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Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform 调查开放教育平台上用户生成的微游戏促进教学的设计、参与和体验情况
Pub Date : 2024-03-04 DOI: 10.1007/s11423-024-10359-9
Imam Fitri Rahmadi, Zsolt Lavicza, Selay Arkün Kocadere, Tony Houghton, Jonathan Michael Spector

Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform. Through an exploratory experiment research method, four elementary school teachers designed and implemented microgame-based learning utilising these very small games on GeoGebra Classroom attended by 129 students. Data were gathered from lesson plans, classroom activity records and self-reflection questionnaires. This study revealed that teachers designed learning with various user-generated microgames and debriefing methods respecting learning content, but they shared comparatively similar scenarios by inserting microgame-based learning into the middle of the main session. The completion rate for the debriefing activity is minimum although the total joining times overshoot the number of students. Teachers found that user-generated microgames are acceptable to orchestrate short serious gaming sessions even though they are limited to one player with basic interfaces. Notwithstanding several disadvantages of these microgames recognised by students, such as missing learning instructions and inadequate interfaces, they so far enjoy learning by playing the games. The most critical implication of this study is to provide sufficient instructions and additional time for microgaming sessions in elementary schools to ensure sustainable completion of the briefing, playing and debriefing activities.

用户生成的微游戏是指由非专业人员在开放平台上制作的非常简单的游戏,虽然这种游戏很受欢迎,而且在促进学习方面似乎具有相当大的优势,但要确定其在教学实践中的潜力,还需要进一步的探索。本研究调查了开放教育平台上由用户生成的微游戏所促进的教学设计、参与和体验。通过探索性实验研究方法,四名小学教师在有 129 名学生参加的 GeoGebra 课堂上利用这些非常小的游戏设计并实施了基于微游戏的学习。研究数据来自教案、课堂活动记录和自我反思问卷。这项研究显示,教师们在设计学习时采用了各种用户生成的微游戏和汇报方法,尊重学习内容,但他们通过在主课中间插入基于微游戏的学习,分享了比较相似的情景。虽然总参与时间超过了学生人数,但汇报活动的完成率却是最低的。教师们发现,用户生成的微游戏虽然仅限于一名玩家,界面也比较简单,但可以用来安排短期的严肃游戏课程。尽管学生们认识到了这些微游戏的一些缺点,如缺少学习指导和界面不完善,但到目前为止,他们还是很喜欢通过玩游戏来学习。本研究最重要的意义在于为小学的微游戏课程提供足够的指导和额外的时间,以确保可持续地完成介绍、游戏和汇报活动。
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引用次数: 0
Making for science: a framework for the design of physical materials for science learning 为科学而制作:科学学习物理材料设计框架
Pub Date : 2024-02-27 DOI: 10.1007/s11423-023-10340-y
Cassia Fernandez, Tatiana Hochgreb-Haegele, Adelmo Eloy, Paulo Blikstein

Recent work in science education has emphasized the importance of the conceptual, social, and epistemic dimensions in science learning. But what about the material dimension—the actual physical materials that students use? The way their characteristics and affordances limit or determine instruction has thus far not been as thoroughly explored. Despite the vast body of work that exists on science and engineering practices, there are relatively few examples of how physical science materials are linked to and can support engagement with such practices for sensemaking. In this paper, we propose a framework for analyzing the design of these physical materials and the activities associated with them that can serve as lenses for educators and researchers to consider when planning and reflecting on classroom instruction. To validate our framework, we apply it to analyze activities developed and implemented by teachers during a four-year research-practice partnership project conducted in a city in Brazil, and investigate potential connections between the design of physical materials and students’ epistemic agency. We conclude with recommendations for the development of physical resources in labs and makerspaces for science learning.

