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Integrating Classroom Video Cases into a Teaching Methods Course 将课堂视频案例融入教学方法课程
Pub Date : 2019-05-10 DOI: 10.14434/IJDL.V10I1.24647
Sungwon Shin, T. Brush, John W. Saye, Zhizhen Zhang
This design case illustrates a three-semester-long curricular and instructional design project focusing on the design and implementation of a technology-enhanced case-based learning experience for pre-service teachers within a teaching methods course. This case highlights the iterative process that a teacher educator and an instructional designer went through to integrate technology-enhanced cases into a methods course and connect them to other aspects of the course experiences, as well as the teacher education program in general. The first part of this case provides an overview of the project, the designers and their personal objectives, design context, information on the online environment and case materials, and ideas, challenges, and differences of the designers shared before the actual design process. The second part of this case presents each phase of our design from the first to the final semester, including the discussions of our goals, issues, results, and reflections.
本设计案例说明了一个为期三个学期的课程和教学设计项目,重点是在教学方法课程中为职前教师设计和实施一种技术增强的基于案例的学习体验。本案例强调了教师教育工作者和教学设计师将技术增强案例整合到方法课程中,并将其与课程经验的其他方面以及一般的教师教育计划联系起来的迭代过程。本案例的第一部分概述了项目,设计师和他们的个人目标,设计背景,在线环境和案例材料的信息,以及设计师在实际设计过程之前分享的想法,挑战和差异。本案例的第二部分展示了我们从第一学期到期末设计的每个阶段,包括对我们的目标、问题、结果和反思的讨论。
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引用次数: 0
The Human Microbiome World 人类微生物世界
Pub Date : 2019-05-10 DOI: 10.14434/ijdl.v10i1.23519
Christopher V. Vicari, Barry Joseph, Brittany Klimowicz, H. Jaris, Shane Asseltine, J. Levin
We designed an activity-based science curriculum that used Minecraft to support microbiology learning for students enrolled in the Lang Science Program at the American Museum of Natural History (AMNH) in New York City. Minecraft offered an option to consolidate complex science content into digestible activities for modeling concepts and demonstrate student mastery. We will (1) present a background of the course, design processes, and how we used Minecraft in the curriculum, (2) describe the design of the educational Minecraft activities, (3) articulate design issues, adjustments, and constraints, and (4) discuss future changes.
我们设计了一个基于活动的科学课程,使用《我的世界》来支持参加纽约美国自然历史博物馆(AMNH)朗科学项目的学生的微生物学学习。《我的世界》提供了一个选项,将复杂的科学内容整合到可消化的活动中,用于建模概念,并展示学生的掌握程度。我们将(1)介绍课程背景,设计过程,以及我们如何在课程中使用Minecraft,(2)描述教育Minecraft活动的设计,(3)阐明设计问题,调整和约束,以及(4)讨论未来的变化。
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引用次数: 2
Designing Competitive Discussions for Equity and Inclusion 为公平和包容性设计竞争性讨论
Pub Date : 2019-05-10 DOI: 10.14434/IJDL.V10I1.24670
Craig D. Howard, A. Das
In this case, we focus on two innovations in the design of competitive discussions for a high stakes learning context. The designer created the intervention to provide learners first-hand discussion experiences despite large class sizes. It was a business communication course, and the large class sizes and group dynamics previously had inhibited constructive feedback and limited learner participation; however, the combination of a (1) time-constrained asynchronous CMC activity, along with (2) strategically selected smaller groups, created an interactive space that matched the designer’s values of equity and inclusion that he wanted to bring to the design. The case chronicles a number of unforeseen consequences of logical design moves, and presents a multimodal re-conception of what it means to discuss in the context of modern business school.
