首页 > 最新文献

Information and Learning Sciences最新文献

英文 中文
Designing for others: the roles of narrative and empathy in supporting girls’ engineering engagement 为他人设计:叙事和同理心在支持女孩参与工程方面的作用
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-12-20 DOI: 10.1108/ils-07-2021-0061
K. Peppler, A. Keune, M. Dahn, Dorothy Bennett, Susan M. Letourneau
PurposeScience museums provide a context for developing and testing engineering activities that support visitors in creating personally meaningful objects. This study aims to propose that narrative design elements in such engineering activities can foster empathy to support engineering engagement among girls ages 7–14.Design/methodology/approachTaking a constructionist approach to engineering design, the authors present results from an observational study (n = 202 girls) of engineering activities across three museums that were designed to foster girls’ engineering engagement by integrating narrative elements aimed to foster empathy in activities. Using quantitative counts from observation protocols, the authors conducted statistical analyses to explore relationships between narrative, engineering and empathy.FindingsLinear regression demonstrated a statistically significant relationship between empathy and increased numbers of engineering practices within museum activities. Additionally, this led us to explore the impacts the potential narrative design elements may have on designing for empathy – multiple linear regressions found both narrative and empathy to be independently associated with engineering practices. Overall, the authors found that using narrative to design activities to elicit empathy resulted in girls demonstrating more engineering practices.Originality/valueThe authors offer design ideas to foster aspects of empathy, including user-centered design, perspective-taking, familiarity and desire to help.
目的科学博物馆为开发和测试工程活动提供了一个环境,支持参观者创造个人有意义的物体。本研究旨在提出叙事设计元素在此类工程活动中可以培养同理心,以支持7-14岁女孩的工程参与。设计/方法/方法采用建构主义方法进行工程设计,作者介绍了一项观察性研究(n = 202名女孩)的结果,该研究涉及三个博物馆的工程活动,旨在通过整合旨在培养活动移情的叙事元素来培养女孩的工程参与。利用观察协议中的定量计数,作者进行了统计分析,以探索叙事、工程和同理心之间的关系。研究结果线性回归表明,共情与博物馆活动中工程实践数量的增加之间存在统计学上显著的关系。此外,这导致我们探索潜在的叙事设计元素可能对同理心设计的影响——多元线性回归发现叙事和同理心都与工程实践独立相关。总的来说,作者发现,用叙事来设计活动来引起共鸣,会让女孩们表现出更多的工程实践。原创性/价值作者提供了一些设计理念来培养同理心,包括以用户为中心的设计、换位思考、熟悉度和帮助的愿望。
{"title":"Designing for others: the roles of narrative and empathy in supporting girls’ engineering engagement","authors":"K. Peppler, A. Keune, M. Dahn, Dorothy Bennett, Susan M. Letourneau","doi":"10.1108/ils-07-2021-0061","DOIUrl":"https://doi.org/10.1108/ils-07-2021-0061","url":null,"abstract":"\u0000Purpose\u0000Science museums provide a context for developing and testing engineering activities that support visitors in creating personally meaningful objects. This study aims to propose that narrative design elements in such engineering activities can foster empathy to support engineering engagement among girls ages 7–14.\u0000\u0000\u0000Design/methodology/approach\u0000Taking a constructionist approach to engineering design, the authors present results from an observational study (n = 202 girls) of engineering activities across three museums that were designed to foster girls’ engineering engagement by integrating narrative elements aimed to foster empathy in activities. Using quantitative counts from observation protocols, the authors conducted statistical analyses to explore relationships between narrative, engineering and empathy.\u0000\u0000\u0000Findings\u0000Linear regression demonstrated a statistically significant relationship between empathy and increased numbers of engineering practices within museum activities. Additionally, this led us to explore the impacts the potential narrative design elements may have on designing for empathy – multiple linear regressions found both narrative and empathy to be independently associated with engineering practices. Overall, the authors found that using narrative to design activities to elicit empathy resulted in girls demonstrating more engineering practices.\u0000\u0000\u0000Originality/value\u0000The authors offer design ideas to foster aspects of empathy, including user-centered design, perspective-taking, familiarity and desire to help.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"1 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89927037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
SCAFFOLDing all abilities into makerspaces: a design framework for universal, accessible and intersectionally inclusive making and learning 搭建所有能力到创客空间:一个通用的、可访问的、交叉包容的制造和学习的设计框架
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-11-01 DOI: 10.1108/ils-10-2020-0230
Jooyoung Seo, Gabriela T. Richard
PurposeIn response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the “SCAFFOLD” framework, which considers equity, inclusion and accessibility in the design of spaces and activities for socioculturally diverse learners.Design/methodology/approachThis paper proposes a universal design (UD) framework that is intersectionally inclusive for learners with diverse needs in makerspaces and maker activities. This paper provides conjecture mapping to put forth theoretical and empirical arguments for the design of holistically inclusive makerspaces that consider gender equity and cultural inclusivity, as well as accessibility for diverse learners with divergent and unique abilities and dis/abilities.FindingsCombining related literature and three existing UD frameworks (i.e. UD, web accessibility and UD for learning) and prior research on equity and inclusivity in making, this paper proposes the integration of eight principles, which leverage individuals’ diverse abilities to become agentic makers: simplicity, collaboration, accessibility, flexibility, fail-safe, object-oriented, linkability and diversity.Research limitations/implicationsResearchers who have implemented conjecture maps (Lee et al., 2018) have found them to be useful for developing theory and learning designs grounded in research and practice. However, it should be noted that design research is iterative and contextual, and conjecture maps are effective in providing visibility and rigor, but are meant to be flexible and responsive to changes in context (Lee et al., 2018; Sandoval, 2014).Originality/valueThis paper provides practical guidelines and principles for researchers, educators, instructional designers and product developers to assess and redesign makerspaces and activities that are intersectionally and universally inclusive, equitable and accessible.
