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1.
This article proposes that educators must go beyond computer literacy to achieve technological competence if successful integration of technology into the classroom is to occur. An educator who is technologically competent understands the relationship between basic computer functions and student learning. They use this understanding to design, facilitate, and manage a student-centered multidimensional learning environment that embeds the use of technology into the curriculum. Technological competence also requires a transition from using the computer as an instructional delivery system (traditional computer-based instruction) to one of using the computer as a learning tool (computer-supported instruction). With the computer-supported instruction approach, students do not learn about computers, but rather learn with computers by using them in the same way as they are used in the workplace to solve real-world, meaningful problems.  相似文献   

2.
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   

3.
Abstract

The increasing need to instruct students in the use of personal computer software, especially electronic spreadsheets, is placing greater demands on the already full university curriculum. A potential help in meeting these demands is the readily available computer-based software tutorials. In order to explore the feasibility of computer-based instruction as an alternative to human instruction, this research compares two modes of instruction, computer-based and human. An experiment was conducted with groups of business student subjects. The research results indicate no difference in students‘ attitude towards computer-based instruction and human instruction of spreadsheets. Students’ short-term recall of the software syntax being taught is as strong with computer-based instruction as with human instruction. These results were not affected by the level of personal computer experience that students had prior to the experiment. However, the ability to comprehend and immediately apply the software to a task is greater with human instruction than with computer-aided instruction. This advantage holds true for students instructed by experienced and inexperienced instructors.  相似文献   

4.
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning system over 2 years to a total number of 333 students. In a mixed methods research design, we used 3-year worth of longitudinal data (333 students for the treatment group and 175 in the control group) to assess students' engagement and performance in that period. Quantitative results established that students engaged and performed better in the gamified condition vis-à-vis the nongamified. Furthermore, students exhibited higher levels of engagement in the second year compared with the first year of the gamified condition. Our qualitative data suggest that students in the second year of the gamified delivery exhibited sustained engagement, overcoming the novelty effect. Thus, our main contribution is in suggesting ways of making the engagement meaningful and useful for the students, thus sustaining their engagement with computer-based gamified learning systems and overcoming the novelty effect.  相似文献   

5.
This study deals with the instructional efficiency of integrating text and animation into computer-based science instruction. The participants were 84 seventh-grade students in a private primary school in Istanbul. The efficiency of instruction was measured by mental effort and performance level of the learners. The results of the study showed that processing integrated text and animation format in computer-based science instruction requires less mental effort than the separated format, and that the performance of the students in the group with integrated presentation format group is higher than that of students in the group with separated presentation format. Instructional efficiency of the integrated presentation group was found to be higher than that of the separated presentation group. Finally, there was no difference between the two groups for instructional time.  相似文献   

6.
The increasing need to instruct students in the use of personal computer software, especially electronic spreadsheets, is placing greater demands on the already full university curriculum. A potential help in meeting these demands is the readily available computer-based software tutorials. In order to explore the feasibility of computer-based instruction as an alternative to human instruction, this research compares two modes of instruction, computer-based and human. An experiment was conducted with groups of business student subjects. The research results indicate no difference in students' attitude towards computer-based instruction and human instruction of spreadsheets. Students' short-term recall of the software syntax being taught is as strong with computer-based instruction as with human instruction. These results were not affected by the level of personal computer experience that students had prior to the experiment. However, the ability to comprehend and immediately apply the software to a task is greater with human instruction than with computer-aided instruction. This advantage holds true for students instructed by experienced and inexperienced instructors.  相似文献   

7.
This study evaluated 2 off-the-shelf, computer-based, mathematics intelligent-tutoring systems that provide instruction in algebra during a remedial mathematics summer program. The majority of the enrolled high school students failed to pass algebra in the previous semester. Students were randomly assigned in approximately equal proportions to work with the Carnegie Learning Algebra Cognitive Tutor or the ALEKS Algebra Course. Using the tutoring system exclusively, the students completed a 4-h-a-day, 14-day summer school high school algebra class for credit. The results revealed that both tutoring systems produced statistically and practically meaningful learning gains on measures of arithmetic and algebra knowledge.  相似文献   

8.
Impact of cognitive theory on the practice of courseware authoring   总被引:1,自引:0,他引:1  
Abstract The cognitive revolution has yielded unprecedented progress in our understanding of higher cognitive processes such as remembering and learning. It is natural to expect this scientific breakthrough to inform and guide the design of instruction in general and computer-based instruction in particular. In this paper I survey the different ways in which recent advances in cognitive theory might influence the design of computer-based instruction and spell out their implications for the design of authoring tools and tutoring system shells. The discussion will be divided into four main sections. The first two sections deal with the design and the delivery of instruction. The third section analyzes the consequences for authoring systems. In the last section I propose a different way of thinking about this topic.  相似文献   

