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Project-based learning engages students in problem solving through artefact design. However, previous studies of online project-based learning have focused primarily on the dynamics of online collaboration; students' knowledge construction throughout this process has not been examined thoroughly. This case study analyzed the relationship between students' levels of knowledge construction during asynchronous online discussions with respect to engagement in project-based learning. Graduate students' online postings in a course that comprised both project-based and non-project learning activities were coded and counted for knowledge construction, teaching, and social interaction moves using computer-mediated discourse analysis. Chi-square analyses found that the instructor's teaching discourse remained fairly consistent during project-based and non-project learning. Despite this, students' online discussions during project-based learning were characterized by more advanced levels of knowledge construction, where ideas were rationalized and integrated into plausible solutions. In contrast, students' online postings outside project-based learning rarely moved beyond the lower levels of information sharing and idea exploration. Based on these results, guidelines for designing and facilitating online project-based learning are presented and discussed.  相似文献   

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By taking into account the functions of socially shared metacognitive regulation (SSMR) (i.e. the role that SSMR plays in the (dis)continuation of ongoing interaction), the present study sheds light on the differential effectiveness of SSMR. The study more particularly investigates how individual students' involvement in SSMR that confirms, changes, activates, or stops interaction, predicts their understanding of the learning content on the short and middle-long term, taking into account students' prior knowledge. Sixty university students were involved. Multilevel models were run to investigate the relation between individual students' engagement in the functions of SSMR and their conceptual understanding. Contributing to SSMR that changes and that activates collaborative learning appeared significantly positively related to students' immediate understanding of the learning content, whereas participating in SSMR that confirms or that stops ongoing interaction was not. Contributing to SSMR (regardless of its function) appeared not significant for predicting students’ conceptual understanding on the middle-long term.  相似文献   

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The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper focuses on how video games, particularly massively multiplayer online role-playing games (MMOs and MMORPGs for short) that allow interaction with other players, can play a part in players' moral and character development. Although there are many games with moral content, the MMO game World of Warcraft (WoW for short) is used as an illustrative example because of its popularity, to demonstrate how players, through game content and game play, are confronted with moral dilemmas which demand decision-making, social obligations and responsibilities, perspective-taking and empathy, perseverance and delayed gratification.  相似文献   

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This study reports on the non-discursive aspects of the disciplinary enculturation experiences of five international doctoral students from East Asia in three Second Language studies graduate programmes in the United States. Based largely on interview data, this study examined how students participate in their graduate discourse communities and what may contribute to or hinder academic success. It appeared that the kinds of social capital accrued through social ties and networks are key to students' successful disciplinary enculturation, suggesting the importance of establishing positive personal interactions and locating oneself within supportive discourse community contexts. The present study also sheds light on the issue that disciplinary enculturation is an inherent cultural practice, which may not favour students who do not adopt mainstream socio-academic conventions.  相似文献   

6.
Designing collaborative multiplayer serious games   总被引:1,自引:0,他引:1  
The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. The combination of game-based learning concepts and collaborative learning may enable new, game-based application areas of CSCL, like collaborative multiplayer Serious Games. Designing such games, however, is very challenging as it requires to take into account traditional single player game design concepts, concepts for multiplayer game design, and concepts for Serious Game design simultaneously. Only very few examples of such games exist today. In this paper we describe an approach for the design of game-based collaborative learning scenarios using multiplayer Serious Games. Our approach aims at combining design concepts from the fields of collaborative learning and (multiplayer) game design. Our approach takes into account the requirements of traditional single player games (fun, narration, immersion, graphics, sound), challenges of multiplayer games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning are considered, like group goals, positive interdependence, and individual accountability. Our design concept was used to create a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for game-based collaborative learning in small teams. We performed a user study with eight gaming sessions and a total of 23 participants. Results showed that the game enables a collaborative gameplay and fosters collaborative behavior. This may allow us to use a game-based CSCL approach to combine the advantages of game-based learning with those of collaborative learning in future.  相似文献   

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The purpose of this study was to examine students' roles during a long-term collaborative task that required them to master complex sets of cognitive, regulatory and social skills needed for building knowledge largely from their own and their peers' ideas and observations. Samples of discourse were collected from 24 8th grade students in eight groups within four classrooms throughout a 12-week unit on constructing and testing mental models of the nature of matter. Eight prominent sociocognitive roles that served socio-emotional, conceptual and metacognitive functions are described. The roles are related to individual students' perspectives on learning, and to the levels of reasoning each group achieved. The results can be used to raise students' and teachers' awareness of the personal resources, interactive processes and norms that can support or derail knowledge construction in collaborative groups.  相似文献   

