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“I played a song with the help of a magic banana”: assessing short-term making events “我在神奇香蕉的帮助下演奏了一首歌”:评估短期制作活动
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-16 DOI: 10.1108/ils-08-2020-0184
J. Nixon, Erica Halverson, Andrew Stoiber, Andrew S. Garbacz
PurposeThe purpose of this study is to understand how learners describe their experiences with short-term, introductory maker experiences and to test a method for assessing learners’ experiences authentic to short-term learning.Design/methodology/approachThe authors collected written responses from participants at a two-day event, STEM Center Learning Days. Through an analysis of 707 unique instances of learner responses to participation in drop-in maker activities, they examined how participants describe their short-term learning experiences.FindingsThe authors found that although some activities appear to onlookers to create passive experiences for learners, these seemingly passive moments have a significant impact on learners. In addition, some learners described themselves as working in tandem with tools to make something work and other learners viewed the tools as working autonomously. They found that the assessment method allowed them to gain an understanding of how learners describe their experiences offering important implications for understanding short-term learning events.Originality/valueThe findings provide researchers studying short-term learning in its natural setting a new method to understand how learners make sense of their individual experience. Further, designers of short-term learning experiences may gain insights into their unique activities and indications of where additional guidance and scaffolds will improve small learning moments.
目的本研究的目的是了解学习者如何描述他们短期的、介绍性的创客体验,并测试一种评估学习者短期学习真实体验的方法。设计/方法/方法作者收集了为期两天的STEM中心学习日活动参与者的书面回复。通过分析707个学习者对参与临时制造者活动的独特反应,他们研究了参与者如何描述他们的短期学习经历。研究结果作者发现,尽管在旁观者看来,一些活动给学习者创造了被动的体验,但这些看似被动的时刻对学习者产生了重大影响。此外,一些学习者将自己描述为与工具一起工作以使某些东西工作,而其他学习者则将工具视为自主工作。他们发现,这种评估方法使他们能够了解学习者如何描述他们的经历,这对理解短期学习事件具有重要意义。原创性/价值这些发现为研究自然环境下短期学习的研究人员提供了一种新的方法来理解学习者如何理解他们的个人经历。此外,短期学习体验的设计者可能会深入了解他们独特的活动,并指出额外的指导和支架将在哪里改善小的学习时刻。
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引用次数: 2
Inferences on enacted understanding: using immersive technologies to assess intuitive physical science knowledge 制定理解的推论:使用沉浸式技术评估直观的物理科学知识
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-16 DOI: 10.1108/ils-12-2020-0260
Michael Tscholl, Jason W. Morphew, Robb Lindgren
PurposeThis study aims to advance the proposal to use immersive virtual learning environments to stimulate and reveal deep-seated knowledge about science, giving instructors and researchers unique possibilities for assessing and identifying intuitive physical science knowledge. Aside from the ability to present rich and dynamic stimuli, these environments afford bodily enactment of people’s understanding, which draws less from declarative knowledge stores and more from everyday experiences with the physical world.Design/methodology/approachThe authors ground their proposal in a critical review of the impact of stimulus and task characteristics of traditional physics inventories. Using a grounded theory approach, the authors present classifications and interpretations of observed bodily enactments of physics understandings in a study where participants enacted their understanding of force and motion of space in an immersive, interactive mixed reality (MR) environment.FindingsThe authors find that instances of these action categories can be interpreted as relating to underlying knowledge, often identified by other studies. The authors thus replicate a number of prior findings, which provide evidence to establish validation for using MR simulation as a tool for identifying people’s physical intuitions.Research limitations/implicationsThis study targeted only a few specific physical science scenarios. Further, while a number of key insights about student knowledge came from the analysis, many of the observations are mere leads in need of further investigation and interpretation rather than core findings.Originality/valueImmersive digital learning environments are primarily used for instruction. The authors propose to use and design them for assessment as well. This paper should prompt more research and development in this direction.