在这种情况下,我们将重点关注高风险学习环境中竞争性讨论设计的两项创新。尽管班级规模很大,但设计师还是创造了干预措施,为学习者提供第一手的讨论体验。这是一门商业沟通课程,之前的班级规模和团队动态阻碍了建设性反馈,限制了学习者的参与;然而,(1)有时间限制的异步CMC活动,以及(2)战略性选择的较小小组的组合,创造了一个互动空间,符合设计师想要将其带入设计的公平和包容的价值观。该案例记录了逻辑设计动作的一些不可预见的后果,并提出了在现代商学院背景下讨论意味着什么的多模式重新概念。
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引用次数: 0
Designing for Informal Learning: The Case of a Mobile E-Reader 非正式学习设计:以移动电子阅读器为例
Pub Date : 2019-05-10 DOI: 10.14434/IJDL.V10I1.23546
Jason K. McDonald
This case describes the redesign of a mobile eReader application. The purpose of the redesign was to convert an existing eReader from a means of only reading books into a tool for informal learning. The case reports how the design team’s definition of informal learning evolved throughout the product development process, and how design decisions were influenced by this changing definition. Over the period of time covered in the case, the eReader evolved from a tool used for reading eBooks, into one meant for personal study, and then into a product that supported serendipitous discovery of inspiring material (built under a philosophy that informal learning meant that people were able to discover interesting and uplifting material without exerting effort to find it). The end point of the eReader’s evolution was as a subscription service for the company’s eBooks and digital audiobooks, to allow customers to continually use them for educational purposes. This case is structured around the four iterations of the eReader design process. Each iteration reports how design decisions were made and what kind of results were achieved.
本案例描述了移动eReader应用程序的重新设计。重新设计的目的是将现有的电子阅读器从只读书的方式转变为非正式学习的工具。该案例报告了设计团队对非正式学习的定义在整个产品开发过程中是如何演变的,以及设计决策是如何受到这种不断变化的定义的影响的。在本案所涵盖的一段时间内,电子阅读器从一种用于阅读电子书的工具演变成了一种用于个人学习的工具,然后又演变成一种支持偶然发现鼓舞人心的材料的产品(建立在一种哲学下,即非正规学习意味着人们能够发现有趣和令人振奋的材料,而无需努力寻找)。电子书阅读器发展的终点是作为公司电子书和数字有声读物的订阅服务,让客户能够持续将其用于教育目的。本案例围绕eReader设计过程的四次迭代构建。每次迭代都会报告设计决策是如何做出的,以及获得了什么样的结果。
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引用次数: 1
Enhancing Motivation To Learn In A Biology Laboratory Course Through Gaming 透过游戏提高生物实验课程的学习动机
Pub Date : 2019-05-10 DOI: 10.14434/IJDL.V10I1.24111
David C. Owens, Cindi Smith-Walters, Angela T. Barlow
In this design case, we describe our work to develop a gameful learning design for use in an introductory, undergraduate biology laboratory course for science majors. Our design team included three university-based mathematics and science educators and a biologist responsible for the management of curriculum and instruction in the course under study. The gameful learning design was employed during the four weeks of plant evolutionary life history instruction. Key challenges to the design and implementation of gameful learning included the adaptation of instruction from teacher-centered to student-centered and establishing novel learning conditions in the eight laboratory sections so as to determine the value of two different elements of game design, repeat-testing and leaderboard with badges.
在这个设计案例中,我们描述了我们的工作,开发了一个游戏性的学习设计,用于科学专业的入门级本科生生物学实验室课程。我们的设计团队包括三名大学数学和科学教育工作者,以及一名负责课程管理和研究课程教学的生物学家。在为期四周的植物进化生命史教学中,采用了游戏式学习设计。游戏学习的设计和实施面临的主要挑战包括将教学从以教师为中心转变为以学生为中心,并在八个实验室部分建立新的学习条件,以确定游戏设计的两个不同元素的价值,即重复测试和带徽章的排行榜。
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引用次数: 1
A Design Case for Implementing a Collaborative Strategy for Online Teams 为在线团队实施协作策略的设计案例
Pub Date : 2019-05-10 DOI: 10.14434/IJDL.V10I1.24120
Funda Ergulec, J. Zydney
This paper describes a half semester long curricular and instructional design project focusing on the design and implementation of a collaborative strategy into a fully online graduate class in adult education. The purposeful group assignment and team building strategy, collectively called the collaborative strategy, represents an instructional approach designed to increase the effectiveness of online collaborative learning. In this context, students are strategically assigned to teams based on their study habits, and they participate in several team-building activities designed to maintain the collaborative learning. This paper presents critical design decisions made during the course development, the reasons for those decisions, failures in which the design did not work as planned, and a reflection on the design.
