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Designing Playful Games and Applications to Support Science Centers Learning Activities

机译:设计顽皮的游戏和应用,以支持科学中心学习活动

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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,对科学,技术,工程和数学(Stew)教育有兴趣。在这种兴趣之后,科学中心的工作人员开始提供技术增强的非正式茎教育经验。使用精心设计的移动和无处不在的技术来丰富非正式茎教育活动是一个重要的成功因素。我们的研究目标是调查如何更好地使用技术应用程序,并为充分利用他们为学生提供学习词干概念的机会和挑战而开发。在我们的方法中,我们已经通过科学中心策划和户外学习活动的专家进行了一系列采访,最终目标是探索和改进当前的学习环境和实践。本文介绍了开发对青年学生的干戏游戏和应用的设计考虑因素的开发。首先是通过与专家的半结构访谈开发初始最佳实践;之后,通过采用内容分析,获得了修订的考虑组。这些结果对于K-12教育环境的茎教授,课程设计师,策展人和开发人员有用。

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