本研究旨在提出利用沉浸式虚拟学习环境激发和揭示科学的深层知识,为教师和研究人员提供评估和识别直观物理科学知识的独特可能性。除了能够呈现丰富和动态的刺激之外,这些环境还提供了人们理解的身体行为,这种理解很少来自于陈述性的知识储备,更多的来自于对物理世界的日常体验。设计/方法/方法作者基于对传统物理量表中刺激因素和任务特征影响的批判性回顾提出了他们的建议。使用扎根的理论方法,作者在一项研究中对观察到的物理理解的身体行为进行了分类和解释,参与者在沉浸式、交互式混合现实(MR)环境中制定了他们对空间的力和运动的理解。研究结果作者发现,这些行为类别的实例可以被解释为与潜在知识有关,通常由其他研究确定。因此,作者复制了许多先前的发现,这些发现为使用MR模拟作为识别人们身体直觉的工具提供了证据。研究局限/启示本研究仅针对几个特定的物理科学场景。此外,虽然一些关于学生知识的关键见解来自分析,但许多观察结果仅仅是需要进一步调查和解释的线索,而不是核心发现。原创性/价值沉浸式数字学习环境主要用于教学。作者也建议使用和设计它们来进行评估。这篇论文应该促使更多的研究和发展这一方向。
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引用次数: 1
GeoForge: investigating integrated virtual reality and personalized websites for collaboration in middle school science GeoForge:调查整合虚拟现实和个性化网站在中学科学中的合作
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-15 DOI: 10.1108/ILS-12-2020-0254
Corinne Brenner, Kayla Desportes, Jess Hendrix, M. Holford
PurposeThis paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology fostered collaborative behaviors.Design/methodology/approachGeoForge was implemented in 3 middle school classrooms with a total of 220 students. Learners used GeoForge in class in groups of 3–4 to learn about planetary science. A mixed-methods approach examined collaboration using classroom observations, teacher interviews, student surveys and student artifacts. Using Jeong and Hmelo-Silver’s (2016) seven affordances of technology for collaborative learning, this paper identifies ways in which features of GeoForge supported collaborative behaviors.FindingsInstructional design which combined VR and the digital science journal (DSJ) helped foster collaboration. Some collaborative behaviors were especially notable in classrooms that did not regularly practice these skills. Segmenting tasks in the DSJ, clarifying instructions to articulate ideas, showing other group members’ responses onscreen and enabling multiuser VR environments contributed to collaborative behaviors and a satisfying learning experience as observed and documented through multiple methods.Originality/valueGeoForge successfully integrated VR and personalized websites in a classroom planetary science lesson, an approach which balanced instructional design and logistical challenges while creating opportunities for collaboration.
本文旨在描述GeoForge的设计和用户测试,GeoForge是一种中学多人数字学习体验,利用虚拟现实(VR)和个性化网站来学习行星科学概念。本文研究了特定的教学设计选择和技术的特点如何促进协作行为。设计/方法/方法geoforge在3个中学教室实施,共有220名学生。学生们在课堂上以3-4人为一组使用GeoForge学习行星科学。一种混合方法通过课堂观察、教师访谈、学生调查和学生工件来检验合作。使用Jeong和Hmelo-Silver(2016)的协作学习技术的七个支持,本文确定了GeoForge功能支持协作行为的方式。结合VR和数字科学期刊(DSJ)的结构化设计有助于促进合作。在没有定期练习这些技能的教室里,一些合作行为尤为显著。通过多种方法观察和记录,在DSJ中细分任务,阐明说明以表达想法,在屏幕上显示其他小组成员的反应,以及实现多用户VR环境有助于协作行为和令人满意的学习体验。Originality/valueGeoForge成功地将VR和个性化网站整合到课堂行星科学课程中,这种方法平衡了教学设计和后勤挑战,同时创造了合作机会。
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引用次数: 5
Using the lens of science capital to capture and explore children’s attitudes toward science in an informal making-based space 利用科学资本的镜头,在一个非正式的制作空间中捕捉和探索儿童对科学的态度
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-09 DOI: 10.1108/ILS-09-2020-0210
D. Christidou, Sofia Papavlasopoulou, M. Giannakos
PurposeGovernments and organizations worldwide are concerned over the declining number of young people choosing to study Science, Technology, Engineering and Mathematics (STEM), especially after the age of 16. Research has foregrounded that students with positive attitudes toward science are more likely to find it relevant and aspire to a science career. This study aims to understand the factors shaping students’ attitudes as these are pivotal in promoting science learning.Design/methodology/approachThis study uses the framework of science capital to understand what shapes young people’s engagement with or resistance to science. The authors conducted four Computational Thinking making-based workshops with 106 children aged 15–16 years, of which 58 filled in a questionnaire and 22 were interviewed. Statistical and content analyses were performed respectively.FindingsThe results indicate that children who are more exposed to science-related activities and contexts are more likely to have higher self-efficacy, and that those with higher prior coding experience scored higher in their self-efficacy and science capital. Six themes emerged from the content analysis, highlighting the diverse factors shaping students’ attitudes, such as teaching methods, stereotypes and the degree of difficulty encountered while engaging with science in and out of school.Originality/valueBy combining qualitative and quantitative methods with the use of science capital, the authors found a number of aspects of the school experience that shape students’ attitudes to science learning in and out of school, as well as their science career aspirations.
