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Gok S, Goldstone RL. How do students reason about statistical sampling with computer simulations? An integrative review from a grounded cognition perspective. Cogn Res Princ Implic 2024; 9:33. [PMID: 38816630 PMCID: PMC11139845 DOI: 10.1186/s41235-024-00561-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2023] [Accepted: 05/11/2024] [Indexed: 06/01/2024] Open
Abstract
Interactive computer simulations are commonly used as pedagogical tools to support students' statistical reasoning. This paper examines whether and how these simulations enable their intended effects. We begin by contrasting two theoretical frameworks-dual processes and grounded cognition-in the context of people's conceptions about statistical sampling, setting the stage for the potential benefits of simulations in learning such conceptions. Then, we continue with reviewing the educational literature on statistical sampling simulations. Our review tentatively suggests benefits of the simulations for building statistical habits of mind. However, challenges seem to persist when more specific concepts and skills are investigated. With and without simulations, students have difficulty forming an aggregate view of data, interpreting sampling distributions, showing a process-based understanding of the law of large numbers, making statistical inferences, and context-independent reasoning. We propose that grounded cognition offers a framework for understanding these findings, highlighting the bidirectional relationship between perception and conception, perceptual design features, and guided perceptual routines for supporting students' meaning making from simulations. Finally, we propose testable instructional strategies for using simulations in statistics education.
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Affiliation(s)
- Sebahat Gok
- Program in Cognitive Science, Indiana University, 1101 E. 10th Street, Bloomington, IN, 47405, USA.
- Department of Instructional Systems Technology, Indiana University, Bloomington, 201 N Rose Avenue, 47405, IN, USA.
| | - Robert L Goldstone
- Program in Cognitive Science, Indiana University, 1101 E. 10th Street, Bloomington, IN, 47405, USA
- Department of Psychological and Brain Sciences, Indiana University, Bloomington, 1101 E. 10th Street, IN, 47405, USA
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Weisberg SM, Ebner NC, Seidler RD. Getting LOST: A conceptual framework for supporting and enhancing spatial navigation in aging. WILEY INTERDISCIPLINARY REVIEWS. COGNITIVE SCIENCE 2024; 15:e1669. [PMID: 37933623 PMCID: PMC10939954 DOI: 10.1002/wcs.1669] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/05/2023] [Revised: 10/09/2023] [Accepted: 10/10/2023] [Indexed: 11/08/2023]
Abstract
Spatial navigation is more difficult and effortful for older than younger individuals, a shift which occurs for a variety of neurological, physical, and cognitive reasons associated with aging. Despite a large body of evidence documenting age-related deficits in spatial navigation, comparatively less research addresses how to facilitate more effective navigation behavior for older adults. Since navigation challenges arise for a variety of reasons in old age, a one-size-fits-all solution is unlikely to work. Here, we introduce a framework for the variety of spatial navigation challenges faced in aging, which we call LOST-Location, Orientation, Spatial mapping, and Transit. The LOST framework builds on evidence from the cognitive neuroscience of spatial navigation, which reveals distinct components underpinning human wayfinding. We evaluate research on navigational aids-devices and depictions-which help people find their way around; and we reflect on how navigation aids solve (or fail to solve) specific wayfinding difficulties faced by older adults. In summary, we emphasize a bespoke approach to improving spatial navigation in aging, which focuses on tailoring navigation solutions to specific navigation challenges. Our hope is that by providing precise support to older navigators, navigation opportunities can facilitate independence and exploration, while minimizing the danger of becoming lost. We conclude by delineating critical knowledge gaps in how to improve older adults' spatial navigation capacities that the novel LOST framework could guide to address. This article is categorized under: Psychology > Development and Aging Neuroscience > Cognition Neuroscience > Behavior.
