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Hvordan en digital læringsplatform, understøttet af game-based learning, kan fremme børns interesse for STEAM i en global kontekst

Oversat titel

How a digital learning platform, supported by game-based learning, can engage student's interest in STEAM education in a global context

Forfattere

; ;

Semester

4. semester

Udgivelsesår

2020

Afleveret

Antal sider

144

Resumé

Dette produktorienterede kandidatspeciale anvender designbaseret forskning til at undersøge, hvordan en digital læringsplatform understøttet af game-based learning kan fremme børns interesse for STEAM (Science, Technology, Engineering, Arts & Mathematics) i en global kontekst. Med afsæt i FIRST LEGO League, en international naturfags- og robotkonkurrence, udvikles og itereres en prototype, der rækker ud over den nuværende otte ugers sæson og giver deltagere mulighed for at dele viden, erfaringer og løsninger på virkelige problemstillinger på tværs af lande. Prototypen indeholder blandt andet et dilemma-spil baseret på FN’s Verdensmål 12 om ansvarligt forbrug og produktion samt læringsperspektiver fra Danmark og Thailand. Datagrundlaget omfatter indledende semistrukturerede interviews, brugertest og samskabende designprocesser. Arbejdet munder ud i tre designprincipper: 1) ejerskab og autonomi, 2) feedback og rettet kommunikation, og 3) samarbejde og virkelighedsnær problemløsning. Specialet konkluderer, at online læringsmiljøer, der ønsker at styrke børns interesse for STEAM på tværs af kontekster, med fordel kan implementere spilbaserede elementer som narrativ, progressionsbar, pointsystem, feedback, avatar, udfordringer, mulighed for genafspilning, vind-tilstand og konkurrence. Resultaterne tilbydes som retningslinjer for videre udvikling og forskning inden for e-læring, spilbaseret læring og STEAM.

This product-oriented master’s thesis uses a design-based research approach to explore how a digital learning platform supported by game-based learning can spark children’s interest in STEAM (Science, Technology, Engineering, Arts and Mathematics) in a global context. Building on FIRST LEGO League, an international science and robotics competition, the team developed and iterated a prototype that extends activities beyond the current eight-week season and enables participants to share knowledge, experiences, and solutions to real-world challenges across countries. The prototype includes a dilemma game grounded in the UN Sustainable Development Goal 12 on responsible consumption and production and brings in educational perspectives from Denmark and Thailand. Data collection comprised initial semi-structured interviews, user testing, and participatory design. The work proposes three design principles: (1) ownership and autonomy, (2) feedback and directed communication, and (3) collaboration and real-world problem solving. The thesis concludes that online learning environments aiming to promote children’s interest in STEAM globally can benefit from implementing game-based elements such as narrative, progression bars, point systems, feedback, avatars, challenges, replayability, win states, and competition. These insights are offered as guidelines for further development and research in e-learning, game-based learning, and STEAM.

[Dette resumé er genereret med hjælp fra AI direkte fra projektet (PDF)]