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1.
Randomized controlled trials (RCTs) are considered the most methodologically sound methods of conducting empirical research, but a successful RCT is contingent on the recruitment of subjects into the intervention and study. Few research articles and evaluations in education discuss recruitment, and even fewer discuss challenges in recruitment. This is worrisome, given that recruitment can jeopardize internal and external validity – the most valuable aspects of RCTs. This paper initiates a conversation about planning and carrying out a successful recruitment campaign, specifically in postsecondary settings where students are more autonomous, programmes are likely to be voluntary, the flow of information is disparate, and incentives are often misaligned for external evaluation. We also share our challenges and lessons learned in recruiting students for a student support programme and its evaluation. We also advocate that more researchers devote attention to, and sufficiently plan for the recruitment of subjects into RCTs.  相似文献   

2.
电子游戏在教育领域的应用案例近年来逐渐增多,国外教育界正尝试将其作为一种新颖的工具直接用于课堂教学,近年来在该领域已经积累了相当数量的成功案例,但关于游戏教学效能的论证尚存争议。本研究归纳了六种类型的成功个案并探索其中的共通模式,发现教学工作者在此领域面临四个方面的问题:游戏开发、教学中的定位、环境与师资水平限制以及基础研究的缺乏。国内一线教学工作者需要在教学设计、游戏内容、自身业务水平三方面加强训练,才能在课堂中成功使用教育游戏。  相似文献   

3.
    
A survey was conducted in a public, research university located in a large and diverse metropolitan area in the southeastern part of the USA. The purpose of the survey was to determine both the positive and negative personal, educational, social, and work related consequences of playing video games. Nearly two‐thirds of the 203 participants in this study were of Hispanic heritage. A majority of the sample of participants was derived using a school intercept, as opposed to mall intercept, strategy. The remaining participants were obtained using snowball, and convenience sampling techniques. Statistically significant differences between males and females were found in the areas of communication, decision making in daily lives, leadership skills, collaborating, functioning in a team, and giving directions to others. These differences were favorable to males.  相似文献   

4.
    
Exposing American K–12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based on immunology concepts from the educational science game Immune Attack. Findings from three groups that finished their games and one group with an uncompleted game are explored.  相似文献   

5.
    
In this paper, we explore how secondary school students' participation in structured, math- and science-focused programs outside of school is associated with the aspiration to, and actual enrollment in, a STEM major in college. Moreover, we examine how varying sociodemographic backgrounds are related to their participation in these programs. Using expectancy-value theory and social cognitive career theory as our conceptual frameworks, we conduct a path analysis based on a nationally representative panel dataset. Results indicate that students who participate in structured science-focused out-of-school programs in eighth grade are more likely to express an aspiration to and choosing a STEM major in college. The intersection of sociodemographic backgrounds further highlights the intricate differences in math-focused programs participation outside of school between Latinx and White adolescents of varying socioeconomic status.  相似文献   

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7.
    
Governments worldwide are advocating for STEM curricula as essential to economic viability but the opportunity for STEM to create a re-envisioned world where there is equal access to wealth, opportunities, and privileges is less prominent. The literature has also not clearly articulated how the combination of the individual disciplines areas: science, technology, engineering and maths should be structured to form a cohesive paradigm within a contextual real-world problem. This paper details one example of a STEM unit had with an equity and social justice agenda. The teacher orchestrated a range of learning experiences to develop student intellectual and emotional engagement with the learning experience sequence, which was to design a pair of shoes for students in a refugee camp using resources that might be available there. Her teaching approach involved the choreography of student attention to the different dimensions of STEM. While all were in play particular disciplinary concepts and practices were foregrounded at different times. We propose that teaching STEM involves a choreography of focus on the different disciplines of Science, Technology, Engineering and Maths, with the relative weight at any one time and overall depending on the nature of the task that is to be accomplished.  相似文献   

8.
9.
The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in popular adventure game design, along with an analysis of how narrative supports problem solving in adventure games. Additionally, an analysis of the underlying structure used in game design for developing narratives is presented along with design heuristics for constructing narratives for educational purposes.  相似文献   

10.
电子游戏使用与个体创造力之间的关系已经引起了学界的关注。日常情境下的电子游戏使用对创造力的影响尚不明确,已有研究在结论上存在分歧,而教学情境下电子游戏对创造力的促进作用则得到了较为充分的研究支持。此外,已有研究也初步探讨了电子游戏对创造力的影响机制,揭示了认知、情绪、动机三方面的因素在电子游戏使用和个体创造力之间的中介作用。从当前研究的成果中可发现,沙盒、解谜和模拟经营这3类电子游戏可以有效促进创造力。未来的研究应对电子游戏相关变量进行更系统准确的操作性定义和测量,重视对电子游戏过程的分析,在此基础上进一步探究其他类型的电子游戏对创造力的作用及其机制,并开发促进创造力的支持工具或教育类电子游戏。  相似文献   

11.
This paper reports the findings of a study conducted on stakeholders’ perception of who influences the decision‐making processes in Ontario’s public postsecondary education institutions. The study identified and interviewed representatives of those stakeholder groups that are frequently written about as the main forces behind decision making in colleges and universities. This is a qualitative research study in which four institutions were selected for case studies. The findings suggest that administrations are the most influential, and faculty unions/associations are the least influential in Ontario’s (Canada’s second largest and most populated province) public colleges and universities. It is concluded that those in central positions with access to information from all levels, and who are in close proximity to the gatekeepers of the institutions, will dominate the decision‐making processes in postsecondary education institutions. They will be the generators and harvesters of ideas and implementers of decisions.  相似文献   

12.
    
