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SBIR Phase II: Building K-5 mathematical fluency through curriculum-based puzzle games within a collaborative virtual world

SBIR Phase II: Building K-5 mathematical fluency through curriculum-based puzzle games within a collaborative virtual world
SBIR 第二阶段:通过协作虚拟世界中基于课程的益智游戏培养 K-5 数学流利度
批准号:
1256641
负责人:
Jennifer Sun
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:
2013
资助国家:
美国
项目状态:
已结题
起止时间:
2013-03-15 至 2016-02-29

项目摘要

项目成果

Jennifer Sun的其他基金

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中文摘要
翻译
这个第二阶段项目的创新在于在虚拟世界环境中使用图形化的协作游戏来支持小学生的数学学习。 这个第二阶段的项目建立在第一阶段的原型益智数学游戏的开发,作为一个K-5数学课程的延伸开发与国家科学基金会的支持,目前在K-5学校使用。游戏利用解谜,协作游戏,以及拼图创作,以建立数学流畅性。 教师和学生在课堂上,以及休闲用户测试了第一阶段的游戏,并提供反馈,将告知第二阶段的项目。 第二阶段的项目将涉及开发更多的益智游戏与合作和创造性的组成部分。 它还将包括评估这些游戏对数学学习的有效性,以及它们融入课堂教学的难易程度。 第二阶段还将扩大现有的工具,培训和支持教师使用这些游戏进行课堂教学,这一项目的更广泛/商业影响是一种新的互动学习形式,将正式的课堂教学与非正式的在线社交环境中的游戏学习相结合。 这种新形式的互动学习与学生如何与技术互动保持同步,并通过游戏和谜题,协作和竞争以及内容创建和共享,使他们对手头的主题有更深入的理解和流畅性。 虽然第二阶段SBIR侧重于这些方法在数学上的应用,但研究结果也将作为其他学科领域的模型。 随着美国价值82亿美元的教科书市场进入数字时代,该项目将为现有课程与数字媒体的整合树立一个标准,超越死记硬背和操练,建立心理基础设施和深入理解。此外,基于游戏的教学的视觉性质将减少双语学生和有特殊需要的学生使用的障碍。最后,该项目的市场潜力将大大受益于新机制的发展,以衡量学生的成果与教师的在线工具,提供专业发展和支持。
英文摘要
The innovation of this Phase II project lies in the use of graphical, collaborative games within a virtual world environment to support math learning for elementary school students. This Phase II project builds upon Phase I development of prototype puzzle-based math games as an extension of a K-5 mathematics curriculum developed with prior support from the National Science Foundation and currently in use in K-5 schools. The games leverage puzzle solving, collaborative play, as well as puzzle creation to build mathematical fluency. Teachers and students in classroom as well as casual users tested the Phase I games and provided feedback that will inform the Phase II project. The Phase II project will involve development of more puzzle-based games with collaborative and creative components. It will also include an evaluation of the effectiveness of these games for math learning, as well as their ease of incorporation into classroom instruction. Phase II will also extend existing tools for training and supporting teachers in the use of these games for classroom instruction.The broader/commercial impact of this project is a new form of interactive learning that integrates formal classroom-based instruction with informal game-based learning within a social online environment. This new form of interactive learning keeps pace with how students interact with technology and engages them to develop deeper understanding and fluency in the subject matter at hand through games and puzzles, collaboration and competition, as well as content creation and sharing. While this Phase II SBIR focuses on the application of these methods on mathematics, the research results will be useful as a model for other subject areas as well. As the $8.2 billion textbook market in the US enters the digital age, this project will set a standard for integrating existing curriculum with digital medium that goes beyond rote memorization and drilling to building mental infrastructure and in-depth understanding. In addition, the visual nature of game-based instruction will reduce barriers to use for bilingual students and those with special needs. Finally, the market potential of this project will benefit significantly from the development of new mechanisms to measure student outcomes articulated with online tools for teachers that provide professional development and support.
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SBIR Phase I: Virtual-Worldizing ThinkMath: An Existing K-5 Math Curriculum Building Computational Fluency
  • 批准号:
    1143430
  • 项目类别:
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  • 资助金额:
    $15.0万
  • 财政年份:
    2012
  • 负责人:
    Jennifer Sun
  • 依托单位:
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