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A multilevel investigation into teacher-supported student use of technology in East Asian classroom: Examining teacher and school characteristics 东亚课堂上教师支持学生使用技术的多层次调查:考察教师和学校的特点
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-27 DOI: 10.1016/j.compedu.2024.105092
Guangbao Fang , Xueliang Li , Philip Wing Keung Chan , Penelope Kalogeropoulos

The integration of technology into learning is a crucial capability for students to address future challenges. However, East Asian teachers exhibit a relatively lower level of support for students’ technology use compared with the OECD average. The present study tries to uncover the foundational factors influencing teacher-supported student use of technology in five East Asian countries (economies) by analyzing Teaching and Learning International Survey (TALIS) 2018 data.

The multilevel structural equation modeling was adopted to analyze the sample data, which combined the teacher-level and school-level factors. Additionally, teacher-level variables are aggregated to the school level to examine contextual effect. Results indicate that teachers' professional collaboration in lessons, team innovativeness, and self-efficacy in student engagement positively and significantly correlated with teacher-supported student use of technology. Notably, an opposing association is observed between teachers’ perceptions of disciplinary climate and technology use in Shanghai and Singapore. However, in comparison to teacher-level variables, school-level and contextual variables, particularly fundamental school features such as material resources, budgets, and number of enrolled students, marginally explain associations. Importantly, these associations demonstrate variations across the five east Asian countries (economies), attributable to the fact that these economies have developed their educational technology policies grounded in technology determinism, emphasizing the necessity of equipping schools with the latest devices. Consequently, this study posits that there is a requisite shift in policy evolution from technology determinism to technology instrumentalism. This entails a pragmatic focus transition from merely distributing devices to the integration of technology within instructional practices.

将技术融入学习是学生应对未来挑战的重要能力。然而,与经合组织的平均水平相比,东亚教师对学生使用技术的支持程度相对较低。本研究试图通过分析2018年教学国际调查(TALIS)数据,揭示影响东亚五国(经济体)教师支持学生使用技术的基础因素。
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引用次数: 0
A taxonomy of social media for learning 学习社交媒体分类法
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-27 DOI: 10.1016/j.compedu.2024.105091
Mehmet Demir

The use of social media in the classroom has the potential to improve learning outcomes for both lecturers and university students. This paper presents a framework for how social media can be used as a tool in the learning process according to educational objectives. The framework is intended to demonstrate to researchers and lecturers how to activate social media platforms effectively as a learning tool; how several platforms can be employed across subjects; and how to unify social media resources with the physical and virtual learning environment. To support these areas and provide an innovative and sustainable way to transform teaching and learning, a social media (Web 2.0) taxonomy was developed. The purpose of the social media taxonomy is to assist lecturers in planning all the steps of learning, teaching, and assessing a course or topic, whilst considering the learning goals reflected in national and local curriculum standards. The Web 2.0 taxonomy focuses on three dimensions named as Consciousness, Cognition, and Creativity [3C]. Each dimension consists of its categories in the metacognitive domain: Consciousness, viewing, Cognition, posting, interacting, and analysing, and Creativity, evaluating, and curating. The categories are used to hierarchize instructional objectives, ranging from lower-order thinking to higher-order thinking skills. Each level of the taxonomy is built on the previous learning level by moving from the concrete to the abstract and from the simple to the complex. Thus, when students have completed all these levels, they can be considered to have mastered certain learning objectives, equipping them with innovative 21st-century skills.

