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SBIR Phase II: Game-enhanced Interactive Physical Science

SBIR Phase II: Game-enhanced Interactive Physical Science
SBIR 第二阶段:游戏增强的交互式物理科学
批准号:
1230463
负责人:
Daniel White
金额:
$50.0万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2012
资助国家:
美国
项目状态:
已结题
起止时间:
2012-09-15 至 2016-03-31

项目摘要

项目成果

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中文摘要
翻译
这个小企业创新研究(SBIR)第二阶段项目将为中学物理科学教室制作一套引人入胜的教育视频游戏和相关的教学纲要,这些游戏和教学纲要针对具有不同学习需求的学生进行了优化,包括那些有学习障碍和阅读困难的学生,通过通用学习设计(UDL)框架的应用。教育视频游戏是下一代技术增强型教学,越来越多的研究表明,基于游戏的学习有助于学生系统地,协作地和创造性地思考科学,技术,工程和数学(STEM),同时创造对这些主题的兴趣和动机,这些主题延伸到课堂之外。该公司的目标是中学,因为这是学生可能开始脱离STEM主题的关键时期。开发游戏的过程将包括来自全国各地的教育工作者和学生的反复投入,从焦点小组到课堂观察。游戏的有效性将在正式的现场测试中进行评估。这项测试也将提供证据的价值UDL在设计教育技术工具。由此产生的产品将可通过SBIR购买?的网上商店,并通过全国分布?该项目更广泛的影响/商业潜力是开发一种尖端的解决方案,以满足对STEM科目教学更有效工具的迫切需求。总统科学技术顾问理事会最近(2010年)指出,虽然美国在STEM研究方面仍然处于领先地位,但我们正处于下一代人急剧下降的边缘。美国学生在STEM相关能力和进入科学职业的愿望方面都落后于其他国家。 通过创建一个以游戏为中心的物理科学课程,教师获得了他们所需要的工具,使STEM科目可访问和吸引所有学生,建立下一代的STEM劳动力,并促进所有公民的科学素养。使用UDL框架和商业级的生产价值,GIPS代表了一个重要的创新,以吸引和授权学生,包括那些被传统STEM教育方法剥夺权利的学生。事实上,残疾学生的倡导者指出了UDL增强游戏的潜力,以增加所有学生学习材料的可访问性。 这种基于游戏的学习解决方案将鼓励学生将创造性思维和独创性应用于STEM,这将成为下一代美国科学创新的驱动力。
英文摘要
This Small Business Innovation Research (SBIR) Phase II project will produce a set of engaging educational video games and associated teaching compendiums for middle school physical science classrooms that are optimized for students with diverse sets of learning needs, including those with learning disabilities and reading difficulties, via the application of the Universal Design for Learning (UDL) framework. Educational video games are the next generation of technology-enhanced instruction, with a growing body of research suggesting that game-based learning helps students think systemically, collaboratively, and creatively about Science, Technology, Engineering, and Math (STEM), while creating interest and motivation toward these topics that extends beyond the classroom. The company targets middle school since this is the critical period when students may begin to disengage from STEM topics. The process of developing the games will include iterative input from educators and students from around the country, from focus groups to classroom observation. The efficacy of the resulting set of games will be evaluated in a formal field test. This test will also provide evidence of the value of UDL in designing educational technology tools. The resulting product will be available for purchase via the SBIR?s web store and distributed through the nation?s leading educational websites.The broader impact/commercial potential of this project is the development of a cutting-edge solution to a urgent need for more effective tools for teaching STEM subjects. The President's Council of Advisors on Science and Technology recently noted (2010) that while the United States remains at the top in STEM research, we are on the cusp of a stark decline over the next generation. American students are falling behind other countries in both STEM-related abilities and desire to enter scientific careers. By creating a game-centered physical science curriculum, teachers gain the tools they need to make STEM-subjects accessible and appealing to all students, building the next-generation's STEM workforce, and promoting scientific literacy among all citizens. Using the UDL framework and commercial-level production values, GIPS represents an important innovative to engage and empower students, including those who are disenfranchised by traditional STEM education methods. Indeed, advocates for students with disabilities point to the potential of UDL-enhanced games to increase the accessibility of learning materials for all students. This game-based learning solution will encourage students to apply the kind of creative thinking and ingenuity to STEM that will be the driving force behind the next generation of American scientific innovation.
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国内基金
海外基金
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    刘衍文
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地幔含水相Phase E的温度压力稳定区域与晶体结构研究
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  • 项目类别:
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  • 批准年份:
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  • 负责人:
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  • 依托单位:
基于数字增强干涉的Phase-OTDR高灵敏度定量测量技术研究