Culturally Relevant Computing Activities and Career Readiness for At-Risk Youth

文化相关的计算活动和高危青少年的职业准备

基本信息

  • 批准号:
    1849849
  • 负责人:
  • 金额:
    $ 39.99万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2018
  • 资助国家:
    美国
  • 起止时间:
    2018-12-15 至 2023-08-31
  • 项目状态:
    已结题

项目摘要

This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by engaging in hands-on field experience, laboratory/project-based entrepreneurship tasks and mentorship experiences. The project is designed to increase motivation and preparedness to pursue science, technology, engineering, or mathematics (STEM) careers and develop enhanced instructional and curricular innovations for underrepresented students at risk. The project investigates the potential of culturally relevant computing through an Esports (competitive digital gaming) living-learning community to advance needed computational and data analytic competencies towards STEM career readiness. The project will leverage activities within the industry to accomplish four goals: 1) Enhancing attitudes, awareness, motivation and participation through culturally relevant computing. 2) Developing learning pathways that provide Esports industry STEM competencies. 3) Creating a learning model that promotes collaborative knowledge sharing behaviors. 4) Providing high quality learning opportunities by establishing STEM enrichment experiences for underrepresented at-risk youth. The project will take place on the rural East Stroudsburg University campus, providing a safe space for peer supported collaborative interaction and evolution towards self-ownership of STEM skills for this emerging workforce. The project will partner with a local agency that provides diversion from more restrictive environments for at-risk youth including foster care, juvenile probation or delinquency, out of home placement, and out of community placement. The project will engages participants in two 6-day living-learning, residential communities designed to leverage the cultural and advanced technical capacity of the Esports industry to provide a powerful learning experience to the participants. The youth will participate alongside learning scientists, digital media technologies faculty, computer scientists, support staff, and Esports coaches and industry professionals. They will replicate industry activities, modify in-game features and coding, design and develop graphics and website content, leverage digital media marketing data analytics, and produce video content. The research will use a pretest/posttest with a control and experimental group design that is grounded in the participatory research of culturally responsive methodology. Culturally responsive methodology encourages participants to be researcher participants as they self-reflect and actively participate in their learning pathways. The project will use a mixed methods approach to collect data and assess attitudes and behaviors which has the potential to result in powerful research outcomes that promote shared responsibility for accountability towards educational quality.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
该项目将推进“面向学生和教师的创新技术体验”(ITEST)计划的工作,通过参与实地实践、实验室/项目创业任务和指导经验,更好地理解和促进提高学生在科学、技术、工程或数学(STEM)领域追求职业的动机和能力的实践。该项目旨在提高追求科学、技术、工程或数学(STEM)职业的动力和准备,并为面临风险的代表性不足的学生开发强化的教学和课程创新。该项目通过电子竞技(竞技数字游戏)生活学习社区调查文化相关计算的潜力,以提高STEM职业准备所需的计算和数据分析能力。该项目将利用行业内的活动来实现四个目标:1)通过与文化相关的计算来提高态度、意识、动机和参与。2)开发提供电子竞技行业STEM能力的学习途径。3)创建促进协作知识共享行为的学习模式。4)通过建立STEM丰富经验,为弱势风险青年提供高质量的学习机会。该项目将在东斯特劳兹堡大学(East Stroudsburg University)的农村校园内进行,为同伴支持的协作互动和新兴劳动力自我拥有STEM技能的发展提供了一个安全的空间。该项目将与当地一家机构合作,为处于危险中的青少年提供更多限制性环境的转移,包括寄养、青少年缓刑或犯罪、家庭外安置和社区外安置。该项目将让参与者参与两个为期6天的生活学习,居住社区,旨在利用电子竞技产业的文化和先进技术能力,为参与者提供强大的学习体验。这些年轻人将与学习科学家、数字媒体技术教师、计算机科学家、支持人员、电子竞技教练和行业专业人士一起参加。他们将复制行业活动,修改游戏功能和编码,设计和开发图形和网站内容,利用数字媒体营销数据分析,并制作视频内容。该研究将采用前测/后测,并以文化响应方法的参与性研究为基础,采用对照和实验组设计。文化响应方法鼓励参与者成为研究参与者,因为他们自我反思并积极参与他们的学习途径。该项目将采用混合方法收集数据并评估态度和行为,这些态度和行为有可能产生强有力的研究成果,从而促进对教育质量问责制的共同责任。该奖项反映了美国国家科学基金会的法定使命,并通过使用基金会的知识价值和更广泛的影响审查标准进行评估,被认为值得支持。