最近的科学教育工作强调了科学学习中概念、社会和认识层面的重要性。但材料维度--学生使用的实际物理材料--又如何呢?迄今为止,人们还没有深入探讨过这些材料的特性和承受能力是如何限制或决定教学的。尽管已有大量关于科学和工程实践的研究,但关于物理科学材料如何与这些实践相联系并支持学生参与这些感性实践的例子却相对较少。在本文中,我们提出了一个分析这些物理材料的设计及其相关活动的框架,该框架可作为教育工作者和研究人员在规划和反思课堂教学时的参考。为了验证我们的框架,我们将其用于分析教师在巴西一个城市开展的为期四年的研究与实践合作项目中开发和实施的活动,并研究物理材料的设计与学生的认识能动性之间的潜在联系。最后,我们对实验室和创客空间中的物理资源开发提出了建议,以促进科学学习。
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引用次数: 0
Sparring with technology: collaborating with coaches, mentors, and academic staff to develop culturally responsive computing education for a youth boxing program 与技术比拼:与教练、导师和教职员工合作,为青少年拳击项目开发适应文化的计算机教育
Pub Date : 2024-02-23 DOI: 10.1007/s11423-024-10344-2
Michael Lachney, Briana Green, Aman Yadav, Matt Drazin, Madison C. Allen Kuyenga, Andre Harris

In the United States, culturally responsive computing is a framework that aims to support broadening the participation of racially and linguistically diverse children in computing and technology education through bottom-up interventions that are community-oriented, technology rich, and culturally dynamic. Despite the important role that youth sports play in many local neighborhoods and communities across demographic groups there is only a small amount of research on developing culturally responsive computing education that incorporates these activities. We report findings from a culturally responsive computing collaboration between computing education researchers and coaches, mentors, and academic staff who ran a youth boxing program that predominantly served African American children. The purpose of the collaboration was to learn about and represent the adults’ expertise and knowledge in the co-development of culturally responsive computing activities. Using an emergent mixed methods research design, we collected qualitative data (i.e., interviews and group discussions) and quantitative data (i.e., pre- and post-surveys) throughout the collaboration. We analyzed these data to study how coaches, mentors, and staff members brought their knowledge and expertise to bear on the co-development of culturally responsive computing activities for the youth boxing program. Our findings show how the coaches, mentors, and academic staff used their expertise and knowledge in ways that leveraged boxing culture to go beyond boxing itself in the co-development of the activities. In addition, even when connections between computing and boxing did not appear authentically motivated this did not negate the adults’ engagement with the culturally responsive computing project. These findings have implications for anti-deficit theorizing about authenticity and inauthenticity in the co-development of culturally responsive computing in youth sports contexts. The construction of authenticity in culturally responsive computing might be less understood as a direct translation from community into education and more so as a negotiation between locally defined demarcations of what is considered authentic and inauthentic.

在美国,顺应文化的计算是一个框架,旨在通过以社区为导向、技术丰富和文化动态的自下而上的干预措施,支持扩大种族和语言多元化儿童对计算和技术教育的参与。尽管青少年体育在许多地方社区和不同人口群体的社区中发挥着重要作用,但有关结合这些活动开展文化顺应性计算教育的研究却很少。我们报告了计算教育研究人员与教练、辅导员和学术人员合作开展的文化顺应型计算研究的结果,这些人员负责管理一项主要服务于非裔美国儿童的青少年拳击项目。合作的目的是在共同开发具有文化响应性的计算活动中,了解并体现成年人的专长和知识。我们采用新兴混合方法研究设计,在整个合作过程中收集了定性数据(即访谈和小组讨论)和定量数据(即事前和事后调查)。我们对这些数据进行了分析,以研究教练、辅导员和工作人员如何将他们的知识和专长用于共同开发针对青少年拳击项目的文化响应型计算活动。我们的研究结果表明,在共同开发活动的过程中,教练、导师和教职员工是如何利用他们的专业知识和知识,在拳击文化的影响下超越拳击本身的。此外,即使计算机与拳击之间的联系并不是出于真正的动机,这也并不影响成年人参与具有文化响应性的计算机项目。这些发现对在青少年体育背景下共同开发具有文化响应性的计算活动中的真实性和非真实性的反缺陷理论具有启示意义。在促进文化发展的计算机项目中,真实性的构建可能不会被理解为从社区到教育的直接转化,而更多的是在当地界定的真实性和非真实性界限之间的协商。
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引用次数: 0
Impact of an instructional guide and examples on the quality of feedback: insights from a randomised controlled study 教学指南和范例对反馈质量的影响:随机对照研究的启示
Pub Date : 2024-02-22 DOI: 10.1007/s11423-024-10346-0
George Gyamfi, Barbara E. Hanna, Hassan Khosravi

