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Full-Text Articles in Education

A Bayesian Network Meta-Analysis To Synthesize The Influence Of Contexts Of Scaffolding Use On Cognitive Outcomes In Stem Education, Brian Robert Belland, Andrew Walker, Nam Ju Kim Dec 2017

A Bayesian Network Meta-Analysis To Synthesize The Influence Of Contexts Of Scaffolding Use On Cognitive Outcomes In Stem Education, Brian Robert Belland, Andrew Walker, Nam Ju Kim

Instructional Technology and Learning Sciences Faculty Publications

Computer-based scaffolding provides temporary support that enables students to participate in and become more proficient at complex skills like problem solving, argumentation, and evaluation. While meta-analyses have addressed between-subject differences on cognitive outcomes resulting from scaffolding, none has addressed within-subject gains. This leaves much quantitative scaffolding literature not covered by existing meta-analyses. To address this gap, this study used Bayesian network meta-analysis to synthesize within-subjects (pre–post) differences resulting from scaffolding in 56 studies. We generated the posterior distribution using 20,000 Markov Chain Monte Carlo samples. Scaffolding has a consistently strong effect across student populations, STEM (science, technology, engineering, and mathematics) …


Design And Assessment Of Deep And Active Learning In Science, Technology, Engineering, And Mathematics (Stem) Education, Juhong Christie Liu Ph.D., Elizabeth Johnson Ph.D., Jin Joy Mao Ph.D. Jun 2017

Design And Assessment Of Deep And Active Learning In Science, Technology, Engineering, And Mathematics (Stem) Education, Juhong Christie Liu Ph.D., Elizabeth Johnson Ph.D., Jin Joy Mao Ph.D.

Libraries

This presentation draws academic significance from a focused literature review and initial data for learning design in Science, Technology, Engineering, and Mathematics (STEM) education. The presenters will discuss strategies of fostering deep, active learning, alignment with assessment, and development of assessment instruments and methods. The presenters will share the design and development of an assessment kit to measure learning outcomes that matter in the 21st century STEM education. Through shared evidence and interactive reflection, the audience will take away up-to-date design strategies for deep and active learning as well as assessment in STEM education. The project is sponsored by National …


Stitching Codeable Circuits: High School Students' Learning About Circuitry And Coding With Electronic Textiles, Breanne Krystine Litts, Yasmin B. Kafai, Debora A. Lui, Justice T. Walker, Sari A. Widman May 2017

Stitching Codeable Circuits: High School Students' Learning About Circuitry And Coding With Electronic Textiles, Breanne Krystine Litts, Yasmin B. Kafai, Debora A. Lui, Justice T. Walker, Sari A. Widman

Instructional Technology and Learning Sciences Faculty Publications

Learning about circuitry by connecting a battery, light bulb, and wires is a common activity in many science classrooms. In this paper, we expand students’ learning about circuitry with electronic textiles, which use conductive thread instead of wires and sewable LEDs instead of lightbulbs, by integrating programming sensor inputs and light outputs and examining how the two domains interact.We implemented an electronic textiles unit with 23 high school students ages 16–17 years who learned how to craft and code circuits with the LilyPad Arduino, an electronic textile construction kit. Our analyses not only confirm significant increases in students’ understanding of …


A Phenomenological Examination Of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic, Jasmine Brown-Turner Jan 2017

A Phenomenological Examination Of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic, Jasmine Brown-Turner

Walden Dissertations and Doctoral Studies

Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob's Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated …