Developing and Studying a Three hour Documentary Series and Live Game Streaming Showing the Relationship of Engineering to the Everyday Built World
Developing and Studying a Three hour Documentary Series and Live Game Streaming Showing the Relationship of Engineering to the Everyday Built World
批准号:
2215269
负责人:
Chris Schmidt
金额:
$299.69万
依托单位国家:
美国
项目类别:
Continuing Grant
财政年份:
2022
资助国家:
美国
项目状态:
未结题
起止时间:
2022-09-01 至 2025-08-31
中文摘要
工程可以说是任何社会中最关键的技能之一,从建造桥梁和房屋,到设计手机和救命医疗设备。然而,许多美国人并不认为工程对他们的日常生活是必要的或相关的,甚至可能会质疑它对社会的积极影响。尽管在过去几十年里,STEM职业中的妇女和代表性不足的少数群体的人数有所增加,但她们在该领域的人数仍然不成比例地低。因此,构建世界综合多媒体和研究项目旨在通过“包容性工程”的视角扩大对工程内容的获取,该视角突出了所有年龄、性别、背景和视角的问题解决者如何处理和克服挑战以进行创新。该项目通过创建一个三小时的系列纪录片《建造的世界》来应用这个概念,该系列纪录片将在全国各地的PBS电视台播出,以及一个在Twitch上直播的补充互动逃生游戏,在这个游戏中,所有年龄和背景的人都可以一起玩和解决工程挑战。需要有效的远程和虚拟互动来支持非正式的STEM学习,而直播游戏平台提供了一种有希望的方法来满足这一需求。Build World准备通过以下方式推动该领域的发展:(1)内容--跨多个平台创建高质量的包容性工程内容,以接触到更广泛的受众(Build World纪录片、数字报道和简短形式的视频、社区推广活动);(2)应用研究--设计和研究直播协作平台如何成为工程学学习的安全和包容性空间;以及(3)最佳实践--探索观众如何在不同平台上参与包容性工程--传统纪录片格式(Build World)与互动、协作空间(Twitch游戏)--并确定各自可能会有什么学习成果。一项分三个阶段的研究设计旨在了解是什么促使用户参与Twitch上的STEM内容;如何定义和衡量与平台相关的学习结果;以及如何通过为多样化的游戏玩家培育安全空间来降低在线社区中有毒环境的风险。第一阶段介绍了Twitch游戏的初始设计和观众互动策略,并试图回答:衡量Twitch上非正式学习的最佳方式是什么?设计Twitch频道的最佳方式是什么,以创造一个包容的空间,同时优化学习者的参与度?第二阶段是研究的核心,使用半实验设计来回答这样的问题:是否有证据表明在Twitch上学习,以及正在发生什么类型的学习?出现的数字文化是什么?阶段3评估纪录片系列与Twitch游戏的配对,以最大限度地提高非正式STEM学习,并以以下问题为指导:在两个平台(Twitch游戏和Build World系列)上呈现的包容性工程内容如何中介学习结果?在两个平台上展示的包容性工程内容如何塑造学习者的包容性和归属感体验?通过建立世界项目产生的知识将向其他STEM媒体制作人提供工具和最佳做法,以便他们也可以利用直播平台进行学习。该项目由推进非正式STEM学习(AISL)方案资助,旨在:(A)促进对非正式环境中STEM学习的设计和开发的新方法和基于证据的理解;(B)为扩大获得和参与STEM学习经验提供多种途径;(C)促进对非正式环境中STEM学习的创新研究和评估;以及(D)让所有年龄段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。
英文摘要
Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society. While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World integrated multimedia and research project therefore aims to expand access to engineering content through the lens of “inclusive engineering,” which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate. The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need. Built World is poised to advance the field through: (1) content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short form videos, community outreach campaign); (2) applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and (3) best practices - exploring how audiences engage with inclusive engineering on different platforms—a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game)—and identifying what learning outcomes might be expected on each. A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers. Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement? Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges? Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners’ experiences of inclusivity and belonging? Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.This 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 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.
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Connection of Wartburg College to NSFNET
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批准号:9202137
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项目类别:Standard Grant
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资助金额:$1.43万
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财政年份:1992
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负责人:Chris Schmidt
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依托单位:
海外基金