While the provision of peer feedback has been widely recommended to enhance learning, many students are inexperienced in this area and would benefit from guidance. This study therefore examines the impact of instructions and examples on the quality of feedback provided by students on peer-developed learning resources produced via an online system, RiPPLE. A randomised controlled experiment with 195 students was conducted to investigate the efficacy of the approach. While the treatment group had access to instructions and examples to support their provision of feedback, the control group had no such assistance. Students’ feedback comments were coded using an adaptation of the S.P.A.R.K. (Specific, Prescriptive, Actionable, Referenced, Kind) model. The results indicate that the instructional guide and examples led to students writing more comprehensive comments. The intervention notably enhanced the presence of feedback traits matching the S.P.A.R.K. model and increased instances where multiple traits of quality were observed in a single comment. However, despite the guide’s impact, the students’ ability to provide actionable feedback was limited. These findings demonstrate the potential of developing and integrating structured guidance and examples into online peer feedback platforms.

虽然提供同伴反馈已被广泛推荐用于提高学习效果,但许多学生在这方面缺乏经验,需要得到指导。因此,本研究探讨了指导和范例对学生通过在线系统 RiPPLE 提供同伴开发的学习资源的反馈质量的影响。为了研究这种方法的效果,我们对 195 名学生进行了随机对照实验。治疗组的学生可以获得指导和范例来支持他们提供反馈,而对照组的学生则没有这种帮助。学生的反馈意见采用 S.P.A.R.K.(具体的、规范的、可操作的、可参考的、种类的)模式进行编码。结果表明,教学指导和范例使学生写出了更全面的评语。干预措施显著增强了与 S.P.A.R.K. 模型相匹配的反馈特质的存在,并增加了在单个评论中观察到多种质量特质的情况。然而,尽管指南产生了影响,学生们提供可操作反馈的能力仍然有限。这些发现表明,开发结构化指导和示例并将其整合到在线同伴反馈平台中是很有潜力的。
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引用次数: 0
Taking adaptive learning in educational settings to the next level: leveraging natural language processing for improved personalization 让教育环境中的自适应学习更上一层楼:利用自然语言处理提高个性化水平
Pub Date : 2024-02-21 DOI: 10.1007/s11423-024-10345-1
Mathias Mejeh, Martin Rehm

Educational technology plays an increasingly significant role in supporting Self-Regulated Learning (SRL), while the importance of Adaptive Learning Technology (ALT) grows due to its ability to provide personalized support for learners. Despite recognizing the potential of ALT to be influential in SRL, effectively addressing pedagogical concerns about using ALT to enhance students’ SRL remains an ongoing challenge. Consequently, learners can develop perceptions that ALT is not customized to their specific needs, resulting in critical or dismissive attitudes towards such systems. This study therefore explores the potential of combining Natural Language Processing (NLP) to enhance real-time contextual adaptive learning within an ALT to support learners’ SRL. In addressing this question, our approach consisted of two steps. Initially, we focused on developing an ALT that incorporates learners’ needs. Subsequently, we explored the potential of NLP to capture pertinent learner information essential for providing adaptive support in SRL. In order to ensure direct applicability to pedagogical practice, we engaged in a one-year co-design phase with a high school. Qualitative data was collected to evaluate the implementation of the ALT and to check complementary possibilities to enhance SRL by potentially adding NLP. Our findings indicate that the learning technology we developed has been well-received and implemented in practice. However, there is potential for further development, particularly in terms of providing adaptive support for students. It is evident that a meaningful integration of NLP and ALT holds substantial promise for future enhancements, enabling sustainable support for learners SRL.

