Motion-Controlled Gaming for Neuroscience Education
用于神经科学教育的运动控制游戏
基本信息
- 批准号:8728974
- 负责人:
- 金额:$ 24.93万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2013
- 资助国家:美国
- 起止时间:2013-09-01 至 2016-08-31
- 项目状态:已结题
- 来源:
- 关键词:Active LearningAnatomyAreaAtlasesAuditoryAwarenessBehaviorBehavioralBrainCenters of Research ExcellenceChildCognitionCollaborationsComputersDataDevelopmentDoctor of PhilosophyE-learningEducationEducational CurriculumEducational process of instructingEmotionsEnvironmentEsthesiaEvaluationFeedbackFocus GroupsFutureGoalsHome environmentKnowledgeKnowledge acquisitionLeadLearningLearning ModuleLifeMethodsMissionMotionNervous System PhysiologyNeurosciencesParentsPerceptionPlayPopulationPrimary School FacultyScienceScience, Technology, Engineering and MathematicsScientistSiteSteamStudentsSystemTimeTrainingTransferenceUnderrepresented MinorityVideo GamesVisualWorkafter-school programbasecareercommercializationdesigndigitalfifth gradeforestinterestliteracymedical schoolsmembernext generationprogramspublic health relevancesocialsuccessteachervirtual
项目摘要
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.
描述(由申请人提供):我们建议建立一个独特的运动控制的计算机游戏框架,一个平台,用于创建教育神经科学游戏,通过互动动觉,视觉和听觉组件吸引学生。该框架将包括三维双手交互,使幼儿可以直观地与虚拟学习环境互动,因为他们与真实的世界。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)通过在视频游戏中包含有趣的交互式动觉、视觉和听觉组件,吸引广泛的学生,包括那些在传统科学课堂环境中表现不佳的学生,来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,自我和社会意识的神经科学概念,在学生可以应用到他们的日常生活的方式;和3)增加对神经科学职业的兴趣,在发展时期,当具体的识别与未来的职业出现。 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的使命包括增加参与和代表性不足的少数民族学生在先进的STEM课程的成功,并增加所有学生的兴趣和承诺,特别是那些代表性不足的人口,在干事业,包括神经科学。在游戏开发过程中,小学教师在焦点小组中的反馈和评价将保持课堂的相关性;协助创建有用的年级适当的课程材料;并指导游戏理念,以提高参与度和效率,将神经科学学习目标传达给我们的目标受众。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有关学生在游戏中的兴奋/参与度、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虚拟课程到现实世界课堂的转移的明确数据。 我们的目标
受众是3-5年级的学生、家长和小学教师。这个项目的商业目标是一个100美元的系统,包括运动控制硬件;一套游戏,增加到现有的个人电脑,开发的课程,所有这些都可以在课堂上使用,课后计划,和私人家庭。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Paul Kenneth Mlyniec其他文献
Paul Kenneth Mlyniec的其他文献
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{{ truncateString('Paul Kenneth Mlyniec', 18)}}的其他基金
Motion-Controlled Gaming for Neuroscience Education
用于神经科学教育的运动控制游戏
- 批准号:
8454239 - 财政年份:2013
- 资助金额:
$ 24.93万 - 项目类别:
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