Collaborative Research: A Semiconductor Curriculum and Learning Framework for High-Schoolers Using Artificial Intelligence, Game Modules, and Hands-on Experiences

协作研究:利用人工智能、游戏模块和实践经验为高中生提供半导体课程和学习框架

基本信息

  • 批准号:
    2342746
  • 负责人:
  • 金额:
    $ 41.5万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2024
  • 资助国家:
    美国
  • 起止时间:
    2024-06-01 至 2028-05-31
  • 项目状态:
    未结题

项目摘要

Semiconductors are essential components of electronic devices, enabling advances in important applications and systems such as communication, healthcare, and national security. In order to sustain the U.S.'s global competitiveness in the semiconductor industry, there is a growing demand for a skilled semiconductor workforce. High-schoolers are among the most frequent users of electronic devices. However, many do not know how these devices are designed and manufactured. To address the knowledge gaps and workforce needs equitably, this project will develop a semiconductor curriculum with high-school-aged students from diverse backgrounds, and with partners in higher education, K-12, and industries, enhanced with artificial intelligence (AI) and other innovative technologies. Game-based semiconductor modules will be created for students to play and learn with peers choosing culturally diverse avatars. These learning modules will be made available to a wide range of students through the project collaborator Stemuli, a game-based learning company. In addition, approximately 50 students each summer (years 2-4) will be engaged in in-person workshops hosted in Maine and Texas. Through these workshops, students will be engaged in hands-on activities and field trips to semiconductor companies where they will connect their game-based learning with industry experiences. Based on students' feedback, the workshop and game curriculum will be designed and improved iteratively. This Developing and Testing Innovations (DTI) project aims to help high-school students develop skills and career interests in the semiconductor fields through an innovative game-based learning platform, hands-on activities, and industry field trips. The overarching research question is: To what extent do the designs and integration of AI Educator(a generative AI tool for education), game-based learning, and hands-on experiences provide equitable access and strengthen students’ engagements, awareness, interests, and knowledge in STEM careers? The AI Educator will provide students with suggestions, assistance, and additional study materials about the subject matter. The AI component will be responsible for tuning the output content based on the student’s interests, hobbies, and preferences to make the experience more relatable. Data collection will include students’ attitudes, game activities, and hands-on learning outcomes. Design-based research methods will be used incorporating the NASA Task Load Index, t-test, interviews, and surveys to understand students’ learning and efficacy of the game and workshop curriculum. The Technology, Pedagogy, and Content Knowledge (TPACK) framework will be used and refined throughout the AI and game technology integrations into the semiconductor curriculum and education pathways. The project will be designed with a focus on equity, accessibility, engagement, and collaboration, catering to students from diverse backgrounds. This project is co-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 project is also co-funded by the Advancing Informal STEM Learning (AISL) program and the Discovery Research PreK-12 (DRK-12) program.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.
半导体是电子设备的重要组成部分,可以在重要的应用程序和系统(例如沟通,医疗保健和国家安全)中进步。为了维持美国在半导体行业中的全球竞争力,对熟练的半导体劳动力的需求不断增长。高中生是电子设备中最常见的用户之一。但是,许多人不知道这些设备是如何设计和制造的。为了满足知识差距和劳动力的需求,该项目将与来自潜水员背景的高中生学生以及高等教育,K-12和行业的合作伙伴一起开发半导体课程,并通过人工智能(AI)和其他创新技术增强。将创建基于游戏的半导体模块,供学生与选择文化多样的化身一起玩和学习。这些学习模块将通过项目合作者Stemuli(一家基于游戏的学习公司)提供给众多学生。此外,每年夏天约有50名学生(2 - 4年)将参加在缅因州和德克萨斯州举办的面对面研讨会。通过这些研讨会,学生将进行动手活动和进行半导体公司的实地考察,在那里他们将基于游戏的学习与行业经验联系起来。根据学生的反馈,研讨会和游戏课程将进行迭代设计和改进。这项开发和测试创新(DTI)项目旨在通过基于创新的游戏平台,动手活动和行业实地考察来帮助高中生在半导体领域发展技能和职业兴趣。总体研究问题是:AI教育者的设计和整合在多大程度上,基于游戏的学习和动手体验可以提供公平的访问并加强学生在STEM职业中的参与,意识,兴趣和知识? AI教育者将为学生提供有关该主题的建议,帮助和其他学习材料。 AI组件将根据学生的兴趣,爱好和偏好来调整输出内容,以使体验更加相关。数据收集将包括学生的与会者,游戏活动和动手学习成果。基于设计的研究方法将使用NASA任务负载指数,t检验,访谈和调查,以了解学生对游戏和研讨会课程的学习和效率。在整个AI和游戏技术集成中,将使用和完善技术,教学法和内容知识(TPACK)框架,并将其用于半导体课程和教育途径。该项目的设计侧重于公平,可访问性,参与度和协作,以适应来自潜水员背景的学生。该项目由学生和教师(ITEST)计划的创新技术经验共同资助,该计划支持对实践,计划要素,上下文和过程的理解的项目,从而有助于增加学生对科学,技术,工程和数学和数学(STEM)以及信息和信息技术(ICT)的知识和兴趣。该项目还由前进的非正式STEM学习(AISL)和Discovery Research PreK-12(DRK-12)计划共同资助。该奖项反映了NSF的法定任务,并认为通过基金会的智力优点和更广泛的影响,通过评估来获得珍贵的支持。

项目成果

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Prabuddha Chakraborty其他文献

Neural Storage: A New Paradigm of Elastic Memory
神经存储:弹性记忆的新范式
  • DOI:
  • 发表时间:
    2021
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Prabuddha Chakraborty;S. Bhunia
  • 通讯作者:
    S. Bhunia
VIPR-PCB: a machine learning based golden-free PCB assurance framework
VIPR-PCB:基于机器学习的无黄金PCB保证框架
An Automated Framework for Board-Level Trojan Benchmarking
板级特洛伊木马基准测试的自动化框架
SAVIOR: A Sustainable Network of Vehicles with Near-Perpetual Mobility
SAVIOR:具有近乎永久移动性的可持续车辆网络
  • DOI:
    10.1109/iotm.001.2200201
  • 发表时间:
    2023
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Prabuddha Chakraborty;Reiner N. Dizon;S. Bhunia
  • 通讯作者:
    S. Bhunia
Automatic Software Timing Attack Evaluation & Mitigation on Clear Hardware Assumption

Prabuddha Chakraborty的其他文献

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Collaborative Research: A Semiconductor Curriculum and Learning Framework for High-Schoolers Using Artificial Intelligence, Game Modules, and Hands-on Experiences
协作研究:利用人工智能、游戏模块和实践经验为高中生提供半导体课程和学习框架
  • 批准号:
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  • 财政年份:
    2024
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  • 项目类别:
    Standard Grant
Collaborative Research: A Semiconductor Curriculum and Learning Framework for High-Schoolers Using Artificial Intelligence, Game Modules, and Hands-on Experiences
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