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Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a content review of eight games (geography and novels), their features, and highlights benefits and lessons learned from this experience. 相似文献
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Abdullah Oguzhan Kildan 《Education 3-13》2013,41(3):238-248
This study aimed to present early childhood teacher candidates' experiences preparing digital stories and to reveal the resulting changes, if any, in self-reported technological pedagogical content knowledge (TPACK). This study was quasi-experimental and indicated that teacher candidates' evaluations of digital storytelling were affected by their preparation experiences. Moreover, results showed a shift from dual intersections of technology, pedagogy, and content knowledge to the triple intersection of TPACK. 相似文献
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从社会流动的视角考察免费师范生教育政策,高等教育的社会流动功能刺激免费师范生的教育需求,是农村家庭选择免费师范生教育的主要原因。但是个体的流动意愿与政府的政策要求之间的矛盾导致免费师范生就业偏离政策初衷,协调二者之间的矛盾是免费师范生就业政策调整的关键。深入推进免费师范生教育,应提高农村地区教师的工资水平和福利待遇,缩小城乡教师收入差距;调整现有免费师范生教育政策,适当满足免费师范生的流动意愿;消除城乡二元社会结构的制度性障碍,降低免费师范生的社会流动成本。 相似文献
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The paper examines the role of preservice teachers' backgrounds in the inclusion of a multicultural education perspective in the teaching of secondary social studies. A case study approach is used involving two social studies preservice teachers with widely different background experiences and beliefs in relation to cultural diversity. Background experiences are viewed as having explanatory value in the preservice teachers' receptiveness to a multicultural teaching perspective. 相似文献
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This study investigated which factors determine degree completion in a Dutch university-based teacher education programme. We assumed that both student characteristics and characteristics of the learning environment affected degree completion. We included the following factors in our study: motivation for becoming a teacher, teaching self-efficacy, professional commitment, perceptions of time management and perceptions of quality of instruction in the teacher education programme. Data were collected from 135 preservice teachers using a digital questionnaire. The student administration of the teacher education department provided data on degree completion. Analyses showed that teaching ability was the most important motive for becoming a teacher; it was also found to be a negative predictor of degree completion. We found that social utility values, professional commitment, perceptions of quality of instruction and time management contributed to the prediction of degree completion. The findings and implications for teacher education and policy are discussed. 相似文献
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Michael Dezuanni 《Learning, Media and Technology》2018,43(3):236-249
This article aims to contribute new knowledge about the media literacies children assemble as they play the digital game Minecraft which it describes as a children's digital making platform. The article argues media literacy's tendency to use socio-cultural and humanist accounts of media participation limit its ability to fully explain digital making practices. Socio-material and performative literacy theories are used to introduce a framework for exploring digital media literacies across four nodes: digital materials, media production, conceptual understanding and media analysis [Dezuanni, M. 2015.“The Building Blocks of Digital Media Literacy: Socio-material Participation and the Production of Media Knowledge.”Journal of Curriculum Studies 47 (3): 416–419]. The article's second half outlines how the author uses digital ethnography in his home to understand children's Minecraft digital making and the article's theoretical claims are explored using empirical data. The conclusion considers the ramifications of digital making for media literacy research and practice. 相似文献
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《Journal of Experimental Education》2012,80(1):165-182
AbstractPreservice teachers can be considered simultaneously students and teachers and therefore likely have both academic and professional goals. However, once in a professional program, predicting professional outcomes becomes somewhat more important than academic ones. This distinction may have implications for the selection of measurement tools used in research on preservice teachers’ motivation. We used a multitrait-multimethod (MTMM) design that included tests of alternative confirmatory factor analyses (CFAs), within and between method correlations, and relations with other variables to compare two measures of achievement goals: Elliot and Murayama’s (2008) measure of students’ achievement goals and Butler’s (2007) measure of teachers’ achievement goals. Results of the CFAs suggested that the scales are measuring separate constructs. The MTMM correlations, however, revealed evidence that certain factors may function similarly. This was most evident for the homotrait-heteromethod factors of mastery approach, which correlated similarly with sense of self-efficacy, emotions, and classroom mastery goal structures. 相似文献
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This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science education standards and reform documents worldwide. Overall, the review suggests that digital games can support science learning across the four strands but also suggests that there are few strong quantitative studies examining some of the strands. Much of the research conducted to date has centred primarily on the potential of games to scaffold conceptual knowledge, engagement and participation. Less research has focused on epistemological understanding and science process skills. While much debate has asked whether digital games are ‘good’ or ‘bad’ for learning, the research across the strands highlights that the design of digital games, rather than their medium, ultimately determines their efficacy for learning. 相似文献
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Yona Leyser Tali Zeiger 《International Journal of Disability, Development & Education》2011,58(3):241-255
The impact of three variables on the self-efficacy of 992 general and special education preservice teachers was examined. These variables were years of preservice education, experience with children with special educational needs, and training in inclusion or exceptional education. All participants responded to a teacher self-efficacy scale that measured four factors. Findings revealed a main effect for years of preservice education and for major of the academic degree. The main effect for years of preservice education was found only for efficacy for social relations. The main effect for degree major revealed that special education majors had significantly higher scores than regular education majors, on all four factors. A significant main effect for experience and major was also found. Students with much and some experience had significantly higher scores than students with no experience on two factors. Intensity of training was associated with self-efficacy. Students with much and some training had significantly higher scores than students with no training on all four factors. Implications for research and practice are discussed. 相似文献
10.
