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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.
SBIR 第一阶段:一个提高动机、学习和自尊的智能行为矫正平台。
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

项目摘要

项目成果

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中文摘要
翻译
这个SBIR第一阶段项目将结合行为心理学和游戏科学的成熟原则,改善儿童的动机、学习和自尊。这项创新通过有利地利用数字游戏和社交媒体爆炸性的屏幕时间趋势来颠覆传统范式,而这两个趋势通常是学习和注意力持续时间的克星。儿童与这一系统的互动将提供对他们延迟满足能力的洞察,这是一项与许多积极的社会和生活结果密切相关的技能。最初,这项创新将满足提供个性化方法的迫切需要,以加速遵守与数学流利和掌握有关的共同核心标准(Common Core Standard)。一旦前提得到验证,新系统将与注意力缺陷多动障碍人群一起使用,以提高注意力持续时间并减少冲动。最终,该平台将与学校管理的现有学习管理系统集成,从而可以展示包括STEM和共同核心在内的各种科目。这一结合将创造一个通过智能设备提供的革命性教育平台,因此不同类型的学习可以在家里、学校或旅途中进行,从而使不同的社会经济群体可以轻松获得最先进的学习技术。技术创新是一个基于平板电脑和智能手机的学习系统,它使用儿童精神状态的神经认知模型来确定最佳参数,以最大限度地学习并提高注意力持续时间。在这个正在申请专利的平台下,是自适应算法,它将包括精密教学和注意力缺陷多动障碍治疗在内的既定行为训练原则与游戏科学的最新趋势结合在一起。与此同时,这项创新将创造行为和奖励机制,旨在提高多巴胺的水平,多巴胺是学习和奖励系统中的一种关键神经递质。从长远来看,这项创新将加速重要的神经通路,从而释放工作记忆并提高自尊。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。该项目的目标包括编写新的软件和算法,利用现有的软件,并通过受控实验对软件和算法进行评估。需要解决的技术障碍包括:1)为适应性数学-事实课程创造新的算法,以提高数学技能和注意力广度;2)使用最先进的机器学习来增强现有的数据堆栈,以保持更高的学习成绩和动机;以及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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