To assess own actions and define individual learning needs is fundamental for professional development. The development of self-assessment skills requires practice and feedback during the course of studies. The "Interactive Examination" is a methodology aiming to assist students developing their self-assessment skills. The present study describes the methodology and presents the results from a multicentre evaluation study at the Faculty of Odontology (OD) and School of Teacher Education (LUT) at Malmö University, Sweden. During the examination, students assessed their own competence and their self-assessments were matched to the judgement of their instructors (OD) or to their examination results (LUT). Students then received a personal task, which they had to respond to in written text. After submitting their response, the students received a document representing the way an professional in the field chose to deal with the same task. They then had to prepare a "comparison document", where they identified differences between their own and the professional answer. Results showed that students appreciated the examination in both institutions. There was a somewhat different pattern of self-assessment in the two centres, and the qualitative analysis of students' comparison documents also revealed some interesting institutional differences.
Several benefits of using scoring rubrics in performance assessments have been proposed, such as increased consistency of scoring, the possibility to facilitate valid judgment of complex competencies, and promotion of learning. This paper investigates whether evidence for these claims can be found in the research literature. Several databases were searched for empirical research on rubrics, resulting in a total of 75 studies relevant for this review. Conclusions are that: (1) the reliable scoring of performance assessments can be enhanced by the use of rubrics, especially if they are analytic, topic-specific, and complemented with exemplars and/or rater training; (2) rubrics do not facilitate valid judgment of performance assessments per se. However, valid assessment could be facilitated by using a more comprehensive framework of validity when validating the rubric; (3) rubrics seem to have the potential of promoting learning and/or improve instruction. The main reason for this potential lies in the fact that rubrics make expectations and criteria explicit, which also facilitates feedback and self-assessment.
I denna artikel jämförs och analyseras ett urval av provbanker i relation till de föreslagna syftena för en framtida provbank i grundskolan. Flera syften presenteras, men det formativa syftet, med dess potential att stötta skolor och lärare i deras arbete med att hjälpa eleverna nå de nationella målen, ses som det viktigaste. Provbanken kan uppnå detta syfte genom att förtydliga och konkretisera målen. En provbank kan dessutom hjälpa eleverna att nå de nationella målen genom att bistå med uppgifter av hög kvalitet samt stöd för att bedöma elevernas styrkor och svagheter. En provbank kan även bidra till ökad likvärdighet i bedömningen genom att visa hur de nationella målen kan bedömas. Denna effekt riskerar dock vara begränsad till de uppgifter som finns i provbanken. Om den föreslagna provbanken även inkluderar resurser för att vidareutveckla lärarnas bedömningskompetens, kan emellertid effekten eventuellt överskrida de uppgifter som tillhandahålls i provbanken, vilket visas genom analyser av internationella erfarenheter.
Medialandskapet ändras i en rasande takt. Bland det nya som dykt upp hittar man t ex gräsrotsvideo (YouTube), kollektiva forum på nätet, mobiltelefoner med GPS och bredband. Innovationer och utveckling inom detta område ställer stora krav på lärarna, men erbjuder också nya spännande möjligheter för matematikundervisningen. Här rapporteras om MLE-projektet, där mobiltelefoner och handhållna datorer används för att utforska matematik på grundskolan och gymnasiet.
Medielandskapet ändras i en rasande takt. Bland de nya sakerna som dykt upp är: gräsrotsvideo (YouTube), kollektiva forum på nätet, mobiltelefoner med GPS och bredband, ultrasmå bärbara datorer. Innovationer och utveckling inom detta område ställer stora krav på lärarna, men erbjuder också nya spännande möjligheter för undervisningen.
Matematikundervisningen i den svenska skolan står inför mycket stora förändringar. Regeringen har nyligen beslutat om nya ämnesplaner för både grundskolan och gymnasieskolan, vilka ska tillämpas på utbildningar som påbörjas efter den 1 juli 2011. Med ett nytt centralt ämnesinnehåll kommer också nya kunskapskrav och ett nytt betygssystem. Utöver detta står skolan inför en i praktiken mycket större och mera genomgripande förändring, nämligen att motsvara de krav som samhällets fortskridande digitalisering ställer samt att leva upp till förväntningarna från ungdomar med stor medievana.
Om datorer ska kunna användas i matematikundervisningen på ett ändamålsenligt sätt måste helt andra program få installeras på skolornas datorer. Makten över datorer och programvara måste ligga i händerna på de undervisande lärarna, skriver fyra forskare verksamma vid Malmö högskola och Göteborgs universitet.
