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1.
Abstract

Classroom practitioners are expected to facilitate effective learning under the Curriculum and Assessment Policy Statement (CAPS) in South Africa. During this facilitation process, educators are required to become more resourceful in terms of their learning and teaching strategies. This article is based on a case study – within the phenomenographic paradigm – of Grade 9 educators and learners in four rural schools in North West, South Africa. The study focussed on a specific economics and management sciences (EMS) topic relating to the understanding of the value or price determination of the South Africa rand on the foreign exchange market. The article is divided into three parts: firstly, the concepts of phenomenography and the variation theory of learning are explored and constituted as the conceptual framework; secondly, educators’ experiences with the variation theory as a classroom resource for learning; and thirdly, the impact of educators’ classroom experiences with the variation theory on learners’ quantitative and qualitative learning outcomes. The results showed an improvement in the learners’ understanding of the EMS topic studied.  相似文献   

2.
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   

3.
Educational video games are hypothesized to be good environments for promoting learning; however, research on conceptual learning from games is mixed. We tested whether embedding a learning support in the form of short animations illustrating physics concepts that can be used to aid gameplay improved learning. Ninety-six 7th to 11th grade students were randomly assigned to play Physics Playground with or without the learning supports over a 4-day period. Results indicate that students who played a version of the game with embedded learning supports showed more improvement on a far- (d = 0.36), but not on a near-transfer physics assessment (d = 0.17) compared to those who played without the supports. The learning supports did not affect students’ enjoyment with the game. We conclude that the game-embedded animations were effective at promoting conceptual learning without sacrificing the fun of game-based learning.  相似文献   

4.
《Africa Education Review》2013,10(3):569-580
Abstract

This article examines the comprehensiveness of the University of South Africa (UNISA) as an Open Distance Learning (ODL) institution and the challenges faced by experimental disciplines within ODL. Those challenges are brought about by the attempt to harmonize study and research programs in the College of Science, Engineering and Technology (CSET) following the merger and harmonization of programs from the former distance learning UNISA and Technikon South Africa (TSA). The paper discusses the current realities with the aim to promote further debate on the place of ODL in science and technology programs in tertiary education such as UNISA in general and CSET in particular.  相似文献   

5.
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible solution for these shortcomings is to focus on separate game elements rather than on games as a whole. A second solution is to take into account students’ perceptions of instruction as they are likely to affect students’ interpretations and learning outcomes. This study investigated whether the addition of the gaming element ‘competition’ to a computer-based language learning environment is related to students’ motivation, perceptions and learning outcomes. Additionally, this study probed into the effect of instruction, i.e., the instruction of a gaming or learning environment, on students’ perceptions of the environment, their motivation and learning outcomes. 83 students participated in this study, all working in a game-based learning environment for learning business English conversation skills. The results demonstrate that competition is not significantly related to students’ learning gains and only partly related to students’ motivation. Moreover, the majority of students perceived the environment as a learning environment, even when they were instructed to be playing in a gaming environment. To conclude this paper, the practical and theoretical implications for the fields of instructional design and educational games research are discussed.  相似文献   

6.
Following up on an earlier issue of The Curriculum Journal (Vol. 16, No. 1), this article focuses on learning outcomes in the context of video games. Learning outcomes are viewed from two theoretical frameworks: Kirkpatrick's levels of evaluation and the CRESST model of learning. These are used to analyse the outcomes claimed in journal articles that report empirical work, indicating the usefulness of the frameworks, and the necessity to consider the role of affective learning. The article ends with some comments on the relationship of instructional design to effective games and learning outcomes.  相似文献   

7.
Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students’ reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students’ use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.  相似文献   

8.
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.  相似文献   

9.
Managing teaching and learning in South African schools   总被引:1,自引:0,他引:1  
This paper examines the significance of leadership and management in enhancing classroom practice and improving learner outcomes in two provinces of South Africa. It is increasingly recognised, internationally and in South Africa, that managing teaching and learning is one of the most important activities for principals and other school leaders. Managing teaching and learning is one of the core modules in South Africa's new national qualification for school principals. Drawing on case studies of eight schools, mostly in disadvantaged contexts, the paper shows that managing teaching and learning are often inadequate, and largely fails to compensate for the social and educational problems facing learners and their communities.  相似文献   

