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1.

This article is a reflection focused on Licona and Kelly’s (Cult Stud Sci Educ. https://doi.org/10.1007/s11422-019-09946-7, 2019) paper dealing with translanguaging in science classrooms within a SSI context. I use a number of points that the authors of the original paper make to prompt my thinking about teaching in multilingual contexts, the most common type of classroom in the world. The original paper is a case study that has the advantage of dealing in depth with the specific details of the situation that unfolded. In this paper I try to place some of those issues in a much wider general context, something that is not available to the original authors since their methodology does not allow that to be done. I use my own work as a researcher of mathematics education (the crucial tale or tail-end of STEM/STEAM or maybe the foundation of the other branches?) both in Australia and Papua New Guinea and elsewhere to give a different context for this reflection, and occasionally experiences within my own family. I also write as a monolingual peering into the worlds of multilinguals, with all its inherent limitations and yet the position of many teachers and researchers. Taken together one hopes that these issues, first seen in the in-depth microstudy, then set against a much broader context, will help our peer community grasp again something of the importance of studying the language context of teaching/learning science.

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2.
In this forum, I take a learning sciences perspective to examine the paper by Bellocchi, Ritchie, Tobin, Sandhu and Sandhu (Cultural Studies of Science Education, doi:10.1007/s11422-013-9526-3, 2013) titled “Examining emotional climate of preservice science teacher education.” I characterize their approach as a social cultural and situative perspective of studying emotions in teaching and learning. Such an approach overcomes the limitations of examining emotions as individual psychological constructs, but it also incurs other methodological challenges. I suggest an alternative approach of examining the individual’s emotions, as well as their aggregates as a group measure. This approach allows us to study variations in emotional outcomes at an individual level or at a group level. I also suggest examining interplay of emotions with other aspects of learning outcomes, for example, cognitive learning outcomes. Finally, I suggest studying development of meta-emotional knowledge among teachers as another fertile area of research that could benefit the teachers in their classroom practices.  相似文献   

3.

The inclusion of games in mathematics programmes is widely believed to foster the enjoyment of mathematics. The focus of this paper is on fluctuations in emotional climate during the playing of whole-class mathematics games. A multimethod approach drawing on the sociology of emotions was employed to explore changes in the classroom emotional climate that were associated with game playing. The event-oriented inquiry was conducted with two teachers and a class of 10- to 13-year-olds in a New Zealand classroom during mathematics sessions. Over a series of eight mathematics lessons, there were three noticeable fluctuations in emotional climate, all of which occurred during whole-class games. Our analysis of these three events identified a successful interaction with dramatic emotional energy associated with a positive emotional climate, a successful interaction with undramatic emotional energy associated with positive emotional climate, and an unsuccessful interaction associated with negative emotional climate with interactional repair. The third event also illustrated how the incomplete nature of a game’s rules can provide an opportunity for a negative emotional climate to be associated with game playing. The taken-for-granted wisdom that whole-class mathematics games can enhance emotional aspects of a classroom learning environment is supported by some of our evidence.

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4.
In their articles, Ajay Sharma (Cult Stud Sci Educ, doi: 10.1007/s11422-017-9835-z, 2017) and Noel Gough (Cult Stud Sci Educ, doi: 10.1007/s11422-017-9834-0, 2017) shed light on the impact neoliberalism has on the teaching of science and suggest ways to ensure that science education remains critical and socially equitable. In this paper, I illustrate how their proposals influenced my instructional choices during the fall of 2016 in a course entitled Epistemology and Education.  相似文献   

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6.
This article consists of two parts. The first one is to a large extent a commentary on John R. Staver’s “Skepticism, truth as coherence, and constructivist epistemology: grounds for resolving the discord between science and religion?” The second part is a related overview of Islam’s philosophy of knowledge and, to a certain degree, science. In responding to Staver’s thesis, I rely strongly on my scientific education and habit of mind; I also partly found my views on my Islamic background, though I enlarge my scope to consider western philosophical perspectives as well. I differ with Staver in his definition of the nature, scope, and goals of religion (concisely, “explaining the world and how it works”), and I think this is the crux of the matter in attempting to resolve the perceived “discord” between science and religion. The heart of the problem is in the definition of the domains of action of science and religion, and I address this issue at some length, both generically and using Islamic principles, which are found to be very widely applicable. The concept of “reality,” so important to Staver’s thesis, is also critically reviewed. The philosophy of knowledge (and of science) in Islam is briefly reviewed in the aim of showing the great potential for harmony between the two “institutions” (religion and science), on the basis of the following philosophy: science describes nature, whereas religion gives us not only a philosophy of existence but also an interpretative cloak for the discoveries of science and for the meaning of the cosmos and nature. I conclude by insisting that though science and religion can be considered as two worldviews that propose to describe “reality” and to explain our existence and that of the world; they may come to compete for humans’ minds and appear to enter into a conflicting position, but only if and when we confuse their domains and modes of action.   相似文献   

