scholarly journals Online lektiehjælp – Udvikling af en vejledningsdidaktik med pædagogisk designforskning som metode

2016 ◽  
Vol 9 (15) ◽  
Author(s):  
Jens Jørgen Hansen ◽  
Kirstin Remvig

Lektievejledning er en pædagogisk praksis i rivende udvikling med fokus på at støtte elever i at forstå og håndtere udfordringer i deres lektiearbejde. Lektievejledning er på den politiske dagsorden i skole og ungdomsuddannelser og tilbydes både internt af uddannelsesinstitutionerne samt af private og offentlige aktører. Men lektievejledning er ikke etableret som et teoretisk felt eller som en særlig vejledningskompetence. Der er således behov for at begrebsliggøre og udvikle teori om, hvad lektievejledning er, og hvordan vejledningsformen didaktisk kan håndteres. Mere konkret er ud-fordringen at udvikle et nuanceret fagsprog samt en modellering af feltet til forklaring af lektievejledningens komplekse praksis med det mål at udvikle og kvalificere lektievejledning som pædagogisk teori og pædagogisk prak-sis. Denne artikel præsenterer resultatet af et forskningsprojekt, hvis mål er at udvikle en vejledningsdidaktik, herunder metoder, modeller og materialer for lektievejledning i regi af Lektier Online. Lektier Online er en organisation ved Statsbiblioteket i Århus, der tilbyder en online lektiecafe, hvor bl.a. gymnasie-elever kan få hjælp af frivillige universitetsstuderende. Dette didaktiske de-sign er et eksempel på, hvordan digitalisering og ny teknologi er en katalysator for udvikling af nye innovative læringsmiljøer og læringstilbud, der åbner fleksible og stedsuafhængige rum for læring, giver mulighed for samspil med aktører uden for skolens formelle rammer, og som er båret af integration af digitale teknologier i læringssituationen. Artiklen beskriver forskningsproces-sen med at indkredse en vejledningsdidaktik for lektiehjælp samt udviklingen, konceptualiseringen, afprøvningen og evalueringen af en række vejlednings-modeller på grundlag af forskningsmetoden Pædagogisk designforskning og dens tradition for brugerdreven innovation. Artiklen beskriver for det første resultatet af forskningsprocessen i form af koncepter og modeller som: Lektie-vejlederens kompetenceprofil, Vejledningskompasset, Vejledningens scener og Vejledningsstrategimodellen – og evalueringen af disse modellers pædagogiske værdi. For det andet demonstrerer artiklen, hvordan forskerteamet metodisk har fortolket og udmøntet den pædagogiske designforsknings metode til ud-vikling af en vejledningsdidaktik. -- Homework counselling is a fast growing pedagogical practice where focus is on supporting students in understanding and handling challenges in their homework. Homework counselling is on the political agenda in schools and secondary schools and is offered both internally by the educational institutions as well as private and public operators. Homework counselling however is not established as a theoretical field or as a specific counselling competence. Hence there is a need to conceptualise and devel-op theories about what homework counselling is and how the form of counselling can be handled didactical. In concrete terms the challenge is to develop a nuanced terminology and a modelling of the field to explain the complex practices of homework counselling with the aim to develop and qualify homework counselling as a pedagogical theory and pedagogical practice. This article presents the result of a research project, which aim is to devel-op a counselling didactic, including methods, models and materials for homework counselling within the framework of Homework Online. Home-work Online is an organisation at the State Library in Aarhus, Denmark, which offers a place for online homework guidance where i.a. secondary school students can get help from volunteer university students. This didactical design is an example on how digitisation and new technology acts as a catalyst for developing new innovative learning environments and possibilities for learning, which opens flexible and spaces for learning irrespective of place, allowing interactions with external operators outside the formal school framework, and based on digital technology integration in the learning situation. The article describes the research process by in-creasing a counselling didactic for homework guidance plus the develop-ment, the conceptualisation, the testing and the evaluation of a number of counselling models based on the research method pedagogical design re-search and it’s tradition for user driven innovation. The article describes firstly the results of the research process in form of the concepts and mod-els: The Competence Profile of the Homework Counsellor, The Counselling Compass, The Counselling Scenes and The Counselling Strategy Model – and the evaluation of these models’ pedagogical value. Secondly the article demonstrates how the research team have interpreted and implemented the pedagogical design research method in the development of a counsel-ling didactic.

