Inovativne učne dejavnosti za etnično raznolike učence v makedonskem naravoslovnem izobraževanju

  • Katerina Rusevska Faculty of Natural Sciences and Mathematics, Ss. Cyril and Methodius University in Skopje, Macedonia
  • Lambe Barandovski Faculty of Natural Sciences and Mathematics, Ss. Cyril and Methodius University in Skopje, Macedonia
  • Vladimir Petruševski Faculty of Natural Sciences and Mathematics, Ss. Cyril and Methodius University in Skopje, Macedonia
  • Aleksandra Naumoska Faculty of Natural Sciences and Mathematics, Ss. Cyril and Methodius University in Skopje, Macedonia
  • Slavica Tofilovska Faculty of Natural Sciences and Mathematics, Ss. Cyril and Methodius University in Skopje, Macedonia
  • Marina Stojanovska Faculty of Natural Sciences and Mathematics, Ss. Cyril and Methodius University in Skopje, Macedonia https://orcid.org/0000-0001-7071-9473
Ključne besede: ekologija, soba pobega, na igri temelječe dejavnosti, etnično raznolik razred, naravoslovno izobraževanje

Povzetek

Pristop, ki temelji na igrah, se pogosto uporablja za povečanje motiva-cije učencev z njihovim aktivnim sodelovanjem, pri čemer se raziskova-nje prepleta z zabavo, tekmovalnost pa s sodelovanjem. Delo v ekipah ali skupinah učence spodbuja, da izmenjujejo svoja mnenja, poskušajo skupaj poiskati rešitve ali zmagati v igri. Tako se učijo in izboljšujejo spretnosti, kot sta sodelovanje in odgovornost. Pri pouku naravoslov-ja (kemije, biologije in fizike) je bilo uporabljenih več dejavnosti, ki so vključevale model 5E kot del na raziskovanju temelječega naravoslov-nega izobraževanja in sobo pobega kot del na igri temelječega učenja. Dejavnosti so bile zasnovane na tri različne teme – plini, ekologija in električna vezja – v okviru projekta DiSSI (Diversity in Science towards Social Inclusion – Non-formal Education in Science for Students’ Di-versity). Dejavnosti so se osredinjale na samopodobo učencev v odnosu do naravoslovja, ter zanimanje za predmet pri učencih, njihovo motiva-cijo in poklicne želje na področju STEM ter na učinkovitost izvedenih dejavnosti. Namen študije je bil oceniti potencialne prednosti izvajanja dejavnosti v etnično raznolikem okolju, ki koristijo učencem in učite-ljem. Pripravljeni so bili vprašalniki pred izvedbo dejavnosti in po njej; razdeljeni so bili 190 učencem iz različnih osnovnih in srednjih šol v Makedoniji. V tem prispevku sta predstavljena pregled na igri temelje-čih dejavnosti ter kratka analiza odgovorov učencev pred izpolnitvijo vprašalnika in po njej, pri čemer se osredinjamo na temo ekologije.

Prenosi

Podatki o prenosih še niso na voljo.

Literatura

Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students' engagement and learning about genetics. Computers & Education, 53(1), 74–85. https://doi.org/10.1016/j.compedu.2008.12.020

Archer, L., DeWitt, J., Osborne, J., Dillon, J., Willis, B., & Wong, B. (2010). “Doing” science versus “being” a scientist: Examining 10/11-year-old schoolchildren's constructions of science through the lens of identity. Science Education, 94(4), 617–639. https://doi.org/10.1002/sce.20399

Barab, S. A., Sadler, T. D., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: Supporting consequential play. Journal of Science Education and Technology, 16(1), 59–82. https://doi.org/10.1007/s10956-006-9033-3

Bartlett, K., & Anderson, J. (2019). Using an Escape Room to Support the Learning of Science Content. Proceedings of Society for Information Technology & Teacher Education International Conference, Association for the Advancement of Computing in Education (AACE), Las Vegas, NV, USA, 710–715. https://www.learntechlib.org/primary/p/207719

Chen, A., Darst, P.W., & Pangrazi, R. P. (1999). What constitutes situational interest? Validating a construct in physical education. Measurement in Physical Education and Exercise Science, 3. https://doi.org/10.1207/S15327841MPEE0303_3

Chen, A., Darst, P. W., & Pangrazi, R. P. (2001). An examination of situational interest and its sources. British Journal of Educational Psychology, 71, 383–400. https://doi.org/10.1348/000709901158578

Cohen, L., Manion, L., & Morrison, K. (2000). Research methods in education (5th ed.). Routledge. https://doi.org/10.4324/9780203224342

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 1–36. https://doi.org/10.1186/s41239-017-0042-5

Dietrich, N. (2018). Escape classroom: The Leblanc process – An educational escape game”. Journal of Chemical Education, 95(6), 996–999. https://doi.org/10.1021/acs.jchemed.7b00690

Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1), 21–31.

