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1.
Since its inception in 1995, the WebQuest instructional model has received substantial attention from educators who have applied it to teaching activities. However, WebQuest has seldom been applied to mathematical teaching. Therefore, exploring curriculum development and learning achievement in mathematical teaching that integrates the WebQuest model is necessary. The objective of this study is to explore using the WebQuest model for teaching the concepts of proportion in elementary school mathematics, and the subsequent effects on student learning achievements. Furthermore, this study endeavors to understand student learning attitudes and learning satisfaction regarding the WebQuest model. This study employed the quasi-experimental research method, and the participants were two sixth-grade classes with 52 students at a Taiwanese elementary school. The experimental group was taught using WebQuest, while the control group was taught by employing the traditional IT-integrated curriculum. The two groups completed a 5-week course on proportion concepts. The study results indicate the following: (a) Regarding learning achievements, students who learned with the WebQuest model demonstrated superior learning performance than students who were taught using the traditional IT-integrated curriculum; (b) no significant difference existed between the learning attitudes of students who were taught using the WebQuest model and those who learned with the traditional IT-integrated curriculum; (c) on the learning-satisfaction survey, the students who learned with the WebQuest model showed high learning satisfaction, selecting between agree and strongly agree for the 6 dimensions, including WebQuest teaching, IT capability, the assistance of mathematics curriculum, collaborative learning, learning reflection, and learning feedback. This indicates that the students were largely satisfied and identified with the task-oriented WebQuest learning curriculum that was designed in this study. Finally, specific recommendations are made based on the results, providing teachers and future researchers with a reference for integrating the WebQuest model in the mathematics field.  相似文献   

2.
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage learners to develop their problem-solving abilities. The WebQuest learning sheets include the following four parts, introduction, task, resources and evaluation, and the learners had to complete the tasks without the detailed processes. After they had tried to solve the problem for approximately two weeks, the detailed WebQuest processes were provided. A total of 109 learners (third year of college) participated in the study and were separated into two groups. The experimental group underwent WebQuest teaching, while the control group received the traditional IT-integrated teaching. The study duration was 18 weeks (3 hr/week). The results indicated that the modified WebQuest activity gave learners scaffolding to do try-and-revise practice, and the processes of using provided possible information to test and debug the resulting codes encouraged them to associate and analyze learning information before programming and then to generalize the programming steps on their own instead of following the instructor's step-by-step instructions. The learners thus have a deep understanding of the programming concept rather than surface learning. The findings revealed that the modified WebQuest activity is a helpful form of scaffolding for promoting learners' positive learning experiences regarding organizing information and problem solving and reasoning skills. Besides, integrating debugging practice in the WebQuest activity could promote learners' intermediate and advance level programming ability. Subsequent research could further explore the effects of adding after-practice WebQuest activities to assist and trigger learners' self-reflection for refining their problem-solving processes after the in-class WebQuest activities.  相似文献   

3.
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context‐aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and implemented in an elementary school science curriculum to improve student motivation and to help students engage more actively in their learning activities. The responses to our questionnaire indicate that students valued the outdoor learning activities made possible by the use of a smartphone and its functions. Pre‐ and post‐test results demonstrated that incorporating mobile and gamification technologies into a botanical learning process could achieve a better learning performance and a higher degree of motivation than either non‐gamified mobile learning or traditional instruction. Further, they revealed a positive relationship between learning achievement and motivation. The correlation coefficient for ARCS dimensions and post‐test shows that the ARCS‐A (attention) is greater than ARCS‐R, ARCS‐C and ARCS‐S. This means that the attention (ARCS‐A) of this system is an important dimension in this research. The results could provide parents, teachers and educational organizations with the necessary data to make more relevant educational decision.  相似文献   

4.
Despite the proliferation of multimedia devices in elementary classrooms, there is limited research examining teacher-created video instruction, particularly regarding its effect on academic growth and engagement. This study investigated the effect of teacher-created computer-based video instruction (CBVI) using iPads on students' academic, behavioural and affective learning in elementary classrooms. The study used a repeated-measures design with counterbalancing to measure the effects of CBVI during mathematics lessons on student achievement scores, time on-task and attitudes towards learning. Three year three classes (n = 49) completed three lessons, each using a different mode of instruction: CBVI created by the class teacher, CBVI created by a stranger, and a traditional live lesson delivered by the class teacher. Results were analysed using a Linear Mixed Model. No significant growth in performance was detected during video instruction, however a significant growth result was achieved for the traditional live teaching mode (p < 0.001), possibly attributable to the longer duration of experimental session. Behavioural engagement was considerably higher during CBVI lessons than live lessons and students preferred their teacher's voice during CBVI. Three teachers were interviewed to examine how CBVI affected teaching and learning, with two main themes emerging: (1) positive impacts of CBVI upon students; and (2) positive impacts on teacher wellbeing. This research indicates benefits for students and teachers when using teacher-created CBVI. Further research is needed to better understand the factors that influence cognitive development of students using CBVI and to also further explore the effect of CBVI on teacher wellbeing.  相似文献   

