Supporting Early Learning of Computational Thinking Using Mixed Reality Technology
使用混合现实技术支持计算思维的早期学习
基本信息
- 批准号:2049046
- 负责人:
- 金额:$ 64.26万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2021
- 资助国家:美国
- 起止时间:2021-09-01 至 2024-08-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This project will introduce young children to computational thinking, which involves breaking down complex problems into manageable pieces, identifying steps and sequences to solve the problem, and generalizing a solution to solve similar problems. Problem-solving skills are foundational and cut across science, technology, engineering, and mathematics (STEM) domains and disciplines. The project will research and develop an innovative mixed reality (MR) learning environment combining visual displays and a robot with programmable movement. Children in grades K-2 will program the robot to solve path-finding problems. Hints and obstacles in each problem scenario will be presented on a computer tablet. The project environment will be designed mainly for one-on-one use wirelessly and flexibly in either formal or informal settings. Participating children and teachers will be recruited through partnerships with schools in communities that have traditionally been underrepresented in STEM. The project design will be grounded in research on embodied cognition, culturally responsive teaching, child development, and human-computer interaction, to develop experiential, inclusive, and playful learning experiences. Three main research questions include 1) what design elements are critical for an effective MR environment? 2) how do children’s positive affect and understanding of sequences and symbols evolve as they participate in the task over time? and 3) what do teachers need to succeed as facilitators? To promote computational thinking skills, children will be engaged in path-finding tasks that will require them to guide a robot to arrive at a destination through the right path. The design of the learning environment and the research will be interwoven in an iterative cycle of design, testing, and development. in addition to traditional data collection methods, sensors will be employed for collection of children’s own movement data. The effectiveness of the environment on learners' understanding and positive affect will be examined by comparing the intervention group with a control group. Teachers will be involved from the start to incorporate their practical insights and feedback into designs, and the project team will implement teacher workshops in years 2 and 3 to better understand their needs. The project will disseminate project research findings and resources widely to researchers, designers, and educators. This project is funded by the Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.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.
这个项目将向幼儿介绍计算思维,包括将复杂的问题分解为可管理的部分,确定解决问题的步骤和顺序,并推广解决类似问题的解决方案。解决问题的技能是基础性的,跨越科学、技术、工程和数学(STEM)领域和学科。该项目将研究和开发一种创新的混合现实(MR)学习环境,将视觉显示器和具有可编程运动的机器人结合在一起。K-2年级的孩子们将对机器人进行编程,以解决寻路问题。每个问题场景中的提示和障碍将显示在电脑平板电脑上。项目环境将主要设计为在正式或非正式环境中以无线和灵活方式一对一使用。参与的儿童和教师将通过与STEM传统上代表性不足的社区的学校建立伙伴关系来招聘。该项目设计将基于对体验式认知、文化响应性教学、儿童发展和人机交互的研究,以发展体验式、包容性和游戏性的学习体验。三个主要的研究问题包括:1)哪些设计元素对有效的MR环境至关重要?2)随着时间的推移,儿童对序列和符号的积极影响和理解是如何演变的?3)教师需要什么才能成为成功的促进者?为了提高计算思维能力,孩子们将从事寻路任务,这需要他们引导机器人沿着正确的路径到达目的地。学习环境的设计和研究将在设计、测试和开发的迭代周期中交织在一起。除了传统的数据采集方法外,还将使用传感器来收集儿童自己的运动数据。通过对干预组和控制组的比较,考察环境对学习者理解和积极情感的影响。教师将从一开始就参与,将他们的实际见解和反馈纳入设计中,项目团队将在第二年和第三年举办教师工作坊,以更好地了解他们的需求。该项目将向研究人员、设计师和教育工作者广泛传播项目研究成果和资源。该项目由学生和教师创新技术体验计划(ITEST)资助,该计划支持建立对实践、计划要素、背景和过程的理解的项目,这些项目有助于提高学生对科学、技术、工程和数学(STEM)以及信息和通信技术(ICT)职业的知识和兴趣。该奖项反映了NSF的法定使命,并通过使用基金会的智力优势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(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Yanghee Kim其他文献
Effects of learner–instructor relationship-building strategies in online video instruction
在线视频教学中学习者与教师关系建立策略的影响
- DOI:
10.1080/01587919.2015.1019965 - 发表时间:
2015 - 期刊:
- 影响因子:7.3
- 作者:
Yanghee Kim;Jeffrey Thayne - 通讯作者:
Jeffrey Thayne
Pedagogical agents as social models in an online learning environment MathGirls
教学代理作为在线学习环境中的社会模型 MathGirls
- DOI:
- 发表时间:
2008 - 期刊:
- 影响因子:0
- 作者:
Yanghee Kim;Beijie Xu - 通讯作者:
Beijie Xu
Scaffolding Learner Motivation through a Virtual Peer
通过虚拟同伴搭建学习者动机
- DOI:
- 发表时间:
2006 - 期刊:
- 影响因子:0
- 作者:
Yanghee Kim;E. Hamilton;Jinjie Zheng;A. L. Baylor - 通讯作者:
A. L. Baylor
Desirable Characteristics of Learning Companions
学习伙伴的理想特征
- DOI:
- 发表时间:
2007 - 期刊:
- 影响因子:4.9
- 作者:
Yanghee Kim - 通讯作者:
Yanghee Kim
The Dynamic Interaction Between Engagement, Friendship, and Collaboration in Robot Children Triads
机器人儿童三合会中参与、友谊和协作之间的动态互动
- DOI:
- 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Yanghee Kim;Michael Tscholl - 通讯作者:
Michael Tscholl
Yanghee Kim的其他文献
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{{ truncateString('Yanghee Kim', 18)}}的其他基金
Modulation of Macrophage Response by Nitric Oxide delivery from Nanoclay based Hydrogels for Skin Tissue Regeneration
通过纳米粘土水凝胶递送一氧化氮调节巨噬细胞反应以促进皮肤组织再生
- 批准号:
MC_PC_21012 - 财政年份:2021
- 资助金额:
$ 64.26万 - 项目类别:
Intramural
EXP: Inclusive Design for Engaging All Learners (IDEAL): Designing Technology for Cultural Brokering
EXP:吸引所有学习者的包容性设计(IDEAL):文化经纪设计技术
- 批准号:
1839194 - 财政年份:2018
- 资助金额:
$ 64.26万 - 项目类别:
Standard Grant
EXP: Inclusive Design for Engaging All Learners (IDEAL): Designing Technology for Cultural Brokering
EXP:吸引所有学习者的包容性设计(IDEAL):文化经纪设计技术
- 批准号:
1623561 - 财政年份:2017
- 资助金额:
$ 64.26万 - 项目类别:
Standard Grant
GSE/RES Learning Companions as Change Agents: Improving Girls' Self-efficacy Beliefs in Learning Math
GSE/RES 学习伙伴作为变革推动者:提高女孩学习数学的自我效能信念
- 批准号:
0522634 - 财政年份:2005
- 资助金额:
$ 64.26万 - 项目类别:
Continuing Grant
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