PCK is seen as the transformation of content knowledge and pedagogical knowledge into a different type of knowledge that is used to develop and carry out teaching strategies. To gain more insight into the extent to which PCK is content specific, the PCK about more topics or concepts should be compared. However, researchers have rarely compared teachers’ concrete PCK about more than one topic. To examine the content dependency of PCK, we captured the PCK of sixteen experienced Dutch history teachers about two historical contexts (i.e. topics) using interviews and Content Representation questionnaires. Analysis reveals that all history teachers’ PCK about the two contexts overlaps, although the degree of overlap differs. Teachers with relatively more overlap are driven by their overarching subject related goals and less by the historical context they teach. We discuss the significance of these outcomes for the role of teaching orientation as a part of PCK.
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Although Pedagogical Content Knowledge (PCK) is traditionally defined as a static quality that teachers possess and apply in practice, we conceive of PCK as constituted by a dynamic, mutually influencing process between teacher and students. This co-constructing process is expressed in real-time interaction and defined by us as Expressed Pedagogical Content Knowledge (EPCK). The aim of this study is to develop a practically usable instrument that can track the microgenetic moment-to-moment interaction that embodies EPCK, and that enables us to observe different features and levels of EPCK in the form of changes in this interaction dynamics. We were interested to know how EPCK emerges and develops on the short-term time scale of classroom interaction. After presenting a general account of complex dynamic systems based measurement of psychological constructs (e.g., PCK), we describe a coding scheme for teacher-student interactions, based on theoretical EPCK components. The instrument was applied in an empirical observation study of a visit to a mobile planetarium by a grade 3 primary school class. A principal factor analysis was used to find latent EPCK components. Results show, firstly, that the instrument was reliable. Secondly, the variables in the coding scheme were relevant in view of the underlying theory. Thirdly, over the time course of the teaching session, latent components displayed various levels of EPCK – high, low or no ECPK. Instead of being an enduring or stable property of teaching-learning interactions, EPCK is a dynamic property occurring in the form of sequences of high and low levels, and corresponding peaks in the latent factors. Notably, EPCK did not appear in the form of a continuous steady state level but occurred in the form of bursts of high-level EPCK. We conclude that our coding scheme provides an adequate method for studying pedagogical content knowledge as it self-organizes in the form of real-time activity in the classroom.
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De lerarenopleiding speelt een belangrijke rol bij de voorbereiding van leraren in opleiding op het gebruik van technologie voor onderwijzen en leren. Uit de literatuur blijkt echter dat lerarenopleiders vaak moeite hebben om een doeltreffende ICT-integratie te modelleren. De bereidheid om ICT in het onderwijs te gebruiken heeft betrekking op het verwerven van kennis, vaardigheden en attitudes over het gebruik van technologie voor onderwijzen en leren. Wanneer deze bereidheid tot uiting komt in het feitelijke gebruik van technologie in de klas, en het vermogen om op dit gebruik te reflecteren, past dit in de conceptualisering van 'didactische ICT-competentie'. Een curriculumherziening op vijf locaties van de Lerarenopleiding Basisonderwijs (Pabo) van Hogeschool Inholland in Nederland vormde de aanleiding voor deze studie. Het doel van dit onderzoek is het meten van de perceptie van leraren in opleiding van de strategieën die lerarenopleiders gebruiken om de ontwikkeling van effectief gebruik van informatie- en communicatietechnologie (ICT) in de klas te ondersteunen. Het Synthesis of Qualitative Data (SQD) model definieert zes kernstrategieën voor de ondersteuning van leerkrachten in opleiding om ICT in het onderwijs te gebruiken, namelijk (1) rolmodellering; (2) reflectie over de rol van technologie;(3) leren van technologie door (her)ontwerpen van lessen; (4) samenwerken met collega's; (5) authentieke Teaching, Learning & Technology en (6) voortdurende feedback. De centrale vraag van dit onderzoek luidt: Hoe percipiëren leraren in opleiding van vijf lerarenopleidingen deze strategieën die lerarenopleiders gebruiken om de ontwikkeling van hun didactische ICT-competenties te ondersteunen? Er werd gebruik gemaakt van een mixed-methods onderzoeksopzet. De SQD-vragenlijst met 24 items (zespunts Likert-schaal) werd vertaald naar het Nederlands en uitgebreid met zes open vragen, die verdere uitwijding bij elk van de kernstrategieën mogelijk maakten. Vijf locaties van de Lerarenopleiding Basisonderwijs (Pabo) van Hogeschool Inholland in Nederland waren erbij betrokken. De strategieën "authentieke technologie-ervaring" en "rolmodellering door de lerarenopleider" worden het meest herkend. Het geven van voortdurende feedback was de minst erkende strategie omdat feedback vooral als summatief werd ervaren. De meerderheid van de lerarenopleiders werd niet herkend als rolmodel voor ICT-integratie. Lerarenopleiders in digitale geletterdheid echter wel. Hoewel de stages een ruimte bieden om te oefenen, worden de zittende leerkrachten niet erkend als inspirerende voorbeelden van ICT-integratie. Als leerkrachten in opleiding te weinig rolmodellen zien die vakspecifieke ICT-integratie tonen, ontwikkelen zij zelf geen doeltreffende ICT-integratie. Verder onderzoek zou zich moeten richten op de vraag hoe het aantal erkende strategieën kan verhoogd worden, te beginnen met het "geven van continue feedback".
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Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl
Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.
Lectorate, part of NHL Stenden Hogeschool