Review Article
Sandra Erika Gutiérrez-Núñez, Aixchel Cordero-Hidalgo, Javier Tarango
CONT ED TECHNOLOGY, Volume 14, Issue 3, Article No: ep367
ABSTRACT
This article analyzes the way in which educators and researchers have pronounced themselves for incorporating computer programming in the K-12 curricula (basic and secondary education), recognizing its cognitive benefits in those who practice it, which can be useful in contexts other than computing, by influencing the development of higher order thinking skills and problem solving, both concepts integrated in the so-called computational thinking (CT). The proposal includes the vision of various authors, who conclude that the transfer of cognitive programming skills does not happen correctly given the prevalence of educational interventions designed under the belief that it occurs as an automatic and spontaneous process. The structure of the article is made up of three fundamental aspects: (1) historical account of the definition of knowledge transfer (KT), its main theoretical and classificatory taxonomies; (2) integration of existing definitions on CT and the way in which the formulation of various study plans in different countries has resulted; and (3) the investigation of different challenges and implications present in the CT, as well as recommendations for its improvement, taking as a reference the results of experiments carried out in different academic fields, proposed in order to strengthen both the KT as well as the CT.
Keywords: computational thinking, computer-like thinking, computational-informatics thinking, computational literacy, problem solving, computer science education
Research Article
Nuri Kara
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep295
ABSTRACT
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index- Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources Citation Index (ESCI) listed in the Web of Science database. The results showed that experiential science was the most emphasized subject area in the articles. The results also indicated that learning/academic achievement was the common examined topic in the articles. For the research designs, more than half of the articles implemented quantitative research design. Considering the data collection tools, achievement tests were the most used data collection tool. Regarding the use of sampling methods, convenience sampling was preferred in more than half of the articles. Secondary and primary school students were the most used sampling groups. The sample size of 31-100-person group was commonly chosen in the articles. Considering the data analysis methods, a majority of articles implemented descriptive analyses methods. It was also found that computer game was the most used game type. Regarding the game genres, adventure was the most preferred one in serious games.
Keywords: serious games, educational games, science education, literature review
Book Review
Olivia Nichole Ritter
CONT ED TECHNOLOGY, Volume 8, Issue 1, pp. 99-102
ABSTRACT
This book’s value lies in the succinct provision of evidence that confounds simplistic views of the objectives and potential directions of STEM education. More importantly, this book elicits significant questions about how the proposed alternative conceptions of STEM may materialize. As an educator in a system dominated by high-stakes standardized testing, the authors’ perspectives concerning the importance of the intrinsic value of genuine learning and the aesthetics underlying the subjects of mathematics and science are refreshing and provide hope for potential change.
Keywords: STEM, science education, mathematics education, technology education
Research Article
Katja Fleischman, Ellen Ariel
CONT ED TECHNOLOGY, Volume 7, Issue 2, pp. 138-159
ABSTRACT
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were explored in a year-long research project which saw the development of a web based learning tool that visualized Enzyme Linked Immunosorbent Assays (ELISAs) in a digital laboratory. A cohort of 30 students from the Bachelor of Medical Laboratory Science trialed the first prototype and provided feedback in a survey on their learning experience and the extent to which the learning tool enhanced their learning. This article provides additional insights into likely future trends of substituting traditional learning modes such as lecture and practical laboratory classes with gamified content.
Keywords: Gamification, Game-based learning, Higher education, Science education
Research Article
Jyoon Yoon, Lynn Brice
CONT ED TECHNOLOGY, Volume 2, Issue 3, pp. 250-263
ABSTRACT
This article reports a qualitative study on computer-supported collaborative learning during a multidisciplinary education project on environment. The water project is designed to provide the elementary teacher candidates opportunities to explore issues related to water and find solutions to them through the Internet. As a production of the water project, they created posters and fliers in a photograph application to educate people regarding water issues and discussed how their creations affected people’s awareness of water issues, using a web-discussion tool. The teacher candidates’ reflections revealed that the water project was a meaningful e-learning activity to raise awareness of the global water issues and create an opportunity for them to share their learning, incorporating science and social studies. This water project provided a computer-supported collaborative e-learning model for integrating science and social studies.
Keywords: E-learning, Computer supported learning, Collaborative learning, Integrated education, Science education, Social studies
Research Article
Kennedy O. Odu
CONT ED TECHNOLOGY, Volume 2, Issue 3, pp. 238-249
ABSTRACT
The importance of science and technology education cannot be over-emphasized. Human capital development in science and technology education is the gateway to a scientific, technological, and progressive society. It is also the very bedrock upon which modern and advanced nations are based. However, science was featured in a few secondary and teacher training schools in Nigeria between 1859 and 1929. The major subjects taught in the schools were astronomy, chemistry, physiology, geology, and botany. These were later systematized and then changed first to Nature Study and later General Science. Training of technology education teachers in Nigeria started in 1962 with the establishment of the Department of Vocational Teacher Education at the University of Nigeria-Nsukka under the supervision of Michigan State University (USA) at its formative years. Human capital development in science and technology education is faced with a lot of challenges such as retraining of science and technology teachers, dearth of qualified technology trainers, and inadequate funding among others. This paper addressed how these challenges could be forestalled for successful implementation of human capital development and also the new responsibilities of the teachers for science and technology education in Nigeria.
Keywords: Human capital development, Technology education, Science education, Training of science and technology teachers
Research Article
Tomas Cerny, Bozena Mannova
CONT ED TECHNOLOGY, Volume 2, Issue 2, pp. 163-173
ABSTRACT
To provide computer scientists with good materials and interesting topics in a class does not necessarily mean that their education is of a high quality, students need to be motivated and evolve skills needed in a real-life employment. Social skills, teamwork, collaboration and competition are valuable aspects they should know in other to become professionals. This paper presents a study with intention to improve education of computer science students in employment-like environments. The study utilizes experience with competitive and collaborative learning in education and Programming Olympiads. Multiple methodological aspects are applied and discussed with regard to students’ evaluation. The results show increased student motivation and interest in the course, which produces larger workload in the class.
Keywords: Competitive learning, Collaborative learning, Pace environment, Computer Science Education