Learning Inside the School, but Outside the Curriculum: An Extreme Case of Interest-Driven Learning in Alternative STEAM Learning Infrastructure for Schools

被引:0
作者
Hilppo, Jaakko [1 ]
Stevens, Reed [2 ]
机构
[1] Univ Helsinki, Fac Educ Sci, Dept Educ, POB 9,Siltavuorenpenger 5B, Helsinki 00015, Finland
[2] Northwestern Univ, Sch Educ & Social Policy, Evanston, IL USA
基金
美国国家科学基金会;
关键词
Interest; agency; learning; ethnography; STEAM; school; AGENCY;
D O I
10.1080/07370008.2024.2386956
中图分类号
G44 [教育心理学];
学科分类号
0402 ; 040202 ;
摘要
Choice and autonomy are central tenets of interest-driven learning. Yet, in most studies on interest in school, students' choice and autonomy have been confined within the boundaries of the curriculum and the subject matter in question. This limits our understanding of how schools can support interest-driven learning as well as students' interest development in educational settings more broadly. To address this gap, in this study, we have focused on student learning when they are allowed to follow their interests beyond the curriculum during school time. Building on relational and practice-based perspectives on interest, we conceptualized such extensions as productive deviations and centered on a particular case of two 6th-grade students - Tamaz and Nuri - who created two computer games during their time in the FUSE Studio, alternative STEAM learning infrastructure for schools. Our interactional analysis of Tamaz and Nuri's problem-solving during their game-making shows that their productive deviation formed a significant learning experience for them in terms of game design and working with computers. Overall, our study contributes to discussions on fostering and supporting students' interest-driven learning and interest development in school settings.
引用
收藏
页码:482 / 504
页数:23
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