Miller Leslie M, Moreno Janette, Estrera Vicky, Lane David
Center for Technology in Teaching and Learning and.
Microbiol Educ. 2004 May;5:13-20. doi: 10.1128/jmbe.v5.73.
Can web-based technology be used to effectively introduce or reinforce aspects of microbiology to middle school students? This central hypothesis examines whether brief exposure to a web adventure format containing virtual lab experiments and computer games within an engaging story line can impact student learning. An episodic adventure series, MedMyst (http://medmyst.rice.edu), focuses on infectious diseases and the microbes that cause them. The website is not intended to replace classroom instruction, but rather to engage students in problem-solving activities not likely to be encountered elsewhere. It also provides scientists with a resource to introduce microbiology to adolescent audiences through outreach activities. In the online adventure, the player (student) enters a futuristic world in which he or she becomes a "Reconstructor," a member of an elite team charged with preventing the spread of infectious disease. The series consists of three "missions," each lasting approximately 30 to 40 minutes and designed to address a limited set of learning objectives. Middle school students participated in the creation of the characters and the stylized design through focus groups. Classroom teachers oversaw the alignment of the web adventure objectives with the National Science Content Standards. Scientists and clinicians reviewed the web adventure for content and accuracy. A field test involving over 700 students from nine different schools assessed the knowledge gains attributable to playing MedMyst. Gain scores from pretest to posttest indicated that middle school students retained important information by interacting with the online material for as little as 30 minutes per adventure; however, gains for high school students were less persuasive, perhaps indicating a different learning tool or content is required for this age audience.
基于网络的技术能否有效地向中学生介绍或强化微生物学的相关内容?这一核心假设探讨了让学生简短接触一种网络冒险形式(其中包含虚拟实验室实验和电脑游戏,并有着引人入胜的故事情节)是否会对学生的学习产生影响。一部系列情节冒险片《医学之谜》(http://medmyst.rice.edu)聚焦于传染病及其致病微生物。该网站并非旨在取代课堂教学,而是让学生参与一些在其他地方不太可能遇到的解决问题的活动。它还为科学家提供了一种资源,以便通过外展活动向青少年受众介绍微生物学。在这个在线冒险中,玩家(学生)进入一个未来世界,在其中他或她成为一名“重建者”,即一个负责防止传染病传播的精英团队的成员。该系列由三个“任务”组成,每个任务大约持续30到40分钟,旨在实现一组有限的学习目标。中学生通过焦点小组参与了角色和风格化设计的创作。课堂教师监督网络冒险目标与国家科学内容标准的一致性。科学家和临床医生对网络冒险的内容和准确性进行了审查。一项涉及来自九所不同学校的700多名学生的实地测试评估了玩《医学之谜》所带来的知识收获。从前测到后测的得分表明,中学生通过每次冒险仅与在线材料互动30分钟就能记住重要信息;然而,高中生的收获则不那么有说服力,这可能表明这个年龄段的受众需要不同的学习工具或内容。