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Award Abstract # 1513432
EAGER: Collaborative Research: Virtual STEM Buddies for Personalized Learning Experiences in Free Choice Informal Learning Settings

NSF Org: IIS
Division of Information & Intelligent Systems
Recipient: GEORGIA TECH RESEARCH CORP
Initial Amendment Date: August 27, 2015
Latest Amendment Date: August 27, 2015
Award Number: 1513432
Award Instrument: Standard Grant
Program Manager: Robert Russell
IIS
 Division of Information & Intelligent Systems
CSE
 Directorate for Computer and Information Science and Engineering
Start Date: September 1, 2015
End Date: August 31, 2017 (Estimated)
Total Intended Award Amount: $25,961.00
Total Awarded Amount to Date: $25,961.00
Funds Obligated to Date: FY 2015 = $25,961.00
History of Investigator:
  • Elizabeth DiSalvo (Principal Investigator)
    edisalvo3@gatech.edu
Recipient Sponsored Research Office: Georgia Tech Research Corporation
926 DALNEY ST NW
ATLANTA
GA  US  30318-6395
(404)894-4819
Sponsor Congressional District: 05
Primary Place of Performance: Georgia Institute of Technology
225 North Ave., NW
Atlanta
GA  US  30332-0002
Primary Place of Performance
Congressional District:
05
Unique Entity Identifier (UEI): EMW9FC8J3HN4
Parent UEI: EMW9FC8J3HN4
NSF Program(s): Cyberlearn & Future Learn Tech
Primary Program Source: 01001516DB NSF RESEARCH & RELATED ACTIVIT
Program Reference Code(s): 7916, 8045
Program Element Code(s): 802000
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.070

ABSTRACT

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. This project investigates how to provide customized instructional scaffolding to young kids to learn science in unstructured, out-of-school environments. The innovation is in using 'virtual STEM buddies' (VSBs), a computerized character that functions as both a mentor and a peer, and interacts with a child across exhibits within a children's museum to help them learn about Science, Technology, Engineering, and Mathematics. Research will examine how to design and build such technologies, and how the 'virtual buddy' fits into other learning interactions (such as those between parent and child, or between museum guide and child).

The VSB, an intelligent embodied agent, will be built and pilot tested at the Children's Museum of Atlanta, with engineering research focusing on how to ensure the agent can align with the learner's knowledge and passions in what Crowley and Jacobs term 'islands of expertise'. Key features will include assessment of and alignment to the youth's prior knowledge; an interaction tailored to social construction of knowledge and continuity over time (so that the agent evolves with the child); and opportunistic instruction based on teachable moments both within and outside the museum. Engineering research will explore, in conjunction with participatory design, technologies for visitor identification (barcode, RFID, biometrics), user experience design to explore input methods in the noisy environment of a children's museum, and mechanisms to handle 'bottlenecking' of visitors (i.e., to allow an acceptable multi-user experience if multiple children want to access the VSB technology at an exhibit). The learning research will focus on discourse of youth in the museum with adults and peers, and will be augmented with a brief post exhibit attitudinal survey based on the "Changes in Attitudes about the Relevance of Science" instrument.

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

This EAGER project had two aims:

1. Better understand how the Virtual STEM Buddy (VSB) system can capture children's interest and scaffold learning in the informal learning environment of a children's museum.

 

2. Identify potential technological issues and solutions with proposed VSB features, including identifying users, appearance customization, environmental interference, user input, museum bottlenecks, interacting with users, serving children with special needs, evolving discussions over repeated visits and out-of-museum interactions.

 

To address the first aim we developed an series of formative activities with children and parents that might visit the children’s museums together. These activities were conducted in the previous year. Based upon the data collected from these activities this year we analyzed and wrote up reports on the findings. We have submitted two papers based upon this data to the ACM conference on Interaction Design and Children, and to the ACM Groupworks conference. During both review processes, we received productive feedback and are currently preparing the data to be submitted as one paper for a journal publication. 

 

The findings did inform the design and development of the technical aim and have been incorporated over the past year with the development and implementation of the VSB in the Children’s Museum of Atlanta. The VSB exhibit was successfully installed and is presently running at the Children's Museum of Atlanta. We are actively collecting data on a daily basis.

 

We also shifted from wrist-bands to simple 5-digit alphanumeric codes. Parents enter their phone number to receive a text code for each of their chidren's VSBs. This is scalable to any number of kiosks. We implemented a second STEM mini-game that has enabled us to introduce additional STEM concepts such as force, velocity, and projectile motion. Finally, we implemented a more intuitive 3D interaction technique that enables parents and children to select and manipulate 3D objects more efficiently, and has led to significantly more frequent use of the exhibit.

 

The kiosk has had over 10,000 interactions with children at the museum. The average length of each interaction is about 2-minutes for each game type. This is consistent with our goals for an engaging interaction. Children are also complete game objectives at a high rate (> 50% of games are played to completion).

 

 

 


Last Modified: 12/04/2017
Modified by: Elizabeth Disalvo

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