在课堂上使用社交媒体有可能提高讲师和大学生的学习效果。本文提出了一个框架,说明如何根据教育目标将社交媒体用作学习过程中的工具。该框架旨在向研究人员和讲师展示如何有效激活社交媒体平台,将其作为一种学习工具;如何跨学科使用多个平台;以及如何将社交媒体资源与物理和虚拟学习环境统一起来。为了支持这些领域的工作,并为教学改革提供一种创新和可持续的方式,我们开发了社交媒体(Web 2.0)分类法。社会媒体分类法的目的是协助讲师规划课程或专题的学习、教学和评估的所有步骤,同时考虑到国家和地方课程标准中反映的学习目标。Web 2.0 分类法重点关注三个维度,即意识(Consciousness)、认知(Cognition)和创造力(Creativity)[3C]。每个维度都包括元认知领域的类别:这些类别用于对教学目标进行分层,从低阶思维到高阶思维技能。分类法的每个层次都建立在前一个学习层次的基础上,从具体到抽象,从简单到复杂。因此,当学生完成所有这些层次的学习后,就可以认为他们已经掌握了一定的学习目标,具备了 21 世纪的创新技能。
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引用次数: 0
Digital skilling of working adults: A systematic review 工作成人的数字技能:系统回顾
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-24 DOI: 10.1016/j.compedu.2024.105076
Joji Mendoza-Chan , L.G. Pee

Rapid development of artificial intelligence applications and widespread digital transformation are driving the need for employees to learn digital skills. The body of research on digital skills that working professionals need to thrive in an uncertain and ever-evolving workforce is fast accumulating. Although there have been literature reviews on the nature and types of such digital skills, an integrative overview of how digital skills are acquired remains lacking. This systematic literature review seeks to close the gap by focusing on digital skilling. A total of 39 journal articles published between January 2010 and June 2022 were identified using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. Based on thematic coding of the articles, eleven digital skilling approaches were identified and conceptually organized into four categories. Findings regarding the contextual factors affecting digital skilling and impacts of digital skilling indicate an emerging framework of digital skilling. Emerging interests and opportunities for future research related to virtual worlds, learning analytics, and blockchain are discussed.

人工智能应用的快速发展和广泛的数字化转型推动了员工学习数字技能的需求。为了在不确定和不断发展的劳动力队伍中茁壮成长,在职专业人员所需的数字技能方面的研究成果正在迅速积累。尽管已有文献综述了此类数字技能的性质和类型,但仍缺乏对数字技能获取方式的综合概述。本系统性文献综述旨在通过关注数字技能来弥补这一空白。我们采用系统综述和元分析首选报告项目(PRISMA)框架,对 2010 年 1 月至 2022 年 6 月间发表的 39 篇期刊论文进行了识别。在对文章进行主题编码的基础上,确定了 11 种数字技能培养方法,并在概念上将其分为四类。关于影响数字技能的背景因素和数字技能的影响的研究结果表明,数字技能框架正在形成。此外,还讨论了与虚拟世界、学习分析和区块链有关的新兴趣和未来研究机会。
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引用次数: 0
Learning beyond instructionist/constructionist divides: A mixed methods exploration of three learning designs for 1-2-year-old children 超越教学论/建构主义分歧的学习:针对 1-2 岁儿童的三种学习设计的混合方法探索
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-24 DOI: 10.1016/j.compedu.2024.105089
Robin Samuelsson

New technologies and subjects are increasingly being added to the agenda of children's education for increasingly younger groups. Such advances are also tied to questions of learning and the educational designs that make this possible. This study follows the evolution of context- and age-appropriate designs during a programming robot project for 1-2-year-olds, a novel technology for children and teachers. The study examines learning design phases featuring instructional, guided play, and free play activities and uses mixed-methods techniques to examine several aspects of children's educational interaction. Results show how all three educational designs offer different potentials for children's learning. Teacher scaffolding supports extended programming actions but limits children's exploratory actions, and guiding play increases time on task. Simultaneously, children's free play increases the frequency of simple programming actions and leads to unexpected learning potentials beyond the guided activities. It is discussed how diverse learning experiences can join in programs balancing instructional needs of novel technologies and subjects with early childhood's exploratory and playful modes of learning.