8.
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions were revealed between the opportunities presented by educational gaming and the perceived problem of managing student distraction, particularly the tendency for students to spend large amounts of time playing games that have little or no educational value. The paper describes the forms of gaming that emerged at the school, considering both their educational impact and propensity to detract from students' opportunities to learn. It is argued that the perceived benefits and risks of gaming are not well understood, and that powerful political forces are at play which shape school policy, teachers' pedagogy, parent perceptions and student actions.  相似文献   

9.
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive gaming approach is proposed to support AR-based learning activities conducted in real-world contexts. An experiment has been conducted on an elementary school ecology course to explore the effectiveness of the proposed approach in comparison with the conventional AR-based mobile learning approach in field trips. The experimental results show that the AR-based gaming approach can improve not only students' learning attitudes, but also their learning performance on the field trip. Accordingly, discussions and some suggestions for future work are provided.  相似文献   

10.
In this article the authors share how social media, paired with gaming and in-class supports, can facilitate the practice of scientific argumentation and report data that show how students can learn and practice argumentation through these highly interactive and engaging mediums. Social media will continue to evolve and fluctuate in popularity, but no matter the service or software, there will continue to be online spaces for communication, collaboration, learning, and future career growth. Since the role of education is to prepare students to be college and career ready, the use of social media as a component of schooling should be explored. This work has parsed out specific strategies and methods to support higher order thinking through gaming and social media.  相似文献   

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ABSTRACT

This article describes the support for social interactions received by three students with autism spectrum disorders (ASD) through their multimodal engagements with Minecraft®. The data were collected through at-screen observations and semi-structured interviews. Multimodal analysis of the data demonstrated that online multiplayer games supported social interactions through modes, such as speech, writing and gesture, and within physical and virtual spaces. The analysis revealed that online multiplayer games provided platforms for the students to use speech to engage in reciprocal conversations, to share information, to make requests, to give commands and to direct others. Additionally, screen-based written texts were used to attract the attention of others, send messages, communicate rules and maintain engagements with others within the students’ physical and virtual worlds. Furthermore, the findings showed that online multiplayer games supported the students’ uses, interpretations and mirroring of gestures for social interactions. The findings have implications for providing opportunities to support social interactions in multimodal ways that social spaces in face-to-face and offline contexts do not allow. The findings offer implications for targeting the students’ interests in online multiplayer games to support their capacity to initiate and sustain social interactions in inclusive educational settings.  相似文献   

13.
The purpose of this study was to investigate how two female students participated in science practices as they worked in a multimedia case‐based environment: interpreting simulated results, reading and writing multiple texts, role‐playing, and Internet conferencing. Using discourse analysis, the following data were analyzed: students' published web posters, Internet conferencing logs between American and Zimbabwean university students, and a focus group interview. Three constructs supported the development of these students' identities in practice: (a) multimedia cases creating emotional involvement; (b) authoring web posters, and role‐playing situated in cross‐cultural social networks; and (c) altruism associated with relevant global topics. The investigators argue that educators and developers of online learning environments consider social contexts, authoring, and opportunities for cross‐cultural interaction to support participation in science practices. © 2010 Wiley Periodicals, Inc. J Res Sci Teach 47: 1116–1136, 2010  相似文献   

14.
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups of students participated in learning activities: the experimental group was instructed using the gaming method; and the control group was instructed using the non-gaming method. During the study, tests, a survey, and interviews were conducted with students. The evaluation results for academic performance and multimedia flow experiences show that compared to the non-gaming method, incorporating the gaming method into the learning process can enhance students' academic performance and multimedia flow experiences. The results also indicated that there is a non-significant and positive relationship between students' academic performance and multimedia flow experiences.  相似文献   

15.
Understanding the relationship between social interaction patterns and cognitive engagement levels has critical implications on collaborative learning theory, pedagogy, and technology. This study used a multi-method approach to examine the relationship between students' social participatory roles and cognitive engagement levels within asynchronous online discussions. Results showed that students' social participatory role was a critical indicator of cognitive engagement level. Socially active students made more cognitive contributions to knowledge inquiry and knowledge construction. But there were exceptions: after taking leadership roles (i.e., discussion designers and facilitators), some students moved from peripheral participation to active participation. Second, there was a progressive development process: individual students' deep-level knowledge inquiry could trigger peer interaction, which could further advance group knowledge construction. Third, students had a tendency to keeping social-cognitive engagement patterns throughout discussions. Based on the result, this study proposed implications for collaborative learning theory, pedagogy support, and tool development.  相似文献   

