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1.
Facing students' decreasing motivation to pursue scientific study, schools and educators need to coordinate new technologies with pedagogical agents to effectively sustain or promote students' scientific learning and motivation to learn. Although the provision of pedagogical agents in student learning has been studied previously, it is not clear what benefits the strategy might offer with regard to student motivation. This study proposes an agent‐based mechanism that integrates problem‐solving and inquiry‐based instructions to help students better understand complex scientific concepts and to sustain their motivation to learn science. In this study, a quasi‐experiment was conducted to evaluate the performance and feasibility of our proposed mechanism. The results revealed that the agent‐based mechanism was effective and feasible for enhancing students' learning and motivation to learn. The mechanism was associated with increases in the acquisition of knowledge when compared with the control group. Its effect in promoting and sustaining students' motivation was also statistically significant. Detailed discussions of the findings are provided in this study.  相似文献   

2.
A brief, problem‐oriented phase such as an inventing activity is one potential instructional method for preparing learners not only cognitively but also motivationally for learning. Student teachers often need to overcome motivational barriers in order to use computer‐based learning opportunities. In a preliminary experiment, we found that student teachers who were given paper‐based course material spent more time on follow‐up coursework than teachers who were given a well‐developed computer‐based learning environment (CBLE), leading to higher learning outcomes. Thus, we tested inventing as an instructional method that may help overcome motivational barriers of teachers' use of computer‐supported tools or learning environments in our main experimental study (N = 44). As a computer‐based environment, we used the ‘Assessment of Learning strategies in Learning journals’. The inventing group produced ideas about criteria to evaluate learning strategies based on student cases prior to the learning phase. The control condition read a text containing possible answers to the inventing problem. The inventing activity enhanced motivation prior to the learning phase and assessment skills as assessed by transfer problems. Hence, the inventing activity prepared student teachers to learn from a CBLE in a motivational as well as cognitive way.  相似文献   

3.
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game‐based English vocabulary practice system, which imitates the popular block elimination game and combines test items of article, difficulty, and teacher model in accordance with curriculum objectives and demands. The participants were first‐year students and classified into traditional group (Group T) and game‐based group (Group G), and learning effectiveness and motivation were analysed in this study. According to statistical analysis results, students who used the game‐based vocabulary practice system, which could captivate their attention and interest, had higher learning effectiveness and provided positive feedback of learning motivation. Furthermore, English teachers could select teaching materials that are consistent with the features, knowledge, and cultural background of learners to improve the relevance dimension of learning motivation.  相似文献   

4.
Although computer‐ and Internet‐aided learning for hearing‐impaired students has been a trend in the modern days, a few studies were done to examine their effectiveness in strengthening learning motivation and, in turn, enhancing learning efficiency. This study attempts to establish an interactive self‐regulated learning environment and employs Attention, Relevance, Confidence, Satisfaction motivation model, hyperlink technology, modular concepts and online learning community to design teaching contents and presentation of teaching materials. An empirical study was conducted to examine the effects of hearing‐impaired students learning motivation and cognitive attitude of learning environment. The results showed that interactive and self‐regulated learning environment could effectively strengthen learning motivation and promote positive learning behaviour in hearing‐impaired students.  相似文献   

5.
For primary school students, mathematical word problems are often more difficult to solve than straightforward number problems. Word problems require reading and analysis skills, and in order to explain their situational contexts, the proper mathematical knowledge and number operations have to be selected. To improve students' ability in solving word problems, the problem solving process could be supported by procedural and content specific guidance or with only procedural support.. This paper evaluates the effect of two types of hints, procedural only and content‐procedural, provided by a computer programme presented in two versions. Students of grade 6 were randomly assigned to these two versions, which offered five lesson units consisting of eight word problems each. The results indicate that on average the students in the procedural‐content hints group (n = 54) finished about just as many problems in the programme as their counterparts in the procedural‐only condition (n = 51). However, the participants in the first group solved more problems correctly and improved their problem‐solving skills more as indicated by the scores on the problem‐solving post‐test. Apart from presenting our analysis of the findings of this study, also its limitations and its possible implications for future research are discussed in this paper.  相似文献   

6.
Mobile devices have been increasingly utilized in informal learning because of their high degree of portability; mobile guide systems (or electronic guidebooks) have also been adopted in museum learning, including those that combine learning strategies and the general audio–visual guide systems. To gain a deeper understanding of the features and limitations of these guide systems in a museum‐learning context and also to provide new designs that better guide learners in interacting with peers and exhibitions, in‐depth exploration of learners' actual visits and analyses of their behavioural patterns is crucial. This study was based on empirical observation and analysis of the learning behaviours (recorded on video) of 65 elementary‐school students who were placed into three groups: mobile guide with problem‐solving strategy, audio–visual mobile guide and paper‐based learning‐sheet guide. By coding and analysing the video and conducting sequential analysis and frequency analysis of learning‐related discussion content, behavioural interaction patterns were determined by which the features and limitations of the different types of guides were compared. Among the findings, it was discovered that the students in the problem‐solving mobile guide group showed a higher level of two‐way interactions with their peers and the exhibits, as well as more learning‐related discussions. Relevant suggestions for teachers, researchers and guide‐systems developers are also given.  相似文献   