5.
Based on kinesthetic learning style theory and interviews regarding teachers' experiences applying traditional astronomy teaching methods, a mobile digital armillary sphere (MDAS) using augmented reality (AR) was developed for use during astronomical observation instruction. The MDAS enables visual processes and limb movements similar to those that would occur in actual outdoor experiences to be employed in the classroom, thereby overcoming existing instructional limitations. A quasi-experimental design method was adopted, and 200 fifth-grade students were selected as participants. The use of the MDAS in astronomical observation courses affected students' learning effectiveness and interest. The experimental results indicated that using the MDAS system during outdoor observation activities effectively enhanced both the students' learning of astronomical observation content and their performance of astronomical observation skills. In addition, use of the MDAS effectively increased students' interest in astronomical observations and learning, which had a substantial effect on retention.  相似文献   

6.
Due to limited budgets and manpower, most elementary schools in Taiwan do not plan or provide library instruction for students. Although students can use libraries, they typically lack the knowledge needed to use library resources effectively. Consequently, students have difficulty finding the books they need and can easily become overwhelmed by the massive amount of information in libraries. Computer-assisted instruction for teaching basic library skills to large numbers of students is an appealing method. Particularly, developing augmented reality (AR) technologies for learning have garnered considerable attention in education research. Many researchers and scholars believe that integrating teaching and AR enhances student learning performance and motivation. This work develops an educational AR system based on situated learning theory, and applies innovative augmented reality interactive technology to a library’s learning environment. Student library knowledge can be enhanced via the proposed augmented reality library instruction system (ARLIS). Experimental results demonstrate that student learning performance is improved significantly by using the proposed ARLIS. Moreover, this work demonstrates that using the proposed ARLIS for library instruction results in the same learning performance as conventional librarian instruction and there is no gender difference on learning performance between the proposed ARLIS and conventional librarian instruction. Moreover, the proposed library instruction system overcomes shortcomings of personal teaching skills of librarians that may adversely affect student learning performance by conveying the same learning content to all students. Additionally, the proposed system results in better learning performance for learners with the field-dependent cognitive style than learners with the field-independent cognitive style. Further, the proposed system provides more benefits in terms of library skills of application and comprehension than conventional librarian instruction. Moreover, the learning performance of students is not affected by their gaming skills. Therefore, student gaming skills do not need to be considered when adopting the proposed system in library instruction programs.  相似文献   

7.
Emergency remote teaching refers to the unanticipated, involuntary shift to a virtual learning environment due to, for example, a natural disaster or political instability. The sudden nature of this transition creates additional challenges to effective learning. In this article, we investigate one such challenge, namely the potential for teacher–student miscommunication. We report on a study involving 674 language learners and 61 language teachers. The participants were asked to rate a number of education-related ١problems that could potentially arise in the context of emergency remote teaching. Learners rated these concerns in terms of the extent to which they had actually experienced them, while teachers were asked to rate the extent to which they perceived these to be concerns for their students. The results showed that teachers believed that students required additional training on using learning management systems, that students did not take online teaching seriously, and that emergency remote teaching would encourage students to cheat. Students disagreed with these statements (ds = 0.53–0.65). We discuss the implications of these teacher–learner discrepancies in light of the need for explicit guidelines and clearer expectations of students during online learning and assessment.  相似文献   

8.
以高校的计算机教学与应用能力培养为切入点,基于导学制形式提出了一种全新的以学生为主体、以教师为主导、以梯队式开发应用项目作为实践平台的"教—学—应用"教学模式。此模式侧重学生的自主学习和全程参与,强调教师的启发式教学和实时性指导,重视计算机应用实践的有机渗透和教学活动的系统化开展。并基于教学模式与培养改革探索,进一步阐述了教与学互动、学与用互补的内在联系。  相似文献   

