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Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21st century competencies

机译:STEM学习的问题解决:将游戏作为21世纪 st 世纪能力的叙事化问题空间进行导航

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Abstract Identifying educational competencies for the 21_(st) workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21_(st) century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the 21st Century) and consistently within the context of science, technology, engineering, and mathematics (STEM) learning, the ability to problem solve, particularly complex problem-solving, remains a crucial competency. In this paper, we look at how current contemporary spaces such as the immensely popular, massively multiplayer online role-playing game(MMORPG), World of Warcraft, (WoW) afford problem-solving skill acquisition in the context of Singaporean youth learners. Given that WoW exists as a contextual space with an overarching narrativized problem to be solved, our investigation focused on two important related constructs that underpin learners’ problem-solving trajectory—learning and identity becoming within contemporary domains of technology learning. We present findings of an ethnographic investigation of one youth gamer within the affinity spaces of WoW. Moving away from traditional mentalistic construals of problem-solving, our findings indicate that problem-solving within WoW may be characterized by a triadic-D model of domain, disquisitional, and discursive practices within self, social, and structural dialectics. Theoretical considerations for broadening the understanding of a situated and embodied notion of problem-solving and identity? becoming within STEM learning are proposed.
机译:摘要确定21世纪(st)工作场所的教育能力是由减轻教室学习与工作场所环境要求之间的差距的需求驱动的。通过各种大规模研究(例如,国际21世纪教育委员会),在科学,技术,工程和数学(STEM)学习的背景下,已经确定了所需的21世纪(技能)技能集的多个描述符。解决问题的能力,尤其是复杂的问题解决能力,仍然是至关重要的能力。在本文中,我们研究了当今的当代空间,例如广受欢迎的大型多人在线角色扮演游戏(MMORPG),《魔兽世界》(WoW)如何在新加坡青年学习者的背景下提供解决问题的技能。考虑到“魔兽世界”作为一个上下文空间存在,需要解决的一个总体问题,我们的研究重点是两个重要的相关结构,这些结构支撑着学习者的解决问题的轨迹—学习和身份成为当代技术学习领域。我们目前在《魔兽世界》的亲和力空间内对一名青年游戏玩家的人种学调查结果。从发现问题的传统心理主义解释出发,我们的发现表明,《魔兽世界》中的问题解决可能以自我,社会和结构辩证法中的领域,话语和话语实践的三元D模型为特征。拓宽对解决问题和认同的处境和体现概念的理解的理论考虑?建议进入STEM学习。

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