EXP: Promoting Learning through Annotation of Embodiment (PLAE)

EXP:通过体现注释促进学习(PLAE)

基本信息

  • 批准号:
    1522945
  • 负责人:
  • 金额:
    $ 55.4万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2015
  • 资助国家:
    美国
  • 起止时间:
    2015-09-01 至 2019-08-31
  • 项目状态:
    已结题

项目摘要

The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. The Promoting Learning through Annotation of Embodiment (PLAE) project will research how new motion-tracking technologies and augmented reality can be adapted to support young children's science learning in the classroom. Embodied resources - gesture, physical motion, and one's location in space - are increasingly recognized as important modalities for students to engage and better understand science and mathematics concepts. However, these embodied resources need to be connected to other intellectual resources more readily recognized by school-notation systems, mathematical equations, graphs, and scientific vocabulary. The project will investigate how the ability to label, identify, and view key elements of activity within augmented reality learning environments support student reflection on scientific content in the physical sciences. Project research will help develop the foundations for the application of technology systems employing embodied resources combined with annotation to support children's learning of basic science concepts. Because of the popularity of motion-tracking interfaces for commercial computer gaming (e.g. the Xbox Kinect and Wii), the capabilities of less expensive motion-tracking systems are rapidly advancing to the point where practical classroom applications can be developed in the near future.The project will research how annotations of embodied play simulations in an augmented reality environment can direct student attention towards key scientific concepts while providing them with opportunities to reflect upon and revise their understanding of those concepts. After development and pilot testing of the system, students will be assigned to one of two conditions that involve either: (1) all student-generated annotations or (2) all teacher- and researcher-created annotations. By contrasting these two models, the project will be able to explore in detail the role of annotation in supporting students' reflection within embodied modeling activities, and to further demonstrate the value that is added by allowing students to design and negotiate their own annotations. There will be two main sources of data for each of the experiments: (1) a pre-post content measure to assess overall growth in student understanding of the particulate nature of matter, and (2) project coding and analysis of videos of student activity to analyze the types of learning processes promoted by the technology and curriculum, with a focus on how the annotation features support reflection about the underlying rules of the system. The results of this research will inform the design of future educational technologies which rely upon embodied motion.
网络学习和未来的学习技术计划资助的工作将有助于设想下一代学习技术,并促进我们对人们在技术丰富的环境中学习的了解。网络学习探索(EXP)项目通过设计和构建新型的学习技术并研究其促进学习和有效使用它们的挑战的可能性,探索新型学习技术的生存能力。通过体现(PLAE)项目的注释来促进学习将研究新的运动跟踪技术和增强现实如何适应课堂上的幼儿科学学习。体现的资源 - 手势,体力以及一个人在太空中的位置 - 被越来越被认为是学生参与和更好地理解科学和数学概念的重要方式。但是,这些体现的资源需要与其他智力资源联系起来,更容易通过学校通知系统,数学方程式,图形和科学词汇来认可。该项目将调查如何在增强现实学习环境中标记,识别和查看活动的关键要素的能力支持学生对物理科学中科学内容的反思。 项目研究将有助于开发采用具有体现资源的技术系统的基础,并结合注释来支持儿童对基础科学概念的学习。由于商业计算机游戏的运动跟踪界面的流行(例如Xbox Kinect和Wii),较便宜的运动跟踪系统的能力正在迅速发展到可以在不久的将来开发实用的课堂应用的程度。那些概念。在对系统进行开发和试点测试之后,学生将被分配到涉及的两个条件之一:(1)所有学生生成的注释或(2)所有教师和研究人员创建的注释。通过对比这两个模型,该项目将能够详细探讨注释在体现建模活动中支持学生反思中的作用,并进一步证明通过允许学生设计和谈判自己的注释来添加的价值。每个实验将有两个主要数据来源:(1)一项验证前内容措施,以评估学生对物质颗粒性质的总体了解的整体增长,以及(2)项目编码和分析学生活动视频,以分析由技术和课程促进的学习过程的类型,并重点介绍了对批准特征的重点,以支持对系统范围的批准。这项研究的结果将为依靠体现运动的未来教育技术设计。

