Math is a subject in which students are generally not very interested and are unsuccessful compared to other courses. It has been suggested that digital stories designed for educational purposes could be used to prevent students’ lack of interest and failure in this subject. However, designing stories that are fit for purpose is important if the use of digital stories is to be successful. The purpose of this study is to investigate pre-service teachers’ opinions about how they utilized the steps of Gagne’s model while designing digital stories for math lessons. The participants in the study were 49 pre-service teachers studying at a Math Department at a Turkish state university in the spring term of the 2014–2015 academic year. The Pre-service Teachers’ Opinion Form and a Personal Information Form, both developed by the researchers, were used as data collection tools in the study, in which the qualitative method was adopted. Content analysis was utilized to analyze the data collected through open-ended questions. When the findings were examined it was seen that pre-service teachers had designed digital stories in which they often chose to attract attention by creating interesting characters in the “gaining students’ attention” step of Gagne’s teaching model, that the main character stated the objectives/topic in the story precisely in the “informing students of the objectives” step, and that the characters created repeated the previous topic in the “stimulating recall of prior learning” step. In the current study, the integration of digital story design into lesson plans in accordance with Gagne’s model was carried out and pre-service teachers’ opinions about their experiences of this process were investigated. 相似文献
The devastating COVID-19 pandemic has cast a light on the question of why trust in scientists is important. This mixed-method study aimed to explore the study participants’ trust in scientists about getting the COVID-19 vaccine. It also aimed to reveal which key sources of information participants followed about the pandemic. Participants’ health-related behaviors and justifications for their behaviors as a response to the pandemic were also explored to understand how trust in scientists and sources of information played a role in the fight against COVID-19. The responses of 1233 participants across Turkey were analyzed. The findings indicated that trust in scientists and compliance with the scientists’ suggested behaviors among the participants were quite high. It was also revealed that, for both trust and non-trust groups, participants questioned the reliability of information and the sources. Participants justified their behaviors mainly by referring to policies, e.g., masks, distance, and hygiene, developed and implemented with the collaboration of government, scientists, and the World Health Organization. Moreover, trust issues regarding scientists, government authorities, or other citizens were mentioned in participants’ justifications. The current study also shed light on the importance of building trust through an open and healthy dialogue among scientists, government authorities, and the public to overcome the COVID-19 pandemic. The study highlighted the need for scientifically informed citizens to deal with the problems, i.e., misinformation and disinformation, in the post-truth era such as not jeopardizing effective solutions to eliminate the pandemic, e.g., taking the vaccine.
Education and Information Technologies - The aim of this study is to examine the lifelong learning tendencies of English teachers, their professional competencies, and their self-efficacy in... 相似文献
Virtual design studio (VDS) has been a part of the discourse of architectural pedagogy for the past two decades. VDS has been showcased as a potential educational tool in schools of architecture often in controlled, pre‐designed experiments. However, the global COVID‐19 pandemic has forced most schools to move their design studios into virtual space. This article aims to explore the potential advantages and shortcomings of VDS during the COVID‐19 quarantine from the perspective of students in a department of architecture. The study investigates three aspects of VDS namely, participating students’ evaluation of the virtual studio experience, the effectiveness of VDS in achieving the studio’s expected learning outcomes and the evaluation process for final design projects. Some 360 students from eight consecutive design studios participated in the study. The results indicate improvement in students’ ability to conduct independent research and in learning new computer‐aided design (CAD) software. Furthermore, the study finds VDS to be much more applicable for third‐ and fourth‐year students. The results also show a significant decline in background informal peer learning among students. Further studies are needed to address the implementation of a more immersive social experience in VDS. 相似文献
The aim of the current study is to compare the effect of virtual and physical manipulatives on preschool children’s understanding of geometric shapes. A quasi-experimental research design was employed where children in the experimental group used tablet computers to access Augmented Reality (AR)-based virtual manipulatives, while children in the control group used physical manipulatives. The instruction lasted for a period of four weeks at a public primary school in Turkey with 72 children aged five and six years old. Comparison of their understanding of geometric shapes was based on their scores from pre-test and post-test measures of the Geometric Shape Recognition Task instrument. Analysis of the collected data revealed no statistically significant difference between the groups in the circle recognition task, while statistically significant differences were found between the groups in the recognition tasks for triangle, rectangle, and square shapes in favour of the experimental group. In addition to this, although there was an increase in the total scores of both groups, the results showed a statistically significant difference in test scores in favour of the experimental group. The current study also showed that the children had difficulty in categorising geometric shapes when their attributes were changed, therefore providing different forms of geometric shapes to children is very important for improving their conceptual understanding. 相似文献
Education and Information Technologies - In this study, considering the effect of interactive learning environments on human cognition, we have examined extraneous processing effects of multimedia... 相似文献