This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied through measurements using 485 students, over one term. Surveys were used to gauge student reception of the game. Pre and post-tests, and in-course examinations were used to quantify student performance. The game was well received with at least 82% of the students that played it recommending it to others. In some cases, game participants outperformed non-participants on course exams. On the final course exam, all of the statistically significant (p<0.05) comparisons (42% of the relevant questions) showed a performance improvement of game participants on the questions, with a maximum grade improvement of 41%. The findings also suggest that some students retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a collaborative and competitive video game can be an effective tool for teaching computing in post-secondary education. 相似文献
In this article, Heather Greenhalgh‐Spencer analyzes three examples of curricula aimed at cultivating good cyber behavior and countering online harassment. These curricula are branded as addressing civic needs, cultivating civic duty, and developing skills to help students understand and react to online threats. Here, Greenhalgh‐Spencer offers two critiques of these, and other similar, cyber safe curricula. First, current cyber safe curricula do not adequately address the ways that identity — particularly gender and sexuality — shape one's experience of online spaces and exposure to online threats. Second, current cyber safe curricula do not adequately consider nuances of how to “react” to online threats. The preponderance of cyber curricula teach students that all forms of offensive speech online should be abolished or pushed against. These curricula miss the opportunity to cultivate conversations around the tensions between the need to feel safe and the need to protect freedoms of speech. 相似文献
Recently, Smith, Thelen, and colleagues proposed a dynamic systems account of the Piagetian "A-not-B" error in which infants' errors result from general processes that make goal-directed actions to remembered locations. Based on this account, the A-not-B error should be a general phenomenon, observable in different tasks and at different points in development. Smith, Thelen, et al.'s proposal was tested using an A-not-B version of a sandbox task. During three training trials and three "A" trials, 2-year-olds watched as a toy was buried in a sandbox at Location A. Following a 10-s delay, children searched for the object. Across five experiments, children's (total N = 92) performance on the A trials was accurate. After the A trials, children watched as a toy was hidden at Location B, 8 to 10 inches from Location A. In all experiments, children's searches after a 10-s delay were significantly biased in the direction of Location A. Furthermore, this bias toward Location A decreased with repeated trials to Location B, as well as when children completed fewer trials to Location A. Together, these data suggest that A-not-B-type errors are pervasive across tasks and development. 相似文献
Research suggests that the likelihood of students entering into science, technology, engineering, and mathematics (STEM) careers can be increased by promoting and maintaining students’ interest in STEM during middle school years, a critical developmental stage when students’ interests begin to solidify. One way to attract students to STEM is through technology-enhanced learning environments and experiences, which can spark and cultivate the long-term interest needed to pursue STEM careers. Virtual reality (VR) can potentially increase access to such STEM-related experiences for all students due to its educational and technological affordances. Currently, there has been little exploration of the intersection between VR and career development for K-12 students. This study, therefore, aims to address this gap by exploring the use of VR 360 videos for STEM career exploration. Data were collected using focus group interviews with 39 primarily Latinx middle school students who participated in the summer enrichment program. These interviews were conducted immediately after a VR 360 video activity that featured female characters and/or characters from racial minorities in order to best support students who are underrepresented in STEM fields. The findings support the potential of VR as a tool for career development as long as content, possible physical side effects, and scaffolding are considered. The implications for research and practice are discussed.
The pictorial representation of physical activity and gender over three time periods is investigated in Caldecott Medal winning children's literature. Relational analysis and recent national position documents on physical activity are used to frame an interdependent relationship between current levels of physical activity among children and the various institutionalized forms of physical culture with which they interact. Fifty-seven Caldecott Medal winning books were analyzed. Frequency counts were recoded for each book in four categories: (1) females engaged in sedentary roles, (2) females engaged in active roles, (3) males engaged in sedentary roles and (4) males engaged in active roles. A 2 (gender) 2 2(activity level) 2 3 (time period) factorial ANOVA adjusted for nonormally distributed data was used to test frequency of pictorial representation. Results indicate the illustrations in Caldecott Medal literature are a poor media for communicating a physically active lifestyle to children while at the same time have consistently underrepresented females. Males were significantly more likely to be portrayed than females (p < 0.05) and, regardless of gender, sedentary roles were significantly more likely to be portrayed than active roles (p < 0.05). This condition did not change significantly over the three time periods tested (1940-1959, 1960-1979 and 1980-1999). With recent national position documents identifying young people as largely inactive and unfit researchers and practitioners are (1) encouraged to rethink the seemingly innocent relationship between picture books and the trend of inactivity currently seen in the United States and (2) develop skills related to critical media literacy as part of a pedagogy for new times. 相似文献
In some quarters it is argued that, narrative researchers might be classified as being either story-analysts or storytellers. They go on to suggest that one feature of storytellers is that they undertake a form of analysis as the process of writing unfolds. With these sentiments in mind, in the present paper, we consider how auto-ethnographical accounts of traumatic and challenging life events might, through the analysis contained within, demonstrate value within the realm of applied pedagogy. In making our case we embrace and adapt the literary genre of storytelling, more specifically, the short story. The story presented here, ‘Travel Writer’, offers an opaque, multi-contextualised and lifelong view of career transition. The present paper, in more general terms, considers the capacity of auto-ethnography and, more specifically, the short storied version of it, to engender critical reader engagement, to encourage personal reflection in others, and to act as a point of stimulus for the enactment of applied debate through the lens of critical social science. With regards to the assumptions of critical social science, the final discussion also considers how the auto-ethnographic text, as a pedagogic tool, might help others to contest and challenge the meta-narratives that, we argue, risk stagnating established thinking. 相似文献
This study’s purpose was to evaluate an intervention to facilitate grandmothers’ knowledge and support of breastfeeding. A pilot study with a quasi-experimental two-group posttest design was used to evaluate whether the intervention made a difference in grandmothers’ knowledge, attitudes, and intent to recommend breastfeeding. The 26 grandmothers in the intervention group attended A Grandmothers’ Tea program; the 23 grandmothers in the control group received written information. The intervention group had greater posttest knowledge scores than the control group but had no significant differences in attitudes or intent. However, a significant difference was evident between the attitude scores of grandmothers who breastfed their infants and of grandmothers who did not breastfeed their infants regardless of receiving the intervention. 相似文献