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1.
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of Fate of the World, a climate change simulation game, David Waddington addresses these concerns through a careful demonstration of how video games can recapture some of the lost potential of Dewey's original program of education through occupations. Not only do simulation games realize most of the original goals of education through occupations, but they also solve some of the serious practical problems that Dewey's curriculum generated. Waddington concludes the essay with an analysis of Waks's critiques and some cautionary notes about why it is important to be temperate in our endorsement of educational video gaming.  相似文献   

2.
The field of education is rich with metaphors that reveal one's perspective on the nature of teaching and learning—ideas are “covered,” students “absorb” information, teachers offer writing “clinics.” Each of these metaphors indicate nuanced ideas about what schooling is and is for—to be checked off? Taken in unquestioningly? For those who are sick? Two teacher educators in the field of early childhood education share insights from their own experiences in considering novice teachers' metaphors in their preparatory experiences, particularly wondering what these unveil about heretofore unanalyzed beliefs and what instructors can learn so as to form further instruction. Methods are shared and reflection led educators to find important instructional and relationship-building implications for working with novice teachers.  相似文献   

3.
This article presents the findings of two studies that were designed to improve young children's number knowledge through the use of mathematical games. The first study, with 5‐year‐old children (N = 55), involved parents coming into the classroom to play games with small groups of children. The second study, with 7‐year‐old children (N = 128), explored several ways of incorporating games into school mathematics programmes, including parents playing games with the children. Individual task‐based interviews were used to gather data on the children's number knowledge, and detailed observations were made of selected children's experiences during their normal mathematics lessons and while they were playing the mathematical games. The results showed that games appeared to be most effective as a way of enhancing children's learning when a sensitive adult was available to support and extend the children's learning as they played. The factors that appear to be important when involving parents in games sessions at school are discussed.  相似文献   

4.
Physical education has a rich tradition of concern for the development of fully functioning individuals, but this tradition is in danger of being marginalized by the dominant technocratic and competitive structures of today's physical education. The purpose of this paper, in seeking to readdress the value of the experiential dimensions of sport, is to provide the instructor with insight into a specific domain of sport—challenging outdoor activity, or risk sport—that holds particular value for Bain's (1988) alternative approach for humanistic physical education. Employing the model of risk-sport involvement (Robinson, 1992) as an analytical framework, the paper attempts to promote an understanding of the complex nature of the risk-sport experience and the potential value such experiences hold for personal growth, meaningful social interaction, and social change.  相似文献   

5.
This article explores children's imaginative interaction with Internet games in the belief that an understanding of children's life experiences is essential to effective teaching and learning within the classroom. It is underpinned by the idea that imaginative play is, at least in some part, the work of children undertaking identity practice. It focuses on a small group case study of 8‐ and 9‐year‐old children, from diverse cultural backgrounds, who were regular players on free‐access commercial Internet games. As children frequently perform imaginative narrative play both privately and in groups triggered from experiences with novels, films and television, the research initially focused on whether similar activities resulted from experiences with commercially sponsored free Internet game sites. If so, to what extent might these texts also influence children's creative output? To explore this, the children attended a weekly after‐school computer club during which they played on Internet games. During the course of the club sessions, each child was observed and interviewed about the experiences they had resulting from the gameplay. Through consideration of the children's play and opinions, the teacher researcher developed valuable insights into her students and their worlds to the benefit of her practice.  相似文献   

6.
Philosophers of education have argued that in order for Environmental Education's goals to succeed, students must form bonds and place attachments with nature. Some argue that immersive experiences in nature will be sufficient to form such attachments. However, this may not be enough, requiring other means of motivating them for environmental stewardship. Here, I explore the role the imagination could play for helping (re)enchant students’ perception of themselves‐in‐relationship‐with nature which could support the work these educators are already doing. I explore philosophical, psychological, and pedagogical domains to begin developing a holistic vision of what imagination could contribute for human‐environmental flourishing. Philosophically, I build from Martha Nussbaum's work that stories imaginatively shape our understanding of ourselves and the world, arguing that story—namely, myth—may have a unique power to enchant student's moral and ethical imaginations. I attempt to synthesise Michael Bonnett's rich ‘primordial’ phenomenology with what some mythologists identify as ‘implicit myth’—both of which are drawing attention to the human‐environmental interrelationship. Psychologically, I posit that if myth of this kind can develop a human‐environmental imagination in students, it may serve to create conditions to motivate students to act for environmental stewardship. Pedagogically, I close by identifying authors who seem to embody this primordial and mythic way of being in the world, arguing that studying their writings may help educators and students cultivate this human‐environmental imagination. I draw particular attention to Gerard Manley Hopkins’ poetry for exemplary inspiration and guidance.  相似文献   

