Developing Computational Thinking by Creating Multi-player Physically Active Math Games

通过创建多人体育数学游戏来发展计算思维

基本信息

  • 批准号:
    1917947
  • 负责人:
  • 金额:
    $ 74.56万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2019
  • 资助国家:
    美国
  • 起止时间:
    2019-08-01 至 2020-12-31
  • 项目状态:
    已结题

项目摘要

Our nation's economy is rapidly shifting. Both educators and business leaders recognize that computational thinking (CT) is a "new basic" knowledge necessary for economic opportunity and social mobility. All students should have the opportunity to learn computational thinking in school and be prepared with computational skills that they can apply in almost every discipline. Computational thinking skills include problem solving, systems thinking, computational modeling and data practices. This project uses cell phone technology to train middle school students in public schools in computational thinking and mathematics. Students will learn to create augmented reality games with math challenges. This new genre of embodied technologies that use mobile devices, motion and physical activity will allow middle-school learners to create their own augmented reality math games and play each other's math games. The research intends to advance scientific knowledge on how people learn by investigating how to teach mathematics and computing through game design and game-based learning. K-12 students will learn to program mobile devices as finite-state-machines, a topic that is typically reserved for undergraduates in computer science. In this process, students shift their perspective from consumers of technology to producers, understand what is beneath and beyond the surface of what they can immediately see and perceive, and think at higher levels of abstraction, an important computational skill. The project continues the development of The Wearable Learning Cloud Platform (WLCP), a learning technology innovation started with an earlier NSF EAGER award. The Game Editor of this platform supports students as creators of math games while gaining computational thinking skills. Research studies will evaluate the effectiveness of the intervention, the professional development structure, and the game creation process as a vehicle to develop computational thinking and mathematical thinking for both students and their teachers. Research will address three research questions focused on students' and teachers' development of computational thinking, engagement, interest, self-concept, and on teachers' instructional practices: (1) How feasible is it for middle school students to create embodied multiplayer math games, exercising their computational thinking and deep mathematical thinking in the process? What are challenges faced and how should middle school students be supported? (2) In what ways do students improve computational thinking and deepen their math understanding as they create embodied math games? (3) Can teachers effectively implement the math game creation curriculum and help students improve CT? Researchers will develop an instrument to measure students' progression in computational thinking skills. Research methods also include observations, teacher reflections, artifacts from classroom implementation, and semi-structured interviews. These measures will generate valuable data about students' and teachers' learning processes while creating their games and programming wearables. The outcome of the project will advance our knowledge in how youth learn math and gain computational skills through physically active games using mobile technologies.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.
我们国家的经济正在迅速转变。教育工作者和商业领袖都认识到计算思维(CT)是经济机会和社会流动性所必需的“新基础”知识。 所有学生都应该有机会在学校学习计算思维,并准备好几乎可以应用于所有学科的计算技能。计算思维技能包括解决问题,系统思维,计算建模和数据实践。 该项目利用手机技术对公立学校的中学生进行计算思维和数学方面的培训。学生将学习创建具有数学挑战的增强现实游戏。 这种使用移动的设备、运动和身体活动的新型体现技术将允许中学学习者创建自己的增强现实数学游戏,并玩彼此的数学游戏。 该研究旨在通过调查如何通过游戏设计和基于游戏的学习来教授数学和计算,从而推进人们如何学习的科学知识。 K-12学生将学习将移动的设备编程为有限状态机,这是一个通常为计算机科学本科生保留的主题。 在这个过程中,学生将他们的视角从技术的消费者转移到生产者,了解他们可以立即看到和感知的表面之下和之外是什么,并在更高的抽象层次上思考,这是一项重要的计算技能。该项目继续开发可穿戴学习云平台(WLCP),这是一项学习技术创新,始于早期的NSF EAGER奖。该平台的游戏编辑器支持学生作为数学游戏的创作者,同时获得计算思维技能。研究将评估干预的有效性,专业发展结构和游戏创作过程作为培养学生和教师计算思维和数学思维的工具。本研究将探讨三个研究问题,分别针对学生与教师的计算思维、投入、兴趣、自我概念的发展,以及教师的教学实践:(1)中学生创造具身的多人数学游戏,在此过程中锻炼他们的计算思维和深层数学思维的可行性如何?中学生面临哪些挑战,应该如何得到支持?(2)当学生创造具身的数学游戏时,他们如何提高计算思维并加深对数学的理解?(3)教师能否有效地实施数学游戏创作课程,帮助学生提高数学能力?研究人员将开发一种工具来衡量学生在计算思维技能方面的进步。研究方法还包括观察,教师反思,从课堂实施的文物,和半结构化的采访。这些措施将生成有关学生和教师在创建游戏和编程可穿戴设备时的学习过程的宝贵数据。该项目的成果将促进我们的知识,在青少年如何学习数学和获得计算技能,通过身体活动的游戏使用移动的technology.This奖项反映了NSF的法定使命,并已被认为是值得的支持,通过评估使用基金会的智力价值和更广泛的影响审查标准。