为了回应对整体包容性的学习创客空间的需求,我们提出了“脚手架”框架,该框架在为社会文化多样性的学习者设计空间和活动时考虑了公平性、包容性和可达性。设计/方法/方法本文提出了一个通用设计(UD)框架,该框架交叉包容了在创客空间和创客活动中有不同需求的学习者。本文提供了猜想映射,为设计整体包容性的创客空间提供理论和实证论证,这些创客空间考虑了性别平等和文化包容性,以及具有不同和独特能力和残疾的不同学习者的可达性。结合相关文献和现有的三个自主决策框架(即自主决策框架、网络可达性框架和学习自主决策框架),以及先前关于决策公平性和包容性的研究,本文提出了整合八项原则,即简单性、协作性、可达性、灵活性、故障安全、面向对象、可链接性和多样性,以利用个体的多样化能力成为自主决策。研究限制/影响实施猜想图的研究人员(Lee et al., 2018)发现它们对于发展基于研究和实践的理论和学习设计很有用。然而,应该注意的是,设计研究是迭代的和上下文的,猜想图在提供可见性和严谨性方面是有效的,但意味着灵活和响应上下文的变化(Lee等人,2018;桑多瓦尔,2014)。原创性/价值本文为研究人员、教育工作者、教学设计师和产品开发人员提供了实用的指导方针和原则,以评估和重新设计交叉和普遍包容、公平和可访问的创客空间和活动。
{"title":"SCAFFOLDing all abilities into makerspaces: a design framework for universal, accessible and intersectionally inclusive making and learning","authors":"Jooyoung Seo, Gabriela T. Richard","doi":"10.1108/ils-10-2020-0230","DOIUrl":"https://doi.org/10.1108/ils-10-2020-0230","url":null,"abstract":"\u0000Purpose\u0000In response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the “SCAFFOLD” framework, which considers equity, inclusion and accessibility in the design of spaces and activities for socioculturally diverse learners.\u0000\u0000\u0000Design/methodology/approach\u0000This paper proposes a universal design (UD) framework that is intersectionally inclusive for learners with diverse needs in makerspaces and maker activities. This paper provides conjecture mapping to put forth theoretical and empirical arguments for the design of holistically inclusive makerspaces that consider gender equity and cultural inclusivity, as well as accessibility for diverse learners with divergent and unique abilities and dis/abilities.\u0000\u0000\u0000Findings\u0000Combining related literature and three existing UD frameworks (i.e. UD, web accessibility and UD for learning) and prior research on equity and inclusivity in making, this paper proposes the integration of eight principles, which leverage individuals’ diverse abilities to become agentic makers: simplicity, collaboration, accessibility, flexibility, fail-safe, object-oriented, linkability and diversity.\u0000\u0000\u0000Research limitations/implications\u0000Researchers who have implemented conjecture maps (Lee et al., 2018) have found them to be useful for developing theory and learning designs grounded in research and practice. However, it should be noted that design research is iterative and contextual, and conjecture maps are effective in providing visibility and rigor, but are meant to be flexible and responsive to changes in context (Lee et al., 2018; Sandoval, 2014).\u0000\u0000\u0000Originality/value\u0000This paper provides practical guidelines and principles for researchers, educators, instructional designers and product developers to assess and redesign makerspaces and activities that are intersectionally and universally inclusive, equitable and accessible.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"9 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78758458","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
How do designers and engineers practice design while Making? A narrative inquiry of designers who Make 设计师和工程师如何在制作过程中实践设计?对设计师的叙述探究
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-10-29 DOI: 10.1108/ils-08-2020-0195
Avneet Hira, Morgan M. Hynes
PurposeThe purpose of this paper is to understand how designers and engineers practice design while Making. Motivated by their roots in constructionist learning principles, Makerspaces are increasingly used as sites to learn design, especially in undergraduate engineering education programs. However, there has been little work on how trained designers Make and how design emerges in their Maker practices.Design/methodology/approachIn this paper, a conceptual framework is constructed to identify design practices within Making informed by theories of human-centered design and designerly ways of knowing. The framework is used to analyze narratives of ten experienced designers and Makers to understand how they enact design while they Make.FindingsThe rich and compelling narratives of the participants support the proposed conceptual framework, providing qualitative evidence for how designers practice and know design while Making. This study also reports on a strong theme of realizing purpose and personal meaning while Making across the participants’ narratives that sheds light on the unique and educationally meaningful value of Making, as in Making being a venue for agentive constructivist learning.Research limitations/implicationsAs an educationally meaningful practice, Making can be explored from several lenses, and this research solely uses a design lens.Practical implicationsThe motivations of the study are twofold. First, to understand how designers practice human-centered design and use design knowledge while Making. Second, to support the epistemological legitimacy of Maker knowledge by establishing connections with design knowledge.Originality/valueThis paper contributes to the limited body of scholarly work to conceptualize experienced designers’ Maker practices. Work in this area can inform learning outcomes and performance expectations in educational settings.
