STEAM营:通过数字设计教中学生数学、科学和编程

IF 0.7 Q4 EDUCATION, SCIENTIFIC DISCIPLINES
M. Bertrand, I. Namukasa, Li Li
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引用次数: 0

摘要

在这项研究中,我们探讨了如何通过数字工具、设计项目和全球能力来教授数学、科学和编码。我们探讨了这样一个问题:小学高年级的孩子如何通过数字设计发展对数学和科学的理解,并结合编码?本研究采用的理论框架是Kafai和Burke(2014)对计算参与的定义:从代码到实际应用的转变;从工具到社区的转变;从从零开始到混音的转变;以及从屏幕到有形产品的转变。我们进行了一个与基于设计的研究相关联的定性案例研究。这两个STEAM营都是针对加拿大安大略省4-8年级学生的外展项目。这两个营地是由教育学院的一个研究小组设计和促进的。研究小组通过一个迭代过程(设计-测试-修改-重复)来开发课程。共有43名学生在STEAM营地注册,其中34人参与了研究。我们收集了观察、访谈、录音/录像、调查数据以及学生作业的图片。我们的主要发现是为学生提供了机会:1)加深对课程概念的理解;2)在重新混合、改进和重新构想设计时,更多地使用数字工具;3)将他们的知识应用到全球竞争力中。本研究的发现对改进研究、设计和实施设计项目具有启示意义,这些项目作为跨学科背景下数学和科学教学方法的一部分,与编码相结合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
STEAM Camp: Teaching Middle School Students Mathematics, Science and Coding through Digital Designs
In this study, we explore how to teach mathematics, science and coding through digital tools, design projects, and global competencies. We explore the question: How do upper elementary school children develop an understanding of mathematics and science coupled with coding through digital design? The theoretical framework adopted for this study is Kafai and Burke’s (2014) definition of Computational Participation: a shift from code to actual applications; a shift from tools to communities; a shift from starting from scratch to remixing; and a shift from screens to tangibles. We conducted a qualitative case study interlinked with Design-Based Research. Both STEAM camps were an outreach program for students in grades 4-8 in Ontario, Canada. The two camps were designed and facilitated by a research team from the Faculty of Education. The research team developed the curriculum through an iterative process (design-test-revise-repeat).  There were 43 students registered in the STEAM camps, and 34 of them participated in the study. We collected observation, interviews, audio/video recordings, and survey data as well as pictures of the students’ work. Our main findings were that students were provided with opportunities to: 1) develop a deeper understanding of curricular concepts; 2) engage more with the digital tools when they were remixing, improving, and reimaging the design; and 3) apply their knowledge to global competencies. The findings of this research have implications for improvements in researching, designing, and implementing design projects as part of a pedagogical approach to teaching mathematics and science, coupled with coding, in an interdisciplinary context.
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来源期刊
CiteScore
2.00
自引率
11.10%
发文量
22
期刊介绍: The editorial policy of'' the African Journal of Research in Mathematics, Science and Technology Education (AJRMSTE) is to disseminate, as widely as possible, high quality research findings and well written articles on Curriculum Studies; Teacher Education; Education for Development; Mathematics Education; Science Education; Design & Technology Education and Computer Education. Articles that promote the understanding of curricular policy and diverse socio-cultural issues and those which stimulate epistemological and methodological debates are welcome. The editorial board welcomes articles that will contribute to the overall development of science, mathematics, technology and environmental education in Africa.
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