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Abstract The most important goal of computer software training and interface design has been to help users learn and use software effectively. While research has provided useful information about how to achieve this outcome, it appears to have overlooked the contribution that ‘fun’ and ‘motivation’ can add to learning. This study develops and tests a model of the relationship between intrinsically motivating software instruction and two outcome variables — learning performance and perceived ease of software use. The researchers manipulated two design variables to create learning environments that were either high or low in intrinsic motivation. One variable, the computer interface, consisted of either a direct manipulation interface (the Macintosh Finder), defined as being high in intrinsic motivation, or a command-based interface (disk operating system — DOS), which was less motivating. The second design variable, training method, also consisted of two categories — exploration training (more motivating) and instruction-based training (less motivating). Additionally, the study evaluated the motivational impact of one individual characteristic — cognitive spontaneity. Results of a laboratory experiment indicated that subjects using the direct manipulation interface found the learning experience more intrinsically motivating and performed better in hands-on computer tasks than in command-based subjects. Also, subjects who were high in cognitive spontaneity were more likely to report the learning experience as intrinsically motivating. Learners who reported high levels of intrinsic motivation performed better in hands-on tasks than those who did not, and perceived the software as easier to use. Exploration training, however, failed to exhibit a positive relationship to intrinsic motivation. These results suggest that an intrinsically motivating instructional environment can lead to improved software learning and performance. This is explained in terms of four key dimensions spanning multiple theories of intrinsic motivation: challenge, curiosity, control and fantasy.  相似文献   

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Much of the research in educational technology with a primary concern over how technology enhances learning has been criticized as privileging the immediate learning settings over the other dimensions of learners’ social life and the wider social and economic contexts in which learning and technology are located. The ability to develop a rich understanding of learning and technology in various contexts requires careful use of theory that might enable ‘looking beyond learning’. To meet this need, this paper proposes the use of a critical realistic account of learning and technology, in particular Margaret Archer's ‘three orders of reality’ and ‘personal Identity’. Drawing on an empirical case study for illustration, the paper argues that such an approach offers a ‘way out’ to unpack the relationship between learning and technology through a deep exploration of the interrelationship between individual practices of learning, with or without technology, and the bigger picture of how learning intervenes in other dimensions of social life and how other contexts come into play in learning settings.  相似文献   

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Available research has explored a wide variety of factors influencing information and communication technologies (ICT) adoption and integration in classroom teaching; however, existing research seldom centre on the combined impact of these variables. In addition, the little research available is set up in the Chinese context. The latter is important given that the different cultural context in which the interplay between teacher beliefs and educational practices has only been documented quiet little. The present study centres on the complex interplay of a number of internal teacher variables to explain ICT classroom integration. These variables comprise ‘teachers’ constructivist teaching beliefs’, ‘teacher attitudes towards computers in education’, ‘teachers’ computer motivation’, ‘teacher perception of ICT‐related policy’. A survey was set up, involving 820 Chinese primary school teachers. Path modeling was used to explore the direct and indirect effects of the teacher‐related variables on their level of ICT classroom integration. Firstly, two distinctive types of ICT use can be distinguished in the Chinese context: (a) teacher supportive use of ICT that refers to the use of ICT for e.g. student administration, preparing worksheets, developing evaluation activities; and (b) classroom use of ICT to support and enhance the actual teaching and learning process. The results show that classroom use of ICT directly depends on teachers' computer motivation and the supportive use of ICT. Teachers' constructivist beliefs, their attitudes towards computers in education and perceptions about the ICT‐related school policy influence ICT integration in an indirect way. The results demonstrate how the complex interplay between teacher‐related variables and ICT integration in the classroom is partly in line with findings in non‐Asian contexts. A number of differences can be explained by the particular Chinese context. In particular an indirect relationship was found between teachers' constructivist beliefs and their level of ICT integration.  相似文献   

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The aim of this paper is to describe a methodology for using Cultural‐Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could be used for designing computer tools for learning science. Although CHAT and specifically the concepts of ‘activity system’ and ‘contradictions’ were used as the basis for the design and development of the educational game, subsidiary design guidelines also contributed significantly to this process. These derived from the research fields of Human Computer Interaction and Science Education and from students' everyday experiences when playing video games at home. The educational game produced was concerned with the teaching and learning of ‘Expansion and Contraction of Air’ in primary science, a subject that existing research suggests is conceptually difficult for students. As far as the main outcomes of the study are concerned, it was revealed through the implementation of the game that contradictions could be adequately resolved, while stakeholders' needs and motives could be appropriately addressed.  相似文献   

