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Record W7023645569

Peertkat: A personalized note taking buddy.

2019· article· en· W7023645569 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

aboutThe title or abstract carries a Canadian signal from the geographic lexicon.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueArizona State University Library Digital Repository (Arizona State University) · 2019
Typearticle
Languageen
FieldMathematics
TopicCognitive and developmental aspects of mathematical skills
Canadian institutionsnot available
Fundersnot available
KeywordsLaggingTest (biology)Quality (philosophy)ChinaEducational technologyCognition
DOInot available

Abstract

fetched live from OpenAlex

abstract: “STEAM = Science & Technology interpreted through\nEngineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).\n“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well. The 2012 Program for International Student Assessment (PISA) test examined 44 countries’ students’ problem-solving abilities — American students landed just above the average, but they still scored below many other developed countries, including Britain, Singapore, Korea, Japan, China and Canada” (Bertram, 2015).\nLack of quality education, busy households, and limited time and money can all be factors of why children are not academically supported. What would it look like if children had access to a tool that helped them catch up if they fall behind? A tool that empowers children to solve academic and real-world world problems will help strengthen different cognitive and behavioral skills as well as create a more personalized educational experience, inside the classroom and out. This tool can be applied to the way we look at our formal academic education to help build new, creative problem solving strategies that are tailored to each student’s preferred ways of learning. \n\nProposed Research \n\nMy research is driven by the following question:\n\nHow do we create a tool for students that will help them maneuver busy and over-populated classrooms to help them learn better?\n\nI am interested in studying the ways in which children in the age range of 11-14 play, specifically through video gaming, and using this influence to promote learning. By using children’s gaming interests to inspire education, they will be more inclined to participate in learning activities in the classroom. By exploring and observing how children problem solve in gaming, I will be able to pull techniques and methods from play in order to enhance critical learning. This project will begin in mid-May, and will continue after my thesis defense when I take this project into the workforce and am applying for jobs.\nMethods\nI will be taking a mixed methods approach to my research by using a combination of: \nQualitative methods: Observational data will be collected in many ways including but not limited to sketches, photography, writing, and film. After gathering base-level observational data I plan to use this, as well as my prototypes from the early phases of my product’s life to create a study to better understand users’ preferences with my product. This will include different colors, ergonomic shapes, part lines, and more to allow for a large range of feedback.\nSurveys and interviews: I wish to interview and survey policymakers, educators, students, and other stakeholders invested in education to better understand their needs, in order to ensure that my product is feasible in the eyes of policymakers. It is important that my specific product not only serve as a tool for students, but also for teachers to learn as well. Making this product as something practical and scalable is important in terms of feasibility. \nThematic groups: Observing user groups interacting with my product/project will help me adjust to my general end goals.\n\nActionable Insights \n \nAfter gathering data from interviews, surveys, observations, and product feedback, I plan to analyze this data and make sufficient changes to my project in order to better serve the community in which I am trying to benefit. Doing this will help my project be more effective and impactful. \n\nLimitations will depend on rules on photography and interviewing. The timeline of the analysis of the data collected will be similar to the timeline provided for the senior studio class for traditional industrial design students. \nExpected Outcomes\nThe proposed research will strengthen my design skills and expand my knowledge as a design student interested in the user experience, wellbeing, access to arts education, and much more. I will have a final outcome of a physical product that will be used as an initiative to help children studying STEM subjects to find new, creative, and different ways of solving problems. \nTimeline \n\tAs I will be doing this project in congruency with my senior industrial design studio, my schedule has been roughly predetermined. \nApril-August\nLiterature review and preliminary research will be taken care of during this part of my thesis project. I will also be contacting people I would like to see be involved in this project during this time.