EAGER Maker: Developing High-Tech, Low-Cost Making Projects to Enhance Computational Teaching and Learning

EAGER Maker:开发高科技、低成本的制作项目以增强计算教学

基本信息

  • 批准号:
    1722504
  • 负责人:
  • 金额:
    $ 30万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2017
  • 资助国家:
    美国
  • 起止时间:
    2017-07-15 至 2022-06-30
  • 项目状态:
    已结题

项目摘要

This project is supported by the STEM+Computing (STEM+C) program, which advances applied research integrating computational thinking and computing activities within disciplinary science, technology, engineering, and mathematics teaching and learning in early childhood education through high school (preK-12). The Developing High-Tech, Low-Cost Making Projects to Enhance Computational Teaching and Learning (ECTL) will design a new genre of low-cost, high-tech maker projects to help students work across physical and digital designs to expand their computational thinking practices into new directions. The project objectives are to: 1) build knowledge and pedagogical practices that create new entry points for young people to explore digital computation; 2) develop culturally relevant digital making projects that advance equity-oriented Science. Technology, Engineering, and Mathematics (STEM) and computational practices for youth and communities whose member are underrepresented in STEM; and 3) identify future areas of research and development that will expand civic, cultural, and scientific participation. Rather than giving educators the digital designs of computer scientists and asking them to implement new projects in afterschool settings, ECTL will design digital making projects that recognize community expertise. This expertise combined with that of artists, computer scientists, and learning scientists will allow the project team to develop new high-tech/low-cost projects to advance the computational thinking practices of young people in working-class communities of color. This project builds on the computational practices rooted in histories of making activities within marginalized communities and will introduce new digital computing practices into their existing material-rich making programs. Guided by project research, ECTL will design activities using low-cost, high-tech tools like craft cutters and e-textiles in combination with familiar objects, tools, and activities that educators are already using in their maker programs. The project will use a low cost/high tech approach to explicitly connect students' cultural worlds to digital computational thinking practices that are not expensive, flashy, or laboratory-like. Project research findings and practical educational resources, such as activity/educator guides to low-cost/high-tech projects, will be widely shared with researchers and educators.ECTL is designed to ensure that transformative learning in the digital maker movement is equitable and incorporates the ingenuity of working class communities of color in the design and expansion of computational thinking education initiatives. The project will first study how computational practices are already supported in maker programs, and then complement existing practices with the use high-tech/low-cost digital technology to create a new genre of culturally sustaining digital maker projects. Three research questions will guide the development process: 1) How do young people learn computational thinking practices through activities that connect to cultural practices and creative play with high-tech, low cost materials in three afterschool programs? 2) How do educators enhance young people's computational thinking practices using high tech low cost materials in existing afterschool settings? 3) How do artists, educators, computer scientists, and researchers work together to develop new projects that draw out young people's computational thinking and deepen practices over time? Each cycle of research and design will begin in the three afterschool settings where researchers will observe and collect video data of computational practices that educators are already supporting through the development maker projects in their afterschool settings. The next phase will be video analysis of these computational thinking practices emerging in each site. Teams of afterschool educators and their research partners will analyze and present examples, challenges, and creative breakthroughs they capture in their local site. The final phase of each cycle will culminate in workshops with research + practice partnerships, artists, and computer scientists to develop and prototype digital maker projects that build on existing practices with a focus sharper focus on culturally sustaining digital designs. ECTL will contribute to the literatures on distributed cognition and collaborative learning by focusing on the understudied ways in which cultural practices and identity development, how race, class, and gender identities can be can be leveraged as resources, The project will add to the limited but growing research on in the design and implementation of high-tech low-cost maker projects.
该项目由STEM+Computing (STEM+C)计划支持,该计划旨在推进应用研究,将计算思维和计算活动整合到早期儿童教育(preK-12)的科学、技术、工程和数学教学中。“发展高科技、低成本制造项目以增强计算教学(ECTL)”将设计一种新型的低成本、高科技制造项目,帮助学生跨越物理和数字设计,将他们的计算思维实践扩展到新的方向。该项目的目标是:1)建立知识和教学实践,为年轻人探索数字计算创造新的切入点;2)开发与文化相关的数字制作项目,促进公平导向的科学。技术、工程和数学(STEM)以及为在STEM中代表性不足的青年和社区提供的计算实践;3)确定将扩大公民、文化和科学参与的未来研发领域。ECTL将设计认可社区专业知识的数字制作项目,而不是向教育工作者提供计算机科学家的数字设计,并要求他们在课后环境中实施新项目。这些专业知识与艺术家、计算机科学家和学习科学家的专业知识相结合,将使项目团队能够开发新的高科技/低成本项目,以促进有色人种工人阶级社区年轻人的计算思维实践。该项目以植根于边缘化社区制作活动历史的计算实践为基础,并将新的数字计算实践引入到他们现有的材料丰富的制作项目中。在项目研究的指导下,ECTL将使用低成本的高科技工具,如工艺刀具和电子纺织品,结合教育工作者已经在他们的创客计划中使用的熟悉的物体、工具和活动来设计活动。该项目将采用低成本/高科技的方法,明确地将学生的文化世界与数字计算思维实践联系起来,而不是昂贵、浮华或实验室式的。项目研究成果和实用教育资源,如低成本/高科技项目的活动/教育工作者指南,将与研究人员和教育工作者广泛分享。ECTL旨在确保数字创客运动中的变革性学习是公平的,并将有色人种工人阶级社区的聪明才智纳入计算思维教育计划的设计和扩展中。该项目将首先研究计算实践如何在创客计划中得到支持,然后通过使用高科技/低成本的数字技术来补充现有的实践,创造一种新的文化可持续的数字创客项目类型。三个研究问题将指导发展过程:1)年轻人如何通过与文化实践相关的活动,以及在三个课外项目中使用高科技、低成本材料的创造性游戏来学习计算思维实践?2)教育工作者如何在现有的课后环境中使用高科技低成本材料来增强年轻人的计算思维实践?3)艺术家、教育工作者、计算机科学家和研究人员如何合作开发新的项目,以吸引年轻人的计算思维,并随着时间的推移深化实践?每个研究和设计周期将在三个课后环境中开始,研究人员将观察和收集计算实践的视频数据,这些数据已经在教育工作者的课后环境中通过开发制造商项目得到了支持。下一个阶段将是视频分析这些计算思维实践出现在每个站点。课后教育者团队和他们的研究伙伴将分析并展示他们在当地网站上捕捉到的例子、挑战和创造性突破。每个周期的最后阶段将在研究+实践合作伙伴,艺术家和计算机科学家的研讨会上达到高潮,以开发和原型数字制造商项目,这些项目建立在现有实践的基础上,更加关注文化上可持续的数字设计。ECTL将通过关注文化实践和身份发展的未被充分研究的方式,以及如何将种族、阶级和性别身份作为资源加以利用,为分布式认知和协作学习的文献做出贡献。该项目将为高科技低成本创客项目的设计和实施方面有限但不断增长的研究提供补充。