目的本文的目的是了解设计师和工程师如何在制作中实践设计。受建构主义学习原则的启发,创客空间越来越多地被用作学习设计的场所,尤其是在本科工程教育项目中。然而,关于训练有素的设计师如何制造以及设计如何在他们的制造者实践中出现的研究却很少。设计/方法论/方法在本文中,构建了一个概念框架,以确定以人为本的设计理论和设计师式的认知方式为基础的设计实践。该框架用于分析10位经验丰富的设计师和制作者的叙述,以了解他们在制作时如何制定设计。参与者丰富而引人注目的叙述支持了所提出的概念框架,为设计师在制作时如何实践和了解设计提供了定性证据。本研究还报告了在参与者的叙述中实现目的和个人意义的强烈主题,揭示了制造的独特和有教育意义的价值,如制造是代理建构主义学习的场所。作为一种具有教育意义的实践,制作可以从多个角度进行探索,本研究仅使用设计视角。实际意义这项研究的动机是双重的。首先,了解设计师如何实践以人为本的设计,并在制作中使用设计知识。第二,通过建立与设计知识的联系来支持创客知识的认识论合法性。原创性/价值这篇论文有助于对经验丰富的设计师的创客实践进行概念化的有限的学术研究。这方面的工作可以为教育环境中的学习成果和绩效期望提供信息。
{"title":"How do designers and engineers practice design while Making? A narrative inquiry of designers who Make","authors":"Avneet Hira, Morgan M. Hynes","doi":"10.1108/ils-08-2020-0195","DOIUrl":"https://doi.org/10.1108/ils-08-2020-0195","url":null,"abstract":"\u0000Purpose\u0000The purpose of this paper is to understand how designers and engineers practice design while Making. Motivated by their roots in constructionist learning principles, Makerspaces are increasingly used as sites to learn design, especially in undergraduate engineering education programs. However, there has been little work on how trained designers Make and how design emerges in their Maker practices.\u0000\u0000\u0000Design/methodology/approach\u0000In this paper, a conceptual framework is constructed to identify design practices within Making informed by theories of human-centered design and designerly ways of knowing. The framework is used to analyze narratives of ten experienced designers and Makers to understand how they enact design while they Make.\u0000\u0000\u0000Findings\u0000The rich and compelling narratives of the participants support the proposed conceptual framework, providing qualitative evidence for how designers practice and know design while Making. This study also reports on a strong theme of realizing purpose and personal meaning while Making across the participants’ narratives that sheds light on the unique and educationally meaningful value of Making, as in Making being a venue for agentive constructivist learning.\u0000\u0000\u0000Research limitations/implications\u0000As an educationally meaningful practice, Making can be explored from several lenses, and this research solely uses a design lens.\u0000\u0000\u0000Practical implications\u0000The motivations of the study are twofold. First, to understand how designers practice human-centered design and use design knowledge while Making. Second, to support the epistemological legitimacy of Maker knowledge by establishing connections with design knowledge.\u0000\u0000\u0000Originality/value\u0000This paper contributes to the limited body of scholarly work to conceptualize experienced designers’ Maker practices. Work in this area can inform learning outcomes and performance expectations in educational settings.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"82 5 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88193863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Assessing elementary students’ collaborative problem-solving in makerspace activities 评估小学生在创客空间活动中的合作解决问题能力
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-09-09 DOI: 10.1108/ils-08-2020-0176
Danielle Herro, Cassie F. Quigley, O. Abimbade
PurposeThe purpose of this study is to identify and assess collaborative problem solving (CPS) behaviors in elementary students in science, technology, engineering, arts/humanities and mathematics (STEAM)-related making and to garner students perspectives. We offer a valid way for researchers to understand collaborative processes and for educators to create opportunities for collaboration. Additionally, the feedback from the assessment offers students a way to reflect on their CPS skills.Design/methodology/approachThis qualitative study evaluated 52 elementary students’ CPS skills using co-measure, a validated rubric assessing students’ CPS when working in STEAM-related makerspace activities. Students worked in collaborative groups to “make” artifacts when solving a problem posed by their teacher. They were assessed using co-measure’s four dimensions: peer interactions, positive communication, inquiry rich/multiple paths and transdisciplinary approaches and scored via each dimension’s associated attributes. Student interviews provided their perspectives on CPS.FindingsA majority of students scored in the acceptable or proficient range in the social dimensions of peer interactions and positive communication. Students scored slightly lower on the cognitive dimensions of inquiry rich/multiple paths and markedly lower on transdisciplinary approaches when collaborating. Findings suggest to increase CPS skills, teachers might develop “making” activities fostering greater inquiry and model ways to strategize and verify information, approach the problem drawing on student interest and prior knowledge and collaboratively use tools, materials and methods that mimic the real world when problem-solving.Originality/valueMuch of the current research on assessing CPS during making is in the early stages of considering appropriate assessment approaches, especially in schools. To expand this literature the study includes elementary students between the ages of 6-10, the focus is on assessing their collaboration using an observational rubric. The authors use preliminary findings from young children’s perspectives on making to position the future work.