越来越多的新技术和新课程被列入儿童教育的议程,其对象也越来越年轻化。这些进步也与学习问题以及使学习成为可能的教育设计息息相关。本研究跟踪了为 1-2 岁儿童设计的编程机器人项目中适合情境和年龄的设计的演变过程,这是一项面向儿童和教师的新技术。研究考察了以教学、指导游戏和自由游戏活动为特色的学习设计阶段,并采用混合方法技术考察了儿童教育互动的几个方面。研究结果表明,这三种教育设计为儿童的学习提供了不同的潜力。教师支架式教学支持扩展编程行动,但限制了儿童的探索行动,而引导式游戏则增加了完成任务的时间。与此同时,儿童的自由游戏增加了简单编程操作的频率,并在指导活动之外带来了意想不到的学习潜力。本文讨论了如何在兼顾新技术和新学科的教学需求与幼儿探索性和游戏性学习模式的计划中加入多样化的学习体验。
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引用次数: 0
Pathways to digital reading literacy among secondary school students: A multilevel analysis using data from 31 economies 中学生的数字阅读素养之路:利用 31 个经济体的数据进行多层次分析
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-23 DOI: 10.1016/j.compedu.2024.105090
Xueliang Chen , Ya Xiao

In our technology-driven society, digital reading literacy has emerged as a valuable skill as people increasingly read on digital devices rather than from print sources. Using an internationally representative sample (N = 211,899) across 31 economies, this study employed the opportunity-propensity framework to comprehensively investigate the role and relative contribution of opportunity, propensity, and antecedent factors in adolescent students' digital reading literacy. Hierarchical linear modeling and dominance analysis were performed. The results showed that although all three groups of factors contributed to adolescents' digital reading performance, the relative contribution of these factors differed. Propensity factors made the greatest contribution to digital reading performance, most notably metacognitive reading strategies and reading self-concept. While opportunity and antecedent factors such as schools’ support in ICT resources and socioeconomic background also played a role, their contributions were relatively limited. These findings have significant implications for advancing current theories of digital reading and for guiding digital reading instruction in secondary education.

在我们这个技术驱动的社会中,随着人们越来越多地通过数字设备而非印刷品进行阅读,数字阅读素养已成为一项宝贵的技能。本研究采用了一个具有国际代表性的样本(样本数=211,899),横跨31个经济体,运用机会-倾向框架全面研究了机会、倾向和前因因素在青少年学生数字阅读素养中的作用和相对贡献。研究采用了层次线性模型和优势分析方法。结果表明,尽管这三类因素都对青少年的数字阅读能力有所贡献,但其相对贡献率却有所不同。倾向因素对数字阅读成绩的贡献最大,其中最显著的是元认知阅读策略和阅读自我概念。虽然机会因素和先决条件因素,如学校在信息与传播技术资源方面的支持和社会经济背景也发挥了作用,但其贡献相对有限。这些发现对于推进当前的数字阅读理论和指导中学数字阅读教学具有重要意义。
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引用次数: 0
Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes 基于游戏的严肃学习和通过制作游戏进行学习:游戏教学法的类型和学生游戏时间对学生科学学习成果的影响
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-22 DOI: 10.1016/j.compedu.2024.105075
Ai-Chu Elisha Ding , Cheng-Han Yu

Game-based learning (GBL) has garnered significant attention as a means to enhance student science learning. However, researchers often broadly categorize GBL without specific attention to teachers' practices or the different game-based pedagogies (GBPs) such as serious game-based learning and learning by making games. Serious game-based learning involves the use of games designed primarily for purposes beyond entertainment, engaging students in learning activities. Learning by making games goes further by enabling students to construct and expand their knowledge through creative activities. Furthermore, the impact of students' weekly gaming hours on their academic performance under different GBPs has not been thoroughly explored. In this study, we analyzed pre- and post-science unit assessment data to investigate the effects of serious game-based learning and learning by making games, along with gaming hours, on the science learning outcomes of 129 sixth-grade students in a Midwestern urban school district in the United States. Employing Bayesian paired t-tests and ANOVA, we examined the effects of two GBPs (serious game learning and game-making) implemented by two science teachers and the interaction between each GBP and students' weekly gaming hours. Our findings indicate that both GBPs led to improvements in students’ learning, with those participating in making games showing an average increase of 3.5 points more on the posttests than those engaged in serious game-based learning. Additionally, data on student-reported weekly gaming hours showed that in both GBP conditions, students with medium gaming hours showed the most improvement compared to those with fewer or more gaming hours. There was also a potential interaction between types of GBP and the effect of gaming hours outcomes in that the learning gain difference between the two GBPs was more pronounced among students reporting fewer gaming hours, although this effect was not significant. This study contributes to the GBL field by providing practical design recommendations for integrating GBL into formal Kindergarten to 12th grade (K-12) settings, taking into account teachers' pedagogical agency and students' gaming experiences.

