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1.
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students’ problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.  相似文献   

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《学校用计算机》2012,29(1-2):157-173
Inquiry-based instruction has become a hallmark of science education and increasingly of integrated content areas, including science, technology, engineering, and mathematics (STEM) education. Because inquiry-based instruction very clearly contains surface, deep, and implicit structures as well as engages students to think and act like scientists, it is considered a signature pedagogy of science education. In this article the authors discuss the nature of scaffolded inquiry-based instruction and how it can be applied to the use of emerging technologies, such as data mashups and cloud computing, so that students not only learn the content of STEM, but can also begin answering the critical socioscientific questions that face the modern era.  相似文献   

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Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.  相似文献   

4.
Preparing Instructional Designers for Game-Based Learning: Part 1   总被引:1,自引:0,他引:1  
《TechTrends》2010,54(3):27-37
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game developers may know little about training, education and instructional design. In this three part series of articles, four recognized and emerging experts in instructional game design discuss their perspectives on preparing instructional designers to optimize game-based learning. In Part I, we set the context for the series of articles and one of four faculty members who teach a graduate level course on game design discusses what he believes instructional designers should know about instructional game design based on his experiences. Part II will present alternative perspectives from two additional faculty members who teach courses in instructional game design, and Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

5.
Preparing Instructional Designers for Game-Based Learning: Part 2   总被引:2,自引:0,他引:2  
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

6.
《早期学习框架》是澳大利亚政府推行国家幼儿发展计划的关键组成部分.《早期学习框架》以儿童学习为核心,并从相互联系的三个方面——原则、实践和学习结果,确立了早期儿童教育和课程决策的基础.《早期学习框架》的制定密切结合了澳大利亚的本土实际,将学习视为认知、情感、社会、文化的综合实践,具体的实施采取整体推进的变革策略,体现了辩证的思维方式,值得借鉴.  相似文献   

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Debates about the education doctorate continue; and, while some individuals focus on the problematic, others work to distinguish this degree from the Ph.D. The author is part of the latter, and in this article I explain how faculty members at one university are using action research as a signature pedagogy to create stewards of practice, that is, school leaders who have the knowledge, skills, and dispositions to pinpoint educational problems, design solutions, and create effective change. A content analysis of action research dissertations was used to prove stewardship. I investigated the challenges that sparked students’ actions; the actions they took in response; and the benefits, if any, they gained from this experience.  相似文献   

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Journal of Science Education and Technology - Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century...  相似文献   

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Despite contrasting views on the overlap of early childhood education and teacher education, opportunities abound for expanding the role of early childhood educators in broader teacher education discourse. University-based early childhood education and kindergarten-through-grade-12 teacher education share purposes, philosophies, and resources that should be explored to more effectively address the needs of diverse young children and their families. Community partnerships and a shift toward community-based teacher preparation present a context and opportunity for exploring the overlap of these two historically separate fields. In this article, we present a framework for collaborative, field-based early childhood teacher preparation, situating birth-though-grade-12 teacher education in diverse community contexts and involving school and community personnel to achieve universal 21st-century goals for the teaching and learning of young children.  相似文献   

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Mathematics teachers face a myriad of instructional obstacles. Since the early 1990s, mathematics education researchers have proposed the use of constructivist practices to counteract these ever-prevalent obstacles. While we do give credit to the choices of instructional activities the constructivist paradigm promotes, there are problems with its use as the foundation of mathematics pedagogy (e.g., Phillips, Educational Researcher 24: 5–12 1995; Simon, Journal for Research in Mathematics Education 26: 114–145 1995). In this paper, we will analyze and review the literature pertaining to the conceptual tenets and operational practices of constructivism, and the viability of these practices for meeting the professional teaching standards proposed by the National Council of Teachers of Mathematics (NCTM; 2000). We will then review the literature pertaining to a paradigm of teaching that may be more applicable, that of persuasive pedagogical practices, and the ways in which these practices can differentially meet the goals of the mathematics standards. The differences between constructivism and persuasive pedagogy lead us to believe that the adoption of the theory of teaching as persuasion, or persuasive pedagogy, may be more appropriate for learning mathematics and the identification and correction of misconceptions. Further, these pedagogical practices correspond with suggestions for mathematical discourse provided by NCTM (2000).  相似文献   