项目成果

期刊论文数量(2)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Using historical and political understanding to design for equity in science education
利用历史和政治理解来设计科学教育的公平性
  • DOI:
    10.1002/sce.21555
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    4.3
  • 作者:
    Shea, Molly V.;Sandoval, Jose
  • 通讯作者:
    Sandoval, Jose
Organizing for material possibility in a community-led science program
在社区主导的科学计划中组织物质可能性
  • DOI:
    10.1080/10749039.2022.2098978
  • 发表时间:
    2022
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Shea, Molly V.
  • 通讯作者:
    Shea, Molly V.
{{ item.title }}
{{ item.translation_title }}
  • DOI:
    {{ item.doi }}
  • 发表时间:
    {{ item.publish_year }}
  • 期刊:
  • 影响因子:
    {{ item.factor }}
  • 作者:
    {{ item.authors }}
  • 通讯作者:
    {{ item.author }}

数据更新时间:{{ journalArticles.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ monograph.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ sciAawards.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ conferencePapers.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ patent.updateTime }}

Molly Shea其他文献

Studying the development of agency and political consciousness in science education

Molly Shea的其他文献

{{ item.title }}
{{ item.translation_title }}
  • DOI:
    {{ item.doi }}
  • 发表时间:
    {{ item.publish_year }}
  • 期刊:
  • 影响因子:
    {{ item.factor }}
  • 作者:
    {{ item.authors }}
  • 通讯作者:
    {{ item.author }}

相似国自然基金

克罗诺杆菌属及其重要致病种新maker基因的筛选和鉴定方法的建立
  • 批准号:
    n/a
  • 批准年份:
    2022
  • 资助金额:
    0.0 万元
  • 项目类别:
    省市级项目

相似海外基金

Decision Maker Panel
决策者小组
  • 批准号:
    ES/X013707/1
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Research Grant
The geography of responses to heat risk: linking decision maker and public perceptions
热风险响应的地理分布:将决策者和公众的看法联系起来
  • 批准号:
    2314912
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Standard Grant
Research on tools to support remote collaborative learning of maker activities that leverage both software and hardware
研究支持利用软件和硬件的创客活动远程协作学习的工具
  • 批准号:
    22KJ1010
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Grant-in-Aid for JSPS Fellows
The development of the Clinical Picture Maker, a novel video platform to aid the diagnosis and treatment of SCN2A-related disorders, and other rare diseases.
开发了 Clinical Picture Maker,这是一个新型视频平台,可帮助诊断和治疗 SCN2A 相关疾病和其他罕见疾病。
  • 批准号:
    10759930
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
A Culturally-Responsive Maker Program Designed to Develop the STEM Interest, Self-Efficacy and Science Identity of Black Girls
一个文化响应型创客计划,旨在培养黑人女孩的 STEM 兴趣、自我效能和科学认同
  • 批准号:
    2327579
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Standard Grant
NeuroVivid: Developing and Testing a Maker Experience to Build Interest in Careers in Brain-Computer Interfaces Among Neurodivergent Youth
NeuroVivid:开发和测试创客体验,以培养神经分歧青年对脑机接口职业的兴趣
  • 批准号:
    2241380
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Standard Grant
Decision Maker Panel
决策者小组
  • 批准号:
    ES/X013707/2
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Research Grant
Partnership Development and Planning: Assessment of Maker Practices in Museums
合作伙伴关系发展和规划:博物馆创客实践评估
  • 批准号:
    2314184
  • 财政年份:
    2023
  • 资助金额:
    $ 30万
  • 项目类别:
    Standard Grant
Makeactive UK: an exploration of Virtual Reality Maker Spaces for multi-user, collaborative design at a distance
Makeactive UK:对用于多用户远程协作设计的虚拟现实创客空间的探索
  • 批准号:
    10021756
  • 财政年份:
    2022
  • 资助金额:
    $ 30万
  • 项目类别:
    Feasibility Studies
Hk Maker Lab 2.0: Inspiring Engineering Design Thinking in Grades 6 - 12 Students and Teacher
Hk Maker Lab 2.0:启发6-12年级学生和老师的工程设计思维
  • 批准号:
    10653072
  • 财政年份:
    2022
  • 资助金额:
    $ 30万
  • 项目类别:
{{ showInfoDetail.title }}

作者:{{ showInfoDetail.author }}

知道了