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Adaptive Professional Development during the Pandemic 大流行期间的适应性专业发展
Pub Date : 2022-01-01 DOI: 10.16993/dfl.172
Nina Bergdahl
In Sweden, upper secondary school teachers made a swift transition into emergency remote teaching in 2020 due to the outbreak of COVID-19. This paper reports on a Design-Based Research intervention in which professional development was designed using the Blended Learning Adoption framework, to support teachers to develop their teaching practices online. Twenty-six teachers participated in the intervention which spanned six months. Data was analysed using thematic analysis. Key results revealed that the pandemic had become an impetus for change, for many teachers, but far from all. Emerging teaching practices in synchronous online learning included: inviting special needs pedagogues in parallel breakout rooms, and grouping and re-grouping students when facilitating varied collaboration. Apart from realising new potentials of online teaching and learning, teachers identified emerging challenges such as: new ways of cheating, ethical aspects of accessing students' private homes via cameras and a lack of guidelines on managing disengagement. Conclusively, teacher's professional development and new experiences elicit new practices that could benefit teachers after the pandemic. Professional development during uncertain times and design principles supporting intervention ownership transfer are discussed.
在瑞典,由于2019冠状病毒病的爆发,高中教师在2020年迅速过渡到紧急远程教学。本文报告了一个基于设计的研究干预,其中专业发展是使用混合学习采用框架设计的,以支持教师发展他们的在线教学实践。26名教师参加了为期6个月的干预。数据采用专题分析进行分析。主要结果显示,对许多教师而言,疫情已成为变革的推动力,但远非所有教师都是如此。同步在线学习的新兴教学实践包括:邀请特殊需求教师到平行分组讨论室,在促进各种合作时对学生进行分组和重新分组。除了实现在线教学的新潜力之外,教师们还发现了一些新挑战,例如:新的作弊方式、通过摄像头进入学生私人住宅的道德问题,以及缺乏管理疏离的指导方针。最后,教师的专业发展和新经验催生了新的做法,可以在大流行后使教师受益。讨论了不确定时期的专业发展和支持干预所有权转移的设计原则。
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引用次数: 8
Identifying Youths’ Spheres of Influence through Participatory Design 通过参与式设计确定青年的影响范围
Pub Date : 2021-06-17 DOI: 10.16993/DFL.163
Merijke Coenraad, David Weintrop, Donna Eatinger, Jen Palmer, Diana Franklin
When designing learning environments and curricula for diverse populations, it is beneficial to connect with learners’ cultural knowledge, and the related interests, they bring to the learning context. To aid in the design and development of a computing curriculum and identify these areas of personal and cultural connection, we conducted a series of participatory design sessions. The goal of these sessions was to collect ideas around ways to make the instructional materials reflect the interests and voices of the learners. In this paper, we examine how the use of participatory design techniques can advance our understanding of the domains influencing today’s youth. Specifically, we examine the ideas generated by youth during these sessions as a means to understand what influences them and their ideas of cultural relevancy. In this work, we identify the resources children draw on across design activities and organize them to extend the Spheres of Influence framework (L. Archer et al., 2014). We identify seven spheres to attend to when designing for learning: Home and Family, School and Work, Hobbies and Leisure, Media, Interests, Peers, and Identity.
在为不同人群设计学习环境和课程时,将学习者的文化知识和相关兴趣与学习语境联系起来是有益的。为了帮助设计和发展计算机课程,并确定这些领域的个人和文化联系,我们进行了一系列的参与式设计会议。这些会议的目标是收集关于如何使教学材料反映学习者的兴趣和声音的想法。在本文中,我们研究了参与式设计技术的使用如何促进我们对影响当今青年的领域的理解。具体来说,我们研究了青年在这些会议期间产生的想法,以此来了解是什么影响了他们以及他们对文化相关性的看法。在这项工作中,我们确定了儿童在设计活动中利用的资源,并将它们组织起来,以扩展影响范围框架(L. Archer等人,2014)。我们确定了学习设计时要注意的七个领域:家庭和家庭、学校和工作、爱好和休闲、媒体、兴趣、同伴和身份。
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引用次数: 4
Children’s Out-of-School Learning in Digital Gaming Communities 数字游戏社区中儿童的校外学习
Pub Date : 2021-05-28 DOI: 10.16993/DFL.164
Marina Wernholm
The aim of this study is to investigate children’s out-of-school learning in digital gaming communities. This was achieved by exploring girls’ participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze children’s mediated actions. The components of Wenger’s Social Theory of Learning were used as a basis when exploring learning in children’s out-of-school digital gaming communities. Five significant themes of what characterizes learning in digital gaming communities were identified: learning through experiencing, learning through belonging, learning through performing, learning through struggling and learning through enacting participatory identities. The main findings are presented in a tentative conceptual framework that can support teachers, school leaders and policymakers who are interested in connecting children’s out-of-school learning experiences with their learning in school.