9.
In face-to-face instruction of Reciprocal Teaching (RT), students’ reading processes and dialogues with their peers are hardly observed. As a result, the teacher has few clues to identify students’ learning difficulties and provide further scaffoldings. To record students’ reading processes and enhance their comprehension, this study reports on the design of an online reciprocal teaching and learning system to support teachers and students in college remedial reading instruction. A sample of 129 under-prepared college students voluntarily signed up to participate in a remedial reading program. They were encouraged to use multiple strategies such as predicting, clarifying, questioning, and summarizing, which were supported by the functionalities of dialogue box, chat room, discussion forum, and annotation tool in the system. In this study, it was observed that students employed the multiple strategies to enhance their reading comprehension, as revealed by the students’ reading processes recorded in the system. When encountering difficulties in using these multiple strategies, students expressed that they observed and learned from the teacher’s or their peers’ externalization of strategy usage. Students’ reading progress in the remedial instruction incorporating the RT system was also identified by the pre- and post-tests. This study suggests that there may be benefits for teachers in encouraging students to interact with others in order to clarify and discuss comprehension questions and constantly monitor and regulate their own reading.  相似文献   

10.
Abstract   The WebQuest as an instructional tool has recently been widely adopted in K-16 education. However, its underlying principles and functionality are not well understood, which has resulted in an inconsistency in practice. This study identifies the underlying constructs of WebQuests as perceived by teachers and variables affecting their perceptions on WebQuests. A survey was conducted on teachers ( n  = 226) recruited from one large research university in the USA and a professional listserv. The findings reveal three constructs perceived by teachers as critical to WebQuests: constructivist problem solving, social interaction and scaffolded learning. Results also show that variables like purpose of WebQuest use, years of teaching, years of WebQuest use and gender predict, at various degrees, teachers' perceptions on WebQuests. Discussions are made on how the constructs identified can be used to improve online teaching and learning. Suggestions for future study are included by examining the influences of social, psychological and affective factors on learners' learning in WebQuests.  相似文献   

11.
Limitations of formal learning (e.g., one‐way communication, rigid methodology, results‐oriented approach) can significantly influence the motivation and expectation of students, thus resulting in an academic progress reduction. In order to make learning processes more playful and motivating, this paper presents a new educational experience developed by two groups of Computer Science students at the University of Huelva (Spain). As a result, an authentic real experience was incorporated into the classical teaching of Artificial Intelligence courses where classroom sessions were changed during some days for an international online competition. A comprehensive study considering the competition ranking, the students' opinion and their academic progress was analysed to assess the followed methodology. We found out that the educational experience improved the students' motivation, thereby enhancing their academic performance and personal skills as a result of learning through play. Moreover, additional teaching goals (e.g., learning new programming languages or increasing exam attendance) were obtained because of the positive motivation experienced by the competition. As a conclusion, this paradigm of real‐life experience – not otherwise provided by traditional practical lessons – allowed us to ascertain that the process is more important than the outcome, which could be adapted to different teaching scenarios within an institution.  相似文献   

12.
Blended learning, thoughtfully combining the best elements of online and face-to-face education, is likely to emerge as the predominant teaching model of the future. In this paper, we present a blended learning environment combining mobile learning, web-based learning, and classroom teaching to provide realistic, practical opportunities for learners and teachers to engage in problem solving activities. The purpose of this study was to explore problem solving patterns and their impact on learning achievement in a blended learning environment. Through quasi-experimental instruction, we collected all of the data of the learning processes from 34 students in a blended learning environment using classroom instruction, mobile and web scenarios. By combining cluster analysis and content analysis, we were able to identify three groups with distinct characteristics: the hybrid-oriented group, the technology-oriented group, and the efficiency-oriented group. Learners in the hybrid-oriented group used the classroom, mobile and web scenario almost equally. They displayed a regular manner in following the instructor’s teaching procedure, and tended to passively accept whatever the teacher said. Students in the technology-oriented group spent most of their time using mobile and web technologies but they revealed superficial problem solving abilities such as a lack of understanding and planning. The efficiency-oriented group was characterized by the efficient monitoring of learning processes. It was more task-oriented and performed better than the other two groups.  相似文献   

13.
杨旭超 《计算机时代》2014,(7):46-47,49
抛锚式教学是一种有益的教学模式,该教学模式基于网络的抛锚教学与情境认知,有利于学生利用网络进行自主学习。开发抛锚教学系统,应充分有效地挖掘及应用网络特性。抛锚式教学活动是一个动态的、情境化的学习过程,作为教学支撑物的"船锚",可以以实战案例的形式呈现,也可以以问题情境的形式呈现;"船锚"应立足于对学习环境的设计。抛锚式教学环境的构建,需要遵循抛锚教学的设计原则。问题情境的虚拟对抛锚教学与情境认知起着关键作用,"船锚"成为学生与现实世界的连接点,有助于学生认知建构,有助于培养学生的合作精神及自主解决问题的能力。  相似文献   