目的本研究的目的是识别和评估小学生在科学、技术、工程、艺术/人文和数学(STEAM)相关制作中的合作问题解决(CPS)行为,并收集学生的观点。我们为研究人员提供了一种有效的方式来理解协作过程,并为教育工作者创造了合作的机会。此外,来自评估的反馈为学生提供了一种反思他们CPS技能的方法。设计/方法/方法本定性研究使用共测法评估了52名小学生的CPS技能,共测法是一种有效的评估学生在参与steam相关创客空间活动时CPS技能的方法。学生们在解决老师提出的问题时,以合作的方式“制作”人工制品。他们使用共同测量的四个维度进行评估:同伴互动、积极沟通、探究丰富/多路径和跨学科方法,并根据每个维度的相关属性进行评分。学生访谈提供了他们对CPS的看法。大多数学生在同伴互动和积极沟通的社会维度上得分在可接受或熟练的范围内。学生在探究丰富/多路径的认知维度上得分略低,在合作时的跨学科方法上得分明显较低。研究结果表明,为了提高CPS技能,教师可以开展“制作”活动,促进更多的探究和模型方法,以制定策略和验证信息,利用学生的兴趣和先前的知识来解决问题,并在解决问题时协作使用模仿现实世界的工具、材料和方法。原创性/价值目前关于在制作过程中评估CPS的许多研究都处于考虑适当评估方法的早期阶段,特别是在学校。为了扩大这一文献,该研究包括6-10岁的小学生,重点是评估他们的合作使用观察标题。作者从幼儿的角度对未来的工作进行了初步研究。
{"title":"Assessing elementary students’ collaborative problem-solving in makerspace activities","authors":"Danielle Herro, Cassie F. Quigley, O. Abimbade","doi":"10.1108/ils-08-2020-0176","DOIUrl":"https://doi.org/10.1108/ils-08-2020-0176","url":null,"abstract":"\u0000Purpose\u0000The purpose of this study is to identify and assess collaborative problem solving (CPS) behaviors in elementary students in science, technology, engineering, arts/humanities and mathematics (STEAM)-related making and to garner students perspectives. We offer a valid way for researchers to understand collaborative processes and for educators to create opportunities for collaboration. Additionally, the feedback from the assessment offers students a way to reflect on their CPS skills.\u0000\u0000\u0000Design/methodology/approach\u0000This qualitative study evaluated 52 elementary students’ CPS skills using co-measure, a validated rubric assessing students’ CPS when working in STEAM-related makerspace activities. Students worked in collaborative groups to “make” artifacts when solving a problem posed by their teacher. They were assessed using co-measure’s four dimensions: peer interactions, positive communication, inquiry rich/multiple paths and transdisciplinary approaches and scored via each dimension’s associated attributes. Student interviews provided their perspectives on CPS.\u0000\u0000\u0000Findings\u0000A majority of students scored in the acceptable or proficient range in the social dimensions of peer interactions and positive communication. Students scored slightly lower on the cognitive dimensions of inquiry rich/multiple paths and markedly lower on transdisciplinary approaches when collaborating. Findings suggest to increase CPS skills, teachers might develop “making” activities fostering greater inquiry and model ways to strategize and verify information, approach the problem drawing on student interest and prior knowledge and collaboratively use tools, materials and methods that mimic the real world when problem-solving.\u0000\u0000\u0000Originality/value\u0000Much of the current research on assessing CPS during making is in the early stages of considering appropriate assessment approaches, especially in schools. To expand this literature the study includes elementary students between the ages of 6-10, the focus is on assessing their collaboration using an observational rubric. The authors use preliminary findings from young children’s perspectives on making to position the future work.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"21 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84440971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp (设计)大声思考:图书馆创客空间桌面游戏设计营青少年设计对话
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-08-10 DOI: 10.1108/ils-08-2020-0185
T. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly Tran, Sinem Siyahhan, Elisabeth R. Gee
Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity. Findings This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study. Originality/value This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.
