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1.
What is the most effective way to incorporate self-explanation into an educational game? In Experiment 1, students who played a 10-level computer game about electrical circuits performed better on an embedded transfer test (i.e., level 10) if they were required to select the reason for each move from a list on levels 1–9 (selection self-explanation) than if they were not required to engage in self-explanation (= 1.20). In Experiment 2, the same pattern of results was replicated (= 0.71), but students who were required to type in their reason for each move on levels 1–9 (generation self-explanation) did not perform any better than those who were not required to engage in self-explanation (= −0.06). Overall, asking students to select a reason from a list fosters some degree of reflection while not overly disrupting the flow of the game.  相似文献   

2.
The present study examined the effectiveness of techniques intended to reduce anxiety as students learn mathematical content from a computer-based lesson. In a between-subjects experiment, students learned statistical rules through worked examples in a computer-based learning environment that either did (treatment group) or did not (control group) include anxiety reducing features—a coping message delivered through the lesson by an online pedagogical agent concerning how to manage feelings of anxiety, and prompts for expressive writing, in which students summarize their thoughts and feelings. An independent samples t-test showed that the treatment group, which received added anxiety-reducing features, showed higher accuracy than the control group on solving practice problems (d = 0.71) and retention problems (d = 0.63) and reported higher perceived effort on learning the multimedia lesson (d = 0.66). In addition, a standard multiple linear regression found that anxiety, self-efficacy, and cognitive load as a set predicted performance (R2 = 0.56), with self-efficacy as the strongest predictor (β = 0.63). Adding anxiety-reducing features to an online lesson may encourage greater effort, which leads to better learning outcomes.  相似文献   

3.
4.
This article examines the effectiveness of a computer-based instructional program (e-PELS) aimed at direct instruction in a collection of reading comprehension strategies. In e-PELS, students learn to highlight and outline expository passages based on various types of text structures (such as comparison or cause-and-effect) as well as to paraphrase, self-question, and summarize. The study involved 1041 fourth-grade elementary students from 21 schools distributed in three regions in central Chile. Participant teachers integrated this program into the Spanish language curriculum, instructing their students during thirty sessions of 90 min each during one school semester. Pretest-to-posttest gains in reading comprehension scores were significantly greater for students instructed with this program than for students who received traditional instruction (d = .5), with particularly strong effects for lower-achieving students (d = .7). The findings support the efficacy of direct instruction in specific learning strategies in a computer-based environment.  相似文献   

5.
Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participation within online gaming environments comes with a wide variety of social consequences, contributing to numerous losses in ‘offline’ sociability. While considerable research has examined these claims, consistent relationships between social competence and online video game involvement have yet to be established. The current work (N = 515) aimed to examine the extent to which online video game involvement may support, or undermine, the development and maintenance of traditional social skills. The results indicate that there are unique relationships between social skills and video game involvement within online gaming populations. However, among online video game players, these links were not as negative or broad as hypothesized. The results of this assessment dispute the anecdotal attribution of a global level of social ineptitude amongst online video game players and provide insight into the potential effects of online video game play on skill development and maintenance.  相似文献   

6.
College students had 30 min to study a 17-frame online lesson on distance learning that included navigational aids (for showing the learner’s location in the lesson), signaling aids (for highlighting the important content), both aids, or no aids. On a 30-item usability survey consisting of 8 usability scales, students who received navigational aids produced significantly higher mean ratings on each of the 8 usability scales—ease of use, satisfaction of use, awareness of lesson structure, awareness of lesson length, awareness of location, ease of navigation, lesson comprehension, and lesson learning—with effect sizes ranging from d = 0.50 to d = 1.35. Students who received signaling aids produced significantly higher ratings on 4 of the 8 usability scales—ease of use, satisfaction of use, lesson comprehension, and lesson learning with effect sizes ranging from d = 0.39 to d = 2.15. Results help to clarify the mechanism underlying previous findings showing that students learned more from e-lessons that contained navigational aids. In the present study, there was a significant positive correlation between usability rating and recall test score for 5 of the 8 usability scales (particularly for ease of use), indicating partial support for the prediction that learners’ satisfaction with an e-learning system is related to their learning outcome. Results support the predictions of the emotional design hypothesis and have implications for the design of e-learning interfaces.  相似文献   

7.
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N = 56) are supported with computer-generated scaffolds and students in the control condition (N = 54) do not receive scaffolds. The scaffolds are dynamically adjusted to dyads’ progress with an attention management system. The scaffolds support two aspects of socially regulated learning namely the metacognitive and cognitive activities. We analyzed the effects of dynamic scaffolding on dyads’ performance, their perception of the learning environment and students' knowledge acquisition. We found that scaffolding had a positive effect on the dyads’ learning performance, but did not affect students’ domain knowledge. The repeated measurements of perception of the learning environment showed that dyads in the experimental condition were more positive about their teachers and their collaborators than students in the control condition. With respect to their perception of the software and the 3D embodied agent delivering the scaffolds, we found a stronger decrease of appreciation over time in the scaffolding condition compared to the control condition.  相似文献   

