The development of autonomous student learning networks: Patterns of interactions in an open world learning environment for teachers exploring teaching with and through computer science
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Affiliation
Department of Applied Technology, The University of ArizonaIssue Date
2021Keywords
Computer science educationGame design
Game-based learning
Instructional design
Learner autonomy
Learning design
Open world gaming
Serious games
Teacher education
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Ardito, G., & Czerkawski, B. (2021). The development of autonomous student learning networks: Patterns of interactions in an open world learning environment for teachers exploring teaching with and through computer science. Sustainability (Switzerland), 13(16).Journal
Sustainability (Switzerland)Rights
Copyright © 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).Collection Information
This item from the UA Faculty Publications collection is made available by the University of Arizona with support from the University of Arizona Libraries. If you have questions, please contact us at repository@u.library.arizona.edu.Abstract
This pilot case study sought to investigate patterns of interactions between learners and their instructor in a teacher education course called “Computer Science for Teachers”. This course was constructed to leverage aspects of open world game design elements in order to investigate the effects of degrees of autonomy in gameplay/learning. This course was conducted in a specially built social learning platform based on Elgg software. Student interactions with the instructor and other students in this course were analyzed to determine the learning networks students constructed during each key learning activity as well as the epistemic spaces defined by these interactions. Descriptive statistics along with social network analysis (SNA) and epistemic network analysis (ENA) were used to investigate these data. The findings indicate that more traditional/less open world gaming type learning activities were associated with learning networks and epistemic spaces that were teacher-centered and narrower, while more open world gaming/high levels of autonomy (student-centric) learning activities were associated with learning networks that were highly decentralized and epistemic spaces that featured students asking and answering questions of/for one another. These findings were consistent with existing research into player behavior in open world type games and learner behavior in settings with high levels of autonomy support. Implications for further research are discussed. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.Note
Open access journalISSN
2071-1050Version
Final published versionae974a485f413a2113503eed53cd6c53
10.3390/su13168696
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Except where otherwise noted, this item's license is described as Copyright © 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).