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SBIR Phase I: College Bound Video Game

SBIR Phase I: College Bound Video Game
SBIR 第一阶段:大学电子游戏
批准号:
2225635
负责人:
Laura Hayes
金额:
$27.5万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2023
资助国家:
美国
项目状态:
已结题
起止时间:
2023-02-15 至 2024-01-31

项目摘要

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中文摘要
翻译
这个小企业创新研究(SBIR)项目的更广泛/商业影响将来自一个有用的游戏,称为大学绑定,这将吸引年轻人使用他们的游戏时间来学习如何浏览大学准备,大学录取和财政援助过程的生产。 这种援助有助于解决为大量少数民族人口服务的高中辅导员人数不足的问题。研究表明,服务不足的高中生每年看辅导员的时间不到20分钟。 众所周知,8-18岁的年轻人每天花7.5小时与媒体打交道-无论是玩视频游戏还是看电视,游戏平台可以让占全国四年制大学本科生不到4%的少数民族学生为上大学做准备。大学绑定游戏旨在收回一些屏幕时间的积极效益,如提高少数民族学生接受高等教育的准备,并满足未来的劳动力需求在科学,技术,工程,数学和医学(STEMM)。这个小企业创新研究第一阶段项目的重点是帮助代表性不足的学生了解如何获得大学录取,如何为它做准备,以及什么样的财政援助是可用的,以负担使用游戏环境的教育。该项目将侧重于衡量学生对大学申请过程的知识,因为玩家通过游戏的不同层次导航。有关大学申请过程的知识包括a)有关录取标准和截止日期的信息,B)大学录取和入学过程,以及c)通过奖学金,贷款,工作计划和/或个人储蓄支付大学费用的能力。在整个试点阶段,该项目将开发可靠和有效的评估工具,以衡量学生在游戏设置在每个级别的大学绑定游戏的学习。这些评估工具不仅可以反映学生的学习成绩,还可以提高大学入学率。这些措施也可以使学校和其他利益相关者了解学生的差距,并帮助加强学生进入大学的途径。这个奖项反映了NSF的法定使命,并已被认为是值得通过使用基金会的智力价值和更广泛的影响审查标准进行评估的支持。
英文摘要
The broader/commercial impacts of this Small Business Innovation Research (SBIR) project will result from the production of a useful game, called College Bound, that will entice youth to use their gaming time to learn how to navigate the college preparation, college-admissions, and financial-aid processes. This assistance could help in addressing the problem of an inadequate number of counselors in high schools that serve large minority populations. Studies have shown that underserved high school students see a counselor for less than 20 minutes a year. Since is also known that young people between the ages of 8-18 spend 7.5 hours a day engaged with media- either playing video games or watching television a game platform may enable minority students, who make up less than 4% of undergraduate enrollees in the national four-year colleges, to prepare for college attendence. The College Bound game seeks to recoup some of this screen time for positive benefits such as improving preparedness of the minority students to access higher education, and meeting future workforce demands in Science, Technology, Engineering, Mathematics, and Medicine (STEMM).This Small Business Innovation Research Phase I project focuses on assisting underrepresented students in learning about what it takes to get college admission, how to prepare for it, and what financial aid is available to afford the education using a gaming environment. The project will focus on measuring students' knowledge about the college application process as the player navigates through different levels of the game. Knowledge about the college application process includes a) information about admission criteria and deadlines, b) the college acceptance and enrollment processes, and c) the ability to pay for college through scholarships, loans, work programs, and/or personal savings. Throughout the pilot phase, the project will develop reliable and valid evaluation tools to measure student learning in the game setting at each level of the College Bound game. These evaluation tools might reflect not only student learning performance but also boost college enrollment outcomes. These measures may also enable the school and other stakeholders to understand students' gaps and help strengthen students’ pathways into college.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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