Cargando…

Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies

Identifying educational competencies for the 21(st) workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21(st) century skill sets have been identified through various wide-scale studies (e....

Descripción completa

Detalles Bibliográficos
Autores principales: Jamaludin, Azilawati, Hung, David
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Singapore 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6302846/
https://www.ncbi.nlm.nih.gov/pubmed/30613250
http://dx.doi.org/10.1186/s41039-016-0038-0
_version_ 1783382064188358656
author Jamaludin, Azilawati
Hung, David
author_facet Jamaludin, Azilawati
Hung, David
author_sort Jamaludin, Azilawati
collection PubMed
description Identifying educational competencies for the 21(st) workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21(st) century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the 21st Century) and consistently within the context of science, technology, engineering, and mathematics (STEM) learning, the ability to problem solve, particularly complex problem-solving, remains a crucial competency. In this paper, we look at how current contemporary spaces such as the immensely popular, massively multiplayer online role-playing game(MMORPG), World of Warcraft, (WoW) afford problem-solving skill acquisition in the context of Singaporean youth learners. Given that WoW exists as a contextual space with an overarching narrativized problem to be solved, our investigation focused on two important related constructs that underpin learners’ problem-solving trajectory—learning and identity becoming within contemporary domains of technology learning. We present findings of an ethnographic investigation of one youth gamer within the affinity spaces of WoW. Moving away from traditional mentalistic construals of problem-solving, our findings indicate that problem-solving within WoW may be characterized by a triadic-D model of domain, disquisitional, and discursive practices within self, social, and structural dialectics. Theoretical considerations for broadening the understanding of a situated and embodied notion of problem-solving and identity becoming within STEM learning are proposed.
format Online
Article
Text
id pubmed-6302846
institution National Center for Biotechnology Information
language English
publishDate 2016
publisher Springer Singapore
record_format MEDLINE/PubMed
spelling pubmed-63028462019-01-04 Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies Jamaludin, Azilawati Hung, David Res Pract Technol Enhanc Learn Research Identifying educational competencies for the 21(st) workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21(st) century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the 21st Century) and consistently within the context of science, technology, engineering, and mathematics (STEM) learning, the ability to problem solve, particularly complex problem-solving, remains a crucial competency. In this paper, we look at how current contemporary spaces such as the immensely popular, massively multiplayer online role-playing game(MMORPG), World of Warcraft, (WoW) afford problem-solving skill acquisition in the context of Singaporean youth learners. Given that WoW exists as a contextual space with an overarching narrativized problem to be solved, our investigation focused on two important related constructs that underpin learners’ problem-solving trajectory—learning and identity becoming within contemporary domains of technology learning. We present findings of an ethnographic investigation of one youth gamer within the affinity spaces of WoW. Moving away from traditional mentalistic construals of problem-solving, our findings indicate that problem-solving within WoW may be characterized by a triadic-D model of domain, disquisitional, and discursive practices within self, social, and structural dialectics. Theoretical considerations for broadening the understanding of a situated and embodied notion of problem-solving and identity becoming within STEM learning are proposed. Springer Singapore 2016-07-07 2017 /pmc/articles/PMC6302846/ /pubmed/30613250 http://dx.doi.org/10.1186/s41039-016-0038-0 Text en © The Author(s) 2016 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.
spellingShingle Research
Jamaludin, Azilawati
Hung, David
Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies
title Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies
title_full Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies
title_fullStr Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies
title_full_unstemmed Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies
title_short Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21(st) century competencies
title_sort problem-solving for stem learning: navigating games as narrativized problem spaces for 21(st) century competencies
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6302846/
https://www.ncbi.nlm.nih.gov/pubmed/30613250
http://dx.doi.org/10.1186/s41039-016-0038-0
work_keys_str_mv AT jamaludinazilawati problemsolvingforstemlearningnavigatinggamesasnarrativizedproblemspacesfor21stcenturycompetencies
AT hungdavid problemsolvingforstemlearningnavigatinggamesasnarrativizedproblemspacesfor21stcenturycompetencies