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On the Ball Field with the Negro Leagues: Software Development for a Local Museum

机译:与Negro联赛的球场:当地博物馆的软件开发

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Research in informal learning, such as that which happens in museums, indicates that of the variety of pedagogical models available to us, a constructivist approach serves to engage learners of all ages. At the same time, finding ways to tie classroom instruction to museum experiences poses its own challenges to learning. One way to reach consistency and coherence between the classroom and museum visit experience is to involve visitors in the creation of museum exhibits. When exhibits take form in computer software, the opportunity exists to extend the development process and the scope of learning beyond the exhibit's primary audience and build a partnership between software developers and visitors. These learning theories and insights into technology's role in the classroom and in the museum, coupled with a partnership among students and faculty at the New Jersey Institute of Technology; Little Bytes, an educational product developer; and St. Philips Academy, an independent primary school in Newark, serve as the foundation for a comprehensive multiyear program in multimedia learning systems that brings college seniors studying software engineering together with primary school students and teachers in an effort to provide educational software, involving all students in authentic learning situations by having them participate in all phases of the software engineering lifecycle. Through a development process known as participatory design, curators from The Yogi Berra Museum and Learning Center in Montclair, NJ teamed with 5th graders from St. Philip's Academy and undergraduates from New Jersey Institute of Technology to produce interactive software that assists visitors to the museum learn about the history of the Negro Leagues through chronology and biography; learn about statistics and probability through the databases that draw on records of individual players from the Negro Leagues; and learn about the geography of the state of New Jersey and much of the eastern US through the location of baseball fields and the travel routes between them.
机译:非正式学习的研究,如在博物馆中发生的,表明我们提供的各种教学模式,建造主义方法用于参与所有年龄段的学习者。与此同时,寻找将课堂教学与博物馆经验联系起来的方法对学习构成了自己的挑战。在课堂和博物馆访问经验之间达到一致和一致性的一种方法是让游客参与博物馆展品的创建。当展品在计算机软件中采取表格时,有机会扩展开发过程和超越展览的主要受众的学习范围,并在软件开发人员和访客之间建立伙伴关系。这些学习理论和洞察力在课堂和博物馆中的角色,再加上新泽西理工学院的学生和教师的伙伴关系;小字节,教育产品开发人员;纽瓦克的独立小学圣菲利普斯学院是为多媒体学习系统中的全面多年方案的基础,为大学老年人与小学生和教师一起学习软件工程,以提供教育软件,涉及所有人通过将它们参与软件工程生命周期的所有阶段,学生在真实的学习情况下。通过一种称为参与式设计的开发过程,来自Yogi Berra Museum和Montclair的学习中心的策展人,NJ与圣菲利普学院的5年级学生以及来自新泽西州的新泽西理工学院的本科生,以生产互动软件,协助游客博物馆学习的互动软件关于通过年表和传记的黑人联盟的历史;通过借鉴Negro联赛的个人玩家的记录,了解统计数据和概率;并通过棒球场的位置和他们之间的旅行路线来了解新泽西州和大部分地区的地理学。

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