7.
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted Interpersonal Understanding. Small but significant differences were found between game conditions, with more higher-level negotiation strategies and shared experiences occurring during the cooperative games. No differences were found in lower-level strategies. The benefits of using both competitive and cooperative games in early childhood classrooms are discussed.  相似文献   

8.
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts—ways of seeing and understanding problems so that they “become” different kinds of people. “Serious games” coming from business strategy, advergaming, and entertainment gaming embody these features and point to a future paradigm for eLearning. Building on interviews with leading designers of serious games, this article presents case studies of three organizations building serious games, coming from different perspectives but arriving at similar conclusions. This article argues that such games challenge us to rethink the role of information, tools, and aesthetics in a digital age.  相似文献   

9.
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts—ways of seeing and understanding problems so that they “become” different kinds of people. “Serious games” coming from business strategy, advergaming, and entertainment gaming embody these features and point to a future paradigm for eLearning. Building on interviews with leading designers of serious games, this article presents case studies of three organizations building serious games, coming from different perspectives but arriving at similar conclusions. This article argues that such games challenge us to rethink the role of information, tools, and aesthetics in a digital age.  相似文献   

10.
传统儿童游戏是中华民族社会文化秩序的符号化表征,是中华民族民族性格和民族心理的具象化表现,蕴含有深厚的文化内涵,同时,游戏也是孩童接受学习和教育的有效途径之一。可是随着工业化和城市化的发展,传统儿童游戏的生存空间正逐渐被吞噬,并因时间、场地等客观因素正逐渐淡出人们的记忆。文章尝试在皮尔斯符号学视野下,阐述解析传统儿童游戏的文化内涵以及推广传统儿童游戏进课堂、入生活的现实教育价值。  相似文献   

11.
12.
Gavin Ward 《Education 3-13》2013,41(6):562-585
A detailed insight into how the current educational climate influences the pedagogical decisions made by primary school teachers when teaching games is limited. Studies examining the pedagogical content knowledge (PCK) of teachers within physical education have revealed its close relationship with specific forms of subject knowledge. In recognition of this, Veal and MaKinster's framework of general, domain and topic-specific PCK was employed to examine 12 primary school teachers' PCK of games. It was concluded that when personal experiences of pedagogy and content knowledge are unchallenged and reinforced by teachers' training and continuing professional development (CPD) programmes, very narrow topic-specific PCK results. This PCK was characterised bythe inseparable paring of constricted pedagogical strategies and limited content knowledge. When teachers do not integrate this very narrow topic-specific PCK with other types of PCK, it has significant repercussions upon the planned curriculum and learning experiences offered to pupils.  相似文献   

13.
Many topics that are taught in supply chain management (SCM) programs include elements of variability and risk. With quantitative tools in particular, it is assumed that the decision makers using the tools are risk neutral, which is typically not the case in real-life decision situations. The topic of an individual's attitude toward risk has received limited attention in SCM literature and is not a high-profile topic in SCM textbooks. The teaching exercise presented in this paper uses two games—roulette and a SCM simulation—to provide students with an assessment of their own attitude toward risk, and in doing so, facilitates a classroom discussion of risk and risk attitude. These games were developed by the authors and can be played either within Excel or a web application.  相似文献   

14.
This ethnographic study explored aspects of how the natural sciences were represented in a Reggio Emilia‐inspired laboratory preschool. The natural sciences as a discipline—a latecomer to preschool curricula—and the internationally known approach, Reggio Emilia, interested educators and researchers, but there was little research about science in a Reggio Emilia classroom. The current research aimed to gain insight into natural science experiences in a Reggio Emilia‐inspired classroom. To gain in‐depth information, this inquiry‐based study adapted a research design with ethnographic data collection techniques (i.e., interview, observation, document/artifact collection, and field‐notes), namely Spradley's Developmental Research Sequence Method, which was a well‐known, pioneer ethnographic method. The data were analyzed from an interpretive perspective using multiple lenses. These lenses included Spradley's DRS for the classroom culture, Corsaro's peer culture theory, the Reggio Emilia approach, and Ohio's Early Learning Content Standards. The study involved 18 preschoolers, 10 teachers, and a program director. The results indicated that the Reggio Emilia‐inspired preschool offered a science‐rich context that triggered and supported preschoolers' inquiries, and effectively engaged preschoolers' hands, heads, and hearts with science. The natural sciences learning in this Reggio Emilia‐inspired preschool classroom met and exceeded some of Ohio's prekindergarten standards. The results suggested that the Reggio pedagogy, grounded in inquiry, is compatible with science education goals. © 2010 Wiley Periodicals, Inc. J Res Sci Teach 47: 1186–1208, 2010  相似文献   