14.
目前,我国绝大多数学校教育仍继续采用传统的教育模式,这与互联网高速发展的信息社会下提倡的自主学习不相适应,为此WebQuest应运而生。目的是为了帮助学生进行高层次的思维和推理,使用信息技术解决实际问题。为了探讨WebQuest的实际应用,介绍了WebQuest在教学中的设计与应用。  相似文献   

15.
尝试人机交互技术教学互动的实践模式,探索学生以用户身份参与的学习模式。让学生主动探索开放的个性化模式,改变传统被动的课堂组织形式。学生在学习理论课程的同时也在体验和创造课程。两主一辅的教学模式和特性化分类教学使教师和学生都参与到设计的过程中,增强的用户体验让学生成为真正的主体、设计者、创新者。  相似文献   

16.
WebQuest是以学生为中心的网络课堂教学模式。由概述、任务、过程、资源、评价和结论六个部分组成。将它引入课堂教学,使以教师为主的单调的课堂教学模式得以改变,将体现为“主体-主导”的师生关系教学模式。根据《计算机信息检索与利用》的课程目标与教学要求,可从教材中选取“信息资源的检索方法”、“CNKI数据库的使用”、“社会科学引文索引(SSCI)数据库的使用”、“专利文献的检索”、“标准文献的检索”、“计算机信息检索的实践”、“毕业论文的写作”等7个WebQuest探究主题,利用7周时间开展WebQuest教学。每个WebQuest主题的任务设置坚持“理论-实践”相结合的原则,在设计WEBQUEST的基础上,利用ASP语言编写,建立可动态管理的《计算机信息检索与利用》课程系列WebQuest专题网站,同时开发出智能手机、IPAD等移动网络终端可以访问的移动版网站。  相似文献   

17.
信息迅猛发展的今天,多媒体计算机辅助教学已深入课堂,现代教育技术班班通的巧妙运用,更是打破了"一个黑板+一只粉笔"的原有的传统教学模式。"班班通"是通过多媒体使学校每个班级具备了与外界进行交流的能力,实现信息技术与学科日常教学的有效整合,促进教师语文教学方式和学生语文学习方式的变革,最终促进学生的发展。利用班班通网络资源与语文课堂学习相结合具有创设特定情境,激发学生的学习兴趣、化繁为简,化难为易,让学生轻松快乐学习、阅读速度加快,阅读量增多、学生深入理解文本等优势,本文结合语文阅读教学、作文教学、读写教学总结了在探索中运用"班班通"的经验和做法,创造了师生双赢的局面。  相似文献   

18.
本文从学生视角研究翻转课堂教学模式开展的可行性。采用问卷调查法,对应用型高校的学生进行随机抽样。分别从学生课余学习时间、希望得到的帮助、学习工具与平台、课堂态度及表现等四个维度进行调查研究。结果发现:首先,约有70%的学生有充足的课余学习时间,能够保证翻转课堂课前学习任务的完成,仍有30%的学生因课余时间不足或学习态度不端正,不能保证课前学习任务的完成;其次,学生自主解决问题的能力与学业水平成正相关性。成绩优秀的学生喜欢自主解决问题,成绩较差的学生喜欢依靠同伴的帮助解决。学生成绩处于良好和中等的学生,喜欢教师给予指导和帮助;再次,学生具备翻转课堂硬件设备。但对学业水平较差的学生以及低年级的学生,要进行MOOCS学习平台和教学管理平台的培训;最后,学生受传统教学模式影响深刻,仍喜欢课堂上以教师讲授为主。因此教师要充分分析其可行性,对存在的问题采取措施进行解决,才能保证翻转课堂顺利开展。  相似文献   

19.
基于WebQuest的计算机课程教学改革   总被引:1,自引:0,他引:1  
针对以学生为中心构建新型教学模式,是目前计算机教学界研究的重要课题;针对网络主题探究性学习(WebQuest)作为一种基于网络的"专题探究"活动,是一种新兴的信息化教学模式,具有针对性、开放性、合作性、综合性、辅助性等特点。通过分析WebQuest教学的含义、作用及应注意的问题,并结合学生的实际情况,将之应用于计算机课程教学,实践证明,该模式行之有效。  相似文献   

20.
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   

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