39 research outputs found

    Education through fiction: acquiring opinion-forming skills in the context of genomics

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    This study examined the outcomes of a newly designed four-lesson science module on opinion-forming in the context of genomics in upper secondary education. The lesson plan aims to foster sixteen-year-old students’ opinion-forming skills in the context of genomics and to test the effect of the use of fiction in the module. The basic hypothesis tested in this study is whether fiction stimulates students to develop opinions with regard to socio-scientific issues. A quasi-experimental pre- and post-test design was used, involving two treatment groups and one control group. One of the experimental groups received a science module incorporating movie clips (i.e. the movie group). The other experimental group received the same science module, however, only news report clips were used (i.e. the news report group). Prior to and after the module, 266 secondary school students completed a questionnaire to test their opinion-forming skills. The results demonstrate that the science module had a significant positive effect on students’ opinion-forming skills and that the movie group improved their skills more compared to the news report group. It may be concluded that the use of fiction, to be more specific movie clips about genomics extracted from feature films, to introduce a socio-scientific issue in the classroom stimulates students to develop their opinion-forming skills

    Effects of a science education module on attitudes towards modern biotechnology of secondary school students

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    This article evaluated the impact of a four-lesson science module on the attitudes of secondary school students. This science module (on cancer and modern biotechnology) utilises several design principles, related to a social constructivist perspective on learning. The expectation was that the module would help students become more articulate in this particular field. In a quasi-experimental design (experimental-, control groups and pre- and post-tests) secondary school students’ attitudes (N=365) towards modern biotechnology were measured by a questionnaire. Data were analyzed using chi-square tests. Significant differences were obtained between the control and experimental conditions. Results showed that the science module had a significant effect on attitudes, although predominantly towards a more supportive and not towards a more critical stance. It is discussed that offering a science module of this kind can indeed encourage students to become more aware of modern biotechnology, although promoting a more critical attitude towards modern biotechnology should receive more attention

    Conceptualizing Environmental Citizenship for 21st Century Education

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    This open access book is about the development of a common understanding of environmental citizenship. It conceptualizes and frames environmental citizenship taking an educational perspective. Organized in four complementary parts, the book first explains the political, economic and societal dimensions of the concept. Next, it examines environmental citizenship as a psychological concept with a specific focus on knowledge, values, beliefs and attitudes. It then explores environmental citizenship within the context of environmental education and education for sustainability. It elaborates responsible environmental behaviour, youth activism and education for sustainability through the lens of environmental citizenship. Finally, it discusses the concept within the context of different educational levels, such as primary and secondary education in formal and non-formal settings. Environmental citizenship is a key factor in sustainability, green and cycle economy, and low-carbon society, and an important aspect in addressing global environmental problems. It has been an influential concept in many different arenas such as economy, policy, philosophy, and organizational marketing. In the field of education, the concept could be better exploited and established, however. Education and, especially, environmental discourses in science education have a great deal to contribute to the adoption and promotion of environmental citizenship.info:eu-repo/semantics/publishedVersio

    The environmental citizenship opinions questionnaire: a self-assessment tool for secondary students

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    Introduction: We present a validated instrument for assessing Environmental Citizenship (EC) of students in lower secondary education. The Environmental Citizenship Opinions (ECO) questionnaire focusses on general citizenship components, key sustainability competences, and Socio-Scientific Reasoning aspects. By combining these domains, our work provides a needed innovation as these different aspects of EC have not previously been covered in one single, balanced and validated measurement instrument. Methods: The ECO questionnaire was validated through a pilot round and a subsequent large-scale study (781 lower secondary students). Several rounds of Confirmatory Factor Analysis resulted in a final model of 38 items divided in 7 first order and 5 s order constructs. Results: The final model fit statistics indicate near excellent quality of our model (RMSEA = 0.036, CFI = 0.93, TLI = 0.93, SRMR = 0.05), which consists of EC knowledge, EC attitudes, EC skills, EC reflection and complexity of EC issues. Calculations on the relative attribution of each of the five main constructs to overall environmental sustainability citizenship, highlight that attitudes and reflection skills are the most important constituents. Discussion: Our result present the ECO questionnaire as a valuable, valid and reliable tool to measure environmental citizenship of students. Applications in practice include monitoring student’s development and supporting teachers during the challenging task of effective teaching for EC in and outside the classroom

    You escaped! How did you learn during gameplay?

