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1.
Based on Competence Motivation Theory (CMT), a Moodle course for schoolchildren’s table tennis learning was developed (The URL is http://www.bssepp.com, and this course allows guest access). The effects of the course on students’ knowledge, perceived competence and interest were evaluated through quantitative methods. The sample of the study consisted of 32 primary school students, who were randomly assigned to two groups, one of which used the Moodle course (Group M, N = 16) and the other one (Group C, N = 16) didn’t, and the intervention lasted 6 weeks. The result showed that (1) students made significant learning gains and demonstrated statistically significant higher perceived competence by participating in the Moodle course, (2) there was no statistically significant mean difference in table tennis interest between the two intervention groups. These positive effects on knowledge and perceived competence suggest that Moodle can be used as a tool to supplement traditional motor learning.  相似文献   

2.
This study examines a blended learning setting in an undergraduate course in psychology. A virtual learning environment (VLE) complemented the face-to-face lecture. The usage was voluntary and the VLE was designed to support the learning process of the students. Data from users (N = 80) and non-users (N = 82) from two cohorts were collected. Control variables such as demographical data, attitude towards the learning subject, computer literacy, motivation, learning effort and available infrastructure were captured by means of a self-report. As a learning outcome, the grade in the final exam was included. For the VLE-users, the mean performance in the VLE was taken as a predictor for success in the final exam. Two different groups of VLE-users were observed and classified into ’light and ’heavy’ users. The results showed that among those students who had spent two or more hours per week for pre- and post processing of the lectures, ‘heavy’ VLE-users performed better than non-users in the final exam. Additionally, the ‘heavy’ users’ performance in the VLE was the best predictor for the grade in the final exam. We discuss the results in the context of self-regulated learning competence.  相似文献   

3.
Although many studies have investigated the effects of digital game-based learning (DGBL) on learning and motivation, its benefits have never been systematically demonstrated. In our first experiment, we sought to identify the conditions under which DGBL is most effective, by analyzing the effects of two different types of instructions (learning instruction vs. entertainment instruction). Results showed that the learning instruction elicited deeper learning than the entertainment one, without impacting negatively on motivation. In our second experiment, we showed that if learners are given regular feedback about their performance, the entertainment instruction results in deep learning. These two experiments demonstrate that a serious game environment can promote learning and motivation, providing it includes features that prompt learners to actively process the educational content.  相似文献   

4.
The main purpose of this study was to investigate the views of primary students about interactive whiteboard [IWB] use in their classes from attitudinal and pedagogical perspectives. Research was designed as an empirical approach to phenomenology. Data was collected from fifty primary students (fourth to eighth) through focus group interviews. Nvivo 9 qualitative data analysis software was used to analyze data. Results showed that students like instruction with IWB especially for such reasons/capabilities as practical and economical use, better visual presentation, and test-based use. Students were predominantly uncomfortable with the technical problems. They believed that instruction with IWB positively impacted their learning especially because of visualization and contextualization, effective presentation, test-based use, and motivational factors. Finally it was inferred that IWBs were not used to their full potential, and both technical problems and common practices indicated that teachers were still at an initial stage of transmission to instruction with IWB and they needed both technical and pedagogical training.  相似文献   

5.
In recent years, interest has grown in the systematic assessment of the effectiveness of digital game-based learning (DGBL). A conceptual framework describing what effectiveness means in the context of DGBL and which are its subcomponents has hitherto been lacking however. Hence, the goal of this paper is to propose a conceptualization and operationalization of effectiveness rooted in social-cognitive theory. In order to identify desired outcomes and be able to operationalize effectiveness, focus groups were organized with three stakeholder groups following a user requirements analysis methodology.Results indicate that three categories of desired outcomes can be distinguished: learning, motivational and efficiency outcomes. For the different outcomes, different subcomponents can be extracted which can be organized hierarchically. Learning outcomes that are seen as relevant to the effectiveness of DGBL are 1) increased interest in the subject matter, 2) improvement in objective performance (e.g., in a test), and 3) transfer, referring to the player's ability to apply acquired knowledge or skills to real-world situations. Relevant motivational outcomes concern 1) enjoyment, the extent to which playing the game evoked an enjoyable experience, and 2) increased motivation to learn using DGBL. Efficiency outcomes relevant to DGBL effectiveness, finally, are related to 1) time management and 2) cost-effectiveness. Overall, it can be stated that a DGBL intervention is effective when it achieves similar or higher scores compared to other instructional methods in relation to any of the above mentioned outcomes without significantly (in the common, not the statistical sense) diminishing any of the others.  相似文献   

