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Choice and interest in designed learning environments: the case of FUSE Studios

机译:在设计的学习环境中的选择和兴趣:保险丝工作室的情况

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Purpose - Empirical investigation into the e-learning innovation, FUSE Studios, is both timely and relevant because FUSE is rapidly expanding domestically and abroad and there is continued interest in the interdisciplinary fields of information and learning sciences in the constructs of choice and interest as they relate to the provision and design of learning experiences. In particular, this paper aims to contribute to scholarly and design-based conversations on how e-learning innovations - especially those situated within the digital youth and constructionism strands of research - can be designed in ways that support robust opportunities for learning for young people (Reynolds et al, 2019). Design/methodology/approach - Drawing upon a large corpus of mixed-methods data including computer-generated activity log data, youth survey data and studio facilitator interview data, this paper examines patterns of use and interest-related experience among young people in a range of FUSE Studios settings across the USA. Findings - The results suggest that student choice within FUSE'S curricular and Studio model tends to support a broad exploration of interests across a wide range of youth, rather than a deep dive into particular Science, Technology, Engineering, Arts, and Mathematics (STEAM) content areas. Practical implications - Alongside the broad exploration that was found to characterize the patterns of student choice in FUSE Studios, a striking number of students from those surveyed reported that FUSE supported their interest development they liked the FUSE challenges, were always able to find something of interest to do in the FUSE Studios and saw the FUSE challenges are supportive of their current and future interests. (See similar findings in Stevens et al, 2016). We understand these student self-reported experiences as evidence that the FUSE Studios model did well to encourage meaningful, interest-driven learning experiences for youth. Originality/value - Committed to making research usable for practice, this paper offers implications for future e-learning designs that seek to make choice and interest central to the organization of activity and environment.
机译:目的 - 对电子学习创新,保险丝工作室的实证调查是及时和相关的,因为保险丝正在国内和国外迅速扩展,并且在选择和兴趣的建构中,对信息和学习科学的跨学科领域继续兴趣涉及学习经验的规定和设计。特别是,本文旨在为学术和设计为基础的对话,就像电子学习创新如何 - 尤其是位于数码青年和建筑主义股票中的股票中的研究 - 可以设计以支持对年轻人学习的强大机会( Reynolds等,2019))。设计/方法/方法 - 在包括计算机生成的活动日志数据,青少年调查数据和工作室促进者面试数据的大型混合方法数据上绘制,本文审查了在范围内年轻人的使用模式和兴趣相关的经验Fuse Studios在美国的环境。结果 - 结果表明,保险丝课程和工作室模型内的学生选择往往支持广泛的青年兴趣探索,而不是深入潜入特定的科学,技术,工程,艺术和数学(Steam)内容地区。实际意义 - 与广泛的探索一起,发现了融合工作室中的学生选择模式,那些被调查的学生人数报告称,保险丝支持他们喜欢熔丝挑战的兴趣开发,总是能够找到感兴趣的融合挑战在保险丝工作室做,看到熔丝挑战是支持他们当前和未来的兴趣。 (见史蒂文斯等,2016年的类似发现)。我们了解这些学生的自我报告的经验,作为熔断器工作室模型的证据表明,鼓励青年时期的有意义,兴趣的学习经历。原创性/价值 - 致力于使研究可用于实践,本文为未来的电子学习设计提供了旨在为活动和环境组织制作选择和兴趣核心的未来电子学习设计。

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