将运动学习平台作为核心课程工具纳入幼儿园课堂

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH British Journal of Educational Technology Pub Date : 2024-08-01 DOI:10.1111/bjet.13511
Valeria Aloizou, Stavey Linardatou, Michael Boloudakis, Symeon Retalis
{"title":"将运动学习平台作为核心课程工具纳入幼儿园课堂","authors":"Valeria Aloizou, Stavey Linardatou, Michael Boloudakis, Symeon Retalis","doi":"10.1111/bjet.13511","DOIUrl":null,"url":null,"abstract":"<jats:label/>Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in‐game elements by either immersing their own image within the game environment or by controlling an avatar using their hand and body gestures. Nonetheless, successfully incorporating these technologies into classrooms with sizable student populations presents a challenge, necessitating the implementation of a well‐considered design approach. This paper introduces a systematic learning design approach facilitating the integration of a movement‐based learning platform as a core curriculum tool in multimodal learning stations within authentic Kindergarten classroom settings. The design approach was evaluated in a case study involving three kindergarten teachers and 49 students conducted over a full school year. Progress data were gathered utilizing a combination of quantitative and qualitative evaluation tools. Analysis of the data suggests that integrating multimodal learning activities led to improvements in overall academic performance, particularly in critical mathematical skills compared to pre‐test scores. Teachers expressed a positive attitude towards the integration of movement‐based games using the learning design approach, finding it to be beneficial and effective for student learning. The study emphasizes the importance of purposeful design in creating immersive learning experiences and underscores the significance of utilizing multiple representations to enhance student motivation and engagement. The proposed systematic learning design approach has the potential to be applied to a broad range of grade levels, academic subjects and educational contexts to facilitate the integration of immersive technologies.<jats:label/><jats:boxed-text content-type=\"box\" position=\"anchor\"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic? <jats:list list-type=\"bullet\"> <jats:list-item>Immersive technologies are becoming popular in education.</jats:list-item> <jats:list-item>Immersive technologies have been shown to enhance skills and enable the collection of multimodal data to better understand learning processes.</jats:list-item> <jats:list-item>The movement‐based learning games fall under the category of immersive technologies that merge real and virtual worlds.</jats:list-item> <jats:list-item>Designing effective immersive learning experiences for these new technology‐enhanced learning environments remains a question.</jats:list-item> </jats:list>What this paper adds <jats:list list-type=\"bullet\"> <jats:list-item>A proposed systematic learning design approach that demonstrates the way that movement‐based learning games can be used seamlessly as core curriculum tool in authentic kindergarten settings for an entire school year.</jats:list-item> <jats:list-item>Ways to engage effectively a large classroom of 20 or more students with movement‐based learning games.</jats:list-item> <jats:list-item>Findings regarding the impact of the movement‐based games on student engagement, academic achievement, cognitive development and social–emotional growth.</jats:list-item> <jats:list-item>Teachers' perceptions and attitudes towards executing movement‐based learning experiences in their classrooms using the proposed systematic learning design approach.</jats:list-item> </jats:list>Implications for practice and/or policy <jats:list list-type=\"bullet\"> <jats:list-item>In‐service kindergarten and primary school teachers can adopt the proposed systematic learning design approach to integrate immersive technologies into the curriculum. This ensures that these technologies are used consistently throughout the school year, providing continuous and engaging learning experiences.</jats:list-item> <jats:list-item>School district administrators can use the proposed approach to develop training programs for pre‐service and in‐service kindergarten and primary school teachers, focusing on understanding the immersive technology, managing large classrooms and integrating the games into daily lesson plans.</jats:list-item> <jats:list-item>School administrators can implement the proposed systematic learning design approach to establish robust systems for monitoring and assessing the impact of immersive technologies on student engagement, academic achievement, cognitive development and social–emotional growth.</jats:list-item> <jats:list-item>Special education in‐service teachers can leverage the flexibility of the movement‐based learning games to design personalized learning experiences for their students with special needs. This involves adjusting the difficulty level, pace and type of interaction to meet individual requirements.</jats:list-item> <jats:list-item>Special education administrators can promote the use of the proposed approach to foster an inclusive learning environment where all students, regardless of their abilities, can participate and benefit from the immersive technologies.