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1.
Given the aging of the workforce and the general population, it is important to determine how best to train older adults to use computers. Generally, research has shown that training takes significantly more time for older adults compared with younger learners, and that older adults commit more errors in post-training evaluations. This paper reviews research demonstrating age differences in learning to use a computer. We also explore the effects of attitudes, anxiety, and cognitive abilities on computer use, as well as research on training novices to use computers. Finally, we discuss designing the human-computer interface for the advantage of older users.  相似文献   

2.
《Computers & Education》2013,60(4):1136-1144
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual environment, the online 3D world Second Life (SL), for learning rapid sequence intubation (RSI). RSI is an increasingly frequently used method of acute airway management in healthcare settings. The intention of learners to use the system was explored based on the TAM, with the computer self-efficacy construct as an external variable. Two hundred and six nursing students participated in this study. The findings suggest that the system was perceived as useful, and that the students felt confident working with computers and intended to review RSI in SL as often as needed. However, they remained neutral regarding the ease of use of the system. Strategies were suggested for boosting the students’ self-confidence in using the system. Overall use of the TAM in this context was successful, indicating the robustness of the model. The limitations of the study were discussed and further areas of research on the TAM were proposed.  相似文献   

3.
This study investigates nontraditional students’ of English as a foreign language self-reports of the hypertext learning experience. It determines whether factors such as gender, age, proficiency level, and hypertext learning experience influence predicting hypertext reading achievement. The subjects of this study were 23 nontraditional English majors (9 males and 14 females). Their learning efficiency was rated as low to intermediate. The primary investigation found that students generally perceived that they should have control in operating the designed hypertext system because most did not find it difficult. In addition, students could accomplish the reading tasks more quickly and easily without much mental effort. Females, older adults, and low-proficiency learners expressed more positive feedback and willingness to use the hypertext system in future compared with the other groups, although no significant differences were observed among those variables on hypertext learning experience. Hypertext comprehension performance was significantly influenced only by the factor of proficiency level. Its impact was negative and moderate. Therefore, it is suggested that the use of hypertext system demonstrated the tendency to particularly improve low-proficiency learners’ reading comprehension. Limitations and recommendations for future research are presented and discussed in light of the results of the study.  相似文献   

4.
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual environment, the online 3D world Second Life (SL), for learning rapid sequence intubation (RSI). RSI is an increasingly frequently used method of acute airway management in healthcare settings. The intention of learners to use the system was explored based on the TAM, with the computer self-efficacy construct as an external variable. Two hundred and six nursing students participated in this study. The findings suggest that the system was perceived as useful, and that the students felt confident working with computers and intended to review RSI in SL as often as needed. However, they remained neutral regarding the ease of use of the system. Strategies were suggested for boosting the students’ self-confidence in using the system. Overall use of the TAM in this context was successful, indicating the robustness of the model. The limitations of the study were discussed and further areas of research on the TAM were proposed.  相似文献   

5.
With the rapid growth of technology enhanced learning, new mediums for learning have emerged. One of these mediums is computer based learning where the main concern is how to design a computer based learning system which takes into consideration the learners' differences. Personality is considered as one of the most critical sources of individual differences. This study investigates how personality differences within learners can affect computer based learning, through a comprehensive review of the literature. The highlighted results from the obtained nineteen studies are: (a) the most referred to personality model in computer based learning is MBTI; (b) personality traits affect how learners prefer learning content and learning approach like collecting information, communicating with instructor and peer, study behavior, acting and performing; (c) a new model of personality variables should be considered in computer based learning by taking all interested researchers and practitioners into accounts; and (d) the traditional questionnaire approach which is still the pre-dominant method to identify the learner's personality; and this needs to be changed with new potential of big data and learning analytics. Furthermore, this study presents a new implicit approach using learning analytics instead of questionnaire-based approach to identify the learner's personality.  相似文献   

