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Using game-based learning to foster critical thinking in student discourse.

机译:使用基于游戏的学习来培养学生话语中的批判性思维。

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摘要

In spite of a global shift that emphasizes the importance of critical thinking skills, America's schools are not yet equipped with a sufficient repertoire of pedagogical strategies necessary to foster these skills. The purpose of this dissertation is to explore the effectiveness of game-based learning (GBL) as a strategy for fostering higher-level critical-thinking skills so that it may potentially be appropriated for popular use in traditional school environments. I examined student discourse throughout a GBL intervention designed to promote content knowledge and critical thinking in an eighth grade social studies classroom. A total of three 8th grade social studies classes engaged in the intervention. Post-tests and delayed post-tests were conducted for the entire 8th grade (ten social studies classes across two instructors). Five groups of students that engaged in the GBL intervention were videotaped and analyzed. Data analysis showed that features of the GBL intervention and particular cycles of gameplay were effective in promoting higher levels of critical thinking, including the development of independent beliefs prior to engaging in collaborative discourse and providing opportunities for guided reflection. The portfolio that follows seeks to make the findings of my research on GBL practical via three major components: (1) an article written for publication in a scholarly journal; (2) curriculum for a fifteen-hour professional development course designed to share my learnings with fellow practitioners; and (3) a presentation to be delivered to school administrators with the purpose of sharing my findings, fostering discussion, and exploring potential avenues for effecting change in schools.
机译:尽管全球转移强调了批判性思维技能的重要性,但美国的学校尚未配备足够的教学策略来培养这些技能。本文的目的是探索基于游戏的学习(GBL)作为培养高级批判性思维技能的策略的有效性,从而使其有可能适合在传统的学校环境中广泛使用。我在整个GBL干预措施中检查了学生的话语,这些干预措施旨在在八年级社会研究课堂中促进内容知识和批判性思维。共有三个八年级社会研究班参加了干预。整个八年级(10位社会研究班的两名讲师)进行了后期测试和延迟的后期测试。对参与GBL干预的五组学生进行了录像和分析。数据分析表明,GBL干预的功能和特定的游戏玩法周期可以有效地促进更高水平的批判性思维,包括在参与协作性话语之前发展独立的信念,并提供指导性反思的机会。随后的资料夹旨在通过三个主要方面使我对GBL的研究结果切实可行:(1)为在学术期刊上发表而写的文章; (2)为期15小时的专业发展课程的课程,旨在与从业者分享我的经验; (3)将向学校管理人员进行的演讲,目的是分享我的发现,促进讨论并探索实现学校变革的潜在途径。

著录项

  • 作者

    Cicchino, Marc I.;

  • 作者单位

    Rutgers The State University of New Jersey - New Brunswick.;

  • 授予单位 Rutgers The State University of New Jersey - New Brunswick.;
  • 学科 Education Instructional Design.;Education Curriculum and Instruction.
  • 学位 Ed.D.
  • 年度 2013
  • 页码 118 p.
  • 总页数 118
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:42:20

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