首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 703 毫秒
1.

This case study is an examination of the emergence of leadership in students’ group interaction in a school-based makerspace. The data comprised video records of 20 primary school students’ group work within this context, encompassing student-driven creative engagement in science, technology, engineering, arts, and mathematics (STEAM) learning activities. Interaction analysis was applied to analyze the students’ leadership moves and to depict how students’ leadership was related to their collaboration. The analysis resulted in a typology of students’ leadership moves in a makerspace context, namely, coordination of joint work, exploring new ideas, seeking out resources,

and offering guidance and supporting others, adding to the existing literature on student leadership and collaboration in novel learning environments. The study also illustrates how the students’ leadership moves in group interactions can lead to dominating and/or shared leadership, with consequences for students’ collaboration. The study points to the importance of more research and development of pedagogical practices that support students’ symmetric participation and opportunities to lead collaborative work and to promote advanced collaboration in school-based makerspaces.

  相似文献   

2.
Combining the excitement from the maker movement and the novel creation of deployable makerspaces, we review the development of the Mobile Atelier for Kinaesthetic Education (MAKE) 3D. MAKE 3D is a mobile makerspace platform that can be deployed anywhere there is electricity to create a curricular spectacle of digital fabrication in particular additive manufacturing or what is more commonly referred to as 3D printing. Our project combines this notion of curricular spectacle and a mobile makerspace platform, to develop strategies in how to meet the novice user almost anywhere and to entice them into a series of hands‐on activities that would give them a range of knowledge and aptitude for additive techniques in digital fabrication. We review the component parts of our Material to Form curriculum and explore thematic connections between the maker movement and art education including STEAM and interdisciplinarity; design thinking and kinaesthetic learning; and place‐based education and the mobile platform. Informal practices in art education and the mobile makerspace advances forms of place and kinaesthetic learning. Similar curricular setups are therefore encouraged to reinforce and expand prior knowledge, broaden participation and provide an adaptable learning space for STEAM initiatives.  相似文献   

3.
This article investigates learning and teaching in library makerspace programs. Given the recent trend for libraries and makerspaces to define themselves in terms of learning, the findings of this article are particularly relevant to current initiatives. The article first reviews pedagogical theories which are referenced in literature connected with makerspaces. Second, the article analyzes interview and observational data from a system-wide public library makerspace program. The analysis compares the pedagogical theories with the realities of teaching and learning in public library makerspaces and indicates tensions emerging from these comparisons. The conclusion highlights ways librarians in makerspaces might consider the affordances of these spaces and ways goals, facilitation strategies, and assessments might draw on a range of pedagogical theories. Rather than approaching makerspaces with a ‘one-size-fits’ all model, librarians can design makerspace learning and teaching to align with a range of structures, styles, and content.  相似文献   

4.
This qualitative research study investigated how educational makerspace leaders, whom we refer to as spacemakers, framed the purpose of the makerspace in K–12 education and how makerspaces support school curriculum. Using interviews with twelve K–12 spacemakers, the study found spacemakers were experienced, self-motivated educators. These leaders described purposes for makerspaces including increasing student-centeredness, relevancy, career-readiness, and inclusion, showcasing the campus, and helping students become creators instead of consumers. Makerspaces supported school curriculum through dedicated making classes, as curricular projects, or as extracurricular activities. The discussion examines future challenges facing K–12 makerspaces in terms of curriculum, tools, sustainability, and equitable practices.  相似文献   

5.
In this systematic review, we examined research on school-based makerspaces, emergent but increasingly popular sites for instruction and learning in preK through 12 settings. Through electronic database, hand, and ancestral searches, we identified 22 empirical studies published in peer-reviewed journals and dissertations that reported preK-12 students’ learning outcomes after participating in school-based makerspace interventions. We found that school-based makerspace research is increasing and published internationally, with a majority of studies (n = 13) conducted with middle and high school participants. Outcomes and interventions varied considerably across studies, demonstrating the disparate nature of school-based makerspace research. In the studies we reviewed, the goals, objectives, and scope of makerspace interventions did not conflict with those of schools, but best practices for makerspace teachers were lacking and equity-oriented approaches to designing makerspace activities and materials were still emerging. Implications of our findings for planning makerspace instruction and future research on makerspace interventions are discussed.  相似文献   