本文描述了一个为期半学期的课程和教学设计项目,重点是在成人教育的全在线研究生课程中设计和实施合作策略。有目的的小组作业和团队建设策略,统称为协作策略,代表了一种旨在提高在线协作学习有效性的教学方法。在这种情况下,学生根据他们的学习习惯被战略性地分配到团队中,他们参与了几项旨在维持协作学习的团队建设活动。本文介绍了课程开发过程中做出的关键设计决策,这些决策的原因,设计没有按计划进行的失败,以及对设计的反思。
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引用次数: 0
Producing the Rigorous Design Case 制作严谨的设计案例
Pub Date : 2018-08-18 DOI: 10.14434/IJDL.V1I1.917
K. Smith
Producing a rigorous design case, and producing a case that holds utility for designers, are not always one and the same act. The differences between rigor and utility in design cases are discussed in this article, as well as the position of the design case in the broader realm of naturalistic research. Drawing from naturalistic and action research, possible standards of rigor for cases emerge. These are presented and related to the representation of design knowledge. The article then presents issues observed among authors of traditional research in producing design cases of rigor.
制作一个严谨的设计案例和制作一个对设计师有用的案例并不总是同一件事。本文讨论了设计案例中的严谨性和实用性之间的差异,以及设计案例在更广泛的自然主义研究领域中的地位。从自然主义和行动研究中,可以得出可能的案件严谨性标准。这些都与设计知识的表示有关。然后,文章提出了传统研究的作者在产生严谨的设计案例中观察到的问题。
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引用次数: 48
REFINING A SUMMER BIOMEDICAL RESEARCH TRAINING PROGRAM FOR AMERICAN INDIAN AND ALASKA NATIVE (AIAN) STUDENTS. 为美国印第安人和阿拉斯加原住民(亚裔)学生完善暑期生物医学研究培训计划。
Pub Date : 2018-06-18 Epub Date: 2018-05-09 DOI: 10.14434/ijdl.v9i1.23049
Naomi Lee, Alfreda Nelson, Vanessa Svihla

Literature shows that students who enter the science, technology, engineering, mathematics, and medical-related (STEMM) pipeline at earlier stages of their career are more likely to be successful. This is especially true for underrepresented and economically disadvantaged students. Despite the increasing number of students entering the pipeline, American Indian and Alaska Native (AIAN) students still have a higher attrition rate compared to other ethnic groups. Educators and government agencies have worked to improve the success rate for AIAN students across all levels and fields by developing various programs aimed at training and mentorship. In 2007, the National Institute of Neurological Disorders and Stroke (NINDS) of the National Institutes of Health (NIH) in Bethesda, MD, increased their outreach efforts for recruiting AIAN students for the summer internship program. Our goal was to develop a culturally tailored research-training program that could recruit and retain AIAN students into STEMM degrees and careers. We adapted an existing program that provides training in biomedical science and mentorship at an NINDS research laboratory. From 2007 to 2016, of the 41 AIAN interns who participated, 35 (85%) remained in STEMM fields. Five interns obtained post baccalaureate positions at NIH and four entered graduate or medical school. These successful outcomes were brought about only after navigating myriad obstacles. We identified obstacles for AIAN student participation, and made adaptations to the summer internship. We made design decisions regarding recruitment, feasibility, lab placement and mentorship, supporting research and social networking, and sustaining AIAN culture. This design case highlights the obstacles and strategies for success that we developed.