8.
Learning letters is an important area of language learning, conducive to the beginning of reading and writing. Indeed, today's generation prefers to learn through digital games rather than through formal teaching processes. Inspired by this need, the researcher designed this study (a) to test the effectiveness of an instructional digital game, “Kes Sesi,” designed to teach letter recognition skills and (b) to briefly present its instructional development process, which was based on the ADDIE model. This was a quasi‐experimental study with two treatment groups and a control group involving 87 kindergarteners. Treatment groups played the game for 12–6 weeks for learning, 6 weeks for practice. The control group continued with its regular class activities. One treatment group played the game based on predefined sound categorization, the other without any categorization. A test on children's sound recognition abilities was administered three times as a pretest, a midtest, and a posttest. The treatment groups performed significantly better than the control group. The game enhanced the kindergarteners' ability to practice uncategorized content while it enhanced their ability to learn categorized content. The results are promising in that Kes Sesi can be useful in self‐supported learning contexts with little adult input and with minimum outside interference.  相似文献   

9.
This mixed-methods study investigates the effects of student attitudes and behaviours on the outcomes of learning mathematics with computer tools. A computer tool was used to help students develop the mathematical concept of function. In the whole sample (N = 521), student attitudes could account for a 3.4 point difference in test scores between individuals on a 10-point scale. General attitude towards mathematics positively predicted test scores. However, more able students who were well-disposed towards mathematical computer tools achieved lower scores. Self-reported behaviours were unrelated to test scores. Detailed observation of a small number of students (= 8) revealed that positive attitudes towards mathematics and mathematical computer tools augmented exhibited learning behaviours, and that both a positive attitude to mathematical computer tools and exhibited learning behaviours benefited tool mastery. Although tool mastery and test scores are intimately related, reflective processes appear to mediate this relationship. Promoting learning with mathematical computer tools needs to take several factors into account, including improving student attitudes, raising levels of learning behaviours, and giving sufficient opportunity for constructing new mathematical knowledge within meaningful mathematical discourse.  相似文献   

10.
The purpose of the current study was to evaluate the efficacy of cognitive behavioral therapy (CBT) in combination with bupropion for treatment of problematic on-line game play in adolescents with co-morbid major depressive disorder. Sixty-five depressed adolescents with excessive on-line game play were randomly assigned to a CBT group (CBT-Med group (N = 32)) or a clinical control group (Med group (N = 33)). Measures of severity of internet use, depressive symptoms, anxiety symptoms, life satisfaction and school adaptation were assessed at baseline, after the 8 week intervention, and at the end of a 4 week follow-up post-treatment period. Young Internet Addiction Scale scores in the CBT-Med group were reduced compared to those of the Med group, but there was no significant difference in the change of depression scores between two groups. The mean anxiety scores in the CBT-Med group did not change while those in the Med group were increased. The mean life satisfaction scores in the CBT-Med group were increased compared to those of the Med group. CBT in combination with bupropion may be effective for the treatment of depressed adolescents with on-line game addiction, particularly in reducing on-line game play and anxiety, as well as in improving life satisfaction.  相似文献   

11.
Two studies examined the use of video in multimedia learning environments. In Study 1, participants (N = 26) viewed one of two versions of a computer-based multimedia presentation: video, which included a video of a lecture with synchronized slides, or no video, which included the slides but only an audio narration of the lecture. Learning, cognitive load and social presence were assessed, but a significant difference was found only for cognitive load, with video experiencing greater cognitive load, t (24) = 2.45, p < .05. In Study 2, students (N = 25) were randomly assigned to either video or no video condition. Background knowledge and visual/verbal learning preference were assessed before viewing the presentation, and learning, cognitive load, and social presence were assessed after viewing. No significant differences were found for learning or social presence. However, a significant visual/verbal learning preference by condition interaction was found for cognitive load, F (1,21) = 4.51, p < .05: low visual-preference students experienced greater cognitive load in the video condition, while high visual-preference students experienced greater cognitive load in the no video condition.  相似文献   

12.
Some researchers claim that animations may hinder students’ meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students’ learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered: Science thinking skills and Motivation to learn science. Students’ overall achievement in science was examined by their report card scores. The research population (N = 1335) was divided into experimental (N = 926) and control (N = 409) groups from 11 elementary schools. Findings indicated that the use of animated movies promoted students’ explanation ability and their understanding of scientific concepts. Findings also indicated that students who studied science with the use of animated movies developed higher motivation to learn science, in terms of: self-efficacy, interest and enjoyment, connection to daily life, and importance to their future, compared to the control students. Following the definition of multimedia, the students who study with the use of animated movies, applied all three learning styles: visual, auditory and kinesthetic. The use of multimedia and the fact that the students were engaged in exploring new concepts, that were relevant to their daily life experiences, can explain the positive results.  相似文献   

13.
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory ‘drag and drop’ game, whereas the other group (N = 107) played an existing ‘drag and drop’ memory game. Analyses of covariance demonstrated a significant difference between the two conditions both on intrinsic motivation and deep strategy use. The large effect sizes for both motivation and deep strategy use were in favour of the construction condition. The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game. Despite the promising results, the low level of complexity of the games used is a study limitation.  相似文献   