6.
This study provides an understanding of how different interactive technology tools that are integrated into a Website can be used for teaching undergraduate human anatomy and physiology laboratory students. Technology tools refer to a Website that the authors created to teach the Cardiovascular System that includes dynamic tools such as the Pronunciation Corner and Spelling Bee, and an Interactive practice and test tool. The Cardiovascular System was chosen as the subject matter to modify based upon the results of a pilot study where students indicated difficulty in understanding this subject. In addition, a “Teacher Resources” tool on the Website allows any teacher to create their own Pronunciation Corner and Spelling Bee and use them for their classes. The statistical analyses showed that the experimental group students (who had access to the Website) took advantage of the technology tools provided and demonstrated significant improvement in their performance on the cardiovascular portion of the lab test.  相似文献   

7.
Three-dimensional (3D) virtual worlds hold the users' attention by providing rich interaction in an environment similar to the real world. User engagement duration is known to increase in environments with intense interaction. However, information in the literature about whether gender, experience, or spatial ability affects interaction in these environments is limited. In this study, these three factors are compared to users' depth of interaction in a 3D virtual world. In addition, the relationships between engagement duration, spatial ability, and depth of interaction are examined to investigate whether the first two factors can predict the third. Findings showed that users' depth of interaction was not influenced by gender, but experience and spatial ability did affect interaction. A strong relationship was determined between depth of interaction and engagement duration, and a moderate relationship was found between depth of interaction and spatial ability. Findings indicated that when designing 3D environments, it is important to consider which kinds of tasks provide more interaction and to what extent spatial abilities affect interaction, as well as to prepare activities that will increase engagement duration and to devise strategies to enhance depth of interaction.  相似文献   

8.
This study reports on the development of ESP (English for specific purposes) courseware for semiconductor technology and its integration as a “silent partner” into instruction. This kind of team-teaching could help overcome current problems encountered in developing ESP in Taiwan. The content of the material under discussion includes general knowledge about fundamental theories, process technologies and applications within the semiconductor industry. In the design of the whole courseware, five skills for learning English (listening, speaking, reading, writing, and translation) have been considered and a 3D multimedia technique has been used to promote learning interest, student engagement, and efficiency. The design of the courseware endeavors to mainly follow principles by [Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University Press]. Students report they have benefited from the courseware implementation. Initial evaluations suggest that students are satisfied with practices for learning professional knowledge and English skills provided by the courseware. They report that the multimedia-assisted environment of the courseware promotes learning effectiveness. Students with higher achievement on the posttest showed better participation and motivation, made greater use of the multimedia and had a better understanding of the English content so that they are more competent to function in a professional and learner-centered ESP course using the courseware.  相似文献   

9.
As new technologies have emerged in the last few years, the learning process has been changing. New and powerful e-learning systems are being developed and new teaching methods can be used in classrooms. In this paper, we present a computer-based game with an educational background that is played on a large-size tabletop display. The game can be used as reinforcement for educational content related to historical ages. The game uses natural interaction. A study to compare the traditional learning method with a collaborative learning method using the game was carried out. A group of up to 12 children could learn together using the game. The experience of children in large groups was also compared with the experience of children playing in pairs. One hundred children between 8 and 11 years old participated in the study; they were divided into three groups (LGroup, Pairs, TClass). When the pre-test and the post-test results were compared, it was shown that the children learned the contents in all three groups. The results also showed that there were statistically significant differences between the traditional method and the game played in a large group in favour of children who played the game in the large group. The knowledge acquired was independent from gender and age. There were no statistically significant differences between learning in large groups or learning in pairs. In both cases, the children expressed their satisfaction for the game and found it easy to use. Therefore, playing games of this type collaboratively in large groups or in pairs can be a valuable learning method that can be combined with traditional methods.  相似文献   