15.
The Froebel method, which arrived in France in 1855, in Mme de Marenholtz's luggage, valorized a principle that was unusual in the “salles d'asile” of the time — namely the concept of education through games and play activities — and provoked a strong patriotic feeling after 1870. Despite numerous expressions of interest, this method was not officially adopted: between 1881 and 1887, the “salle d'asile” gave way to the infant school rather than to the kindergarten. Froebel's programme, nonetheless, helped unsettle the first French model of preschool education. At the infant school the tiers were replaced by tables, and practical work was included in the curriculum. The reformers were hostile to any kind of systématisation; they opted for an eclectic method, which took into consideration the propaedeutic vocation of the French institution by associating the kindergarten activities with schooiwork.  相似文献   

16.
Abstract

The purpose of this study was to evaluate the effect of participation in a 3-day outdoor environmental education program on preservice teachers' attitudes toward self-efficacy—which is a teacher's belief that he or she can teach environmental education (EE) effectively—and on outcome expectancy—which is a teacher's estimation of his or her influence on student learning. Participants were a convenience sample of 72 preservice elementary teachers taking a science methodology course at a state university. Participants were divided into 2 groups for this modified pretest/2-posttest/control group study. The instrument for all 3 tests was Sia's (1992) Environmental Education Efficacy Belief Instrument. The authors used parametric t tests to compare group means. The results suggested that the preservice teachers' self-efficacy was high before the program and remained unchanged by their teaching experiences but dropped significantly approximately 7 weeks after teaching. The lack of change in self-efficacy from the teaching experience was attributed to the structured nature and success of the teaching experience, but the negative effect of time on self-efficacy was believed to have resulted from the preservice teachers reevaluation of their ability to teach as they learned more about teaching methodologies. In addition, there was no significant change in outcome expectancy as a result of participation in the program or over time (7 weeks).  相似文献   

17.
How does knowledge acquisition contribute to the process of learning to teach? To answer this question, qualitative and quantitative data were collected to investigate the development of teacher candidate knowledge about classroom management within an elementary teacher education program. Specifically, concept maps and interviews revealed patterns of cognitive change over a two-quarter sequence of courses. Analysis of concept maps showed turbulent and idiosyncratic change influenced by program experiences, with an apparent decline in cognitive organization. In interviews candidates deemphasized program influences, focusing instead on clinical experiences as the impetus of cognitive change. These findings—the turbulent apparent decline in cognitive structure and the primacy of field experiences—are explained in terms of Anderson's ACT1 learning theory. Implications for future research in teacher's conceptual development are discussed.  相似文献   

18.
It is worthwhile that we pay a great deal of attention to the experience the Shuiyuan Commune in Yingkow County had in carrying out the revolution in education. Chairman Mao points out: "In the countryside, poor and lower-middle peasants should manage our schools, because they are the most reliable ally of the working class." In action, the comrades at the Shuiyuan Commune in Yingkow County have already implemented this great instruction of Chairman Mao, by having poor and lower-middle peasants, as leaders, work with the revolutionary teachers and students to run the schools and to reform the educational system. There are some people who look at the revolution in education as something quite difficult to accomplish. The truth is, all we need do is follow Chairman Mao's proletarian revolutionary line — firmly and unwaveringly, seriously but not perfunctorily — as well as to be good in summarizing experiences and lessons. Before too long, there will be noticeable results. Hasn't the outlook of the Shuiyuan Commune, which irrevocably carried out Chairman Mao's proletarian revolutionary thinking on education, changed completely in just a little over six months' time?  相似文献   

19.
Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying ??Ourselves??, we create and marginalize ??Others??. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players?? citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom (phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.  相似文献   

20.
This study explored the occurrence of self-concsious emotions in response to perceived academic failure among 4th-grade students from the United States and Bulgaria, and the author investigated potential contributors to such negative emotional experiences. Results from structural equation modeling indicated that regardless of country, negative affectivity—as an individual predisposition to experience highly negative emotions—predicted self-conscious emotions toward academic failure. However, culture appeared to condition the relative importance of some family process variables in children's experiences of self-consious emotions. Bulgarian children's emotional experiences were amplified by the negative valence of their parents’ evaluative feedback in the aftermath of academic failure. In contrast, U.S. children's perceptions of failure appeared to be less influenced by their parents’ judgments. The findings of the study are interpreted in the light of cultural differences.  相似文献   

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