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1.
Heliyon ; 10(2): e24173, 2024 Jan 30.
Artigo em Inglês | MEDLINE | ID: mdl-38293402

RESUMO

Persona development techniques are a well-established method to create relatable descriptions of representatives of target users of digital systems. In the field of education, research on learner characteristics has yielded comprehensive results that can help advance educational approaches. Nonetheless, these results often remain abstract and distant for researchers and practitioners. Personas offer a bridge to make this knowledge more accessible and to facilitate user-centred design processes. This study focuses on creating personas of mathematics school students to ease such accessibility. These personas are constructed based on an understanding of learners' goals, needs, challenges and problems, joys, fears, feelings and emotions, and strategies. Data collection was conducted through a multifaceted approach, encompassing qualitative and quantitative data from web surveys, think-aloud protocols, and interviews. The target demographic comprised upper secondary school mathematics students in Austria. We found five distinct patterns of characteristics prevalent in this target group. The patterns of characteristics reflected by the personas complement the scientific body of knowledge obtained from traditional approaches investigating characteristics and needs of learners. In practical terms, these personas empower the development of user-centred digital systems, learning materials, and lessons, thus fostering an enriched educational experience for mathematics students.

2.
Front Psychol ; 14: 1139884, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37008848

RESUMO

Today's teaching and didactical methods are progressively aiming to integrate digital technologies, computational thinking (CT), and basic computer science concepts into other subjects. An innovative and creative way of combining and integrating CT and teaching cross-curricular skills without digital devices is to include the game Poly-Universe (PolyUni). According to previous research, the game is expected to have a positive effect on visual perceptual progress, including isolation, and the development of shape-background skills. So far, however, comparatively few attempts have been made to explore the educational possibilities of PolyUni for different school levels and subjects, besides mathematics. Therefore, this article aims to close this gap by exploring how PolyUni can be used to promote CT in three subjects: physical education (PE), digital education (DGE), and biology (B). Furthermore, it evaluates whether the pre-defined learning objectives in those subjects have been achieved, and examines how PolyUni combines the requirements of the different curricula in Austrian secondary school, based on self-designed tasks. Additionally, further aspects of PolyUni such as engagement and collaboration are discussed. To explore the above-mentioned benefits, a mixed-methods study was implemented, whereas the workshops and accompanying teaching materials (e.g., worksheets) were developed based on the COOL Informatics concept. The participant observation method was employed for qualitative data collection, and a self-designed assessment grid as well as additional picture analysis were used for the quantitative data. PolyUni was introduced in three different workshops at Austrian secondary schools with 80 students observed and analyzed. Based on the present data, it can be assumed that PolyUni supports achieving the requirements of the different curricula and pre-defined teaching and learning objectives in a playful way. Furthermore, the game not only promotes CT in secondary school but also encourages enjoyment and collaboration between peers in biological, digital, and physical education lessons.

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