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1.
In this study, teachers are giving an opportunity to design and develop their own educational games. The following three questions guide the research: (1) What are the characteristics of teacher designed and developed games? (2) What theories do teachers use when they make games for educational purposes? (3) What are the design considerations when teachers engage in game authoring experiences? Framed in a qualitative, naturalistic case study perspective, this paper explores 83 teachers’ experience and thinking grounded in enactivism. Participating teachers are enrolled in a graduate course focusing on game based learning. Data sources include: teacher written assignments, teacher created digital artifacts, instructor’s reflective journal, and learner feedback after class. The analysis of the data show that teachers tend to create quiz games using the software they are familiar with, prefer collaborative design process, and math is a popular subject for games. They like to author games that are customized, with detailed storylines, and are appropriate for the local contexts. Implication and recommendations are also discussed.  相似文献   

2.
Scientist-teacher partnerships are a unique form of professional development that can assist teachers in translating current science into classroom instruction by involving them in meaningful collaborations with university researchers. However, few reported models aim to directly alter science teachers’ practices by supporting them in the development of curriculum materials. This article reports on a multiple case study of seven high school science teachers who attended an ongoing scientist–teacher partnership professional development program at a major Southeastern research university. Our interest was to understand the capacity of this professional development program for supporting teachers in the transfer of personal learning experiences with advanced science content and skills into curriculum materials for high school students. Findings indicate that, regardless of their ultimate success constructing curriculum materials, all cases considered the research grounded professional development supports beneficial to their professional growth with the exception of collective participation. Additionally, the cases also described how supports such as professional recognition and transferability served as affordances to the process of constructing these materials. However, teachers identified multiple constraints, including personal learning barriers, their classroom context, and the cost associated with implementing some of their curriculum ideas. Results have direct implications for future research and the purposeful design of professional development experiences through scientist-teacher partnerships.  相似文献   

3.
This paper is a response to ??Challenges and Opportunities: Using a science-based video game in secondary school settings?? by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as ??gamer culture?? and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.  相似文献   

4.
The opportunities in which university professors collaborate with the practicing school teachers in a teacher study group are few. This study investigated how a university professor facilitated a collaborative teacher study group to enhance teachers?? professional growth. Five primary school teachers and a university professor collaborated on incorporating Reader??s Theatre into the design and revision of the curriculum in a teacher study group. This study not only identified the roles of the university professor but also highlighted how this outside stimulus facilitated the process of teachers?? professional dialogues in this teacher study group. Five roles of the professor in the teacher study group were identified, including content expert, information provider, thought challenger, discussion facilitator, and caring listener. The discrepancies toward the roles that the professor in the teacher study group should serve between the elementary school teachers and the university professor were analyzed and reported. Implications were drawn for both classroom teachers and university professors.  相似文献   

5.
This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7?weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p?<?0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students?? confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game.  相似文献   

6.
This study investigates the learning experiences and the trajectories of EFL teachers' professional development in Chinese secondary schools under a socio-cultural framework. The findings indicate that social and individual affordances are both essential to individual teachers’ professional development, and to the sustainable growth of the teacher learning community (TLC). The former is prerequisite to the latter, whereas the latter determines the route and pace of development. This paper also demonstrates the usefulness of activity theory in analysing the affordances of TLC, and advocates that all parties involved should understand, identify and create positive affordances for teacher professional development.  相似文献   

7.
Instructional designers are at the forefront of many interactions both within an organization and client‐facing. They are responsible for providing noteworthy learning experiences and ensuring the success of instructional programs. However, are instructional designers at a disadvantage because of a lack of interpersonal and building‐relationships skills? This article begins to uncover the notable absences of leadership and relationship‐building skills in professional and educational instructional design environments and the consequences to practicing and budding instructional designers.  相似文献   

8.
This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today’s teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand ways to structure games-based learning in classroom environments. Data for this study were drawn from case study research of a graduate pilot course focusing on the intersections of virtual worlds, popular culture, and literacy instruction. Findings indicate that a limited understanding of videogames and virtual worlds does not hinder practicing teachers from desiring to create engaging units of study using videogames as a schema building tool. However, teachers feel that using videogames for schema building in the classroom will lead to negative perceptions of how they are viewed as teachers. This is compounded by the perception that they will not receive adequate financial support in the form of professional development from administration, nor will they receive monies for technological support to implement within instruction. However, despite these findings, teachers desire to use games-based learning and implement it as a schema building exercises with their students.  相似文献   