教育技术在支持自律学习(SRL)方面发挥着越来越重要的作用,而自适应学习技术(ALT)由于能够为学习者提供个性化支持,其重要性也与日俱增。尽管人们认识到自适应学习技术(ALT)在自律学习(SRL)中具有潜在的影响力,但如何有效地解决使用自适应学习技术(ALT)来提高学生自律学习(SRL)的教学问题仍然是一个持续的挑战。因此,学习者可能会认为 ALT 并不是根据他们的具体需求定制的,从而对这类系统持批评或轻蔑的态度。因此,本研究探讨了结合自然语言处理(NLP)来增强 ALT 中的实时情境自适应学习以支持学习者的自学能力的潜力。为了解决这个问题,我们的方法包括两个步骤。首先,我们专注于开发一种能够满足学习者需求的 ALT。随后,我们探索了 NLP 在捕捉学习者相关信息方面的潜力,这些信息对于提供自适应学习支持至关重要。为了确保直接应用于教学实践,我们与一所高中进行了为期一年的共同设计。我们收集了定性数据,以评估 ALT 的实施情况,并检查通过添加 NLP 来增强 SRL 的互补可能性。我们的研究结果表明,我们开发的学习技术在实践中得到了很好的接受和实施。不过,还有进一步发展的潜力,特别是在为学生提供适应性支持方面。很明显,将 NLP 与 ALT 进行有意义的整合,将为未来的改进带来巨大的希望,从而为学习者的自学能力提供可持续的支持。
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引用次数: 0
Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study 教师接受游戏化 EFL 工具的因素:量表开发研究
Pub Date : 2024-02-08 DOI: 10.1007/s11423-023-10249-6
Zhanni Luo

This study is to develop and validate a scale that measures the acceptance intention of secondary school teachers toward gamified English-as-a-foreign-language (EFL) tools. Drawing upon the technology acceptance models (TAM) and related frameworks, we synthesized a framework that includes six main factors contributing to teachers’ acceptance intention of gamified learning tools. These factors are perceived enjoyment, perceived usefulness (PU), perceived ease of use (PEoU), perceived risks, facilitating conditions, and control variables. The study involved 361 and 512 secondary school teachers who participated in qualitative interviews and quantitative surveys, respectively. Surprisingly, in the context of implementing gamified tools for the teaching of English-as-a-second-language, the results indicate that only two factors can be retained in the proposed framework (PU and PEoU). However, PU and PEoU in the current research contexts brought new connotations, which is of significance for future studies. Eventually, a five-item scale measuring PU (PU-gamification-EFL) and a six-item scale measuring PEoU (PEoU-gamification-EFL) have been validated. Implications and limitations were discussed, as well as suggestions for future studies.

本研究旨在开发并验证一个量表,用以测量中学教师对游戏化英语作为外语(EFL)工具的接受意向。在借鉴技术接受模型(TAM)和相关框架的基础上,我们归纳出了一个框架,其中包括影响教师对游戏化学习工具接受意愿的六个主要因素。这些因素包括:感知到的乐趣、感知到的有用性(PU)、感知到的易用性(PEoU)、感知到的风险、便利条件和控制变量。研究分别对 361 名和 512 名中学教师进行了定性访谈和定量调查。出乎意料的是,在为英语作为第二语言的教学实施游戏化工具的背景下,研究结果表明,所提出的框架中只保留了两个因素(PU 和 PEoU)。然而,在当前的研究背景下,PU 和 PEoU 带来了新的内涵,这对今后的研究具有重要意义。最终,测量 PU 的五项目量表(PU-gamification-EFL)和测量 PEoU 的六项目量表(PEoU-gamification-EFL)得到了验证。讨论了其意义和局限性,以及对未来研究的建议。
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引用次数: 0
Should We account for classrooms? Analyzing online experimental data with student-level randomization 我们应该考虑教室吗?利用学生层面的随机化分析在线实验数据
Pub Date : 2024-02-05 DOI: 10.1007/s11423-023-10325-x

Abstract

Emergent technologies present platforms for educational researchers to conduct randomized controlled trials (RCTs) and collect rich data to study students’ performance, behavior, learning processes, and outcomes in authentic learning environments. As educational research increasingly uses methods and data collection from such platforms, it is necessary to consider the most appropriate ways to analyze this data to draw causal inferences from RCTs. Here, we examine whether and how analysis results are impacted by accounting for multilevel variance in samples from RCTs with student-level randomization within one platform. We propose and demonstrate a method that leverages auxiliary non-experimental “remnant” data collected within a learning platform to inform analysis decisions. Specifically, we compare five commonly-applied analysis methods to estimate treatment effects while accounting for, or ignoring, class-level factors and observed measures of confidence and accuracy to identify best practices under real-world conditions. We find that methods that account for groups as either fixed effects or random effects consistently outperform those that ignore group-level factors, even though randomization was applied at the student level. However, we found no meaningful differences between the use of fixed or random effects as a means to account for groups. We conclude that analyses of online experiments should account for the naturally-nested structure of students within classes, despite the notion that student-level randomization may alleviate group-level differences. Further, we demonstrate how to use remnant data to identify appropriate methods for analyzing experiments. These findings provide practical guidelines for researchers conducting RCTs in similar educational technologies to make more informed decisions when approaching analyses.