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This paper seeks to show how ‘policy’, ‘management’ and ‘information and communications technology’ (ICT) were constructed for schools in England between 2000 and 2003 and to discuss some effects of these constructions on teaching and learning in the institutions involved in the InterActive Education Project. It argues that their contribution collectively constituted ‘ICT’ as a particular kind and form of challenge for schools, and that recognising the nature of this constitution is crucial to understanding the relationship between ICT and teaching and learning. Informed by an abductive methodology, this paper draws on analyses of policy documents and interviews with the head teachers of the educational institutions taking part in the InterActive Education Project to show how the possibilities and opportunities of using ICT were shaped by those constructions. It suggests that the main policy framing ICT in education over the period in question, the National Grid for Learning, had the provision of hardware and infrastructure as its main target, but offered little advice on how they might be used. This constituted the core of the management problem of ICT for schools. The final section of the paper outlines some of the mechanisms through which schools addressed these issues and discusses some possible implications for what counts as ‘teaching and learning’ with ‘ICT’.  相似文献   

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Creativity has long been seen as a mysterious process. A better understanding of the nature of creativity and the processes that underpin it are needed in order to be able to make contributions to the design of creativity support tools. In this paper, current theories of creativity and models of the creative process are discussed and an empirical study outlined of participants individually and collaboratively undertaking two creative tasks in different domains. The tasks ‘write a poem’ and ‘design a poster’ were carried out via two media; pen and paper and with the use of a computer and software tools. Schön's theory of reflection-in-action is applied to the study results. The research has generated software requirements for tools to support these specific creative tasks, and also initial design features to enable support for group reflection of evolving creative artefacts.  相似文献   

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This study uses a multilayered framework of different independent school and teacher variables to study which factors are related to the use of ICT for teaching and learning in Flemish (Belgium) primary schools. Special attention is paid to widely accepted technology uses by teachers, which is labelled as ‘Institutionalised ICT use’. A questionnaire has been administered to a representative teacher sample (N = 433) in 53 Flemish primary schools. Factor analyses and multilevel hierarchical regression analyses have been conducted. The results of the multilevel analysis show that ‘Institutionalised ICT use’ should not only be considered as a teacher phenomenon but also as a school phenomenon. The null model shows that about 14% of the variance in ICT use of teachers is due to between-school differences. In a final model, the variables ‘ICT professional development’, ‘ICT competences’, ‘developmental educational beliefs’, and ‘schools' ICT vision and policy’ showed a positive association with ‘Institutionalised ICT use’.  相似文献   

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Abstract This paper considers educational technology as both a tool and process. The focus is on a strategy to develop a software framework with reusable components to support a specific teaching/learning (the Question-and-Answer) model. It demonstrates how such a software framework can be used for building educational software systems which can be adapted easily to different levels and subjects of education on top of Internet/Intranet and web technologies. As a result, the developed educational environment is called distance-less, allowing students to have instant support from teachers by way of an existing virtual permanent connection. An example is provided of a teaching/learning model which was built based on the development principles and guidelines proposed in the paper and which shows one possible application for use with an existing learning and teaching system.  相似文献   

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The paper describes an advanced demonstration system which brings together a number of recent developments in CAAD (computer-aided architectural design). This demonstration system illustrates how an important new form of input device, a 3D modelling systemm can be linked with building performance software and ‘indicative’ computer output graphics. The 3D modelling system uses electronically interrogable building elements. The user assembles these elements on a baseboard, providing a tangible model of the design. The model is then interrogated by the CAD system, which recovers the geometry data describing the topology of the model. The user changes the design by reassembling the model elements. A particular aspect of this demonstration is that the user has the option to generate building design data and assimilated building performance data without the need to handle this data in numeric form. It is likely that many of the features present in this demonstration system will be evident in future ‘production’ CAAD systems.  相似文献   

