Fostering AI Literacy through Embodiment and Creativity across Informal Learning Spaces

通过非正式学习空间的体现和创造力培养人工智能素养

基本信息

  • 批准号:
    2214463
  • 负责人:
  • 金额:
    $ 172.67万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2022
  • 资助国家:
    美国
  • 起止时间:
    2022-08-15 至 2025-07-31
  • 项目状态:
    未结题

项目摘要

Artificial intelligence (AI) is in many of our everyday activities—from unlocking phones to running Internet searches to parking cars. Yet, most instruction on how AI works is only in computer science courses. The unique role that AI plays in making decisions that affect human lives heightens the need for education approaches that promote public AI literacy. Little research has been done to understand how we can best teach AI in informal learning spaces. This project will engage middle school age youth in learning abouts AI through interaction with museum exhibits in science and technology centers. The exhibits employ embodied interactions and creative making activities that involve textiles, music making, and interactive media. The research will build on three exhibit prototypes that teach about concepts including bias in data in machine learning, AI decision-making processes, and how AI represents knowledge. Female-identifying and Title 1 youth will be recruited as participants during the exhibit design iterations and testing. The project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environmentsResearchers will explore two key research questions: 1) How can the design of interactive museum exhibits encourage interest development in and learning about AI among learners without a Computer Science background by using embodiment and creative making? and 2) How do embodied interaction and creative making mediate learning about AI in informal learning environments? The project will take a design-based research approach, iteratively building on existing exhibit prototypes and testing them in-situ with learners. Data sources and modes of analysis will include retrospective surveys to assess interest, content knowledge gain, creativity, learning talk analysis of audio recordings, and coding of embodied movements in video recordings. Learning talk analysis will identify instances of joint sensemaking during naturalistic interactions with our exhibit to reveal connections between sensemaking talk; learners' behaviors and embodied actions during real-time collaborative knowledge building; and outcomes in knowledge, interest, and creativity measures as elicited in retrospective surveys. The final set of exhibits will be rigorously evaluated with over 500 museum visitors. The key contributions of this work will include a set of rigorously tested exhibits, publicly available exhibit designs, a set of design guidelines for developing AI literacy museum exhibits, and an improved understanding of the relationship between AI-related learning and interest development, embodiment, and creativity.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.
阿尔蒂人工智能(AI)存在于我们的许多日常活动中--从解锁手机到运行互联网搜索,再到停放汽车。然而,大多数关于人工智能如何工作的指导只在计算机科学课程中。人工智能在做出决定方面发挥的独特作用,提高了对促进公众人工智能素养的教育方法的需求。很少有人研究如何在非正式学习空间中最好地教授人工智能。该项目将通过与科技中心的博物馆展品互动,让中学生学习人工智能。展品采用具体的互动和创造性的制作活动,涉及纺织品,音乐制作和互动媒体。该研究将建立在三个展览原型的基础上,这些原型教授了一些概念,包括机器学习中的数据偏见、人工智能决策过程以及人工智能如何表示知识。在展览设计迭代和测试期间,将招募女性识别和标题1青年作为参与者。该项目由推进非正式STEM学习(AISL)计划资助,该计划旨在推进非正式环境中STEM学习的设计和开发的新方法和基于证据的理解。第一章交互式博物馆展品的设计如何鼓励没有计算机科学背景的学习者对人工智能的兴趣发展和学习,具体化和创造性?2)在非正式学习环境中,具体的互动和创造性的制作是如何调解人工智能的学习的?该项目将采用基于设计的研究方法,迭代地建立在现有的展览原型上,并与学习者进行现场测试。数据来源和分析模式将包括回顾性调查,以评估兴趣、内容知识获得、创造力、音频记录的学习谈话分析以及视频记录中的具体动作编码。学习谈话分析将确定与我们的展览自然互动过程中的联合意义建构的实例,以揭示意义建构谈话之间的联系;学习者在实时协作知识构建过程中的行为和具体行动;以及在回顾性调查中得出的知识,兴趣和创造力措施的结果。最后一组展品将由500多名博物馆参观者进行严格评估。这项工作的关键贡献将包括一套经过严格测试的展品,公开的展品设计,一套开发AI素养博物馆展品的设计指南,以及对AI相关学习与兴趣发展之间关系的更好理解,体现该奖项反映了NSF的法定使命,并被认为是值得通过评估使用基金会的知识优点和更广泛的影响审查标准。

