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中文摘要
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描述(由申请人提供):我们建议建立一个独特的运动控制电脑游戏框架,一个创建教育神经科学游戏的平台,通过互动的动觉,视觉和听觉组件吸引学生。该框架将由3D人机交互组成,以便幼儿可以直观地与虚拟学习环境互动,就像他们与现实世界一样。该框架还将支持用户之间的在线协作,即使他们不在同一个物理空间。该系统框架将支持我们的最终目标:1)通过在视频游戏中加入有趣的互动动觉、视觉和听觉组件,吸引广大学生,包括那些在传统科学课堂环境中表现不佳的学生,从而吸引学生参与神经科学;2)有效地教授解剖学、神经功能、感知、情感、行为、自我和社会意识等神经科学概念,并将其应用到学生的日常生活中;3)在对未来职业产生具体认同的发展阶段增加对神经科学职业的兴趣。我们将通过与维克森林医学院的卓越研究、教学和学习中心(CERTL)合作来评估神经科学游戏。CERTL的使命包括提高代表性不足的少数民族学生在高级STEM课程中的参与度和成功程度,提高所有学生,特别是代表性不足的学生,对包括神经科学在内的STEM职业的兴趣和承诺。在游戏开发过程中,小学教师在焦点小组中的反馈和评估将保持课堂相关性;协助创建适合年级的有用课程材料;并指导游戏理念的参与和效率,向我们的目标受众传达神经科学学习目标。由学生、教师和训练有素的CERTL观察员进行的课堂评估将提供关于学生对游戏的兴奋/参与、对神经科学和未来神经科学职业的兴趣增加、学习目标的实现以及将虚拟课程转移到现实世界课堂的明确数据。我们的目标
英文摘要
DESCRIPTION (provided by applicant): We propose to build a unique motion-controlled computer-gaming framework, a platform for creating educational neuroscience games that engage students through interactive kinesthetic, visual, and auditory components. The framework will consist of 3D bimanual interaction so that young children can intuitively interact with a virtual learning environment as they do with the real world. The framework will also support online collaboration among users even when they are not in the same physical space. The system framework will support our ultimate goals to 1) engage students in neuroscience by including fun interactive kinesthetic, visual, and auditory components in video games that appeal to a broad segment of students, including those who do not excel in traditional science classroom environments; 2) effectively teach neuroscience concepts of anatomy, neurological function, perception, emotions, behavior, self- and social-awareness, in ways students can apply to their daily lives; and 3) increase interest in neuroscience careers during a developmental time when concrete identification with future careers emerges. We will assess the neuroscience games by partnering with Wake Forest School of Medicine's Center of Excellence for Research, Teaching and Learning (CERTL). CERTL's mission includes increasing the participation and success of underrepresented minority students in advanced STEM courses and increasing the interest and commitment of all students, especially those of underrepresented populations, in STEM careers including neuroscience. Feedback and evaluation by elementary school teachers in focus groups during game development will maintain classroom relevance; assist in the creation of useful grade-appropriate curriculum material; and guide game ideas for engagement and efficiency in conveying neuroscience learning objectives to our target audience. In-class evaluation by students, teachers and a trained CERTL observer will provide definitive data on student excitement/engagement in the games, increased interest in neuroscience and future neuroscience careers, attainment of learning objectives, and transference of virtual lessons into the real-world classroom. Our target audience is students in grades 3-5, parents and elementary teachers. The commercial aim of this project will be a $100 system that includes motion-control hardware; a suite of games that adds onto existing PCs, developed curricula, all of which can be used in the classroom, afterschool programs, and private homes.
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The Virtual Lab Resubmission
  • 批准号:
    9272749
  • 项目类别:
  • 资助金额:
    $22.5万
  • 财政年份:
    2017
  • 负责人:
    Paul Kenneth Mlyniec
  • 依托单位:
Motion-Controlled Gaming for Neuroscience Education
  • 批准号:
    8728974
  • 项目类别:
  • 资助金额:
    $24.93万
  • 财政年份:
    2013
  • 负责人:
    Paul Kenneth Mlyniec
  • 依托单位:
海外基金