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Purposes Research, development and demonstrations of learning technologies that could include simulations, games, virtual worlds, intelligent tutors, performance-based assessments, and innovative approaches to pedagogy that these tools can implement. Design and testing of components needed to build prototype systems. Research to determine how these new systems can best be used to build interest and expertise in learners of different ages and backgrounds.
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National Center for Research in Advanced Information and Digital
Technologies
Henry KellyFederation of American Scientists
NITRD BriefingSeptember 16, 2008
The National Center for Research in Advanced Information and Digital Technologies is part of the reauthorization of the Higher Education Act (section 802) approved by Congress on July 31, 2008, and signed into law by President Bush on August 14, 2008.
Purposes• Research, development and demonstrations of learning
technologies that could include simulations, games, virtual worlds, intelligent tutors, performance-based assessments, and innovative approaches to pedagogy that these tools can implement.
• Design and testing of components needed to build prototype systems.
• Research to determine how these new systems can best be used to build interest and expertise in learners of different ages and backgrounds.
Management:• independent, nonprofit organization with its own Board of
Directors. • can receive funding from any federal agency, from
private organizations • The bill authorizes expenditure of funding from the
Department of Education; $50 million is being requested for Fiscal Year 200
• Center staff will develop a research plan and ask for competitive proposals. The research will be selected by a peer review process.
• All material resulting from the research will quickly be made freely and nonexclusively available to the public (wavers that “would result in significant public benefits” are possible but require unanimous Board approval
Instructional Design• Create authentic challenges, Problem-centered Learning• Continuous assessment of expertise (what can the learner do?)
– Varied and Contrasting Examples
– Demonstration
– Practice opportunities
• Provide relevant information where and when it’s needed (automated & human)
• Reflection
• Feedback
• Assessment
• Skills Refreshment
Bransford/ Jonassen, D. H./Hannafin,/M. J., Land/ S., & Oliver, K.
Game Features Attractive for Learning
• Authentic motivating challenges motivates time on task
• Personalization • Continuous assessment (and the right to fail)• Contextual bridging closes gap between what is
learned and its use• Scaffolding provides cues, hints to keep learner
progressing
• Stimulate deep questions (failing to achieve a compelling goal can do this)• A good answer depends on
Technical accuracy Knowledge about the person asking Knowledge of the context of the question An instructional strategy (answer with another question?)
• Response includes knowledge of: Content Individual learner Context Pedagogical strategy
• Multimedia questions and responses (e.g. “what’s that?” [points at a cell])
• Mixture of artificial and human intelligence
Inquiry Management
Graesser and Person/Beck, I.L., McKeown, M.G., Hamilton, R.L., & Kucan, L. /Miyake, N. & Norman, D.A.
• Measures of expertise that can form the basis of competitive approaches
• Measures authentic to learners, employers, instructors
• Continuous, multi-dimensional assessments of content mastery (how would an expert behave)
• Measures competence using a challenge that makes sense to the learner, instructor, and employers
• Performance based• Reproducible
Assessment
0 100%
Legacy
Time to Train
50%25% 75%
Factors: Very independent, previous work / higher education, tend to higher ASVAB
Factors: Desire continuous direction, weak work experience, tend to lower ASVAB
Note: Some low ASVAB scorers in this range Note: Some high ASVAB scorers in this range
100
200
300
Active Learners
Passive Learners
Students
Time to Train Results
30Sep2004
Population (n)= 11836 (ATT: 10554 IC: 283 GM: 334 TM: 140 FC: 271 ET: 254)
18Jun2004
27 May 2005
“two years ago everybody would show up on Monday and they graduate from school two months later. Not anymore”
“We are moving to performance based testing as quickly as we can.”
VADM Kevin Moran, Commander, Naval Education and Training Command 2006
Evaluation
• Explore gains in deep expertise• Know where and when to use the new tools
(what groups, what concepts)• Group AND individual evaluation• Diverse demographics• Continuous feedback to research teams
Build a World Using a World
Instructor/Team leader
Static Objects & associated metadata
AI characters & associated metadata, scripts, behaviors etc.Converters
Converters
Learners
Players
Visitors
Role Players
Tutors
Experts
3D object producers
Reviewers
Experts, Museums, Archives,…
Data on team
Production schedules.
Student records
Faculty
Learning modules
Performance tests
User ratings
Converters
Learning Management Systems
avatars
Use Cases
http://vworld.fas.org/wiki/Main_Page