16.
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the development of a software project. Through the simulation of a real-life company, the game aims to enhance experiential learning of human-related issues, such as project team members’ communication and collaboration, which are not easy to be taught through ordinary teaching methods. Roles are assigned to the participating students, who have to overcome problems initiated by non-player-units (software controlled units) while collaborating with other students and the instructor. The instructor, holding a key role in the game, is able to observe the players, intervene and dynamically alter specific game scenario parameters adapting to player encounter difficulties. The environment is combining the experience of a typical game (based on an event-driven SPM scenario and interaction with non-player-units), with the experience of a virtual world (interacting with other players) and has been positively evaluated by the participants regarding the overall game experience and the learning effect.  相似文献   

17.
We examined third graders' understandings of condensation using an expanded notion of the Emergent Perspective, a reflexive consideration of individual and group meaning‐making situated in the culture of the classroom. Data were collected from two small groups of students in an inquiry‐based, urban classroom during a unit on the water cycle. Measures included conceptual pre‐/posttests, interviews, written work, and discourse analyses of a science lesson. Although we identified the supportive role of the teacher's explicit assessments of children's ideas, within the small groups, the force that most potently shaped meaning‐making was students' persuasive power, which was in part influenced by the rhetorical moves employed. Specifically, students' evaluative comments (a type of rhetorical move) about contributions of other group members seemed to be particularly persuasive in these groups. Evaluative comments, apart from students' academic status, were shown to be an important influence in not only social knowledge production but also in individual internalization. Our explanation focuses on the particular discursive practices as intellectual resources of urban students, but we are also mindful of the cognitive complexity of the material and the developmental abilities of the students. © 2005 Wiley Periodicals, Inc. J Res Sci Teach 42: 1032–1061, 2005  相似文献   

18.
This study examines classroom code-switching in relation to individual and group identity and to functional use of two languages. It investigates how high school Chinese immigrant students perceive the use of first language (L1) and second language (L2) in class, and how they use these languages during group activities. The interview data demonstrate that the students in this study had multiple and contradictory feelings aboutL1andL2use. The observation data show that there were differences in the functions of these students' L1 and L2 discourse. These findings indicate that bilingual classroom code-switching involved dilemmas for the students. They appeared to be torn between identifying with compatriots in L1 and gaining membership in mainstream classes in L2, between maintaining L1 and developing L2, and between using L1 for academic discourse and developing academic discourse in L2. Identity and language functions seem two side-by-side components of the dilemmas. A complex vision that includes both may address code-switching dilemmas more adequately.  相似文献   

19.
This study investigates the sociomaterial movements of student engagement in a school's makerspace. Here, we understand sociomaterial movements as emergent and relational, comprising complex dynamics of agency across students, teachers and materials in situated, culturally framed activities. Our study draws on data comprising 85 hours of video recordings of 9–12-year-old students' (N = 94) engagement in a technology-rich makerspace in a Finnish elementary school. The video data were transcribed and analyzed qualitatively using a multimodal interaction analysis. The sociomaterial movements were found to be displayed across a tension-laden continuum between (1) procedural activity—analysis and reflection; (2) individual activity—collaboration; (3) “doing school”—empowerment; and d) alienation—identification. Together, the study offers a potential approach for investigating and understanding the often overlooked workings of sociomateriality that constitutes students' emergent engagement and learning opportunities in science, technology, engineering and mathematics (STEAM) learning contexts.  相似文献   

20.
Collaborative social interaction when using Web 2.0 in terms of VoiceThread is investigated in a case study of a Swedish university course in social psychology. The case study method was chosen because of the desire not to manipulate the students' behaviour, and data was collected in parallel with course implementation. Two particular circumstances made the case study method appropriate: the impossibility to control student activities, and the study of contemporary and ongoing events. The results show that use of Web 2.0: a) supports students' reflections concerning their own and others' thoughts and emotions, b) supports individual students and integrates them into a work group, and c) develops students' identification and awareness in relation to self, a task and others. The findings implicate that Web 2.0 technology can be used as a valuable supplement in a campus course where other teaching takes place in time and space.  相似文献   

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