7.
In this paper we reflect on the article “I am smart enough to study postsecondary science: a critical discourse analysis of latecomers’ identity construction in an online forum”, by Phoebe Jackson and Gale Seiler (Cult Stud Sci Educ.  https://doi.org/10.1007/s11422-017-9818-0). In their article, the authors did a significant amount of qualitative analysis of a discussion on an online forum by four latecomer students with past negative experiences in science education. The students used this online forum as an out-of-class resource to develop a cultural model based on their ability to ask questions together with solidarity as a new optimistic way to position themselves in science. In this forum, we continue by discussing the identity of marginalized science students in relation to resources available in postsecondary science classes. Recent findings on a successful case of a persistent marginalized science student in spite of prior struggles and failures are introduced. Building on their model and our results, we proposed a new cultural model, emphasizing interaction between inside and outside classroom resources which can further our understanding of the identity of marginalized science students. Exploring this cultural model could better explain drop-outs or engagement of marginalized science students to their study. We, then, used this model to reflect on both current traditional and effective teaching and learning practices truncating or re-enforcing relationships of marginalized students with the learning environment. In this way, we aim to further the discussion initiated by Jackson and Seiler and offer possible frameworks for future research on the interactions between marginalized students with past low achievements and other high and mid achieving students, as well as other interactions between resources inside and outside science postsecondary classrooms.  相似文献   

8.
In their article Mindfulness and discussingthornyissues in the classroom Konstantinos Alexakos et al. (Cult Stud Sci Educ, 2016. doi: 10.1007/s11422-015-9718-0) describe “thorny” issues as “difficult topics to discuss because they are more personal to some perhaps even cause pain and violence.” As women from different backgrounds, we engage in a metalogue, which expands on our thoughts and emotions the thorny issues evoked. Our discussion is grounded in theoretical frameworks of mindfulness, wellness, and safe space for learning. We also reflect on our experiences of facing some of the thorny issues in our academic and personal lives. Having trust and respect for one another and being aware of thorny issues allows for a meaningful conversation about the complexity and nuances involved in discussing difficult topics in a classroom setting.  相似文献   

9.

A long-asked question in children’s literature studies is how the child reads the very same book we (adults) have read. In 1984, Peter Hunt argued for a “childist criticism” proposing that young readers’ multiple individual responses to literature should inform adults’ critical practice. In this article, I propose that affect theory and new materialist epistemologies could reorient our critical practice in and with children’s literature. Using the concept of childist criticism (Hunt 1984, 1991) and Maggie MacLure’s (2013) notion of the “wonder of data,” I follow different encounters between children (and researchers) and the book La madre y la muerte/La partida (Laiseca et al., 2016). This book tells a macabre story about a mother that cannot bear to have her child taken away by Death. By following the book’s agency (García-González & Deszcz-Tryhubczak, 2020) in the research assemblage of different projects, I propose possible affective methodological orientations to post-representational research for children’s literature criticism.

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10.

This article examines the relations between the teachers’ subjective feeling and their motivating teaching style during physical education lessons. Doing so, it aimed at better understanding the emotional antecedents of the teaching behaviors. Twelve volunteer physical education teachers were filmed with their respective classes to assess the motivating style they used during their intervention. Immediately after, the subjective feelings they felt during the lesson were assessed using the affective slider in a video-based session. Cross-lagged multilevel modeling was then performed, controlling for emotional exhaustion level and demographic factors. Results showed that, at the within level, subjective pleasant feelings predicted positively the relatedness-supportive dimension of the motivating style, and negatively the controlling dimension. At the between level, the controlling dimension of the motivating style was positively related to the pleasant subjective feelings while the relatedness-thwarting dimension was negatively related to them. While literature has mainly examined the cognitive antecedents of teachers’ motivating styles, this study emphasizes the emotional processes occurring during the lesson. Based on the conceptual framework of teachers’ emotions model proposed by Frenzel (2014), results indicate that teachers react to their subjective feelings, modifying the way they interact with students accordingly. In parallel with cognitive determinants of teaching, the emotional dimension thus deserves to be more deeply considered in future teaching training programs.

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11.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
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12.
The debate about Islam and science extends to a debate about the relationship between Islam and science education. In this paper, I explore Egyptian teachers’ views of the relationship between science and religion within the Islamic context. Teachers’ key vision of the relationship between science and religion was that “religion comes first and science comes next. I will argue that teachers’ personal religious beliefs are among the major constructs that drive teachers’ ways of thinking and interpretation of scientific issues related with religion. Then, I discuss how teachers’ personal religious beliefs have been formed and influenced their pedagogical beliefs related to science and religion issues. Finally, I will argue, how we use the personal religious beliefs model as a framework of teaching/learning scientific issues related with religion within sociocultural (Islamic) context.   相似文献   

13.

This paper responds to a 2016 systematic literature review of the research on learning games by Ke (Educ Technol Res Dev 64(2):219–244, 2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The limitations, impact, and future implications are also described, with the perspective of this response focused on education theory. Intrinsic integration is an important consideration when designers create the next generation of digital games, and as researchers try to untangle the affordances of different educational games for student learning.

