3,692 research outputs found

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    An exploration of longitudinal studies of digital learning

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    Background: The importance of digital technologies for enhancing learning in formal education settings has been widely acknowledged. In the light of this expectation, it is important to investigate the effects of these technologies on students' learning and development. Purpose: This study explores longitudinal empirical research on digital learning in the context of primary and secondary education. By focusing on a small selection of the peer-reviewed literature, the aim is to examine the kinds of longitudinal study published on this topic during the period 2012-2017 and, thorough categorisation, to bring together insights about the reported influences of digital technology use on students' learning. Design and methods: The databases searched for the purposes of this review were Scopus and Web of Science. Of 1,989 articles, 13 were finally included in the review. Using qualitative content analysis, these were analysed, coded and categorised. Results: The reviewed studies were found to have approached digital learning in different ways: they varied, for example, in terms of research methods and design and the digital technologies used. The studies addressed different aspects of learning, which we assigned to six categories: affection, attitude, and motivation; subject-specific knowledge and skills; transversal skills; learning experience; elements of the learning environment; and identity. We identified both positive and negative influences of technology on learning. Conclusions: This review offers a snapshot of the variety of research in this fast-moving area. The studies we explored were found to approach digital learning from several different perspectives, and no straightforward conclusions can be drawn about the influences of digital technology use on students' learning. We conclude that further longitudinal studies of digital learning are needed, and this study assists by highlighting gaps in the existing literature.Peer reviewe

    Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

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    The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1) games foster motivation, 2) play is a natural mode of learning, 3) games induce cognitive flow, which is productive for learning, 4) games support learning-by-doing, 5) games allow for performance monitoring, 6) games offer freedom of movement and the associated problem ownership, 7) games support social learning, 8) games allow for safe experimentation, 9) games accommodate new generations of learners, who have grown up immersed in digital media, and 10) there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline

    2017 The Role of Books and Reading in STEM: An Overview of the Benefits for Children and the Opportunities to Enhance the Field

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    In April 2017, STEM Next, in partnership with the Hoag Foundation and the Molina Foundation, commissioned the Institute for Entrepreneurship in Education (IEE) and the Caster Family Center for Nonprofit and Philanthropic Research at the University of San Diego to provide an overview of literacy learning within the disciplinary context of Science, Technology, Engineering, and Math (STEM). This overview includes (1) a literature review on the benefits of integrating literacy and STEM for elementary and middle-school-aged children, (2) an environmental scan of reading programs, organizations, and materials that focus on Literacy in STEM, and (3) a set of criteria for identifying high-quality STEM reading materials and programs for school-aged children both in school and out of school.https://digital.sandiego.edu/npi-youth/1001/thumbnail.jp

    Science Excel: An Effective Teacher Recruitment Program for Rural Schools?

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    This study explored the possibility of using an Excel program to identify and recruit teachers into the profession at the secondary level

    Video games and learning : a scoping study of the diverse use of video games in Australian classrooms

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    This study investigates current uses of video games within secondary classrooms in Australia, and the ways this is impacted by teacher attitudes and experiences. First, a thorough systematic review of current literature surrounding video games in secondary classrooms was conducted. The review indicated that current research regarding video games and education is primarily concerned with short-term interventions, and often does not take into consideration the context of wider teaching activities. The review further found that research in the Australian context is limited, and primarily qualitative in nature. Second, a survey of Australian secondary teachers was conducted to explore teacher attitudes towards video game based learning, and to identify promoters and barriers to the adoption of video games. Results indicated teacher beliefs were positive regarding the ability of video games to increase student interest and engagement, and to teach real-world skills. External support for video games and the frequency of teacher video game use in their own practice significantly influenced teacher attitudes. The opportunities for building on the limited research within an Australian context means this study contributes to building a comprehensive body of research that accounts for teacher attitudes and uses of video games within Australian secondary classrooms
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