项目成果

期刊论文数量(2)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Fostering AI Literacy with Embodiment & Creativity: From Activity Boxes to Museum Exhibits
通过具体化培养人工智能素养
AI Literacy: Finding Common Threads between Education, Design, Policy, and Explainability
人工智能素养:寻找教育、设计、政策和可解释性之间的共同点
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Brian Magerko其他文献

Embracing Embodied Social Cognition in AI: Moving Away from Computational Theory of Mind
在人工智能中拥抱具身社会认知:远离计算心理理论
The Game as a Classroom: Understanding Players’ Goals and Attributions from a Learning Perspective
游戏作为课堂:从学习的角度理解玩家的目标和归因
Affordance-based Generation of Pretend Object Interaction Variants For Human-Computer Improvisational Theater
基于可供性的人机即兴戏剧假装对象交互变体的生成
  • DOI:
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mikhail Jacob;Prabhav Chawla;L. Douglas;Ziming He;Jason Lee;T. Sawant;Brian Magerko
  • 通讯作者:
    Brian Magerko
EarSketch: A STEAM-Based Approach for Underrepresented Populations in High School Computer Science Education
EarSketch:针对高中计算机科学教育中代表性不足人群的基于 STEAM 的方法
  • DOI:
    10.1145/2886418
  • 发表时间:
    2016
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Brian Magerko;Jason Freeman;Tom Mcklin;Mike Reilly;Elise Livingston;Scott McCoid;Andrea Crews
  • 通讯作者:
    Andrea Crews
Is It AI or Is It Me? Understanding Users’ Prompt Journey with Text-to-Image Generative AI Tools
是人工智能还是我?通过文本到图像生成人工智能工具了解用户的即时旅程

Brian Magerko的其他文献

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{{ truncateString('Brian Magerko', 18)}}的其他基金

Collaborative Research: Engaging Blind and Visually Impaired Youth in Computer Science through Music Programming
合作研究:通过音乐编程让盲人和视障青少年参与计算机科学
  • 批准号:
    2300631
  • 财政年份:
    2023
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
Collaborative Research: Participatory Sensemaking with Embodied Co-Creative Agents
协作研究:通过具体的共同创意代理进行参与式意义建构
  • 批准号:
    2123597
  • 财政年份:
    2021
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Continuing Grant
Collaborative Research: Engaging High School Students in Computer Science with Co-Creative Learning Companions
合作研究:让高中生与共同创造的学习伙伴一起学习计算机科学
  • 批准号:
    1814083
  • 财政年份:
    2018
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
Artificial Intelligence in Interactive Digital Entertainment 2017: Travel Support for the Doctoral Mentoring Program and the Playable Experiences Track
2017 年交互式数字娱乐中的人工智能:博士生导师计划和可玩体验轨道的旅行支持
  • 批准号:
    1747455
  • 财政年份:
    2017
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
Collaborative Research: Mixing Learning Experiences for Computer Programming Across Museums, Classrooms, and the Home Using Computational Music
协作研究:使用计算音乐在博物馆、教室和家庭中混合计算机编程的学习体验
  • 批准号:
    1612644
  • 财政年份:
    2016
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
HCC: Small: Social Agents and Robots for Open-Ended Domains
HCC:小型:开放领域的社交代理和机器人
  • 批准号:
    1320520
  • 财政年份:
    2013
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Continuing Grant
Type I: Engaging African Americans in Computing through the Collaborative Creation of Musical Remixes
第一类:通过音乐混音的协作创作让非裔美国人参与计算
  • 批准号:
    1138469
  • 财政年份:
    2011
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
NSF Creative IT Workshop
NSF 创意 IT 研讨会
  • 批准号:
    0848407
  • 财政年份:
    2009
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
EAGER: Collaborative Research: Motivation and Serious Gaming
EAGER:协作研究:动机和严肃游戏
  • 批准号:
    0943057
  • 财政年份:
    2009
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant
MAJOR: Collaborative Research: Modeling Creative and Emotive Improvisation in Theatre Performance
专业:合作研究:戏剧表演中创造性和情感即兴创作的建模
  • 批准号:
    0757567
  • 财政年份:
    2008
  • 资助金额:
    $ 172.67万
  • 项目类别:
    Standard Grant

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Feedback Literacy and AI Ethics: Leveraging Auto-Peer for Productive Interaction with Generative AI Tools in L2 Writing Education in Japan
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