scholarly journals Exploring Indian Middle School Students’ Conceptions of the Environment Using the Draw-an-Environment Test

2020 ◽  
Vol 6 (1) ◽  
pp. 152-178
Author(s):  
Leslie Elizabeth Sprong ◽  
Sonya N. Martin

Abstract Quality environmental education (EE) is key for supporting sustainable development and use of resources. Educators in rural India face considerable challenges to teach EE in K-12 school settings. This study took place in Assam in Northeast India where non-governmental organization (NGO) educators are working to develop an EE program for students in rural areas. To reveal students’ perceptions of the environment, researchers administered the Draw-an-Environment Test (DAET) to 277 middle school students in government schools. Analysis of students’ drawings of the environment revealed that while students recognized humans have an impact on the environment, they did not fully understand the impact could often be negative and drawings did not necessarily reflect the reality of the local environment. Implications for how these findings can be used to develop responsive EE curriculum that challenges and extends students’ conceptions of the environment and the need for future research are discussed.

Author(s):  
Melissa Burns

Competitive video games, or esports, have been making their way into high schools across Canada, though most middle school students have been left out of the game. This chapter will examine the identity and role of the various shared stakeholders at the middle years level, highlight the benefits of scholastic esports for middle school learners, and examine obstacles that may hinder the implementation of such programming, leaning on the experience of one such program in central Canada. The author will examine data collected over a span of four years on the impact of both coed and girls-only gaming environments in middle schools and how to support young female learners through gaming. Finally, this chapter will highlight the current landscape of K-12 scholastic esports with recommendations on how and why scholastic esports should have a place in Canadian schools.


2009 ◽  
Vol 28 (4) ◽  
pp. 378-399 ◽  
Author(s):  
Zan Gao ◽  
Amelia M. Lee ◽  
Melinda A. Solmon ◽  
Tao Zhang

This study investigated the relationships and mean-level changes of middle school students’ motivation (expectancy-related beliefs, task values, self-efficacy, and outcome expectancy) toward physical education over time, and how gender affected students’ motivation. Participants (N = 206) completed questionnaires over a 1-year period: once in the sixth and seventh grades and again in the seventh and eighth grades. Results yielded that self-efficacy and task values were positive predictors of students’ intention across cohorts. The mean levels of self-efficacy decreased over time for students in Cohort 1 (across sixth and seventh grades). However, results revealed a consistent decline in the mean levels of other motivational variables for both cohorts. No gender differences emerged for the variables. The findings are discussed in regard to the implications for educational practice, and future research areas are presented.


Author(s):  
Patrick O’Shea ◽  
Rebecca Mitchell ◽  
Catherine Johnston ◽  
Chris Dede

Utilizing GPS-enabled handheld computing units, we have developed and studied Augmented Reality (AR) curricula to help middle-school students learn literacy and math. In AR, students move around an outdoor physical environment, interacting with virtual characters and artifacts on their handheld computer. These “invisible” objects and characters provide clues to help solve a mystery, guiding the students through a process of inquiry and evidence-building. The first AR curriculum we developed, Alien Contact!, is based on a scenario where aliens have crash landed near the students’ middle school. Students, working in teams, learn math and literacy skills in the course of determining why the aliens have come to earth. This study describes the design heuristics used during the initial development and deployment of Alien Contact!, the results of two formative evaluations of this curriculum, and the impact these findings have had on revising our design heuristics for a subsequent AR curriculum about beached whales, called Gray Anatomy.


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