Dugnol-Menéndez, J., Jiménez-Arberas, E., Ruiz-Fernández, M. L, Valera-Fernández, D., Mok, A., & Marayo Lloves J. (2021). A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students. BMC Med Educ, 21(544). https://doi.org/10.1186/s12909-021-02973-5

Eccles, J. S., & Wigfield, A. (2002). Motivational beliefs, values, and goals. Annual Review of Psychology, 53(1), 109–132. https://doi.org/10.1146/annurev.psych.53.100901.135153

Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning and Digital Media, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5

Gentry, S. V., Gauthier, A., Ehrstrom, B. L., Wortley, D., Lilienthal, A., Car, L. T., Dauwels-Okutsu, S., Nikolaou, C. K., Zary, N., & Campbell, J. (2019). Serious gaming and gamification education in health professions: Systematic review. Journal of Medical Internet Research, 21(3). https://doi.org/10.2196/12994

Gordillo, A., López-Fernández, D., López-Pernas S., & Quemada, J. (2020). Evaluating an educational escape room conducted remotely for teaching software engineering, IEEE Access, 8, 225032–225051. https://doi.org/10.1109/ACCESS.2020.3044380

Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. 2014 International Conference on Teaching and Learning in Computing and Engineering (LaTiCE), IEEE, Kuching, Malaysia, 9–16. https://ieeexplore.ieee.org/document/6821820

Hidi, S., & Anderson, V. (1992). Situational interest and its impact on reading and expository writing. In K. A. Renninger, S. Hidi, & A. Krapp (Eds.), The role of interest in learning and development (pp. 215–238). LEA.

Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111–127. https://doi.org/10.1207/s15326985ep4102_4

Karageorgiou, Z., Mavrommati, E., Fotaris P., & Christopoulou, E. (2020). Escape room in education: Evaluating using Experience Pyramid Model. 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), Corfu, Greece, 1–8. https://doi.org/10.1109/SEEDA-CECNSM49515.2020.9221798

Kier, M.W., Blanchard, M.R., Osborne, J. W., & Albert, J. L. (2014). The development of the STEM Career Interest Survey (STEM-CIS), Research in Science Education, 44, 461–481. https://doi.org/10.1007/s11165-013-9389-3

Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward, MIT Press.

Korkmaz, Ö. Ç. R., & Erdoğmuş, F. U. (2020). A validity and reliability study of the Basic STEM Skill Levels Perception Scale. International Journal of Psychology and Educational Studies, 7(2), 111–121. https://doi.org/10.17220/ijpes.2020.02.010

Lathwesen, C., & Belova, N. (2021). Escape rooms in STEM teaching and learning – Prospective field or declining trend? A literature review. Education Sciences, 11(6), 308. https://doi.org/10.3390/educsci11060308

Lee, Y., Capraro M. M., & Viruru. R. (2018). The factors motivating students' STEM career aspirations: Personal and societal contexts. International Journal of Innovation in Science and Mathematics Education, 26(5), 36–48.

Luttenberger, S., Paechter, M., & Ertl, B. (2019). Self-concept and support experienced in school as key variables for the motivation of women enrolled in STEM subjects with a low and moderate proportion of females. Frontiers in Psychology, 26(10), 1242. https://doi.org/10.3389/fpsyg.2019.01242

Marín, S., de Atauri, P. R., Moreno, E., Pérez-Torras, S., Farràs, J., Imperial, S., Cascante, M., & Centelles, J. J. (2021). An escape-room about Krebs cycle prepared for chemical students. International Journal on Engineering, Science and Technology (IJonEST), 3(2), 155–164. https://doi.org/10.46328/ijonest.59