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This paper argues that the emphasis on orchestration as a metaphor for teaching in technology‐enhanced learning (TEL) environments, featured in recent academic discussions, is an opportunity to broaden the scope of the inquiry into educational technology. Drawing on sociological literature and research that investigated the systemic factors that influence the uptake of information and communication technologies in formal and informal learning contexts, the paper contends that a focus on instructional design does insufficient justice to the complexities of actual technology use in classrooms and after‐school programs. It is suggested, instead, that orchestration might better be used as a heuristic device to deepen our understandings of the relationships between power, bestowed on teachers or claimed by them through a number of strategies, educational technology, and teaching practices. The paper concludes that to fully understand this relationship and to support teachers, concern should be given equally to the existing political and cultural dynamics of TEL environments. Examples of orchestration as a political, cultural process are provided, illustrating how teachers appropriate technology and ‘innovative’ pedagogies to negotiate power.  相似文献   

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Abstract Using the concept of ‘layers of community’, this paper describes and explains the ways in which teams of teachers, teacher educators and researchers worked together on the research project InterActive Education: teaching and learning in the information age. The focus is on the development and dissemination of professional knowledge as it relates to teaching and learning that incorporates information and communications technology (ICT) as a tool. Drawing on a range of data, we illustrate how ‘micro‐’, ‘meso‐’ and ‘macro’‐communities inter‐connect to create the settings for improved professional growth. The purpose is to challenge the linearity embedded in much of the professional development processes associated with ICT and to re‐model the relationship between practice and research.  相似文献   

14.
《Computers & Education》2004,42(1):25-44
Specific combinations of educational and ICT conditions including computer use may optimise learning processes, particularly for learners at risk. This position paper asks which curricular, instructional, and ICT characteristics can be expected to optimise learning processes and outcomes, and how to best achieve this optimization. A theoretical multilevel framework is developed to specify instructional, learning, and ICT conditions that may transform and optimise both teaching and learning. The empirical part of the paper reports on and analyses a participatory, user-oriented pilot study carried out in Dutch secondary education in the period 1999–2002. The goal was to explore how teachers can develop and practice computer-supported instructional and learning processes that are qualitatively more transparent, more flexible, and more sensitive to differences between learners, than most currently prevalent teaching practices. The pilot also resulted in a multilevel software prototype LINE which was developed to support the instructional management of learners, teachers, and school management. The outcomes of the pilot study are used to specify more transformation conditions which are required within and outside schools to optimise instruction and learning in both qualitative and quantitative ways. Finally, software functions to construct more generalised ‘Diagnostic, Instructional, and Management Systems’ (DIMS) are modelled and discussed.  相似文献   

15.
人员作为软件项目调度过程中的核心资源,其学习遗忘特性是无法忽视的.借鉴已有学习和遗忘模型,构建学习/遗忘效应与人员技能水平之间的动态关联模型,进而给出考虑人员学习/遗忘效应的软件项目调度多目标优化模型.针对该模型,采用新型调度方案编码方式和不可行解修复方法,给出基于改进NSGA-II的软件项目调度多目标优化方法.面向具有不同项目规模的算例仿真实验表明,考虑人员的学习能力有利于改善调度方案性能,而遗忘效应则会使调度方案的项目总工期和成本增加.因此,在软件项目调度问题中,考虑人员的学习和遗忘效应是十分必要的.  相似文献   

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How could we design course programmes in a teachers' learning community context? Is it possible to conceive a concrete and appropriate course model? And if so, how could we assess the effectiveness of such a course model in such a complex learning situation? In this paper, a model implementation of technology-based courses is presented. The model was specified according to adult collaborative learning principles and was implemented in a learning community context. This model was put into practice during a distance learning educational programme, concerning further education of in-service primary and secondary education teachers. The programme was named School-Teacher's Learning Community and hosted many different web-based supported courses. Within this broad e-Learning Community students were educated, via the Internet, on aspects mainly concerning uses of information and communication technologies (ICT) in their teaching practices. The application of the previously specified course model was pursued, yet instructors responsible for each course were given substantial independence and the degree of harmonization with the course model was up to them. Some aspects of the case study, which was conducted within the context of this educational programme, are also presented. Emphasis was given to correlations that are derived from the analysis of data related to the research question concerning ‘the extent of successful results that the application of the specified course model produced’. Course assessment issues were dealt with and evaluation of positive results was accomplished through the measurement of the degree of satisfaction of certain criteria that were considered decisive. Finally, conclusions, benefits and perspectives of issues presented in the paper are also presented.  相似文献   

