Collaborative Research: Adaptable Game-based, Interactive Learning Environments for STEM Education (AGILE STEM)

协作研究:适用于 STEM 教育的适应性强、基于游戏的交互式学习环境 (AGILE STEM)

基本信息

  • 批准号:
    2302815
  • 负责人:
  • 金额:
    $ 15万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2023
  • 资助国家:
    美国
  • 起止时间:
    2023-09-15 至 2026-08-31
  • 项目状态:
    未结题

项目摘要

Learners of all ages are expected to be prepared to interact with emerging and technology-driven work environments. In addition, the growing reliance on online learning and its unprecedented and unexpected acceleration due to the COVID-19 pandemic are expected to change the education landscape forever. Thus, there is a need to grow the development of digital platforms for teaching and learning. Emerging technologies such as machine learning and high fidelity simulated environments have the potential to create customized and adaptable learning environments to support STEM learning outcomes. This project serves the national interest by advancing the knowledge about designing and creating adaptable game-based, interactive learning environments for STEM. The inclusion of underrepresented minority and female learners in the design stages of these learning environments, their portability, as well as the capability of these environments to be customized and adaptive have the potential to enhance education equality, engagement, and learning outcomes, and broaden their usability to several STEM domains. Moreover, the narratives and simulation models are inspired by real-world systems. Therefore, the learning environments are expected to enhance the learner’s understanding of complex system concepts that are challenging to understand using traditional teaching approaches and will help build the much-needed skills for the U.S. future STEM workforce. The proposed emerging technologies do not necessarily need access to specialized equipment, which eliminates barriers to scalability and border implementation and use. The primary goals of this project are to automatically customize and adapt three-dimensional (3D) simulated game-based learning environments to improve engagement, and provide a deeper understanding of their design, development, and deployment, impact on learning and self-regulated learning (SRL) skills, and knowledge transferability from the learning environments to real-life applications. The project addresses the lack of scientific evidence and/or work in the following thrust areas: 1) the potential of reducing the barriers to content generation of 3D simulated game-based learning environments using emerging and advanced machine-learning methods; 2) creating customized content and adaptive 3D simulated game-based learning environments that improve and maintain learners motivation and engagement, enhance learning via instructional assistive content scaffolding, and increase knowledge transferability from game to real-life applications; 3) assessing the effectiveness of the learning environments for all learner groups in online and residential settings; and 4) exploring how learner decision-making and behavior data in the simulated game-based learning environments, and eye-tracking, facial expressions, bio-signals, and usage data, enhance knowledge about the relationships between decision-making/usage and SRL skills development.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.
所有年龄段的学习者都有望与新兴和技术驱动的工作环境进行互动。此外,预计由于19日大流行而导致的对在线学习及其前所未有且意外的加速度的认识将永远改变教育格局。这是有必要发展数字平台的教学。诸如机器学习和高保真模拟环境之类的新兴技术有可能创建自定义且适应能力的学习环境,以支持STEM学习成果。该项目通过促进有关设计和创建基于游戏的互动学习环境的知识来促进国家兴趣。在这些学习环境的设计阶段中,包括代表性不足的少数群体和女性学习者包括其可移植性以及这些环境的能力进行定制和适应性的能力,有可能增强教育平等,参与度和学习的影响,并将其可用性扩大到多个STEM领域。此外,叙事和仿真模型受到现实世界系统的启发。因此,期望学习环境可以增强学习者对复杂系统概念的理解,这些概念要使用传统的教学方法来理解,并将有助于为美国未来的STEM劳动力建立急需的技能。拟议的新兴技术不一定需要使用专用设备,这消除了可扩展性以及边界实施和使用的障碍。该项目的主要目标是自动自定义和调整基于游戏的学习环境,以改善参与度,并对他们的设计,开发和部署,对学习和自我调节的学习(SRL)技能以及从学习环境转移到现实生活应用的影响。该项目解决了缺乏科学证据和/或在以下推力领域中工作的问题:1)使用新兴和先进的机器学习方法来减少内容生成3D模拟的基于游戏的学习环境的障碍的潜力; 2)创建定制的内容和自适应3D模拟的基于游戏的学习环境,以改善和维护学习者的动力和参与度,通过教学辅助内容脚手架增强学习,并提高从游戏到现实生活应用程序的知识传递性; 3)评估在线和居民设置中所有学习者群体的学习环境的有效性; and 4) exploring how learner decision-making and behavior data in the simulated game-based learning environments, and eye-tracking, facial expressions, bio-signals, and usage data, enhance knowledge about the relationships between decision-making/usage and SRL skills development.This award reflects NSF's statutory mission and has been deemed precious of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.

项目成果

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