目的本研究旨在探讨桌面游戏的制作如何在青少年参加当地图书馆的暑期游戏设计营时激发他们的设计思维。设计/方法/方法本研究利用定性方法对参与者的谈话文本进行编码。本研究采用斯坦福大学Hasso-Plattner设计研究所的设计思维框架作为临时代码来识别和理解参与者的语言化设计活动。研究结果:该研究发现,设计桌面游戏的制作背景会引起参与者高频的设计谈话,这可以从数据的定量和定性报告中得到证明。此外,参与者在很大程度上消除了本研究引入的设计思维模型的线性概念对他们的设计活动施加的限制,而不是在设计模式之间流畅地移动。最后,参与者在生活和游戏方面的经验显著影响了他们的设计研究。独创性/价值这项研究特别强调了以制作为中心的方法在设计桌面游戏方面的独特之处,比如参与者对设计研究的快速和持续参与。这项研究还强调了游戏设计需要特定的设计思维概念。
{"title":"(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp","authors":"T. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly Tran, Sinem Siyahhan, Elisabeth R. Gee","doi":"10.1108/ils-08-2020-0185","DOIUrl":"https://doi.org/10.1108/ils-08-2020-0185","url":null,"abstract":"Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity. Findings This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study. Originality/value This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"69 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83387668","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Elementary students learning science in an MR environment by constructing liminal blends through action on props 小学生在磁流变环境下,透过道具动作建构阈限融合,学习科学
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-08-09 DOI: 10.1108/ILS-10-2020-0235
Xintian Tu, C. Georgen, Joshua A. Danish, Noel Enyedy
PurposeThis paper aims to show how collective embodiment with physical objects (i.e. props) support young children’s learning through the construction of liminal blends that merge physical, virtual and conceptual resources in a mixed-reality (MR) environment..Design/methodology/approachBuilding on Science through Technology Enhanced Play (STEP), we apply the Learning in Embodied Activity Framework to further explore how liminal blends can help us understand learning within MR environments. Twenty-two students from a mixed first- and second-grade classroom participated in a seven-part activity sequence in the STEP environment. The authors applied interaction analysis to analyze how student’s actions performed with the physical objects helped them to construct liminal blends that allowed key concepts to be made visible and shared for collective sensemaking.FindingsThe authors found that conceptually productive liminal blends occurred when students constructed connections between the resources in the MR environment and coordinated their embodiment with props to represent new understandings.Originality/valueThis study concludes with the implications for how the design of MR environment and teachers’ facilitation in MR environment supports students in constructing liminal blends and their understanding of complex science phenomena.
本文旨在展示在混合现实(MR)环境中,通过构建融合物理、虚拟和概念资源的阈限混合,物理对象(即道具)的集体体现如何支持幼儿的学习。设计/方法/方法:以科学通过技术增强游戏(STEP)为基础,我们应用具体化活动框架中的学习来进一步探索阈限混合如何帮助我们理解MR环境中的学习。来自一年级和二年级混合教室的22名学生在STEP环境中参加了一个由七部分组成的活动序列。作者应用交互分析来分析学生对物理对象的行为如何帮助他们构建阈值混合,从而使关键概念可见并共享,以进行集体意义构建。作者发现,当学生在MR环境中构建资源之间的联系,并将它们的体现与代表新理解的道具协调起来时,概念生产性阈限混合就会发生。原创性/价值本研究总结了磁共振环境的设计和教师在磁共振环境中的促进如何支持学生构建阈限融合和他们对复杂科学现象的理解。
{"title":"Elementary students learning science in an MR environment by constructing liminal blends through action on props","authors":"Xintian Tu, C. Georgen, Joshua A. Danish, Noel Enyedy","doi":"10.1108/ILS-10-2020-0235","DOIUrl":"https://doi.org/10.1108/ILS-10-2020-0235","url":null,"abstract":"\u0000Purpose\u0000This paper aims to show how collective embodiment with physical objects (i.e. props) support young children’s learning through the construction of liminal blends that merge physical, virtual and conceptual resources in a mixed-reality (MR) environment..\u0000\u0000\u0000Design/methodology/approach\u0000Building on Science through Technology Enhanced Play (STEP), we apply the Learning in Embodied Activity Framework to further explore how liminal blends can help us understand learning within MR environments. Twenty-two students from a mixed first- and second-grade classroom participated in a seven-part activity sequence in the STEP environment. The authors applied interaction analysis to analyze how student’s actions performed with the physical objects helped them to construct liminal blends that allowed key concepts to be made visible and shared for collective sensemaking.\u0000\u0000\u0000Findings\u0000The authors found that conceptually productive liminal blends occurred when students constructed connections between the resources in the MR environment and coordinated their embodiment with props to represent new understandings.\u0000\u0000\u0000Originality/value\u0000This study concludes with the implications for how the design of MR environment and teachers’ facilitation in MR environment supports students in constructing liminal blends and their understanding of complex science phenomena.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"18 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81910490","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Building personas from phenomenography: a method for user-centered design in education 从现象学构建人物角色:教育中以用户为中心的设计方法
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-31 DOI: 10.1108/ils-12-2020-0256
Trà Huỳnh, Adrian M. Madsen, S. McKagan, Eleanor C. Sayre
PurposePersonas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design by focusing on real users’ needs. However, the use of personas in educational research and design requires certain adjustments from its original use in human-computer interface design. This paper aims to propose a process of creating personas from phenomenographic studies, which helps us create data-grounded personas effectively.Design/methodology/approachPersonas have features that can help address design problems in educational contexts. The authors compare the use of personas with other common methodologies in education research, including phenomenology and phenomenography. Then, this study presents a six-step process of building personas using phenomenographic study as follows: articulate a design problem, collect user data, assemble phenomenographic categories, build personas, check personas and solve the design problem using personas. The authors illustrate this process with two examples, including the redesign of a professional development website and an undergraduate research program design.FindingsThe authors find that personas are valuable tools for educational design websites and programs. Phenomenography can productively help educational designers and researchers build sets of personas following the process the authors propose.Originality/valueThe use and method of personas in educational contexts are scarce and vague. Using the example contexts, the authors provide educational designers and researchers a clear method of creating personas that are relatable and applicable for their design problems.
