When up is down and down is up: Body orientation, proximity, and gestures as resources

2002 ◽  
Vol 31 (1) ◽  
pp. 1-28 ◽  
Author(s):  
WOLFF-MICHAEL ROTH ◽  
DANIEL V. LAWLESS

This article is concerned with understanding situations in which speakers talk in the presence of scientific inscriptions (lectures in science classes, public presentations). Drawing on extensive video materials accumulated in middle and high school science classrooms and university lectures, we develop a framework for the resources speakers make available to their audience for understanding what the talk is about. We distinguish three situations according to the nature of reference to the phenomenon talked about: (i) talk is about phenomenon but mediated by reference to a two-dimensional (2-D) inscription; (ii) talk is about phenomenon but mediated by reference to a three-dimensional (3-D) inscription; and (iii) talk is directly about phenomenon. Associated with these three situations are different body orientations, distances from inscriptions, and types of gestures. When speakers laminate talk characteristic of two different types of situations, the orientation “up” can become “down” and “down” can become “up,” potentially leading to confusing statements.

2021 ◽  
pp. 073563312110015
Author(s):  
Ting-Ling Lai ◽  
You-Sheng Lin ◽  
Chi-Yin Chou ◽  
Hsiu-Ping Yueh

The study aims to evaluate the effectiveness of an inquiry-based virtual reality (VR) science lab used in junior high school science classes. The Scientific Investigation VR Lab (SIVRLAB) is designed for 9th-grade students to learn about electrochemical cells. It is situated in a guided problem-solving context, where learners need to review the concept of oxidation-reduction reactions and assemble a voltaic cell to save a robot. The SIVRLAB features several cognitive supports and guides for students to plan and record experiments and resolve the problem. It has both a head-mounted display (HMD) version and a desktop VR version. The study recruited 66 9th graders from three classes to evaluate the two versions of the SIVRLAB. The students were assigned to one of three conditions, namely, (1) using immersive HMD SIVRLAB individually, (2) using desktop SIVRLAB individually, and (3) observing one student use immersive HMD SIVRLAB. The students were briefly introduced to the concept of electrochemical cells in the first class and were instructed to use the SIVRLAB sessions in the next class. The results from knowledge pre- and post-tests, a user experience survey, and students’ reflections were collected and analyzed qualitatively. The findings revealed that students who used the desktop VR obtained the highest test scores among the three groups. However, in the follow-up physical laboratory test, the performance of the students in the original HMD VR experimental group was better than those in the desktop VR experimental group. The paper also discusses student feedback and teacher observations regarding the design and interaction with immersive VR. Lastly, the implications of the study and recommendations for future studies are presented.


1987 ◽  
Vol 19 (6) ◽  
pp. 549-560 ◽  
Author(s):  
Kenneth Tobin ◽  
James J. Gallagher

2016 ◽  
Vol 12 (19) ◽  
pp. 354
Author(s):  
Kouamé Nguessan

This contribution sets out, through the analysis of the teaching styles, the texts and graphic material of the six chapters about Mechanics of the handbook Physique Chimie (Collection AREX, Les classiques africains) of the first years of high school science classes, to highlight the difficulties and obstacles that the teacher or the student face in using it.. The results of the analysis from the epistemological and didactic benchmarks knowledge to teach the mechanics show that the manual emphasizes the use of more informative teaching style and that of the illustrative figures to state the knowledge to be taught. Thus, the approaches used do not refer to a real problematization and do not allow students to be independent and productive; they are not actively and intellectually engage students in the learning process. Faced with the passivity of the student in the acquisition of knowledge, it thus seems necessary to include in the training of the teacher, a teacher training course based on understanding of texts and teaching styles to support a constructivist pedagogy class.


2010 ◽  
Vol 72 (4) ◽  
pp. 225-230 ◽  
Author(s):  
Nonye Alozie ◽  
Jennifer Eklund ◽  
Aaron Rogat ◽  
Joseph Krajcik

How can science instruction help students and teachers engage in relevant genetics content that stimulates learning and heightens curiosity? Project-based science can enhance learning and thinking in science classrooms. We describe how we use project-based science features as a framework for a genetics unit, discuss some of the challenges encountered, and provide suggestions for enactment. This serves as an example of how project-based approaches can be integrated into high school science classrooms.


2016 ◽  
Vol 33 (3) ◽  
pp. 258-277 ◽  
Author(s):  
Jade Wexler ◽  
Marisa A. Mitchell ◽  
Erin E. Clancy ◽  
Rebecca D. Silverman

2021 ◽  
Author(s):  
Tamara L. Anderson

High school science classes can be difficult for students to be successful in because of the content-specific vocabulary and the expectation of prior knowledge in the subject area that teachers have of their students. The use of digital games in the classroom can provide teachers with the tools to help students scaffold their learning and better grasp the vocabulary necessary to be successful in science class. The purpose of this mixed methods study was to focus teachers’ and students’ perceptions of digital games in the high school science classroom on vocabulary development, scaffolding learning by activating prior knowledge, and self-efficacy. Findings suggest that teachers and students believed that using digital games positively impacted the development of vocabulary knowledge and helped scaffolding learning. Some students found that their levels of self-efficacy were positively impacted by using digital games in their science classes. Teachers can use these findings to make informed decisions about how to integrate digital games into their science curriculum.


2014 ◽  
Vol 081 (05) ◽  
Author(s):  
Cary Sneider ◽  
Chris Stephenson ◽  
Bruce Schafer ◽  
Larry Flick

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