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As an example of design-based research, this study refined an assessment strategy for simultaneously enhancing inquiry-based learning and supporting achievement on conventional assessment measures. Astronomy Village ® : Investigating the Universe? is a software program designed to engage secondary science students in authentic and inquiry-based learning over core topics in astronomy. The software was enhanced with a 20-hour curriculum and three levels of assessment to ensure successful inquiry experiences and high-stakes achievement. The first year implementation of Astronomy Village® yielded significant gains on a curriculum-oriented exam but not a standards-oriented test, and provided useful design insights that were integrated into the second year implementations. Significant gains were obtained on the test during the second year as well. It is expected that many existing inquiry-oriented science curricula might be similarly enhanced, and is suggested that a large-scale effort to do so might have a lasting impact on science education.  相似文献   

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ABSTRACT

This article describes the support for social interactions received by three students with autism spectrum disorders (ASD) through their multimodal engagements with Minecraft®. The data were collected through at-screen observations and semi-structured interviews. Multimodal analysis of the data demonstrated that online multiplayer games supported social interactions through modes, such as speech, writing and gesture, and within physical and virtual spaces. The analysis revealed that online multiplayer games provided platforms for the students to use speech to engage in reciprocal conversations, to share information, to make requests, to give commands and to direct others. Additionally, screen-based written texts were used to attract the attention of others, send messages, communicate rules and maintain engagements with others within the students’ physical and virtual worlds. Furthermore, the findings showed that online multiplayer games supported the students’ uses, interpretations and mirroring of gestures for social interactions. The findings have implications for providing opportunities to support social interactions in multimodal ways that social spaces in face-to-face and offline contexts do not allow. The findings offer implications for targeting the students’ interests in online multiplayer games to support their capacity to initiate and sustain social interactions in inclusive educational settings.  相似文献   

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This article discusses the practical and ethical challenges and benefits of using social media and video‐based research methods – also known as Photovoice – to investigate contemporary Communication Design education. The two visual research methods discussed include the social media mobile application Snapchat® and participant‐generated GoPro® video filming. The investigation focused on understanding students’ on‐the‐ground, lived experiences of studio learning within two distinctive higher education case study settings in the United Kingdom and Australia. This study employed Participatory Action Research (PAR) as an inquiry process and incorporated a methodological framework involving a combination of narrative inquiry, visual Participatory Design (PD) and visual ethnography. The findings of this study revealed the impact of specialised studio and classroom‐based Technology Enhanced Learning (TEL) on student learning and engagement as the participants expressed differing responses to their own learning and community of practice at each site. The choice of arts‐based educational research methods used for this study allowed the relationships between place, lived experience, and community to be explored. Students, in effect, became investigators of their own practice through engagement in a rigorous set of visual methods, which placed the tools directly into their hands.  相似文献   

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This study investigated the influence of guidance instruction and type of activity on parental guidance of young children’s mathematics and scientific inquiry during cooking, games, and nature activities at home. Thirty families participated with their preschool-aged child; half were randomly assigned to an inquiry guidance instruction group and encouraged to support children’s reasoning with open-ended prompts and questions. Families participated in activities for one month, some of which they audio-recorded. Families engaged in processes of comparing, predicting, evaluating and concluding more often after inquiry guidance instruction, and incorporated inquiry processes into all activity types. Mathematics was most frequently observed in games and cooking. The results suggest that parents can use inquiry guidance to support preschoolers’ mathematics and scientific inquiry in a variety of activities performed at home. As children engage in inquiry-based learning during co-constructed activities with parents, they develop conceptual understanding of mathematics and scientific inquiry in a positive social context.  相似文献   