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    This study investigates the influence of the educational game design elements immersion, collaboration and debriefing, on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is, escaping from the room. One-hundred-and-twenty-six students, aged between 16 and 20 played the escape room. Measures for learning were pre-and post-tests. The game experience was measured through questionnaires, classroom observations and interviews with students and teachers. The results show a knowledge gain between pre-and post-test. Correlational analysis showed that all three design elements contributed to students' appreciation of the escape room, whereas only immersion had a direct contribution to knowledge gain. Based on the qualitative data it appeared that the used escape boxes contributed most to perceived immersion. Immersion helps students focus on each other and the tasks. Also, a narrative with distinct roles for each student helped to evoke immersion. Unexpectedly, these roles also scaffolded collaboration except for students in the school that engaged in a collaborative learning pedagogy. The study confirms the usability of the framework for game designs, based on theories for the design of physical and hybrid educational games. Practitioner notes What is already known about this topic The escape room as a learning environment appeals to teachers of different disciplines, ages, gender and teaching experiences. Teachers implement escape rooms to create active (hybrid) learning spaces, where learners need a combination of knowledge and skills to solve the subject-based activities. Students and teachers perceive that while participating in escape rooms, students are more engaged, active and learn more compared to regular classes. The assumption is that escape rooms support collaboration and automatically collaborative learning. Review studies on educational escape rooms show that a systematic evaluation is usually absent, disputable or indicates no knowledge gain. Teachers design their educational escape rooms based on digital escape games and/or their experience as players of escape rooms. For digital educational games, important game design aspects are researched. Three main challenges in designing educational games are (1) the participants' transition from the real world to the game world, (2) the alignment of game design aspects and educational aspects and (3) the transfer from attained experiences and knowledge back into the real world. What this paper adds This paper evaluates an educational game design framework for escape rooms, focussing on the above-mentioned main challenges in designing educational games. It investigates the influence of the educational game design elements immersion, collaboration and debriefing, on fostering learning with a hybrid educational escape room. It informs that all three design elements contributed to students' appreciation of the escape room, whereas only immersion had a direct contribution to knowledge gain. The used hybrid escape boxes contributed most to the immersion; scaffolding students to focus on each other and the tasks. Students' collaboration was successfully fostered. However, it scarcely led to collaborative learning during gameplay, due to lack of discussion and reflection needed for deeper understanding. Implications for practice and/or policy The educational escape game framework would help educators creating immersive games, which not only confront learners with meaningful contexts but also give learning gains. The educational escape game framework would help researchers focussing on important and difficult aspects of designing and implementing educational escape rooms to develop and research more effective escape rooms. In guidelines on creating immersion in educational escape games, the notion of physical objects is lacking. In this hybrid escape room, the physical objects such as escape boxes were the most powerful in creating immersion. In addition, the use of sound design in escape games in classrooms seems overrated. Debriefing after the gameplay is perceived necessary to discuss common misunderstandings, to make connections between the topics in various puzzles and to add more content to interest high-achieving students

    The environmental citizenship opinions questionnaire: a self-assessment tool for secondary students

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    IntroductionWe present a validated instrument for assessing Environmental Citizenship (EC) of students in lower secondary education. The Environmental Citizenship Opinions (ECO) questionnaire focusses on general citizenship components, key sustainability competences, and Socio-Scientific Reasoning aspects. By combining these domains, our work provides a needed innovation as these different aspects of EC have not previously been covered in one single, balanced and validated measurement instrument.MethodsThe ECO questionnaire was validated through a pilot round and a subsequent large-scale study (781 lower secondary students). Several rounds of Confirmatory Factor Analysis resulted in a final model of 38 items divided in 7 first order and 5 s order constructs.ResultsThe final model fit statistics indicate near excellent quality of our model (RMSEA = 0.036, CFI = 0.93, TLI = 0.93, SRMR = 0.05), which consists of EC knowledge, EC attitudes, EC skills, EC reflection and complexity of EC issues. Calculations on the relative attribution of each of the five main constructs to overall environmental sustainability citizenship, highlight that attitudes and reflection skills are the most important constituents.DiscussionOur result present the ECO questionnaire as a valuable, valid and reliable tool to measure environmental citizenship of students. Applications in practice include monitoring student’s development and supporting teachers during the challenging task of effective teaching for EC in and outside the classroom

    Abstracts from the Food Allergy and Anaphylaxis Meeting 2016

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    Secondary Science Teachers’ Views on Environmental Citizenship in the Netherlands

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    Environmental Citizenship (EC) is a promising aim for science education. EC enables people not only to responsibly make decisions on sustainability issues—such as use of renewable energy sources—but also to take action individually and collectively. However, studies show that education for EC is challenging. Because our understanding of EC practice remains limited, an in-depth, qualitative view would help us better understand how to support science teachers during EC education. This study aims to describe current EC education practices. What do secondary science teachers think sustainability and citizenship entail? What are their experiences (both positive and negative) with education for EC? A total of 41 Dutch science teachers were interviewed in an individual, face-to-face setting. Analysis of the coded transcripts shows that most teachers see the added value of EC but struggle to fully implement it in their teaching. They think the curriculum is unsuitable to reach EC, and they see activities such as guiding discussions and opinion forming as challenging. Furthermore, science teachers’ interpretation of citizenship education remains narrow, thus making it unlikely that their lessons are successful in fostering EC. Improving EC education therefore may be supported by explicit representation in the curriculum and teacher professional development directed at its implementation

    Beyond the Early Adopters: Escape Rooms in Science Education

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    Case studies report enthusiastically on the implementation of escape rooms in science education. This mixed-method study explores beyond the early adopting teacher, as the perceptions of 50 teachers and 270 students were investigated. Escape rooms are time restricted games where participants work together and accomplish a specific goal. The escape rooms’ usability for education in terms of goals, experiences during gameplay, outcomes, and boundary conditions are studied, using multiple data sources: online questionnaires, interviews, classroom observations and movie clips made by students about their experiences. The use of mixed methods and large samples on this topic is a novelty. Results show that teachers of different ages, gender and teaching experience were appealed in particular to the diversity of activities offered that call for multiple skills and teamwork. Students experienced the need to think hard using multiple thinking skills and enjoyed the feeling of autonomy and mastery during gameplay. This is interesting, as an escape room setup is very strict, with few degrees of freedom. According to teachers and students, escape rooms are suitable for processing, rehearsing and formative assessment of science knowledge and skills. However, the time restriction during gameplay appears to be an ambiguous factor in student learning
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