Supporting Early Learning of Computational Thinking Using Mixed Reality Technology

使用混合现实技术支持计算思维的早期学习

基本信息

  • 批准号:
    2049046
  • 负责人:
  • 金额:
    $ 64.26万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2021
  • 资助国家:
    美国
  • 起止时间:
    2021-09-01 至 2024-08-31
  • 项目状态:
    已结题

项目摘要

This project will introduce young children to computational thinking, which involves breaking down complex problems into manageable pieces, identifying steps and sequences to solve the problem, and generalizing a solution to solve similar problems. Problem-solving skills are foundational and cut across science, technology, engineering, and mathematics (STEM) domains and disciplines. The project will research and develop an innovative mixed reality (MR) learning environment combining visual displays and a robot with programmable movement. Children in grades K-2 will program the robot to solve path-finding problems. Hints and obstacles in each problem scenario will be presented on a computer tablet. The project environment will be designed mainly for one-on-one use wirelessly and flexibly in either formal or informal settings. Participating children and teachers will be recruited through partnerships with schools in communities that have traditionally been underrepresented in STEM. The project design will be grounded in research on embodied cognition, culturally responsive teaching, child development, and human-computer interaction, to develop experiential, inclusive, and playful learning experiences. Three main research questions include 1) what design elements are critical for an effective MR environment? 2) how do children’s positive affect and understanding of sequences and symbols evolve as they participate in the task over time? and 3) what do teachers need to succeed as facilitators? To promote computational thinking skills, children will be engaged in path-finding tasks that will require them to guide a robot to arrive at a destination through the right path. The design of the learning environment and the research will be interwoven in an iterative cycle of design, testing, and development. in addition to traditional data collection methods, sensors will be employed for collection of children’s own movement data. The effectiveness of the environment on learners' understanding and positive affect will be examined by comparing the intervention group with a control group. Teachers will be involved from the start to incorporate their practical insights and feedback into designs, and the project team will implement teacher workshops in years 2 and 3 to better understand their needs. The project will disseminate project research findings and resources widely to researchers, designers, and educators. This project is funded by the Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
该项目将向幼儿介绍计算思维,这涉及将复杂的问题分解为可管理的部分,确定解决问题的步骤和序列,并概括解决类似问题的解决方案。解决问题的技能是基础和跨科学,技术,工程和数学(STEM)领域和学科的削减。该项目将研究和开发一个创新的混合现实(MR)学习环境,结合了视觉显示和与可编程运动的机器人。 K-2年级的儿童将编程机器人以解决路径发现问题。在每个问题场景中,将在计算机平板电脑上呈现提示和障碍。项目环境将主要针对一对一的一对一使用,在正式或非正式设置中无线和灵活地使用。参与的儿童和教师将通过与传统在STEM中代表不足的社区的学校建立合作伙伴关系。项目设计将基于有关体现认知,文化响应式教学,儿童发展和人类计算机互动的研究,以发展经验,包容性和嬉戏的学习经验。三个主要研究问题包括1)哪些设计元素对于有效的MR环境至关重要? 2)随着时间的流逝,儿童对序列和符号的积极影响和理解如何发展? 3)教师作为促进者需要什么?为了促进计算思维能力,孩子将从事探路任务,这将要求他们指导机器人通过正确的道路到达目的地。学习环境和研究的设计将在设计,测试和开发的迭代循环中交织在一起。除了传统的数据收集方法外,传感器还将用于收集儿童自己的运动数据。环境对学习者理解和积极影响的有效性将通过将干预组与对照组进行比较来检查。从一开始,教师将参与其中,将他们的实用见解和反馈纳入设计中,项目团队将在第2和3年内实施教师研讨会,以更好地了解他们的需求。该项目将向研究人员,设计师和教育者广泛传播项目研究结果和资源。该项目是由学生和教师(ITEST)计划的创新技术经验资助的,该计划支持对实践,计划要素,环境,环境和过程的理解,从而有助于增加学生对科学,技术,工程和数学和数学(STEM)的知识和兴趣的促进知识和兴趣(STEM)以及通过ICT的信息(ICT)奖,以反映了NSF的启动奖,并反映了DEEM的宣传,并证明了该奖项。和更广泛的影响审查标准。

项目成果

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Yanghee Kim其他文献

Validating pedagogical agent roles: Expert, Motivator, and Mentor
验证教学代理角色:专家、激励者和导师
Effects of learner–instructor relationship-building strategies in online video instruction
在线视频教学中学习者与教师关系建立策略的影响
  • DOI:
    10.1080/01587919.2015.1019965
  • 发表时间:
    2015
  • 期刊:
  • 影响因子:
    7.3
  • 作者:
    Yanghee Kim;Jeffrey Thayne
  • 通讯作者:
    Jeffrey Thayne
Pedagogical agents as social models in an online learning environment MathGirls
教学代理作为在线学习环境中的社会模型 MathGirls
Scaffolding Learner Motivation through a Virtual Peer
通过虚拟同伴搭建学习者动机
  • DOI:
  • 发表时间:
    2006
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Yanghee Kim;E. Hamilton;Jinjie Zheng;A. L. Baylor
  • 通讯作者:
    A. L. Baylor
Desirable Characteristics of Learning Companions
学习伙伴的理想特征

Yanghee Kim的其他文献

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{{ truncateString('Yanghee Kim', 18)}}的其他基金

Modulation of Macrophage Response by Nitric Oxide delivery from Nanoclay based Hydrogels for Skin Tissue Regeneration
通过纳米粘土水凝胶递送一氧化氮调节巨噬细胞反应以促进皮肤组织再生
  • 批准号:
    MC_PC_21012
  • 财政年份:
    2021
  • 资助金额:
    $ 64.26万
  • 项目类别:
    Intramural
EXP: Inclusive Design for Engaging All Learners (IDEAL): Designing Technology for Cultural Brokering
EXP:吸引所有学习者的包容性设计(IDEAL):文化经纪设计技术
  • 批准号:
    1839194
  • 财政年份:
    2018
  • 资助金额:
    $ 64.26万
  • 项目类别:
    Standard Grant
EXP: Inclusive Design for Engaging All Learners (IDEAL): Designing Technology for Cultural Brokering
EXP:吸引所有学习者的包容性设计(IDEAL):文化经纪设计技术
  • 批准号:
    1623561
  • 财政年份:
    2017
  • 资助金额:
    $ 64.26万
  • 项目类别:
    Standard Grant
GSE/RES Learning Companions as Change Agents: Improving Girls' Self-efficacy Beliefs in Learning Math
GSE/RES 学习伙伴作为变革推动者:提高女孩学习数学的自我效能信念
  • 批准号:
    0522634
  • 财政年份:
    2005
  • 资助金额:
    $ 64.26万
  • 项目类别:
    Continuing Grant

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