2019 ◽  
Vol 2 (2) ◽  
pp. 80-90
Author(s):  
Widiawati Widiawati

The purpose of this study was to determine the role of tesselation in translational and reflection material in developing students' mathematical communication based on a scientific approach. The research method uses design research type validation study involving 30 students of class VII SMP 9 Palembang. The research process produces learning trajectory which contains a series of learning processes in two activities, namely scientific on translational material and scientific on reflection material. Every scientific activity consists of observing, asking, reasoning, trying, and forming networks. The results of the study showed that by providing learning material through a scientific approach, the role of tesselations could help students to carry out mathematical communication so that they could identify translational and reflection material. Therefore, students can understand the concepts of translation and reflection and solve problems related to the material. In conclusion, learning using tessellation with a scientific approach effectively helps students understand the concepts of translation and reflection. Through activities such as observing, asking, reasoning, trying, and forming networks Keywords: Mathematical Communication, Scientific Approach, Tessellation


2021 ◽  
Vol 11 (2) ◽  
Author(s):  
Padhila Angraini ◽  
Rully Charitas Indra Prahmana ◽  
Masitah Shahrill

Geometry is one of the essential mathematics materials, such as square and rectangle. However, most elementary school students experience difficulty in understanding it due to the abstractness of the geometric material. Furthermore, teachers teaching in the remote areas of Indonesia still encounter problems exploring this abstract material to make students understand caused by the limited learning resources. On the other hand, students in remote areas are familiar with traditional games, such as Macanan. Hence, the objective of this study is to design learning activities utilizing Macanan game in assisting students understand the concept of the perimeter and area of squares and rectangles for fourth-grade students. A design research approach was implemented and performed at one of the elementary schools in Jambi, Indonesia. The research results presented that Macanan could be a context for a starting point in this learning design of both square and rectangular learning. Employing this context, it would be fun, enjoyable, and easy to understand the perimeter and area of squares and rectangles for students. This game could be a context for teachers in remote areas in teaching geometry and be a reference for identifying other contexts which can make mathematics learning easy in remote areas.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Amir Haj-Bolouri ◽  
Christian Master Östlund ◽  
Matti Rossi ◽  
Lars Svensson

Purpose Although there is a large body of literature available on the foundations of workplace learning (WPL), little is known about designated research methods that systematically combine intervention, design and learning at work. The purpose of this study is to propose action design research as an alternative method for organizing WPL in general and facilitating pedagogically rich activities in particular. Design/methodology/approach This research used a case study approach to focus the action design research method and exemplify its utility through two case studies that emphasize WPL in general and how the method can be used to facilitate pedagogically rich activities in particular. Findings The results of the case studies indicate that the action design research method had a significantly positive effect on organizing WPL in organizations systematically, as well as creating a narrative that structures the research process and its outcomes. Originality/value The findings help scholars that are in need of organizing WPL research in a systematic way. The findings do also help practitioners in organizations to solve real-world problems and develop new knowledge jointly together with scholars. Consequently, the findings contribute to the existing literature by exemplifying how to facilitate pedagogically rich activities and disseminate the outcomes of doing so in a formalized way.