文献表明,在职业生涯早期进入科学、技术、工程、数学和医学相关(STEMM)领域的学生更有可能取得成功。对于代表性不足和经济状况不佳的学生来说尤其如此。尽管进入管道的学生越来越多,但与其他种族相比,美国印第安人和阿拉斯加原住民(AIAN)学生的流失率仍然较高。教育工作者和政府机构通过制定各种旨在培训和指导的计划,努力提高各个层次和领域的AIAN学生的成功率。2007年,位于马里兰州贝塞斯达的美国国立卫生研究院(NIH)的国家神经疾病和中风研究所(NINDS)加大了他们为夏季实习项目招募AIAN学生的宣传力度。我们的目标是开发一个针对不同文化的研究培训项目,以招募和留住AIAN学生获得stem学位和职业。我们调整了一个现有的项目,该项目提供生物医学科学方面的培训,并在NINDS的一个研究实验室提供指导。从2007年到2016年,参与的41名AIAN实习生中,有35名(85%)留在了stem领域。五名实习生在美国国立卫生研究院获得学士学位后的职位,四名进入研究生或医学院。这些成功的成果是在克服了无数障碍之后才取得的。我们确定了AIAN学生参与的障碍,并对暑期实习进行了调整。我们在招聘、可行性、实验室安置和指导、支持研究和社交网络以及维持AIAN文化方面做出了设计决策。这个设计案例突出了我们开发的成功障碍和策略。
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引用次数: 2
Accessible Making: Designing Makerspaces for Accessibility 无障碍制作:为无障碍设计创客空间
Pub Date : 2018-06-13 DOI: 10.14434/IJDL.V9I1.22648
K. Steele, Brianna Blaser, M. Cakmak
The purpose of makerspaces is to increase access to “making” among the general community. Because of this social justice orientation, it is important to consider how welcoming and accessible makerspaces are to individuals with diverse abilities, including individuals with disabilities. This design brief examines a three-step process used to make a university-based makerspace more accessible and welcoming to individuals with disabilities including a tour, design activity, and brainstorming session. The process helps identify simple changes that were made to the makerspace, as well as increasing student, faculty, and community access. Using a similar process, other makerspaces could improve the accessibility of their spaces, procedures, and tools.
makerspaces的目的是增加普通社区“制造”的机会。由于这种社会正义取向,重要的是要考虑制造商空间对包括残疾人在内的各种能力的个人的欢迎程度和可访问性。本设计简介探讨了一个三步过程,该过程旨在使大学的创客空间更容易进入并欢迎残疾人,包括参观、设计活动和头脑风暴会议。这个过程有助于确定对制造者空间所做的简单改变,并增加学生、教师和社区的参与。使用类似的过程,其他makerspace可以提高其空间、过程和工具的可访问性。
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引用次数: 16
Designing for Young Children: Learning, Practice, and Decisions 为幼儿设计:学习、实践和决定
Pub Date : 2018-06-09 DOI: 10.14434/IJDL.V9I1.23099
Yanghee Kim, Diantha Smith
This paper presents a vignette of our development of a robot-based app sponsored by the corporation producing the robot. The discussion in this paper begins with the affordances of humanoid robots that enable transformative pedagogical approaches to address children’s needs. Next, we present our design case, where we develop a humanoid robot-based English-learning curriculum for young children to learn English as a second language. This case highlights a multifaceted app development process that involves synergistic, multidisciplinary teamwork and design enhancement through repeated observations of child/robot interactions. We present a few snapshots from the design case to illustrate the teamwork and design enhancement. From our observations in repeated user testing, the robot app seems to induce independent navigation, sustained attention and engagement, and rich learning experiences for children. The design challenges and the way we address them may be useful for others developing similar interventions for young children.
本文介绍了我们开发的一款基于机器人的应用程序的小插曲,该应用程序由生产机器人的公司赞助。本文的讨论从人形机器人的可供性开始,这些可供性使变革性的教学方法能够满足儿童的需求。接下来,我们介绍我们的设计案例,我们开发了一个基于人形机器人的英语学习课程,供幼儿学习英语作为第二语言。这个案例强调了一个多方面的应用程序开发过程,包括协同、多学科的团队合作和通过反复观察儿童/机器人的互动来增强设计。我们展示了一些设计案例的快照,以说明团队合作和设计改进。根据我们在反复用户测试中的观察,机器人应用程序似乎能为儿童带来独立导航、持续关注和参与,以及丰富的学习体验。设计挑战和我们解决这些挑战的方式可能对其他为幼儿制定类似干预措施有用。
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引用次数: 1
期刊
International journal of designs for learning
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