首页> 外文学位 >Reconstructing 'digital literacy' in a Constructionist computer club: The role of motivation, interest, and inquiry in children's purposive technology use.
【24h】

Reconstructing 'digital literacy' in a Constructionist computer club: The role of motivation, interest, and inquiry in children's purposive technology use.

机译:在建构主义计算机俱乐部中重建“数字素养”:动机,兴趣和探究在儿童有目的技术使用中的作用。

获取原文
获取原文并翻译 | 示例

摘要

The lives of young people in the United States are unquestionably media-saturated. Children increasingly have access to more and more media in multiple forms and spheres. We don't yet fully understand what activities child enthusiasts engage in, how they come to adopt these activities, and how various types of technology use influence them.;This study investigates digital literacy development across time among participants within a voluntary, after-school computer club consisting of seventeen fourth, fifth and sixth-grade child technology enthusiasts. The computer club was designed using Constructionism as a framework for action (Harel & Papert, 1991), and the study employs the design-based research method (e.g., Barab & Squire, 2004; Wang & Hannafin, 2005). The project involves participants' interest-driven blogging, online inquiry, design with Powerpoint, and digital video creation with standard-issue technologies available in today's schools. The computer club represents an "idealistic" research environment to the extent that it engages young learners in technology activities that are uncommon for children of this age.;Findings suggest that multiple domains of variables play a role in learning and digital skills outcomes: the technology use environments (physical, interpersonal and technological); behavioral activities of individuals; cognitive activity of individuals; and individual indicators/outcomes such as interest development, self-determination, and intrinsic motivation. Findings also indicate that narrative aspects of the activities promoted may lead to greater levels of metacognitive enactment by students as they engage with technology as a tool for interest-driven inquiry and learning.
机译:毫无疑问,美国年轻人的生活充斥着媒体。儿童越来越多地以多种形式和领域访问越来越多的媒体。我们尚未完全了解儿童发烧友从事哪些活动,他们如何进行这些活动以及各种技术的使用如何对其产生影响。;本研究调查了自愿,课余时间参与者之间数字素养的发展情况计算机俱乐部,由17名四,五,六年级儿童技术爱好者组成。计算机俱乐部的设计使用了建构主义作为行动框架(Harel&Papert,1991),而这项研究则采用了基于设计的研究方法(例如Barab&Squire,2004; Wang&Hannafin,2005)。该项目涉及参与者的兴趣驱动型博客,在线查询,使用Powerpoint进行设计以及使用当今学校可用的标准发行技术创建数字视频。计算机俱乐部在某种程度上代表了“理想的”研究环境,它使年轻的学习者参与了该年龄段儿童不常见的技术活动。;研究结果表明,变量的多个域在学习和数字技能成果中起作用:技术使用环境(物理的,人际的和技术的);个人的行为活动;个人的认知活动;以及个别指标/结果,例如兴趣发展,自我决定和内在动机。研究结果还表明,所宣传活动的叙事方面可能会导致学生在以技术为兴趣驱动型探究和学习工具的过程中提高元认知行为水平。

著录项

  • 作者

    Reynolds, Rebecca.;

  • 作者单位

    Syracuse University.;

  • 授予单位 Syracuse University.;
  • 学科 Mass Communications.;Information Science.;Education Technology.
  • 学位 Ph.D.
  • 年度 2008
  • 页码 447 p.
  • 总页数 447
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 传播理论;信息与知识传播;
  • 关键词

  • 入库时间 2022-08-17 11:38:40

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号