10.
This study examines the effects on early reading skills of three different methods of presenting material with computer-assisted instruction (CAI): (1) learner-controlled picture menu, which allows the student to choose activities, (2) linear sequencer, which progresses the students through lessons at a pre-specified pace, and (3) mastery-based adaptive sequencer, which progresses students through lessons based on whether or not the student has mastered the given skill. Preschool- and kindergarten-aged children (n = 183) were randomly assigned to one of the three CAI groups and spent 40 min a week, for 13 weeks, using the software program in a computer lab. An additional control group of students attending typical preschool or kindergarten received no CAI. ANCOVA results examining post-test reading ability sum score, covarying pre-test score, indicated that the mastery-based sequencer group significantly outperformed the learner-control and control groups, but was not statistically different from the linear sequence group. Analysis by task, rather than overall reading score, revealed significantly better performance for the linear sequence group over controls and picture menu group on the Initial Sound Fluency task, while the mastery-based sequencer group outperformed all three other groups on Non Word Fluency. In sum, these results suggest that the use of a sequencer is a very important element in presenting computerized reading content for young children.  相似文献   

11.
Context-awareness techniques can support learners in learning without time or location constraints by using mobile devices and associated learning activities in a real learning environment. Enrichment of context-aware technologies has enabled students to learn in an environment that integrates learning resources from both the real world and the digital world. Although learning outside of the traditional classroom is an innovative teaching approach, the two main problems are the lack of proper learning strategies and the capacity to acquire knowledge on subjects effectively. To manage these problems, this study proposes a context-aware ubiquitous learning system (CAULS) based on radio-frequency identification (RFID), wireless network, embedded handheld device, and database technologies to detect and examine real-world learning behaviors of students. A case study of an aboriginal education course was conducted in classrooms and at the Atayal u-Museum in Taiwan. Participants included elementary school teachers and students. We also designed and used a questionnaire based on the Unified Theory of Acceptance and Use of Technology (UTAUT) theory to measure the willingness for adoption or usage of the proposed system. The experimental results demonstrated that this innovative approach can enhance their learning intention. Furthermore, the results of a posttest survey revealed that most students' testing scores improved significantly, further indicating the effectiveness of the CAULS.  相似文献   

12.
The popularity of today’s blended courses in higher education is driven by the assumption that students are provided with a rich toolset that supports them in their learning process. However, little is known on how students actually use these tools and how this affects their performance for the course. The current study investigates how students use the entire toolset at their disposal, whether tool-use patterns can be found and if these patterns affect performance for the course. Logging students (n = 156) actions throughout the content management system and registering students’ use of the face-to-face support in an undergraduate course, the study reveals large student differences and an underuse for some tool-types. Further to this, K-means cluster analysis reveals three distinct tool-use patterns or user profiles: the no-users, the intensive users and the incoherent users. These patterns are characterized by different tool-choices and even different use intensity among students. Evidence is retrieved that these tool-use differences are problematic since multivariate analysis of variance reveals significant performance effects. Hence, these results imply that not all students seem to profit from the learning affordances that are provided. Similar as evidence in controlled settings, the results suggest that learner control in using tools cannot be taken for granted. Consequently, this study legitimates more research into the influencing (student and context) variables that can explain these differences.  相似文献   