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Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitiveness (as a dispositional trait) and induced positive affect. In this media comparison study with between-subject design, participants (N?=?325; high school and college students) learned about the EU’s policy agenda by means of a debate-based method delivered through one of three educational media: a) through a social role-playing game with competitive elements played on computers, b) through a very similar game played without computers and c) through a non-game workshop. Unlike many previous DGBL studies, this study used participant randomization and strived to address the teacher effect and the length of exposure effect, while also using the same learning materials and a very similar educational method for all three treatments. Both games induced comparatively higher generalized positive affect and flow. Participants also learned more with the games. Positive affect, but not flow, mediated the influence of educational media on learning gains. Participants’ competitiveness was partly related to positive affect and experiencing flow but unrelated to learning gains. These outcomes held both when the game was played using computers, as well as without them. The study indicates that the ability of an educational intervention to instigate positive affect is an important feature that should be considered by educational designers.  相似文献   

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The purpose of this paper is to hypothesize ‘Dynamical model of educational effectiveness for the gamification of learning, and to widely announce a pure and right function of game through our model. For the theoretical contribution of gamification, we propose a dynamical model of game based learning that aims to maximize educational effectiveness that correlates with the four main primary factors (curiosity, challenge, fantasy and control). The main idea of this model is based on the correlations of four factors which originating from learning games which are built on the foundations of separate theories: 1) Game Design Features 2) Key Characteristics of a Learning Game 3) a theory of educational environment design known as the ARCS (attention, relevance, confidence, and satisfaction) and 4) the theoretical background of gamification labeled the MDA(mechanics, dynamics and aesthetics) framework. We created a sigmoidal equation for the educational effectiveness of Gamification by analyzing and correlating these factors. Through this dynamical model we will show that the effectiveness of the gamification of learning is educationally superior to traditional ways of learning in specific setting, after an elapsed adaptive time period with reasonable relationship of the four primary factors.  相似文献   

19.
We present an analysis of a longitudinal case study whose aim was to understand the processes of integration of a face‐to‐face and networked collaborative learning technology and pedagogy into a secondary school history‐geography classroom. Students carried out a sequence of argumentative tasks relating to sustainable development, including argument generation, sharing and elaboration, debate using a computer‐mediated communication, and organization of arguments in a shared diagram. Students' interactions and diagrams were analysed in terms of degree and quality of argumentativity, as well as catachresis (‘getting round’ the software to perform a non‐prescribed task). Results run counter to positive systems of ideas and values concerning collaborative learning and its technological mediation in that the scenario did not meet its pedagogical aims, having to be abandoned before its planned end. We discuss possible explanations for this ‘failure story’ in terms of the articulation between everyday, technology‐related and educational discourse genres, with their associated social milieux, as well as the social structure of the classroom. The relevance of these aspects for future attempts to integrate such technologies is discussed. In conclusion, we discuss a vision of learning that takes into account students who do not accept to play the educational game.  相似文献   

20.
In recent years, research in education and study abroad has focused on collaborative research between education and learning, for example, using “diversified education” and “flexible education” in the teaching process. Simultaneously, colleges in numerous nations likewise that undergrad instruction must address self-association and variation models in the training and learning measure. These advanced instructive thoughts and college strategies offer viable hypothetical help for this study. However, the traditional educational model of “diversity” and “cognitive flexibility” pays attention to the difference in student learning knowledge. Personal Career Goals: In other words, this model is designed from educational content instructions, ignoring key factors. It must be a difference in the actual meaning of the development of the “diversity” student personality. Therefore, despite the various social systems, the importance of reforms in foreign universities and education has improved, reflecting previous experimental educational effectiveness assessments, reflecting the development of traditional educational theories based on the FPGA and Convolutional Neural Network (CNN). Teach and summarize your experience. In Reality, it easy to find a universal educational model. Because the actual educational model comes from achieving educational goals, consensus can be obtained from numerous educational theories and practical studies.  相似文献   

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