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Navigating Failure in a Museum-Based Videogame: Convergent and Divergent Mechanisms of Collaboration as Potential Levers for Informal Learning About Climate Change 在基于博物馆的视频游戏中探索失败:作为气候变化非正式学习潜在杠杆的聚合与发散合作机制
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-06-18 DOI: 10.1007/s10956-024-10129-5
Lynne Zummo, Rebecca T. Menlove, Eliana Massey

The need for well-designed learning experiences about modern, anthropogenic climate change is great. In light of this need, many scholars have looked towards museums, arguing that as trusted institutions of informal learning, museums are uniquely positioned to support public engagement with contentious, impactful issues like climate change. However, while several museum exhibits have emerged over recent years, empirical research on museum-based learning experiences remains quite limited. We take a step towards advancing understanding of museum-based climate change learning through an empirical investigation at a natural history museum in the US. This study examines learners’ collaborative discourse within one exhibit about climate change, a multiplayer video game called Utah Climate Challenge (UCC). Investigating moments of failure and struggle, we analyze learners’ forms of collaboration through moment-to-moment discourse analysis. Findings demonstrate the importance of scaffolding multiple types of collaboration, as well as the potential for a collaborative, museum-based videogame to support learning of important science concepts relevant to climate change.

现代人类活动造成的气候变化非常需要精心设计的学习体验。有鉴于此,许多学者将目光投向了博物馆,认为博物馆作为值得信赖的非正规学习机构,在支持公众参与气候变化等有争议、有影响的问题方面具有得天独厚的优势。然而,虽然近年来出现了一些博物馆展品,但有关博物馆学习体验的实证研究仍然相当有限。我们通过对美国一家自然历史博物馆的实证调查,朝着加深对基于博物馆的气候变化学习的理解迈出了一步。本研究考察了学习者在一个有关气候变化的展览--一个名为 "犹他州气候挑战"(UCC)的多人视频游戏--中的合作对话。通过对失败和挣扎的瞬间进行调查,我们分析了学习者的协作形式。研究结果表明了为多种类型的合作提供支架的重要性,以及基于博物馆的协作式视频游戏支持学习与气候变化相关的重要科学概念的潜力。
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引用次数: 0
Using Simulations to Support Students’ Conceptual Development Related to Wildfire Hazards and Risks from an Experiential Learning Perspective 从体验式学习的角度,利用模拟支持学生发展与野火危害和风险相关的概念
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-05-29 DOI: 10.1007/s10956-024-10126-8
Trudi Lord, Paul Horwitz, Hee-Sun Lee, Amy Pallant, Christopher Lore

From the experiential learning perspective, this study investigates middle and high school students (n = 1009) who used an online module to learn about wildfire hazards, risks, and impacts through computational simulations of wildfire phenomena. These students were taught by 18 teachers in urban, rural, and suburban schools across the United States. We analyzed students’ simulation behaviors captured in log files, responses to an assessment administered before and after the module, and demographic surveys, as well as teachers’ responses to a post-module implementation survey. Using mixed effects generalized linear modeling, we investigated whether students’ simulation experiences, their prior real-world wildfire experience, and the strategies used by their teachers predicted their understanding of wildfire concepts. In estimating the effect sizes of these variables, we controlled for student variables such as gender, race, English language status, prior wildfire knowledge (pre-test), and module completion rate. Results indicate that students’ simulation experience and teacher variation were the two most significant effects, followed by students’ real-life wildfire experience. Teacher variations were further explained by differences in teachers’ pedagogical strategies while implementing the module. Implications of these findings are discussed for the design and further research of simulations used as proxies for experiential learning of natural hazards.