摘要 新兴技术为教育研究人员提供了进行随机对照试验(RCT)和收集丰富数据的平台,以研究学生在真实学习环境中的表现、行为、学习过程和结果。随着教育研究越来越多地使用来自此类平台的方法和数据收集,有必要考虑分析这些数据的最合适方法,以便从 RCT 中得出因果推论。在此,我们将研究在一个平台上对采用学生水平随机化的 RCT 样本进行多层次差异分析是否会影响分析结果,以及如何影响分析结果。我们提出并演示了一种方法,利用在学习平台中收集的辅助性非实验 "残余 "数据为分析决策提供信息。具体来说,我们比较了五种常用的分析方法,以估算治疗效果,同时考虑或忽略班级层面的因素以及观察到的置信度和准确度指标,从而确定真实世界条件下的最佳实践。我们发现,即使在学生层面采用了随机化,将群体视为固定效应或随机效应的方法始终优于忽略群体层面因素的方法。然而,我们发现使用固定效应或随机效应作为考虑群体的方法之间并没有明显的差异。我们的结论是,尽管学生层面的随机化可能会减轻群体层面的差异,但在线实验分析应考虑班级内学生的自然嵌套结构。此外,我们还展示了如何利用残余数据来确定适当的实验分析方法。这些发现为在类似教育技术领域开展 RCT 的研究人员提供了实用指南,以便他们在进行分析时做出更明智的决定。
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引用次数: 0
Trends, tensions, and futures of maker education research: a 2025 vision for STEM+ disciplinary and transdisciplinary spaces for learning through making 创客教育研究的趋势、紧张局势和未来:2025 年 STEM+ 学科和跨学科创客学习空间愿景
Pub Date : 2024-02-02 DOI: 10.1007/s11423-023-10334-w
Andri Ioannou, Brian E. Gravel

This special issue aims to sketch the present state of maker learning research, reveal possible tensions, and present future possibilities to articulate principles for learning through design in the era of maker education. The special issue was announced in 2022 in ETR&D, a leading academic journal in educational technology. Of the 50 submissions to the special issue, eighteen (18) were accepted for publication. The editors favored a robust inclusion of papers to help define the contours of the field at present. Four clusters of topics are identified in this collection of papers: (i) STEM+ disciplinary and transdisciplinary learning spaces; (ii) Digital technologies in making, opportunities and challenges; (iii) Assessment practices and frameworks; (iv) Representation, inclusion, and tensions around maker-centered initiatives and reforms. The editors of the special issue believe that these clusters reflect the current state-of-the-art in the field as well as significant questions to guide near future research. Reflecting on these papers but also the overall editorial process, the editors identified several opportunities and provide suggestions on how the field might expand moving forward.

本特刊旨在勾勒创客学习研究的现状,揭示可能存在的紧张关系,并提出未来的可能性,以阐明创客教育时代通过设计进行学习的原则。该特刊于2022年在教育技术领域的权威学术期刊《ETR&D》上发布。该特刊共收到 50 篇投稿,其中 18 篇被接受发表。编辑们倾向于大量收录论文,以帮助界定当前该领域的轮廓。本论文集确定了四组主题:(i) STEM+ 学科和跨学科学习空间;(ii) 制作中的数字技术、机遇与挑战;(iii) 评估实践与框架;(iv) 代表性、包容性以及围绕以创客为中心的倡议和改革的紧张关系。特刊编辑认为,这些专题组反映了该领域当前的最新进展,以及指导未来研究的重要问题。在对这些论文以及整个编辑过程进行反思后,编辑们发现了一些机遇,并就该领域如何向前发展提出了建议。
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引用次数: 0
Using eye-tracking in education: review of empirical research and technology 在教育中使用眼动跟踪技术:实证研究与技术回顾
Pub Date : 2024-01-24 DOI: 10.1007/s11423-024-10342-4
Fengfeng Ke, Ruohan Liu, Zlatko Sokolikj, Ibrahim Dahlstrom-Hakki, Maya Israel