基于游戏的学习(GBL)作为促进学生科学学习的一种手段,已经引起了广泛关注。然而,研究人员通常对 GBL 进行宽泛的分类,而没有具体关注教师的实践或不同的基于游戏的教学法(GBPs),如基于游戏的严肃学习和通过制作游戏进行学习。基于游戏的严肃学习涉及使用主要为娱乐以外的目的而设计的游戏,让学生参与学习活动。通过制作游戏进行学习则更进一步,使学生能够通过创造性活动构建和扩展知识。此外,关于学生每周游戏时数对他们在不同国家教学标准下的学业成绩的影响,还没有进行深入探讨。在本研究中,我们分析了科学单元前后的评估数据,研究了基于严肃游戏的学习和通过制作游戏进行学习,以及游戏时间对美国中西部城市学区129名六年级学生科学学习成绩的影响。通过贝叶斯配对 t 检验和方差分析,我们研究了由两位科学教师实施的两种 GBP(严肃游戏学习和游戏制作)的效果,以及每种 GBP 与学生每周游戏时间之间的交互作用。我们的研究结果表明,两种 GBP 都提高了学生的学习成绩,参与游戏制作的学生在后测成绩上比参与严肃游戏学习的学生平均提高了 3.5 分。此外,学生报告的每周游戏时间数据显示,在两种 GBP 条件下,与游戏时间较少或较多的学生相比,游戏时间中等的学生的进步最大。此外,GBP类型与游戏时长的影响之间还存在潜在的交互作用,即两种GBP之间的学习收获差异在游戏时长较少的学生中更为明显,尽管这种影响并不显著。本研究为将 GBL 纳入正规幼儿园至十二年级(K-12)课程提供了实用的设计建议,同时考虑到了教师的教学机构和学生的游戏体验,从而为 GBL 领域做出了贡献。
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引用次数: 0
Online collaborative problem-solving as a tangible outcome of digital skills in technical and vocational higher education 在线协作解决问题是高等技术和职业教育数字技能的具体成果
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-20 DOI: 10.1016/j.compedu.2024.105079
Daniela Luengo-Aravena , Patricio Cabello , Beatriz Rodriguez-Milhomens Bachino

In today's world, specific skills are essential for success in work and life. Educators, governments, and industry leaders recognize collaborative problem-solving (CPS) and digital skills as necessary for the 21st century. However, our current understanding of these skills' interconnection and development within technical and vocational higher education remains limited. This study aims to achieve two main objectives. First, we want to examine the level of digital skills among technical and vocational higher education students in Chile and how it relates to their socioeconomic background. Second, we aim to investigate how students' different levels of digital skills influence their satisfaction with online collaboration and their assessment of group processes after completing an online CPS task. The study identified three distinct groups of students based on their digital skills: high-skilled, medium-skilled, and low-skilled. The low-skilled group faced more socioeconomic disadvantages compared to the other two groups. Moreover, students with low digital skills reported lower satisfaction with online group work and a poorer self-evaluation of the group processes involved in the collaborative online task. Insights for technical and vocational higher education institutions to foster targeted support of digital skills development for their student body are discussed.

