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Information Uses and Learning Outcomes During Guided Discovery in a Blended E-Learning Game Design Program for Secondary Computer Science Education

机译:在中学计算机科学教育的混合式电子学习游戏设计计划的指导发现过程中的信息使用和学习成果

摘要

This study investigates middle school and high school students’ online information uses and social constructivist engagement during a blended e-learning program of game design for computer science education. Students use a learning management system (LMS) pre-populated with curriculum and resources, participating in an in-school class, daily for credit and a grade for a year, with non-expert teachers. This blended e-learning model aims to contribute to scaling of CS education, towards meeting the needs of teacher shortages in this domain. The study draws on Google Analytics data to describe student activity patterns and investigate relationships between measured patterns and learning outcomes. Findings show two activity factors emerging in student resource uses (less advanced, more advanced), and correlations between uses of more advanced resource, and outcomes. Further, student uses of the “team page,” the locus of their social constructivist game design engagement online, are highly correlated with outcomes. The research offers some support for effectiveness of such blended learning approaches in supporting CS education in this age group through knowledge-building, while also showing areas for improvement in instructional design, including direct scaffolding of information literacy instruction in such contexts.
机译:这项研究调查了针对计算机科学教育的游戏设计混合电子学习程序期间中学生和高中学生的在线信息使用和社会建构主义者的参与度。学生使用预先填充了课程和资源的学习管理系统(LMS),参加一个在校班级,每天获得学分,并由非专业教师一年级。这种混合式电子学习模型旨在为扩展CS教育做出贡献,以满足该领域教师短缺的需求。该研究利用Google Analytics(分析)数据来描述学生的活动模式,并研究测得的模式与学习成果之间的关系。调查结果表明,学生资源使用中出现了两个活动因素(低级,高级),以及高级资源的使用与结果之间的相关性。此外,学生对“团队页面”的使用,即他们在线社交建构主义游戏设计参与的场所,与结果高度相关。这项研究为这种混合学习方法在通过知识建立来支持该年龄组的CS教育中的有效性提供了一些支持,同时还显示了教学设计方面的改进领域,包括在这种情况下直接开展信息素养教学。

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