目的人物角色是由潜在或真实用户的个人目标和与产品交互时的体验驱动的逼真角色。人物角色通过关注真实的用户需求来支持以用户为中心的设计。然而,在教育研究和设计中使用人物角色需要从其最初在人机界面设计中的使用进行一定的调整。本文旨在从现象学研究中提出一个创建人物角色的过程,这有助于我们有效地创建基于数据的人物角色。设计/方法论/方法人物角色具有有助于解决教育环境中的设计问题的特性。作者将人物角色的使用与其他常见的教育研究方法进行了比较,包括现象学和现象学。然后,本研究提出了使用现象研究构建人物角色的六个步骤:阐明设计问题,收集用户数据,组合现象类别,构建人物角色,检查人物角色,使用人物角色解决设计问题。作者用两个例子说明了这一过程,包括一个专业发展网站的重新设计和一个本科生研究项目的设计。研究结果作者发现人物角色是教育设计网站和项目的宝贵工具。现象学可以有效地帮助教育设计师和研究人员按照作者提出的过程建立人物角色集。在教育环境中人物角色的使用和方法是稀缺和模糊的。使用示例上下文,作者为教育设计师和研究人员提供了一种清晰的方法来创建与他们的设计问题相关且适用的人物角色。
{"title":"Building personas from phenomenography: a method for user-centered design in education","authors":"Trà Huỳnh, Adrian M. Madsen, S. McKagan, Eleanor C. Sayre","doi":"10.1108/ils-12-2020-0256","DOIUrl":"https://doi.org/10.1108/ils-12-2020-0256","url":null,"abstract":"\u0000Purpose\u0000Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design by focusing on real users’ needs. However, the use of personas in educational research and design requires certain adjustments from its original use in human-computer interface design. This paper aims to propose a process of creating personas from phenomenographic studies, which helps us create data-grounded personas effectively.\u0000\u0000\u0000Design/methodology/approach\u0000Personas have features that can help address design problems in educational contexts. The authors compare the use of personas with other common methodologies in education research, including phenomenology and phenomenography. Then, this study presents a six-step process of building personas using phenomenographic study as follows: articulate a design problem, collect user data, assemble phenomenographic categories, build personas, check personas and solve the design problem using personas. The authors illustrate this process with two examples, including the redesign of a professional development website and an undergraduate research program design.\u0000\u0000\u0000Findings\u0000The authors find that personas are valuable tools for educational design websites and programs. Phenomenography can productively help educational designers and researchers build sets of personas following the process the authors propose.\u0000\u0000\u0000Originality/value\u0000The use and method of personas in educational contexts are scarce and vague. Using the example contexts, the authors provide educational designers and researchers a clear method of creating personas that are relatable and applicable for their design problems.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"290 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74081778","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Digital civic learning in schools: Youth perspectives and experiences 学校的数字公民学习:青年的观点和经验
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-31 DOI: 10.1108/ils-01-2020-0013
Daniela K. Digiacomo
PurposeWhile living in the information age is not new, the continued spread of dis/mis/information in tandem with rising partisanship has made clear the educational need for robust and critical information and media literacy education (Bulger and Davison, 2018; Garcia et al., 2021; Reich, 2018; Wineburg and McGrew, 2016). Given that most young people (and adults) today get their information and news about the world through online sources, including social media (Pew Research Center, 2018; Garcia et al., 2021), it is imperative for the health of the American democracy that students’ school-based civic learning opportunities include digital civic learning, too. This paper aims to offer a study into one such schooling landscape in a large and diverse public school district in the USA.Design/methodology/approachA mixed-method approach – including an online survey and face-to-face group interviews – was used to understand the opportunity landscape more broadly and glean insight into the texture and nuance of youth perspectives and experiences on digital civic learning.FindingsAnalysis of data reveals a dearth of consistent and routine opportunities for digital civic learning within the Rio Public School District context.Originality/valueEmpirical research that examines and makes visible students’ lived experiences and perspectives with digital civic information is essential if as educators and researchers, the authors are to successfully design for more and better of these experiences.