本研究从体验式学习的角度出发,调查了初中和高中学生(n = 1009)使用在线模块通过计算模拟野火现象来学习野火危害、风险和影响的情况。这些学生由美国城市、农村和郊区学校的 18 名教师教授。我们分析了日志文件中记录的学生模拟行为、模块实施前后的评估回复、人口调查以及教师对模块实施后调查的回复。通过混合效应广义线性建模,我们研究了学生的模拟体验、他们之前的实际野火经验以及教师使用的策略是否能预测他们对野火概念的理解。在估计这些变量的效应大小时,我们控制了学生的性别、种族、英语语言状况、先前的野火知识(前测试)和模块完成率等变量。结果表明,学生的模拟经验和教师的差异是两个最显著的影响因素,其次是学生的真实野火经验。教师在实施模块时的教学策略差异进一步解释了教师的差异。本文讨论了这些发现对设计和进一步研究作为自然灾害体验式学习代理变量的模拟的影响。
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引用次数: 0
Perspectives of the Eye-Tracking Application to Understand Access to Representational Levels in Chemistry 从眼动追踪应用的角度了解化学表象层的获取途径
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-05-25 DOI: 10.1007/s10956-024-10123-x
Solange W. Locatelli, Larissa Souza de Oliveira, Raimundo da Silva S. Junior, João R. Sato

According to several studies, the three levels of representation in chemistry are the fundamental aspects of effective learning and understanding of chemistry. In this study, we aim to illustrate how students identify changes in the matter using eye-tracking and verbalizations. Five students observed chemical and physical phenomena depicted by using the three representational levels under eye-tracking monitoring. This allows making inferences about which representation received students’ attention for the longest time. In order to enrich this illustrative experiment, data were triangulated with think-aloud techniques and researchers’ observations during the procedure. Our results suggest that eye-tracking experiments may provide some relevant insights into students’ cognition regarding representational levels. The multiple case study presented hereby pointed out that the levels observed for the longest time were the macro and the submicro levels, although only the macro level was relevant to the student’s answers, according to their verbalizations. Finally, qualitative analyses of these illustrations are also presented and discussed.

根據多項研究,化學的三個表象層次是有效學習和理解化學的基礎。在本研究中,我们旨在说明学生如何利用眼动追踪和口头表达来识别物质的变化。五名学生在眼动追踪监测下观察了使用三个表象层次描述的化学和物理现象。这样就可以推断出哪种表象获得学生关注的时间最长。为了丰富这一说明性实验,我们在实验过程中使用了思考-朗读技术和研究人员的观察对数据进行了三角测量。我们的研究结果表明,眼动跟踪实验可以为学生认知表征水平提供一些相关的见解。本文介绍的多案例研究指出,观察时间最长的层次是宏观和亚微观层次,尽管根据学生的口头表达,只有宏观层次与他们的答案相关。最后,还介绍并讨论了对这些插图的定性分析。
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引用次数: 0
How Do Students Respond to the Intended Affordance of Augmented Reality Dinosaur Exhibits in a Science Museum? 学生如何应对科学博物馆中增强现实恐龙展品的预期效果?
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-05-25 DOI: 10.1007/s10956-024-10113-z
Seok-Hyun Ga, Hyun-Jung Cha, Hye-Gyoung Yoon

As augmented reality (AR) gains prevalence, various AR exhibits are being installed in science museums. However, few research has thus far examined the extent to which these exhibits can improve visitors’ learning. This study qualitatively evaluates the effectiveness of an AR dinosaur exhibit at the Gwacheon National Science Museum in Korea and examines the implications for its improvement. Eight elementary school students experienced the AR dinosaur exhibit, and their reactions were captured by audio and video recordings. Science museum experts were also interviewed to understand the intended affordances of the exhibit. The students’ responses to the intended affordances were examined by analyzing their tour of the AR dinosaur exhibit. We found that the exhibit attracted the visitors by catching their attention. However, they did not pay attention to the exhibition’s primary purpose of improving scientific understanding or reasoning. Some unintended interactions, unrelated to the intended affordances, also emerged. The limitations of the examined AR dinosaur exhibit suggest implications for improving AR exhibits in the future.

随着增强现实(AR)技术的普及,各种增强现实展品正在科学博物馆中安装。然而,迄今为止,很少有研究探讨这些展品能在多大程度上提高参观者的学习效果。本研究对韩国果川国立科学博物馆的 AR 恐龙展品的效果进行了定性评估,并探讨了改进该展品的意义。八名小学生体验了 AR 恐龙展品,并通过录音和录像记录了他们的反应。此外,还采访了科学博物馆专家,以了解展品的预期承受能力。通过分析学生们对 AR 恐龙展品的参观情况,研究了他们对预期效果的反应。我们发现,展品吸引了参观者的注意力。然而,他们并没有注意到展览的主要目的是提高科学理解能力或推理能力。此外,还出现了一些与预期效果无关的意外互动。所研究的 AR 恐龙展览的局限性为今后改进 AR 展览提供了启示。
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引用次数: 0
Gender Perspectives on Role Models: Insights from STEM Students and Professionals 榜样的性别视角:来自 STEM 学生和专业人士的见解
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-05-11 DOI: 10.1007/s10956-024-10114-y
Marina Tal, Rea Lavi, Shari Reiss, Yehudit Judy Dori

