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

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
负责人:
Ivon Arroyo
金额:
$68.64万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2020
资助国家:
美国
项目状态:
已结题
起止时间:
2020-05-18 至 2024-07-31

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中文摘要
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英文摘要
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.
期刊论文(6)
专著(0)
科研奖励(0)
会议论文
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
DOI: --
发表时间: 2023
期刊: Proceedings of the International Conference for the Learning Sciences – ICLS 2012
影响因子: --
作者: [Rasul. I., Crabtree]
通讯作者: Rasul. I., Crabtree
Towards Embodied Wearable Intelligent Tutoring Systems
迈向嵌入式可穿戴智能辅导系统
DOI: --
发表时间: 2023
期刊: Lecture notes in computer science
影响因子: --
作者: [Rasul, I.]
通讯作者: Rasul, I.
DOI: --
发表时间: 2020
期刊: Contemporary issues in technology and teacher education
影响因子: --
作者: [Smith, H.]
通讯作者: Smith, H.
The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play
可穿戴学习平台:支持游戏设计和主动游戏的计算思维工具
DOI: 10.1007/s10758-022-09601-1
发表时间: 2022
期刊: Knowledge and Learning
影响因子: --
作者: [Arroyo, Ivon, Closser, Avery Harrison, Castro, Francisco, Smith, Hannah, Ottmar, Erin, Micciolo, Matthew]
通讯作者: Micciolo, Matthew
Development and Impact Assessment of an Interactive Online System for Computing Ethics Education
  • 批准号:
    2337132
  • 项目类别:
    Standard Grant
  • 资助金额:
    $65.12万
  • 财政年份:
    2024
  • 负责人:
    Ivon Arroyo
  • 依托单位:
CAREER: Wearable Tutors in the Embodied Mathematics Classroom
  • 批准号:
    2026722
  • 项目类别:
    Standard Grant
  • 资助金额:
    $47.29万
  • 财政年份:
    2020
  • 负责人:
    Ivon Arroyo
  • 依托单位:
INT: Collaborative Research: Detecting, Predicting and Remediating Student Affect and Grit Using Computer Vision
  • 批准号:
    2104984
  • 项目类别:
    Standard Grant
  • 资助金额:
    $8.03万
  • 财政年份:
    2020
  • 负责人:
    Ivon Arroyo
  • 依托单位:
Developing Computational Thinking by Creating Multi-player Physically Active Math Games
  • 批准号:
    1917947
  • 项目类别:
    Standard Grant
  • 资助金额:
    $74.56万
  • 财政年份:
    2019
  • 负责人:
    Ivon Arroyo
  • 依托单位:
国内基金
海外基金
Computational Methods for Analyzing Toponome Data