</jats:list-item> </jats:list></jats:boxed-text>","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":null,"pages":null},"PeriodicalIF":6.7000,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms\",\"authors\":\"Valeria Aloizou, Stavey Linardatou, Michael Boloudakis, Symeon Retalis\",\"doi\":\"10.1111/bjet.13511\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<jats:label/>Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in‐game elements by either immersing their own image within the game environment or by controlling an avatar using their hand and body gestures. Nonetheless, successfully incorporating these technologies into classrooms with sizable student populations presents a challenge, necessitating the implementation of a well‐considered design approach. This paper introduces a systematic learning design approach facilitating the integration of a movement‐based learning platform as a core curriculum tool in multimodal learning stations within authentic Kindergarten classroom settings. The design approach was evaluated in a case study involving three kindergarten teachers and 49 students conducted over a full school year. Progress data were gathered utilizing a combination of quantitative and qualitative evaluation tools. Analysis of the data suggests that integrating multimodal learning activities led to improvements in overall academic performance, particularly in critical mathematical skills compared to pre‐test scores. Teachers expressed a positive attitude towards the integration of movement‐based games using the learning design approach, finding it to be beneficial and effective for student learning. The study emphasizes the importance of purposeful design in creating immersive learning experiences and underscores the significance of utilizing multiple representations to enhance student motivation and engagement. The proposed systematic learning design approach has the potential to be applied to a broad range of grade levels, academic subjects and educational contexts to facilitate the integration of immersive technologies.<jats:label/><jats:boxed-text content-type=\\\"box\\\" position=\\\"anchor\\\"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic? <jats:list list-type=\\\"bullet\\\"> <jats:list-item>Immersive technologies are becoming popular in education.</jats:list-item> <jats:list-item>Immersive technologies have been shown to enhance skills and enable the collection of multimodal data to better understand learning processes.</jats:list-item> <jats:list-item>The movement‐based learning games fall under the category of immersive technologies that merge real and virtual worlds.</jats:list-item> <jats:list-item>Designing effective immersive learning experiences for these new technology‐enhanced learning environments remains a question.</jats:list-item> </jats:list>What this paper adds <jats:list list-type=\\\"bullet\\\"> <jats:list-item>A proposed systematic learning design approach that demonstrates the way that movement‐based learning games can be used seamlessly as core curriculum tool in authentic kindergarten settings for an entire school year.</jats:list-item> <jats:list-item>Ways to engage effectively a large classroom of 20 or more students with movement‐based learning games.</jats:list-item> <jats:list-item>Findings regarding the impact of the movement‐based games on student engagement, academic achievement, cognitive development and social–emotional growth.</jats:list-item> <jats:list-item>Teachers' perceptions and attitudes towards executing movement‐based learning experiences in their classrooms using the proposed systematic learning design approach.</jats:list-item> </jats:list>Implications for practice and/or policy <jats:list list-type=\\\"bullet\\\"> <jats:list-item>In‐service kindergarten and primary school teachers can adopt the proposed systematic learning design approach to integrate immersive technologies into the curriculum. This ensures that these technologies are used consistently throughout the school year, providing continuous and engaging learning experiences.</jats:list-item> <jats:list-item>School district administrators can use the proposed approach to develop training programs for pre‐service and in‐service kindergarten and primary school teachers, focusing on understanding the immersive technology, managing large classrooms and integrating the games into daily lesson plans.</jats:list-item> <jats:list-item>School administrators can implement the proposed systematic learning design approach to establish robust systems for monitoring and assessing the impact of immersive technologies on student engagement, academic achievement, cognitive development and social–emotional growth.</jats:list-item> <jats:list-item>Special education in‐service teachers can leverage the flexibility of the movement‐based learning games to design personalized learning experiences for their students with special needs. This involves adjusting the difficulty level, pace and type of interaction to meet individual requirements.</jats:list-item> <jats:list-item>Special education administrators can promote the use of the proposed approach to foster an inclusive learning environment where all students, regardless of their abilities, can participate and benefit from the immersive technologies.</jats:list-item> </jats:list></jats:boxed-text>\",\"PeriodicalId\":48315,\"journal\":{\"name\":\"British Journal of Educational Technology\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":6.7000,\"publicationDate\":\"2024-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"British Journal of Educational Technology\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://doi.org/10.1111/bjet.13511\",\"RegionNum\":1,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"British Journal of Educational Technology","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1111/bjet.13511","RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

摘要

