SBIR Phase I: Quest-based Creative Thinking Games for Students
SBIR Phase I: Quest-based Creative Thinking Games for Students
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
中文摘要
SBIR第一阶段项目的创新之处在于设计云端社交游戏,以提升学生的创造力,并开发一套计算方法来衡量创造力商数(CQ)得分。 创造力是走向创新的沿着的第一步,创新将导致商业化和创造就业机会。SparkTing会设计任务型创意吗?思考移动的和浏览器游戏。 这些任务将使用众所周知的实用主义方法来设计,学生必须想出一种以上的有效方法来完成它们。 这种方法是创意产生(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独特的方法来评估使用两种方法相结合的反应:(1)发散思维的方法,其中的反应将根据流畅性,独创性和灵活性进行评估。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的唯一性。任何独特的关联都具有更高的权重。(2)其他人对答案进行评级和影响的专家和非专家的混合评估方法,以评估创造力的水平。专家的影响力更大。更广泛的商业影响来自于基于云的基础设施,它可以处理大量实时数据来测量准确的CQ分数。 云基础设施应该支持智能手机、平板电脑和浏览器上的一系列客户端应用程序。此外,度量和建模方法将很容易为任何年龄组定制。 最初的重点是高中和大学入学的学生,因为这些群体开始进入劳动力市场。 最初的分销渠道是通过与JA、YEAH、Get-Schooled和NFTE等非营利组织的计划合作。
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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SBIR Phase II: Large-scale Creative Thinking Assessment for the Workforce
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批准号:1632266
-
项目类别:Standard Grant
-
资助金额:$75.0万
-
财政年份:2016
-
负责人:Farzad Eskafi
-
依托单位:
SBIR Phase I: Workforce Creative thinking Assessment
-
批准号:1519525
-
项目类别:Standard Grant
-
资助金额:$15.0万
-
财政年份:2015
-
负责人:Farzad Eskafi
-
依托单位:
国内基金
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