Implementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework

Deborah Lambert, M. Jacobsen
{"title":"Implementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework","authors":"Deborah Lambert, M. Jacobsen","doi":"10.15460/EDER.3.1.1388","DOIUrl":null,"url":null,"abstract":"Educators in some Canadian schools are especially challenged in developing innovative pedagogical approaches that can intellectually engage their students in deep learning of core curriculum content, while equipping them with 21st century competencies.  In this paper, we discuss some key ideas on how an intervention, the design and building of digital video games, was implemented and explored, to address this challenge, in four grade 6 social studies classes at a Calgary charter school, utilizing a design-based research framework.  Findings revealed that: (i) to effectively implement this intervention in the classroom context, teachers needed to shift/modify their design of instructional activities compared to how they would normally design them in their social studies classes to teach the same chosen content; and (ii) the intervention, as implemented, seem to have the potential to be an effective innovative pedagogy for deep learning and one that promotes the intellectual engagement of students and their development and application of 21st century competencies.  Some implications of these findings for the implementation of interventions in school, in terms of transforming the classroom environment, assessing the type of theoretical support needed, using design-based research as an effective framework to study how interventions and developing policy for the implementation of interventions are listed for K-12 educators, school jurisdictions and Alberta Education.","PeriodicalId":145708,"journal":{"name":"EDeR. Educational Design Research","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"EDeR. Educational Design Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15460/EDER.3.1.1388","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

Abstract

Educators in some Canadian schools are especially challenged in developing innovative pedagogical approaches that can intellectually engage their students in deep learning of core curriculum content, while equipping them with 21st century competencies.  In this paper, we discuss some key ideas on how an intervention, the design and building of digital video games, was implemented and explored, to address this challenge, in four grade 6 social studies classes at a Calgary charter school, utilizing a design-based research framework.  Findings revealed that: (i) to effectively implement this intervention in the classroom context, teachers needed to shift/modify their design of instructional activities compared to how they would normally design them in their social studies classes to teach the same chosen content; and (ii) the intervention, as implemented, seem to have the potential to be an effective innovative pedagogy for deep learning and one that promotes the intellectual engagement of students and their development and application of 21st century competencies.  Some implications of these findings for the implementation of interventions in school, in terms of transforming the classroom environment, assessing the type of theoretical support needed, using design-based research as an effective framework to study how interventions and developing policy for the implementation of interventions are listed for K-12 educators, school jurisdictions and Alberta Education.
六年级学习环境干预的实施:基于设计的研究框架
加拿大一些学校的教育工作者在开发创新的教学方法方面面临着特别大的挑战,这些方法既能让学生在智力上参与核心课程内容的深度学习,又能让他们具备21世纪的能力。在本文中,我们利用基于设计的研究框架,讨论了如何在卡尔加里特许学校的四年级社会研究课程中实施和探索干预措施,即数字视频游戏的设计和构建,以应对这一挑战的一些关键思想。调查结果显示:(i)为了在课堂环境中有效地实施这一干预措施,教师需要改变/修改他们的教学活动设计,而不是他们通常在社会研究课程中如何设计教学活动来教授相同的选择内容;(ii)干预措施的实施,似乎有潜力成为一种有效的创新的深度学习教学法,并促进学生的智力参与以及他们21世纪能力的发展和应用。这些研究结果对在学校实施干预措施的一些影响,包括改变课堂环境、评估所需理论支持的类型、使用基于设计的研究作为有效框架来研究如何为K-12教育工作者、学校辖区和阿尔伯塔省教育列出干预措施和制定实施干预措施的政策。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
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
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信