Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

被引:26
|
作者
Annetta, Leonard A. [1 ]
Frazier, Wendy M. [1 ]
Folta, Elizabeth [2 ]
Holmes, Shawn [3 ]
Lamb, Richard [1 ]
Cheng, Meng-Tzu [4 ]
机构
[1] George Mason Univ, Fairfax, VA 22030 USA
[2] SUNY Environm Sci & Forestry, Newcomb, NY USA
[3] N Carolina State Univ, Raleigh, NC 27695 USA
[4] Natl Changua Univ, Changhua, Taiwan
关键词
Science education; Self-efficacy; Professional development; Technological pedagogical content knowledge; Video games; TECHNOLOGY; BELIEFS;
D O I
10.1007/s10956-012-9375-y
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.
引用
收藏
页码:47 / 61
页数:15
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