scholarly journals Fault Injection Software Tools and Robust Design Principles for Reliability and Safety in Measurement Science Education

2016 ◽  
Vol 772 ◽  
pp. 012059
Author(s):  
Lisa-Marie Faller ◽  
Hubert Zangl ◽  
Juliana P Leitzke
2018 ◽  
Vol 1065 ◽  
pp. 022005
Author(s):  
T Mitterer ◽  
L M Faller ◽  
H Müller ◽  
H Zangl

2017 ◽  
Vol 11 (3) ◽  
pp. 11
Author(s):  
Erik Knain ◽  
Tobias Fredlund ◽  
Anniken Furberg ◽  
Ketil Mathiassen ◽  
Kari Beate Remmen ◽  
...  

AbstractBeing able to engage with science representations, such as graphs, drawings, animations, gestures and written and verbal texts lies at the heart of scientific literacy. This article introduces the design-based research project Representations and Participation in School Science (REDE), which aims to investigate new aspects of how representations create learning and teaching opportunities in school science in lower and secondary school. It does so by scrutinising the role of representations in three areas of science education: the learning of science content, socio-scientific issues (SSI) and the nature of science. Central to the REDE project is the development of teaching designs whereby students’ and teachers’ engagement with various forms of representations are at the core of learning activities. The teaching designs are developed by teachers together with the researchers in REDE and are tested by the teachers and their students at three partner schools. In this article, we outline the theoretical framework of the project, which is based on scientific literacy and the notion of a ‘third space’. We also introduce the design principles that inform the development of the teaching designs, as well as the two main analytical approaches that we use to analyse students’ and teachers’ engagement with science representations: multimodal analysis and interaction analysis. Finally, we illustrate the potential of the theoretical framework, the design principles and the multimodal analysis in contributing to the investigations in REDE. We do so by presenting and discussing analyses of three empirical cases from classrooms where students worked with teaching designs that focus on representations.Keywords: scientific literacy, representations, classroom research Læring i naturfag gjennom fokus på representasjoner: teoretisk rammeverk og analytiske tilnærmingerSammendrag“Scientific literacy” og naturfaglig allmenndannelse innebærer å mestre bruk av ulike representasjoner som grafer, tegninger, animasjoner og skrift. Artikkelen introduserer forsknings – og utviklingsprosjektet Representasjon og deltakelse i naturfag (REDE), som har som mål å undersøke og utvikle nye praksiser med fokus på bruk av representasjoner på ungdoms- og videregående trinn i norsk skole. REDE skal utvikle kunnskap og undervisningsressurser innen tre områder: begrepslæring, læring gjennom arbeid med sosiovitenskapelige spørsmål (SSI) og læring om naturvitenskapens egenart. Den design-baserte forskningen i REDE skal støtte utviklingen av aktiviteter som har fokus på representasjoner. Undervisningsoppleggene er utviklet i samarbeid mellom forskere og lærere, og prøves ut på tre partnerskoler. I denne artikkelen beskrives det teoretiske rammeverket i prosjektet, hvor begrepene scientific literacy og det “tredje rom” står sentralt. Videre introduseres designprinsippene som ligger til grunn for utviklingen av undervisningsoppleggene, etterfulgt av en beskrivelse av to sentrale analytiske tilnærminger i REDE: multimodal analyse og interaksjonsanalyse. Avslutningsvis illustreres mulighetene som ligger i rammeverket ved hjelp av empiriske eksempler hentet fra tre klasseromssituasjoner der ulike undervisningsdesign ble implementert av lærere og elever.Nøkkelord: naturfaglig literacy, representasjoner, klasseromsforskning.


2010 ◽  
pp. 312-338 ◽  
Author(s):  
Otto Borchert ◽  
Lisa Brandt ◽  
Eric J. Gutierrez ◽  
Guy Hokanson ◽  
Brian M. Slator ◽  
...  

The World Wide Web Instructional Committee at North Dakota State University has developed a number of serious games aimed at science education. Their games are all multiuser, with a role-based orientation, promoting a task-and-goal cultural awareness. Constructed in collaboration with content experts, these games were developed under a proven set of design guidelines (design principles and signature elements) that serve to preserve consistency among the applications. As a consequence of this high-concept design constraint, their systems share important cognitive and pedagogical features that assist players in learning the serious game content while also allowing for consistent evaluation of learning outcomes across games. The authors have formatively evaluated these games and found them to be effective. It is now their hope that by sharing their design guidelines, others may be able to use and evaluate them to their advantage. The authors continue to develop and refine these design principles and signature elements through basic and evaluative research.


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