Qualified professionals in science, technology, engineering, and mathematics (STEM) and STEM education are in increasingly short supply globally. Role models can help increase women’s representation in STEM, both at entry and senior levels. The study objectives were to identify the characteristics of role models in STEM higher education and careers and to investigate the differences in role model characteristics between career stages and between genders. We used a mixed-methods methodology involving a questionnaire and interviews. The participants, 788 alumni and final-year undergraduate and graduate students from a STEM research university, responded to the questionnaire, and ten leading women in STEM professions were interviewed. The questionnaire results indicated that a higher proportion of women than men reported being influenced by a role model during their studies. Seven key characteristics of role models were identified from the open-ended responses and the interviews: ambitious, charismatic, empathic and encouraging, inspiring, knowledgeable, gifted, and professional. The most frequent characteristics women mentioned were empathic and encouraging. The research findings support and align with the social cognitive career theory (SCCT), demonstrating how role modeling, which is part of the environmental theme, boosts intrinsic motivation—part of the personal theme, for individuals in STEM, especially women. These processes impact women’s determination and professional performance—part of the behavioral theme. Based on our findings, to advance toward a STEM workforce characterized by greater fairness, we recommend designing and deploying structured mentoring programs and forums in STEM departments that can provide young women with more role models for success and thus with more hope for success in these fields.

全球科学、技术、工程和数学(STEM)以及 STEM 教育领域的合格专业人员日益短缺。榜样可以帮助提高女性在 STEM 领域的代表性,包括入门级和高级职位。研究目标是确定 STEM 高等教育和职业中榜样的特征,并调查不同职业阶段和不同性别之间榜样特征的差异。我们采用了一种混合方法,包括问卷调查和访谈。参与者包括 788 名校友以及一所 STEM 研究型大学的本科生和研究生应届生,他们对问卷进行了回答,并对 10 名在 STEM 行业中处于领先地位的女性进行了访谈。问卷调查结果表明,报告在学习期间受到榜样影响的女性比例高于男性。从开放式回答和访谈中确定了榜样的七大特征:雄心勃勃、魅力四射、感同身受和鼓励、鼓舞人心、知识渊博、天赋异禀和专业。女性最常提到的特点是同情和鼓励。研究结果支持并符合社会认知职业理论(SCCT),证明了作为环境主题一部分的榜样作用是如何促进科技、工程和数学领域的个人(尤其是女性)的内在动力(个人主题的一部分)的。这些过程影响了女性的决心和职业表现(行为主题的一部分)。根据我们的研究结果,为了推动以更加公平为特征的 STEM 工作队伍的发展,我们建议在 STEM 部门设计和部署结构化的指导计划和论坛,为年轻女性提供更多成功的榜样,从而为她们在这些领域的成功带来更多希望。
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引用次数: 0
Feedback Through Digital Application Affordances and Teacher Practice 通过数字应用能力和教师实践进行反馈
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-05-07 DOI: 10.1007/s10956-024-10117-9
Nilay Muslu, Marcelle A. Siegel

Assessment feedback is an essential way to promote student learning. Students and teachers may benefit from educational technologies during the feedback process. The purpose of this study was to identify the feedback dimensions that were fulfilled by iPad applications (apps) and to compare teacher practice to the affordances of apps. Typological data analysis was used to perform this qualitative case study. We analyzed seven apps (QR Code Reader, Schoology, Kahoot!, Nearpod, Socrative, ZipGrade, and The Physics Classroom) that a high school physics teacher used to provide feedback in a technology-enhanced classroom. Data sources included classroom video recordings and the websites of these apps. To facilitate the analysis of the data, we enhanced the feedback dimensions identified by Hatzipanagos and Warburton (2009). Our analysis highlighted the diverse capabilities of these apps with regard to supporting the following dimensions of effective feedback: dialogue, visibility, appropriateness, community, power, learning, timeliness, clearness, complexity, reflection, and action. We found that through additional discussion and interactions with students, the teacher could support dimensions that an app did not support. This study not only underscores the critical interplay between technological tools and teacher practices with regard to crafting effective feedback mechanisms but also offers practical recommendations for educators seeking to optimize technology-enhanced feedback in classroom settings. Future research is encouraged to explore the technology implementation experiences of less experienced teachers. Examining teachers working at various school levels and from various countries can offer valuable insights.