项目成果

期刊论文数量(1)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)

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

{{ 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 }}

Richard Otto其他文献

The NOAA Weather Prediction Center’s Use and Evaluation of Experimental Warn-on-Forecast System Guidance
NOAA 天气预报中心实验性预报预警系统指导的使用和评估
  • DOI:
    10.15191/nwajom.2023.1107
  • 发表时间:
    2023
  • 期刊:
  • 影响因子:
    1.1
  • 作者:
    Katie A. Wilson;N. Yussouf;P. Skinner;K. Knopfmeier;B. Matilla;P. Heinselman;Andrew Orrison;Richard Otto;Michael J. Erickson
  • 通讯作者:
    Michael J. Erickson
Ueber einen congenitalen behaarten Rachenpolypen
  • DOI:
    10.1007/bf01937525
  • 发表时间:
    1889-02-01
  • 期刊:
  • 影响因子:
    3.100
  • 作者:
    Richard Otto
  • 通讯作者:
    Richard Otto

Richard Otto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 }}

相似海外基金

Collaborative Research: BPC-DP: Culturally Relevant Physical Computing for Sustainability Programs for Native Hawaiian Students
合作研究:BPC-DP:针对夏威夷原住民学生可持续发展项目的文化相关物理计算
  • 批准号:
    2345488
  • 财政年份:
    2023
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
Addressing Preparation Gaps and Promoting Culturally Relevant Teaching to Support Diverse Groups in Computing Courses
解决准备差距并促进文化相关的教学,以支持不同群体的计算机课程
  • 批准号:
    2142314
  • 财政年份:
    2022
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
Addressing Preparation Gaps and Promoting Culturally Relevant Teaching to Support Diverse Groups in Computing Courses
解决准备差距并促进文化相关的教学,以支持不同群体的计算机课程
  • 批准号:
    2142381
  • 财政年份:
    2022
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
BPC-DP: Culturally Relevant Physical Computing for Sustainability Programs for Native Hawaiian Students
BPC-DP:针对夏威夷原住民学生可持续发展项目的文化相关物理计算
  • 批准号:
    2137811
  • 财政年份:
    2021
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
RET Site: Socially Relevant Computing and Analytics
RET 网站:社会相关计算和分析
  • 批准号:
    2055528
  • 财政年份:
    2021
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
Advancing Research and Practice in Culturally-Relevant Computing in Upper Elementary Education
推进小学高年级文化相关计算的研究和实践
  • 批准号:
    2122874
  • 财政年份:
    2021
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
Collaborative Research: BPC-DP: Culturally Relevant Physical Computing for Sustainability Programs for Native Hawaiian Students
合作研究:BPC-DP:针对夏威夷原住民学生可持续发展项目的文化相关物理计算
  • 批准号:
    2137784
  • 财政年份:
    2021
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
REU Site: Socially Relevant Computing and Analytics
REU 网站:社会相关计算和分析
  • 批准号:
    1950607
  • 财政年份:
    2020
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
REU Site: Socially Relevant Computing and Analytics
REU 网站:社会相关计算和分析
  • 批准号:
    1659745
  • 财政年份:
    2017
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
Planning a Dual Institution Research Center in Socially Relevant Computing
规划社会相关计算双机构研究中心
  • 批准号:
    1547793
  • 财政年份:
    2016
  • 资助金额:
    $ 39.99万
  • 项目类别:
    Standard Grant
{{ showInfoDetail.title }}

作者:{{ showInfoDetail.author }}

知道了