由于身临其境技术能够促进学生主动学习,并让他们参与概念和技能的学习,因此,将这种技术融入教育已变得越来越流行。身临其境技术的一种形式包括结合动作互动的教育游戏,让孩子们通过将自己的形象沉浸在游戏环境中,或通过使用手和身体手势控制化身来参与游戏元素。然而,要成功地将这些技术融入有大量学生的课堂是一项挑战,必须采用深思熟虑的设计方法。本文介绍了一种系统化的学习设计方法,有助于将基于动作的学习平台作为核心课程工具,整合到真实的幼儿园课堂环境中的多模态学习站中。该设计方法在一学年的案例研究中进行了评估,涉及三名幼儿园教师和 49 名学生。研究采用定量和定性相结合的评价工具收集进展数据。对数据的分析表明,与测试前的分数相比,整合多模态学习活动提高了整体学习成绩,尤其是关键数学技能。教师对使用学习设计方法整合基于动作的游戏持积极态度,认为这对学生的学习有益且有效。这项研究强调了有目的的设计在创造身临其境的学习体验中的重要性,并强调了利用多种表现形式提高学生学习动机和参与度的重要性。所提出的系统化学习设计方法有可能应用于广泛的年级、学科和教育环境,以促进身临其境技术的整合。 身临其境技术在教育领域越来越受欢迎。沉浸式技术已被证明可以提高技能,并能收集多模态数据,从而更好地了解学习过程。基于动作的学习游戏就属于融合现实和虚拟世界的沉浸式技术。为这些新的技术强化学习环境设计有效的沉浸式学习体验仍然是一个问题。本文补充的内容 提出了一种系统的学习设计方法,展示了如何将基于动作的学习游戏作为核心课程工具,在真实的幼儿园环境中无缝使用一整个学年。让 20 名或更多学生在大课堂上有效参与运动型学习游戏的方法。运动型游戏对学生参与、学业成绩、认知发展和社会情感成长的影响。教师对在课堂上使用建议的系统学习设计方法开展运动学习体验的看法和态度。对实践和/或政策的启示 在职幼儿园和小学教师可采用建议的系统化学习设计方法,将沉浸式技术融入课程。这可确保这些技术在整个学年中得到持续使用,从而提供持续和吸引人的学习体验。校区管理者可以利用建议的方法,为职前和在职幼儿园和小学教师制定培训计划,重点是了解沉浸式技术、管理大教室以及将游戏融入日常课程计划。学校管理人员可以采用建议的系统化学习设计方法,建立健全的系统,监测和评估沉浸式技术对学生参与、学业成绩、认知发展和社会情感成长的影响。特殊教育在职教师可以利用基于运动的学习游戏的灵活性,为有特殊需要的学生设计个性化的学习体验。这包括调整难度、节奏和互动类型,以满足个人要求。特殊教育管理者可以推广使用所建议的方法,营造全纳学习环境,让所有学生,无论其能力如何,都能参与其中,并从沉浸式技术中受益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in‐game elements by either immersing their own image within the game environment or by controlling an avatar using their hand and body gestures. Nonetheless, successfully incorporating these technologies into classrooms with sizable student populations presents a challenge, necessitating the implementation of a well‐considered design approach. This paper introduces a systematic learning design approach facilitating the integration of a movement‐based learning platform as a core curriculum tool in multimodal learning stations within authentic Kindergarten classroom settings. The design approach was evaluated in a case study involving three kindergarten teachers and 49 students conducted over a full school year. Progress data were gathered utilizing a combination of quantitative and qualitative evaluation tools. Analysis of the data suggests that integrating multimodal learning activities led to improvements in overall academic performance, particularly in critical mathematical skills compared to pre‐test scores. Teachers expressed a positive attitude towards the integration of movement‐based games using the learning design approach, finding it to be beneficial and effective for student learning. The study emphasizes the importance of purposeful design in creating immersive learning experiences and underscores the significance of utilizing multiple representations to enhance student motivation and engagement. The proposed systematic learning design approach has the potential to be applied to a broad range of grade levels, academic subjects and educational contexts to facilitate the integration of immersive technologies.Practitioner notesWhat is already known about this topic? Immersive technologies are becoming popular in education. Immersive technologies have been shown to enhance skills and enable the collection of multimodal data to better understand learning processes. The movement‐based learning games fall under the category of immersive technologies that merge real and virtual worlds. Designing effective immersive learning experiences for these new technology‐enhanced learning environments remains a question. What this paper adds A proposed systematic learning design approach that demonstrates the way that movement‐based learning games can be used seamlessly as core curriculum tool in authentic kindergarten settings for an entire school year. Ways to engage effectively a large classroom of 20 or more students with movement‐based learning games. Findings regarding the impact of the movement‐based games on student engagement, academic achievement, cognitive development and social–emotional growth. Teachers' perceptions and attitudes towards executing movement‐based learning experiences in their classrooms using the proposed systematic learning design approach. Implications for practice and/or policy In‐service kindergarten and primary school teachers can adopt the proposed systematic learning design approach to integrate immersive technologies into the curriculum. This ensures that these technologies are used consistently throughout the school year, providing continuous and engaging learning experiences. School district administrators can use the proposed approach to develop training programs for pre‐service and in‐service kindergarten and primary school teachers, focusing on understanding the immersive technology, managing large classrooms and integrating the games into daily lesson plans. School administrators can implement the proposed systematic learning design approach to establish robust systems for monitoring and assessing the impact of immersive technologies on student engagement, academic achievement, cognitive development and social–emotional growth. Special education in‐service teachers can leverage the flexibility of the movement‐based learning games to design personalized learning experiences for their students with special needs. This involves adjusting the difficulty level, pace and type of interaction to meet individual requirements. Special education administrators can promote the use of the proposed approach to foster an inclusive learning environment where all students, regardless of their abilities, can participate and benefit from the immersive technologies.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
期刊最新文献
Issue Information A multimodal approach to support teacher, researcher and AI collaboration in STEM+C learning environments Exploring Twitter as a social learning space for education scholars: An analysis of value‐added contributions to the #TPACK network Youths' relationship with culture: Tracing sixth graders' learning through designing culturally centred multimedia projects Seeking to support preservice teachers' responsive teaching: Leveraging artificial intelligence‐supported virtual simulation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1