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Science and Mathematics Education Commons™
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- Mobile learning (2)
- Active learning (1)
- British curriculum forum (1)
- Cognitive load (1)
- Computer simulations (1)
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- Diegetic elements (1)
- Educational effectiveness and improvement (1)
- Educational games (1)
- Educational technology (1)
- Gamification (1)
- Generative learning (1)
- Maker concepts (1)
- Military service members (1)
- Research methods (1)
- STEM concepts (1)
- STEM education (1)
- Science instruction (1)
- Self-efficacy (1)
- Self-explanation (1)
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Articles 1 - 5 of 5
Full-Text Articles in Science and Mathematics Education
Mobile Learning And Cognition, Helen Crompton, Diane Burke
Mobile Learning And Cognition, Helen Crompton, Diane Burke
Teaching & Learning Faculty Publications
The rise of mobile learning in schools during the past decade has led to promises about its power to extend and enhance student cognitive development – for example, by providing greater pedagogical opportunities for students (Mifsud, 2014). However, others claim that mobile devices are most often used to support traditional pedagogical approaches whereby students only passively consume content (Cochrane & Antonczak, 2014; Frohberg, Goth & Schwabe, 2009; Rushby, 2012). As schools invest resources in providing students with opportunities to use mobile devices as tools for learning, it is important to critically examine their use in practice.
Creating The Fleet Maker - Lessons Learned From The First Series Of Workshops On Maker Concepts For Active Duty Personnel, Karina Arcaute, Michel Albert Audette, Vukica Jovanovic, Anthony Dean, Dipankar Ghosh
Creating The Fleet Maker - Lessons Learned From The First Series Of Workshops On Maker Concepts For Active Duty Personnel, Karina Arcaute, Michel Albert Audette, Vukica Jovanovic, Anthony Dean, Dipankar Ghosh
STEMPS Faculty Publications
The US Navy has supported research related to the 3D printing or Additive Manufacturing area for more than 20 years. More recently, efforts like the Print the Fleet initiative and Marine Makers are exploring ways to design and create solutions to future problems with the possibility of reducing maintenance costs, increasing equipment readiness, and improving combat effectiveness. The Creating the Fleet Maker project is an effort supported by the Navy and Marine Corps Science, Technology, Engineering and Mathematics Education, Outreach and Workforce Program of the Office of Naval Research. It examines the concept of making in order to develop skills …
Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean
Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean
VMASC Publications
One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …
Investigating Application Of The Self-Explanation Learning Strategy During An Instructional Simulation, Paul Michael Macloughlin
Investigating Application Of The Self-Explanation Learning Strategy During An Instructional Simulation, Paul Michael Macloughlin
STEMPS Theses & Dissertations
Computer-based simulations effectively support the acquisition of scientific knowledge when combined with a guided learning approach. Active learning drives complex cognitive processes that enable the integration of new information with existing knowledge. The iCAP (Interactive, Constructive, Active, Passive) Framework provides a conceptual model to describe different types of active learning. Computer-based simulations fit neatly within this framework. Similarly, self-explanation is a generative learning strategy that fits within this framework. Promoting self-explanation using instructional prompts is an effective method for driving application of the strategy. This study compared three combinations of self-explanation prompt and learner activity (closed prompts – overt activity, …
Using Mobile Devices To Facilitate Student Questioning In A Large Undergraduate Science Class, Helen Crompton, Stephen R. Burgin, Declan G. De Paor, Kristen Gregory
Using Mobile Devices To Facilitate Student Questioning In A Large Undergraduate Science Class, Helen Crompton, Stephen R. Burgin, Declan G. De Paor, Kristen Gregory
Teaching & Learning Faculty Publications
Asking scientific questions is the first practice of science and engineering listed in the Next Generation Science Standards. However, getting students to ask unsolicited questions in a large class can be difficult. In this qualitative study, undergraduate students sent SMS text messages to the instructor who received them on his mobile phone and via Google Glass. Using observations, coding of texts, and interviews, the researchers investigated the types and level of questions students asked and the perceptions of the instructor and TAs on how the messages were received. From the findings of this study, it is evident that students asked …