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(Game-Based) Student Response Systems Engage Students with Research-Teaching Nexus Activities and Support Their Skills Development

机译:(基于游戏的)学生响应系统使学生参与研究性教学Nexus活动并支持他们的技能发展

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Research-teaching nexus framework assists teachers to support activities which are focused on the current research in the disciplines promoting discussions and skills development. The challenges for teachers are related to student research skills development, knowledge application across contexts and student experience on statistics. The aim of this investigation was to compare student views following two approaches : ?one which integrated technology and one which did not into the teaching delivery process. Forty first-year Psychology students were split into two groups (A and B) and followed both teaching approaches in a different attending order (one approach without the use of technology and another one with technology or vice versa). (Game-based) student response systems (PollEveryWhere and Kahoot) were integrated into the teaching process, whilst the learning content was the same for both cases. Students evaluated the two approaches by completing two online surveys with items relating to research-teaching nexus activities and skills development. The integration of (game-based) student response systems into teaching process increased student engagement in learning, improved the interactions between students and teachers and allowed them to develop the relevant research skills. Students received the technology intervention as a way to work on a creative learning environment which allowed them to develop skills and knowledge/experience around research methods and statistics. Although this investigation took place in a Psychology School, the design of a research methods and statistics module based on the combination of collaborative problem-based learning with the use of (game-based) student response systems can be applied in other disciplines.
机译:研究教学关系框架可帮助教师支持各种活动,这些活动的重点是促进学科讨论和技能发展的学科当前的研究。教师面临的挑战与学生研究技能的发展,跨上下文的知识应用以及学生的统计经验有关。这项调查的目的是通过两种方法比较学生的观点:一种是集成技术,而另一种则不参与教学过程。将40名第一学年的心理学学生分为两组(A和B),并按照不同的参加顺序遵循两种教学方法(一种方法不使用技术,另一种方法不使用技术,反之亦然)。 (基于游戏的)学生响应系统(PollEveryWhere和Kahoot)已集成到教学过程中,而两种情况下的学习内容都是相同的。学生通过完成两项在线调查来评估这两种方法,这些调查涉及与研究教学联系活动和技能发展有关的项目。将(基于游戏的)学生响应系统集成到教学过程中,可以提高学生的学习参与度,改善学生与教师之间的互动,并使他们能够发展相关的研究技能。学生接受了技术干预,以此作为在创造性学习环境中工作的一种方式,使他们能够围绕研究方法和统计学发展技能和知识/经验。尽管此调查是在心理学学校进行的,但基于协作式问题学习与(基于游戏的)学生响应系统相结合的研究方法和统计模块的设计也可以应用于其他学科。

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