评估反馈是促进学生学习的重要途径。在反馈过程中,学生和教师都可以从教育技术中获益。本研究的目的是确定 iPad 应用程序(Apps)可满足的反馈维度,并将教师的实践与应用程序的功能进行比较。这项定性案例研究采用了类型学数据分析方法。我们分析了一位高中物理教师在技术强化课堂中用于提供反馈的七款应用程序(QR Code Reader、Schoology、Kahoot!、Nearpod、Socrative、ZipGrade 和 The Physics Classroom)。数据来源包括课堂录像和这些应用程序的网站。为了便于分析数据,我们增强了 Hatzipanagos 和 Warburton(2009 年)确定的反馈维度。我们的分析强调了这些应用程序在支持有效反馈的以下方面的不同能力:对话、可见性、适当性、社区、权力、学习、及时性、清晰度、复杂性、反思和行动。我们发现,通过与学生的额外讨论和互动,教师可以支持应用程序不支持的方面。这项研究不仅强调了技术工具与教师实践之间的重要互动关系,有助于建立有效的反馈机制,而且还为教育工作者在课堂教学中优化技术强化反馈提供了切实可行的建议。我们鼓励未来的研究探索经验不足的教师的技术实施经验。对不同学校和不同国家的教师进行研究,可以提供有价值的见解。
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引用次数: 0
Remote Blended Game-Based Learning: Integrating Synchronous Game-Based Learning with Asynchronous Inquiry-Based Learning 远程混合游戏式学习:将同步游戏式学习与异步探究式学习相结合
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-22 DOI: 10.1007/s10956-024-10118-8
Cheng-Tai Li, Huei-Tse Hou

The COVID-19 pandemic has drawn the attention of educators to the blended learning model. This study developed a remote blended game-based learning activity that integrates digital game–based learning (DGBL) and blended learning (including online synchronous and asynchronous learning). This method emphasizes that in the online synchronous learning activity, students firstly use mini-educational digital games for group collaborative autonomous pre-learning and then take part in a problem-solving discussion activity guided by the teacher. Afterwards, students complete personal inquiry learning tasks in the asynchronous online activity and conduct asynchronous discussions. This study employed a quasi-experimental design. Participants were 73 senior high school students. The first group used the remote blended game-based learning that integrated DGBL into online synchronous learning. The second group used the face-to-face blended game-based learning approach that integrated DGBL into physical classroom learning. The third group used the remote blended video-based learning that integrated online synchronous video-based learning. The three groups conducted the same online asynchronous inquiry learning tasks. The results found that the remote blended game-based learning activity not only significantly promoted the students’ learning performance in online synchronous learning but also supported their learning performance in online asynchronous learning. Besides, most students’ discussion messages were mostly related to the learning tasks and topic.

COVID-19 大流行引起了教育工作者对混合式学习模式的关注。本研究开发了一种远程混合游戏式学习活动,将数字游戏式学习(DGBL)和混合式学习(包括在线同步学习和异步学习)融为一体。该方法强调,在在线同步学习活动中,学生首先使用微型教育数字游戏进行小组协作自主预习,然后在教师指导下参与问题解决讨论活动。之后,学生在异步在线活动中完成个人探究学习任务,并进行异步讨论。本研究采用了准实验设计。参与者为 73 名高中生。第一组使用远程混合游戏式学习,将 DGBL 整合到在线同步学习中。第二组采用面对面混合游戏式学习方法,将 DGBL 融入实体课堂学习。第三组采用远程混合视频学习方式,将在线同步视频学习整合在一起。三个小组进行了相同的在线异步探究学习任务。结果发现,远程混合游戏式学习活动不仅极大地促进了学生在线同步学习的表现,也支持了他们在线异步学习的表现。此外,大多数学生的讨论信息都与学习任务和主题相关。
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引用次数: 0
Designing Computer Vision Support for Science Practical Work: A Qualitative Investigation into the Noticing Practices and Support Preferences of Science Teachers 为科学实践工作设计计算机视觉支持:对科学教师的注意实践和支持偏好的定性调查
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-18 DOI: 10.1007/s10956-024-10116-w
Edwin Chng