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Affiliation(s)
- Steven M. Weisberg
- Department of Psychology, University of Florida, 945 Center Dr., Gainesville, FL 32611
- Center for Cognitive Aging and Memory, Department of Clinical and Health Psychology, University of Florida, 1225 Center Dr., Gainesville, FL 32611
| | - Natalie C. Ebner
- Department of Psychology, University of Florida, 945 Center Dr., Gainesville, FL 32611
- Center for Cognitive Aging and Memory, Department of Clinical and Health Psychology, University of Florida, 1225 Center Dr., Gainesville, FL 32611
- Institute on Aging, University of Florida, 2004 Mowry Rd., Gainesville, FL 32611
- Department of Physiology and Aging, University of Florida, 1345 Center Drive, Gainesville, FL 32610-0274
| | - Rachael D. Seidler
- Department of Applied Physiology & Kinesiology, University of Florida, 1864 Stadium Rd., Gainesville, FL 32611
- Department of Neurology, University of Florida, 1149 Newell Dr., Gainesville, FL 32611
- Normal Fixel Institute for Neurological Diseases, University of Florida, 3009 SW Williston Rd. 1864 Stadium Rd., Gainesville, FL 32608
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Smith-Spark JH, Lewis EG. Lived Experiences of Everyday Memory in Adults with Dyslexia: A Thematic Analysis. Behav Sci (Basel) 2023; 13:840. [PMID: 37887490 PMCID: PMC10604285 DOI: 10.3390/bs13100840] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2023] [Revised: 10/09/2023] [Accepted: 10/12/2023] [Indexed: 10/28/2023] Open
Abstract
Dyslexia-related difficulties with memory are well documented under laboratory conditions and via self-report questionnaires. However, the voice of the individual with dyslexia regarding the lived experience of memory across different memory systems and different daily settings is currently lacking. To address this gap in the literature, semi-structured in-depth interviews were conducted with 12 adult female university students with dyslexia. Questions probed different memory systems and experiences across different settings, with interviewees also being asked about their use of technology to support their memory. Two overarching themes were identified in the subsequent thematic analysis. The theme of fallibility of memory had two sub-themes of (i) a lack of trust and confidence in memory and (ii) factors contributing to memory failure. The second theme, facilitators of memory, also consisted of two sub-themes, relating to (i) a preference for traditional tools to support memory and (ii) the use of digital tools to support memory: benefits and limitations. The current study gives insights into the rich and complex extended and distributed cognitive systems of adults with dyslexia. The implications of the findings for dyslexia theory, support in educational and work settings as well as assistive technology development are considered.
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Metacognitive accuracy across cognitive and physical task domains. Psychon Bull Rev 2022; 29:1524-1530. [PMID: 35199328 DOI: 10.3758/s13423-022-02066-4] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/29/2022] [Indexed: 11/08/2022]
Abstract
Metacognition is often considered a critical component of learning and higher-order cognition; however, does metacognitive accuracy remain constant across all tasks, specifically in tasks that involve physical or procedural components? To investigate the consistency of metacognitive judgments across various task types, participants completed word and number recall tasks, and also completed three simple physical skill tasks (e.g., catching a ball in a cup). Participants made metacognitive judgments about their performance in all tasks. Results indicated that while participants demonstrated traditional levels of relative metacognitive accuracy in more cognitive tasks, participants were significantly more accurate in their judgments for physical skill tasks. In other words, relative accuracy for metacognitive judgments in physical tasks appears to be significantly higher than for cognitive tasks. This represents the first such demonstration of this effect and suggests that characteristics of physical tasks somehow improve participants' judgments of how well they have learned.
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Impact of Virtual Reality on Student Motivation in a High School Science Course. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11209516] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
It is essential to expose students to real situations in science courses, to experience how classroom concepts are reflected in the real world. However, the materials and methods available are not always very adequate; for example, chemistry courses involve the supervision of reagents to avoid risky situations, in addition to the costs, logistics of preparing materials, and possible adverse environmental factors. As an alternative solution, the following experience was carried out using virtual reality (VR) equipment, with very realistic applications that allowed 304 fourth semester high school students to have an immersive, interactive, and contextualized experience of the disciplinary contents. The students were asked about their perception regarding the motivation and acceptance of the use of virtual reality. The results were 72% positive for attention, 61% positive for relevance, 64% positive for trust, and 71% positive for satisfaction. Also, they mentioned their intention to continue using this resource and create lines of research to study the different aspects that could form a disciplinary proposal for an entire course based on virtual reality.
