scholarly journals Pedagogy and Innovation in Science Education: A Case Study of an Experiential Learning Science Undergraduate Course

2019 ◽  
Vol 25 (2) ◽  
pp. 2910-2926 ◽  
Author(s):  
Yee Fai Ng ◽  
Kwan Kit Chan ◽  
Huey Lei ◽  
Phoebe Mok ◽  
Shing Yu Leung
Author(s):  
Chris Swain

Humans learn through play. All games are learning devices—though most teach the player how to play the game itself and do not strive to communicate information with utility in the real world. This chapter is for designers seeking to design game mechanics to communicate learning objectives, values, and ethical messages. The term “mechanic” describes both a) the actions a player takes as she interacts in the context of a game (e.g., run, jump, shoot, negotiate) and b) the response of the system to player actions. In other words, the mechanics are the essence of the player interacting with the game. When the mechanics of a game align with the values the game’s designer strives to communicate, then the player is learning those values experientially. Learning science shows us that this type of experiential learning is a powerful and natural type of learning for humans. Designing game mechanics as described above is easier said than done. This chapter includes six best practices for achieving success, which are supported by case study examples from leading designers in the field.


2014 ◽  
Vol 22 ◽  
Author(s):  
Chris T. Shively ◽  
Randy Yerrick

Inquiry has been the framework for guiding reform-based science instruction. All too often, the role of technology is treated tacitly without contributions to this framework. This case study examines a collection of pre-service teachers enrolling in two educational technology courses and the role these experiences play in promoting inquiry teaching. Interviews, field notes, surveys, reflective digital narratives and student-generated exhibits served as the data informing the analysis of inquiry experiences which shaped the enacted lessons of science teachers. Implications for research and practices are discussed.Keywords: teacher reflection; science education; technologyCitation: Research in Learning Technology 2014, 22: 21691 - http://dx.doi.org/10.3402/rlt.v22.21691


2000 ◽  
Vol 70 (3) ◽  
pp. 370-405 ◽  
Author(s):  
Zachary Dean Sconiers ◽  
Jerry Lee Rosiek

In this article, middle school science teacher Zachary Sconiers and university researcher Jerry Rosiek introduce the sonata-form case study, a narrative structure designed to document teachers' understandings of how subject matter and sociocultural influences intersect in the classroom. Written in collaboration with the Fresno Science Education Equity Teacher Research Project, this case study is told from the perspective of Jerome Jameson, a fictional chemistry teacher, whose story is based on Sconiers's actual teaching experiences. Also integrated into the narrative are Sconiers's in-depth reflections on the connections between his commitment to science education and his commitment to promoting educational equity. The sonata-form case study is followed by an afterword, written by Rosiek and Sconiers, that describes this unique methodology for teacher inquiry in full detail. The writing process for the case study was extensive and iterative: the two authors worked closely over the course of a year to develop the narrative, with Rosiek taking the lead on revising and editing. With this case study, Sconiers and Rosiek highlight the critical need for a new form of educational research, one that "builds bridges between the discourses of educational excellence and educational equity, as well as between theory and practice."


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