With teachers continuing to report challenges in classroom management and difficulties in implementing scientific inquiry, the current manner in which science practical work is conducted in schools suggests the need for added teacher support. In this regard, we can leverage computer vision to provide instructional support by relieving teachers of the need to carry out mundane observations and perform basic interpretations of student activity. However, to our knowledge, little is known about the noticing practices of teachers during practical work, and the support preferences of such a computer vision system have not been studied before. To this end, we recruited 17 science educators with different teaching expertise for a qualitative investigation into the noticing practices and support preferences of science teachers. Results revealed seven major categories and 36 minor categories of student activity that teachers typically observe, which enabled us to derive observation routines that can emulate quality teacher noticing for computer vision input. Our obtained list of observation categories represents a first-of-its-kind list which takes into account concrete noticing practices of science teachers and remains applicable across all types of practical tasks. From participants’ ranking of computer vision models, we further understood the type of computer vision output that teachers prefer for instructional support. To our best of knowledge, no prior research has examined the connection between teacher noticing and computer vision in such detail. Using these findings, we can then pursue the development of computer vision for instructional support in science practical work in an informed manner, taking into account the realities of science laboratories and proclivities of science teachers.

由于教师不断报告课堂管理方面的挑战和实施科学探究方面的困难,目前学校开展科学实践工作的方式表明需要增加教师支持。在这方面,我们可以利用计算机视觉来提供教学支持,使教师不再需要对学生的活动进行琐碎的观察和基本解释。然而,据我们所知,人们对教师在实际工作中的观察实践知之甚少,而且以前也没有对这种计算机视觉系统的支持偏好进行过研究。为此,我们招募了 17 名具有不同教学专长的科学教育工作者,对科学教师的注意实践和支持偏好进行了定性调查。调查结果显示,教师通常会观察七大类和 36 小类学生活动,这使我们能够推导出观察例程,以模拟教师对计算机视觉输入的高质量观察。我们所获得的观察类别清单是首个考虑到科学教师的具体观察实践并适用于各类实际任务的清单。从参与者对计算机视觉模型的排序中,我们进一步了解了教师更喜欢哪类计算机视觉输出作为教学支持。据我们所知,此前还没有研究如此详细地考察过教师的注意与计算机视觉之间的联系。有了这些研究结果,我们就可以根据科学实验室的实际情况和科学教师的喜好,有的放矢地开发计算机视觉,为科学实践工作提供教学支持。
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引用次数: 0
Collections of Practice as High-Level Activity in a Digital Interest-Based Science Community 作为数字兴趣科学社区高层活动的实践集
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-16 DOI: 10.1007/s10956-024-10111-1
Lisa Lundgren, Kent J. Crippen

The theoretical framework of communities of practice (CoP) is often used for framing research into online communities. However, there is an absence of measures and empirical work that evaluates knowledge-sharing within such communities. This represents a substantial gap in our understanding of informal learning for diverse people and in the case of communities that support participation in science, a potential loss of capacity for an enterprise that serves a critical function for society. Our objective is to operationalize practice within a designed online, scientific community and evaluate these behaviors as representative of seven theorized high-level groups. For this case study, content and social network analysis were applied to forums (n = 1858), activity posts (n = 1300), and direct messages (n = 667). Content analysis showed that community members most often used practices that were coded as social and not domain-specific. Differences existed in the ways that forums, messages, and activity posts were used as well as between education and outreach members and members of the public and scientists. Social network analysis revealed two domain-specific practices were central to the knowledge-sharing discourse. The seven theorized high-level groups were reduced to three. We provide a new empirically-based framework for use in identifying practices within the digital spaces as well as recommendations for designing online science communities that emphasize knowledge creation.