虽然生活在信息时代并不新鲜,但随着党派关系的不断加剧,信息的持续传播已经清楚地表明,教育需要强有力的、批判性的信息和媒体素养教育(Bulger和Davison, 2018;Garcia et al., 2021;帝国,2018;Wineburg and McGrew, 2016)。鉴于今天大多数年轻人(和成年人)通过包括社交媒体在内的在线资源获取有关世界的信息和新闻(皮尤研究中心,2018;Garcia et al., 2021),学生基于学校的公民学习机会也必须包括数字公民学习,这对美国民主的健康至关重要。本文旨在对美国一个大型和多样化的公立学区的教育景观进行研究。设计/方法/方法采用混合方法,包括在线调查和面对面的小组访谈,以更广泛地了解机会格局,并收集有关青年对数字公民学习的观点和经验的结构和细微差别的见解。数据分析显示,在里约公立学区的背景下,缺乏持续和常规的数字公民学习机会。原创性/价值作为教育工作者和研究人员,如果作者要成功地设计出更多更好的这些体验,那么通过数字公民信息检验和展示学生的生活经历和观点的实证研究是必不可少的。
{"title":"Digital civic learning in schools: Youth perspectives and experiences","authors":"Daniela K. Digiacomo","doi":"10.1108/ils-01-2020-0013","DOIUrl":"https://doi.org/10.1108/ils-01-2020-0013","url":null,"abstract":"\u0000Purpose\u0000While living in the information age is not new, the continued spread of dis/mis/information in tandem with rising partisanship has made clear the educational need for robust and critical information and media literacy education (Bulger and Davison, 2018; Garcia et al., 2021; Reich, 2018; Wineburg and McGrew, 2016). Given that most young people (and adults) today get their information and news about the world through online sources, including social media (Pew Research Center, 2018; Garcia et al., 2021), it is imperative for the health of the American democracy that students’ school-based civic learning opportunities include digital civic learning, too. This paper aims to offer a study into one such schooling landscape in a large and diverse public school district in the USA.\u0000\u0000\u0000Design/methodology/approach\u0000A mixed-method approach – including an online survey and face-to-face group interviews – was used to understand the opportunity landscape more broadly and glean insight into the texture and nuance of youth perspectives and experiences on digital civic learning.\u0000\u0000\u0000Findings\u0000Analysis of data reveals a dearth of consistent and routine opportunities for digital civic learning within the Rio Public School District context.\u0000\u0000\u0000Originality/value\u0000Empirical research that examines and makes visible students’ lived experiences and perspectives with digital civic information is essential if as educators and researchers, the authors are to successfully design for more and better of these experiences.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"2015 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82767078","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Supporting the initial work of evidence-based improvement cycles through a data-intensive partnership 通过数据密集型伙伴关系支持循证改进周期的初始工作
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-29 DOI: 10.1108/ils-09-2020-0212
Alex J. Bowers, Andrew E. Krumm
PurposeCurrently, in the education data use literature, there is a lack of research and examples that consider the early steps of filtering, organizing and visualizing data to inform decision-making. The purpose of this study is to describe how school leaders and researchers visualized and jointly made sense of data from a common learning management system (LMS) used by students across multiple schools and grades in a charter management organization operating in the USA. To make sense of LMS data, researchers and practitioners formed a partnership to organize complex data sets, create data visualizations and engage in joint sensemaking around data visualizations to begin to launch continuous improvement cycles.Design/methodology/approachThe authors analyzed LMS data for n = 476 students in Algebra I using hierarchical cluster analysis heatmaps. The authors also engaged in a qualitative case study that examined the ways in which school leaders made sense of the data visualization to inform improvement efforts.FindingsThe outcome of this study is a framework for informing evidence-based improvement cycles using large, complex data sets. Central to moving through the various steps in the proposed framework are collaborations between researchers and practitioners who each bring expertise that is necessary for organizing, filtering and visualizing data from digital learning environments and administrative data systems.Originality/valueThe authors propose an integrated cycle of data use in schools that builds on collaborations between researchers and school leaders to inform evidence-based improvement cycles.