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An Overview on Cognitive Function Enhancement through Physical Exercises. Brain Sci 2021; 11:brainsci11101289. [PMID: 34679354 PMCID: PMC8534220 DOI: 10.3390/brainsci11101289] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/16/2021] [Revised: 09/12/2021] [Accepted: 09/18/2021] [Indexed: 11/18/2022] Open
Abstract
This review is extensively focused on the enhancement of cognitive functions while performing physical exercises categorized into cardiovascular exercises, resistance training, martial arts, racquet sports, dancing and mind-body exercises. Imaging modalities, viz. functional magnetic resonance imaging (fMRI), functional near-infrared spectroscopy (fNIRS) and electroencephalography (EEG), have been included in this review. This review indicates that differences are present in cognitive functioning while changing the type of physical activity performed. This study concludes that employing fNIRS helps overcome certain limitations of fMRI. Further, the effects of physical activity on a diverse variety of the population, from active children to the old people, are discussed.
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Guest editorial. INFORMATION AND LEARNING SCIENCES 2021. [DOI: 10.1108/ils-07-2021-262] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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Hu-Au E, Okita S. Exploring Differences in Student Learning and Behavior Between Real-life and Virtual Reality Chemistry Laboratories. JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY 2021; 30:862-876. [PMID: 34305375 PMCID: PMC8294259 DOI: 10.1007/s10956-021-09925-0] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 07/04/2021] [Indexed: 05/24/2023]
Abstract
Recent global events and educational trends have led schools to heavily rely on digital media to educate their students. Science classes, in particular, stand to lose substantial learning opportunities without the ability to provide physical laboratory experiences. Virtual reality (VR) technology has the potential to resolve this issue, but little is known if VR environments can produce similar results to real-life (RL) science learning environments. This 2 × 1, between-subjects study compares students' learning results and safety behaviors in VR and RL chemistry laboratories. The study attempts to identify differences in learning experience (i.e., general chemistry content, experiment comprehension, laboratory safety knowledge) and laboratory safety behavior. Results indicate learning general content knowledge, laboratory skills, and procedure-related safety behaviors were comparable between RL and VR conditions, but clean-up behaviors were less frequent in VR. Also, the exploratory, risk-free nature of VR environments may have allowed the learners to elaborate and reflect more on general chemistry content and laboratory safety knowledge than in the RL environment.
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Affiliation(s)
- Elliot Hu-Au
- Communications, Media, and Learning Technologies Design, Teachers College, Columbia University, NY New York, USA
| | - Sandra Okita
- Communications, Media, and Learning Technologies Design, Teachers College, Columbia University, NY New York, USA
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Designing Pedagogically Effective Haptic Systems for Learning: A Review. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11146245] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Haptic technology enables users to utilize their sense of touch while engaging with a virtual representation of objects in a simulated environment. It is a bidirectional technology in that it facilitates the interaction between the user and these virtual representations by allowing them to apply force onto one another, which is analogous to our real-world interactions with physical objects as action-reaction pairs. The sense of touch is a powerful and innate learning tool that we readily employ starting from very early ages as infants even before learning to walk. Therefore, it is natural that incorporating haptic technology into pedagogical methods has been an active research area as it has significant potential to enrich the learning experience and provide an engaging environment for learners. In this paper, we reviewed studies from various disciplines that incorporate haptics to increase the quality of teaching and learning while emphasizing the underlying cognitive theories. In that direction, we describe two of the most common cognitive theories, the Cognitive Load and Embodied Cognition theories, that developers use to support haptic technology’s implications and use in learning environments. We then explore the effects of haptic design on its current applicability following these two theories. Finally, we summarize the best design practices to develop haptic simulations for learning, address gaps in current research, and propose new research directions.
