SBIR Phase I: A game-based, cross-cutting physics and chemistry mobile application for grades 9-12
SBIR Phase I: A game-based, cross-cutting physics and chemistry mobile application for grades 9-12
批准号:
1622124
负责人:
William Schneller
金额:
$22.5万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2016
资助国家:
美国
项目状态:
已结题
起止时间:
2016-07-01 至 2017-06-30
中文摘要
SBIR第一阶段项目将为9-12年级的学生开发基于游戏的移动的交叉物理和化学应用程序。2011年,国家研究理事会(NRC)发布了下一代科学标准(NGSS)的最终框架。NGSS已被17个州和哥伦比亚特区采用,强调跨领域的科学,技术,数学和工程(STEM)概念,但这些概念往往尚未纳入9-12年级的课程。通过利用互动媒体的内在吸引力和直观性来进行学习,该项目旨在解决这一差距,使学生参与边做边学的方法,包括解决问题和奖励学生的进步。互动媒体,特别是基于游戏的学习,开始在课堂上获得动力,作为教师主导教学的补充。让更多的年轻人参与科学对我们的国家至关重要,这既可以培养知情的公民,也可以为下一代熟练的专业人员做好适当的准备。除了直接为熟练的美国公民创造几个就业机会外,该项目的努力将有助于为教育技术行业提供商业上可行的移动的应用,该行业目前每年价值15亿美元,并且还在增长。该项目将关注辐射能,包括其物理属性,以及这些属性如何与自然世界相互作用(化学,生物,地质,天文),以及如何利用辐射能的工程和技术应用。这将引导学生思考真实世界的场景,并学习STEM的自然连接性如何使他们能够形成一个广泛的心理网格,强调生物,物理和数学世界中的深层关系。广义上的光是电磁辐射能,包括无线电波、紫外线辐射、可见光、伽马射线。无论是哪种类型,光速都是相同的,c1 = 2.9979245 m/s ~108 m/s。这种联系往往是失去了对学生,因为没有合适的方式在课堂上教这一点。与NGSS和交互式应用程序在复杂系统建模中的强大潜力相一致,该项目将为教育工作者提供一种工具,使用动手方法来传达这些概念。这一创新是基于这样的证据,即与传统的讲座或视听教学技术相比,积极参与学习可以将信息保留率提高45%。此外,游戏化的元素进一步提高了学生的参与度和成就感。
英文摘要
This SBIR Phase I project will enable the development of a game-based, mobile cross-cutting physics and chemistry application for students in grades 9-12. In 2011 the National Research Council (NRC) published the final framework for the Next Generation Science Standards (NGSS). The NGSS, which have been adopted by 17 states and the District of Columbia, place an emphasis on cross-cutting science, technology, math and engineering (STEM) concepts, but these concepts are often not yet incorporated in 9-12 grade curriculum. By leveraging the intrinsic appeal and intuitive nature of interactive media for learning, this project aims to address this gap, engendering student engagement with a learn-by-doing approach that incorporates problem solving and rewards student progress. Interactive media, specifically game-based learning, is beginning to gain momentum in classrooms as a complement to teacher-led instruction. The engagement of more young people in science is critical for our nation, both to create informed citizens and to properly prepare the next generation of skilled professionals. In addition to directly creating several jobs for skilled US citizens, the efforts of this project will contribute to a commercially viable mobile application for an educational technologies industry that is currently valued at $1.5 billion per annum and growing.This project will focus on radiant energy, including its physical attributes, how these attributes interact with the natural world (chemical, biological, geological, astronomical), and how radiant energy is harnessed for engineering and technological applications. This will lead students to think about real-world scenarios and learn how the natural connectivity of STEM will enable them to formulate a broad mental lattice which emphasizes the deep relationships within the biological, physical, and mathematical worlds. Light in the broad sense is electromagnetic radiant energy and includes radio waves, UV irradiation, visible light, gamma rays. Regardless of which type it is, the speed of light is the same, c, = 2.9979245Å~108 m s-1. This connection is often lost on students as there is no suitable way of teaching this in the classroom. In concert with the NGSS and the powerful potential of interactive applications in modeling complex systems, this project will give educators a tool to communicate these concepts using a hands-on approach. This innovation is based on evidence that active participation in learning can increase information retention rates by as much as 45% when compared to traditional lecture or audiovisual teaching techniques. In addition, the element of gamification further increases student engagement and sense of achievement.
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