Educational Media to Promote healthcare Awareness through an Immersive Experience (EMPATHIE)
Educational Media to Promote healthcare Awareness through an Immersive Experience (EMPATHIE)
批准号:
10696704
负责人:
Eileen T. Krepkovich
金额:
$83.79万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2018
资助国家:
美国
项目状态:
未结题
起止时间:
2018-09-01 至 2025-04-30
关键词:
AddressArchitectureAwardAwarenessBiological SciencesComputer softwareDevelopmentEducationElectromyographyEmpathyEnsureEvaluationFeedbackFosteringGoalsHealth PersonnelHealth SciencesHealthcareHealthcare promotionInstructionK-12 studentLearningLearning ModuleMedicalMiddle School StudentModelingModernizationMotionMotorMusclePatientsPerformancePhasePhysical EducationPlayPopulationProblem SolvingProcessPublic HealthResearchRoleSTEM fieldScienceScience, Technology, Engineering and MathematicsScience, Technology, Engineering and Mathematics EducationSmall Business Innovation Research GrantSocietiesSoftware DesignStudentsSystemTeacher Professional DevelopmentTechnologyTestingThinkingUnderrepresented PopulationsUnderrepresented StudentsUpdateVideo GamesWorkWorkplacecareercomputer sciencedesigndigital mediadisabilitydisorder controlengineering designethnic minorityevidence baseexperiencefeasibility testinggame developmentgaming environmentgirlsimprovedinnovationinquiry-based learninginterestjunior high schoolmathematical learningmathematics contentminority studentmotor controlnew technologynovelpersonalized learningphysical scienceprogramsprototyperacial minoritysensorsocioeconomicsstudent participationteachertheoriestoolusabilityuser centered designwireless
中文摘要
项目总结/摘要
重要性:EMPATHIE是一个独特的学习系统,它以一种独特的方式介绍医疗保健和科学概念。
富有想象力和吸引力的平台。该系统结合了创新的基于动作的游戏界面,
软件,提供身临其境的体验到运动控制障碍,并促进基于查询
挑战重要的是,课程模块呈现给学生的重点是设计思维和
同情,使不同能力和背景的学生积极的经验。
需要解决的问题:美国学生在科学、技术、工程和技术方面的表现很差,
数学(STEM)领域;追求STEM和医疗保健职业的学生人数不足以满足
现代工作场所的需求。针对STEM教育的交互式数字媒体(IDM)提供
学生有吸引人的经验,提高学习和STEM领域的兴趣。然而,设计
一个有效的学习软件,并随时适用于教室是一个具有挑战性的任务,特别是
when the goal目标is to engage参与a range范围of social社会经济groups组.
长期目标:提高来自不同背景的K-12学生的STEM学习和兴趣。
第一阶段成果:在第一阶段工作期间,开发了一个EMPATHIE原型系统,并经验证,
在教室环境中使用肌电图传感器。中学生评价
在EMPATHIE课程之后,科学学习在统计学上显著增加。
第二阶段假设:SBIR第二阶段计划将测试完成以下课程的学生的假设:
EMPATHIE课程,扩展为中学生命科学,物理科学和工程设计,将看到
与对照课相比,科学兴趣和学习都有统计学上的显著增加。
II期总结:巴伦联合公司(严肃视频游戏领域屡获殊荣的创新者)
与支持STEM设计思维和多样性的教育领导者合作,
程序.第二阶段计划的具体目标是:(1)开发第二阶段商业就绪的
肌电图游戏控制硬件;(2)进行参与式设计会议,以告知更新的游戏
故事框架和参与机制针对各种学生群体,并获得
教师的反馈;(3)创建课程内容,扩展第一阶段的课程,用于其他科学
教室,沿着教师培训材料;(4)开发第二阶段EMPATHIE游戏软件,
扩展的课程内容和学习挑战;(5)执行可用性测试;(6)进行正式的
评估中学生的学习和参与水平,
EMPATHIE游戏
影响:该系统将通过增加学生的学习,
促进对医疗保健职业的兴趣。
英文摘要
PROJECT SUMMARY/ABSTRACT
Significance: EMPATHIE is a unique learning system that introduces healthcare and science concepts in an
imaginative and engaging platform. The system combines an innovative motion-based game interface with
software that provides an immersive experience into motor control disorders and promotes inquiry-based
challenges. Importantly, lesson modules are presented to the student with a focus on design thinking and
empathy to enable a positive experience for students of diverse of abilities and backgrounds.
Problem to be Addressed: U.S. students rank poorly for performance in science, technology, engineering, and
math (STEM) fields; the number of students who pursue STEM and healthcare careers is not sufficient to meet
the needs of the modern workplace. Interactive digital media (IDM) targeted towards STEM education provide
students with engaging experiences that improve learning and interest in the STEM fields. However, design of
software that is effective for learning and readily applicable to classrooms is a challenging task, particularly
when the goal is to engage a range of socioeconomic groups.
Long-Term Goal: Improve STEM learning and interest in K-12 students from diverse backgrounds.
Phase I Results: During the Phase I effort, a prototype EMPATHIE system was developed and verified to be
functional with electromyography sensors in a classroom setting. Evaluation with middle school students
demonstrated a statistically significant increase in science learning following the EMPATHIE lesson.
Phase II Hypotheses: The SBIR Phase II program will test the hypotheses that students who complete
EMPATHIE lessons, expanded for middle school life science, physical science, and engineering design, will see
statistically significant increases in both science interest and learning compared to a control lesson.
Phase II Summary: Barron Associates, Inc. (award-winning innovators in the field of serious video games) has
partnered with educational leaders who champion design thinking and diversity in STEM for this SBIR Phase II
program. The specific objectives of the Phase II program are to: (1) develop the Phase II commercial-ready
electromyography game-control hardware; (2) conduct participatory design sessions to inform updated game
story frameworks and engagement mechanisms targeted towards a variety of student populations and obtain
feedback from teachers; (3) create lesson content, which expands the Phase I lessons for use in additional science
classrooms, along with teacher training materials; (4) develop the Phase II EMPATHIE game software comprised
of expanded lesson content and learning challenges; (5) perform usability testing; and (6) conduct formal
assessment of learning and engagement levels with middle school students following sessions with the
expanded EMPATHIE game.
Impact: The system will have a significant impact on STEM education by increasing student learning and
promoting interest in healthcare careers.
期刊论文(0)
专著(0)
科研奖励(0)
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