{"title":"利用调试作为跨学科学习的平台","authors":"Nicole Panorkou, Toni York, Erell Germia","doi":"10.1080/07370008.2023.2270094","DOIUrl":null,"url":null,"abstract":"AbstractIn this paper we discuss the types of knowledge used by six middle school students as they engaged with a debugging task designed to integrate ideas from computer science, mathematics and science. Our findings show that the computational thinking practice of debugging is a rich source of opportunities to integrate these different disciplines. The analysis illustrates how the types of knowledge the students did and did not use at each step of the debugging process were related to their ability to succeed at each step. Our work contributes to theory and practice by uncovering implications for studying debugging through two refined frameworks and for designing debugging tasks to support transdisciplinary learning. AcknowledgementsThe data presented, statements made, and views expressed are solely the responsibility of the authors. We would like to thank our earth science colleague Jay Singh for his help in the design of the rock cycle module. The rock cycle diagram used in the George’s Life simulation includes a sediment image from Michael C. Rygel’s \"Ripples\" photo found on Wikipedia in October 2018. All other images used in the diagram are public domain found on Wikipedia in October 2018. Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab. See http://scratch.mit.edu. We would also like to thank the editor Pratim Sengupta and the anonymous reviewers for their valuable and constructive feedback in earlier versions of this manuscript.Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis research was supported by a grant from the National Science Foundation [#1742125].","PeriodicalId":47945,"journal":{"name":"Cognition and Instruction","volume":" 6","pages":"0"},"PeriodicalIF":2.3000,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Using Debugging as a Platform for Transdisciplinary Learning\",\"authors\":\"Nicole Panorkou, Toni York, Erell Germia\",\"doi\":\"10.1080/07370008.2023.2270094\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"AbstractIn this paper we discuss the types of knowledge used by six middle school students as they engaged with a debugging task designed to integrate ideas from computer science, mathematics and science. Our findings show that the computational thinking practice of debugging is a rich source of opportunities to integrate these different disciplines. The analysis illustrates how the types of knowledge the students did and did not use at each step of the debugging process were related to their ability to succeed at each step. Our work contributes to theory and practice by uncovering implications for studying debugging through two refined frameworks and for designing debugging tasks to support transdisciplinary learning. AcknowledgementsThe data presented, statements made, and views expressed are solely the responsibility of the authors. We would like to thank our earth science colleague Jay Singh for his help in the design of the rock cycle module. The rock cycle diagram used in the George’s Life simulation includes a sediment image from Michael C. Rygel’s \\\"Ripples\\\" photo found on Wikipedia in October 2018. All other images used in the diagram are public domain found on Wikipedia in October 2018. Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab. See http://scratch.mit.edu. We would also like to thank the editor Pratim Sengupta and the anonymous reviewers for their valuable and constructive feedback in earlier versions of this manuscript.Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis research was supported by a grant from the National Science Foundation [#1742125].\",\"PeriodicalId\":47945,\"journal\":{\"name\":\"Cognition and Instruction\",\"volume\":\" 6\",\"pages\":\"0\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2023-11-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Cognition and Instruction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/07370008.2023.2270094\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PSYCHOLOGY, EDUCATIONAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cognition and Instruction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/07370008.2023.2270094","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, EDUCATIONAL","Score":null,"Total":0}
引用次数: 0
摘要
在本文中,我们讨论了六名中学生在进行一项旨在整合计算机科学、数学和科学思想的调试任务时所使用的知识类型。我们的研究结果表明,调试的计算思维实践是整合这些不同学科的丰富机会来源。分析说明了学生在调试过程的每个步骤中使用和不使用的知识类型如何与他们在每个步骤中取得成功的能力相关。我们的工作有助于理论和实践,揭示了通过两个改进框架研究调试的含义,并设计调试任务以支持跨学科学习。所提供的数据、所作的陈述和所表达的观点仅由作者负责。我们要感谢我们的地球科学同事Jay Singh在岩石循环模块的设计中提供的帮助。“乔治的生命”模拟中使用的岩石循环图包括2018年10月在维基百科上发现的迈克尔·c·里格尔(Michael C. Rygel)的“涟漪”照片中的沉积物图像。图表中使用的所有其他图像都是2018年10月在维基百科上找到的公共领域。Scratch是由麻省理工学院媒体实验室的终身幼儿园小组开发的。见http://scratch.mit.edu。我们还要感谢编辑Pratim Sengupta和匿名审稿人在本手稿早期版本中提供的宝贵和建设性的反馈。披露声明作者未报告潜在的利益冲突。本研究得到了国家科学基金会的资助[#1742125]。
Using Debugging as a Platform for Transdisciplinary Learning
AbstractIn this paper we discuss the types of knowledge used by six middle school students as they engaged with a debugging task designed to integrate ideas from computer science, mathematics and science. Our findings show that the computational thinking practice of debugging is a rich source of opportunities to integrate these different disciplines. The analysis illustrates how the types of knowledge the students did and did not use at each step of the debugging process were related to their ability to succeed at each step. Our work contributes to theory and practice by uncovering implications for studying debugging through two refined frameworks and for designing debugging tasks to support transdisciplinary learning. AcknowledgementsThe data presented, statements made, and views expressed are solely the responsibility of the authors. We would like to thank our earth science colleague Jay Singh for his help in the design of the rock cycle module. The rock cycle diagram used in the George’s Life simulation includes a sediment image from Michael C. Rygel’s "Ripples" photo found on Wikipedia in October 2018. All other images used in the diagram are public domain found on Wikipedia in October 2018. Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab. See http://scratch.mit.edu. We would also like to thank the editor Pratim Sengupta and the anonymous reviewers for their valuable and constructive feedback in earlier versions of this manuscript.Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis research was supported by a grant from the National Science Foundation [#1742125].
期刊介绍:
Among education journals, Cognition and Instruction"s distinctive niche is rigorous study of foundational issues concerning the mental, socio-cultural, and mediational processes and conditions of learning and intellectual competence. For these purposes, both “cognition” and “instruction” must be interpreted broadly. The journal preferentially attends to the “how” of learning and intellectual practices. A balance of well-reasoned theory and careful and reflective empirical technique is typical.