This article reports on a study designed to estimate the effect of high school coursetaking in the algebra-calculus pipeline on the likelihood of placing out of postsecondary remedial mathematics. A nonparametric variant of propensity score analysis was used on a nationally representative data set to remove selection bias and test for an effect among all comparable students and among students least likely to enroll in precalculus, trigonometry, or calculus. The effect failed to reach practical significance among all comparable students and was particularly weak among students least likely to take precalculus, trigonometry, or calculus. These findings suggest that the regression-based results that factor strongly into discussions on high school graduation requirements for mathematics coursetaking contain substantial selection bias.  相似文献   

13.
《The Educational forum》2012,76(4):418-420
Abstract

This article argues that both traditional literacy (reading and writing print) and new digital literacies (for example, playing video games) come in two grades or forms, one of which can lead to success in the modern world and one of which is less likely to do so. In both cases, the role of “academic” or “specialist” language is crucial in distinguishing between the two grades  相似文献   

14.
    
ABSTRACT

With the anticipated increase in narrative video games entering the English classroom, the particular features of the genre need added attention. One of these features is the stronger perceived relationship between a player and the character than a reader and a character. While this has benefits for effective storytelling, it also creates the possibility of stronger triggering of trauma in the player. We must consider how to make accessible narrative games that discuss potentially triggering themes while not compromising other features of the genre such as multiple storylines and experiences of the text.  相似文献   

15.
ABSTRACT

This article is concerned with the source of men’s invisible advantage in the male-dominated disciplines of Science, Technology, Engineering and Mathematics (STEM). It is suggested that this advantage has been obscured by combining sponsorship and mentoring. The research asks: Are men or women most likely to be mentored? Is it possible to distinguish between mentoring and sponsorship? Is there gender variation in either or both of these depending on the source – whether from the academic supervisor, line manager or other senior academics? This qualitative study draws on interview data from 106 respondents (57 men and 48 women) at high, mid and early levels, in four universities: one each in Bulgaria, Denmark, Ireland, and Turkey. It shows that both men and women received mentoring from their PhD supervisor, albeit with slightly different reported nuances. Men were more likely than women to receive sponsorship in that relationship. Both men and women received sponsorship from the Head of Department, whose wider responsibilities may have reduced homophily. Men were more likely than women to receive sponsorship and mentoring from senior men, with most women indicating a lack of access to such senior academics. By distinguishing between mentoring and sponsorship, this article contributes to our understanding of the way male dominance in STEM is perpetuated and suggests the source of men’s invisible advantage in STEM.  相似文献   

16.
《学校用计算机》2013,30(2):73-80
No abstract available for this article.  相似文献   

17.
电子游戏的教育价值:来自美国研究的新观点   总被引:2,自引:0,他引:2  
当前,许多教育工作者和家长对电子游戏谈虎色变.然而,技术的发展已经使当今的电子游戏与过去的街机游戏有了天壤之别.美国一些知名专家和学者(包括Thiagarajan、Prensky、Johnson、Beck、Reeves、Brown、Gee以及Shaffer)的最新研究表明,电子游戏有许多积极的教育价值.本文以这些有影响力的人物及其在这一领域有影响力的著作或文章为主线,将这些挑战传统的观点归纳概括为:电子游戏是企业进行人力资源培训的新方法;电子游戏能发展玩家许多重要的能力,如问题解决能力、多任务处理能力、智力、管理能力,以及塑造玩家独特的商业品质和性格倾向;电子游戏能促进孩子们的学习.  相似文献   

18.
    
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5?years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities practised by teenagers and school/cognitive tests: Comprehension tests, Math, School Knowledge, and Reasoning. The activity frequency (‘never’ to ‘every day or almost’) is studied on five kinds of video games (i.e. action/fighting) vs. seven reading activities (i.e. crime/thriller/fantasy). Results show that there are no correlations or very slight ones between Video Games and cognitive/school tests. Reading activities have potentially important associations with cognition and especially school tests. To conclude, video games are primarily recreational activities and the cognitive stimulation they produce is very different from the one involved in specialised academic subjects  相似文献   

19.
    
Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development, learning, and ethical decision-making models, including frameworks and theories associated with games and ethics, as well as prior empirical and theoretical research literature. The EPIC Framework consists of seven ethics education goals (e.g., building ethical awareness, practicing reflection, and enhancing character), and 12 strategies associated with ethics education, which are also present in video games (e.g., role-play, modeling, and simulation). Each of the framework’s categories is described in detail, and the limitations of the framework are also discussed.  相似文献   

20.
转专业制度是充分体现以学生为本理念的具体落实途径之一。但专业选择与学习效果的关系值得研究,对学校而言保持专业多样性,发挥教师积极性,开设个性化课程是对大学生专业选择权的保障,也是将专业的选择方式本身所带来的影响降到最低的可行方式。  相似文献   

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