期刊论文详细信息
Smart Learning Environments
Science teachers’ experiences of inquiry-based learning through a serious game: a phenomenographic perspective
Panagiotis Petridis1  Sara de Freitas2  Sylvester Arnab3  Petros Lameras4  Ian Dunwell4 
[1] Aston Business School, Aston University, Birmingham, UK;Department of Computer Science, Birkbeck, University of London, London, UK;Disruptive Media Learning Lab, Coventry University, Coventry, UK;School of Computing, Electronics and Mathematics, Coventry University, Priory Street, CV1 5FB, Coventry, UK;
关键词: Serious games;    Inquiry-based learning;    Science teachers;    Phenomenography;   
DOI  :  10.1186/s40561-021-00152-z
来源: Springer
PDF
【 摘 要 】

This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with 20 secondary education science teachers revealed four qualitatively different ways of experiencing inquiry-based learning through Simaula: (a) as uncovering insights about student’s learning needs, interests and emotions; (b) as generating ideas and concepts for meaningful inquiry; (c) as a set of operations for designing and carrying out scientific research; and (d) as authentic inquiry for enabling knowledge building processes. Seven dimensions of variation have been identified viewed as contextual influences on conceptions of in-game inquiry constituting discernment of: epistemic inquiry-based learning modes; role of teacher; role of student; game-play focus; core mechanics focus; feedback and progress mechanics and game uncertainty. The results illuminated a partial in-game inquiry approach with distinct epistemic modes from developing empathy and meaning making to knowledge construction and knowledge building. The findings also indicated that game design elements played central role in shaping conceptions of in-game inquiry from focusing on rules and logic as means to completing the game’s level to understanding the complexity of core mechanics for developing and transferring in-game inquiry to the real classroom. This insinuates that distinct game design properties may be considered in terms of extending intrinsic in-game inquiry experiences to actual in-class inquiry practice.

【 授权许可】

CC BY   

【 预 览 】
附件列表
Files Size Format View
RO202107076345477ZK.pdf 1084KB PDF download
  文献评价指标  
  下载次数:7次 浏览次数:13次