9.
Intellectually disabled (ID) students in secondary education are often taught in an individual setting where video instruction is used. Especially, when the instruction is about complex assignments, many students may forget parts of it. In this study, we tried to find out if prompting ID students to explain video instruction would help them to improve their performance. Research with regular students indicated that explaining instructional materials can be effective (Roy & Chi, 2005). In a first experiment with 41 ID students in Dutch secondary education, we varied the complexity of assignments and compared students who first watched and then explained video instruction of assignments (n=21) with students who watched twice but were not required to explain (n=20). It turned out that only for complex assignments, explaining to another person was more effective for students' task performance than just watch video instruction. In the second experiment with 58 ID students, we repeated the study with complex assignments. The students in the experimental group (n=29) improved more after explaining video instructions than the students who only watched videos (n=29). The experimental group also had a more complete mental representation of an assignment and could better assess how well they had performed it.  相似文献   

10.
11.
This article discusses the relationship between procedural and conceptual problem solving in a computer-supported collaborative learning (CSCL) environment designed within the field of science education. The contribution of this article, and our understanding of this phenomenon, is anchored in our socio-cultural interpretation, and that implies distinctive inputs for the design and re-design of these kinds of learning environments. We discuss institutional aspects linked to the school as a curriculum deliverer, as well as to the presentation of the knowledge domain and the construction of the CSCL environment. The data is gathered from a design experiment in a science setting in a secondary school, and video data is used to perform an interaction analysis. More specifically, we follow a group of four secondary school students who solve a biological problem in a computer-based 3D model supported by a website. Our findings are clear in the sense that the procedural types of problem solving tend to dominate the students’ interactions, while conceptual knowledge construction is only present where it is strictly necessary to carry out the problem solving. Based on our analyses, we conclude that this can be explained partly by how the knowledge domain is presented and how the CSCL environment is designed, but that the main reason is linked to the institutional aspects related to the school as curriculum deliverer where its target is to secure that the students actually solve problems that are predefined in the syllabus list. We argue that this affords some particular challenges, linked to making conceptual knowledge constructions in science education explicit in the CSCL environment, and to encouraging the teachers and the school as a curriculum deliverer to give this kind of knowledge construction a prioritised value.  相似文献   

12.
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   

13.
A computer-based graphing simulator used tutorial modules to teach 61 undergraduate college students how to create cumulative graphs from sets of data. One group was required to complete the steps of constructing an appropriate graph within a computer-provided graphical workspace, while the other group did not have graphic construction requirements during the tutorial, but could optionally construct the graph within the workspace. Following the tutorial instruction, each student was given three blank sheets of graph paper, a pencil, two sets of data, and the requirement of physically constructing graphs based on the given data. Students who were required to actively complete graph construction steps during their tutorial subsequently produced graphs from the new data that were significantly better than those students who had the option of practicing in the workspace. Results suggest that the presence of response contingencies within the graphical workspace increases subsequent graph construction performance. The efficiencies possible with electronic instruction are discussed.  相似文献   

14.
Expanding and improving design knowledge is a vital part of higher education due to the growing demand for employees who can think both critically and creatively. However, developing effective methods for assessing what students have learned in design courses is one of the most elusive challenges of design education due to the subjective nature of design. For example, evaluating design outcomes is problematic due to the common pattern of increasing enrollments and reduced resources for design instruction. In this article, we propose and evaluate a new assessment method that uses a novel application of Bayesian Truth Serum (BTS), a scoring algorithm, in order to provide a scalable and reliable measure of design knowledge. This method requires no subjective input from the design instructor, nor does it require answers to questions that have distinct right or wrong answers. We tested this method over a 4-week period with 71 design students in an upper-level design course. For the study, participants were asked to provide responses to multiple-choice BTS survey questions, generate ideas for a design problem, and provide feedback on other participants' ideas. The survey data were used to calculate BTS indices of expertise and statistical tests were performed to determine how the indices correlated with participant ideation and critique proficiency. The results from this study show a modest correlation between the BTS indices of expertise and later performance on generative design tasks and a correlation between the students' ability to critique designs and their BTS scores. These findings suggest that the BTS assessment method can be used to supplement existing evaluation practices for individual design assessment, particularly in courses where group projects are used as the primary means of evaluation. In addition, the results show promise for using the BTS method in classes where design projects or design critiques are not feasible due to time constraints or large class sizes.  相似文献   