6.
The purpose of this study was to examine age-related trends in computer utilization. Faculty members at a southeastern university completed a questionnaire regarding their use of computers in general and a specific computer application, the on-line library system at the campus library. The 521 respondents were divided into four age groups (ages 25–34, 35–44, 45–54, and 55–64 years). At least 90% of each age group reported using computers weekly or more, but older faculty members did not use as many different computer applications as the younger cohorts. All age groups were equally familiar with the on-line library system, but the older respondents reported being less comfortable using it. The older faculty members appeared to be selective in the computer applications they used and were interested in receiving training on the library system. There was little evidence that these older individuals were avoidant of new technology. The results are discussed in light of common stereotypes of older adults and their technology utilization.  相似文献   

7.
Although there is a strong theoretical basis for concluding that conceptual models are effective in aiding users build mental models of computer systems, very little empirical evidence exists to support such a conclusion. Frequently, the effect has been weak. Subjects trained with a conceptual model often perform better than control group subjects in learning tests, but seldom at a statistically significant level. One possible reason for this is the influence of individual differences such as basic cognitive abilities. This study examined the influence of two cognitive variables - visual ability and learning mode - in the mental model formation process of novice users of an electronic mail filing system. We compared the effectiveness of two types of conceptual models-analogical and abstract. It was found that high-visual subjects performed significantly better than low-visual subjects. Abstract learners also performed better than concrete learners. More important, interaction effects were observed. Low-visual subjects were severely hampered by abstract models but performed as well as high-visual subjects when provided with analogical models. Abstract learners benefited from the abstract model but were hampered by the analogical model. On the other hand, concrete learners performed better with the analogical models compared to abstract models. The findings indicate that there is a need to consider individual differences, such as visual ability and learning mode, in research on mental models and on human-computer interaction in general.  相似文献   

8.
The study of Bue and Gollac (1988) provided evidence that a significantly lower proportion of workers aged 45 years and over make use of computer technology compared with younger ones. The aim of the present survey was to explain this fact by a more intensive analysis of the older workers' attitude with respect to the computerization of work situations in relation to other individual and organizational factors. Six hundred and twenty office workers from 18 to 70 years old, either users or non-users of computerized devices, were asked to complete a questionnaire. The questions allowed the assessment of various aspects of the workers' current situation, such as the computer training they had received, the degree of consultation they were subjected to during the computerization process, their representation of the effects of these new technologies on working conditions and employment, the rate of use of new technologies outside the work context, and the perceived usefulness of computers for their own work. The analysis of the questionnaire revealed that as long as the step towards using computer tools, even minimally, has not been taken, then attitudes with respect to computerization are on the whole not very positive and are a source of anxiety for many workers. Age, and even more, seniority in the department, increase such negative representations. The effects of age and seniority were also found among users, as well as the effects of other factors such as qualification, education level, type and rate of computer use, and size of the firm. For the older workers, the expectation of less positive consequences for their career, or even the fear that computerization might be accompanied by threats to their own employment and the less clear knowledge of how computers operate, appeared to account for a significant part of the observed age and seniority differences in attitudes. Although the difference in the amount of computer training between age groups was smaller than expected, the study revealed that one third of the users never received any specific training, and that many of those who benefited from it were trained for only a few days. Consultation of the staff during the computerization process also appeared to be poor, to apply mostly to the best trained and qualified workers, and to be more highly developed in small companies. The results are discussed in the light of more qualitative data recorded during the survey. They suggest the need to increase information, training and involvement of all personnel from the very first stages of computerization (or other technical changes) in order to lessen fears and the feeling of disruption, which are particularly obvious among the oldest workers.  相似文献   

9.
“Usability” is considered to be inherent in human–computer interface because it expresses the relationship between end users and computer applications. In this paper, we conducted a study to examine the usability of human–computer interface for middle-aged learners in Taiwan. There are two phases contained in the study: (1) an elementary computer-training task, and (2) a usability analysis of human–computer interface. Making use of a questionnaire survey, correlation analysis, and the grey relational model, some user characteristics and learning behavior were derived. For example, regarding middle-aged learners, the usability of present mouse and monitor devices is preferable to that of the keyboard device and a Windows-based software interface. Educational level is the major factor influencing middle-aged learners’ use of computer interfaces. To unemployed middle-aged learners, more males than females were found to exhibit the phenomenon of computerphobia. The younger age learners show lower anxiety and hold more positive attitudes toward computer learning than the older-aged ones. Besides, the higher education learners hold much more positive expectation toward computer learning while the lower education learners pay more attention to their learning capability and deficiency.  相似文献   