在当今世界,特定的技能对于工作和生活的成功至关重要。教育工作者、政府和行业领导者都认识到,协作解决问题(CPS)和数字技能是 21 世纪所必需的。然而,我们目前对这些技能在技术和职业高等教育中的相互联系和发展的了解仍然有限。本研究旨在实现两个主要目标。首先,我们想研究智利高等职业技术教育学生的数字技能水平,以及这与他们的社会经济背景之间的关系。其次,我们希望研究学生不同的数字技能水平如何影响他们对在线协作的满意度,以及他们在完成在线 CPS 任务后对小组进程的评估。研究根据学生的数字技能确定了三个不同的群体:高技能、中等技能和低技能。与其他两组相比,低技能组面临更多的社会经济劣势。此外,数字技能较低的学生对在线小组工作的满意度较低,对参与在线协作任务的小组过程的自我评价较差。本文讨论了技术和职业高等教育机构如何有针对性地支持学生的数字技能发展。
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引用次数: 0
Why this app? How user ratings and app store rankings impact educators' selection of educational apps 为什么选择这款应用程序?用户评分和应用商店排名如何影响教育工作者对教育应用的选择
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-20 DOI: 10.1016/j.compedu.2024.105080
Emma Liptrot, Heather Ann Pearson, Armaghan Montazami, Adam Kenneth Dubé

Research indicates that educators value certain benchmarks of educational quality when choosing educational apps from app stores (i.e., curriculum, feedback, scaffolding, learning theory, and development team). However, it is unclear how other users' ratings of the app, or the app's ranking on the app store's list of “top” educational apps, might impact educators' evaluations. The present study examines how educational benchmarks, ratings, and rankings influence educators' selection of educational apps. One-hundred and fifty elementary educators viewed 18 researcher-created educational app pages and indicated their willingness to download, pay for, and rate each app. Results from a repeated-measures MANOVA and non-parametric tests revealed that educators preferred benchmark apps to buzzword apps, with a medium sized effect. However, they also had a strong preference for apps with positive user ratings, with a large effect, and preferred apps with a bottom ranking, with a medium effect. To improve app selection, educators should rely on their own knowledge to choose apps rather than relying on user ratings or company rankings. Companies running app stores should improve their user ratings and rankings systems to facilitate selection of apps that include evidence-backed benchmarks of app quality.

研究表明,教育工作者在应用商店选择教育应用程序时,会重视某些教育质量基准(即课程、反馈、支架、学习理论和开发团队)。然而,目前还不清楚其他用户对应用程序的评价或应用程序在应用程序商店 "顶级 "教育应用程序列表中的排名会如何影响教育工作者的评价。本研究探讨了教育基准、评分和排名如何影响教育工作者对教育应用程序的选择。150 名小学教育工作者浏览了 18 个由研究人员创建的教育应用程序页面,并表示愿意下载、付费和评价每个应用程序。重复测量 MANOVA 和非参数检验的结果显示,教育工作者更喜欢基准应用程序,而不是拗口的应用程序,效果中等。不过,他们也非常偏爱用户评价积极的应用程序,影响较大,而偏爱排名垫底的应用程序,影响中等。为了改进应用程序的选择,教育工作者应该依靠自己的知识来选择应用程序,而不是依赖用户评价或公司排名。运营应用程序商店的公司应改进其用户评级和排名系统,以便于选择包含有证据支持的应用程序质量基准的应用程序。
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引用次数: 0
Do multi-channel use and online engagement matter for critical literacy and information verification behaviors? Comprehensive comparisons of six generations from before 1954 (war generation) to generation Z (after 1997) 多渠道使用和在线参与对关键素养和信息验证行为有影响吗?从 1954 年之前(战争年代)到 Z 世代(1997 年之后)六代人的综合比较
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-19 DOI: 10.1016/j.compedu.2024.105078
Soyoung Park , Jiwon Kim

The prevalence of multi-channel information consumption, which involves the simultaneous engagement with multiple information sources across various platforms, underscores the urgent need for research on its effects as it profoundly influences how individuals seek, evaluate, and interact with information, ultimately shaping their information-related choices and behaviors. Using an innovative empirical method to extract a set of latent groups based on individuals' multi-channel practices, the study examined the role of channel plurality relative to how people evaluate and consume information online. Importantly, this research examined how conditions of the critical literacy and practices can be configured to benefit six distinct generational groups, ranging from the youngest generation group (1990s) to the oldest generation (1950s). Based on results of a nationally representative survey (N = 10,032), the current research demonstrated how individuals’ channel plurality contributes to their critical literacy and information verification behaviors. Finally, this study identified differences in information practices manifested in six generational groups. In the end, this study bridged two streams of research, new media literacy and the digital divide, and discussed how different educational and regulatory approaches can be made to encourage critical information consumption in an increasingly digitized network environment.

