【學習科學理論課程專題演講】12/12(三)施如齡/國立台南大學數位學習科技學系教授兼系主任:啟帆大航海—合科教學的設計與研究
講題:啟帆大航海—合科教學的設計與研究
講者:施如齡/國立台南大學數位學習科技學系教授兼系主任
講者簡介:
美國哥倫比亞大學師範學院教育博士
專長:質性研究、教育科技教學設計、大眾傳播媒體製作、文化研究、數位學習遊戲
時間:107年12月12日(星期三)09:00-12:00
地點:第二綜合大樓B側4樓410視訊會議室
摘要:In this talk, I will introduce <Mast Dream>, <Fragrance Channel>, <STEM Port>, <ONE Peace>, a series of multimedia driven complex board games, with the goal of transforming the passive classroom learning into one that embraces interaction, participation, exploration, and knowledge construction. It is a historical and geographical board game integrated with STEAM, computational thinking, and Maker. By creating more human interaction and hands-on experiences, we enable NISE learning modes that are narrative, investigative, strategic, and explorative.
In the game, students were put into groups that represent the European countries in the Age of Discovery, and conduct tasks. The tasks of the countries were to collect various spices from colonies owned by different countries, and solve international conflicts; therefore, cooperation and competition between countries were enforced. The students would go through a series of activities to prepare for skills needed, such as unplugged coding, coding with block editor, coding for robots, making and painting of robot ships, the maker game, and the summit game.
It is an interdisciplinary activity, which refers to “doing one thing that requires knowledge and skills from various subjects” Instead of distributing the tasks into classes of different subjects. It is a STEAM activity with the addition of CHARM that covers both the science-oriented disciplines and the humanity-oriented disciplines.
The activity requires four elements including students, companions, objects, and mobile devices. Through the process, students communicate with each other, form knowledge, operate objects with hands, re-construct knowledge along the way, and manage the situation. Through the observation of others’ strategies, they make synthesis, learn lessons, and launch for another cycle of adventure. It is our educational model “C-Formosa”.
With all this, we are guiding the kids to sail to the world by STEAMing the ships for the great voyage.
講者:施如齡/國立台南大學數位學習科技學系教授兼系主任
講者簡介:
美國哥倫比亞大學師範學院教育博士
專長:質性研究、教育科技教學設計、大眾傳播媒體製作、文化研究、數位學習遊戲
時間:107年12月12日(星期三)09:00-12:00
地點:第二綜合大樓B側4樓410視訊會議室
摘要:In this talk, I will introduce <Mast Dream>, <Fragrance Channel>, <STEM Port>, <ONE Peace>, a series of multimedia driven complex board games, with the goal of transforming the passive classroom learning into one that embraces interaction, participation, exploration, and knowledge construction. It is a historical and geographical board game integrated with STEAM, computational thinking, and Maker. By creating more human interaction and hands-on experiences, we enable NISE learning modes that are narrative, investigative, strategic, and explorative.
In the game, students were put into groups that represent the European countries in the Age of Discovery, and conduct tasks. The tasks of the countries were to collect various spices from colonies owned by different countries, and solve international conflicts; therefore, cooperation and competition between countries were enforced. The students would go through a series of activities to prepare for skills needed, such as unplugged coding, coding with block editor, coding for robots, making and painting of robot ships, the maker game, and the summit game.
It is an interdisciplinary activity, which refers to “doing one thing that requires knowledge and skills from various subjects” Instead of distributing the tasks into classes of different subjects. It is a STEAM activity with the addition of CHARM that covers both the science-oriented disciplines and the humanity-oriented disciplines.
The activity requires four elements including students, companions, objects, and mobile devices. Through the process, students communicate with each other, form knowledge, operate objects with hands, re-construct knowledge along the way, and manage the situation. Through the observation of others’ strategies, they make synthesis, learn lessons, and launch for another cycle of adventure. It is our educational model “C-Formosa”.
With all this, we are guiding the kids to sail to the world by STEAMing the ships for the great voyage.
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