15.
There are many open questions with respect to theory and empirical support for methods used in college teaching, especially when technology is incorporated into instruction. In this article, we report the results of a study of a multimedia-based instructional tool called Content Acquisition Podcasts (CAPs) that provides university instructors with a tool that is grounded in applied theory and has advanced through several iterations of developmental and experimental testing as suggested by Clark (2009). CAPs are a form of enhanced podcasts (still images synchronized with audio) that incorporate Mayer's cognitive theory of multimedia learning (2009), and accompanying instructional design principles (2008) to ensure the looks and sounds of instruction do not overwhelm the limitations of users' cognitive processes. This article reports data from one of the first five experimental tests of CAPs in which undergraduate teacher candidates received instruction related to content from an introductory course in special education. In this study, teacher candidates from two universities were randomly assigned either to watch a CAP or read a textbook chapter containing the same content for two topics: characteristics of students with learning disabilities or high-functioning autism. We employed a pretest-posttest-maintenance design to evaluate participant performance on dependent measures of knowledge. Results indicate that when participants learned with CAPs, they had significantly higher scores on content-knowledge tests at both posttest and maintenance assessments than when they studied via the usual text-based materials.  相似文献   

16.
In this paper, we conceptualize computer-based instruction (CBI) as involving both a primary task, learning a particular domain, and several secondary tasks centered around learning to use the instructional approach and manipulate the interface efficiently. We argue that the complexity and compatibility of the domain, instructional approach, and system interface separately and interactively influence the ease with which students are able to learn the subject matter. Examples show how looking at CBI in this way provides a framework for better understanding the results of some previous studies of CBI and CBI-related interface design. We also describe an experiment that attempted to dissociate the separate effects of these components on domain learning. The experiment examined the pretest-posttest performance differences of remedial subjects who learned to solve mathematics word problems.  相似文献   

17.
This study was conducted to examine how a collaborative social annotation tool can be used to support collaborative learning in translation instruction for EFL students. Participants were 100 undergraduate students who were English majors in a southeast university in China. An experiment with crossover design was carried out to examine the participants' learning and motivation in the social annotation-supported condition and the traditional instruction condition. The results showed that students received higher scores on their translation work and rated their perceived learning higher when they completed the translation assignments in the social annotation-support condition than in the traditional instruction condition. In addition, participants reported that they were more motivated when they completed the translation assignments in the social annotation-supported condition, though participants with different levels of language proficiency might be motivated by different reasons.  相似文献   

18.
A programmed instruction approach to knowledge acquisition is operationalized by student–teacher interactions that involve monitoring and managing the moment-by-moment progress of a learner throughout the process of achieving a criterion of mastery in a knowledge domain. The teacher is generic and may include another person, a structured text, or a computer. When the steps and increments leading to a task's completion and mastery can be enumerated, the process of interaction-based learning lends itself to implementation with computer-based tutoring systems. The present paper describes a computer-based programmed instruction tutoring system that teaches a learner how to write a simple Java™ computer program. The system is based on a series of Java Applets, which are computer programs that are downloaded from a network server and executed by a client browser such as Netscape®. The use of Java Applets makes the tutoring system available to learners over the World Wide Web. Performance acquisition data are presented to show an individual learner's progression to task completion and mastery using the tutoring system. Survey data are presented to show the subjective responses of a class of students to the use of the tutoring system. The adoption of this computer-based tutoring system is justified as one component within a personalized system of instruction that also includes lectures and collaborative learning experiences.  相似文献   

19.
计算机基础教学是高等教育中必不可少的基本内容,而目前高校计算机基础课程教学中面-临诸多问题,任务驱动教学法无疑是一种有效的教学方法,给计算机教学带来了新的生机和活力,有利于培养学生的创新能力和独立分析问题、解决问题的能力,对于提高学生的基本素质都具有十分重要的意义。  相似文献   

20.
Students are often unable to collect the real-time data necessary for conducting inquiry in science classrooms. Web-based, real-time data could, therefore, offer a promising tool for conducting scientific inquiries within classroom environments. This study used a quasi-experimental research design to investigate the effects of inquiry-based instruction coupled with archived online data. Ninety-six preservice teachers in a four-year elementary science teacher-training program participated in this study. The students were enrolled in three sections of the methods course, and these existing groups were randomly assigned to the treatment groups: traditional instruction, traditional instruction supported with a simulation, and inquiry-based instruction with archived online data. Data were collected with structured interviews and analyzed with the constant comparative method and one-way ANOVA. Before the instructional interventions, none of the participants had a scientific understanding of tides, and 15% of the participants had no conceptual understanding of tides at all. After instruction, 72% of the participants who received inquiry-based instruction with archived online data were categorized as having scientific conceptual understandings; 46% of participants who received traditional instruction supported with a simulation were categorized as having scientific conceptual understandings; and 43% of participants who received traditional instruction were categorized as having scientific conceptual understandings. Statistical analyses showed that the group receiving inquiry-based instruction with archived online data performed significantly better than the other two instructional groups. Inquiry-based instruction with archived online data can be used to effectively perform inquiry activities within science classes; it might be used at different grade levels to teach a variety of scientific content.  相似文献   

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