This article presents an empirical study performed in the light of socio-cultural theories, emphasizing the usage of tools as a part of human learning. The aim was to explore what actions emerged in the interac-tion with, and were mediated by the mobile educational computer game Agent O, when collaboratively played outdoors by seventeen 15-16 year old science students. Video recording was used to gather data. The outcome is a visual and written description of eight more prominent actions and sub-actions that occurred while gaming, including not only actions in direct connection to the actual gaming session, but also actions that emerged in the situation as a whole: the social practice within which the gaming took place. The gaming students came to act as a sort of student-gamer-performer-hybrids, alternating between different roles. These and the other gaming actions seemed to have worked as a source of motivation for the students.
Thirty students aged 13-15 were observed at school when playing the COTS computer game SimCity 4 with the mission to create sustainable cities. The aim was to study students’ use of scientific concepts, theories, and processes during gameplay. The analysis demonstrates that the gaming students were engaged in what can be described as scientific practice. They were exploring, penetrating and manipulating the game mechanics, thus demonstrating understanding of the interdependency of factors in the system. This was, however, mostly done in a rather unsystematic way. Students did observe and discuss the results of their actions, and according to later decisions also learned from them, but formal analyses or conclusions were largely lacking. They treated the gameplay as part of the school task, and the game as a virtual dynamic system rather than as a simulated real world. The results illustrate the assumption that computer gameplay in school needs to be contextualised in a way that enables the students to make sense of the educationally relevant content.
The question of the title may seem senseless. Computer games presumably do not foster moral sensitivity. On the contrary, the player often takes the role of soldier, thief, monster etc. with the aim of winning at any cost. And yet, digital games carry great potentials for learning. The possibility to act and engage in virtual situations may be used in many other contexts with the aim of handling difficult moral dilemmas, in which the "practicing of goodness" may lead to understanding and empathy. The study seeks an answer to the question of the title by means of the game, Men and animals. Moral development of the young generation is recognized as a growing problem by western countries. As the lives of young people are characterized by moral ambivalence, and competing moral discourses, values seem to be increasingly uncertain and fragmented. Researchers describe such morality as "situational" in contrast to rule based moral values. To develop a more coherent and reflected morality, people have to meet, discuss, and act in a variety of complex situation, leading to deepened "moral sensitivity". The digital game Men and animals was developed to meet such demands. Embedded in a narrative, the game presents the students to authentic dilemmas that can be "solved" in more than one way. The solutions represent different moral values. The game is played in pairs allowing for discussion. To solve the dilemmas a range of opinions and information is presented. The game can be played several times allowing students to test the consequences of polar value positions. Playing takes 45 minutes. Effects and experiences of playing the game was studied involving 100 students aged 16-19. By interviews and a questionnaire students' moral reasoning was tested in various situations before and after playing the game. Observation of players' discussions and arguments while playing was included. The choices made by each pair were registered and positioned on a scale from "Absolute animal rights" to "Animals have no rights at all". At the end of the play students saw all their choices, and were invited to reflect on them in relation to the value scale. This gave room for reflection on the situational character of the choices, which for most pairs mirrored an ambivalent moral position. A majority of the students experienced the continuous demand for decision-making as highly engaging - and difficult. The game made the students question their initial general idea of the relations between men and animals. Before playing, a majority ascribed the same value to animals as to men. Having played, students' decisions became more relational and situational, mirroring a more reflected position. Students themselves commented on the problem of understanding the moral components of a dilemma, as well as their own position. They articulated a feeling of not having thought of such things in depth, and interest in playing more games that challenged their presumptions.
The interest for game-based learning is growing among science educators. A range of research reviews have been published regarding the educational potentials of using computer games as a tool for learning and mediation, but on a general level. This research review focuses on empirical studies conducted on computer game play specifically used to enhance science learning. 50 publications published during the last decade were found that met the criteria of presenting empirical data from students using games for learning science in school contexts. The studies are reviewed and analysed according to: type of game, research design, research interests and research methodology, school subject and content, number and age of students, time spent on the intervention, gender, and teacher roles. The scope and quality of the studies are also discussed.
I denna artikel ger författarna exempel på hur IKT kan användas för att arbeta med både matematiska uttrycksformer och representationer. Ofta skiljer vi inte på uttrycksformer och representationer, utan de får stå för samma sak. För tydlighetens skull diskuteras de dock här var för sig. Artikeln innehåller även exempel på tillämpningar från gymnasiet.