This study aims to provide a systematic review of recent eye-tracking studies conducted with children and adolescents in learning settings, as well as a scoping review of the technologies and machine learning approaches used for eye-tracking. To this end, 68 empirical studies containing 78 experiments were analyzed. Eye-tracking devices as well as the ever-evolving mechanisms of gaze prediction endorsed in the prior and current research were identified. The review results indicated a set of salient patterns governing the employment of eye-tracking measures and the inferred cognitive constructs in learning, along with the common practices in analyzing and presenting the eye-tracking data. Eye-tracking has been used to track engagement, learning interactions, and learning-relevant cognitive activities mainly in a research lab or a highly-controlled learning setting. The mechanisms of gaze capturing and prediction with learners in a dynamic and authentic learning environment are evolving.

本研究旨在对近期在学习环境中对儿童和青少年进行的眼动跟踪研究进行系统回顾,并对眼动跟踪所使用的技术和机器学习方法进行范围界定。为此,我们对包含 78 项实验的 68 项实证研究进行了分析。确定了眼动跟踪设备以及先前和当前研究中认可的不断发展的注视预测机制。综述结果表明,眼动跟踪方法的使用和推断的学习认知结构,以及眼动跟踪数据分析和呈现的常见做法,都有一套显著的模式。眼动跟踪主要是在研究实验室或高度受控的学习环境中用于跟踪参与、学习互动和与学习相关的认知活动。在动态和真实的学习环境中,与学习者一起捕捉和预测目光的机制正在不断发展。
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引用次数: 0
How they define design failure? An investigation of design failure in instructional design practice from the practitioners’ perspective 他们如何定义设计失败?从从业者的角度调查教学设计实践中的设计失败
Pub Date : 2024-01-18 DOI: 10.1007/s11423-023-10329-7

Abstract

In this paper, we report findings from a larger study that investigated design failure, as a phenomenon, in instructional design (ID) practice from the perspective of ID practitioners. Following an interpretive phenomenological study design, we interviewed 17 ID practitioners working in diverse settings, seeking their stories of design failure. Throughout the interviews and the analysis of the practitioners’ stories of design failures, we found that ID practitioners define design failure in different ways that are mostly not captured in design literature, that is: design failure as “failure during use of design,” design failure as “failure during process of design,” design failure as “an opportunity for reflection on design actions,” design failure as “an outcome or an event that needs to be avoided/prevented during the process of design,” and design failure as “an outcome or an event that could not be avoided/prevented during the process of design.” These findings and our discussions of them emphasize the generative role design failure plays in ID practice, the richness and the complexity of this phenomenon, and point to implications for IDT scholarship and ID education. In an upcoming paper, we report what ID practitioners attribute design failure to and what is the essence of design failure in ID practice.

摘要 在本文中,我们报告了一项大型研究的结果,该研究从教学设计(ID)从业者的角度出发,调查了教学设计实践中的设计失败现象。按照解释现象学的研究设计,我们采访了 17 位在不同环境中工作的 ID 实践者,寻找他们关于设计失败的故事。通过访谈和对从业者设计失败故事的分析,我们发现,教学设计从业者以不同的方式定义设计失败,而这些方式大多未被设计文献所记录,即:设计失败是 "设计使用过程中的失败",设计失败是 "设计过程中的失败",设计失败是 "对设计行为进行反思的机会",设计失败是 "设计过程中需要避免/预防的结果或事件",设计失败是 "设计过程中无法避免/预防的结果或事件"。这些发现和我们对它们的讨论强调了设计失败在 ID 实践中的生成作用、这一现象的丰富性和复杂性,并指出了对 IDT 学术和 ID 教育的影响。在即将发表的一篇论文中,我们将报告 ID 实践者将设计失败归因于什么,以及设计失败在 ID 实践中的本质是什么。
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引用次数: 0
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Educational Technology Research and Development
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