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The goal was to gain a deeper understanding of the extended use of student-designed games. 207 students (grades: eight, nine, eleven) from one school participated. They were randomly divided in Experimental (student-designed games) and Equivalent group (traditional instruction). Both experienced the same learning units (two, 12 sessions) over the same time (six weeks). The study followed a pretest, post-test, quantitative-qualitative research design. Data was obtained through questionnaire, diary and open-ended question. Quantitative results showed statistically significant differences at post-test in Autonomy and Important role favoring the Experimental group. Students’ qualitative data produced positive: student empowerment, innovation, fun and learning, and negative themes: lack of flow, boring and no democracy. From the teacher’s diary also emerged positive: student empowerment and increased participation and negative themes: lack of flow. Student-designed games can empower students, increasing their autonomy and important role, but they also have limitations.  相似文献   

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The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called Supercharged! on pre-service teachers’ understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! the control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference F(2,134) = 4.8, p < 0.05, η2 = 0.59 between the control and experimental groups on the gains from pre-to-post assessment with an effect size of d = 0.72. However, while students in the experimental group performed better than their control group peers, they rated their knowledge of the topic lower than the control group (M post-control = 3.0, M post-experiment = 2.7), leading to further examination of their laboratory journals. Results of this study show that video games can lead to positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment. Additionally, this study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that video game designers should embed meta-cognitive activities such as reflective opportunities into educational video games to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.  相似文献   

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The aim of this study was to examine the effects of two different instructional models (i.e. direct instructional model (DIM) and tactical games model (TGM)) with primary education students. Perceived exertion, affective valence, physical activity (PA) level, instruction time, active learning time, and relation of instruction/active learning time were measured with 256 primary education students during DIM and TGM 8 weeks’ intervention programs. Significant differences were found between the DIM and TGM in perceived exertion, PA level, instruction time and in the relation between instruction/active learning time (p?<?.01, ES=?0.4 to 1.1). By age group, the DIM had significantly higher PA level in students of 3rd grade of primary education (G3), 4th grade (G4) and 6th grade (G6) (p?<?.05 or p?<?.01, ES=?0.8 to ?0.4). The instructional model used during physical education classes can affect perceived exertion, PA level, instruction time, and the relation instruction/active learning time.  相似文献   

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An experimental social science curriculum with the express intent of developing inquiry skills was tested in a controlled experiment against an established conventional curriculum. The new curriculum involved inquiry skill objectives as well as knowledge objectives for each unit; readings stressed source material. Post-experiment testing showed that students who followed the experimental program developed inquiry skills to a significantly greater degree than students in the control group.  相似文献   

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Background: STEM education has become a focus of research and teaching interest in recent years. However, not all scholars agree on the definition and purpose of STEM education. This paper summarizes related past research and suggests that, according to the requirements of Taiwan’s educational environment, STEM education should focus on the cultivation of middle school students’ attitudes toward technology and their ability to engage with technological inquiry.

Purpose: The purpose of this study is to explore the effects of STEM education on attitudes toward technology and technological inquiry abilities of middle school students, this study used the 6E Learning byDeSIGN? model proposed by the International Technology and Engineering Educators Association in the US to design a 6E-oriented STEM practical activity.

Sample: The sample of the study consisted of 139 seventh-grade students from six different classes who participated in a practical activity related to egg protection devices.

Design and methods: To achieve this research purpose, a quasi-experimental design was used, with pre-treatment and post-treatment evaluations of each group. Both the experimental and control groups participated in the activity; however, the experimental group students were guided through the activity using a 6E teaching strategy, whereas the control group students were guided using a problem-solving teaching strategy.

Results: The results showed that a 6E teaching strategy had a positive effect on middle school students’ attitudes toward technology and technological inquiry abilities, but these effects were not statistically different from the effect on the control group with problem-solving teaching strategy.

