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SBIR Phase I: Quest-based Creative Thinking Games for Students

SBIR Phase I: Quest-based Creative Thinking Games for Students
SBIR 第一阶段:针对学生的基于任务的创造性思维游戏
批准号:
1315053
负责人:
Farzad Eskafi
金额:
$15.0万
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:
2013-07-01 至 2014-09-30

项目摘要

项目成果

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中文摘要
翻译
SBIR第一期项目的创新之处将是设计基于云的社交游戏来增强学生的创造力,并开发一套测量创造力商(CQ)分数的计算方法。创造力是通往创新之路的第一步,创新会导致商业化和创造就业机会。SparkTing将设计基于Quest的创意思维手机和基于浏览器的游戏。这些任务将使用众所周知的实用方法来设计,在这种方法中,学生必须想出不止一种有效的方法来完成它们。这种方法是创意生成(也称为“构思”)的核心,它鼓励跳出框框的思维,从而提高创造力。该项目计划开发一种结合两种方法来评估答复的独特方法:(1)发散思维方法,将根据流利性、独创性和灵活性对答复进行评估。这种方法将使用基于单词或短语的关联权重,其中算法将测量单词和短语之间的关联性的唯一性。任何唯一的关联都有更高的权重。(2)由专家和非专家对回答进行评分和影响,以评估创造力水平的混合共识评估方法。可以理解的是,专家拥有更高的影响力。更广泛的/商业影响来自基于云的基础设施,它可以处理大量实时数据,以衡量准确的CQ分数。云基础设施应支持智能手机、平板电脑和浏览器上的一系列客户端应用程序。此外,指标和建模方法将很容易为任何年龄段的人定制。最初的重点是高中和大学阶段的学生,因为这些群体开始进入劳动力大军。最初的分销渠道是通过计划中的与非营利性组织的合作伙伴关系,如JA,是的,Get-Education-ed和NFTE。
英文摘要
The innovation of this SBIR Phase I project will be to design cloud-base social games to enhance the students' creativity and develop a set of computational methods to measure the creativity quotient (CQ) score. Creativity is the first step along the journey towards innovation which leads to commercialization and job creation. SparkTing will design quest-based creative?thinking mobile and browser-based games. The quests will be designed using the well-known pragmatic approach in which the students have to come up with more than one effective way to complete them. This approach is the core of idea-generation (also known as "ideation") which encourages outside-of-the-box thinking and hence, enhances creativity. The project plans to develop a unique way to evaluate the responses using the combination of two methods: (1) Divergent-Thinking approach in which the responses will be evaluated based on fluency, originality and flexibility. This approach will use word or phrase-based associative weight where the algorithm will measure the uniqueness of the associations between words and phrases. Any unique association has a higher weight. (2) Hybrid of Consensual-Assessment approach by others in which the responses are rated and influenced by experts and non-experts to assess the level of creativity. Understandably experts have higher influence. The broader/commercial impact comes from the cloud-based infrastructure that can process large amount of real-time data to measure an accurate CQ score. The cloud infrastructure should support a range of client-side applications on smart-phones, tablets, and browsers. Furthermore, the metrics and modeling approaches will be easily customized for any age group. The initial focus is on students enrolled at the high school and college levels as these groups are beginning to enter the work-force. The initial distribution channel is through a planned partnership with nonprofit organizations such as JA, YEAH, Get-Schooled and NFTE.
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  • 批准号:
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  • 项目类别:
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  • 资助金额:
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  • 财政年份:
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  • 负责人:
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