7.
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context‐aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and implemented in an elementary school science curriculum to improve student motivation and to help students engage more actively in their learning activities. The responses to our questionnaire indicate that students valued the outdoor learning activities made possible by the use of a smartphone and its functions. Pre‐ and post‐test results demonstrated that incorporating mobile and gamification technologies into a botanical learning process could achieve a better learning performance and a higher degree of motivation than either non‐gamified mobile learning or traditional instruction. Further, they revealed a positive relationship between learning achievement and motivation. The correlation coefficient for ARCS dimensions and post‐test shows that the ARCS‐A (attention) is greater than ARCS‐R, ARCS‐C and ARCS‐S. This means that the attention (ARCS‐A) of this system is an important dimension in this research. The results could provide parents, teachers and educational organizations with the necessary data to make more relevant educational decision.  相似文献   

8.
Mobile‐based micro‐learning has gained a lot of attention lately, especially for work‐based and corporate training. It combines features of mobile learning and micro‐learning to deliver small learning units and short‐term learning activities. The current study uses the lens of the Self‐Determination Theory of motivation and proposes a series of Mobile‐Based micro‐Learning and Assessment (MBmLA) homework activities to improve high school students' motivation and learning performance in science. An experiment was conducted to evaluate the effectiveness of the proposed approach. One hundred and eight students of a senior‐level high school in Europe were randomly assigned into either a control condition (conventional paper‐based homework approach) or an experimental (MBmLA approach) condition. The study carried out for a period of 5 weeks. From the experimental results, it was found that, in comparison to the conventional paper‐based approach, the proposed MBmLA approach enhanced students' basic psychological needs of self‐perceived autonomy, competence, and relatedness and improved students' exam performance in terms of factual knowledge. Moreover, students self‐reported greater learning satisfaction with the mobile‐based microassessment and micro‐learning homework tasks. Implications on educational practices as well as future research are discussed.  相似文献   

9.
The purpose of this study was to investigate the effect of a computer‐based story, which was designed in anchored instruction framework, on sixth‐grade students' mathematics word problem‐solving achievement. Problems were embedded in a story presented on a computer as computer story, and then compared with the paper‐based version of the same story and to a condition that presented the problems as typical, isolated word problems (i.e., a non‐story condition including only problems). One hundred twenty‐eight sixth‐grade students from two public middle schools in Turkey participated in this study. In a pretest–posttest experimental design, students were randomly assigned to one of the treatment groups mentioned earlier in which they solved the same mathematics word problems. A one‐way analysis of covariance was used to analyse students' achievement in the treatment groups. The results indicated that students who solved the problems in the computer story treatment had significantly higher achievement scores than students who solved the problems in the paper story and isolated word problems treatments. In addition, the story was found to be significantly more effective than the non‐story treatment when it was presented on computer.  相似文献   

10.
According to researches, motivation that initiates and sustains behaviour is one of the most significant components of learning in any environment. Accordingly, level of intrinsic motivation triggers and sustains the interest of the open and distance education students when it comes to learning on their own in e‐learning environments. Despite a comprehensive literature regarding the motivation of those learning in traditional learning environments, the number of studies addressing the motivation of open and distance education students in e‐learning environments is not sufficient. In this context, this study aims at determining the level of intrinsic motivation of open and distance education students. Thus, data were collected from 1,639 distance education students in 22 programmes, through Intrinsic Motivation in e‐Learning Questionnaire developed and validated to that end. Analyses carried out indicate that the level of intrinsic motivation of open and distance education students is high in e‐learning environments, but there is not a statistically significant difference by gender, programme structure (graduate/undergraduate), instruction type (distance–blended), and academic disciplines.  相似文献   

11.
Peer response is useful to improve student writing. However, traditional peer response takes a single mode, which has some problems, such as effort for preparation of documents or ambiguous feedback. To address these problems, this study presents two peer response approaches, that is, an integrative approach and a game‐based integrative approach. Additionally, whether students with these two peer response approaches and those with a non‐peer response approach performed differently is examined in this study, where students' ability levels were also considered. The findings suggest that students with the peer response generally demonstrated better writing performance than those without the peer response. Furthermore, students with the game‐based integrative approach showed better writing quality than those with the integrative approach. Moreover, the former was more helpful in giving direct feedback on surface features and criticism than the latter. However, the usefulness of peer response approaches was associated with ability levels. More specifically, the integrative approach was beneficial for the high‐ability students to improve on their written expression in the aspect of length of composition, while the game‐based integrative approach was advantageous to enhance the low‐ability students' writing quality in the aspect of clear paragraph.  相似文献   

