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1.
Margaret Beier, Leslie Miller, and Shu Wang??s paper, Science games and the development of possible selves examines the effects of game-playing in a serious scientific game on science possible selves identity creation, utilizing a possible selves identification instrument they created. This paper continues the discussion that Beier and colleagues start in the paper by calling into question both the idea that a predictive model of science career choice can be attained by serious science game-playing and the nature of the instrument created and used by Beier and her colleagues to identify participants?? creation of science possible selves. Recommendations include incorporating the idea of possible selves as being complex, dynamic and intertwined with self-concept in interpreting their findings and casting a wider net to capture the phenomena of their participants?? identities and experiences by potentially making use of possible selves identification methodologies from the career training arena.  相似文献   

2.
In this response to Yupanqui Munoz and Charbel El-Hani??s paper, ??The student with a thousand faces: From the ethics in videogames to becoming a citizen??, we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as Grand Theft Auto, Street Fight, Command and Conquer: Generals, Halo, and Fallout 3 using Neil Postman??s (1993) conceptualization of technopoly along with Bill Green and Chris Bigum??s (1993) notion of the cyborg curriculum. Our contention is that these games are not representative of current educational videogames about science, which hold the potential to enhance civic scientific literacy across a diverse range of students while promoting cross-cultural understandings of complex scientific concepts and phenomenon. We examine games that have undergone empirical investigation in general education science classrooms, such as River City, Quest Atlantis, Whyville, Resilient Planet, and You Make Me Sick!, and discuss the ways these videogames can engage students and teachers in a constructivist dialogue that enhances science education. Our critique extends Munoz and El-Hani??s discussion through an examination of the ways videogames can enhance science education by promoting inclusive education, civic scientific literacy, and global citizenship.  相似文献   

3.
The advent of genomics, proteomics, and microarray technology has brought much excitement to science, both in teaching and in learning. The public is eager to know about the processes of life. In the present context of the explosive growth of scientific information, a major challenge of modern cell biology is to popularize basic concepts of structures and functions of living cells, to introduce people to the scientific method, to stimulate inquiry, and to analyze and synthesize concepts and paradigms. In this essay we present our experience in mixing science and education in Brazil. For two decades we have developed activities for the science education of teachers and undergraduate students, using microscopy images generated by our work as cell biologists. We describe open-air outreach education activities, games, cell modeling, and other practical and innovative activities presented in public squares and favelas. Especially in developing countries, science education is important, since it may lead to an improvement in quality of life while advancing understanding of traditional scientific ideas. We show that teaching and research can be mutually beneficial rather than competing pursuits in advancing these goals.  相似文献   

4.
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, Citizen Science, was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long history within the scientific community, engaging the public in ongoing community and environmental surveys to collect data for existing small-scale studies. More recently, citizen science has gained traction as an educational context for teaching and learning science in ways that connect to students?? lives and interests. By placing citizen science within the realm of digital worlds, Matthew Gaydos and Kurt Squire invite new possibilities for knowledge to become more kinetic, moving in multiple directions. In this article we discuss some of the tensions we experienced as we explored the digital game, Citizen Science. We highlight questions about narrative and complexity, emergent game play and transfer to encourage thinking about the development and implementation of games such as Citizen Science.  相似文献   

5.
This paper presents a new approach to science education that takes a path through sociocultural theory and into the ideas of Gloria Anzaldúa. We apply Anzaldúan theory to science education by illustrating it in action through various examples which explore the multidimensionality of teaching science with Latin@ students in various contexts including dual language settings. We present what it is to journey through transformation using examples from educators at various levels of science within the world of teaching science with Latin@ students in the U.S. Our examples illustrate how Latin@ students cross many cultural borders in Spanish, English, Latin@ home culture, school culture, and the world of scientific dialogue and content, and in doing so, go through tensions and transformations between dominant and non-dominant worlds, which should be acknowledged and better understood through Anzaldúan theory. Fundamentally, we present a transformative notion of Latin@ science learning as “living on the bridges” of many dialogic and cultural practices, and having to negotiate these in-between spaces, or “nepantla” (Anzaldu´a and Keating in Interviews, Psychology Press, London, 2000), where Latin@ students must contend with the fragmented and sometimes painful struggle of living in racialized reality amidst the demands of a dominant culture, and where transformation and healing are possible through the path of conocimiento. We advocate for teachers to become science teacher nepantler@s, who guide their students through nepantla, and into a new mestiz@ consciousness of science education.  相似文献   