10.
Wong  Eugene Yin-cheung  Hui  Ray Tak-yin  Kong  Hao 《Virtual Reality》2023,27(3):2149-2165

The development of virtual reality (VR) in enhancing the effectiveness of the learning process, with its interactive, immersive, and intuitive pedagogical environment, has become a necessity for corporations with increasingly complex operations. However, VR users’ perceptions, openness and learning effectiveness are seldom comprehensively evaluated, particularly in learning complex industrial operations. In this study, grounded in the technology acceptance model, a moderated mediation model of perceived usefulness, ease of use, openness to experience, and engagement in VR-based learning was developed. The model was empirically validated using responses collected from 321 users who were trained on aircraft and cargo terminal operations powered by a novel VR-based learning platform. A survey to measure openness to experience and a pre-training performance test were carried out, followed by a post-training survey of learners’ intrinsic factors, including the influence of perceived usefulness, openness to experience, and attitude towards learning. The study revealed that learners with an open attitude towards experiencing new technology tend to perceive VR technology as a useful platform for training. In addition, the learners with more positive views of VR technology-supported training were more engaged in learning.

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11.
《Computers & Education》2009,52(4):1405-1416
With the advent of e-learning technologies in the past decade, the accessibility of training, teaching, and learning has drastically increased. The challenge for the education enterprise now is how to attract learners to their e-learning services. In this study, a technology adoption model is developed to predict the users’ intention of adoption and their continued use behavior. The results show significant evidence in support of the hypothesis. The findings indicate that perceptions of relative advantage and compatibility are significantly related to users’ intention to use e-learning. Also, the intention is significantly related to their actual use of e-learning. Furthermore, the technology adoption of learners with prior e-learning experience is different from those without prior e-learning experience. These findings may contribute to deeper understanding of e-learning users’ perceptions in terms of adoption and continued use behavior.  相似文献   

12.
A great number of complex electronic devices are now part of our everyday lives. While many of us learn to handle these products by trial and error; others, especially older users with little experience in using electronic devices, need support. In order to allow the user maximum flexibility in terms of learning time and location, a training programme is presented which is implemented as part of the software embedded in the product itself. Particular focus is placed on the effect of adaptive training on learning. In this study, the training versions differed in their ability to adjust their complexity to the user's experience (adaptive user interface complexity) and their capability to support the learner by prompting them during the learning process (adaptive training advice). The results show that the adjustment of complexity had a positive effect on users’ experience: elderly users who trained with an adaptive interface were more successful in learning to use a mobile phone. Adaptive training advice, however, was found to have no significant effects on learners’ success and reduced their self-efficacy. This work offers guidelines on how to design integrated training applications for electronic devices that successfully help elderly users with little prior experience.  相似文献   

13.
This research investigated some key factors influencing an individual’s behavior to use e-learning in developing countries through social cognitive theory for examining the adoption of e-learning by instructors and learners, who are the key e-learning users. This paper focused on the personal capacity of Information and Communications Technologies and also investigated the mediating effects of computer self-efficacy (CSE) and performance expectation on intention to use e-learning. The results indicate that performance expectation and CSE were crucial factors influencing behavior intention to use e-learning systems for both instructors and learners. This study also found that computer experience and personal innovativeness in the domain of information technology were prominent factors for instructors. In addition, some differences and similarities were identified in the results for instructors and learners. This study used structure equation model, partial least squares, for data analysis, and data were collected from universities in Indonesia.  相似文献   

14.
The use of computer graphics for problem solving was investigated during use by individual learners and by distant pairs collaborating by interaction through the screen. In both investigations learners had to correct computer graphics representing population models, either by graphical manipulation or by written explanation. In both situations positive effects of manipulable graphics on problem solving performance were found. However, a detailed analysis of the interaction processes in the collaborative situation showed that, comparing both experimental conditions, static graphics led to a higher proportion of correct content‐related statements and explanations of system relations. No differences were observed between both conditions on the participation structure within the learning dyads. The results suggest that for the effective use of graphics in computer‐supported collaborative learning, structural support devices that encourage adequate processing and focus learners on the problem solving process seem to be necessary.  相似文献   

