“如果我们探索……”促进山地救援的参与式学习和合作

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Denise M. Bressler, M. S. Tutwiler, Amanda Siebert-Evenstone, Leonard A. Annetta, Jason A. Chen
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引用次数: 1

摘要

背景根据STEM教育委员会的说法,K-12理科学生需要获得促进合作和参与的学习体验。为了填补这一空白,我们需要开展活动,激发参与式学习,并建立有效的合作。K-12教师候选人看到了利用游戏达到这一目的的价值。具体来说,桌面科学游戏可以帮助教师让学生参与科学学习和支架合作。目的在这项研究中,我们设计了一款名为“山地救援”的STEM主题合作纸牌游戏,并探索了其促进参与式学习和合作的能力。方法4组STEM营员(n=14)在大西洋中部郊区进行山地救援。所有小组都有男孩和女孩。游戏测试者年龄在10-13岁之间。桌面游戏花了大约30分钟。在游戏中,玩家扮演了独特的STEM角色:物理学家、化学家、结构工程师和电气工程师。他们合作解决了与电学、物理、化学和工程设计相关的挑战。对话是在整个游戏过程中录制的音频。游戏结束后,立即收集自我报告的调查数据,以评估协作学习的流程和感知。结果研究结果表明,游戏促进了参与和协作。具体来说,学生们有着流畅的体验,并对游戏对协作学习的价值感到积极。随着时间的推移,表现出积极参与和建设性思维的话语变得更加注重群体。结论本研究通过展示精心设计、低技术、科学学习环境或桌面游戏的潜在好处,为科学教育做出了贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“What if We Explore…” Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE
Background According to the Committee on STEM Education, K-12 science students need access to learning experiences that promote collaboration and engagement. To fill that void, we need to develop activities that stimulate engaged learning and scaffold effective collaboration. K-12 teacher candidates see value in utilizing games for this purpose. Specifically, tabletop science games can help teachers engage students in science learning and scaffold collaboration. Aim For this study, we designed a collaborative, STEM-themed card game called MOUNTAIN RESCUE and explored its capacity to promote engaged learning and collaboration. Method Four groups of STEM campers (n = 14) in a suburban Mid-Atlantic region played MOUNTAIN RESCUE. All groups had a mix of boys and girls. Play-testers ranged from 10–13 years old. The tabletop game took approximately 30-minutes. During gameplay, players embodied unique STEM roles: physicist, chemist, structural engineer, and electrical engineer. They collaborated to solve challenges related to electricity, physics, chemistry, and engineering design. Discourse was audio-recorded throughout gameplay. Immediately after gameplay, self-report survey data were collected to assess flow and perceptions of collaborative learning. Results Findings demonstrated that the game promoted engagement and collaboration. Specifically, students had a flow-like experience and felt positively about the game's value for collaborative learning. Utterances demonstrating active engagement and constructive thinking became more group-focused over time. Conclusion This study contributes to science education by demonstrating potential benefits of a well-designed, low-tech, science learning environment or—in other words—a tabletop game.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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