Marsh, H. W. (1990). Causal ordering of academic self-concept and academic achievement: A multiwave, longitudinal panel analysis. Journal of Educational Psychology, 82(4), 646–656. https://doi.org/10.1037//0022-0663.82.4.646

Naumovska, A., Dimeski, H., & Stojanovska, M. (2023). Using the Escape Room game-based approach in chemistry teaching. Journal of the Serbian Chemical Society, 88(5), 563–575. https://doi.org/10.2298/JSC211228088N

OECD (2009). PISA 2006: Technical report. http://www.oecd.org/pisa/pisaproducts/42025182.pdf

Plump, C. M., & Meisel, S. I. (2020). Escape the traditional classroom: Using live-action games to engage students and strengthen concept retention. Management Teaching Review, 5(3), 202–217. https://doi.org/10.1177/2379298119837615

Renninger, K. A., Hidi, S., & Krapp, A. (Eds.). (1992). The role of interest in learning and development. Lawrence Erlbaum Associates, Inc.

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Sellami, A., Santhosh, M., Bhadra, J., & Ahmad, Z. (2023). High school students' STEM interests and career aspirations in Qatar: An exploratory study. Heliyon, 9(3). https://doi.org/10.1016/j.heliyon.2023.e13898

Siregar, N. C., Rosli, R., & Nite, S. (2023). Students' interest in science, technology, engineering, and mathematics (STEM) based on parental education and gender factors. International Electronic Journal of Mathematics Education, 18(2). https://doi.org/10.29333/iejme/13060

Smiderle, R., Rigo, S. J., Marques, L. B., Coelho, J. A. P. M., & Jaques, P. A. (2020). The impact of gamification on students' learning, engagement and behavior based on their personality traits. Smart Learn. Environ, 7, 3. https://doi.org/10.1186/s40561-019-0098-x

Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19–29. https://doi.org/10.3102/0013189X035008019

Stojanovska, M. (2021). Celebrating the International Year of Periodic Table with chemistry educational games and puzzles. Chemistry Teacher International, 3(1). https://doi.org/10.1515/cti-2019-0012

Stojanovska, M., Barandovski, L., Rusevska, K., & Petrusevski, V. (2022). Science through research and fun. Diversity in Science towards Social Inclusion – Non-Formal Education in Science for Students' Diversity. Activity Book. Faculty of Natural Sciences and Mathematics – Skopje.

Stojanovska, M., Mijić, I., & Petruševski, V. M. (2020a). Challenges and recommendations for improving chemistry education and teaching in the Republic of North Macedonia. Center for Educational Policy Studies Journal, 10(1), 145–166. https://doi.org/10.26529/cepsj.732

Stojanovska, M., Milanović, V., & Trivić, D. (2020b). Escape room – teachers approved! Chemistry in Action, 116(49), 49–53. https://www.chemistryireland.org/wp-content/uploads/2020/12/Chemistryin-Action-Autumn-2020-Issue-116.pdf

Taber, K. S. (2018). The use of Cronbach's Alpha when developing and reporting research instruments in science education. Research in Science Education, 48, 1273–1296. https://doi.org/10.1007/s11165-016-9602-2

Tvarozek, J., & Brza, T. (2014). Engaging students in online courses through interactive badges. International Conference on e-Learning, Spain, 89–95. https://pdfs.semanticscholar.org/fe68/5176c8d4bf7f6507f3870815f56a65097c89.pdf

Veldkamp, A., Knippels, M-C. P. J., & van Joolingen, W. R. (2021). Beyond the early adopters: Escape rooms in science education. Frontiers in Education, 6. https://doi.org/10.3389/feduc.2021.622860

Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311

Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89. https://doi.org/10.3102/0034654312436980

Yu, Z., Gao, M. & Wang, L. (2020). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research. 1–25. https://doi.org/10.1177/0735633120969214

Zakariya, Y. F. (2022). Cronbach's alpha in mathematics education research: Its appropriateness, overuse, and alternatives in estimating scale reliability. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1074430

Objavljeno
2024-03-29
Kako citirati
Rusevska, K., Barandovski, L., Petruševski, V., Naumoska, A., Tofilovska, S., & Stojanovska, M. (2024). Inovativne učne dejavnosti za etnično raznolike učence v makedonskem naravoslovnem izobraževanju. Revija Centra Za študij Edukacijskih Strategij , 14(1), 55–77. https://doi.org/10.26529/cepsj.1692