\nAugust-December\nResearch\n1. Exploration\na. Assign01: Mind map + Visit the world\nb. Assign02: Observations + Interviews \n2. Making sense of the data + Concepts \na. Assign03: POG + Ideation \nb. Assign04: Concept Evaluation + Selection \nc. Partner School Determined\n3. Concept Direction + Customer Validation + Research Summary \na. Assign05: Hard device and Screen Mock-ups + Customer Feedback\nb. Assign06: Mid-term presentation of research + Life-Cycle \nDesign \n1. Form Development + Drivers \na. Assign07: Design Language + Out into the World \nb. Assign08: Product Details + Function\nc. Wire frames Due \n2. Study Models + CAD Model\na. Assign09: Refined 3D Study Model \nb. Assign10: CAD Model + Tech Drawings \nc. Running Step-Through \n3. Design Validation + Refinement \na. Assign11: Persona Check +CMF + Features & Benefits \n4. Storyboard Development + Visual Poster \na. Assign12: Storyboard + Life of Product \nb. Assign13: Poster + Presentation Outline\nc. Assign14: Product Animation \n5. Final Presentation \na. Assign15: Process Book\nb. Assign16: Public presentation \nDecember-January\nThis is the time I will use to have my code built out a bit more. I will come back into the next semester with a code that functions in my form that I have decided on. \nJanuary-May\nThis time will be used to run user tests on my product, and make desired changes to it in order to fully iterate and design my concept well and with data-driven desires. \nMeetings \nI plan to meet with my studio professor, Dosun Shin, once every two weeks to discuss how my project is progressing. My second committee member will be Dean Bacalzo. My committee will be contacted on a monthly basis by way of email with updates on my project’s process. From there I will be able to ask for suggestions and schedule meeting times to further discuss my project. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nReferences\nEducational Ecosystems for Societal Transformation \n\nWhy STEM? Success Starts With Critical Thinking, Problem-Solving Skills\nhttps://www.wired.com/insights/2014/06/stem-success-starts-critical-thinking-problem-solving-skills/\nUnlocking Creativity: Teaching across the Curriculum\n\nHow the Founder of All Girls Code Is Shaking Up STEM in the Middle East\nhttps://www.jnj.com/personal-stories/the-road-to-devex-aya-mouallem-discusses-her-stem-program-for-girls\n\nCase Study: A game for conflict-affected youth to learn and grow\nhttps://blogs.unity3d.com/2018/06/13/case-study-a-game-for-conflict-affected-youth-to-learn-and-grow/\n\nVice Charter School vs Public School \nhttps://www.theatlantic.com/science/archive/2016/10/the-weak-evidence-behind-brain-training-games/502559/ \n\nThink brain games make you smarter? Think again, FSU researchers sayhttp://news.fsu.edu/news/health-medicine/2017/04/17/think-brain-games-make-smarter-think-fsu-researchers-say/\nAbout STEAM Edu\nhttps://steamedu.com/about-us/\nBrain Games Don’t Work \nhttp://fortune.com/2017/07/10/brain-games-research-lumosity/\n\nPip is a portable gaming device that teaches children to codehttps://www.dezeen.com/2017/12/05/pip-portable-gaming-device-teaches-children-coding-technology/\n Latest STEM learning kits for kids combine technology and play doughhttps://www.dezeen.com/2017/06/06/stem-learning-kits-kids-combine-technology-play-dough-universe-tech-will-save-us-design/\n3 Ways To Design Toys That Boost Kids’ Creativityhttps://www.fastcodesign.com/1669691/3-ways-to-design-toys-that-boost-kids-creativity\nPlobot for STEAM \nhttps://www.behance.net/gallery/45476023/Plobot\n\nGlobal Education Futures Report \nhttp://futuref.org/educationfutures\nXbox Adaptive Controllerhttps://www.xbox.com/en-US/xbox-one/accessories/controllers/xbox-adaptive-controller\n 2018 US Video Game Market Predictionshttps://www.npd.com/wps/portal/npd/us/blog/2018/2018-us-video-game-market-predictions/\nKids and Violence in the Media\nhttps://www.parenting.com/article/media-violence-children\nYouTubers Talk About Their Favorite Games\nhttps://www.youtube.com/watch?v=D3wFuqzzwdk\n\nhttps://www.ideo.com/case-study/giving-ed-tech-entrepreneurs-a-window-into-the-classroom\nhttps://www.ideo.com/case-study/for-kids-a-new-tactile-way-to-learn-coding\nhttps://www.youtube.com/watch?v=uwskPyYEH2I&feature=youtu.be\nhttps://www.kerbalspaceprogram.com/en/?page_id=11

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.640
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0010.001
Science and technology studies0.0010.000
Scholarly communication0.0000.006
Open science0.0010.001
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0010.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.011
GPT teacher head0.199
Teacher spread0.188 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it