...
首页> 外文期刊>Journal of Science Education and Technology >Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the Source
【24h】

Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the Source

机译:替代现实游戏作为在代表性不足的年轻人中引起STEM参与的非正式学习工具:对来源的定性评估

获取原文
获取原文并翻译 | 示例

摘要

This project developed and studied The Source, an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared websites, social media, personal communications, and real-world settings to complete activities and collaborate with team members. The Source was a five-week summer program with 144 participants from Chicago aged 13 to 18 years. The Source incorporated six socio-contextual factors derived from three frameworks: Chang's (ERIC Digest, 2002) recommendations for engaging underrepresented populations in STEM careers, Lave and Wenger's (Cambridge University Press, 1991) situated learning model, and Barron's (Human Development, 49(4); 193-224, 2006) learning ecology perspective. These factors aligned with the program's aims of promoting (1) social community and peer support, (2) collaboration and teamwork, (3) real-world relevance and investigative learning, (4) mentoring and exposure to STEM professionals, (5) hands-on activities to foster transferable skill building, and (6) interface with technology. This paper presents results from 10 focus groups and 10 individual interviews conducted with a subset of the 144 youth participants who completed the game. It describes how these six factors were realized through The Source and uses them as a lens for considering how The Source functioned pedagogically. Qualitative findings describe youth's perception of The Source's potential influence on STEM interest, engagement, and identity formation. Despite limitations, study results indicate that underrepresented youth can engage in an immersive, narrative, and game-based experience as a potential mechanism for piquing and developing STEM interest and skills, particularly among underrepresented youth.
机译:该项目开发并研究了The Source,这是一种替代现实游戏(ARG),旨在激发STEM领域代表性不足的年轻人中与科学,技术,工程和数学(STEM)相关的兴趣和知识。 ARG是一种多人游戏,可以通过共享媒体,社交媒体,个人通讯和现实环境等多种媒体吸引参与者,以完成活动并与团队成员进行协作。消息来源是一个为期五周的夏季计划,来自芝加哥的144名参与者年龄在13至18岁之间。资料来源包含来自三个框架的六个社会语境因素:Chang(ERIC Digest,2002)建议让代表性不足的人群参与STEM职业; Lave和Wenger(Cambridge University Press,1991)定位学习模型; Barron(Human Development,49) (4); 193-224,2006)学习生态学观点。这些因素与计划旨在促进(1)社交社区和同伴支持,(2)合作和团队合作,(3)现实世界的相关性和调查学习,(4)指导和接触STEM专业人士,(5)手的目标一致-促进可转让技能建设的活动,以及(6)与技术的接口。本文介绍了10个焦点小组的结果以及对完成游戏的144名青年参与者的一部分进行的10次个人访谈的结果。它描述了如何通过The Source实现这六个因素,并将它们用作思考The Source如何在教学上起作用的一个镜头。定性的发现描述了年轻人对The Source对STEM兴趣,参与和身份形成的潜在影响的理解。尽管存在局限性,但研究结果表明,代表性不足的年轻人可以参与沉浸式,叙述性和基于游戏的体验,作为激发和发展STEM兴趣和技能的潜在机制,尤其是在代表性不足的年轻人中。

著录项

  • 来源
    《Journal of Science Education and Technology 》 |2017年第3期| 295-308| 共14页
  • 作者单位

    Univ Chicago, Dept Obstet & Gynecol, 5841 S Maryland Ave MC4050, Chicago, IL 60637 USA|Univ Chicago, Ctr Interdisciplinary Inquiry & Innovat Sexual &, Chicago, IL 60637 USA;

    Univ Chicago, Ctr Interdisciplinary Inquiry & Innovat Sexual &, Chicago, IL 60637 USA|Univ Chicago, Dept English & New Media Studies, Chicago, IL 60637 USA;

    Univ Chicago, Dept Obstet & Gynecol, 5841 S Maryland Ave MC4050, Chicago, IL 60637 USA;

    Univ Chicago, Dept Obstet & Gynecol, 5841 S Maryland Ave MC4050, Chicago, IL 60637 USA;

    Univ Chicago, Dept Obstet & Gynecol, 5841 S Maryland Ave MC4050, Chicago, IL 60637 USA;

    Univ Chicago, Ctr Interdisciplinary Inquiry & Innovat Sexual &, Chicago, IL 60637 USA;

    Univ Chicago, Ctr Interdisciplinary Inquiry & Innovat Sexual &, Chicago, IL 60637 USA|Univ Chicago, Sch Social Serv Adm, Chicago, IL 60637 USA;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Alternate reality games; STEM; Underrepresented youth; Informal learning; Science education;

    机译:替代现实游戏;STEM;代表性不足的青年;非正式学习;科学教育;

相似文献

  • 外文文献
  • 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