首页> 外文会议>AIAA space and astronautics forum and exposition;AIAA space forum >‘Made for Space and Played in Space': GravityGames, Microgravity 3D Printer, and Crew on the International Space Station Create a Critical New Space Engagement for STEM Students
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‘Made for Space and Played in Space': GravityGames, Microgravity 3D Printer, and Crew on the International Space Station Create a Critical New Space Engagement for STEM Students

机译:“为太空制造并在太空中玩耍”:GravityGames,微重力3D打印机和国际空间站的机组人员为STEM学生创造了重要的新的太空参与度

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Aerospace and its partners will spearhead the 21st century's space innovations in the U.S. All will require a workforce educated in science, technology, engineering, and mathematics (STEM) fields to provide the expertise needed for critical breakthroughs and leadership. But STEM interest and participation is declining and falling critically behind our future needs, threatening to stall our advancements and our future as a world leader in space. If not addressed, the impact on our goals and economy will be severe. STEM disciplines include highly challenging coursework, and if not combined with experiments that engage students to solve real-world problems with hands-on solutions, contribute to discouragement and dropout among students pursuing such disciplines as early as high school. Outlined herein is the summative assessment of the pilot project called GravityGames that combines three highly motivating areas of engagement for students: the International Space Station, 3D cutting edge printing technology in space, and game design. Leveraging these areas of engagement, GravityGames provides students access to space, develops confidence in their ability to imagine new solutions, and offers an experience of equity for students who may not have otherwise considered a future in space. A pilot team comprised of STEM high school students designed the first game ever manufactured in space and played by the ISS crew. The positive outcome of the first GravityGames experiment will inspire and motivate future participation among students in STEM studies and has potential for national scalability. GravityGames, is one part of the global showcase that demonstrates the many uses of 3D printing in space. Made In Space, Inc. (MIS) has encouraged STEM students to participate in designing the GravityGame that was printed on their latest Additive Manufacturing Facility (AMF) Zero-Gravity 3D printer. The pilot is an example of how commercial and government aerospace partnerships can actively support STEM. It promotes innovative thinking and communication among STEM students and provides aconnection between them and the inspiring team at MIS, as well as the astronauts working on the largest laboratory ever built, the International Space Station. The debrief by the ISS crew that conducted and demonstrated the print will take place upon return from the ISS in the Fall of 2017. Leaders of the pilot team, currently enrolled as undergraduate students, are discussing the scalability of GravityGames outreach into schools across the country, which could make the next GravityGames into competitions, and available to potentially hundreds of students over the next few years. The project provides an inspiring and creative engagement for STEM students to use the scientific method in design, testing and analysis, and to support the future workforce of our space programs.
机译:航空航天及其合作伙伴将率先在美国进行21世纪的太空创新。所有这些都将需要在科学,技术,工程和数学(STEM)领域受过教育的劳动力,以提供关键突破和领导才能所需的专业知识。但是,STEM的兴趣和参与度正在下降,并严重落后于我们的未来需求,这有可能使我们的进步以及作为世界太空领导者的未来陷入停滞。如果不解决,对我们的目标和经济的影响将是严重的。 STEM学科包括极富挑战性的课程工作,如果不结合使学生动手解决实际问题的实验相结合,则会加剧在初中攻读此类学科的学生的挫败感和辍学感。本文概述了名为GravityGames的试点项目的总结评估,该项目将学生的三个高度积极的参与领域结合在一起:国际空间站,太空中的3D尖端打印技术和游戏设计。利用这些参与领域,GravityGames为学生提供了进入太空的途径,增强了他们想象新解决方案的能力的信心,并为那些原本不认为太空未来的学生提供了公平的体验。一个由STEM高中生组成的试点团队设计了有史以来在太空中制造并由国际空间站工作人员进行的首款游戏。第一个GravityGames实验的积极成果将激发并激励学生将来参与STEM研究,并具有在全国范围内进行扩展的潜力。 GravityGames是全球展示的一部分,展示了3D打印在太空中的许​​多用途。 Made In Space,Inc.(MIS)鼓励STEM学生参加设计GravityGame的工作,该游戏在最新的增材制造设施(AMF)零重力3D打印机上打印。该试点是商业和政府航空航天合作伙伴如何积极支持STEM的一个示例。它促进了STEM学生之间的创新思维和沟通,并使他们与MIS的鼓舞团队以及在有史以来最大的实验室国际空间站工作的宇航员之间建立了联系。国际空间站工作人员汇报并演示了印刷品的情况汇报,将在2017年秋季从国际空间站返回时进行。试点班组的领导人目前正在招收本科生,他们正在讨论GravityGames扩展到全国各地学校的可扩展性。 ,这可以使下一个GravityGames进入比赛,并在未来几年内可能供数百名学生使用。该项目为STEM学生提供了启发性和创造性的参与,使他们可以在设计,测试和分析中使用科学方法,并为我们的太空计划的未来劳动力提供支持。

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