项目成果

期刊论文数量(3)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
WearableLearning: Developing Computational Thinking through Modeling, Simulation and Computational Problem Solving
可穿戴学习:通过建模、仿真和计算问题解决来发展计算思维
For good measure: Identifying student measurement estimation strategies through actions, language, and gesture.
良好的衡量标准:通过动作、语言和手势确定学生的衡量评估策略。
For Good Measure: Identifying Student Measurement Estimation Strategies Through Actions, Language, and Gesture
良好的衡量标准:通过动作、语言和手势确定学生衡量评估策略
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Ivon Arroyo其他文献

Ivon Arroyo的其他文献

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{{ truncateString('Ivon Arroyo', 18)}}的其他基金

Development and Impact Assessment of an Interactive Online System for Computing Ethics Education
计算机伦理教育交互式在线系统的开发和影响评估
  • 批准号:
    2337132
  • 财政年份:
    2024
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
Developing Computational Thinking by Creating Multi-player Physically Active Math Games
通过创建多人体育数学游戏来发展计算思维
  • 批准号:
    2041785
  • 财政年份:
    2020
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
CAREER: Wearable Tutors in the Embodied Mathematics Classroom
职业:实体数学课堂中的可穿戴导师
  • 批准号:
    2026722
  • 财政年份:
    2020
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
INT: Collaborative Research: Detecting, Predicting and Remediating Student Affect and Grit Using Computer Vision
INT:协作研究:使用计算机视觉检测、预测和纠正学生的情绪和毅力
  • 批准号:
    2104984
  • 财政年份:
    2020
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
CAREER: Wearable Tutors in the Embodied Mathematics Classroom
职业:实体数学课堂中的可穿戴导师
  • 批准号:
    1652579
  • 财政年份:
    2017
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
INT: Collaborative Research: Detecting, Predicting and Remediating Student Affect and Grit Using Computer Vision
INT:协作研究:使用计算机视觉检测、预测和纠正学生的情绪和毅力
  • 批准号:
    1551594
  • 财政年份:
    2016
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
EAGER: Teaching Computational Thinking through Programming Wearable Devices as Finite State Machines
EAGER:通过将可穿戴设备编程为有限状态机来教授计算思维
  • 批准号:
    1647023
  • 财政年份:
    2016
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
BD Spokes: Spoke: NORTHEAST: Collaborative: Grand Challenges for Data-Driven Education
BD 发言人: 发言人:东北:协作:数据驱动教育的巨大挑战
  • 批准号:
    1636782
  • 财政年份:
    2016
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
DIP: Collaborative Research: Impact of Adaptive Interventions on Student Affect, Performance, and Learning
DIP:协作研究:适应性干预对学生情感、表现和学习的影响
  • 批准号:
    1324385
  • 财政年份:
    2013
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant
Collaborative Research: Personalized Learning: strategies to respond to distress and promote success
协作研究:个性化学习:应对困境和促进成功的策略
  • 批准号:
    1109642
  • 财政年份:
    2011
  • 资助金额:
    $ 74.56万
  • 项目类别:
    Standard Grant

相似国自然基金

Computational Methods for Analyzing Toponome Data
  • 批准号:
    60601030
  • 批准年份:
    2006
  • 资助金额:
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  • 项目类别:
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协作研究:包容性计算思维教学建模:用于发展教师知识的视频案例
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协作研究:包容性计算思维教学建模:用于发展教师知识的视频案例
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