6.
This article addresses key components of posthumanism and maker literacies by reporting on empirical data from two makerspace research sites. Using posthuman methodologies, we suggest practical considerations of the relational autonomy of materials through entanglements between humans, non‐humans and more‐than‐humans in makerspace classroom settings. We propose answers to the following research questions: How do materials manifest their relational autonomy in makerspaces? How could the relational autonomy of materials impact maker literacies pedagogy? With this article, our contribution warrants researchers to think about the unpredictability of maker work through posthuman methodologies and how maker projects can help speak against the failing student rhetoric in literacy education.  相似文献   

7.
This paper examines what new materialist and posthumanist frameworks can offer learning science research in diverse maker learning environments. We explore what is gained by grappling with the entanglements between humans, non-humans and more-than-humans. To do this, we draw on Karen Barad's ethico-onto-epistemology and agential realism where she redefines connections to the shared world by attuning to the entangled matter that is created within intra-actions. We use this framework across four international cases: digital media camps, a university-level classroom-based makerspace, a Saturday outdoor makerspace workshop and a classroom-based museum makerspace. Each case study attends to how intra-actions enact agential forces in maker education research—forces that posthuman and new materialist frameworks help us see. In so doing, these case studies challenge many of the assumptions prevalent in the learning sciences about mattering and its implications in research sites.  相似文献   

8.
Recently, the relationship between identity and learning has come front and center in discussions about how to design successful learning environments for youth who struggle in mainstream institutions. In this essay, I explore the role identity development plays in constructing learning environments for traditionally marginalized youth. While I agree with DeGennaro and Brown on the importance of identity development for learning, I stretch the relationship between these two constructs in several ways: First, I will argue that how we define “technology” and what that means for marginalized youth, particularly those who are assumed to be victims of the “digital divide” is a crucial aspect of the design of successful digital learning environments. Second, I discuss how identity is represented in these digital learning spaces, and analyze how meaning is constructed in multimodal spaces such as websites. Finally, I reflect on DeGennaro and Brown’s notion of “emergent design,” as a positive contribution to design research, and propose the idea of incorporating youths’ already existing competencies into the emergent design process.
Erica Rosenfeld HalversonEmail:
  相似文献   

9.
Recent discussions of making have focused on developing out-of-school makerspaces and activities to provide more equitable and enriching learning opportunities for youth. Yet school classrooms present a unique opportunity to help broaden access, diversify representation, and deepen participation in making. In turning to classrooms, we want to understand the crucial practices that teachers employ in broadening and deepening access to making. In this article, we investigate two high school teachers' approaches in implementing a novel eight-week, electronic textiles unit within the Exploring Computer Science curriculum, where students designed wearable electronic textile projects with microcontrollers, sensors, and LEDs. We share teachers' emergent practices in transforming their classrooms into makerspaces, including valuing student expertise and promoting connections in personalized work. We discuss the ways these practices succeeded in broadening access to making while deepening participation in computing and establishing home-school connections.  相似文献   

10.
Summary The goal of this article has been to discuss next generation learning environments and next generation training technologies as well as the learning and design challenges faced in using these. Specifically, we discuss theoretical and design principles of constructivist learning environments and how advanced technologies can potentially support meeting these principles as well as the challenges they may pose to various types of designers, instructional, game, graphic and programming. To address methods for designing complex environments, we also address the use of methodologies and authoring systems with various tools to support the design process. In this context, to illustrate how tools can be used to help instructional design teams manage the complexities of developing for these environments. As an example, we discuss one tool,IIPI CREATE, that supports this process and organizes the development process  相似文献   

