Implementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework.

dc.contributor.authorLambert, D.
dc.contributor.authorJacobsen, Michele
dc.date.accessioned2021-04-16T03:01:33Z
dc.date.available2021-04-16T03:01:33Z
dc.date.issued2020-01-12
dc.description.abstractEducators in some Canadian schools are especially challenged in developing innovative pedagogical approaches that can intellectually engage their students in deep learning of core curriculum content, while equipping them with 21st century competencies. In this paper, we discuss some key ideas on how an intervention, the design and building of digital video games, was implemented and explored, to address this challenge, in four grade 6 social studies classes at a Calgary charter school, utilizing a design-based research framework. Findings revealed that: (i) to effectively implement this intervention in the classroom context, teachers needed to shift/modify their design of instructional activities compared to how they would normally design them in their social studies classes to teach the same chosen content; and (ii) the intervention, as implemented, seem to have the potential to be an effective innovative pedagogy for deep learning and one that promotes the intellectual engagement of students and their development and application of 21st century competencies. Some implications of these findings for the implementation of interventions in school, in terms of transforming the classroom environment, assessing the type of theoretical support needed, using design-based research as an effective framework to study how interventions and developing policy for the implementation of interventions are listed for K-12 educators, school jurisdictions and Alberta Education.
dc.identifier.citationLambert, D., & Jacobsen, M. (2020). Implementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework. EDeR. Educational Design Research, 3(1). doi:10.15460/eder.3.1.1388
dc.identifier.doi10.15460/eder.3.1.1388
dc.identifier.issn2511-0667
dc.identifier.urihttp://hdl.handle.net/1880/113261
dc.identifier.urihttps://dx.doi.org/10.11575/PRISM/38752
dc.languageeng
dc.language.isoenen
dc.publisherStaats- und Universitatsbibliothek Hamburg Carl von Ossietzky
dc.publisher.facultyWerklund School of Educationen
dc.publisher.hasversionpublisher pdf,postprint,preprint
dc.publisher.institutionUniversity of Calgaryen
dc.rightsUnless otherwise indicated, this material is protected by copyright and has been made available with authorization from the copyright owner. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission.en
dc.rights.urihttps://creativecommons.org/licenses/by/4.0
dc.subjectdesign-based research
dc.subjectinnovative pedagogical approaches
dc.subjectdeep learning
dc.subjectintellectual engagement
dc.subject21st century competencies
dc.subjectdigital video games
dc.titleImplementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework.
dc.title.alternativeEDeR Educational Design Research
dc.typejournal article
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