10.
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   

11.
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay. Students produced 124 reflections in total, which were analysed via template analysis to determine how children metacognitively reflected on different types of multimodal symbols and used those symbols to comprehend the games and make decisions. Results illustrate how students engaged in metacognitive semantic and syntactic processes with a variety of multimodal symbols, such as written language, dynamic visuals and abstract symbols, during gameplay that aided their understanding of the games and influenced their decisions. This study contributes to the limited empirical research on video game literacies and illustrates children's meaning-making processes while engaged with video games as multimodal interactive texts.  相似文献   

12.
《Africa Education Review》2013,10(2):318-328
Abstract

This article highlights inherent difficulties in defining learning disability, particularly in South Africa. It traces the evolution of the category from ‘minimal brain damage’ through to the more current ‘learners with special educational needs’ and ‘learners with barriers to learning.’ Different definitions or attempts to describe the phenomenon ‘learning disability’ are reviewed. An overview of the current international research in the field is provided with particular reference to research that attempts to define learning disability. Much of this research is framed within the medical model, which has as its foundation positivism and empiricism. This results in research which is deficit-focused; in other words the focus is on pathology. A second reductionist model fragments the phenomenon of learning disability into discrete units, each of which is researched. It is suggested that, in re-thinking learning disability, the focus shifts away from the deficit, pathology based, reductionist focus currently held across disciplines.

The problem inherent in including the notion of ‘discrepancy between potential and performance’ in any definition is discussed, with particular reference to the measurement of ‘potential in South Africa's multicultural and multilingual learner population. The article ends with a proposal that there be a shift in focus to a panoptic view of the child: a view that takes in his strengths and talents. In so doing, the country may be better able to serve this growing population.

With the national shift towards inclusive education, there is a renewed focus on learners euphemistically called learners with special educational needs or the more ‘in vogue’ learners with barriers to learning. Yet what we mean when we bandy these terms about, how well we understand these learners, is questionable. The focus of this article is that sub-group of learners that educators and parents think are just not achieving as they should be achieving, despite themselves, that sub-group we identify as having ‘potential’ but not ‘performance’; that sub-group that we just cannot quite explain, we just cannot quite understand; that sub-group for whom support ranges from placement to pills to punishment!

This article critically evaluates the current understanding of the phenomenon of learning disability as it is understood in the South African context. It begins with an overview of the international research, with particular reference to the notion of definition. Thereafter, it makes comments on the term as it is used in South Africa. In conclusion, the article proposes the need for an alternative understanding of this group of learners.  相似文献   

13.
游戏与学习研究新进展   总被引:1,自引:0,他引:1  
随着计算机游戏在图形、复杂性、交互和描述等方面越来越复杂,多种类型的游戏已经在市场上占有重要地位,计算机游戏正成为文化的一部分。游戏与学习的关系成为越来越多的研究者关注的重点。本研究综述的目的是提供关于计算机游戏产业、市场和文化等现状的一个概述;对游戏与教育相关性研究的主要进展提供概览,并对该领域的相关文献进行概述;为教育研究共同体和游戏开发商等就如何在学习资源设计中使用游戏技术进行交流提供基础;为教育共同体在教育环境中使用数字游戏的讨论提供基础。同时本研究还以恰如其分的语气承认,在现有的教育体制和学习模式下,应用游戏的一些障碍和挑战。不仅如此,在这篇研究综述中,作者还为设计者、研究者和政策制定者提出了如何将游戏的一些本质特点融入学习资源和学习环境设计中的一些方法,而不仅仅是像今天教育游戏给学生提供的似乎像糖衣的"趣味性",只是使学生完全沉浸其中。  相似文献   

14.
《Africa Education Review》2013,10(2):193-203
Abstract

Research on secondary education in Africa is urgent for several reasons. One reason is the strong link between social and economic development, on the one hand, and secondary education, on the other. Several studies have indicated this link and while African leaders are mindful of its importance, no comprehensive plan exists whereby development objectives put forward by New Partnership for Africa's Development (NEPAD) could be realised.