11.
Infographics are a visualisation tool that can be used to improve retention, comprehension and appeal of complex concepts. The rise of infographic use in education has facilitated new forms of application and design of these tools. Instructor-provided summary infographics are a new form of infographic, whereby key learning objectives and content are summarised in graphical form at the end of a lesson. However, it is unknown whether these types of infographics can support learning in online environments. This exploratory research investigates student perceptions, retention, applications and activity generation of instructor-provided summary infographics in a massive online learning environment. Using both post-course learner survey data (n = 1,899) and text mining analysis (n = 72,490 words), results present how learners perceived instructor-provided summary infographics as useful and appealing for retaining, clarifying and understanding learning concepts. The research contributes a novel understanding of summary infographics in online learning environments, and supports their use as a design tool for educational delivery in the online space.  相似文献   

12.
The idea of making as a form of activism or, as we refer to it in this paper, craftivism, underpins our ambition to transform pedagogical environments into spaces of possibility through sensory and affective making practices. A craftivist agenda pushes for open teaching and learning with materials so that students can inhabit a what if space which ruptures institutional time and space. Beginning with a theorization of disruptive making and dissensus and then moving on to foreground a materialist stance on making, the paper illustrates how students experience materialities across two very different classroom environments and how these experiences led to greater presence, voice and agency for students. There is an underlying focus in the paper on embodied responses and affective flows. After theorizing craftivism, there are three sections that explore making, teaching and feeling through craftivist, postdigital methods.  相似文献   

13.
在粤港澳大湾区建设背景下,推进高校众创空间合作发展,可为粤港澳经济发展注入新动能,促进粤港澳高等教育内涵式发展,构建粤港澳科技协同创新体系。在国家大力发展众创空间的政策支持下,粤港澳大湾区高校众创空间数量不断增长,合作内容与形式不断深化。根据合作现状,粤港澳大湾区高校推动众创空间合作发展,应树立共同体意识,资源共享,促进协同合作;凸显发展特色,求同存异,实现互补合作;拓宽发展范围,开放创新,力争全面合作;利用区域优势,与产业融合,推进深度合作。  相似文献   

14.
高校创客空间经历了由物理空间到混合空间的发展过程。随着XR、5G、全息、数字孪生等技术的不断成熟,将数字孪生融入到高校创客空间的构建中,充分发挥其在实时监控、动态交互、迭代进化方面的功效,推动高校创客空间从混合空间走向映射空间,已然成为一种趋势。融入数字孪生的映射空间,在构成要素上包括物理空间、虚拟空间、空间服务系统和孪生数据四个要素,在构成层级上包括物理层、数据层、模型层、服务层和应用层五个层级,其可实现创客协同设计、创客设计全生命周期管理、创客设计沉浸式体验、创客空间运行实时监控等四大功能。通过相关实践案例分析也表明,融入数字孪生的高校创客空间具有广泛的应用前景,能最大限度地提升创客空间在创新和创意设计上的“广度”“深度”“速度”,大力推动高校创新创业人才和创新型工程技术人才的培养。  相似文献   

15.
Revisiting curriculum inquiry: the role of visual representations   总被引:2,自引:2,他引:0  
Curriculum materials and knowledge about curricular purposes and structures are valuable tools that teachers often draw upon to organize instruction and facilitate student learning. Careful analysis of teachers’ curriculum implementation and the decision-making that undergirds their curriculum use is critical for fully understanding enactment. This paper compares how integrity analyses of implementation of curriculum materials and actor-oriented analysis of teachers’ curriculum use can help researchers, teacher educators, and curriculum designers interpret teachers’ decisions about what aspects of new materials to use and how to use such materials. Drawing on evidence from teacher interviews and observations, we compare two teachers’ enactments of a new elementary-level environmental biology unit. Our analyses of integrity point to differences in teachers’ adaptations with respect to their consistency with the purposes and structures of curriculum materials as construed by designers. By contrast, our actor-oriented analysis explain how the teachers’ different approaches to interpreting the goals and structures of the curriculum unit partly account for patterns in their enactment in ways that can inform refinements to materials and the design of professional development supports for teachers. In so doing, we show how implementation integrity and actor-oriented analyses offer complementary perspectives to inform curriculum research and development.  相似文献   

