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This study was designed to address two purposes. First, we wanted to test working hypotheses derived from previous studies about the transformation of individual and collective knowledge in elementary classrooms. Second, we attempted to understand the degree to which “ownership” was an appropriate concept to understand the process of learning in science classrooms. Over a four-month period, we collected extensive data in a Grade 6/7 classroom studying simple machines. As in our previous studies we found that (a) conceptual and material resources were readily shared among students, and (b) tool-related practices were appropriated as newcomers participated with more competent others (peers and teachers) in the pursuit of student-framed goals. We also found that for discursive change (“learning”) at the classroom level to occur, it appeared more important whether a new language game was closely related to students' previous language games than who actually proposed the new language game (teacher or student). Implications are drawn for the design of science curricula and classroom activities. Both pedagogy and design are still tightly bound by rationalist, symbol-manipulating, problem-solving assumptions that hold knowledge to be a property of individuals. Pedagogy still concentrates on the individual and individual performance, even though most work is ultimately collaborative and highly social. (Brown & Duguid, 1992, p. 171)  相似文献   
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Throughout the 1970s and 1980s, computers in science teaching were seen as a panacea for many problems plaguing the domain. While considerable research has been done to determine cognitive achievements of students who interact with computers during their science learning, more basic questions have not yet been addressed. This study was designed to investigate how computers and a modeling software contributed to students' interactions and learning in a physics course. The interpretations focused on the microworld as a tool that supported but also limited students' sense-making activities. First, the computer microworld contributed in significant ways to the maintenance and coordination of students' physics conversations. Second, the computer environment (a) was sometimes “unready to hand” so that students spent more time learning the software rather than physics, and (b) limited the interactions within groups. It was concluded that while computer environments have some potential as learning tools, they also limit interactions in significant ways, rendering them less than ideal for everyday classroom use. With the use of software … students can be provided with the necessary tools and experiences to practice the investigative skills used by scientists and mathematicians… [Students] can pursue specific topics of their own interest and deal with this information in sufficient depth to construe personal meaning to various concepts. (Barman, 1993, p. viii) In educational applications, user interface design has received little attention, despite the fact that the interface is particularly important for educational software… This concern goes much deeper than the nebulous concept most often represented by the buzz phrase, ‘user friendliness.’ (Jackson, Edwards, & Berger, 1993b, p. 414) © 1996 John Wiley & Sons, Inc.  相似文献   
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Recent conceptualizations of knowing and learning focus on the degree of participation in the practices of communities. Discursive practices are the most important and characteristic practices in many communities. This study was designed to investigate how the content and form of classroom discourse was influenced by different combinations of artifacts (e.g., overhead transparencies, physical models), social configurations, and physical arrangements. Over a 4-month period, we collected data (video-taped activities, interviews, ethnographic observations, artifacts, and photographs) in a Grade 6-7 science class studying a unit on simple machines. Four different activity structures differed in terms of the social configuration (whole class, small group) and the origin of the central, activity-organizing artifact (teacher designed, student designed). This study describes how different artifacts, social configurations, and physical arrangements led to different interactional spaces, participant roles, and levels of participation in classroom conversations and, concomitantly, to different discursive forms and content. The artifacts had important functions in maintaining and sequencing conversations. Depending on the situation and the role of participants, artifacts served as resources for students' sense making. Each of the different activity structures supported different dimensions of participating in conversations and, for this reason, we conclude that science educators teaching large classes should employ a mixture of these activity structures. Overall, students developed considerable competencies in discursive and materials practices related to simple machines.  相似文献   
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