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Relationships among tasks, collaborative inquiry processes, inquiry resolutions, and knowledge outcomes in adolescents during guided discovery-based game design in school

机译:青少年在学校基于发现的导向游戏设计中的任务,协作探究过程,探究解决方案和知识成果之间的关系

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This research study investigates US middle school students' collaborative information-seeking, sense-making and knowledge-building practices in a guided discovery-based programme of game design learning in which students and their teachers participate in a formal, in-school class daily, for credit and a grade for an entire year. The learning is supported by information affordances including a wiki learning management system (LMS) housing the curriculum, organized design activities, social media features, tutorials and informational assignments. Students engage in a Constructionist blended learning setting in their classroom, and work collaboratively in teams on game design. The study draws on qualitative video data from six team cases using a coding scheme of categories for the concepts of task, collaborative information seeking (CIS) Modality, and inquiry resolution outcomes. The study also considers linkages between processes and learning outcomes. Variation in engagement across the categories among students was charted, and certain patterns emerged. Findings indicate that some categories of task appear related to some categories of students' chosen CIS Modality for solving problems. Further, CIS processes in support of tasks appear related to inquiry incident resolution (resolved/unresolved). For student completion of advanced programming tasks in particular, we observe more frequent uses of the wiki-based LMS resources, and greater levels of challenge in fulfilling tasks. Results support existing work on these theoretical constructs in the information sciences, and lead to questions on how naturalistic emergence of CIS practices result from greater task knowledge, and whether learned CIS practices (as tasks in and of themselves) can yield project task knowledge gains. Findings of the study and the ongoing questions the work invites hold instructional design implications, and show how social constructivist educational contexts involving collaborative and information seeking and knowledge building among youth game designers can contribute to scholarly understanding of these processes more broadly in related project-based work contexts occurring among both youth and adults.
机译:这项研究旨在通过一项基于发现的引导式游戏设计学习计划,对美国中学生的协作性信息寻求,感官和知识建设实践进行调查,其中学生和他们的老师每天都参加正规的校内课堂,学分和整个一年的成绩。该学习由信息提供支持,其中包括提供课程,组织的设计活动,社交媒体功能,教程和信息分配的Wiki学习管理系统(LMS)。学生在教室里进行建构主义混合学习,并在游戏设计团队中进行协作。这项研究使用六个编码的团队案例的定性视频数据,这些编码方案采用了任务概念,协作信息搜索(CIS)方式和查询解决结果的类别编码方案。该研究还考虑了过程与学习成果之间的联系。绘制了学生在各个类别中的参与度变化图,并且出现了某些模式。结果表明,某些类别的任务出现与某些类别的学生为解决问题而选择的CIS模式有关。此外,支持任务的CIS流程似乎与查询事件解决(已解决/未解决)有关。特别是对于学生完成高级编程任务而言,我们发现基于Wiki的LMS资源的使用更加频繁,并且在完成任务时面临更大的挑战。结果支持了信息科学中有关这些理论构建的现有工作,并引发了以下疑问:独联体实践的自然出现是如何通过更多的任务知识而产生的,以及所学的独联体实践(作为任务本身还是作为自身)是否可以产生项目任务知识收益。研究结果和工作中提出的持续问题对设计具有指导意义,并表明青年游戏设计师之间的社会建构主义教育情境(包括合作和信息寻求以及知识建设)如何在相关项目中更广泛地促进对这些过程的学术理解。青年和成年人中都有工作环境。

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