本研究的目的是调查数字游戏社区中儿童的校外学习情况。这是通过探索女孩参与《我的世界》社区来实现的。数据是通过访谈、视频录制的游戏会话和视频刺激的回忆产生的。采用多模态交互分析对儿童的中介行为进行分析。温格的社会学习理论的组成部分被用作探索儿童校外数字游戏社区学习的基础。我们确定了数字游戏社区中学习的五个重要主题:通过体验学习、通过归属学习、通过表演学习、通过奋斗学习和通过制定参与性身份学习。主要研究结果是在一个暂定的概念框架中提出的,该框架可以为有兴趣将儿童的校外学习经历与在校学习联系起来的教师、学校领导和政策制定者提供支持。
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引用次数: 4
A Model for Analysing Digital Mathematics Teaching Material from a Social Semiotic Perspective 社会符号学视角下的数字数学教材分析模型
Pub Date : 2021-04-06 DOI: 10.16993/DFL.167
Ida Bergvall, Anneli Dyrvold
The use of digital teaching materials is increasing in mathematics teaching. The dynamic resources of these materials have great potential, for example to adapt the content to different teaching methods and different students. These materials also provide new opportunities for the increasing distance learning. However, in order to take advantage of this potential and to avoid possible disadvantages, a deepened understanding of the function of these materials is needed. In this article, we describe a social semiotic model for multimodal analysis of digital teaching materials in mathematics. The suggested model is intended as a tool for researchers as well as for teachers, to analyse how affordances by digital technology are utilized to offer mathematical meaning in different teaching materials, by an analysis of networks of information offered regarding central aspects of mathematical concepts.
数字教材在数学教学中的使用越来越多。这些材料的动态资源具有很大的潜力,例如可以根据不同的教学方法和不同的学生来调整内容。这些材料也为日益增加的远程学习提供了新的机会。然而,为了利用这种潜力并避免可能的缺点,需要加深对这些材料功能的了解。在本文中,我们描述了一个社会符号学模型,用于数学数字教材的多模态分析。建议的模型旨在作为研究人员和教师的工具,通过分析关于数学概念中心方面提供的信息网络,分析如何利用数字技术提供不同教材中的数学含义。
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引用次数: 3
Assessment of Information and Communication Technology Competencies in Design-Based Learning Environments 基于设计的学习环境中的信息和通信技术能力评估
Pub Date : 2021-01-01 DOI: 10.16993/dfl.160
Hasan Çakır, H. Bahadır, Aslıhan Tüfekci
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引用次数: 1
“I am Magic!”: Pupils’ Engagement when Designing in Learning Programming “我是魔法!”:学生在学习程式设计时的参与
Pub Date : 2021-01-01 DOI: 10.16993/dfl.168
Maria Sparf
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引用次数: 1
Conditions for the Active Involvement of Teachers in a Design-Based Research Project 教师积极参与基于设计的研究项目的条件
Pub Date : 2021-01-01 DOI: 10.16993/dfl.169
Berit Bungum, Anders Sanne
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引用次数: 1
Student Response System in Dental Students’ Education. Using a Student Response System and Peer Discussion to Raise the Awareness of the Importance of Good Professional Communication Skills in Practice Periods 牙科学生教育中的学生回应系统。运用学生回应系统及同侪讨论,提高学生对良好专业沟通技巧重要性的认识
Pub Date : 2020-12-14 DOI: 10.16993/dfl.124
R. Krumsvik, L. Jones, K. Klock
In large lectures in education of dentists there is often less dialogue and communication between students and the instructors, and several studies have found that traditional lecturing in such lectures is ineffective in promoting student learning. This Design Based Research (DBR) and case presentation focus on how the use of Student Response Technology (SRS) and feedback can improve communication in large lectures in dentist education. The case presentation is based on lecturer’s experiences and student responses from ten annual large lectures from the period 2010-2019 in the course “Practice Study” (3 ECTS) at University of Bergen where dentist students and their supervisors were gathered for an annual one-day seminar. The case presentation shows the importance of recognizing the factors that affect dentist students’ nervousness and tension for the practice periods and where the use of SRS seems to contribute to raise the awareness among supervisors and students about such issues. This, and a focus on good communications skills among dentist students and their supervisors seems to be crucial to focus on before their practice period in The Public Dental Health Care. There are also a number of limitations in this case presentation, which will be handled in the further development of this DBR-project.
