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Using digitized objects to promote critical thinking and engagement in classrooms

机译:使用数字化对象促进批判性思维和课堂参与

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摘要

Purpose: This paper aims to examine the impact of using digitized objects for inquiry with middle-school classrooms. Research analyzed critical thinking processes and student engagement during collaborative investigations with 3D models of authentic objects. Design/methodology/approach: Digitized objects were 3D scans of fossils from the paleontology collection at the Natural History Museum of Utah implemented as 3D prints and 3D virtual models. Verbal protocol analysis examined critical thinking processes during collaborative student learning. Engagement was assessed via student feedback and a classroom observation protocol. Findings: The findings demonstrated that digitized objects facilitated key critical thinking processes, particularly observation, problem finding, elaboration and evaluation. Student feedback was very positive and focused on strong interest in 3D technologies and the ability to engage in authentic exploration. Observations showed very high levels of on-task engagement. Research limitations/implications: Additional research is necessary to determine if findings generalize across varied learner populations, including broader age ranges and socioeconomic samples, to activities implemented as fully online experiences and to digitized objects from varied domains. Originality/value: Findings demonstrate digitized objects are effective methods to engage students in critical thinking and to promote engagement with authentic objects during classroom learning. Results demonstrate strong potential of new technologies to leverage the educational impact of digitized objects from local collections, setting the stage for expanded educational outreach by museums and libraries.
机译:目的:本文旨在研究在中学课堂中使用数字化对象进行查询的影响。研究使用真实物体的3D模型进行协作调查时分析了批判性思维过程和学生参与度。设计/方法/方法:数字化对象是犹他州自然历史博物馆古生物学馆藏化石的3D扫描,实现为3D打印和3D虚拟模型。口头协议分析检查了学生协作学习过程中的批判性思维过程。通过学生反馈和课堂观察协议评估参与度。调查结果:调查结果表明,数字化对象促进了关键的批判性思维过程,尤其是观察,发现问题,阐述和评估。学生的反馈非常积极,并集中于对3D技术的浓厚兴趣以及进行真实探索的能力。观察显示,任务参与度很高。研究的局限性/意义:需要进行额外的研究来确定研究结果是否能在不同的学习者群体中推广,包括更广泛的年龄范围和社会经济样本,完全在线体验实施的活动以及来自不同领域的数字化对象。原创性/价值:调查结果表明,数字化对象是使学生参与批判性思维并促进课堂学习过程中与真实对象互动的有效方法。结果表明,新技术具有强大的潜力,可以利用本地收藏中的数字化对象对教育的影响,为博物馆和图书馆扩大教育范围打下基础。

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