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Baumer KM, Lopez JJ, Naidu SV, Rajendran S, Iglesias MA, Carleton KM, Eisenmann CJ, Carter LR, Shaw BF. Visualizing 3D imagery by mouth using candy-like models. SCIENCE ADVANCES 2021; 7:7/22/eabh0691. [PMID: 34049883 PMCID: PMC8163080 DOI: 10.1126/sciadv.abh0691] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/13/2021] [Accepted: 04/09/2021] [Indexed: 06/12/2023]
Abstract
Handheld models help students visualize three-dimensional (3D) objects, especially students with blindness who use large 3D models to visualize imagery by hand. The mouth has finer tactile sensors than hand, which could improve visualization using microscopic models that are portable, inexpensive, and disposable. The mouth remains unused in tactile learning. Here, we created bite-size 3D models of protein molecules from "gummy bear" gelatin or nontoxic resin. Models were made as small as rice grain and could be coded with flavor and packaged like candy. Mouth, hands, and eyesight were tested at identifying specific structures. Students recognized structures by mouth at 85.59% accuracy, similar to recognition by eyesight using computer animation. Recall accuracy of structures was higher by mouth than hand for 40.91% of students, equal for 31.82%, and lower for 27.27%. The convenient use of entire packs of tiny, cheap, portable models can make 3D imagery more accessible to students.
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Affiliation(s)
- Katelyn M Baumer
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA
| | - Juan J Lopez
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA
| | - Surabi V Naidu
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA
| | - Sanjana Rajendran
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA
| | - Miguel A Iglesias
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA
| | | | | | - Lillian R Carter
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA
| | - Bryan F Shaw
- Department of Chemistry and Biochemistry, Baylor University, Waco, TX, USA.
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Thomas Jha RL, Price S, Nygren MO, Glauert E. How sensorimotor interaction shapes and supports young children's gestural communication around science. INTERNATIONAL JOURNAL OF SCIENCE EDUCATION 2021; 43:1292-1313. [PMID: 34413576 PMCID: PMC8367058 DOI: 10.1080/09500693.2021.1909771] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/31/2020] [Accepted: 03/24/2021] [Indexed: 06/13/2023]
Abstract
Research has demonstrated that gesture produced during conversation can provide insights into scientific thinking and can aid scientific communication in adults and school-aged children. However, to date, there has been a limited exploration into the role of gesture in supporting young children's science communication, and how this is underpinned and shaped by their sensorimotor experiences. This study examines, identifies and conceptualises ways in which children spontaneously used gesture during their interaction-orientated discourse and how this mapped to their action experiences at a water table. Findings show how gestural communication in children under 5 years of age can convey different levels of complexity related to science thinking.
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Affiliation(s)
| | - Sara Price
- Institute of Education, University College London, London, UK
| | - Minna O. Nygren
- Institute of Education, University College London, London, UK
| | - Esme Glauert
- Institute of Education, University College London, London, UK
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Teaching Approaches to Learn Theoretical Contents in Physical Education: A Study about Contour Lines. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17228599. [PMID: 33228097 PMCID: PMC7720116 DOI: 10.3390/ijerph17228599] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/24/2020] [Revised: 10/28/2020] [Accepted: 11/17/2020] [Indexed: 11/26/2022]
Abstract
Purpose: Fostering student’s map reading skills, specifically understanding contour lines, is a challenging area of the Physical Education curriculum. Method: 238 students in their first year of secondary education (Mage = 13.1) were randomly assigned to one of these experimental conditions in physical education classes: (a) Teaching intervention 1 (TI-1): integrating the concept of contour lines into practical sessions of acrobatic gymnastics; (b) TI-2: theoretical sessions regarding contour lines; (c) Active control (AC): reading an introductory text about topographic maps; and two passive controls (PC) without any intervention, (d) PC-1 and (e) PC-2. Results: All students, except for PC-2, improved their knowledge of contour lines. Nevertheless, performing corporal figures (in TI-1) and employing pointing and tracing gestures (in TI-2) helped students to correctly resolve a broader range of tasks. Conclusions: The results highlighted the benefits of teaching proposals that favor movement and the experience of the body.
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Thompson MM, Wang A, Roy D, Klopfer E. Authenticity, Interactivity, and Collaboration in VR Learning Games. Front Robot AI 2018; 5:133. [PMID: 33501011 PMCID: PMC7805727 DOI: 10.3389/frobt.2018.00133] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/14/2017] [Accepted: 11/30/2018] [Indexed: 11/13/2022] Open
Abstract
Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology.
