Presenter Information

Bronwyn Stuckey

Location

Mezzanine M2

Start Date

8-8-2016 11:15 AM

End Date

8-8-2016 12:30 PM

Subjects

STEM education, Computer games, Virtual reality, Computer simulation, Teaching innovations, Teacher role, Skill development, Primary education, Secondary education

Comments

Concurrent session Block 1

Abstract

This case study research is designed to examine the ways in which teachers are bringing gameful practices into their classrooms as part of a STEM learning agenda. It is hypothesised that one of the best persons to inform or improve the practice of novices is a near novice; someone who was most recently themselves a novice. In many case study programs, we hold up exemplary practitioners as models, but these experts may be too far removed in their levels of expertise to impact the practice of true novices. Experts and evangelists might be useful in creating vision for change, but the actual steps toward change in practice might lie with educators ‘more like ourselves’. This research sets out to examine the work of educators starting out in various forms of gameful practices in teaching and learning. Telling the stories of these near novices has the potential to support, influence and impact the next wave of innovators, those beyond the early adopters. This is a work in progress and will report on the case studies collected and nascent feedback on their impact early in 2017.

Place of Publication

Melbourne Vic

Publisher

Australian Council for Educational Research (ACER)

ISBN

9781742864075

COinS
 
Aug 8th, 11:15 AM Aug 8th, 12:30 PM

Sharing the stories of near novices to impact mainstream change

Mezzanine M2

This case study research is designed to examine the ways in which teachers are bringing gameful practices into their classrooms as part of a STEM learning agenda. It is hypothesised that one of the best persons to inform or improve the practice of novices is a near novice; someone who was most recently themselves a novice. In many case study programs, we hold up exemplary practitioners as models, but these experts may be too far removed in their levels of expertise to impact the practice of true novices. Experts and evangelists might be useful in creating vision for change, but the actual steps toward change in practice might lie with educators ‘more like ourselves’. This research sets out to examine the work of educators starting out in various forms of gameful practices in teaching and learning. Telling the stories of these near novices has the potential to support, influence and impact the next wave of innovators, those beyond the early adopters. This is a work in progress and will report on the case studies collected and nascent feedback on their impact early in 2017.

 

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