Author(s):  
Chih-Chao Chung ◽  
Shu-Lan Huang ◽  
Yuh-Ming Cheng ◽  
Shi-Jer Lou

AbstractThe purposes of this study were to integrate imagination and STEAM education to construct a special topic course on wearable devices for pets for technology senior high school students studying electronic science; to explore the impacts of the learning process on students’ imagination, STEAM competences and satisfaction with learning effectiveness; and to investigate the integration of imagination into STEAM education. This study adopted the design research method and took 40 students in the third year of a special topic course in electronic science at a technology senior high school as the research subjects. The students were randomly divided into 8 groups, and teaching activities were carried out for 18 weeks. This study used questionnaire and documentary analysis methods to carry out peer evaluation, pretests, posttests and student self-report surveys to collect qualitative and quantitative data for statistical analysis and cross-validation. In this study, a new integration model of imagination and STEAM is proposed. The design research method was employed to plan the iSTEAM course and design special topic activities about real-life issues so that the degree of integration of imagination into the STEAM special topic course and the quality of the students’ work were moderately positively correlated and highly positively correlated, respectively, with students’ application of their learning from various aspects of iSTEAM, which can significantly enhance their imagination, STEAM competences, and satisfaction with their learning effectiveness. The iSTEAM teaching model can help engineering educators develop and evaluate iSTEAM courses and learning activities and provides new contributions to and research directions for STEAM education.


2016 ◽  
Vol 5 (2) ◽  
pp. 193 ◽  
Author(s):  
Ardian Asyhari ◽  
Irwandani Irwandani ◽  
Herli Candra Saputra

This research focuses on developing a conceptual instruction worksheet on the material of the photoelectric effect for high school students. This research method is Design Research that produces products in the form of worksheets for students to construct the concept about photoelectric effect, so as to assist students in understanding the influence of the wavelength of the photoelectric effect and understand the influence of the type of metal used to the wavelength when the photoelectric effect occurs. After going through the validation experts who assess the content and the interface, then the products are developed tested to the user to determine the respons. By teachers and students, the products gain value with good criteria and otherwise practical for use in the classroom, also make students and teachers interesting with the product.Penelitian ini berfokus untuk mengembangkan lembar kerja instruksi konseptual pada materi efek fotolistrik untuk siswa SMA. Metode penelitian ini adalah Design Research yang menghasilkan produk berupa lembar kerja untuk mengkonstruksi konsep siswa terhadap efek fotolistrik, sehingga dapat membantu siswa dalam memahami pengaruh panjang gelombang terhadap efek fotolistrik dan memahami pengaruh jenis logam yang digunakan terhadap panjang gelombang saat efek fotolistrik terjadi. Setelah melalui validasi ahli yang menilai isi dan antarmuka, kemudian produk yang dikembangkan diujikan kepada pengguna untuk mengetahui respons kepraktisan dan kemenarikkan. Oleh guru dan siswa, produk mendapatkan nilai dengan kriteria baik, dinyatakan praktis untuk digunakan pada pembelajaran, dan menarik minat guru dan juga siswa.


Author(s):  
Jessica Schoffelen ◽  
Selina Schepers ◽  
Liesbeth Huybrechts ◽  
Laura Braspenning

The role of making may seem self-evident in a design context. However, in developing an educational design research course at the [institute name], we experienced that when design and research are intertwined, students tend to lose their focus on making. Therefore, this paper reflects on a research trajectory that explores how to support students in intertwining making and reflecting throughout the design research process. During this trajectory, we redeveloped design research methods making use of design representations – representations of design, i.e. field studies, insights, experiments, prototypes, and so on – as a means to connect making and reflecting throughout the design process. Design representations have informing and inspiring qualities and are made by designers to open up their design process and to enable communication, collaboration and reflection with others, throughout the making process. We will argue that combining design representations with structuring rules of play in a design research method and using them throughout the whole design process can improve collaborative reflection-in-action (Schön, 1983), or reflection-in-making, since it allows students to work in a more iterative manner. We describe how we – in eight case studies - recreated and evaluated a design research method, making use of design representations and structuring rules of play.


