The present work provides a review of two widely used approaches in educational research: action research and case study. Action research aims to improve educational practice by means of reflective cycles and shows variants according to a predominant paradigm, from technical to critical visions. A case study, described as an umbrella term, focuses on understanding classroom situations in real contexts. Although it seems that the defining characteristics of the case study are common among different authors, there are numerous classifications, which sometimes overlap. Based on a review of the ideas forming the main cornerstones of these two research types, we have analysed their common points and differences and considered the methodological possibility of relating both approaches in educational research projects taking place in non-controllable situations. In the present work, two joint approaches are proposed: action research as collective case study and action research as a set of case studies. The possibilities and limitations of both methodological perspectives are also discussed.
According to self‐determination theory, the need for competence, autonomy, and relatedness has been associated with intrinsic motivation. Fulfilling basic psychological needs can lead to better learning, academic performance, and well‐being. In this study, an anatomy program integrated gamification and drawing methods to explore their influence on basic psychological needs satisfaction and potential learning implications. Basic psychological needs outcomes of sport sciences students were compared to test the effects of the Observe–Reflect–Draw–Edit–Repeat (ORDER) method and gamification (experimental condition) versus a non‐ORDER and non‐gamified program (control condition). These two different 30‐h (7‐week) anatomy education programs were implemented at two Spanish public universities with 116 first‐year sport sciences students. Pre and post‐treatment measurements were collected using the Basic Psychological Needs Satisfaction Scale. Statistical analyses included independent samples t‐tests, ANCOVAs, and factorial repeated measures ANOVAs 2 × 2 (time × treatment). The gamified ORDER program achieved higher satisfaction scores in basic psychological needs compared to the control group (t = 2.98, p = 0.004, d = 0.54). Additionally, an interaction effect between time and treatment was observed (p = 0.042, = 0.038). Treatment and interaction effects were observed for ‘autonomy’ (p = 0.003, = 0.074) and ‘competence’ satisfaction (p = 0.048, = 0.035). A time effect was found for ‘relatedness’ in the control group, but no significant treatment or interaction effects were identified. The causes of these effects are debated in the study, as well as the limitations. These findings support the notion that students’ basic psychological needs are better satisfied in anatomy education with the implementation of this multimethod educational intervention based on ORDER and gamification.
23 November 2024 in Journal of Science Education and Technology
According to self-determination theory, frustration of basic psychological needs (autonomy, competence, and relatedness) leads to ill-being and negatively affects the learning process. The present study aimed to analyze the effects of a gamified creativity-based teaching method of human anatomy on basic psychological needs frustration compared with a conventional teaching method. A quasi-experimental design was employed, comparing two anatomy educational treatments (experimental and control) over a 7-week period. A total of 116 first-year students from two Spanish public universities was participated. The Basic Psychological Needs Frustration Scale was utilized, and pre- and post-treatment measurements were collected. Statistical analyses included independent samples t-tests, one-way ANCOVAs, and a factorial repeated measures ANCOVA 2 × 2 (time × treatment), comparing two groups based on time (baseline vs. follow-up) and treatment (control vs. experimental). The analysis revealed that the gamified creativity-based program achieved lower frustration of basic psychological needs compared to the control treatment (t (108) = 3.74, p < .001, d = 0.68) and a treatment effect was observed (F (1) = 9.06, p = .003, η2p = .083). Autonomy and competence frustration significantly increased in the control group, while apparently remained consistent over time in the treatment group. Baseline and follow-up significant differences were found for relatedness (t (114) = 1.12, p = .03, d = 0.4; t (110) = 2.88, p = .005, d = 0.53, respectively), as well as a treatment effect (F (1) = 7.28, p = .008, η2p = .069). These findings provide support for the idea that students’ basic psychological needs are lower frustrated with the implementation of a gamified creativity-based teaching method in anatomy education.
This study responds to the need to produce inviting learning environments that help to build intentional science learning in early childhood education. We present a free-choice science learning environment on plant diversity in the fall. From the moment it was implemented, we analyzed whether children of different educational levels acted in accordance with the objectives put forth in each activity of the environment when they are given free choice. We also explored the potential relationship between achieving the stated objectives and social interactions. The participants were 13 three-year-old children and 14 five-year-old children. The free-choice sessions were video recorded and supplemented with notes taken by three researchers in a field notebook. From the records, we categorized the data according to the actions we expected of the children in each activity, related to how they interacted with the materials and the social interactions that emerged. The results show the influence of social and material interactions, as well as the children’s previous knowledge, in attaining the objectives laid out in the design. Based on these results, we propose some principles and guidelines for designing, implementing and evaluating these learning environments in early childhood education, as well as future lines of research.
1 January 2019 in Revista Eureka sobre enseñanza y divulgación de las ciencias
Los espacios de ciencias de libre elección son afamados en las aulas de Educación Infantil debido a que pueden generar situaciones estimulantes que promueven aprendizajes científicos. En general, estos espacios abordan diversos temas de ciencias que se distribuyen en diferentes propuestas, de manera que en cada una de ellas se trate un tema. En este trabajo, en cambio, se presenta el diseño de cuatro espacios de ciencias de libre elección con la particularidad de que son monotemáticos, es decir, todas las propuestas que constituyen el espacio tratan un único tópico científico. Siguiendo el ciclo marcado por la Investigación Basada en el Diseño, tras su puesta en marcha en aulas de diferentes cursos de Educación Infantil y el análisis de las situaciones de aprendizaje provocadas, se establece una rúbrica de evaluación y algunos principios de diseño de estos espacios teniendo en cuenta el contexto, las preguntas que plantean las propuestas y la elección didáctica de los materiales.