Conclusions: This study indicates there is no significant advantage in using a 6E process over a problem solving approach. Technology teachers aiming to improve students’ attitudes toward technology and their technological inquiry abilities consider refining the 6E-oriented STEM practical activity process, and students may demonstrate better performance in these two areas.  相似文献   

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Our 5-year experiment with teaching and evaluating an inquiry course has led us to conclude that inquiry is a potent pedagogical tool in higher education, encouraging students to become self-directed and engaged learners. This article offers key ingredients and procedures for designing an inquiry-based course. It provides a pragmatic model of inquiry that describes the structure and function of such a course and the goals and learning objectives for students. This model of inquiry is widely applicable and will help faculty members from a variety of disciplines develop an innovative way of engaging and teaching students. Christopher Justice, Ph.D., is an anthropologist and health social scientist, and is an associate of the Centre for Leadership in Learning.e-mail: justice@mcmaster.ca James Rice, Ph.D., is Professor Emeritus in the School of Social Work.e-mail: ricejame@mcmaster.ca Wayne Warry, Ph.D., is Associate Professor, Department of Anthropology. His interests include aboriginal issues, aboriginal health and health systems evaluation, and educational research.e-mail: warrywa@mcmaster.ca Sue Inglis, Ph.D., is Professor in the Department of Kinesiology. Her interests include organizational behaviour and student inquiry.e-mail: ingliss@mcmaster.ca Stefania Miller, Ph.D., is Associate Professor, Department of Political Science. Her interests include international human rights and democratization in post-communist systems.e-mail: millers@mcmaster.ca Sheila Sammon, M.A., is Associate Professor, School of Social Work. Her interests include social work education and the integration of theory and practice.e-mail: sammon@mcmaster.ca  相似文献   

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Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games (SimCity, The Sims, Spore) present wide ??possibility spaces?? that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.  相似文献   

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The context of rural Alaska provides many challenges for the University of Alaska, Fairbanks in the delivery of education via distance technologies. Audioconference courses have been and continue to be the backbone of the University's distance delivery system. This paper discusses the potential of a FirstClass® Server using telecommunications, e‐mail, student‐to‐student interaction, submission of assignments, timely instructor feedback, and the transfer of files and multimedia documents in an asynchronous manner. Survey data were collected from students who received instruction using this system, as well as the traditional audioconference delivery method. Analysis of the data indicated some positive aspects of the FirstClass system that enhance the distance‐delivered instruction.  相似文献   

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Teaching building science to community college students can be challenging given both the macro (houses change subject to varying seasons) and the micro (heat transfer, moisture movement) level of the topics taught. Simulations and games can provide a way of learning material that can otherwise be difficult for students to understand. In this paper, we look at a National Science Foundation funded project to develop innovative simulations and games to engage students in their learning process more fully.  相似文献   

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Background: Inquiry learning in science provides authentic and relevant contexts in which students can create knowledge to solve problems, make decisions and find solutions to issues in today’s world. The use of electronic networks can facilitate this interaction, dialogue and sharing, and adds a new dimension to classroom pedagogy.

Purpose: This is a report of teacher and student reflections on some of the tensions, reconciliations and feelings they experienced as they worked together to engage in inquiry learning. The study sought to find out how networked ICT use might offer new and different ways for students to engage with, explore and communicate science ideas within inquiry.

Sample: This project developed case studies with 6 science teachers of year 9 and 10 students, with an average age of 13 and 14 years in three New Zealand high schools. Teacher participants in the project had varying levels of understanding and experience with inquiry learning in science. Teacher knowledge and experience with ICT were equally diverse.

Design and Methods: Teachers and researchers developed initially in a joint workshop a shared understanding of inquiry, and how this could be enacted. During implementation, the researchers observed the inquiry projects in the classrooms and then, together with the teachers, reviewed and analysed the data that had been collected.

Results: At the beginning of the project, some of the teachers and students were tentative: inquiry based teaching supported by ICT meant initially that the teachers were hesitant in letting go some of the control they felt they had over students learning, and the students felt insecure in adopting some responsibility for their own learning. Over time a sense of trust and ease developed and this ‘control of learning’ balance moved from what was traditionally accepted, but not without modifications and reservations.