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移动游戏学习(mGBL)项目的核心是通过开发一个集设计、创作、控制与管理于一体的移动游戏学习系统──mGBL平台,开展基于移动游戏的创新型学习模式来提高学习效率,培养学习者在紧急情况下的决策能力。阐述了mGBL项目的理念,介绍了开发的产品、学习组织过程以及项目的运作情况,并据此得到对我国移动学习的几点启示。  相似文献   

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ABSTRACT

Employing Connelly and Xu’s (this issue) conceptualisation of reciprocal learning, the article explores the potential for reciprocal learning about pedagogy provided by a body of PISA-inspired literature on high-performing education systems. I argue that the opportunities for reciprocal learning provided by that body of literature is rather limited and problematic because of its uncritical acceptance of the OECD’s basic premises about PISA and because of its employment of the ‘best practices’ approach to policy borrowing. Using Singapore as a case, I contend that reciprocal learning needs to be informed by the cultural historical narratives behind the development of an education system and a theory of pedagogy that locates the practice of teaching within a broad social, institutional, and instructional context of schooling. I discuss lessons from and for Singapore concerning the purposes of schooling, institutional norms and arrangements, and pedagogical practice.  相似文献   

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《学校用计算机》2012,29(1-2):70-94
A literature review of 121 peer-reviewed articles, books, and conference proceedings was conducted to determine the signature pedagogies of social studies education and technology integration. The authors found that the signature social studies pedagogy is based on two primary instructional models: direct-instruction and inquiry-based, student-centered learning. Technology can be used to support both models, although its potential lies more in enabling inquiry-based, student-centered learning. Future trends and study ideas are offered in helping practitioners and researchers to advance technology integration into the signature social studies pedagogy.  相似文献   

18.
This paper develops and defends a notion of trust in higher learning, and examines the pedagogical challenges of its pursuit within the sphere of higher education. It argues that the experience of trust between teachers and students is a necessary foundation for a critical, dialogical learning environment, yet it is a pursuit and sensation that can be imperiled by many of the demands and restrictions placed upon teachers in higher education. This discussion is of a philosophical nature with the aim of providing a perspective on a concept that has often been neglected in recent educational debate.  相似文献   

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Today with the rise in the number of 3- to 6-year-old children enrolled in center-based early childhood programs, and a focus on program quality, it becomes imperative for educators to have a better understanding of the role research plays in establishing high-quality programs as these programs provide much of the foundation that supports early learning and development (Child Trends, 2014). Although psychology, and the role of child development research in particular, has always been integral to the field of early childhood education beginning with the seminal works of Piaget, Bronfenbrenner, Bruner, and others (Lickona,1971), the field had never fully embraced the use of research to inform practice, until the 1990s. This had been, in part, because the field of early childhood education originally viewed itself as a field of practitioners that provided for the everyday care and needs of young children, whereas it viewed child development researchers as scientists who paid little attention to the practical needs of classroom teaching (Takanishi, 1981 Takanishi, R. (1981). Early childhood education and research: The changing relationship. Theory into Practice, 20, 8692.[Taylor & Francis Online] [Google Scholar]). Although, today, there is no longer this ideological divide between the two areas, with the child development research being used to inform educational practice and policy (Center for the Developing Child, 2007), nevertheless there still remains a gap in the ability of educators to effectively implement evidence-based practices. Given the increased focus on providing young children with access to high-quality education, and the need for teachers to implement evidence-based practices the present paper attempts to bridge the gap by providing a brief overview of the science of early childhood development, its importance for development of early learning standards, and an overview of the Early Learning Toolkit which was developed to provide early learning educators guidance and resources to support the implementation of early learning standards within their own states as well as well across the nation. The goal of this article is to bridge theory and practice in early childhood education.  相似文献   

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