Exploring design discourses and liminality as features of professional learning in an elementary makerspace

IF 1.6 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE
Sandra Becker, M. Jacobsen
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引用次数: 0

Abstract

Purpose Using Johansson-Sköldberg et al.’s (2013) descriptions of design discourses, this study aims to analyze teacher interviews, research notes and teacher and student artifacts to determine if engagement in design practices led to changes in the teacher’s thinking. Design/methodology/approach This article presents results from a year-long study that explored how a teacher enacted design discourses to engage in curriculum learning within an elementary school makerspace. The design-based study involved a collaborative partnership where a teacher and researcher co-designed, co-enacted and co-reflected on three cycles of making featuring curriculum studies in science, mathematics and social studies. Findings The authors determined that engagement in all four design discourses led to transformative changes in the teacher’s thinking about herself as a teacher and her students as learners. The evidence suggests the school makerspace can serve as a liminal design space for professional learning, given that implicit in the makerspace is the embodiment of design practices such as problem finding, iteration and reflection. Research limitations/implications Engaging in design discourses in the makerspace can lead teachers to question the frames they hold about teaching and learning. However, teachers need ongoing support in developing discipline knowledge and prioritizing the time required for designing, iterating and reflecting on learning in the makerspace. Practical implications The makerspace provides a liminal space for teachers’ professional learning in that implicit in the makerspace is the embodiment of design practices such as problem finding, iteration and reflection. Originality/value This study is unique, in that it places the importance of teacher learning in the elementary school makerspace on equal footing with student learning, thereby creating a culture of inquiry for all.
探索设计话语和阈限性在初级创客空间中作为专业学习的特征
目的利用Johansson-Sköldberg等人(2013)对设计话语的描述,本研究旨在分析教师访谈、研究笔记和师生工件,以确定参与设计实践是否会导致教师思维的变化。设计/方法论/方法本文介绍了一项为期一年的研究的结果,该研究探讨了教师如何在小学创客空间中制定设计话语以参与课程学习。这项以设计为基础的研究涉及一种合作伙伴关系,教师和研究人员共同设计、共同制定和共同反思三个周期的课程研究,其中包括科学、数学和社会研究。研究结果:作者认为,参与所有四种设计课程会导致教师将自己视为教师和学生视为学习者的思维发生革命性变化。有证据表明,学校创客空间可以作为专业学习的阈限设计空间,因为在创客空间中隐含着发现问题、迭代和反思等设计实践的体现。研究局限/启示参与创客空间的设计话语会导致教师质疑他们所持有的教与学的框架。然而,教师需要持续的支持,以发展学科知识,并优先考虑在创客空间中设计、迭代和反思学习所需的时间。实践启示创客空间为教师的专业学习提供了一个阈限空间,因为在创客空间中隐含的是发现问题、迭代和反思等设计实践的体现。独创性/价值本研究的独特之处在于,它将教师在小学创客空间中的学习与学生的学习同等重要,从而为所有人创造了一种探究的文化。
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来源期刊
Information and Learning Sciences
Information and Learning Sciences INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
9.50
自引率
2.90%
发文量
30
期刊介绍: Information and Learning Sciences advances inter-disciplinary research that explores scholarly intersections shared within 2 key fields: information science and the learning sciences / education sciences. The journal provides a publication venue for work that strengthens our scholarly understanding of human inquiry and learning phenomena, especially as they relate to design and uses of information and e-learning systems innovations.
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