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1.
Pre-laboratory activities have been known to improve students’ preparation before their practical work as they assist students to make available more working memory capacity for actual learning during the laboratory. The aim of this investigation was to compare two different teaching approaches which supported a pre-laboratory session by using the same simulation program. The investigation was conducted in two countries (Greece and UK). The Greek students attended the course in a computer cluster, where the teacher and the students had a face-to-face communication, while the English students participated in the on-line WebCT course, where there was an on-line asynchronous discussion. A crucial point which emerged from this investigation was that the simulation program in the two different pre-laboratory training sessions gave the same learning outcome; however, the learning characteristics and the teacher’s effort were different. Thus, the teacher could adopt both the two teaching approaches depending on the university facilities, the staff’s time and the students’ familiarity with virtual learning environments. However, in each case of students followed a different way (collaboration or/and independent learning) to obtain the similar learning outcome. In all cases after their pre-laboratory training session they entered the laboratory performing the experiments without any further instructions. Additionally, the teacher’s role was slight difference in the two teaching approaches. In the computer cluster, the teacher had a more active role guiding students to obtain the expected learning outcome through face-to-face discussion and interaction, whereas in the case of the virtual learning environment (WebCT), the teacher had a more of a facilitator role focused on posing questions to the students and collecting the resources promoting the independent learning.  相似文献   

2.
In this work we present an overview of the undergraduate online Physics course that we have implemented in the Moodle platform. This course has been developed as an enhancement of the face-to-face courses. The aim of this course is to create an online learning community which helps both teachers and students to have a virtual space where we can share knowledge through different kinds of supervised activities, chats and forums. As we will show in this paper, the students’ response to this initiative has been very good: the online Physics course helps them to reinforce their abilities and knowledge.  相似文献   

3.
In today’s unstable market economy, individuals have to be skilled to work efficiently in constantly changing and complex situations. Thus, graduate students have to be trained to cope with unpredictable situations before they enter the workforce. They need to exercise occupational skills, such as leadership skills, during higher education. Simulation gaming opens up possibilities for active learning of the leadership and other occupational skills needed in complex work environments. The aim of this study is to explore if participation in business simulation gaming sessions can make different leadership types visible and if the simulation gaming sessions provide students with experiences beneficial for the development of leadership skills. In the experiment, a group of multicultural graduate business students (N = 41) participated in gaming sessions with a computerised business simulation game. The participants played the game in virtual teams; some teams had a “satellite member” geographically distant from the rest of the team members. Data consist of the teams’ observations during the simulation game and students’ reflective essays written after the gaming sessions. The results indicate that in the business simulation gaming environment, certain leadership characteristics emerged spontaneously. Experiences about leadership varied between the teams and were dependent on the role individual students had in their team. However, it can be concluded that simulation gaming environment has the potential to be used in higher education to exercise the leadership skills relevant in real-world work contexts.  相似文献   

4.
This paper describes a complete lab work management framework designed and developed in the authors’ department to help teachers to manage the small projects that students are expected to complete as lab assignments during their graduate-level computer engineering studies. The paper focuses on an application example of the framework to a specific lab work related to Low Level Input/Output. Special emphasis is laid on the most complex aspects of such environments. The management framework provides specific tools for dealing with these issues: the management of student work delivery and evaluation results accessibility, automatic or semi-automatic assessment of student work, and detection of lab assignments that are highly suspect of having been copied. Additionally, the lab work framework represents a method through which a closer peer-to-peer or one-to-many communication with students can be attained. The lab work described in the paper is a small project based on a specification document. It is designed to get students to gain an in-depth knowledge of the computer Input/Output subsystem. While the framework has been in use for over 10 years, the specific Input/Output lab work has been managed by the framework tool-chain for the last 6 years, and used by over 2000 students. The lab work management framework is a step towards the feasibility of a closer-to-the-student higher education system, where the main interaction between students and teachers can be based on individual or on small group tutorials. Using the tool-chain, the academic load of teachers in mass course environments can be kept at acceptable levels, making for higher quality education.  相似文献   