14.
This study seeks to promote learning in computer-based learning environments utilizing students’ self-directed metacognitive prompts. Such prompts are based on the idea of instructing students to design their own metacognitive scaffolds and learn with them afterward. In a pre-post experimental design, students in the experimental group (n = 35) were instructed to configure their own metacognitive prompts before learning whereas students in the control group (n = 35) learned without prompts. Log file analysis of navigation behavior indicates that students who learned with their individually designed, self-directed prompts visited relevant webpages significantly more often and spent a longer time on them compared with students in the control group. Moreover, participants in the experimental group attained better transfer performance immediately after learning. The long-term effect in transfer performance was even greater in a follow-up learning session conducted after three weeks without any instructional support in either group. These results are consistent with theories of metacognition and self-regulated learning and indicate that self-directed prompts can lead to sustainable effects.  相似文献   

15.
Several studies have shown that adding seductive details to instructional materials has a detrimental effect on learning. However, other studies have shown non-significant findings. The present study uses cognitive load theory as a theoretical framework to explain these controversial results in seductive details research. Using a 2 × 2 experimental design we asked a group of high-school students (N = 100) to learn about biology with a multimedia environment that manipulated the presence of seductive details (with vs. without) and the modality of the verbal information (high load, on-screen text vs. low load, narration). The findings showed that students’ learning performance was significantly higher when seductive details were presented under the low load condition (narration) as compared to all other conditions. The theoretical implications for understanding the effects of non-redundant and interesting, but irrelevant learning material are discussed and future research directions are presented.  相似文献   

16.
One hundred and eleven 10th graders read an expository science text on the dipole character of water molecules (ca. 1600 words). Reading instruction was varied according to a 2 × 2 experimental design with factors ‘drawing pictures of text content on paper’ (yes, no) and ‘mentally imagining text content while reading’ (yes, no). The results indicate that drawing pictures, mediated through increased cognitive load, decreased text comprehension and, thus, learning (d = −0.37), whereas mental imagery, although decreasing cognitive load, increased comprehension only when students did not have to draw pictures simultaneously (d = 0.72). No evidence was found that the effects were moderated by domain-specific prior knowledge, verbal ability, or spatial ability. The results are in line with cognitive theories of multimedia learning, self-regulated learning, and mental imagery as well as conceptions of science learning that focus on promoting mental model construction by actively visualizing the content to be learned. Constructing mental images seems to reduce cognitive load and to increase comprehension and learning outcome when the mental visualization processes are not disturbed by externally drawing pictures on paper, whereas drawing pictures seems to increase cognitive load resulting in reduced comprehension and learning outcome.  相似文献   

17.
The experiment investigated whether layout of cause and effect affects learning for causal connections in a simple computer simulation. Students (N = 113) used an introductory text and a simulation to learn central concepts about neural networks and then took a retention and transfer test. Each learner was randomly assigned to one cell of a 2 (compliance with reading direction or not) × 2 (with or without signaling) between subjects factorial design. Students who obtained the causal connection in reading direction (the cause is positioned on the left side, the effect is placed on the right side) performed better on transfer than did students, for whom the reading direction was reversed (from right to left). Furthermore, signals that indicated the layout of the causal connection fostered transfer performance and reduced time spent with the simulation. These results are consistent with the signaling principle and the cognitive theory of multimedia learning.  相似文献   

18.
Research suggests that students learn better when studying a picture coupled with narration rather than on-screen text in a computer-based multimedia learning environment. Moreover, combining narration with the visual presence of an animated pedagogical agent may also encourage students to process information deeper than narration or on-screen text alone. The current study was designed to evaluate three effects among students learning about the human cardiovascular system: the modality effect (narration vs. on-screen text), the embodied agent effect (narration + agent vs. on-screen text), and the image effect (narration + agent vs. narration). The results of this study document large and significant embodied agent and image effects on the posttest (particularly retention items) but surprisingly no modality effect was found. Overall, the results suggest that incorporating an animated pedagogical agent – programmed to coordinate narration with gaze and pointing – into a science-focused multimedia learning environment can foster learning.  相似文献   

19.
Animated agents have been found to positively impact student learning and/or perceptions within computer-based learning environments. However, there is little research on the agent characteristics preferred by K-12 students. The main purpose of this study was to examine student preferences for individual pedagogical agents and their preferences for various agent characteristics. Student preferences for the following agent characteristics were assessed using survey methodology: agent gender, age, realism, clothing, personality, speech pace, and tutoring approach. A total of N = 565 students from elementary through high school watched a computer-based multimedia overview of engineering. Four engineering disciplines were introduced by four animated agents: a young female, young male, old female, and old male agent. Immediately after viewing the computer-based overview, students completed surveys assessing preferences for the four agents and for individual agent characteristics. Results indicated that all students preferred agents and specific external agent characteristics that are close to their own external characteristics and favored internal agent characteristics that they felt would promote understanding of the domain. These findings suggest that animated agents used in computer-based K-12 engineering outreach should be close to the student’s external characteristics.  相似文献   

20.
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p > .05) in student learning as measured by our instrument, there were significant differences (p < .05) found in the participants’ level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.  相似文献   

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