This article reports on a pilot study by a South African university following a request from the NEPAD Secretariat to investigate secondary education research opportunities. The study included a literature review, documentation analysis and interviews with various interested individuals and bodies that are concerned with secondary education research and development in Africa. Results of the pilot study point towards a number of important studies that have been conducted or that are currently under way concerning African secondary education. Secondly, a number of possible strategic focus areas for research have emerged, but will have to be followed by more in-depth inquiry in order to be of proper value.  相似文献   

15.
《Africa Education Review》2013,10(3):568-587
Abstract

To meet the demands of our highly technological and globally competitive society, it is becoming increasingly important for all learners in South Africa to obtain skills and knowledge in mathematics. However, South Africa performed the worst of all the countries who participated in the Trends in International Mathematics and Science Study (TIMMS). Education in South Africa is now confronted with the dilemma of how to improve the mathematics performance of learners. One way of dealing with this dilemma is to apply Howard Gardner's Theory of Multiple Intelligences in the classroom. This intervention should contribute positively to the South African Government's Foundation for Learning Campaign. This article suggests specific ways in which teachers can incorporate the different intelligences in their teaching and learning activities in the mathematics classroom. Recommendations are made for the application of the Multiple Intelligences Theory in the mathematics classroom, and topics for future research are suggested.  相似文献   

16.
《Africa Education Review》2013,10(3):520-538
Abstract

This theoretical paper looked at the possibility of incorporating the social learning concept of achievement-oriented behaviour in promoting children's public participation in policy-making in the educational system. The paper highlighted how the concepts of public participation and achievement-oriented education could be used in the governance of the educational system in South Africa. The paper explored concepts such as goal-directed behaviour, achievement standards, achievement beliefs, and how the educational system could use the concepts in the promotion of children's public participation. Future studies could focus on the empirical relationship between achievement-oriented behaviour and child involvement in participatory democracy in the governance of the educational system in South Africa.  相似文献   

17.
Abstract

This article argues that learner-centred education needs to shift from a discussion only on pedagogical activities such as group-work and other cooperative learning strategies. It suggests that the focus of learner-centred education should be on the cultural world of the African child and how this influences the way in which he/she learns Western science. The African child often experiences cognitive dissonance/perturbation when learning Western science. The article draws on insights from the theory of collateral learning which was originally developed by Jegede. It argues that unless policymakers and teachers take into consideration the cultural frameworks of learners, there will not be a sound basis for improving school science and school mathematics in South Africa. Spending more on resources and increasingly testing learners, as is currently done in South Africa, will not improve school science in South Africa. Improving school science in part depends on rethinking leaner-centred education, which means critically looking at the important role that cultural frameworks of learners play in learning Western science.  相似文献   

18.
Abstract

Distance education reaches out to non-traditional students in geographically dispersed locations, who are unable to attend face-to-face classes. Contact institutions have been quick to realise the many advantages of distance (online) learning, such as easy access to learning materials, interactive activities, assessment and communication tools. However, the path to anything approaching dual-mode provision has not been without obstacles. In South Africa in the early 2000s, the Council on Higher Education reinforced the mandate of distance education universities and decreed that contact institutions should not encroach on this territory. Subsequently, various frameworks and guidelines emerged which can inform current consideration of dual-mode provision. This practitioner report presents two case studies (University of Pretoria, South Africa; and University of Oxford, United Kingdom) which explore the implications for contact institutions in expanding their provision to include distance education.  相似文献   

19.
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate statistical and qualitative findings on student performance, completion time, student intrinsic motivation, as well as desirable, undesirable, helpful and hindering aspects of serious game‐based and nongame‐based courses. Students in the game‐based course were found to have performed significantly better and to have taken significantly longer. Students and teachers in the game‐based course provided more reasons for student motivation along with more desirable, more helpful and less hindering aspects compared to students and teachers in the non‐game‐based course. In addition, students and teachers in both courses provided an equal number of undesirable aspects. The results from this study inform instructional designers, teachers, education stakeholders and educational game designers by providing research‐based evidence related to the learning experiences and outcomes of the serious game‐based online course.  相似文献   

20.
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