杜俊 《南京广播电视大学学报》2012,(3):75-78
随着计算机和互联网技术的发展,数字化游戏教学法越来越多地被应用于各类教学中。文章分析了数字化游戏教学法应用于成人教育中面临的一系列问题,并在理论分析和教学实践的基础上,对针对成人教育应如何有效运用数字化游戏教学法以取得良好教学效果进行了探讨。 相似文献
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《The Journal of educational research》2012,105(4):246-254
Abstract Two groups of undergraduate students participating in a field experience as part of the undergraduate teacher preparation program were compared on the basis of the supervisory practice of the cooperating/mentor teacher. Both groups received a traditional orientation to student teaching and supervision. In addition, the experimental group had teachers that received an in-depth training in supervision using a specific framework, Praxis III/Pathwise (Educational Testing Service, 1995). Results demonstrated statistically significant differences in favor of the experimental group on 11 of the 19 variables investigated. 相似文献
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Allan B. de Guzman Praxedes S. M. dela Rosa Clotilde N. Arcangel 《Educational Research for Policy and Practice》2005,4(2-3):65-82
This qualitative study is an attempt to describe how administrators, teachers and researchers in a select group of teacher education institutions (TEIs) in the capital of the Philippines collectively view globalization. Specifically, concepts of a globalized teacher education, impact of globalization in teacher education, and problems of teacher education in the context of globalization were the delineated factors investigated in this study. A total of 23 respondents comprising 13 university teachers, 6 deans and 4 educational researchers were asked to participate in an audio-taped interview and written responses. Data yielded by the interview were transcribed and categorized based on saliency, meaning and homogeneity. Clearly, this study has disclosed efforts initiated at both pre-service and in-service education levels in response to the challenges of globalization consistent with the collective view of the various sectors. This research segment is part of a research project submitted to the Asia-Pacific Education Policy Research Initiative/KEDI (AP-EPRI/KEDI) and funded by the World Bank/GDN. 相似文献
14.
This paper investigates current research into the role of education in combating social injustice, assembles this research to indicate key features of a teacher education programme that would assist education for social justice, and links these features to one innovative university teacher education programme to ascertain some of the practical difficulties in establishing such a programme. The research indicated key approaches that would enhance the probability that graduates from teacher education programmes will be able to pursue social justice initiatives. 相似文献
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网络游戏对青少年有很强的吸引力,同时也具有一定的教育启发功能;这一吸引力与学习过程的结合将有效促进游戏与教育的双赢.本文以动机为研究视角,运用主成分分析与典型相关分析方法,深入研究网络游戏参与动机与学习动机的匹配关系.结果显示,社会学习、自我肯定的游戏参与动机与求知成就、个人前途的学习动机存在正相关关系;娱乐猎奇、逃避归属则与外部期望、物质激励存在相关关系. 相似文献
17.
杨思敏 《中国教育技术装备》2012,(9):35-37
商业游戏之所以被人们广泛接受和喜欢,主要源于动机机制设计。把商业游戏的动机因素运用到教育游戏的设计中,是教育游戏可玩性和好玩性的保证。商业游戏在好奇、控制、幻想、挑战和人际动机这5个内在动机因素的设计上远远优于教育游戏,能给玩家带来忘我的体验。主要将商业游戏和教育游戏在动机的5个方面进行对比分析,得出二者之间的差距,提出几条教育游戏在游戏动机机制的设计上可以借鉴商业游戏的意见。 相似文献
18.
Mathematical belief change in prospective primary teachers 总被引:1,自引:0,他引:1
Peter Grootenboer 《Journal of Mathematics Teacher Education》2008,11(6):479-497
The development and influence of beliefs in teacher education has been a topic of increasing interest for researchers in recent years. This study explores the responses of a group of prospective primary teachers to attempts to facilitate belief change as part of their initial teacher education programme in mathematics. The students’ responses seemed to fall into three categories: non-engagement; building a new set of beliefs and; reforming existing beliefs. In this article the participants’ responses are outlined and illustrated with stories from three individuals. This study suggests that belief reform is complex and fraught with ethical dilemmas. Certainly there is a need for further research in this area, particularly given the pervasive influence of beliefs on teaching practice.
相似文献
Peter GrootenboerEmail: |
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Michael Lanford Zoë B. Corwin Tattiya Maruco Amanda Ochsner 《Journal of Research on Technology in Education》2019,51(3):203-216
AbstractThis article draws upon two conceptual frameworks—institutional culture in education and innovation studies—to contextualize findings from a digital intervention for underrepresented students applying to college. The qualitative data that inform this study's findings include 88 open-response surveys with school teachers, as well as campus observations from 52 participating high schools in the U.S. state of California. Through such a conceptual framework, this article highlights four institutional barriers that can inhibit widespread adoption of a promising innovation: (a) the challenge of tapping into participants’ intrinsic motivation; (b) forging opportunities for collaboration and communication between different stakeholders; (c) finding adequate time to schedule and implement an innovation; and (d) a dearth of support for digital resources. 相似文献
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Dr. M. Donald Thomas 《Clearing house (Menasha, Wis.)》2013,86(6):251-253
Secondary preservice teachers at Georgia Southern University have little knowledge of poverty or the lives of students who live in poverty. Preservice teachers rarely interact with others who live outside their self-reported middle-class status. In this article, the author examines the effects a study of poverty has on the philosophy and practice of secondary education preservice teachers. Themes that emerged were development of awareness of socioeconomic differences, development of empathetic rapport and caring attitudes, and development of a commitment to culturally responsive teaching. The author also discusses the implication of this research on classroom practice and the broader scope of teacher education. 相似文献