
NSF Org: |
DRL Division of Research on Learning in Formal and Informal Settings (DRL) |
Recipient: |
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Initial Amendment Date: | September 6, 2013 |
Latest Amendment Date: | September 6, 2013 |
Award Number: | 1252146 |
Award Instrument: | Standard Grant |
Program Manager: |
Gregg Solomon
gesolomo@nsf.gov (703)292-8333 DRL Division of Research on Learning in Formal and Informal Settings (DRL) EDU Directorate for STEM Education |
Start Date: | September 15, 2013 |
End Date: | August 31, 2018 (Estimated) |
Total Intended Award Amount: | $885,745.00 |
Total Awarded Amount to Date: | $885,745.00 |
Funds Obligated to Date: |
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History of Investigator: |
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Recipient Sponsored Research Office: |
200 UNIVERSTY OFC BUILDING RIVERSIDE CA US 92521-0001 (951)827-5535 |
Sponsor Congressional District: |
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Primary Place of Performance: |
Department of Psychology Riverside CA US 92521-0001 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): | REAL |
Primary Program Source: |
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Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.076 |
ABSTRACT
This 5-year research proposal lays out a set of studies that will be conducted across 3 sites (UC-Riverside, Northwestern University, and Georgetown University) with 18 month old to 6 year old children to explore how the relationships that children form with fictional characters (called parasocial) in DVDs and other digital media utilizing intelligent agents influence their learning of STEM concepts. The studies, though all focused on social attachment with media figures, use different measures and different stimuli: some assess children's perceptions of known media characters, while others introduce novel artifacts such as interactional toys. Little is known about how children's relationships with characters traverse different media platforms and whether similar learning principles apply in different media environments. In this research, the collaborative group of investigators brings the developmental and communication research areas into contact with the work in the learning sciences in a series of studies examining the formation and impact of parasocial relationships with characters in the toddler and preschool years.
This project addresses children's social experiences with characters on TV, DVDs, or as intelligent on-line agents (called avatars), and how these experiences can support STEM learning. Young children form strong relationships with their favorite characters. These characters can be used as positive role models for children and also have the potential to provide continuity for children as they are exposed to math and science in different environments (e.g., home, school). The guidelines and principles derived from this work should help policy makers, educators, and companies make better use of the media characters that pervade the daily experiences of children to improve STEM education.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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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 collaborative project brought together a team of three research sites to examine the contextual (parents’ and teachers’ perceptions of the role of technology in science education; available options in the media landscape) and social-cognitive (children’s perceptions of video characters and intelligent agents) factors that support learning from educational video and interactive media in early childhood. Collectively, several main findings emerged from this project.
First, about 2/3 of parents recognize that both science and mathematics are relevant and advantageous to their child in the future. Parents also believe that children can learn STEM concepts from digital media. More than 2/3 of respondents believe that their child learns about science from television, DVDs, and apps on mobile devices, while approximately 3/4 of respondents believe that their child learns about math from television, DVDs, and online video tutorials. That being said, there are differences in the representation of science and math topics on preschool children’s programming, with some topics like working with numbers being overrepresented compared to other topics, such as natural hazards. In addition, parents of STEM career families report their children use less science and math media compared to parents of non-STEM career families. Additionally, parents of non-STEM career families who use the most media report their children have significantly worse science and math skills.
Second, between the ages of 18 months and 2 years, children who have formed an emotional bond with an on-screen character (especially if they have a toy that represents that character) will be more likely to learn foundational math skills from that character. As children become 3- to 6-years-old, their learning from video characters continues to be driven by social-cognitive factors, such as trusting that an animated child character is a relevant source of information for how to solve a difficult problem. Eye-tracking studies found that 4- to 5-year-old children looked more at characters who exerted high effort to solve problems, and also imitated more from those characters; in contrast, 5- to 6-year-olds looked more at characters they perceived to be expert problem solvers, and also transferred more from those characters. Gender also plays an important role during these years: we have found that preschoolers do have gender-based stereotypes for familiar television characters, with male characters seen as being more interested in science than female characters. In addition, boys and girls are more likely to identify with characters that corresponded with their perceived gender. In sum, when presented with educational video, children are relying on their prior experiences with the characters they see as well as their existing gender stereotypes to determine whether the character is sharing relevant information, whether to attend to that information, and whether to use that information in a novel setting.
Third, learning from interactive media demonstrates can also build on social-cognitive mechanisms of learning, however, our newest findings suggest the need for much more research into the mechanisms of learning through interactive games in early childhood. Our studies have found that having an interactive intelligent agent who responds in meaningful and contingent ways with a child learner promotes early math learning. However, interactivity through tablet play contributed to better performance on near transfer tasks, while participants in a non-interactive condition performed better on far transfer tasks.
Last Modified: 11/26/2018
Modified by: Rebekah Richert
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