Utilizing the Library System and Virtual Reality Learning Experiences To Engage Rural and LatinX Communities in Polar Research
利用图书馆系统和虚拟现实学习体验让农村和拉丁社区参与极地研究
基本信息
- 批准号:2116046
- 负责人:
- 金额:$ 277.6万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Continuing Grant
- 财政年份:2021
- 资助国家:美国
- 起止时间:2021-07-15 至 2026-06-30
- 项目状态:未结题
- 来源:
- 关键词:
项目摘要
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come. This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology. This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.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.
获得STEM信息的机会不平等,农村和贫困社区获得的公共教育科学和科学扫盲机会往往最少。农村地区还面临着独特的STEM教学和技术整合挑战。事实上,农村地区的拉丁裔社区不太可能获得城市中心拉丁裔社区提供的教育资源和语言支持。该项目将通过吸引农村图书馆员、双语科学传播者、极地科学家和技术团队来帮助解决这些不平等问题,以创建一系列五种双语虚拟现实(VR)体验,以增强对STEM的理解和欣赏。项目研究人员将创建一个传播极地科学的新渠道,首先与威斯康星州的农村拉丁社区合作,在农村社区和大学研究人员之间创建一个新的网络。让农村图书馆员参与教学过程的共同设计,将为农村图书馆提供新的方式,让当地社区和不断增长的拉丁裔人口参与极地科学学习体验。五个VR体验中的每一个都将专注于不同的研究领域,使用迷人的北极和南极环境作为传达科学的中心主题。VR是一种特别强大和适用的方法,可以访问大多数人无法亲身体验的地方,同时还可以了解极地地区正在进行的广泛的重要研究。在设计、原型制作和测试完成后,VR体验将在全国农村和城市环境中免费使用。公众对科学的参与创造了一个更知情的社会所带来的众多互利。这些好处包括更大的信任和更合理的科学审查沿着对STEM职业的兴趣增加,其中许多职业具有更高的收入潜力。 项目团队将与51个乡村图书馆合作,这些图书馆是宝贵的社区渠道,有助于提高科学素养和公众参与科学。该项目的影响将通过数千名社区成员来体现,他们将在开发过程中参与原型VR体验的测试,并通过未来几年利用最终VR体验的持续图书馆计划进行规模化参与。该项目将创建新的非正式STEM学习评估技术,通过结合先前在教育数据挖掘领域的努力,通过监测注视方向进行隐形评估和视点相似性度量。该项目的结果有助于教育数据挖掘(EDM)领域,重点是将其方法用于VR学习体验。EDM是一种使用来自数字系统的细粒度交互数据来支持教育相关结论的过程,并已广泛应用于智能导师和最近的教育视频游戏。该项目将继续在现有方法的基础上进行扩展,以包括VR学习媒体的独特功能,特别是凝视。该项目将专注于预测用户退出以及评估每个体验中的关键学习目标,并将这些预测模型与用户观察和体验后调查进行三角测量。这项基础研究的最终应用将解决使用经验本身之外的措施评估学习者的问题(即,调查),而不是提供新的方法,仪器学习者只使用他们的行动在学习环境中产生的数据。这些技术将为评估沉浸式技术环境中的非正式学习提供一种新的手段,而无需明确的标记。该项目的研究结果将使人们能够更好地理解用户体验与学习成果之间的关系,这可能是使用VR技术创建教育干预措施的一个组成部分。该创新发展项目由推进非正式STEM学习(AISL)计划资助,该计划旨在(a)推进非正式环境中STEM学习的设计和发展的新方法和基于证据的理解;(B)提供多种途径,以扩大STEM学习经验的获取和参与;(c)推进非正式环境中STEM学习的创新研究和评估;(d)促进非正式环境中STEM学习的创新研究。以及(d)让所有年龄的公众在非正式环境中学习STEM。该奖项反映了NSF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)
Waddle: using virtual penguin embodiment as a vehicle for empathy and informal learning
Waddle:使用虚拟企鹅作为同理心和非正式学习的工具
- DOI:10.1145/3611659.3617211
- 发表时间:2023
- 期刊:
- 影响因子:0
- 作者:Ponto, Kevin;Tredinnick, Ross;Verbeke, Monae;Kopp, Kaldan;Swanson, Luke;Gagnon, David
- 通讯作者:Gagnon, David
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Kevin Ponto其他文献
Quality and Accessibility of Home Assessment mHealth Apps for Community Living: Systematic Review
用于社区生活的家庭评估移动健康应用程序的质量和可及性:系统评价
- DOI:
10.2196/52996 - 发表时间:
2024-01-01 - 期刊:
- 影响因子:6.200
- 作者:
Jung-hye Shin;Rachael Shields;Jenny Lee;Zachary Skrove;Ross Tredinnick;Kevin Ponto;Beth Fields - 通讯作者:
Beth Fields
Tangled reality
- DOI:
10.1007/s10055-008-0086-x - 发表时间:
2008-02-29 - 期刊:
- 影响因子:5.000
- 作者:
Kevin Ponto;Falko Kuester;Robert Nideffer;Simon Penny - 通讯作者:
Simon Penny
Kevin Ponto的其他文献
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{{ truncateString('Kevin Ponto', 18)}}的其他基金
Becoming Joey: Promoting Informal Learning through Embodiment in an Adelie Penguin Virtual Reality Experience
成为乔伊:通过阿德利企鹅虚拟现实体验的体现促进非正式学习
- 批准号:
2028478 - 财政年份:2020
- 资助金额:
$ 277.6万 - 项目类别:
Standard Grant
Exploring the Universe from Antarctica
从南极洲探索宇宙
- 批准号:
1612504 - 财政年份:2016
- 资助金额:
$ 277.6万 - 项目类别:
Standard Grant
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