6.
This study explored pre-service teachers’ possible teacher selves with respect to how they have been shaped by their experiences of math failure. The study contributes to identity research by applying the theory of possible selves and by comparing and contrasting narrated possible teacher selves of pre-service elementary school teachers and pre-service mathematics teachers. Three categories of possible selves were identified: teacher traits and actions, student strategies, and teacher self-development. How possible teacher selves may inform teacher identity development and teacher preparation in the context of teaching mathematics is discussed, as are methodological considerations for examining narrated possible selves.  相似文献   

7.
Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying ??Ourselves??, we create and marginalize ??Others??. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players?? citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom (phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.  相似文献   

8.
9.
This paper presents a review of Jane McGonigal’s book, “Reality is broken” (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about “why games make us better and how they can change the world”, written by a specialist in computer game design. I will try to show the relevance this book might have to science educators through emphasizing the points that the author offers as the fixes to rebuild reality on the image of gaming world. Using cultural-historical activity theory, I will explore how taking up a gamer mindset can challenge one to consider shortcomings in current approaches to the activity of teaching–learning science and how using this mindset can open our minds to think of new ways of engaging in the activity of doing science. I hope this review will encourage educators to explore the worldview presented in the book and use it to transform our thinking about science education.  相似文献   

10.
11.
Abstract

Video games have the potential to educate and engage people—especially young people—in climate change and energy issues by facilitating the development of helpful thoughts, feelings, and actions. The objective of the present article is to propose a set of game attributes that could maximise the cognitive, emotional, and behavioural engagement of players, and lay the foundations for future work. We have used semi-structured interviews with experts to identify a set of game attributes and a group discussion with teenagers to validate them. By applying grounded theory in our analysis of the experts’ responses, we have developed a framework for climate change engagement through serious games. It consists of 15?key attributes that we have classified in three dimensions: cognitive, emotional, and behavioural. Literature review drawn on sources in social psychology, communication and education has contributed to further explain and justify the inclusion of each of the attributes.  相似文献   

12.
Learning science interpreted in existing theoretical frameworks often means that students are assimilated, accommodated or enculturated from the entity of the vernacular world to the entity of the scientific world. However, there are some unsolved questions as to how students can best learn purely a new language or new knowledge of science. The purpose of this study is to conduct microanalysis of moment-to-moment interactions in order to understand how science language is taught and learned in details. Informed by Bakhtin’s dialogism, the analysis indicates that learning science is a process of appropriating authoritative discourse into internally persuasive discourse. Based on our analysis and findings, we propose the framework of discursive evolution to describe the process of teaching and learning the language of science. Four different stages of discursive evolution are identified to demonstrate the discursive changes during the course of science teaching and learning discourse: (a) using deictic references to connect scientific terminologies, (b) understanding science terminologies through its derivatives, (c) communicating science practices conventionally through science terminologies, and (d) communicating science practices innovatively through mutated science terminologies. The findings suggest that science teaching and learning comprise a heterogeneous process which draws on both science and non-science language and is a constantly evolving process. Understanding teaching and learning as a heterogeneous and constantly evolving process allows us to reunite the roles of teachers and students as mutually responsible collaborators rather than science knowledge givers and consumers.  相似文献   

13.
The move from respecting science to scientism, i.e., the idealization of science and scientific method, is simple: We go from acknowledging the sciences as fruitful human activities to oversimplifying the ways they work, and accepting a fuzzy belief that Science and Scientific Method, will give us a direct pathway to the true making of the world, all included. The idealization of science is partly the reason why we feel we need to impose the so-called scientific terminologies and methodologies to all aspects of our lives, education too. Under this rationale, educational policies today prioritize science, not only in curriculum design, but also as a method for educational practice. One might expect that, under the scientistic rationale, science education would thrive. Contrariwise, I will argue that scientism disallows science education to give an accurate image of the sciences. More importantly, I suggest that scientism prevents one of science education’s most crucial goals: help students think. Many of my arguments will borrow the findings and insights of science education research. In the last part of this paper, I will turn to some of the most influential science education research proposals and comment on their limits. If I am right, and science education today does not satisfy our most important reasons for teaching science, perhaps we should change not just our teaching strategies, but also our scientistic rationale. But that may be a difficult task.  相似文献   