世界各国政府和组织对选择学习科学、技术、工程和数学(STEM)的年轻人数量下降感到担忧,特别是16岁以后。研究表明,对科学持积极态度的学生更有可能发现它与科学相关,并渴望从事科学事业。本研究旨在了解影响学生态度的因素,因为这些因素对促进科学学习至关重要。设计/方法/方法本研究使用科学资本的框架来理解是什么影响了年轻人对科学的参与或抵制。作者对106名15-16岁的儿童进行了四次基于计算思维的工作坊,其中58人填写了问卷,22人接受了采访。分别进行统计分析和内容分析。研究结果表明,更多接触科学相关活动和环境的儿童更有可能具有更高的自我效能感,而那些先前具有较高编码经验的儿童在自我效能感和科学资本方面得分更高。内容分析产生了六个主题,突出了影响学生态度的各种因素,如教学方法、刻板印象以及在校内外从事科学研究时遇到的困难程度。独创性/价值通过将定性和定量方法与科学资本的使用相结合,作者发现了学校经历的许多方面,这些方面塑造了学生对学校内外科学学习的态度,以及他们的科学职业抱负。
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引用次数: 4
Immersive reading in virtual and augmented reality environment 虚拟和增强现实环境下的沉浸式阅读
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-06 DOI: 10.1108/ils-11-2020-0236
P. Rau, Jian Zheng, Zhi Guo
PurposeThis study aims to investigate “immersive reading,” which occurs when individuals read text while in a virtual reality (VR) or augmented reality (AR) environment.Design/methodology/approachIn Experiment 1, 64 participants read text passages and answered multiple-choice questions in VR and AR head-mounted displays (HMDs) compared with doing the same task on liquid crystal display (LCD). In Experiment 2, 31 participants performed the same reading tasks but with two VR HMDs of different display quality.FindingsCompared with reading on LCD as the baseline, participants reading in VR and AR HMDs got 82% (VR) and 88% (AR) of the information accurately. Participants tended to respond more accurately and faster, though not statistically significant, with the VR HMD of higher pixel density in the speed-reading task.Originality/valueThe authors observed the speed and accuracy of reading in VR and AR environments, compared with the reading speed and accuracy on an LCD monitor. The authors also compared the reading performance on two VR HMDs that differed in display quality but were otherwise similar in every way.
本研究旨在调查“沉浸式阅读”,即人们在虚拟现实(VR)或增强现实(AR)环境中阅读文本时发生的情况。设计/方法/方法在实验1中,64名参与者在VR和AR头戴式显示器(hmd)上阅读文本段落并回答多项选择题,与在液晶显示器(LCD)上完成相同的任务进行比较。在实验2中,31名参与者使用两个显示质量不同的VR头戴式显示器完成相同的阅读任务。与在LCD上阅读相比,在VR和AR头显上阅读的参与者准确地获得了82% (VR)和88% (AR)的信息。在快速阅读任务中,像素密度较高的VR头戴式显示器往往反应更准确、更快,但没有统计学意义。作者观察了VR和AR环境下的阅读速度和准确性,并将其与LCD显示器上的阅读速度和准确性进行了比较。作者还比较了两款VR头显的阅读性能,这两款头显的显示质量不同,但在其他方面都很相似。
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引用次数: 9
Authenticity perceptions in virtual environments 虚拟环境中的真实性感知
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-07-01 DOI: 10.1108/ILS-10-2020-0234
Jamie N. Mikeska, Heather Howell
PurposeThis paper aims to examine three distinct aspects of authenticity that pre-service teachers (PSTs) experience when they engage with virtual classroom environments to develop their content-intensive instructional practice – task authenticity, student avatar authenticity and performance authenticity – and their perceptions about the usefulness of the simulated teaching experience to support their learning.Design/methodology/approachThis paper explored these conceptions of authenticity and usefulness within a larger research study whose goal was to develop virtual environment tools to help elementary PSTs learn how to engage in one ambitious teaching practice: facilitating discussions that engage students in argumentation. To examine these aspects of authenticity and usefulness, this paper used a general qualitative deductive analysis approach to examine data from 104 interviews with 26 case study teachers and examined patterns in PSTs’ perceptions within and across interviews and authenticity aspects.FindingsWhile these PSTs strongly value the utility of these tools to support their learning, findings point to variation in their perceptions of authenticity. Findings showed that most PSTs perceived the tasks as an authentic representation of the work of teaching. However, their perceptions of task authenticity did not always align with their perceptions of avatar or performance authenticity.Originality/valueThis paper argues that these three aspects of authenticity relate to, but expand upon, the broader notions of presence and plausibility noted in the literature on virtual environments and should be taken up more directly in future studies of users’ perceptions of virtual environments both within and outside of educational contexts.
