Affective Learning in Digital Education-Case Studies of Social Networking Systems, Games for Learning, and Digital Fabrication

被引:13
作者
Naykki, Piia [1 ]
Laru, Jari [1 ]
Vuopala, Essi [1 ]
Siklander, Pirkko [1 ]
Jarvela, Sanna [1 ]
机构
[1] Univ Oulu, Fac Educ, Oulu, Finland
基金
芬兰科学院;
关键词
affective learning; collaborative learning; digital education; digital fabrication; maker education; social networking systems; COMPUTATIONAL THINKING; COMPUTER GAMES; SERIOUS GAME; KNOWLEDGE; SCRIPTS; FRAMEWORK; SKILLS; COLLABORATION; MOTIVATION; EMOTIONS;
D O I
10.3389/feduc.2019.00128
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Technological innovations, such as social networking systems, games for learning, and digital fabrication, are extending learning and interaction opportunities of people in educational and professional contexts. These technological transformations have the ability to deepen, enrich, and adaptively guide learning and interaction, but they also hold potential risks for neglecting people's affective learning processes-that is, learners' emotional experiences and expressions in learning. We argue that technologies and their usage in particular should be designed with the goal of enhancing learning and interaction that acknowledges both fundamental aspects of learning: cognitive and affective. In our empirical research, we have explored the possibility of using various types of emerging digital tools as individual and group support for cognitively effortful and affectively meaningful learning. We present four case studies of experiments dealing with social networking systems, programming with computer games, and "makers culture" and digital fabrication as examples of digital education. All these experiments investigate novel ways of technological integration in learning by focusing on their affective potential. In the first study, a social networking system was used in a higher education context for providing a forum for online learning. The second study demonstrates a Minecraft experiment as game-based learning in primary school education. Finally, the third and the fourth case study showcases examples of "maker" contexts and digital fabrication in early education and in secondary school. It is concluded that digital systems and tools can provide multiple opportunities for affective learning in different contexts within different age groups. As a pedagogical implication, scaffolding in both cognitive and affective learning processes is necessary in order to make the learning experience with emerging digital tools meaningful and engaging.
引用
收藏
页数:14
相关论文
共 118 条
[1]  
[Anonymous], 2010, CURRENTS
[2]  
Baker M., 2013, AFFECTIVE LEARNING T, P1, DOI [10.4324/9780203069684, DOI 10.4324/9780203069684]
[3]   Collaboration in collaborative learning [J].
Baker, Michael J. .
INTERACTION STUDIES, 2015, 16 (03) :451-473
[4]   When smart groups fail [J].
Barron, B .
JOURNAL OF THE LEARNING SCIENCES, 2003, 12 (03) :307-359
[5]  
Bayliss J.D., 2012, Proceedings of the 2012 IEEE International Games Innovation Conference (IGIC), P1, DOI DOI 10.1109/IGIC.2012.6329841
[6]   A Framework for Designing Scaffolds That Improve Motivation and Cognition [J].
Belland, Brian R. ;
Kim, ChanMin ;
Hannafin, Michael J. .
EDUCATIONAL PSYCHOLOGIST, 2013, 48 (04) :243-270
[7]  
Blikstein P, 2013, CULT MEDIA STUD, P203
[8]   Group awareness in CSCL environments [J].
Bodemer, Daniel ;
Dehler, Jessica .
COMPUTERS IN HUMAN BEHAVIOR, 2011, 27 (03) :1043-1045
[9]  
Boekaerts M., 2003, BRIT J EDUC PSYCHOL, P173
[10]  
Boekaerts M, 2011, TEACH COLL REC, V113, P375