Game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning models. Herein, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical perspective of cognitive-affective theory of learning with media, Bandura’s motivation theory and community of inquiry model, self-report measure was used to verify the effect of students’ scientific self-efficacy and cognitive anxiety on science engagement. A total of 357 valid questionnaires were used for structural equation model research. The results indicated that two types of scientific self-efficacy, as indicated by scientific learning ability and scientific learning behavior, were negatively associated with cognitive anxiety. In addition, cognitive anxiety was also negatively correlated to four types of science engagement, as indicated by cognitive engagement, emotional engagement, behavioral engagement, and social engagement through smartphone interactions. These findings provide further evidence for game-based learning promoted by smart phones, contributing to a deeper understanding of the associations between scientific self-efficacy, cognitive anxiety, and science engagement. This study points out that the QODE model is suitable for implementing smart mobile devices to students’ science learning.
Learning of science, technology, engineering, art and mathematics (STEAM) have been recognized as key levers in the progress toward high quality preschool education for all kids. STEAM activities can be an effective platform for providing rich learning experiences and cultivating problem-solving ability that are accessible to kids. Firstly, the characteristics of the STEAM curriculum design in kindergarten are analyzed. Then, this paper constructs the STEAM curriculum design model and explains how the procedure of model is implemented in preschool education. Finally, the case for providing rich learning experience and kids' problem-solving ability in the context of STEAM education is designed. The construction of the STEAM curriculum model in kindergarten is to promote the smooth development of STEAM education in China.
AbstractThe game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning model. Therefore, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to the science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical perspective of Cognitive-affective Theory of Learning with Media, Bandura’s Motivation Theory and Community of Inquiry model, self-report measure was used to verify the effect of students’ scientific self-efficacy and cognitive anxiety on science engagement. 357 valid questionnaires were used for structural equation model research. The results of this study indicated that two types of scientific self-efficacy as indicated by scientific leaning ability and scientific learning behavior was negatively associated with cognitive anxiety. In addition, cognitive anxiety was also negatively correlated to four types of science engagement as indicated by cognitive engagement, emotional engagement, behavioral engagement and social engagement through smartphone interactions. These findings provide further evidence for game-based learning promoted by smart phones, contributing to deeper understanding of the associations between scientific self-efficacy, cognitive anxiety and science engagement. The implication of this study pointed out that the QODE model is suitable for implementing at a smart mobile device to students’ science learning.
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