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Choice and interest in designed learning environments: the case of FUSE Studios

机译:选择和设计学习的兴趣环境:保险丝工作室

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Purpose - Empirical investigation into the e-learning innovation, FUSE Studios, is both timely and relevant because FUSE is rapidly expanding domestically and abroad and there is continued interest in the interdisciplinary fields of information and learning sciences in the constructs of choice and interest as they relate to the provision and design of learning experiences. In particular, this paper aims to contribute to scholarly and design-based conversations on how e-learning innovations - especially those situated within the digital youth and constructionism strands of research - can be designed in ways that support robust opportunities for learning for young people (Reynolds et al, 2019). Design/methodology/approach - Drawing upon a large corpus of mixed-methods data including computer-generated activity log data, youth survey data and studio facilitator interview data, this paper examines patterns of use and interest-related experience among young people in a range of FUSE Studios settings across the USA. Findings - The results suggest that student choice within FUSE'S curricular and Studio model tends to support a broad exploration of interests across a wide range of youth, rather than a deep dive into particular Science, Technology, Engineering, Arts, and Mathematics (STEAM) content areas. Practical implications - Alongside the broad exploration that was found to characterize the patterns of student choice in FUSE Studios, a striking number of students from those surveyed reported that FUSE supported their interest development they liked the FUSE challenges, were always able to find something of interest to do in the FUSE Studios and saw the FUSE challenges are supportive of their current and future interests. (See similar findings in Stevens et al, 2016). We understand these student self-reported experiences as evidence that the FUSE Studios model did well to encourage meaningful, interest-driven learning experiences for youth. Originality/value - Committed to making research usable for practice, this paper offers implications for future e-learning designs that seek to make choice and interest central to the organization of activity and environment.
机译:目的——实证调查学习创新,融合工作室,是两个及时和迅速相关因为保险丝在国内和国外,扩张跨学科的持续兴趣字段的信息和学习科学结构的选择和兴趣提供相关的学习和设计的经历。促进学术和设计对话——学习如何创新尤其是那些坐落在数字青春和建构主义的研究可以设计的方式支持健壮吗为年轻人学习的机会(Reynolds)等人,2019年)。设计/方法/方法——利用大型语料库的数据包括混合方法电脑制作活动日志数据,青春调查数据和工作室主持人采访数据,本文研究的使用和模式利益的经验的年轻人在美国的一系列保险丝工作室设置。结果,结果表明,学生选择在保险丝的课程和工作室模型倾向于支持广泛的探索利益在一个广泛的青年,而不是深度深入研究特定科学、技术、工程、艺术和数学(蒸汽)内容区域。被发现的广泛的探索描述学生的模式选择保险丝工作室,相当数量的学生受访者称,保险丝支持他们兴趣发展他们喜欢保险丝挑战,总是能够找到的东西电流保险丝挑战是支持他们的和未来的利益。史蒂文斯等,2016)。自我经验的证据保险丝工作室模式鼓励表现良好有意义,interest-driven学习经验青年。本文研究用于实践,提供了对未来电子设计寻求使选择和利益的核心活动的组织和环境。

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