Implementation of a Curriculum-Integrated Computer Game for Introducing Scientific Argumentation.

IF 3.3 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Science Education and Technology Pub Date : 2018-06-01 Epub Date: 2017-11-15 DOI:10.1007/s10956-017-9720-2
Robert C Wallon, Chandana Jasti, Logan Hillary Lauren, Barbara Hug
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Abstract

Argumentation has been emphasized in recent U.S. science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill & Krajcik 2008; Kang, Thompson &Windschitl 2014), few studies have investigated how game-based approaches may be used to introduce argumentation to students. In this paper, we report findings from a design-based study of a teacher's use of a computer game intended to introduce the Claim, Evidence, Reasoning (CER) framework (McNeill &Krajcik 2012) for scientific argumentation. We studied the implementation of the game over two iterations of development in a high school biology teacher's classes. The results of this study include aspects of enactment of the activities and student argument scores. We found the teacher used the game in aspects of explicit instruction of argumentation during both iterations, although the ways in which the game was used differed. Also, students' scores in the second iteration were significantly higher than the first iteration. These findings support the notion that students can learn argumentation through a game, especially when used in conjunction with explicit instruction and support in student materials. These findings also highlight the importance of analyzing classroom implementation in studies of game-based learning.

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实施课程整合计算机游戏,介绍科学论证。
最近的美国科学教育改革一直强调论证(NGSS Lead States 2013; NRC 2012),虽然现有研究已经调查了引入和支持论证的方法(例如,McNeill & Krajcik 2008; Kang, Thompson &Windschitl 2014),但很少有研究调查如何使用基于游戏的方法向学生引入论证。在本文中,我们报告了一项以设计为基础的研究结果,该研究涉及一名教师使用电脑游戏介绍科学论证的 "主张、证据、推理"(CER)框架(McNeill &Krajcik 2012)。我们研究了该游戏在一名高中生物教师课堂上的两次迭代开发过程。研究结果包括活动的实施和学生的论证得分。我们发现,在两次迭代过程中,教师都将游戏用于明确的论证教学方面,尽管游戏的使用方式有所不同。此外,学生在第二次迭代中的得分明显高于第一次迭代。这些发现支持了这样一种观点,即学生可以通过游戏学习论证,尤其是与明确的教学和学生材料中的支持一起使用时。这些发现还强调了在基于游戏的学习研究中分析课堂实施情况的重要性。
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来源期刊
Journal of Science Education and Technology
Journal of Science Education and Technology EDUCATION, SCIENTIFIC DISCIPLINES-
CiteScore
9.40
自引率
4.50%
发文量
45
审稿时长
6-12 weeks
期刊介绍: Journal of Science Education and Technology is an interdisciplinary forum for the publication of original peer-reviewed, contributed and invited research articles of the highest quality that address the intersection of science education and technology with implications for improving and enhancing science education at all levels across the world. Topics covered can be categorized as disciplinary (biology, chemistry, physics, as well as some applications of computer science and engineering, including the processes of learning, teaching and teacher development), technological (hardware, software, deigned and situated environments involving applications characterized as with, through and in), and organizational (legislation, administration, implementation and teacher enhancement). Insofar as technology plays an ever-increasing role in our understanding and development of science disciplines, in the social relationships among people, information and institutions, the journal includes it as a component of science education. The journal provides a stimulating and informative variety of research papers that expand and deepen our theoretical understanding while providing practice and policy based implications in the anticipation that such high-quality work shared among a broad coalition of individuals and groups will facilitate future efforts.
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