实践社区(CoP)的理论框架经常被用来构建在线社区的研究框架。然而,目前还缺乏评估此类社区内知识共享的措施和实证工作。这意味着我们对不同人群非正式学习的理解存在巨大差距,就支持参与科学的社区而言,这可能会导致对社会起着关键作用的企业丧失能力。我们的目标是在一个设计好的在线科学社区内将实践操作化,并将这些行为作为七个理论上的高级群体的代表进行评估。在本案例研究中,我们对论坛(n = 1858)、活动帖子(n = 1300)和直接消息(n = 667)进行了内容和社交网络分析。内容分析显示,社区成员最常使用的做法被编码为社会性而非特定领域。论坛、信息和活动帖子的使用方式存在差异,教育和外联成员与公众和科学家之间也存在差异。社会网络分析显示,两个特定领域的做法是知识共享讨论的核心。七个理论上的高层次群体被缩减为三个。我们提供了一个新的基于经验的框架,用于识别数字空间中的实践,并为设计强调知识创造的在线科学社区提供建议。
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引用次数: 0
Elementary Students’ Use of Mechanistic Reasoning to Explain Community-Connected Engineering Design Solutions 小学生利用机械推理解释与社区相关的工程设计解决方案
IF 4.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-05 DOI: 10.1007/s10956-024-10109-9
Mustafa Sami Topçu, Kristen Bethke Wendell, Chelsea Joy Andrews

Mechanistic reasoning about an artifact or system involves thinking about its underlying entities and the properties, activities, and cause-effect relationships of those entities. Previous studies of children’s mechanistic reasoning about engineering solutions have mostly focused on specific mechanical systems such as gear trains. Yet there is growing interest in more contextualized, community-connected engineering design experiences for elementary students. Important questions remain about how the specific features of community contexts influence student opportunities for engineering design practice and reasoning. In this study, we explore whether comparisons in students’ mechanistic reasoning can be made across a range of five different community design contexts. For this qualitative descriptive study, we focus on interview data collected after each of five community-connected engineering-enriched science curriculum units: accessible playground design (3rd grade, N = 8, district A, schools 1 and 2), displaced animal relocation design (3rd grade, N = 10, district A, school 1), migration stopover site design (4th grade, N = 4, district A, school 2), retaining wall design (4th grade, N = 13, district B, school 1), and water filter design (5th grade, N = 9 students, district A, school 3). The findings showed that all students named entities and described entity factors for the design solutions for all five units. For the playground, displaced animals, and stopover sites units, some students described the design artifacts without explicitly expressing connections between entity factors and/or the way factors linked up to the design performance. We argue that particular features of the design tasks influenced students’ approaches to explaining their design solutions. Therefore, we can claim that comparisons can be made across different community-connected engineering design contexts in terms of children’s mechanistic reasoning.

对人工制品或系统的机械推理涉及对其基本实体以及这些实体的属性、活动和因果关系的思考。以往对儿童工程解决方案的机械推理的研究大多集中在特定的机械系统上,如齿轮系。然而,人们越来越关注为小学生提供更多情境化的、与社区相关的工程设计体验。关于社区环境的具体特征如何影响学生的工程设计实践和推理机会,仍然存在着重要的问题。在本研究中,我们将探讨是否可以在五种不同的社区设计情境中对学生的机械推理进行比较。在这项定性描述性研究中,我们将重点放在五个与社区相连的工程丰富科学课程单元之后收集的访谈数据上:无障碍操场设计(三年级,8 人,A 区,1 号和 2 号学校)、流离失所动物迁移设计(三年级,10 人,A 区,1 号学校)、迁徙停留地设计(四年级,4 人,A 区,2 号学校)、挡土墙设计(四年级,13 人,B 区,1 号学校)和滤水器设计(五年级,9 人,A 区,3 号学校)。研究结果表明,所有学生都为所有五个单元的设计方案命名了实体并描述了实体因素。在操场、流离失所的动物和停留地单元中,一些学生在描述设计作品时没有明确表达实体因素之间的联系和/或因素与设计表现之间的联系。我们认为,设计任务的特殊性影响了学生解释其设计方案的方法。因此,我们可以说,在儿童的机械推理方面,可以对不同的社区关联工程设计情境进行比较。
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引用次数: 0
期刊
Journal of Science Education and Technology
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