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Journal of Science Education and Technology - Educators are now moving classroom instructional objectives away from what content do we need to know towards how can we support learners in the...  相似文献   
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Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides examples and supports research proposing that context and culture matter when innovating in schools. Three classroom cases using Web 2.0, app development, and game design are discussed, offering educators a pathway to consider similar pedagogical and participatory approaches to foster learning. Classroom contexts, teachers' perspectives, district supports, technical requirements, and scalability are highlighted. The examples suggest innovative DML initiatives can flourish within schools when participants are mindful of context and when a participatory culture is supported (Jenkins, Clinton, Purushotma, Robison, & Weigel, 2006).  相似文献   
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In response to a desire to strengthen the economy, educational settings are emphasizing science, technology, engineering, and mathematics (STEM) curriculum and programs. Yet, because of the narrow approach to STEM, educational leaders continue to call for a more balanced approach to teaching and learning, which includes the arts, design, and humanities. This desire created space for science, technology, engineering, arts, and mathematics (STEAM) education, a transdisciplinary approach that focuses on problem-solving. STEAM-based curricula and STEAM-themed schools are appearing all over the globe. This growing national and global attention to STEAM provides an opportunity for teacher education to explore the ways in which teachers implement STEAM practices, examining the successes and challenges, and how teachers are beginning to make sense of this innovative teaching practice. The purpose of this paper is to examine the implementation of STEAM teaching practices in science and math middle school classrooms, in hopes to provide research-based evidence on this emerging topic to guide teacher educators.  相似文献   
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This paper reports results from a case study focused on understanding student practices regarding production-oriented problem-solving with digital media. Thirty-seven students participated in an elective curriculum called, “Techno Savvy,” a nine-week course focused on student exploration of global issues, and designed around Web 2.0 tools. Socio-constructivist theory provided the theoretical lens to write and study the curriculum. Complexity in student practices using digital media tools to determine critical thinking is highlighted. Data were analyzed for patterns observed in student practices, video, artifacts, oral, and written work. Results suggest that student interaction and practices afforded by tools and content within the curriculum encourage critical thinking. This study implies a need for further classroom research linking pedagogical approaches with digital media to critical thinking and achievement.  相似文献   
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Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal schooling. Educators are beginning to recognize the instructional potential of games but are seeking ways to understand and effectively support them in learning environments. This paper offers a working example detailing the process of creating a high school curriculum focused on game and app design. Through the example, the author addresses the ‘why’ and ‘how’ to move forward with games in schools and argue the necessity of cultivating a participatory culture. The example concludes with assumptions from this experience and an invitation for scholars to critique and discuss the instance.  相似文献   
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ABSTRACT

This research draws on a longitudinal study in which middle school math and science teachers enacted STEAM (science, technology, engineering, art and mathematics) teaching in their classroom after participating in intensive STEAM professional development aimed at increasing effective STEAM teaching. The authors address one important aspect in STEAM teaching, technology integration practices of teachers during instruction, and theorise their work using connected learning theory. Qualitative case study is used to identify and describe technology integration themes which emerged during STEAM instruction. Results suggest 17 of the 21 teachers participating in the study demonstrated technology integration involving one or more areas of instructional approaches, assessment and student use. The research expands what we know about how technology can be integrated in STEAM instruction and suggests ways to capitalise on technology to broaden access and appeal to all students during STEAM instruction.  相似文献   
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