Abstract
This review examines Anne Katrine Kamstrupp’s article “The wow-effect in science teacher education; technology; sociomateriality.” In the discussion below we explore three key areas of her ethnographic research. First, we reconsider Kamstrupp’s article through the lens of technology as a pedagogical choice and philosophy. This is followed by our discussion of aspects of her study within the context of a basic understanding that entry-level pre-service teachers need to fully understand both the process of learning and scientific principles as these are important foundational factors in determining whether or not the wow-effect will occur as expected. Finally, our review team presents multiple areas in Kamstrupp’s article as potential points for further elaboration.
Similar content being viewed by others
References
Beauchamp, G., & Parkinson, J. (2005). Beyond the ‘wow’ factor: Developing interactivity with the interactive whiteboard. School Science Review, 86(216), 97–103.
Bransford, J. D., Brown, A. L., & Cocking, R. R. (1999). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.
DiSessa, Andrea A. (2000). Changing Minds: Computers, Learning, and Literacy. Cambridge, Massachusetts: The MIT Press.
Fischer, G. (1998). Making Learning a Part of Life: Beyond the “Gift Wrapping” Approach of Technology, in P. Alheit and E. Kammler, Eds., “Lifelong Learning and Its Impact on Social and Regional Development, p. 435–462. http://l3d.cs.colorado.edu/~gerhard/papers/giftwrapping-98.pdf
Fried, R. L. (2001). The passionate teacher: A practical guide. Boston: Beacon Press.
Gee, J. P. (2009). Digital media and learning as an emerging field, part I: How we got here. International, Journal of Learning and Media, 1(2), 13–23. doi:10.1162/ijlm.2009.0011.
Gee, J. P. (2010). Society and higher education. Working Paper. Retrieved from http://jamespaulgee.com/node/50
Hagel, J., Brown, J. S., & Davidson, L. (2010). The power of pull: How small moves, smartly made, can set big things in motion. Philadelphia, PA: Basic Books.
Hayes, E., & Ohrnberger, M. (2013). The gamer generation teaches school: The gaming practices and attitudes towards technology of pre-service teachers. Journal of Technology and Teacher Education, 21(2), 153–177.
Ito, M., Gutiérrez, K., Livingstone, S., Penuel, B., Rhodes, J., Salen, K., & Watkins, S. C. (2013). Connected learning: An agenda for research and design. Digital Media and Learning Research Hub. Chicago, IL: MacArthur Foundation.
Jenkins, H. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. Cambridge, MA: MIT Press.
King, E. M., Dickmann, E., Liu, K., and Johnson, B. Z. (2014). Designing access to digital media and learning practices for pre-service education students. Paper presented at the American Education Research Association 2014 Annual Meeting. Philadelphia, PN. April 3–7.
King, E. M., & Dickmann, E. (2015) Designing access to DML: Digital media practices among pre-service education students.
King, E. M., Johnson, B. Z., & Hayes, E. R. (2013). Gaming as a Gateway to ICT Careers: Case Studies of Two Female ICT Students. In C. Steinkuehler, C. Martin, & A. Ochsner (Eds.), Proceedings of the 8th Annual Games + Learning + Society (GLS) Conference. Pittsburgh PA: ETC Press.
Kramarski, B., & Michalsky, T. (2009). Investigating pre-service teachers’ professional growth in self-regulated learning environments. Journal of Educational Psychology, 101(1), 161–175.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. doi:10.1111/j.1467-9620.2006.00684.x.
National Council for the Accreditation of Teacher Education. (2002). Professional standards for the accreditation of schools, colleges and departments of education, Washington, D. C.
Orlikowski, W. J. (2000). Using technology and constituting structures: A practice lens for studying technology in organizations. Organization Science, 11(4), 404–428. doi:10.1287/orsc.11.4.404.14600.
Pea, R. D., and Salomon, G. (1997). Practices of distributed intelligences and designs for education. In Distributed Cognitions (pp. 47-82).
Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1”. On the Horizon, 9(5), 1–6. doi:10.1108/10748120110424816.
Rikhye, R., Cook, A., & Berge, Z. L. (2009). Digital Natives vs. Digital Immigrants: Myths or Reality? International Journal of Instructional Technology and Distance Learning, 6(2), 3–10.
Squire, K. & Giovanetto, L. (2006). Preserving the “grammar of schools”: An investigation of new-media use patterns among pre-service teachers. Paper presented at the American Educational Research Conference, San Francisco, CA, April.
Stewart, M. (2013). Let’s stop focusing on shiny gadgets and start using tech to empower people. Wired. Retrieved from http://www.wired.com/2013/09/focus-on-people-not-tech-and-other-impt-lessons-for-interaction-design-and-life/
Tillema, H. H. (2000). Belief change towards self-directed learning in student teachers: Immersion in practice or reflection on action. Teaching and Teacher Education, 16(5), 575–591. doi:10.1016/S0742-051X(00)00016-0.
Wiggins, G., & McTighe, J. (2006). Understanding by Design (2nd ed.). Upper Saddle River, NJ: Pearson.
Author information
Authors and Affiliations
Corresponding author
Additional information
Lead Editor: C. Quigley.
Forum response to Kamstrupp, A. (2015). The wow-effect in science teacher education; technology; sociomateriality. doi:10.1007/s11422-015-9684-6.
Rights and permissions
About this article
Cite this article
King, E.M., Dickmann, E.M. & Johnson, B.Z. Kamstrupp’s wow-effect: re-examined and expanded. Cult Stud of Sci Educ 11, 899–908 (2016). https://doi.org/10.1007/s11422-015-9687-3
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11422-015-9687-3