9.
This paper describes a study of observed relationships between the design of a preservice elementary mathematics methods course with accompanying field practicum and changes in the extent to which participating prospective teachers identified themselves with the mathematics reform movement after becoming practicing teachers. The curriculum of the course with its embedded field practicum experiences was designed to support prospective teachers in interweaving methods coursework and pedagogical instruction with classroom practice. University and elementary school structures were interwoven by conducting weekly mathematics methods course sessions at a school site followed immediately by related practicum experiences in classrooms in the school. The interweaving of conceptualizations about mathematics teaching and learning was facilitated as the methods instructor provided professional development for classroom teachers simultaneously with the methods course, encouraging the teachers to create “reform-friendly” classroom environments. Survey data from 68 prospective teachers involved in the project were analyzed to identify and describe relationships between course/practicum experiences and the degree to which they as practicing teachers, 1–3 years following the course/practicum, identified with a reform mathematics perspective, as well as to examine factors influencing those relationships.  相似文献   

10.
“Floating” teachers, or teachers without their own classroom, experience unique affordances and constraints as they develop professionally. To increase the knowledge in this area, this study looks at how traveling to different classrooms affects beginning secondary science teachers’ development and instruction. The participants in this study were three first-year floating secondary science teachers whose experiences were analyzed through a cultural historical activity theory framework. The data revealed how floating can either support or constrain the development of beginning science teachers, and limit the implementation of standards-based instruction. Finally, this study shows that high levels of human, physical, and social resources are necessary for progress towards standards-based science teaching. It suggests that if science teachers must move to different classrooms, we need to create ways in which to support their instruction and development. Furthermore, this study recommends that all teachers and supervisors work toward a deeper understanding of the school community’s role in the experience of the floating science teacher.  相似文献   

11.
This article explores teachers’ experiences of implementing the problem‐solving approach; a learner centred pedagogic innovation prescribed by a centrally mandated curriculum in Uganda. It presents teachers’ interpretations of the pedagogic principles suggested by the innovation as well as their accounts of challenges of implementing the pedagogic approach. The findings suggest that the teachers’ implementation of the problem‐solving approach was far more regulated by contextual affordances and constraints within schools and the broader education system and society than by their interpretations of the official curriculum. These findings highlight the influence of structural contextual factors in regulating pedagogic practice and teachers’ take‐up of learner‐centred pedagogies in Africa. The evidence from this paper suggests the need for education researchers in developing countries such as Uganda to focus on helping teachers develop strategies for teaching large classes as learner‐centred pedagogies have a bleak future in the region.  相似文献   

12.
Field experiences provide a time for professional growth and for practicing pedagogical skills. This research investigates two questions related to pre-student teaching field experiences: First, what problems do preservice teachers confront during field placements? Second, what underlying constructs can be inferred from the problem statements of field experience students? Data were collected from 272 early field experience students in a midwestern state. Using factor analysis, the researchers identified and described seven factors that characterize pre-student teacher problems during early field experiences.  相似文献   

13.
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science??s most ??gamelike?? features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.  相似文献   

14.
Science education researchers are concerned with preparing pre-service elementary teachers (PSETs) to teach in ways that support students to learn science in a meaningful way. Preparing elementary teachers to teach science is complicated given that they tend to be generalists and may not have the same experience with science as secondary teachers. During an elementary science methods course, we explored PSETs?? perspectives on the teaching and learning of science via a case study that included four PSETs. Using Frykholm??s (Journal of Curriculum and Supervision 19:125?C149, 2004) framework of ??educative?? and ??debilitating?? discomfort, we examined PSETs?? approaches to their own science learning and their approaches to science teaching. A theme apparent in PSETs?? perspectives was struggle. We described ways in which struggle was either educative or debilitating for PSETs, both in terms of their own learning and the ways in which they approached teaching. Some PSETs who struggled in their own learning developed learning experiences to engage their students in reform-based science teaching, while some PSETs developed learning experiences that prevented their students from experiencing any sort of struggle in their learning process. The ways in which these students dealt with their own learning struggles mirrored the ways in which they dealt with their struggles to become teachers of reform-based science instruction. Helping PSETs to deal with their feelings of discomfort with science content or ideas about the nature of science learning and teaching promoted by reform documents may be a key issue in developing their willingness to become facilitators of meaningful science learning.  相似文献   

