مقاله انگلیسی رایگان در مورد سرگرمی در آموزش فناوری غیر رسمی – الزویر 2021

 

مشخصات مقاله
ترجمه عنوان مقاله سرگرمی در آموزش فناوری غیر رسمی
عنوان انگلیسی مقاله Finding fun in non-formal technology education
انتشار مقاله سال 2021
تعداد صفحات مقاله انگلیسی 13 صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله
مقاله پژوهشی (Research Article)
مقاله بیس این مقاله بیس نمیباشد
نمایه (index) Scopus
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
3.870 در سال 2020
شاخص H_index 22 در سال 2020
شاخص SJR 0.825 در سال 2020
شناسه ISSN 2212-8689
شاخص Quartile (چارک) Q1 در سال 2020
مدل مفهومی دارد
پرسشنامه ندارد
متغیر ندارد
رفرنس دارد
رشته های مرتبط علوم تربیتی
گرایش های مرتبط تکنولوژی آموزشی
نوع ارائه مقاله
ژورنال
مجله  مجله بین المللی تعامل کودک و کامپیوتر – International Journal of Child-Computer Interaction
دانشگاه University of Oulu, Finland
کلمات کلیدی آموزش غیررسمی ، آموزش غیررسمی ، آموزش فناوری ، باشگاه های بعد از مدرسه ، یادگیری خارج از مدرسه ، رباتیک ، برنامه نویسی ، ساخت ، کودکان ، نوجوانان ، جوانان ، سرگرمی ، لذت
کلمات کلیدی انگلیسی Non-formal education, Informal education, Technology education, After-school clubs, Out-of-school learning, Robotics, Programming, Making, Children, Teenagers, Youth, Fun, Enjoyment
شناسه دیجیتال – doi
https://doi.org/10.1016/j.ijcci.2021.100283
کد محصول E15511
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فهرست مطالب مقاله:

Highlights

Abstract

Keywords

1. Introduction

2. Related research

3. Research design

4. Fun in the clubs

5. Discussion

6. Conclusion

Declaration of Competing Interest

Acknowledgments

Appendix. Technologies used in clubs of organizers A and B and the different skills learned

References

بخشی از متن مقاله:

Abstract

In this exploratory study into the world of 8–17-year-old children’s non-formal technology education, two different types of technology education with varying levels of non-formality were investigated to see how participants find fun in these situations as it is apparent that if something is non-mandatory to attend to, there should be some type of enjoyment found in the process. The results of the analysis suggest that there are three main ways children and teenagers have fun in non-formal education: fun from the tasks they are doing, social fun by sharing with other attendants, and pedagogical fun that has been embedded in the learning process. Based on our findings, we offer suggestions for how to add elements of fun in the non-formal technology education, to make it more motivating and enjoyable to the participants.

1. Introduction

Digital fabrication and making in education have aroused notable interest in the Child Computer Interaction (CCI) (Blikstein, 2013, Chu, Schlegel et al., 2017, Iivari and Kinnula, 2018, Iversen et al., 2018) and FabLearn communities (Blikstein and Krannich, 2013, Blikstein et al., 2016), among other communities; researchers have addressed the potential of the Maker Movement and maker technologies in transforming education, including digital technology education, for the generation of youth today (Blikstein, 2013, Chu, Schlegel et al., 2017, Iivari and Kinnula, 2018, Iversen et al., 2018). Some researchers have concentrated on the context of school and integration of digital fabrication and making into the basic education curricula (Chu, Schlegel et al., 2017, Iversen et al., 2018), while others have studied them in non-formal settings such as in computer, programming, robotics or maker clubs, museums or science centers (see e.g. Tisza et al., 2019).

Fun as a concept is widely recognized in the Human–Computer Interaction (HCI) (Blythe & Hassenzahl, 2003) as well as in the CCI community (see e.g. Nielsen, 2003, Read, 2012, Read and MacFarlane, 2006, Read et al., 2002, Sim et al., 2006). Entertainment in the form of e.g. video games easily comes to mind when talking about fun and technology; indeed, games and enjoyment derived from the playing of them has been extensively studied in HCI and CCI research (e.g. Fowler, 2013). In CCI, notable research addressing fun in connection to products designed for children has been carried out, and different kinds of methods and tools for measuring fun have been developed (Nielsen, 2003, Read, 2012, Read and MacFarlane, 2006, Read et al., 2002, Sim et al., 2006). Moreover, some studies addressing fun in connection to the design process have also been conducted (e.g. Chu, Angello et al., 2017, Schepers et al., 2018, Tisza, Gollerizo et al., 2019). Chu and colleagues (Chu, Angello et al., 2017) have considered fun in connection to making in the context of formal education of children. However, fun as experienced and emerging in the context of children’s non-formal technology education has not been examined as much as it probably should have; as non-formal education typically is voluntary, one expects fun to play a significant part in such education. Surprisingly, we did not find studies exactly on the topic. In addition to the study on fun in making in formal education (Chu, Angello et al., 2017), one study was found to examine fun in making with children outside of the school context (Schepers et al., 2018), which did not address non-formal technology education per se. A couple of studies focusing on non-formal education were found to mention fun as a side note, such as Alekh et al. (2018).

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