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Affiliation(s)
- Meredith M Thompson
- Comparative Media Studies and Writing, Massachusetts Institute of Technology, Cambridge, MA, United States
| | - Annie Wang
- Comparative Media Studies and Writing, Massachusetts Institute of Technology, Cambridge, MA, United States
| | - Dan Roy
- Comparative Media Studies and Writing, Massachusetts Institute of Technology, Cambridge, MA, United States
| | - Eric Klopfer
- Comparative Media Studies and Writing, Massachusetts Institute of Technology, Cambridge, MA, United States
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Markowitz DM, Laha R, Perone BP, Pea RD, Bailenson JN. Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change. Front Psychol 2018; 9:2364. [PMID: 30555387 PMCID: PMC6284182 DOI: 10.3389/fpsyg.2018.02364] [Citation(s) in RCA: 50] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/29/2018] [Accepted: 11/10/2018] [Indexed: 01/22/2023] Open
Abstract
Across four studies, two controlled lab experiments and two field studies, we tested the efficacy of immersive Virtual Reality (VR) as an education medium for teaching the consequences of climate change, particularly ocean acidification. Over 270 participants from four different learning settings experienced an immersive underwater world designed to show the process and effects of rising sea water acidity. In all of our investigations, after experiencing immersive VR people demonstrated knowledge gains or inquisitiveness about climate science and in some cases, displayed more positive attitudes toward the environment after comparing pre- and post-test assessments. The analyses also revealed a potential post-hoc mechanism for the learning effects, as the more that people explored the spatial learning environment, the more they demonstrated a change in knowledge about ocean acidification. This work is unique by showing distinct learning gains or an interest in learning across a variety of participants (high school, college students, adults), measures (learning gain scores, tracking data about movement in the virtual world, qualitative responses from classroom teachers), and content (multiple versions varying in length and content about climate change were tested). Our findings explicate the opportunity to use immersive VR for environmental education and to drive information-seeking about important social issues such as climate change.
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Affiliation(s)
- David M Markowitz
- School of Journalism and Communication, University of Oregon, Eugene, OR, United States
| | - Rob Laha
- Department of Neurobiology, Stanford University, Stanford, CA, United States
| | - Brian P Perone
- Department of Learning Sciences and Education, Stanford University, Stanford, CA, United States
| | - Roy D Pea
- Department of Learning Sciences and Education, Stanford University, Stanford, CA, United States
| | - Jeremy N Bailenson
- Department of Communication, Stanford University, Stanford, CA, United States
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Gill K, Glazier J, Towns B. Cultivating Collaborations: Site Specific Design for Embodied Science Learning. Integr Comp Biol 2018; 58:127-139. [PMID: 29790957 DOI: 10.1093/icb/icy027] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/14/2022] Open
Abstract
Immersion in well-designed outdoor environments can foster the habits of mind that enable critical and authentic scientific questions to take root in students' minds. Here we share two design cases in which careful, collaborative, and intentional design of outdoor learning environments for informal inquiry provide people of all ages with embodied opportunities to learn about the natural world, developing the capacity for understanding ecology and the ability to empathize, problem-solve, and reflect. Embodied learning, as facilitated by and in well-designed outdoor learning environments, leads students to develop new ways of seeing, new scientific questions, new ways to connect with ideas, with others, and new ways of thinking about the natural world. Using examples from our collaborative practises as experiential learning designers, we illustrate how creating the habits of mind critical to creating scientists, science-interested, and science-aware individuals benefits from providing students spaces to engage in embodied learning in nature. We show how public landscapes designed in creative partnerships between educators, scientists, designers, and the public have potential to amplify science learning for all.
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Affiliation(s)
| | - Jocelyn Glazier
- School of Education, The University of North Carolina at Chapel Hill, Chapel Hill NC, 27599, USA
| | - Betsy Towns
- Center for Design Innovation.,University of North Carolina School of the Arts, Winston-Salem, NC, 27127, USA
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