目的:本文旨在研究职前教师(pst)在参与虚拟课堂环境以开展内容密集型教学实践时所体验到的真实性的三个不同方面——任务真实性、学生化身真实性和表演真实性——以及他们对模拟教学体验对支持他们学习的有用性的看法。设计/方法/方法本文在一个更大的研究中探讨了这些真实性和有用性的概念,其目标是开发虚拟环境工具,帮助初级pst学习如何参与一个雄心勃勃的教学实践:促进学生参与辩论的讨论。为了研究真实性和有用性的这些方面,本文使用了一般定性演绎分析方法来研究来自26名案例研究教师的104次访谈的数据,并研究了pst在访谈和真实性方面的感知模式。虽然这些pst非常重视这些工具在支持他们学习方面的效用,但研究结果表明,他们对真实性的看法存在差异。调查结果显示,大多数教师认为这些任务是教学工作的真实表现。然而,他们对任务真实性的看法并不总是与他们对化身或表演真实性的看法一致。原创性/价值本文认为,真实性的这三个方面与虚拟环境文献中提到的更广泛的存在和合理性概念有关,但在此基础上进行了扩展,应该在未来关于用户在教育环境内外对虚拟环境的感知的研究中更直接地加以利用。
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引用次数: 8
Interdependent creativity for learning in a virtual world 虚拟世界中相互依存的学习创造力
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-06-22 DOI: 10.1108/ils-02-2020-0038
Martine Gadille, Maria Antonietta Impedovo, J. Rémon, Caroline Corvasce
PurposeThe purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting pupils’ learning in a pilot secondary school.Design/methodology/approachThe analysis is the result of a pluri-disciplinary systemic analysis involving didactics, sociology, psychology and management science on an individual, collective and systemic scale. This participatory action research is based on interviews and systematic observations in class, in-world and in the global ecosystem. Linguistic and multimodal analysis is applied to the data, through teacher monographs that hint at the teachers’ activity.FindingsPupils’ and teachers’ creativity appeared to be anchored within four main interdependent nurturing conditions the personal inclinations and professional interactions in the sociotechnical network sustaining the VW; a creative regulation allowing compromises with the institutional constraints of pedagogical control; avatars and 3 D boundary objects that act as a motor of teachers-pupils inquiry and creativity; the sociotechnical network that contributes, through the actors’ play, to bringing the organisational rules of the school towards an innovation trajectory, that in turns mediates success in the use and the adoption of the new technology.Research limitations/implicationsAlthough this is a study within a specific school, the findings can be put to use by other pedagogical teams who would wish to integrate a VW to re-engage pupils.Practical implicationsThe participatory design processes taking place within a sociotechnical network support teachers in the building of Virtual World scenarios negotiated with researchers and start-up developers.Social implicationsThe pedagogical use of a virtual world opens new learning engagement opportunities for the pupils through enhanced experiential learning and sustains the transformation of teachers’ professionality.Originality/valueThe authors’ approach differs from the previous educational VW literature, in that they integrate the teachers’ creativity and their pedagogical scripts into their study, within a systemic approach, thus requiring a wider theoretical framework, necessary for understanding the building of strategies and knowledge that foster teachers’ and pupils’ creativity in educational settings using a VW.