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14.
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks. Effective gamification design should understand the game personalities of learners, social engagement styles, and intrinsic- and extrinsic-motivated user styles initially and evaluate and select appropriate game mechanics, game dynamics, to create ideal gamification instructions. The research question this study investigated is: How will four types of gaming personalities (i.e. Explorer, Socialiser, Killer and Achiever) predict the level of game dynamics in online discussion environments? This study concluded that examining how gaming personalities relate to game dynamics in a gamified online discussion instruction is not sufficient to design effective gamification. It suggests future studies in game instructions should focus on the relationships between game dynamics, gamification contexts, gaming personalities or preferences, dynamic gaming engagement styles, etc.  相似文献   

15.
16.

Activation of known material, the importance of context and narrative, opportunities for reflection, and appropriate feedback are all major issues to be taken into consideration when designing online courses. The purpose of this review is to discuss the ways in which these various themes, elucidated by Ke (Designing and integrating purposeful learning in game play: A systematic review. Educational Technology Research and Development, 64, 219–244. https://doi.org/10.1007/s11423-015-9418-1, 2016), can be brought to life when transitioning a course to an online format. Issues related to this review will be discussed from a practical perspective aimed at assisting course instructors when making a fast transition to an online teaching modality.

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17.
In this paper we reflect on the article, Science education in a bilingual class: problematising a translational practice, by Zeynep Ünsal, Britt Jakobson, Bengt-Olav Molander and Per-Olaf Wickman (Cult Stud Sci Educ, doi: 10.1007/s11422-016-9747-3). In their article, the authors present the results of a classroom research project by responding to one main question: How is continuity between everyday language and the language of science construed in a bilingual science classroom where the teacher and the students do not speak the same minority language? Specifically, Ünsal et al. examine how bilingual students construe relations between everyday language and the language of science in a class taught in Swedish, in which all students also spoke Turkish, whereas the teacher also spoke Bosnian, both being minority languages in the context of Swedish schools. In this forum, we briefly discuss why close attention to bilingual dynamics emerging in classrooms such as those highlighted by Ünsal et al. matters for science education. We continue by discussing changing ontologies in relation to linguistic diversity and education more generally. Recent research in bilingual immersion classroom settings in so-called “content” subjects such as Content and Language Integrated Learning, is then introduced, as we believe this research offers some significant insights in terms of how bilingualism contributes to knowledge building in subjects such as science. Finally, we offer some reflections in relation to the classroom interactional competence needed by teachers in linguistically diverse classrooms. In this way, we aim to further the discussion initiated by Ünsal et al. and to offer possible frameworks for future research on bilingualism in science education. In their article, Ünsal et al. conclude the analysis of the classroom data by arguing in favor of a translanguaging pedagogy, an approach to teaching and learning in which students’ whole language repertoires are used as valuable resources for constructing meaning and for developing academic competences in the language of instruction. This is a conclusion that we support wholeheartedly and an educational practice that we hope to promote with this forum discussion.  相似文献   

18.
对传统学习模式中的学业情绪研究进行评述,对比教育游戏与传统学习模式的异同,发现教育游戏中学业情绪的特殊性,以期能借鉴传统学习模式中学业情绪研究成果,为教育游戏的情感体验设计提供思路。  相似文献   

19.
In this article, the role of young children's emotional practices in science learning is described and analyzed. From the standpoint of performativity theory and social‐constructionist theory of emotion, it is argued that emotion is performative and the expression of emotion in the classroom has its basis in social relationships. Arising from these relationships is the emotional culture of the classroom that plays a key role in the development of classroom emotional rules as well as the legitimation of science knowledge. These relationships are reflected in two levels of classroom dialogue: talking about and doing science, and expressing emotions about science and its learning. The dynamics of the negotiations of classroom emotional rules and science knowledge legitimation may dispose students to act positively or negatively toward science learning. This analysis is illustrated in the experiences of a teacher and her students during a 3‐year ethnographic study of emotions in science teaching and learning. This research suggests the importance of the interrelationship between emotions and science learning and the notion that emotional practices can be powerful in nurturing effective and exciting science learning environments. © 2004 Wiley Periodicals, Inc. J Res Sci Teach 41: 693–719, 2004  相似文献   

20.
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major concerns in Pakistan Education system. This leads to student disengagement in science lessons eventually resulting in student absenteeism and dropouts from the schools. This study consisted of five stages: (1) examining the impact of Digital Game-Based Learning (DGBL) and gamification on engagement, learning and gender difference, and literature related to using DGBL models for instructional design; (2) planning learning activities and developing a GBL application based on a specific content in Science; (3) conducting an intervention with a sample of 72 participants of 8th grade (aged 12–15) in a low cost private school of Pakistan following quasi-experimental research framework; (4) observing behaviour and emotions of the participants during science lessons; (5) conducting pre and post tests to assess the learning outcomes of participants followed by focus groups discussion. Analysis from Friedman test, Mann-Whitney U test, and Wilcoxon Signed Rank test show that the GBL application has a positive influence on student engagement. However, GBL application was not equally effective for all students since girls outperformed boys in terms of engagement and learning outcomes. This study gives insights into the development of better educational games to promote student learning.  相似文献   

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