15.
16.
Comparing the performance of distance learning and on-campus students is a well-studied problem. Results have shown that distance learners can perform as well or better than on-campus students. Few studies, however, have explored how or why traditional on-campus students utilize the technology intended for distance learners. Many universities and corporations provide educational and training content simultaneously to both face-to-face and distance students. Thus, exploring how instructional technology typically designed for distance learning students could benefit traditional students is important to our understanding of present and future learning environments. To this end, a pilot study was undertaken that explored how graduate students – primarily business majors – adopted and used video-streaming technology for a one semester course on Knowledge Management Tools and Techniques. Results indicated that age, previous use of the technology, need for interaction and Internet connectivity all influenced the decisions of the subjects to adopt the technology. Two-thirds of the subjects used the technology, with a self-reported estimate of procuring 16% of the course content asynchronously. Most used video streaming for convenience reasons and to review class material.  相似文献   

17.
With the advent of e-learning technologies in the past decade, the accessibility of training, teaching, and learning has drastically increased. The challenge for the education enterprise now is how to attract learners to their e-learning services. In this study, a technology adoption model is developed to predict the users’ intention of adoption and their continued use behavior. The results show significant evidence in support of the hypothesis. The findings indicate that perceptions of relative advantage and compatibility are significantly related to users’ intention to use e-learning. Also, the intention is significantly related to their actual use of e-learning. Furthermore, the technology adoption of learners with prior e-learning experience is different from those without prior e-learning experience. These findings may contribute to deeper understanding of e-learning users’ perceptions in terms of adoption and continued use behavior.  相似文献   

18.
The present study addresses two basic determinants of technology utilization: the attitude towards a certain technology and the performance when using it. According to the technology acceptance model (TAM), perceived ease of use and usefulness are assumed to be strong determinants of the actual and successful utilization of technology. However, the relationship between the acceptance of technical devices and their successful utilization (i.e. performance) is not completely understood. In this study, users’ attitudes towards technology and their performance when interacting with a computer simulated PDA device were examined. Moreover, the moderating role of individual variables like age, gender, subjective technical confidence, and computer expertise in the relationship between technical performance and acceptance was analyzed. The results showed significant associations between performance and TAM factors. However, this interrelation was much stronger for the older group, especially between performance and the ease of use. The factors computer expertise and technical self-confidence played a minor role. Gender effects on technical self-confidence and TAM factors were identified, although they did not affect performance. Future research should focus on training formats for the older age group, which facilitate a successful interaction with technical devices.  相似文献   

19.
由于传统的仿真培训中只能通过鼠标的点击与键盘进行交互,存在着现场感缺乏以及用户体验不足等缺点,针对油田射孔岗位仿真培训中的交互问题,提出了应用情境学习理论结合体感交互技术的仿真培训系统。通过将Unity与体感交互技术结合,学习者可以运用手势与姿势来实现与仿真培训系统的交互操作。结合应用这一技术可以使得学习者能够在更逼真的虚拟学习环境中尽情的体会和学习,满足学习者的体验和参与需求,可以有效促进学习者从具体的感知经验上升到抽象的知识概念,为教学培训的顺利开展创设有利的条件。  相似文献   

20.
This paper presents a methodological framework for the use of gesture recognition technologies in the learning/mastery of the gestural skills required in wheel‐throwing pottery. In the case of self‐instruction or training, learners face difficulties due to the absence of the teacher/expert and the consequent lack of guidance. Motion capture technologies, machine learning, and gesture recognition may provide a way of overcoming such issues. The proposed methodology is used to record and model expert gestures and then to compare this model in real time with the gestures performed by the learner. Differences in kinematic aspects such as hand distances are detected, and optical/sonic sensorimotor feedback is provided to the learner by the system, alerting him/her when errors occur and guiding him/her to achieve better results. In the case described here, the system was evaluated with 11 learners. With the use of our system, the gestural performance of learners during self‐training has been improved in comparison to cases of self‐training without computer assistance.  相似文献   

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