本文的目的是了解如何通过使用社会技术网络中的虚拟世界(VW)来培养学生和教师的创造力,从而影响一所试点中学的学生的学习。该分析是多学科系统分析的结果,涉及到个人、集体和系统尺度上的教学、社会学、心理学和管理科学。这种参与性行动研究是基于访谈和系统的观察在课堂上,在世界和全球生态系统。语言和多模态分析应用于数据,通过教师专著暗示教师的活动。发现学生和教师的创造力似乎锚定在四个主要的相互依存的培养条件下:个人倾向和维持大众的社会技术网络中的专业互动;一项创造性的规定,允许与教学控制的制度约束妥协;虚拟形象和三维边界物体作为教师-学生探究和创造力的发动机;通过演员的表演,社会技术网络有助于将学校的组织规则带入创新轨道,从而在使用和采用新技术方面取得成功。研究的局限性/意义虽然这是一项在特定学校进行的研究,但研究结果可以被其他希望整合大众的教学团队使用,以重新吸引学生。实际意义在社会技术网络中进行的参与式设计过程支持教师与研究人员和初创开发人员协商构建虚拟世界场景。社会意义虚拟世界的教学使用通过增强体验式学习为学生提供了新的学习参与机会,并维持了教师专业的转变。原创性/价值作者的方法不同于以前的教育大众文献,因为他们将教师的创造力和他们的教学脚本整合到他们的研究中,在一个系统的方法中,因此需要一个更广泛的理论框架,这对于理解在使用大众的教育环境中培养教师和学生创造力的策略和知识的构建是必要的。
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引用次数: 3
See it, hear it, feel it: embodying a patient experience through immersive virtual reality 看它,听它,感觉它:通过沉浸式虚拟现实体现病人的体验
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-06-21 DOI: 10.1108/ils-10-2020-0233
J. Hannans, Colleen M. Nevins, Kristine E. Jordan
PurposeThe aim of the study was to explore aspects of learning in terms of gain in knowledge, confidence and empathy with immersive virtual reality (VR) from the patient perspective in undergraduate nursing students.Design/methodology/approachA pilot study integrating immersive VR experiences during clinical courses was facilitated based on the INACSL (2016) standards for simulation practices with a convenience sample of 165 nursing students in three levels of cohorts, using two different VR scenario simulations. Quantitative and qualitative data were collected through pre- and post-surveys.FindingsStudent participants embodied patients with chronic disease using immersive VR. Findings showed substantial gains in most measures of knowledge, confidence and empathy, with slightly less difference seen in lower level nursing students particularly with empathy and understanding.Research limitations/implicationsEmbodiment through immersive VR scenarios was shown to increase learner development. The positive findings from the pilot study justified continuance of integration of immersive VR in nursing education, recommending further use and research.Originality/valueSimulated learning for nursing has known benefits on knowledge and understanding. Immersive VR is gaining recognition within nursing education as a method to enhance cognitive and affective knowledge. This paper hopes to add insights on the impact of immersive VR for student learning and encourage discussion about the future for innovative immersive teaching and learning approaches for experiential learning.
目的从患者的角度探讨沉浸式虚拟现实(VR)在护理本科学生的知识获取、自信和共情方面的学习效果。设计/方法/方法基于INACSL(2016)模拟实践标准,在临床课程中整合沉浸式VR体验的试点研究促进了165名护理学生的方便样本,分为三个级别,使用两种不同的VR场景模拟。通过前后调查收集定量和定性数据。研究结果:学生参与者使用沉浸式虚拟现实技术体现慢性病患者。研究结果显示,在知识、信心和同理心的大多数指标上,他们都取得了实质性的进步,而在同理心和理解方面,低水平护理学生的差异略小。研究局限/启示通过沉浸式虚拟现实场景的肢体表达被证明可以促进学习者的发展。试点研究的积极结果证明了沉浸式VR在护理教育中的持续整合,并建议进一步使用和研究。创新/价值护理模拟学习在知识和理解方面具有众所周知的好处。沉浸式虚拟现实作为一种增强认知和情感知识的方法正在护理教育中得到认可。本文希望对沉浸式VR对学生学习的影响提供一些见解,并鼓励对未来创新沉浸式教学和体验式学习方法的讨论。
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引用次数: 4
Knowledge sharing discourse types used by key actors in online affinity spaces 网络亲和空间中关键参与者的知识共享话语类型
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-06-18 DOI: 10.1108/ILS-09-2020-0211
Priya Sharma, Qiyuan Li, Susan M. Land
PurposeThe growth of online social network sites and their conceptualization as affinity spaces makes them well suited for exploring how individuals share knowledge and practices around specific interests or affinities. The purpose of this study is to extend what is known about highly active/key actors in online affinity spaces, especially the ways in which they sustain and contribute to knowledge sharing.Design/methodology/approachThis study analyzed 514 discussion posts gathered from an online affinity space on disease management. This study used a variety of methods to answer the research questions: the authors used discourse analyses to examine the conversations in the online affinity space, social network analyses to identify the structure of participation in the space and association rule mining and sentiment analysis to identify co-occurrence of discourse codes and sentiment of the discussions.FindingsThe results indicate that the quality and type of discourse varies considerably between key and other actors. Key actors’ discourse in the network serves to elaborate on and explain ideas and concepts, whereas other actors provide a more supportive role and engage primarily in storytelling.Originality/valueThis work extends what is known about informal mentoring and the role of key actors within affinity spaces by identifying specific discourse types and types of knowledge sharing that are characteristic of key actors. Also, this study provides an example of the use of a combination of rule mining association and sentiment analysis to characterize the nature of the affinity space.