多渠道信息消费是指在各种平台上同时接触多种信息来源,它的盛行凸显了对其影响进行研究的迫切性,因为它深刻地影响了个人如何寻求、评估信息并与之互动,最终塑造了他们与信息相关的选择和行为。本研究采用创新的实证方法,根据个人的多渠道实践提取出一组潜在群体,研究了渠道多元化在人们如何评估和消费网络信息方面的作用。重要的是,这项研究考察了如何配置关键素养和实践条件,使从最年轻的一代(20 世纪 90 年代)到最年长的一代(20 世纪 50 年代)等六个不同的世代群体受益。根据一项具有全国代表性的调查结果(N = 10,032),目前的研究表明了个人渠道的多元化是如何促进其批判性素养和信息验证行为的。最后,本研究发现了六个世代群体在信息实践方面的差异。最后,本研究在新媒体素养和数字鸿沟这两个研究领域之间架起了一座桥梁,并讨论了在日益数字化的网络环境中,如何采取不同的教育和监管方法来鼓励批判性信息消费。
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引用次数: 0
Mathematics teachers' interaction patterns and role changes in online research-practice partnerships: A social network analysis 数学教师在网上研究与实践伙伴关系中的互动模式和角色转变:社会网络分析
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-19 DOI: 10.1016/j.compedu.2024.105077
Haili Liang , Chunxia Qi , Rongjin Huang , Haode Zuo , Jiashan He

Research–Practice Partnerships (RPPs), in which researchers and teachers come together with the shared aim of driving educational improvement, have lately gained recognition in the education community. Whilst studies have demonstrated the positive effects of RPPs, potential challenges in establishing long-term and mutually beneficial RPPs have been reported. To understand these challenges, the present study explores dynamic changes in team interaction patterns and roles using Social Network Analysis (SNA), then employs qualitative analysis to elaborate the mechanisms underlying these changes and resulting outcomes. The visual and quantitative results of the SNA reveal that interaction patterns shifted from a researcher-centered (hierarchical) pattern to a decentralized pattern, with increasing numbers of participants exhibiting a higher level of activity and exchange over time across the four discussions in a RPP. As for role changes, researchers played more of a leading role in the first two discussions, while teachers played a more equal role in subsequent discussions. The qualitative findings identify some key factors that lead to the changes in interaction patterns and roles, including: the process of negotiating meaning through lesson study; the establishment of trust between participants; and a concern for how role changes may positively impact teachers' and researchers’ professional development. These findings thus offer insights into how to create more effective and long-lasting RPPs.

研究与实践合作伙伴关系(RPPs)是研究人员和教师为推动教育改进的共同目标而结成的伙伴关系,近来已得到教育界的认可。研究表明,研究与实践伙伴关系具有积极的作用,但也有报告指出,在建立长期互利的研究与实践伙伴关系方面存在潜在的挑战。为了了解这些挑战,本研究利用社会网络分析(SNA)探讨了团队互动模式和角色的动态变化,然后采用定性分析来阐述这些变化和由此产生的结果的内在机制。SNA 的可视化和定量结果显示,互动模式从以研究人员为中心(等级制)的模式转变为分散模式,在 RPP 的四次讨论中,随着时间的推移,越来越多的参与者表现出更高水平的活动和交流。在角色变化方面,研究人员在前两次讨论中更多地扮演了主导角色,而教师在随后的讨论中则扮演了更加平等的角色。定性研究结果发现了导致互动模式和角色变化的一些关键因素,包括:通过课例研究协商意义的过程;参与者之间建立信任;以及对角色变化如何对教师和研究人员的专业发展产生积极影响的关注。因此,这些研究结果为如何创建更有效、更持久的研究伙伴关系提供了启示。
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引用次数: 0
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Computers & Education
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