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Design-based Research:Teaching Model Of STEAM Supported By Augmented Reality Technology In Primary School

Posted on:2021-04-28Degree:MasterType:Thesis
Country:ChinaCandidate:Z Y FanFull Text:PDF
GTID:2427330605957389Subject:Modern educational technology
Abstract/Summary:PDF Full Text Request
With the implementation and development of education informationization in our country,the idea of "interdisciplinary integration,situation,experience and creation" of steam education is regarded and practiced by many educators.Different from the traditional teaching methods,STEAM education is based on the natural teaching context.STEAM Education integrates previously discrete subject knowledge into a systematic and meaningful project.With the support of multiple learning resources,learners can solve a series of interrelated problems through independent inquiry and collaborative learning.At the same time,more and more researchers agree that STEAM Education is also profitable for developing learners' multi-disciplinary key competence and high-order thinking ability.As an emerging educational technology,augmented reality(AR)is a new and valuable attempt to apply its unique technological advantages to STEAM education.Therefore,this study adopts the research paradigm of design research to explore a series of STEAM instructional design principles in primary schools that promote collaborative innovation with augmented reality technology.The research contents of this study include the following three aspects:First,design and development theoretical prototype.Through sorting out the of technical affordance of AR and relevant teaching theories such as STEAM Education,collaborative learning and project-based learning,this study summarizes the design principles of STEAM educational teaching design supported by AR technology,and describes the specific implementation contents in the teaching process against the design principles.Second,Iterate the theoretical prototype.This study uses zSpace augmented reality workstation,based on the design principles,this study developed STEAM teaching cases supported by AR technology.By describing the process of teaching and critical reflection,constantly analyzing the teaching context,adjusting the teaching intervention in time,and implementing and revising the three rounds of iteration.Finally,develop and verify new theoretical principles.According to the empirical data,this study proposes a set of principles of the design of STEAM Education in primary school of collaborative innovation.In addition,this study discusses the experience and attitude of learners on the principle of educational design,and evaluates the teaching mode from three dimensions of effect,efficiency and attractiveness,and provides guidance advice for future research.The results of this study are found in the following two points:Firstly,through the process of three rounds of iteration,this study found that augmented reality technology can effectively support project-based learning and collaborative learning,as well as integrate the inquiry learning of different disciplines such as Chinese,art,mathematics,information technology and science.Learners are willing to use augmented reality technology to explore and learn.In the teaching process,learners devote themselves to teaching activities such as design and development,project execution,sharing and presentation and other teaching links.In the second place,collaborative learning is necessary to solve the problem of unsuitability in crowded classrooms.Teachers need to be flexible in the strategy of collaborative learning according to the ability of the learner and the degree of familiarity.In addition,despite the young age of the learner,the quality of the final work presented by the learner suggests that a comprehensive and detailed scaffolding strategy to assist learner-centered collaborative learning is feasible.In the course arrangement,it is necessary to provide ample time for learners to exploration and negotiation,design and modify group works,reflection and evaluation,and deeply interact with teachers and peers.This study expanded the application of augmented reality technology in the field of education and the research category of STEAM Education,which brought double vitality to the theory and practice of STEAM Education in primary school.The research results of this study have certain reference significance for the teaching design and implementation of STEAM education in primary and secondary schools in augmented reality environment.
Keywords/Search Tags:Augmented reality, STEAM Education, Instructional design, Collaborative learning
PDF Full Text Request
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