在线社交网站的增长及其作为亲和空间的概念化使其非常适合探索个人如何围绕特定兴趣或亲和分享知识和实践。本研究的目的是扩展对在线亲密空间中高度活跃/关键参与者的了解,特别是他们维持和促进知识共享的方式。设计/方法/方法本研究分析了514篇从一个在线亲和力空间收集的关于疾病管理的讨论帖子。本研究使用了多种方法来回答研究问题:作者使用话语分析来检查在线亲和空间中的对话,使用社会网络分析来识别空间中的参与结构,使用关联规则挖掘和情感分析来识别讨论的话语代码和情感共现。研究结果表明,关键角色和其他角色的话语质量和类型差异很大。关键角色在网络中的话语是用来阐述和解释想法和概念的,而其他角色则提供更多的支持性角色,主要参与讲故事。独创性/价值本工作通过识别关键行为者特有的特定话语类型和知识共享类型,扩展了非正式指导和关键行为者在亲密空间中的作用。此外,本研究还提供了一个使用规则挖掘关联和情感分析相结合来表征亲和空间性质的示例。
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引用次数: 1
Exploring ideation strategies as an opportunity to support and evaluate making 探索创意策略,作为支持和评估决策的机会
IF 3.4 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2021-05-15 DOI: 10.1108/ILS-08-2020-0194
M. Worsley
PurposeThis paper aims to compare two types of prompts, encouraging participants to think about real-world examples or engineering principles to show how these two approaches can result in vastly different design practices.Design/methodology/approachTwo studies (N = 20, N = 40) examine the impact of two different prompts. Non-expert students, from high school and university, completed a hands-on, engineering design task in pairs. Half were prompted to ideate using real-world examples, while the other half were prompted to ideate using engineering principles. The findings are based on human coding and artifact analyses.FindingsIn both studies, and across multiple measures, students in the principle-based condition performed better than students in the example-based condition.Research limitations/implicationsA seemingly small difference in how students are prompted or encouraged to approach a problem can have a significant impact on their experience. The findings also suggest that leveraging engineering principles, even when those principles are only loosely formed, can be effective even for non-experts. Finally, the findings motivate identifying student reasoning strategies over time as a potential means for assessment in Makerspaces.Practical implicationsEncouraging makers to think about different ways for approaching problems can be an important way to help them succeed. It may also be a useful way to chronicle their learning pathway.Originality/valueTo the author's knowledge, explicitly looking at ideation strategies has not been widely discussed within the Maker community as a way to support learners, or as a way to evaluate learning.
本文旨在比较两种类型的提示,鼓励参与者思考现实世界的例子或工程原理,以展示这两种方法如何导致截然不同的设计实践。设计/方法/方法两项研究(N = 20, N = 40)检验了两种不同提示的影响。来自高中和大学的非专业学生两人一组完成了一项实际操作的工程设计任务。其中一半被要求使用现实世界的例子进行构思,而另一半则被要求使用工程原理进行构思。这些发现是基于人类编码和工件分析。在这两项研究中,通过多种测量,以原则为基础的学生比以例子为基础的学生表现得更好。研究的局限性/启示在如何提示或鼓励学生解决问题上看似微小的差异可能会对他们的经历产生重大影响。研究结果还表明,利用工程原则,即使这些原则只是松散地形成,即使对非专家也可以有效。最后,研究结果激发了确定学生的推理策略,作为创客空间评估的潜在手段。实际意义鼓励创客思考解决问题的不同方法是帮助他们成功的重要途径。这也可能是记录他们学习过程的有用方法。原创性/价值据笔者所知,在创客社区中,明确地将创意策略作为支持学习者的一种方式,或作为评估学习的一种方式,并没有得到广泛讨论。
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Information and Learning Sciences
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