5.
Although many children are technically skilled in using the Web, their competences to use it in a critical and meaningful way are usually less well developed. In this article, we report on a multiple case study focusing on the possibilities and limitations of collaborative inquiry activities as an appropriate context to acquire Web literacy skills in primary education. Four 5th grade school teachers and their students worked with collaborative inquiry activities on the subject of ‘healthy food’. The project was aimed at both the development of Web literacy skills and content knowledge building. Data from a variety of sources were collected: videotaped and written lesson observations, interviews with teachers and students, teacher diaries, student questionnaires, and student assignments. The teachers appeared to be able to carry out the program to varying degrees. Contextual factors that influenced the realization of the project’s goals and results were the adequacy of the research questions formulated by students, students’ inquiry skills, and the teachers’ teaching styles. Students’ learning results show that it is possible to teach Web literacy skills in the context of collaborative inquiry activities. All classes show knowledge gain with regard to the subject healthy food and all classes but one show knowledge gain with regard to Web literacy skills. Although many students show adequate use of particular Web searching, reading and evaluating skills after the project, inconsistency, impulsiveness and impatience are also typical of their Web behaviour. In the context of collaborative inquiry activities teachers are challenged to deal with the paradox that they want their students to be active knowledge builders with help of the Web, whereas the Web seems to invite students to be more or less passive searchers.  相似文献   

6.
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a preliminary study that investigates the key motivating factors affecting learning among university undergraduate students taking computer programming courses. These courses are supported by an e-learning system – Programming Assignment aSsessment System (PASS), which aims at providing an infrastructure and facilitation to students learning computer programming. A research model is adopted linking various motivating factors, self-efficacy, as well as the effect due to the e-learning system. Some factors are found to be notably more motivating, namely, ‘individual attitude and expectation’, ‘clear direction’, and ‘reward and recognition’. The results also suggest that a well facilitated e-learning setting can enhance learning motivation and self-efficacy.  相似文献   

7.
Three experiments examined whether the design of virtual learning environments influences undergraduates’ enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom – from one that conveys current computer science stereotypes to one that does not – significantly increased women’s interest and anticipated success in computer science. Effects occurred even when the learning material, gender of the professor and gender ratio of the classmates were identical, isolating the physical environment as a key determinant of women’s choices and expectations. Men’s interest and anticipated success were not similarly affected by the environmental changes. Statistical analyses indicated that gender disparities in interest and anticipated success in the stereotypically designed classroom were mediated by women’s lower sense of belonging in that environment. Changing the design of virtual learning environments may be a vehicle that universities can use to signal belonging to a wider net of students, and thus increase students’ likelihood of enrolling and succeeding in those classes.  相似文献   

8.
This study investigated the extent and nature of university students’ use of digital technologies for learning and socialising. The findings show that students use a limited range of mainly established technologies. Use of collaborative knowledge creation tools, virtual worlds, and social networking sites was low. ‘Digital natives’ and students of a technical discipline (Engineering) used more technology tools when compared to ‘digital immigrants’ and students of a non-technical discipline (Social Work). This relationship may be mediated by the finding that Engineering courses required more intensive and extensive access to technology than Social Work courses. However, the use of technology between these groups is only quantitatively rather than qualitatively different. The study did not find evidence to support popular claims that young people adopt radically different learning styles. Their attitudes to learning appear to be influenced by lecturers’ teaching approaches. Students appear to conform to traditional pedagogies, albeit with minor uses of tools delivering content. The outcomes suggest that although the calls for transformations in education may be legitimate it would be misleading to ground the arguments for such change in students’ shifting patterns of learning and technology use.  相似文献   

9.
Abstract Often with large classes of students it is difficult to cater for individual needs. Large classes hold many students, some of whom may be under-prepared for the course they are taking and some who will already have a high degree of familiarity with much of the planned content and learning outcomes. In catering for the diversity of students, teachers often teach to the lowest common denominator, catering for the former, but failing to provide a challenging and fulfilling learning programme for the latter. This paper describes a project undertaken in an Australian university where students enrolled in a large class were provided with the opportunity and incentive to undertake a technology-facilitated individual authentic learning project in place of the more structured coursework pathway. The purpose of the activity was to enable advanced students to extend their learning through an independent project. An inquiry was undertaken to explore the effectiveness of such an approach as a means to cater for diversity in the cohort and to investigate the factors influencing the learning outcomes that were achieved.  相似文献   

10.
针对传统网络综合布线教学实际,分析网络综合布线实验室的现状以及虚拟仿真实验系统的优点,设计开发了3D效果直观、交互性强、具有一定考核作用的3D虚拟仿真系统。网络综合布线虚拟仿真实验系统能结合实训使学生积累实践经验,通过虚实结合提高动手能力,有效地训练学生创新实验和解决问题的能力,能够让学生更好地完成对项目设计,质量管理和维护管理等一系列的工作。21世纪是一个信息爆炸的时代,也正是一个数字化时代,虚拟仿真技术在现代社会中扮演的角色不仅仅限于娱乐,与教育结合也会突现闪光点。  相似文献   

