This dissertation aims to strengthen socioscientific issues (SSI) education by focusing on the resources available to students. SSI education is a type of science and citizenship education that supports students’ informed and critical engagement with social issues that have scientific or technological dimensions. This dissertation explores students’ SSI-related resources relevant to their engagement with SSI, such as their attitudes and social resources. The dissertation consists of four papers. The first is a position paper that introduces the concept of socioscientific capital and argues why it is important to pay attention to students’ resources in SSI-based teaching. The other three papers involve empirical, quantitative studies. Two questionnaires were developed that were used to investigate student differences regarding engagement with SSI: the Pupils’ Attitudes towards Socioscientific Issues (PASSI) questionnaire and the Use of Sources of Knowledge (USK) questionnaire. The final study is an exploration of the effects of SSI-based teaching on students’ attitudes toward SSI, considering socioscientific capital.
MULTIFILE
Wanneer je met je lessen specifieke leerdoelen hebt, zoals tactisch inzicht, regelvaardigheden, of samenwerking, dan hoort daar ook een specifieke aanpak bij. De laatste jaren zijn er in de LO, met name in het buitenland, verschillende modellen ontwikkeld die je hierbij kunnen helpen. Deze aanpak wordt ook wel 'Models-Based Physical Education genoemd”.
About the book: This volume has been brought together to generate new ideas and provoke discussion about what constitutes arts education in the twenty-first century, both within the institution and beyond. Art, Artists and Pedagogy is intended for educators who teach the arts from early childhood to tertiary level, artists working in the community, or those studying arts in education from undergraduate to Masters or PhD level. From the outset, this book is not only about arts in practice but also about what distinguishes the ‘arts’ in education. Exploring two different philosophies of education, the book asks what the purpose of the arts is in education in the twenty-first century. With specific reference to the work of Gert Biesta, questions are asked as to the relation of the arts to the world and what kind of society we may wish to envisage. The second philosophical set of ideas comes from Deleuze and Guattari, looking in more depth at how we configure art, the artist and the role played by the state and global capital in deciding on what art education has become. This book provides educators with new ways to engage with arts, focusing specifically on art, music, dance, drama and film studies. At a time when many teachers are looking for a means to re-assert the role of the arts in education this text provides many answers with reference to case studies and in-depth arguments from some of the world’s leading academics in the arts, philosophy and education.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.