在牙医教育的大型讲座中,学生和教师之间的对话和交流往往较少,一些研究发现,在这种讲座中,传统的讲课方式对促进学生的学习是无效的。本基于设计的研究(DBR)和案例展示的重点是如何使用学生反应技术(SRS)和反馈来改善牙科教育大型讲座中的沟通。案例介绍是基于讲师的经验和学生对2010-2019年期间在卑尔根大学“实践研究”(3 ECTS)课程中十次年度大型讲座的回应,牙医学生和他们的导师聚集在一起进行了为期一天的年度研讨会。案例报告显示了认识到影响牙医学生在练习期间紧张和紧张的因素的重要性,以及SRS的使用似乎有助于提高导师和学生对这些问题的认识。这一点,以及在牙医学生和他们的导师之间注重良好的沟通技巧,似乎是他们在公共牙科保健实习期间关注的关键。在这种情况下,还存在一些限制,这些限制将在进一步发展该银行项目时加以处理。
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引用次数: 1
Tracing the Ephemeral: Mapping Young Children’s Running Games 追踪短暂:绘制幼儿跑步游戏
Pub Date : 2020-11-20 DOI: 10.16993/dfl.90
K. Cowan
Young children’s play is highly multimodal, with gesture, gaze, movement and speech often combined simultaneously in collaborative meaning-making. This article argues for a multimodal social semiotic perspective on play, recognising that this requires representation of data that brings multimodal elements into careful consideration. In this article, multimodal transcription is used to examine a video recording of three and four-year-old children playing a chasing game in an English nursery school. Map-like transcripts, including an animated transcript, are used to document an instance of their play, drawing particular attention to placement in space over time. Whilst such moments of play may at first appear fleeting and chaotic, multimodal transcription reveals the communicative, creative and agentive capacities of young children in a multitude of forms. The transcripts highlight and make evident the ways in which roles and rules of play are carefully negotiated moment-by-moment in multiple modes. In this way, map-like multimodal transcripts are presented as devices to highlight meaning-making where it may not normally be looked for, seen or recognised.
幼儿的游戏是高度多模式的,手势、凝视、动作和言语经常同时结合在一起,共同创造意义。本文主张从多模态社会符号学的角度来看待游戏,认识到这需要对数据进行表示,并仔细考虑多模态元素。在这篇文章中,使用多模态转录来检查一段三岁和四岁的孩子在英国幼儿园玩追逐游戏的视频记录。类似地图的文字记录,包括动画文字记录,用于记录他们戏剧的一个例子,特别关注随着时间的推移在空间中的位置。虽然这种游戏时刻一开始可能显得短暂而混乱,但多模式转录以多种形式揭示了幼儿的沟通、创造力和能动性。这些文字记录突出并表明了角色和游戏规则在多种模式下一刻一刻仔细协商的方式。通过这种方式,类似地图的多模式转录本被呈现为一种设备,在通常无法被寻找、看到或识别的地方突出意义创造。
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引用次数: 5
Producing Digital Learning Resources (DLR) for Teacher Training 为教师培训制作数字学习资源(DLR)
Pub Date : 2020-08-20 DOI: 10.16993/dfl.153
Anders Grov Nilsen, Aslaug Grov Almås, Helene Gram
The purpose of this article is to describe the development and design process of an educational app for teacher training. Online teaching and learning resources are used more than ever in teacher training. However, the utilization of digital technology in higher education shows unambiguously that very little has been transformed or improved so far (Selwyn, 2014: 109). Regarding teacher education specifically; the slow uptake of ICT is also documented (Tomte, 2015: 151). Using a design-based research methodology, the researchers were involved in planning, designing and developing new resources for new practices in flexible teacher-training studies. Through three iterative cycles, the main aim in this article is to describe aspects in the process of designing DLR for the hybridization of teacher training. The findings suggest several aspects of the design process that we believe can enhance teacher trainers and development of digital learning content in higher education.
本文的目的是描述一个教师培训教育应用程序的开发和设计过程。在线教学资源在教师培训中的使用比以往任何时候都多。然而,数字技术在高等教育中的应用清楚地表明,迄今为止几乎没有改变或改善(Selwyn, 2014: 109)。具体针对教师教育;信息通信技术的缓慢吸收也有记录(Tomte, 2015: 151)。采用基于设计的研究方法,研究人员参与了灵活教师培训研究新实践的规划、设计和开发新资源。通过三个迭代周期,本文的主要目的是描述混合教师培训DLR设计过程中的各个方面。研究结果提出了设计过程的几个方面,我们认为这些方面可以加强教师培训和高等教育中数字学习内容的开发。
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引用次数: 9
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Designs for Learning
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