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JolasMATIKA: An Experience for Teaching and Learning Computing Topics From University to Primary Education
IEEE Transactions on Education ( IF 2.6 ) Pub Date : 2020-08-01 , DOI: 10.1109/te.2019.2951568
Edurne Larraza-Mendiluze , Olatz Arbelaitz , Ana Arruarte , Jose F. Lukas , Nestor Garay-Vitoria

Contribution: A learning-by-teaching methodology through games can be used to promote informatics (computer science) in primary and secondary education. Applying the proposed activities can change students’ perception of informatics from seeing it as merely using computers to seeing its relationship with mathematics. The experience can also help students acquire competences in teaching. Background: Although students, specifically in primary and secondary education, are increasingly competent in terms of technology use, it has been found that in many cases informatics, as a science, has been relegated to a secondary status; it is usually considered only as a tool or additional resource, and not as an object of study. Intended Outcomes: To refine the application of the learning-to-teach-to-learn (L2T2L) methodology, a learning-by-teaching methodology that has students learn and then, in turn, teach that learning to younger students, in cascade from university to secondary to primary students. To analyze its effects on students’ attitudes toward informatics. Application Design: The model incorporates a learning-by-teaching approach in a multistage sequence across different kinds of learners and teachers, using fun, game-like materials. Findings: The use of the action research methodology allowed adjustment of the educational methodology, providing more reliable data and enough experience to suggest how to extend the project to a broader audience. Although the results obtained were less significant than expected, the experience did give students a more realistic view of informatics.

中文翻译:

JolasMATIKA:从大学到小学教育的计算主题教学经验

贡献:通过游戏的教学方法可用于促进中小学教育中的信息学(计算机科学)。应用所提议的活动可以改变学生对信息学的看法,从仅仅将其视为使用计算机到了解它与数学的关系。经验还可以帮助学生获得教学能力。背景:尽管学生,特别是中小学教育的学生在技术使用方面的能力越来越强,但人们发现,在许多情况下,信息学作为一门科学,已被降级为中学;它通常仅被视为工具或附加资源,而不是研究对象。预期成果:改进学习到教学再学习 (L2T2L) 方法的应用,一种逐个教学的方法,让学生学习,然后将这些知识传授给年轻的学生,从大学到中学生再到小学生。分析其对学生对信息学态度的影响。应用程序设计:该模型在不同类型的学习者和教师之间的多阶段序列中采用了边学边学的方法,使用有趣的、类似游戏的材料。结果:行动研究方法的使用允许调整教育方法,提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。从大学到中小学生,将这种学习方式传授给年轻的学生。分析其对学生对信息学态度的影响。应用程序设计:该模型在不同类型的学习者和教师之间的多阶段序列中采用了边学边学的方法,使用有趣的、类似游戏的材料。结果:行动研究方法的使用允许调整教育方法,提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。从大学到中小学生,将这种学习方式传授给年轻的学生。分析其对学生对信息学态度的影响。应用程序设计:该模型在不同类型的学习者和教师之间的多阶段序列中采用了边学边学的方法,使用有趣的、类似游戏的材料。结果:行动研究方法的使用允许调整教育方法,提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。该模型使用有趣的、类似游戏的材料,在不同类型的学习者和教师的多阶段序列中融入了一种边学边学的方法。结果:行动研究方法的使用允许调整教育方法,提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。该模型使用有趣的、类似游戏的材料,在不同类型的学习者和教师的多阶段序列中融入了一种边学边学的方法。结果:行动研究方法的使用允许调整教育方法,提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。提供更可靠的数据和足够的经验来建议如何将项目扩展到更广泛的受众。虽然获得的结果没有预期的那么重要,但这次经历确实让学生对信息学有了更现实的看法。
更新日期:2020-08-01
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