2021 ◽  
Vol 9 (4) ◽  
pp. 427-441
Author(s):  
Benny Anggara ◽  
Winoto Wahyudi ◽  
Futichatur Rizqi ◽  
Dimas Fajar Maulana ◽  
Sisca Rachmaningsih ◽  
...  

One way that can be done in overcoming these students' learning difficulties is by making improvements related to the teaching materials presented. This is done so that students can understand the concept of linear programming that is not textual. Therefore, this research was developed to develop a design of teaching materials (didactic design) that is more relevant for students so that students' learning difficulties can be overcome. Abstract is different from summary. The research method used is qualitative research methods with design research using Didactical Design Research (DDR). The subjects in this study were 37 high school students in class X in one of the schools in Kabupaten Cirebon. This study has three important stages, namely, preparing ADP, metapedadidactic analysis, and retrospective analysis. The results obtained in this study are that the didactic design was developed with four didactic situations to solve students' difficulties in determining the optimum value of the problem using the test point method and the probing line method.


2020 ◽  
Vol 11 (3) ◽  
pp. 405-416
Author(s):  
Zulkardi Zulkardi ◽  
Meryansumayeka Meryansumayeka ◽  
Ratu Ilma Indra Putri ◽  
Zahra Alwi ◽  
Duano Sapta Nusantara ◽  
...  

School students can use a sequence of contextual tasks to learn mathematics. We can use Covid-19 as a phenomenon or context to exploit in learning mathematics. This article describes how students learn with mathematical problems that adapted PISA tasks and used the Covid-19 context. This study involved 29 secondary-level students, 15 years old, and each has different levels of mathematical skills. We use three phases of design research as the research method. Data were collected using observation, interviews, and documents. Then, they were analyzed descriptively. The result showed there were ten problems developed, and students were asked to work with those problems.  We found that there are steps in how students understand and solve the problem. First, if students find a picture in the task, then they observe at the picture, read the question, and then start working to solve the problem. Second, if students find a table with less data, students refer to all data in solving the problem. Third if students find a table which has a lot of data, then some students calculate all of the data and other only compared among them. We’d like to encourage students to understand the problem before solving the problem. They do this by observing the pictures, comprehending the tables and also the questions.


Author(s):  
Dandy Ashghor Dawudi ◽  
Kamidjan Kamidjan ◽  
Agus Sulton

This research takes the object of Sebening Syahadat by Diva SR, this work is a novel that tells the story of the journey ofa teenager named Sam who is in the process ofsearching for identity. The journey is filled with interesting twits and turns embelissed with a love story that is very suitable if consumed by the younger generation who are learning to find identit. This study aims to reveal the value motives that led Sam’s character in finding his identity, which expected to be a material for reflection for readers, especially young people who are in the process of discovering his identity, the scope of the problem in this study is to reveal the value motives that affect the character’s psyche. Sam is told to have a rascal character.The research method used in this study took a descriptive qualitative approach, data colletion used was a literature study technique with stages of reading, note taking, coding for futher analysis. The analysis technique used is qualitative descriptive analysis technique.The result of the research in this research process indicate that the mental process of Sam’s character influenced by several factors, including: a. Motives in cultural factors (Situasional Factors), b. The motive for love begins with admiration for the attitude of someone who is full of noble values of character, c. The motive of curiosity and fulfillment of his needs for true value.


Author(s):  
Honghai LI ◽  
Jun CAI

The transformation of China's design innovation industry has highlighted the importance of design research. The design research process in practice can be regarded as the process of knowledge production. The design 3.0 mode based on knowledge production MODE2 has been shown in the Chinese design innovation industry. On this cognition, this paper establishes a map with two dimensions of how knowledge integration occurs in practice based design research, which are the design knowledge transfer and contextual transformation of design knowledge. We use this map to carry out the analysis of design research cases. Through the analysis, we define four typical practice based design research models from the viewpoint of knowledge integration. This method and the proposed model can provide a theoretical basis and a path for better management design research projects.


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