关的共同核心标准(Common Core)。一旦前提得到验证,新系统将用于注意缺陷多动障碍人群,以提高注意力持续时间并减少冲动。最终,该平台将与学校现有的学习管理系统相结合,从而使包括STEM和Common Core在内的各种科目成为特色。这种结合将创造一个革命性的教育平台,通过智能设备提供,因此不同类型的学习可以在家里、学校或在旅途中进行,从而使最先进的学习技术随时可供不同的社会经济群体使用。这项技术创新是一种基于平板电脑和智能手机的学习系统,该系统使用儿童精神状态的神经认知模型来确定最佳参数,以最大限度地提高学习效果,并提高注意力持续时间。这个正在申请专利的平台的基础是自适应算法,它融合了已建立的行为训练原则,包括精确教学和注意力缺陷多动障碍治疗,以及游戏科学的最新趋势。同时,这项创新将创造旨在增加多巴胺水平的行为和奖励机制,多巴胺是学习和奖励系统中的一种关键神经递质。间接地说,这项创新将加速重要的神经通路,释放工作记忆,提高自尊。一个最重要的成果是创建一个全面的软件交换,可以通过所有类型的智能设备交付。项目目标包括编写新的软件和算法,利用已建立的软件,并通过控制实验评估软件和算法。需要解决的技术障碍包括:1)为自适应数学事实课程创建新的算法,提高数学技能和注意力持续时间;2)用最先进的机器学习增强现有的数据堆栈,保持更高的学习表现和动力;3)在课堂、辅导和家庭环境中展示一致的趋势。
英文摘要
This SBIR Phase 1 project will improve motivation, learning and self-esteem of children by incorporating well-established principles from behavioral psychology and gaming science. The innovation disrupts conventional paradigms by advantageously leveraging the exploding screen time trends of digital games and social media, which are commonly a nemesis to learning and attention span. Children's interactions with this system will provide insights into their ability to delay gratification, a skill that is critically linked to many positive societal and life outcomes. Initially, the innovation will address a critical need to offer a personalized approach to accelerate compliance with Common Core Standards (Common Core) related to math fluency and mastery. Once the premise is validated, the new system will be used with the Attention Deficit Hyperactivity Disorder population to improve attention span and reduce impulsivity. Ultimately, the platform will integrate with existing learning management systems administered by schools so a variety of subjects including STEM and Common Core can be featured. This combination will create a revolutionary education platform that is delivered through smart devices, so different types of learning can occur at home, school or on the go, thereby, making state-of-the art learning technologies readily available to diverse social economic groups.The technical innovation is a tablet and smartphone-based learning system that uses a neuro-cognitive model of a child's mental state to determine the optimal parameters to maximize learning as well as boost attention span. Underlying the patent-pending platform are adaptive algorithms that merge established behavioral training principles including those from Precision Teaching and Attention Deficit Hyperactivity Disorder treatments together with the latest trends in gaming science. Concurrently, the innovation will create behavioral and reward mechanisms intended to increase the level of dopamine, a key neurotransmitter in both the learning and reward systems. Tangentially, the innovation will accelerate important neurological pathways that can free up working memory and improve self-esteem. A paramount outcome is to create a comprehensive software exchange that can be delivered through all types of smart devices. The project goal involves writing new software and algorithms, leveraging established software and evaluating the software and algorithms with controlled experiments. The technical hurdles to be addressed include: 1) creating new algorithms for an adaptive math-fact curriculum that improve math skills and attention span, 2) enhancing existing data stack with state-of-art machine learning that maintains higher learning performance and motivation, and 3) demonstrating consistent trends in classroom, tutoring and home settings.
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