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Designing EvoRoom: An Immersive Simulation Environment for Collective Inquiry in Secondary Science.

机译:设计EvoRoom:用于二级科学中集体询问的沉浸式仿真环境。

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摘要

This dissertation investigates the design of complex inquiry for co-located students to work as a knowledge community within a mixed-reality learning environment. It presents the design of an immersive simulation called EvoRoom and corresponding collective inquiry activities that allow students to explore concepts around topics of evolution and biodiversity in a Grade 11 Biology course. EvoRoom is a room-sized simulation of a rainforest, modeled after Borneo in Southeast Asia, where several projected displays are stitched together to form a large, animated simulation on each opposing wall of the room. This serves to create an immersive environment in which students work collaboratively as individuals, in small groups and a collective community to investigate science topics using the simulations as an evidentiary base.;Researchers and a secondary science teacher co-designed a multi-week curriculum that prepared students with preliminary ideas and expertise, then provided them with guided activities within EvoRoom, supported by tablet-based software as well as larger visualizations of their collective progress. Designs encompassed the broader curriculum, as well as all EvoRoom materials (e.g., projected displays, student tablet interfaces, collective visualizations) and activity sequences. This thesis describes a series of three designs that were developed and enacted iteratively over two and a half years, presenting key features that enhanced students' experiences within the immersive environment, their interactions with peers, and their inquiry outcomes. Primary research questions are concerned with the nature of effective design for such activities and environments, and the kinds of interactions that are seen at the individual, collaborative and whole-class levels. The findings fall under one of three themes: 1) the physicality of the room, 2) the pedagogical script for student observation and reflection and collaboration, and 3) ways of including collective visualizations in the activity. Discrete findings demonstrate how the above variables, through their design as inquiry components (i.e., activity, room, scripts and scaffolds on devices, collective visualizations), can mediate the students' interactions with one another, with their teacher, and impact the outcomes of their inquiry. A set of design recommendations is drawn from the results of this research to guide future design or research efforts.
机译:本文研究了在同一地点的学生在混合现实学习环境中作为知识社区工作的复杂探究设计。它介绍了一个名为EvoRoom的沉浸式仿真的设计以及相应的集体探究活动,使学生可以在11年级生物学课程中探索有关进化和生物多样性主题的概念。 EvoRoom是一个房间大小的热带雨林模拟,模仿东南亚的婆罗洲,其中几个投影的显示器缝合在一起,在房间的每个相对的墙壁上形成了大型的动画模拟。这有助于创建一个身临其境的环境,在该环境中,学生可以以模拟形式作为证据基础,以个人,小组和集体社区的形式协作研究科学主题;研究人员和中学科学老师共同设计了一个为期数周的课程,为学生准备了初步的想法和专业知识,然后在基于平板电脑的软件的支持下,在EvoRoom中为他们提供了指导性活动,并对他们的集体进度进行了更大的可视化。设计涵盖了更广泛的课程,以及所有EvoRoom材料(例如投影显示器,学生平板电脑界面,集体可视化)和活动序列。本文描述了一系列的三个设计方案,这些设计方案是在两年半的时间内反复开发并提出的,其主要特点是可以增强学生在沉浸式环境中的体验,与同伴的互动以及他们的探究结果。主要的研究问题涉及此类活动和环境的有效设计的性质,以及在个人,协作和全班级别上看到的交互类型。调查结果属于以下三个主题之一:1)房间的物理性; 2)用于学生观察,反思和合作的教学脚本; 3)在活动中包括集体可视化的方式。离散的调查结果表明,上述变量如何通过其作为查询组件的设计(即活动,房间,设备上的脚本和脚手架,集体可视化)如何调解学生与老师之间的互动,并影响学生的学习成果。他们的询问。从研究结果中得出了一组设计建议,以指导未来的设计或研究工作。

著录项

  • 作者

    Lui, Michelle Mei Yee.;

  • 作者单位

    University of Toronto (Canada).;

  • 授予单位 University of Toronto (Canada).;
  • 学科 Science education.;Curriculum development.;Pedagogy.;Secondary education.;Educational technology.
  • 学位 Ph.D.
  • 年度 2015
  • 页码 219 p.
  • 总页数 219
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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