Schleisman Katrina B, Guzey S Selcen, Lie Richard, Michlin Michael, Desjardins Christopher, Shackleton Hazel S, Schwerdfeger August C, Michalowski Martin, Dubinsky Janet M
Andamio Games, 111 Third Avenue South, Suite 100, Minneapolis, MN, 55401.
University of Minnesota, Department of Neuroscience, 6-145 Jackson Hall, 321 Church Street Southeast, Minneapolis, MN, 55455.
J Sci Educ Technol. 2018 Dec;27(6):566-580. doi: 10.1007/s10956-018-9748-y. Epub 2018 Aug 24.
Mobile applications (apps) for learning technical scientific content are becoming increasingly popular in educational settings. Neuroscience is often considered complex and challenging for most students to understand conceptually. iNeuron is a recently developed iOS app that teaches basic neuroscience in the context of a series of scaffolded challenges to create neural circuits and increase understanding of nervous system structure and function. In this study, four different ways to implement the app within a classroom setting were explored. The goal of the study was to determine the app's effectiveness under conditions closely approximating real-world use, and to evaluate whether collaborative play and student-driven navigational features contributed to its effectiveness. Students used the app either individually or in small groups, and used a version with either a fixed or variable learning sequence. Student performance on a pre- and post- neuroscience content assessment was analyzed and compared between students who used the app and a control group receiving standard instruction, and logged app data were analyzed. Significantly greater learning gains were found for all students who used the app compared to control. All four implementation modes were effective in producing student learning gains relative to controls, but did not differ in their effectiveness to one another. In addition, students demonstrated transfer of information learned in one context to another within the app. These results suggest that teacher-led neuroscience instruction can be effectively supported by a scaffolded, technology-based curriculum which can be implemented in multiple ways to enhance student learning.
用于学习技术科学内容的移动应用程序(应用)在教育环境中越来越受欢迎。神经科学通常被认为对大多数学生来说在概念理解上既复杂又具有挑战性。iNeuron是一款最近开发的iOS应用程序,它在一系列搭建好的挑战情境中教授基础神经科学知识,以创建神经回路并增进对神经系统结构和功能的理解。在本研究中,探索了在课堂环境中实施该应用程序的四种不同方式。该研究的目的是确定该应用程序在接近实际使用的条件下的有效性,并评估协作式玩法和学生驱动的导航功能是否有助于其有效性。学生们单独或分组使用该应用程序,并使用了具有固定或可变学习顺序的版本。分析并比较了使用该应用程序的学生与接受标准教学的对照组学生在神经科学内容前后测中的表现,并对记录的应用程序数据进行了分析。与对照组相比,使用该应用程序的所有学生都有显著更大的学习收获。相对于对照组,所有四种实施模式在促进学生学习方面都是有效的,但它们之间的有效性没有差异。此外,学生们展示了在应用程序内将在一种情境中学到的信息迁移到另一种情境的能力。这些结果表明,基于技术的搭建好的课程可以有效地支持教师主导的神经科学教学,该课程可以通过多种方式实施以提高学生的学习效果。