目前,在教育数据使用文献中,缺乏考虑过滤、组织和可视化数据以告知决策的早期步骤的研究和实例。本研究的目的是描述学校领导和研究人员如何可视化并共同理解来自美国特许管理组织中多个学校和年级的学生使用的共同学习管理系统(LMS)的数据。为了理解LMS数据,研究人员和从业人员建立了合作伙伴关系,组织复杂的数据集,创建数据可视化,并围绕数据可视化进行联合意义分析,开始启动持续改进周期。设计/方法/方法作者使用分层聚类分析热图分析了n = 476名代数I学生的LMS数据。作者还参与了一个定性案例研究,研究了学校领导如何理解数据可视化,从而为改进工作提供信息。研究结果本研究的结果是一个框架,为使用大型复杂数据集的循证改进周期提供信息。研究人员和实践者之间的合作是完成拟议框架中各个步骤的核心,他们每个人都带来了从数字学习环境和管理数据系统中组织、过滤和可视化数据所必需的专业知识。原创性/价值作者提出了一个基于研究人员和学校领导之间合作的学校数据使用的综合周期,以告知基于证据的改进周期。
{"title":"Supporting the initial work of evidence-based improvement cycles through a data-intensive partnership","authors":"Alex J. Bowers, Andrew E. Krumm","doi":"10.1108/ils-09-2020-0212","DOIUrl":"https://doi.org/10.1108/ils-09-2020-0212","url":null,"abstract":"\u0000Purpose\u0000Currently, in the education data use literature, there is a lack of research and examples that consider the early steps of filtering, organizing and visualizing data to inform decision-making. The purpose of this study is to describe how school leaders and researchers visualized and jointly made sense of data from a common learning management system (LMS) used by students across multiple schools and grades in a charter management organization operating in the USA. To make sense of LMS data, researchers and practitioners formed a partnership to organize complex data sets, create data visualizations and engage in joint sensemaking around data visualizations to begin to launch continuous improvement cycles.\u0000\u0000\u0000Design/methodology/approach\u0000The authors analyzed LMS data for n = 476 students in Algebra I using hierarchical cluster analysis heatmaps. The authors also engaged in a qualitative case study that examined the ways in which school leaders made sense of the data visualization to inform improvement efforts.\u0000\u0000\u0000Findings\u0000The outcome of this study is a framework for informing evidence-based improvement cycles using large, complex data sets. Central to moving through the various steps in the proposed framework are collaborations between researchers and practitioners who each bring expertise that is necessary for organizing, filtering and visualizing data from digital learning environments and administrative data systems.\u0000\u0000\u0000Originality/value\u0000The authors propose an integrated cycle of data use in schools that builds on collaborations between researchers and school leaders to inform evidence-based improvement cycles.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"93 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83467001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Immersion positively affects learning in virtual reality games compared to equally interactive 2d games 与同等互动的2d游戏相比,沉浸感对虚拟现实游戏的学习有积极影响
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-19 DOI: 10.1108/ILS-12-2020-0252
Meredith M. Thompson, Cigdem Uz-Bilgin, M. S. Tutwiler, Melat Anteneh, J. Meija, Annie Wang, Philip Tan, Richard Eberhardt, Dwaipayan Roy, Judy Perry, E. Klopfer
PurposeThis study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD).Design/methodology/approachIn the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session.FindingsPlayers in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game.Originality/valueThis study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
目的:本研究通过比较具有相同交互性水平和不同沉浸性水平的两个版本的虚拟现实(VR)细胞生物学游戏,分离沉浸感对玩家学习的影响。作者认为沉浸感和额外的交互性是VR作为学习工具的两个关键启示。许多研究将VR与二维或最低互动媒体进行比较;本研究的重点是头戴式显示器(HMD)对沉浸感的影响。设计/方法/方法在游戏中,玩家通过探索虚拟细胞来诊断细胞,并寻找提示五种可能的囊性纤维化类型之一的线索。51名成年人完成了这项研究的所有方面。选手们在赛前和赛后进行了评估,并在赛前和赛后绘制了细胞和翻译的图片。玩家被随机分配到戴着头显(立体视角)或不戴头显(非立体视角)玩游戏。在游戏结束时,玩家会被问及他们的绘画和经历。两组球员对细胞环境和翻译过程的了解都有所提高。体验沉浸式立体视角的玩家在内容评估上的学习效果更积极,在前后转译过程的心智模型上的改善也更强。独创性/价值本研究表明,沉浸式学习对概念理解有积极的影响,尤其是在帮助学习者理解空间环境和过程方面。这些发现为沉浸式学习环境的新一波研究奠定了基础;研究不仅仅是确定沉浸式媒体是否与更多的学习相关,而是关注沉浸式媒体最能支持的学习成果类型。
{"title":"Immersion positively affects learning in virtual reality games compared to equally interactive 2d games","authors":"Meredith M. Thompson, Cigdem Uz-Bilgin, M. S. Tutwiler, Melat Anteneh, J. Meija, Annie Wang, Philip Tan, Richard Eberhardt, Dwaipayan Roy, Judy Perry, E. Klopfer","doi":"10.1108/ILS-12-2020-0252","DOIUrl":"https://doi.org/10.1108/ILS-12-2020-0252","url":null,"abstract":"\u0000Purpose\u0000This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD).\u0000\u0000\u0000Design/methodology/approach\u0000In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session.\u0000\u0000\u0000Findings\u0000Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game.\u0000\u0000\u0000Originality/value\u0000This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.\u0000","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"3 1","pages":""},"PeriodicalIF":3.4,"publicationDate":"2021-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81846254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
期刊
Information and Learning Sciences
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1