Conclusions: There is no clear pathway to follow in moving towards ICT-supported science inquiry in secondary schools. The experience of the teacher, the funds of knowledge the students bring to the classroom, the level of technological availability in the school and the ability of the students are all variables which determine the nature of the experience.  相似文献   


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Background: As inquiry-based instruction is not universally implemented in science classrooms, it is crucial to introduce instructional strategies through the use of contextualized learning activities to allow students with different background knowledge and abilities to learn the essential competencies of scientific inquiry and promote their emotional perception and engagement.

Purpose: This study explores how essential scientific competencies of inquiry can be integrated into classroom teaching practices and investigates both typical and gifted secondary students’ emotional perception and engagement in learning activities.

Sample: A case teacher along with 226 typical and 18 gifted students from a suburban secondary school at Taiwan participated in this study.

Design and methods: After attending twelve 3-hour professional development workshops that focused on scientific inquiry teaching, the case teacher voluntarily developed and elaborated her own teaching activities through the discussions and feedback that she received from workshop participants and science educators. Quantitative and qualitative data were collected through activity worksheet, questionnaire, video camera, and tape recorders. Frequency distribution, Mann-Whitney U test, and discourse analysis were used for data analyses.

Results: Case teacher’s teaching activities provide contextual investigations that allow students to practice making hypotheses, planning investigations, and presenting and evaluating findings. Students’ learning outcomes reveal that typical students can engage in inquiry-based learning with positive emotional perception as well as gifted students regardless of their ability level. Both gifted and typical students’ positive emotional perception of and active engagement in learning provide fresh insight into feasible instructions for teachers who are interested in inquiry-based teaching but have little available time to implement such instructions into their classrooms.

Conclusions: The results of our work begin to address the critical issues of inquiry-based teaching by providing an exemplary teaching unit encompassing essential scientific competencies  相似文献   

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In an increasingly neoliberal Higher Education sector, there is increased pressure on institutions to enhance learner engagement and student satisfaction. Many academics believe that students expect their university learning experiences to be enjoyable, and discourses of game-based learning reflect this, with a dominant narrative highlighting the fun of educational games. Whether students expect learning to be fun or see a relationship between fun and games is under-explored. To address this, we investigated student perceptions of fun in Higher Education using a thematic network analysis based on data from 37 in-depth interviews with undergraduate students. Here, we highlight five themes that encapsulate what students perceive to be a fun learning experience: stimulating pedagogy; lecturer engagement; a safe learning space; shared experience; and a low-stress environment. These aspects are not unique to games, and we conclude by considering the relationship between educational games and fun, and alternative playful approaches.  相似文献   

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《牛津教育评论》2013,39(3-4):393-405

This paper addresses the relevance of qualitative inquiry to policymaking and practice; against the background of recent attacks on educational research generally, and on qualitative work in particular. It outlines the contribution of the latter, referring to some examples of this kind of work over the past couple of decades. The discussion is organised around the five capacities ascribed to symbolic interactionist/phenomenological research by David Hargreaves in an article published in 1978: 'appreciative', 'designatory', 'reflective', 'immunological', and 'corrective'. It is argued that today there is more need than ever for research serving these functions.  相似文献   

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Previous research suggests that audio feedback may be an important mechanism for facilitating effective and timely assignment feedback. The present study examined expectations and experiences of audio and written feedback provided through turnitin for iPad® from students within the same cohort and assignment. The results showed that although initially sceptical of audio compared to written feedback, there were no significant differences in students' experiences of audio and written feedback. Students' performance on the assignment was not associated with their experiences of audio feedback but first-class performing students (?>?70%) had more positive experiences of written feedback than those who received an upper second-class grade (60–69%). In general, the results imply that audio feedback provided through turnitin for iPad® is a viable alternative to written feedback. The findings are discussed in relation to past research findings.  相似文献   

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