11.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   

12.
This paper describes the findings of an exploratory cycle of a design-based research project and examines the learning effectiveness of collaborative activities that are supported by the GroupScribbles (GS) software technology in two Singapore primary science classrooms. The students had ten weeks of GS-based lessons in science, which were co-designed by teachers and researchers to teach the curriculum by tapping on collaborative work in small groups as well as in the whole class. The results show that the GS classes performed better than non-GS classes as measured by traditional assessments. With GS, students were found to have more opportunities to participate in class discussions, and were exposed to diversified ideas. Analysis of data collected in the classroom as well as data on students’ attitudes and perceptions indicate that GS facilitated students’ collaborative learning, and improved students’ epistemology and attitudes toward science learning.  相似文献   

13.
The information technology (IT) of today forms an integral part of everyday living, thus the nurture of children’s IT awareness early in life is crucial. Young children have an innate curiosity for IT which suggests that in the school environment it can easily be integrated with other subjects in thematic and interdisciplinary curriculum. This quasi-experimental study used the Technology Foundation Standards for Students of the International Society for Technology in Education (ISTE) project on National Educational Technology Standards (NETS) as the basis to design a thematic and interdisciplinary IT curriculum for elementary students. A total of 1273 elementary students and 12 computer teachers were separated into either a control or experimental group. After one academic year, students’ final scores in English, mathematics, science, social studies, and art were gathered and compared. Statistical analysis indicated that there were significant differences in the experimental group’s academic scores. Findings also suggested that an interdisciplinary curriculum design opened opportunity for collaborative work and cohesiveness among faculty. Further longitudinal studies are recommended to examine the long-term implications of a thematic and interdisciplinary IT curriculum design.  相似文献   

14.
The Personalised System of Instruction is a form of mastery learning which, though it has been proven to be educationally effective, has never seriously challenged the dominant lecture-tutorial teaching method in higher education and has largely fallen into disuse. An information and communications technology assisted version of the Personalised System of Instruction using a virtual learning environment is promoted here based on the authors’ longitudinal design research into this pedagogy. The particular elements of the virtual learning environment which are promoted are short video clips, online formative tests and an assessment management system. The authors present their experiences of developing and deploying this pedagogy for the teaching of introductory discrete mathematics to large classes of Computer Science students at two UK higher education institutions both with whole cohorts and ‘at risk’ groups of students. In particular, this method is promoted as particularly helpful to students who do not adopt a deep approach to learning as many students fail to do. Moreover ‘at risk’ students using this method (n = 71) demonstrated an average Glass effect size of 0.83 compared with other ‘at risk’ students who did not (n = 35). Based on these experiences, this pedagogy is promoted as an effective approach to teaching in higher education, especially the teaching of cognitive skills to diverse cohorts of students on foundation level modules.  相似文献   

15.
This paper reports on the design, implementation and assessment of a new approach course structure based on the combination of three cooperative methodologies. The main goal is to reduce the percentage of non-passed students focusing the learning process on students by offering different alternatives and motivational activities based on working in small groups on a robotic project and changing the course assessment. The microprocessor course is a subject in the undergraduate program of telecommunication engineering at the University of the Balearic Islands (UIB) in Spain. Its traditional teaching methodology was based on Lecture sessions, Problem sessions and Practical activities in the lab (L/P/P). This methodology was changed to comply with the Bologna requirements, where new skills must be addressed and learned during the educational process. Self-Directed Learning activities (SDLA) for lecture sessions and Project based learning (PjBL) for Laboratory sessions were implemented in combination with a final competition activity between groups (CnBL). This paper describes the design, implementation and results; showing the benefits of these new teaching methods, improving student’s motivation including a robotic buggy project and allowing new learning strategies based on a practical point of view and adaptability to students’ previous skills.  相似文献   

16.
In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem-based learning by interacting with each other in a virtual semi-immersive environment. This paper describes, often in their own words, the experience of European occupational therapy students working together across national and cultural boundaries. Collaboration and teamwork were facilitated exclusively through an online environment, since the students never met each other physically during the OTIS pilot course. The aim of the paper is to explore the observations that (1) there was little interaction between students from different tutorial groups and (2) virtual teamwork developed in each of the cross-cultural tutorial groups. Synchronous data from the students was captured during tutorial sessions and peer-booked meetings and analyzed using the qualitative constructs of immersion, presence and reflection in learning. The findings indicate that immersion was experienced only to a certain extent. However, students found both presence and shared presence, within their tutorial groups, to help collaboration and teamwork. Other evidence suggests that communities of interest were established. Further study is proposed to support group work in an online learning environment. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment.This revised version was published online in March 2005 with corrections to the cover dateFunded by the European Union through the TENTelecom programme.  相似文献   