13.
Based on data collected from a middle school, this study investigates how the quantity and quality of technology use affect student learning outcomes. Specifically, this study examines how technologies are used by students, what technology uses are popular among students, and what technology uses are effective for increasing student academic achievement. Results suggest that the quantity of technology use alone is not critical to student learning. “How much” matters when “how” is identified. Moreover, when the quality of technology use is not ensured, more time on computers may cause more harm than benefit. With students’ change in GPA as an indicator, technology uses that had positive impact on students were those related to specific subject areas and focused on student construction. In addition, analysis of the frequency of technology uses found that, in general, technology uses that had positive impact were not popular; on the contrary, some of these technology uses were the least frequently used. Implications for practice and future research are discussed in this paper.  相似文献   

14.
The main purpose of this study was to develop an instrument to measure the attitudes of elementary students towards smart board (SB) use in education. A sequential exploratory mixed method was used. So the study started with a qualitative approach to establish the content and face validity of the scale, followed by a quantitative approach to test the construct validity and reliability of the scale items. Ten students, one teacher trainer specialized in SB use, three teachers experienced in SB use, and a language expert participated in the qualitative part. Data from 203 elementary students from two local schools in Malatya, Turkey, were used to test the psychometric properties of ‘smart board attitude scale’ (SBAS). The exploratory factor analysis (FA) yielded a two-factor model with 10 items. The goodness of fit indices produced by confirmatory FA confirmed the fit of the model to the data. Reliability of SBAS was also proved through multi-analyses.  相似文献   

15.
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   

16.
Offering help functions is a standard feature of computer-based interactive learning environments (ILE). Nevertheless, a number of recent studies indicate that learners are not using such help facilities effectively. We compared the effects of different metacognitive supports to foster learners’ help-seeking behavior in an ILE for plant identification. Four groups of university students (n = 51), each receiving a different metacognitive instruction, had to determine living plants. They had to think-aloud and were video recorded during the experiment. At the end of the session they completed a knowledge test. The surprising effect was that students in all groups were effective help-seekers. They adapted their help-seeking behavior to the complexity of the plants in an effective way. The results indicate that for students on university level effective help-seeking seems to depend largely on motivational factors.  相似文献   

17.
18.
This study focused on open online character education implemented in e-HO, a holistic learning environment embedded with a character exemplar video-on-demand (VOD) system. E-HO, designed to use the Internet to enhance holistic and character education's efficacies in a way that is fitting for and favored by digital natives, also aimed to counteract the negative impacts of the mass media. A comprehensive investigation of a survey conducted among 1013 university students for this e-character education program is presented with a detailed study on students' preferences referring to various demographic variables including grade level, gender, discipline and the number of exemplar exposure instances concerning the five scales extracted in this particular survey. In accordance with previous studies, this study suggested that grade level differences could be explained by cognitive ability. Gender differences and discipline differences both emerged because of differences in “people-things” orientation between genders and also between disciplines with distinct, long-term professional foci and practices. Compelling counterbalancing effects were witnessed between the developments of discipline differences and grade level differences, which were greatly enhanced by consistently implementing holistic education. A preliminary “cognitive threshold” of VOD exposure within a semester among the female participants appeared at 10 viewings, beyond which substantially more effective pedagogical efficacies emerged.  相似文献   

19.
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games they play. Results indicated an association between game play time spent during vacation weeks and proficiency at the game, but no such association existed with game play time during typical weeks when school is in session. Several strategies and skills were associated with the minimization of time spent to achieve proficiency at the game, while a few strategies and skills held a negative association with efficient learning in games. Some of the findings paralleled those of prior research on formal education. Gender differences, as well as implications for games and learning are discussed.  相似文献   

20.
This study aims to investigate how cognitive styles and the levels of prior abilities influence frustration tolerance and learning achievement in an interactive group-based videogame named “Multiple-Choice Practice Island.” In the aspect of cognitive styles, differences between field dependent and field independent students were explored. The results show that field independent students make better learning achievement but field dependent students demonstrate higher frustration tolerance. Besides, the low-ability students significantly made more improvement than the high-ability students. The low-ability students also demonstrate higher frustration tolerance in this study. The findings can guide designers how to develop adaptive group-based videogames that match the needs of each individual.  相似文献   

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