Learning Neuroscience with Technology: a Scaffolded, Active Learning Approach

被引:7
|
作者
Schleisman, Katrina B. [1 ,2 ]
Guzey, S. Selcen [3 ,4 ]
Lie, Richard [4 ]
Michlin, Michael [5 ]
Desjardins, Christopher [5 ]
Shackleton, Hazel S. [1 ]
Schwerdfeger, August C. [1 ]
Michalowski, Martin [1 ]
Dubinsky, Janet M. [2 ]
机构
[1] Andamio Games, 111 Third Ave South,Suite 100, Minneapolis, MN 55401 USA
[2] Univ Minnesota, Dept Neurosci, 6-145 Jackson Hall,321 Church St Southeast, Minneapolis, MN 55455 USA
[3] Purdue Univ, Dept Curriculum & Instruct, 4108 Beering Hall,100 North Univ St, W Lafayette, IN 47907 USA
[4] Purdue Univ, Dept Biol Sci, 915 West State St, W Lafayette, IN 47907 USA
[5] Univ Minnesota, Ctr Appl Res & Educ Improvement, 1954 Buford Ave,Suite 425, St Paul, MN 55108 USA
基金
美国国家卫生研究院;
关键词
Educational games; Educational technology; Neuroscience education; Student learning; EDUCATIONAL-TECHNOLOGY; SCIENCE-EDUCATION; GAME; STUDENTS; SIMULATIONS; INTERVENTION; ENVIRONMENTS; METAANALYSIS; HYPERMEDIA; MOTIVATION;
D O I
10.1007/s10956-018-9748-y
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Mobile applications (apps) for learning technical scientific content are becoming increasingly popular in educational settings. Neuroscience is often considered complex and challenging for most students to understand conceptually. iNeuronis a recently developed iOS app that teaches basic neuroscience in the context of a series of scaffolded challenges to create neural circuits and increase understanding of nervous system structure and function. In this study, four different ways to implement the app within a classroom setting were explored. The goal of the study was to determine the app's effectiveness under conditions closely approximating real-world use and to evaluate whether collaborative play and student-driven navigational features contributed to its effectiveness. Students used the app either individually or in small groups and used a version with either a fixed or variable learning sequence. Student performance on a pre- and post-neuroscience content assessment was analyzed and compared between students who used the app and a control group receiving standard instruction, and logged app data were analyzed. Significantly, greater learning gains were found for all students who used the app compared to control. All four implementation modes were effective in producing student learning gains relative to controls, but did not differ in their effectiveness to one another. In addition, students demonstrated transfer of information learned in one context to another within the app. These results suggest that teacher-led neuroscience instruction can be effectively supported by a scaffolded, technology-based curriculum which can be implemented in multiple ways to enhance student learning.
引用
收藏
页码:566 / 580
页数:15
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