17.
Thermo-electrical power plants utilize fossil fuel oil to transform the calorific power of fuel into electric power. An optimal combustion in the boiler requires the fuel oil to be in its best conditions. One of fuel's most important properties to consider is viscosity. Viscosity has influence on the optimal combustion between fuel and air. Hardware viscosity meters for fuel oils are expensive and unreliable to operate in power plant conditions. Chemical laboratory measures viscosity accurately with special apparatus, but they cannot be used in a real time process. This paper describes the development of a virtual sensor that estimates fuel oil viscosity in the combustion process of a power plant. A virtual sensor or soft sensor is a computer program that estimates the value of a certain variable based on related measurements and a model of the process where the variable participates. In this project, a probabilistic model is constructed using automatic learning algorithms with historical data and experts' advice. The learning and validation experiments are described and discussed. The virtual sensor is installed in the Tuxpan Power Plant in Veracruz, Mexico.  相似文献   

18.
Geographic Information Systems (GIS) is a kind of computer software that allows people to work with digital maps in a fast and flexible way. In the past decade, more and more geography teachers have become interested in the possibilities of using GIS in secondary education. However, teaching with GIS is complex, and little is known about how to do so in an optimal way. Therefore, an Educational Design Research study (EDR) was conducted with the aim to explore the characteristics of an optimal design for GIS-supported geographic inquiry projects. In this EDR study, a project was developed via progressive cycles of designing, testing, and evaluating, together with teachers from different schools. This paper summarizes the outcomes of the EDR study, and presents some design principles for GIS-supported inquiry-based geography education. Teachers could use these design principles to design and conduct GIS-supported geographic inquiry projects, and in such a way raise their geography lessons to a higher level.This paper also shows that although GIS provides many opportunities for enhancing inquiry-based geography projects, it also holds many conditions for its use to be optimal. GIS-supported inquiry-based geography education requires more than providing appropriate software, tasks, and coaching to ensure that students do not get stuck. In order to effectively raise students’ geographic thinking to a higher level, the project should offer a considerable amount of guidance: it should include several preparatory and evaluative tasks based on a good domain-specific theory for use in educational settings. In addition, teachers should coach students in structuring, correcting, and expanding their geographic thinking via dialogical teaching.  相似文献   

19.
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet reproduction of reality may surpass what is needed to encourage feelings of presence. Simultaneously, too high an abstraction level may change participants’ attitudes in relation to the core learning goals. This quantitative study examined the relationship between level of environment abstraction, within a virtual space, and feelings of presence for business negotiation role playing. Negotiation values were also measured, in relation to environment abstraction. Two levels of virtual space abstraction were implemented, through the open source software Open Wonderland, where class lectures and student driven negotiation role playing took place over a semester. Results indicated a high abstract environment reduced feelings of presence compared to a low abstract environment, even when the low abstract level was not realistic but rather employing a metaphor related to instructional goals. The values students used in negotiation across the two abstraction levels exhibited no difference, indicating the fundamental approach to negotiating was not related to the virtual environment design.  相似文献   

20.
In traditional CAD (computer-aided design) systems, the manipulation of points and lines is often difficult because designers manipulate virtual objects through their vision system. Nowadays, designers can explore and manipulate virtual objects in haptic-enabled CAD systems using haptic devices. Haptic devices can present force feedbacks to pull or push the users’ hands into desirable targets. Of course the intent is for the user to experience the same sensations in the virtual realm as they would in the real world. Thus, sub-threshold forces, which cannot be perceived by users, should be incorporated in the control of users’ movements. As a result, our attention is directed to study the effect of sub-threshold forces on the accuracy of movement in a haptic-enabled virtual reality (VR) system. In this study, our goal is to manipulate users’ hands using controlled forces such that users cannot notice the forces. With this in mind, we have constructed a haptic-enabled virtual environment (VE) to carry out a multi-modal Fitts’ type task. In the task, subjects could see the position of the haptic probe in the VE where forces were applied on their hands. Basically, the accuracy of subjects was measured using a performance index when the intensity and direction of forces changed. A psychophysical method was utilized to ensure that the forces were below the force threshold of the human force perception. Results indicate that the accuracy is affected by the intensity and direction of sub-threshold forces even when users are allowed to control their actions through visual feedbacks.  相似文献   

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