项目成果

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Joshua Danish其他文献

A First Step in Using Machine Learning Methods to Enhance Interaction Analysis for Embodied Learning Environments
使用机器学习方法增强实体学习环境交互分析的第一步
  • DOI:
    10.48550/arxiv.2405.06203
  • 发表时间:
    2024
  • 期刊:
  • 影响因子:
    0
  • 作者:
    J. Fonteles;Eduardo Davalos;S. AshwinT.;Yike Zhang;Mengxi Zhou;Efrat Ayalon;Alicia C. Lane;Selena Steinberg;Gabriella Anton;Joshua Danish;Noel Enyedy;Gautam Biswas
  • 通讯作者:
    Gautam Biswas
An Elementary Teacher’s Development of Using Representations: Comparing 2 Years’ Teaching in Earth Science Unit
一名小学教师使用表征的发展:地球科学单元两年教学的比较
  • DOI:
    10.1080/1046560x.2023.2291246
  • 发表时间:
    2023
  • 期刊:
  • 影响因子:
    1.9
  • 作者:
    Qiu Zhong;Meredith A. Park Rogers;Celeste Nicholas;Joshua Danish;Cindy E. Hmelo
  • 通讯作者:
    Cindy E. Hmelo
The Role of the Physical Space in Distributed Intelligence
物理空间在分布式智能中的作用
  • DOI:
  • 发表时间:
    2022
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Michael Tissenbaum;Robb Lindgren;James Planey;Emma Mercier;Jina Kang;Morgan Vickery;Mengxi Zhou;Katie Headrick;Kaleb Taylor;Germinaro;Jim Slotta;Tom Moher;Nathan Kimball;Concord Consortium;Jessica Roberts;Georgia Tech;Kyle Leinart;Joshua Danish
  • 通讯作者:
    Joshua Danish
Using network visualizations to engage elementary students in locally relevant data literacy
使用网络可视化让小学生参与本地相关的数据素养
  • DOI:
    10.1108/ils-06-2023-0069
  • 发表时间:
    2023
  • 期刊:
  • 影响因子:
    3.4
  • 作者:
    Mengxi Zhou;Selena Steinberg;Christina Stiso;Joshua Danish;Kalani Craig
  • 通讯作者:
    Kalani Craig

Joshua Danish的其他文献

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{{ truncateString('Joshua Danish', 18)}}的其他基金

Collaborative Research: Integrating Students’ Interests, Identities and Ways of Knowing with Network Visualization Tools to Explore Data Literacy Concepts
协作研究:将学生的兴趣、身份和认知方式与网络可视化工具相结合,探索数据素养概念
  • 批准号:
    2241705
  • 财政年份:
    2023
  • 资助金额:
    $ 55.4万
  • 项目类别:
    Standard Grant
Collaborative Research: Engaging students in discourse about criteria for judging scientific models
合作研究:让学生参与讨论科学模型的判断标准
  • 批准号:
    2300832
  • 财政年份:
    2023
  • 资助金额:
    $ 55.4万
  • 项目类别:
    Continuing Grant
Generalized Embodied Modeling to support Science through Technology Enhanced Play
广义体现建模通过技术增强游戏支持科学
  • 批准号:
    1908632
  • 财政年份:
    2019
  • 资助金额:
    $ 55.4万
  • 项目类别:
    Continuing Grant
Collaborative Research: Scaffolding Explanations and Epistemic Development for Systems
协作研究:系统的脚手架解释和认知发展
  • 批准号:
    1761019
  • 财政年份:
    2018
  • 资助金额:
    $ 55.4万
  • 项目类别:
    Standard Grant
DIP: Collaborative Research: Interactive Science Through Technology Enhanced Play (iSTEP)
DIP:协作研究:通过技术增强游戏进行互动科学 (iSTEP)
  • 批准号:
    1628918
  • 财政年份:
    2016
  • 资助金额:
    $ 55.4万
  • 项目类别:
    Standard Grant

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