用于学习的可穿戴设备:将智能手表作为科学反思的工具

Brittany M. Garcia, Sharon Lynn Chu Yew Yee, Beth Nam, Colin Banigan
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引用次数: 31

摘要

关于使用智能手表支持学习的研究相对较少。本文提出了一种将商品智能手表作为小学科学情境反思工具的方法。这种方法体现在一款名为ScienceStories的智能手表应用程序中,该应用程序允许学生随时随地对科学概念进行录音反思。我们对18名五年级儿童进行了一项研究,首先调查了科学故事对学生科学自我效能感的影响,其次调查了智能手表应用程序中设计的不同动机结构(游戏化、叙事型、混合型)对学生使用质量和数量的影响。定量结果显示,科学故事增加了科学自我效能感,尤其是带有动机结构的科学故事。游戏化版本的使用率最高,而叙事表现最差。定性研究结果描述了学生的录音是如何与科学主题相关的,以及如何被语境化的。我们讨论了我们的发现如何有助于理解如何设计用于教育目的的智能手表应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Wearables for Learning: Examining the Smartwatch as a Tool for Situated Science Reflection
Relatively little research exists on the use of smartwatches to support learning. This paper presents an approach for commodity smartwatches as a tool for situated reflection in elementary school science. The approach was embodied in a smartwatch app called ScienceStories that allows students to voice record reflections about science concepts anytime, anywhere. We conducted a study with 18 fifth-grade children to investigate first, the effects of ScienceStories on students' science self-efficacy, and second the effects of different motivational structures (gamification, narrative-based, hybrid) designed into the smartwatch app on students' quality and quantity of use. Quantitative results showed ScienceStories increased science self-efficacy especially with a motivational structure. The gamified version had the highest quantity of use, while narrative performance performed worst. Qualitative findings described how students' recordings related to science topics and were contextualized. We discuss how our findings contribute to understanding of how to design smartwatch apps for educational purposes.
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