16.
In this study, we present a case for designing expansive science learning environments in relation to neoliberal instantiations of standards-based implementation projects in education. Using ethnographic and design-based research methods, we examine how the design of coordinated learning across settings can engage youth from non-dominant communities in scientific and engineering practices, resulting in learning experiences that are more relevant to youth and their communities. Analyses highlight: (a) transformative moments of identification for one fifth-grade student across school and non-school settings; (b) the disruption of societal, racial stereotypes on the capabilities of and expectations for marginalized youth; and (c) how youth recognized themselves as members of their community and agents of social change by engaging in personally consequential science investigations and learning.  相似文献   

17.
This article introduces medium-based design – an approach to creating exploratory learning environments using the method of extending a medium. First, the characteristics of exploratory learning environments and medium-based design are described and grounded in related work. Particular attention is given to extending a medium – medium-based design's core method. Then, the product and process of two environments are detailed to show how medium-based design enables the creation of exploratory learning environments. Finally, a study compares medium-based design to a conventional design process to test the hypothesis that medium-based design is particularly effective in creating exploratory learning environments.  相似文献   

18.
Al Éxito supports the leadership development, post-secondary education, and civic engagement of Iowa Latina/o1 youth. In the summer of 2015, it piloted Movimiento Al Éxito, a “pop up” summer program. In this article, we detail the innovative components and curriculum and describe our journey with “new diasporic” Latina/o youth learning about their place in Iowa and developing testimonios which challenge existing narratives. We explain how emergent critical consciousness led to the program’s continuation and expansion the following school year.  相似文献   

19.
The design of educational experiences is often mediated by historical, institutional, and social conceptions. Although these influences can initially shape the way that educational opportunities are created and implemented, this preliminary form has the potential to reorganize. In this paper, we illustrate how history shows its presence in the ways that instructors systematically arrange a technology course for urban youth. This original approach to the course inhibits youth participation. Incrementally, however, the cultural enactments of instructors and students lead to a reorganization of activity. Through highlighting history and examining the intersection of culture, we provide insight into the ways in which adolescents of color become successfully engaged in learning technology. We focus our study by asking how co-existence and the dialectic of structure and agency play a role as youth develop an identity as a technology user. Further, this emergent learning design affords outsiders a unique view of the educational and contextual experiences of these youth. Our illustration of how history, enacted culture and identity mediate the emergent learning design stems from a grounded theory approach to analyzing video, interview and artifact data in this after-school technology course.
Donna DeGennaroEmail:

Donna DeGennaro   is an assistant professor at Montclair State University in the Department of Curriculum and Teaching. She earned a bachelor’s degree in physics at Susquehanna University, a master’s degree in educational technology from Chestnut Hill College in Philadelphia, PA and a PhD in Educational Leadership from the University of Pennsylvania. Her research interests center on youth technology practices and interactions to inform innovative designs of learning environments. Tiffany L. Brown   is an assistant professor in the Family and Child Studies Department of Montclair State University. She earned a bachelor’s degree in psychobiology and a master’s degree in social science, both from Binghamton University in Binghamton, NY and a PhD in child and family studies from Syracuse University, located in Syracuse NY. Areas of research include African American parenting and African American adolescent functioning and development.  相似文献   

20.
ABSTRACT

The ‘learning city’ contains a range of non-formal learning economies. In recent years researchers have focused on, what has been termed, the non-formal arts learning sector, to document best practices, the emergence of new literacies and/or cultural practices, and to highlight interventions that support otherwise marginalised and underserved communities. Yet, for all of this attention, the non-formal learning sector has remained an opaque object, defined by hazy boundaries, diverse programme structures, and a presence in cities that is difficult to grasp. In this paper we develop an account of the non-formal arts learning sector for socially disadvantaged youth by treating it as a ‘socio-technical assemblage’ of the learning city. We draw on data from the Youthsites research project and examine the history, priorities, and tensions in the sector between 1995 and 2015, a period when the youth arts sector has become a significant feature of urban space. We trace the emergence of the sector in three global cities, analyse a series of paradoxes linked to income and property, the labelling of youth, and organisation aims, and show how these paradoxes shape the sector’s broader relationship with the state, labour and consumer markets, and related institutions that allocate support for young people.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号