14.
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game Spore, which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design, while the other implied the game merely made students excited about science topics. While this debate is nothing new, having foundations in several theoretical perspectives; educators must identify their own perceptions of video games and how even commercial games can be used as tools for teaching.  相似文献   

15.
Professional identity surfaces repeatedly as an important underlying factor in teacher development. A sequential explanatory mixed methods design was used to investigate identity development in terms of teachers’ expected and feared possible selves. Teachers (n = 120) representing three career groups (prospect, new, and experienced) participated. The findings reveal differences in possible selves which are detectable based on career group. New teachers exhibited a greater focus on task self-concepts; prospective teachers expressed both task and quality possible selves; and experienced teachers expressed identities more concerned about the quality-focused ones. Our findings also reveal a potential transition path in professional identity development.  相似文献   

16.
Estimating measurement uncertainties is important for experimental scientific work. However, this is very often neglected in school curricula and teaching practice, even though experimental work is seen as a fundamental part of teaching science. In order to call attention to the relevance of measurement uncertainties, we developed a comprehensive model that structures and describes all subject matter on measurement uncertainties relevant to secondary education (age 13–19 years). It consists of ten basic concepts categorized within the following four dimensions: (a) existence of uncertainties, (b) handling of uncertainties, (c) assessment of uncertainties, and (d) conclusiveness of uncertainties. The model was developed by reviewing the subject literature, constructing a model for university level, validating this model with 6 experts in metrology (the science of measurement), adapting the model to the target group, and validating the simplified model with 108 science teachers. We present the model and its development by describing the dimensions and concepts and by giving examples. Thus, our work provides a base for developing and assessing instructions to teach the estimation of measurement uncertainties in secondary education.  相似文献   

17.
The National Institutes of Health publishes a series of science curriculum supplements for K–12 education that are available from their Web site free of charge (http://science.education.nih.gov/supplements). In this feature, we review two of the high school supplements, Human Genetic Variation and Cell Biology and Cancer. Overall, we find that they are both excellent resources that engage students in learning science content while emphasizing the impact of scientific breakthroughs on personal and public health. In this review, we highlight the many strong features of the curricula and point out instances in which teachers may wish to seek out supplemental, updated information.  相似文献   

18.
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang??s (2012) paper, Science games and the development of possible selves. In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on the application of various components of the sociocultural perspective of learning in classroom environments and the potential for applying them in virtual worlds. I propose that research in science education should explore the processes underlying cognitive apprenticeship and determine how these processes can be used in virtual environments to help students learn science successfully.  相似文献   

19.
Anita Rampal 《Interchange》1992,23(3):309-314
This article concludes theInterchange debate on the author's own “A Possible ‘Orality’ for Science?” (Interchange, Vol. 23, No. 3, pp. 227–244). The author contrasts two movements in science education: Science for Scientists and Science for All. The author maintains that we need to review the language of science to the end of producing a more palatable school science curriculum for all of our pupils.  相似文献   

20.
The purpose of this review paper is to contribute to the effort of rethinking scientific literacy in a form that is appropriate for describing and theorizing its occurrence “in the wild,” that is, in the everyday world that we share with others (as opposed to testing situations in classrooms and laboratories). Consistent with our commitment to practice, we exemplify relevant theories of everyday cognition with a case study of scientific literacy in the wild. Accordingly, we conceive scientific literacy as situated, distributed, and dynamic. We use this case study as a touchstone for reviewing the literature on scientific literacy as it has been developed over the past 50 years. Our review shows that sociocultural and cultural-historical activity theoretic models of knowing account for scientific literacy in the wild better than other theories. If the purpose of science education is to produce a scientifically literate citizenry, the question now can be asked what these models propose to frame school science and the possible trajectories that might lead to scientific literacy in the wild.  相似文献   

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