guided discovery learning

  • 文章类型: Journal Article
    以前有人认为,科学对高尔夫运动的贡献有限,尤其是人的元素。这种缺乏影响可能,在某种程度上,这归因于在大多数高尔夫挥杆的实证研究中缺乏适当的理论框架。这篇立场论文概述了高尔夫科学的生态动力学方法,该方法能够更好地捕捉高尔夫球手的许多结构部分之间的相互作用,和高尔夫球手之间的关系,他或她的设备,和他或她的周围环境比其他理论方法迄今为止。建议将生态心理学和动力系统理论的原理和概念结合起来,可以为增强知识和对摆动生物力学的理解做出重大贡献。俱乐部设计和定制,和教练实践。这种方法还可以提供一个平台,在该平台上整合运动和人类运动科学的各个子学科,以获得对高尔夫表现的更全面的理解。
    It has previously been argued that science has only made a limited contribution to the sport of golf, particularly the human element. This lack of impact could, in part, be attributed to the absence of an appropriate theoretical framework in most empirical investigations of the golf swing. This position paper outlines an ecological-dynamical approach to golf science that is better able to capture the interactions among the many structural parts of a golfer, and the relations between a golfer, his or her equipment, and his or her surrounding environment than other theoretical approaches have hitherto. It is proposed that the conjoining of principles and concepts of ecological psychology and dynamical systems theory could make a significant contribution to the enhancement of knowledge and understanding of swing biomechanics, club design and customisation, and coaching practice. This approach could also provide a platform on which to integrate the various subdisciplines of sport and human movement science to gain a more holistic understanding of golf performance.
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  • 文章类型: Journal Article
    Commercial video games are popular entertainment media and part of students\' media reality. While commercial video games\' main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students\' reflection processes using commercial video games in regular formal high school teaching. In a double lesson, 29 students of a 10th-grade biology course (Study 1) and 17 students of a 12th-grade advanced course on history (Study 2) played and discussed a commercial video game related to the current curricular topic. We examined the reflection processes of students in terms of their reactions to the teachers\' game-related statements and questions. Regarding teachers\' statements, students discussed several topics related to game enjoyment and the games\' representation of topic-related content. Regarding teachers\' questions, students discussed multiple goals in each game, how the games represented topic-related content, and how the games could be appropriate for learning. In Study 2, students additionally discussed emotions, stereotypes, violence, and the narrative related to the digital history game. We found that the discussions provided students opportunities to reflect on their game experiences and the current curricular topic as well as to practice media criticism. We further provide quantitative results on students\' perceived topic knowledge, on several facets of their learning motivation, and on their acceptance of video games. Overall, our findings illustrate the educational value of using commercial video games as objects of reflection.
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