Promoting thinking and conceptual change with digital dialogue games.

This paper will present a review of design-based research conducted over the past 10 years that has modeled and promoted students' reasoning, conceptual change and argumentative dialogue processes and practices through designing a number of digital dialogue games. This line of work was inspired by s...

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Publicado en:Journal of Computer Assisted Learning Vol. 23; no. 6; pp. 453 - 466
Autor principal: Ravenscroft A
Formato: clinical trial pictorial research Journal Article
Publicado: Wiley-Blackwell Dec2007
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Dec2007
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        105269667
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        2010457728
        10.1111/j.1365-2729.2007.00232.x
        105269667
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        atl: Promoting thinking and conceptual change with digital dialogue games.
      aug:
        au: Ravenscroft A
        affil: Learning Technology Research Institute (LTRI), London Metropolitan University, Room 204, Shoreditch Building, 35 Kingsland Road, London E2 8AA, UK; a.ravenscroft@londonmet.ac.uk
      sug:
        subj:
          Computer-Assisted Instruction In Adolescence
          Conversation Methods
          Critical Thinking Education
          Adolescence
          Chi Square Test
          Clinical Trials
          Faculty-Student Relations
          Games
          Human
          Kinematics Education
          Outcomes of Education
          Pretest-Posttest Design
          Quantitative Studies
          Questionnaires
          Schools, Secondary
          Student Satisfaction
          Students, High School
          Teachers
          Validation Studies
          Validity
          Adolescent: 13-18 years
      ab: This paper will present a review of design-based research conducted over the past 10 years that has modeled and promoted students' reasoning, conceptual change and argumentative dialogue processes and practices through designing a number of digital dialogue games. This line of work was inspired by some challenges and insights that emerged during projects dealing with conceptual change in science. Since then, the dialogical and pedagogical requirements for improved reasoning, knowledge development and conceptual understanding in a range of contexts have been addressed through projects that have designed and evaluated intelligent and highly interactive dialogue game tools, such as CoLLeGE (Computer-based Laboratory for Language Games in Education), AcademicTalk and InterLoc (Collaborative Interaction through scaffolding Locutions). This article will review this line of work through justifying and describing the rationale for its trajectory before presenting ongoing work that synthesizes and operationalizes its findings and insights. The ongoing work emphasizes an inclusive and personalized approach to learning dialogue that stimulates reasoning, collaborative thinking and the development of argumentative dialogue practices. This is arguably relevant to most learning contexts, and especially to contemporary science education. Finally, conclusions are drawn about the role of dialogue in learning in the digital age.
      pubtype: Academic Journal
      doctype:
        clinical trial
        pictorial
        research
        Journal Article
      ougenre: Article
    language: English
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