15.
In this study, a wiki was integrated into a professional development model that systemically addresses early-career teachers?? needs. This study was conducted to examine the impact of wiki-based professional development activities in a scientist-teacher professional learning community and focused on early-career teachers?? perceptions of the role of wiki technology and knowledge of teaching through inquiry. Teachers participated in the Professional Learning Community Model for Entry into Teaching Science (PLC-METS), a professional development program that is based on an integrated teacher education model of knowledge sharing, collaboration, and communication between teachers and scientists, with the goal of supporting early-career teachers?? ability to engage their students in scientific inquiry. The use of a wiki environment to collaborate on activities, deliver resources, and share knowledge is rapidly expanding in professional development communities. The use of the wiki in PLC-METS positively predicted the results of teachers?? knowledge of inquiry-based teaching. Results demonstrate that the wiki can contribute to building a learning community for collaboration between early-career science teachers and scientists. The paper also discusses the educational implications for the design of wiki-based professional learning communities that impact teachers?? professional development.  相似文献   

16.
21st century initial teacher education [ITE] requires teachers and teacher educators to work together in the design and delivery of innovative learning experiences for student teachers. This study investigates a partnership that enabled the co-construction of one core course within a graduate ITE programme in New Zealand. Our partnership aimed to help student teachers to make links between theory taught at the university, and day-to-day practices in classroom settings. Using case study methodology, data were generated from participants in three primary/intermediate schools and one university to identify strategies that supported their collaborative process. Seven affordances were identified to facilitate this school-university collaboration, which enabled the development of a learning community wherein professional values and expertise were made visible, power was shared, and relational trust and respect grew. The findings offer insights for teacher educators and teachers seeking to open up a boundary space between universities and schools within which they might co-design and deliver an ITE course.  相似文献   

17.
A group of teachers?? meaning-making when they are collaboratively analyzing artifacts from practice in local science classrooms in a school-based professional development (PD) project is examined through repeated interviews and represented as meaning-making maps. The interpretation of the teachers?? meaning-making includes both their reference to outcomes from the project and their expressed ideas about teaching and learning of science. All four teachers refer to experiences from experimenting in their classrooms and interpret the collected artifacts in relation to students?? learning. Furthermore, they all felt encouraged to continue collaboration around science. During the interviews, the teachers emphasize various elements apparently connected to concrete challenges they each experience in their professional work. Implications in relation to the design of PD are discussed.  相似文献   

18.
Teachers’ sources of knowledge for field trip practices   总被引:1,自引:0,他引:1  
Teachers draw from many personal and professional experiences when organising and leading field trips. In order to identify the influences on teachers?? field trip practices, I used surveys, interviews, artifacts and observations gathered from teachers who led trips to an aquarium. Findings clarified the types of influence and the impact that these influences had on practice. For example, teachers adapted knowledge acquired for use in their field trips from four types of training (1) informal mentoring, (2) past experience on various trips, (3) various outdoor education training and (4) traditional classroom education training. A focus was the nature of each of these training types and how teachers acquire and adapt their knowledge. Previous research has shown that, while a variety of cognitive and affective outcomes often results from field trips, there is also a pattern of underutilised resources and missed learning opportunities during trips. This study offers insight regarding strengths and weaknesses of teachers?? preparation for leading field trips by documenting how and what skills are learned and applied. Therefore the findings presented here are suggestive of ways in which efforts to formally support and enhance teachers?? trip-leading skills by means of professional development might build on teachers?? existing sources of knowledge.  相似文献   

19.
This study investigated firstly the reliability and validity of an Indonesian version of the Questionnaire on Teacher Interaction (QTI). Second, perceptions of Indonesian secondary school teachers?? interpersonal behaviour as perceived by students and teachers were studied with the QTI. Third, differences between students?? and teachers?? perceptions regarding interpersonal teacher behaviour were compared. The QTI itself is based on the Model of Interpersonal Behaviour which maps teacher behaviour in terms of Influence (Dominance?CSubmission) and Proximity (Cooperation?COpposition). In this study, an Indonesian version of the QTI was constructed and distributed to 2,380 students of 69 teachers from 85 classes (grade 7?C9) from 12 public lower secondary schools in Indonesia. The results showed high reliability and validity for the instrument. Students?? and teachers?? average ratings on Influence were similar, while teacher??s ratings of Proximity were higher than those of students.  相似文献   

20.
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