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Designing Playful Games and Applications to Support Science Centers Learning Activities

机译:设计有趣的游戏和应用程序以支持科学中心的学习活动

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In recent years there has been a renewed interest on science, technology, engineering, and mathematics (STEM) education. Following this interest, science centers' staff started providing technology enhanced informal STEM education experiences. The use of well-designed mobile and ubiquitous forms of technology to enrich informal STEM education activities is an essential success factor. The goal of our research is to investigate how technology applications can be better used and developed for taking full advantage of the opportunities and challenges they provide for students learning about STEM concepts. In our approach, we have conducted a series of interviews with experts from science center curating and outdoor learning activities development, with the final goal of exploring and improving current learning environments and practices. This paper presents the development of set of design considerations for the development of STEM games and applications of young students. An initial set of best practices was first developed through semi-structures interviews with experts; and afterwards, by employing content analysis, a revised set of considerations was obtained. These results are useful for STEM education teachers, curriculum designers, curators and developers for K-12 education environments.
机译:近年来,人们对科学,技术,工程和数学(STEM)教育重新产生了兴趣。出于这种兴趣,科学中心的工作人员开始提供技术增强的非正式STEM教育经验。使用精心设计的移动无处不在的技术形式来丰富非正式的STEM教育活动是成功的关键因素。我们研究的目的是研究如何更好地利用和开发技术应用程序,以充分利用它们为学生提供的学习STEM概念的机会和挑战。在我们的方法中,我们对来自科学中心策展和户外学习活动开发的专家进行了一系列采访,最终目的是探索和改善当前的学习环境和实践。本文介绍了针对STEM游戏的开发和青年学生应用的设计注意事项的发展。最初的最佳实践是通过与专家进行半结构化访谈而形成的;之后,通过使用内容分析,获得了一组修订的考虑因素。这些结果对于K-12教育环境的STEM教育老师,课程设计者,策展人和开发人员非常有用。

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