12.
More than a decade ago, evidence‐based recommendations emerged regarding what students of information systems (IS) management education should learn and how should they learn it. Although these recommendations for how IS management should be taught remain valid, they need to be updated to account for recent advances in technologies that enable multimedia learning. Promoters of such technologies promise enhanced cognitive and behavioural outcomes, but this promise remains unreached, reflecting the underdeveloped multimedia‐enabled learning literature. To help attain this promise and rejuvenate the literature of multimedia learning, we offer a roadmap for new areas of research that would inform the design and use of a novel form of multimedia materials: narrative animated videos (NAVs). NAVs represent a form of self‐determined learning that features immersive, story‐based content. We argue that their use will intrinsically motivate users to process the materials to completion, thereby enhancing cognitive and behavioural outcomes, and thus catalysing the effectiveness of the team‐based learning and self‐regulated learning modes for problem‐based learning (PBL) delivery of IS management education. This compelling roadmap corresponds to meaningful IS research because it centres on a topic that the IS literature has long examined—the role of user motivation—and because its theoretical contributions invite specific paths of research for informing the design of the PBL delivery of IS management education within an information systems artefact.  相似文献   

13.
This study investigates the effectiveness digital game-based learning (DGBL) on students’ problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a total of 44 students (15–16 years old), were randomly assigned to one of two conditions: an experimental group (incorporating DGBL) and a comparison group (taught using traditional instruction). Two-way mixed ANOVA was employed to evaluate changes in problem solving ability and compare the effectiveness the two strategies, while ANCOVA was used to analyze the effects on learning motivation and academic achievement. The results of this study are summarized as follows: (1) The DGBL strategy was clearly effective in promoting students’ problem solving skills, while the control group showed no improvement. Additionally, data from the mid-test and post-test demonstrate that, as a higher order thinking skill, problem-solving requires a full semester to develop. (2). DGBL resulted in better learning motivation for students in the experimental group as compared to learners receiving TI. (3) Contrary to some suggestions that digital games could inhibit academic achievement, no statistically significant difference was found between the two groups. Most importantly, the quantitative improvement in problem-solving and learning motivation suggest that DGBL can be exploited as a useful and productive tool to support students in effective learning while enhancing the classroom atmosphere. Future research in DGBL should emphasize the evaluation of other higher order elements of the cognitive domain in terms of academic achievement outcomes and skills, such as critical and creative thinking.  相似文献   

14.
Researchers have indicated that the collaborative problem‐solving space afforded by the collaborative systems significantly impact the problem‐solving process. However, recent investigations into collaborative simulations, which allow a group of students to jointly manipulate a problem in a shared problem space, have yielded divergent results regarding their effects on collaborative learning. Hence, this study analysed how students solved a physics problem using individual‐based and collaborative simulations to understand their effects on science learning. Multiple data sources including group discourse, problem‐solving activities, learning test scores, and questionnaire feedback were analysed. Lag sequential analysis on the data found that students using the two simulations collaborated with peers to solve the problem in significantly different patterns. The students using the collaborative simulations demonstrated active engagement in the collaborative activity; however, they did not transform discussions into workable problem‐solving activities. The students using the individual‐based simulation showed a lower level of collaboration engagement, starting with individual exploration of the problem with the simulation, followed by group reflection. The two groups also showed significant differences in their learning test scores. The findings and pedagogical suggestions are discussed in the hope of addressing critical activity design issues in using computer simulations for facilitating collaborative learning.  相似文献   

15.
Abstract Students with high intrinsic motivation often outperform students with low intrinsic motivation. However, little is known about the processes that lead to these differences. In education based on simulations or authentic electronic learning environments, this lack of insight is even more clear. The present study investigated what students actually did in an electronic learning environment that was designed as a game‐like realistic simulation in which students had to play the role of a junior consultant. The results show that students with high intrinsic motivation did not do more, rather they tended to do different things. Analysis of log files showed that the increased curiosity that students with high intrinsic motivation have, resulted in proportionally more explorative study behaviour. However, the learning outcomes of students with high intrinsic motivation were not better.  相似文献   

16.
The purpose of this mixed‐methods study was to explore how seventh graders in a suburban school in the United States and sixth graders in an urban school in Taiwan developed argumentation skills and science knowledge in a project‐based learning environment that incorporated a graph‐oriented, computer‐assisted application (GOCAA). A total of 42 students comprised the treatment condition and were engaged in a project‐based learning environment that incorporated a GOCAA. Of these 42 students, 21 were located in the United States and 21 were located in Taiwan. A total of 26 students comprised the control condition and were engaged in a project‐based learning environment without the GOCAA. Of these 26 students, 15 were in the United States and 11 were in Taiwan. In each country, verbal collaborative argumentation was recorded and the students' post‐essays were collected. A one‐way analysis of variance (ANOVA) was conducted for each measure of science knowledge about alternative energies. The results showed a significant treatment effect for the outcome of scientific explanation among U.S. students, while among Taiwanese students, a significant treatment effect on scientific facts was observed. A one‐way ANOVA was additionally conducted for each measure of argumentation skills and a significant treatment effect on counterarguments and rebuttals was observed among the U.S. students, while in Taiwan, a significant treatment effect on reasoning and rebuttals was observed. A qualitative analysis was conducted to examine how the GOCAA supported students' development of argumentation skills in different countries. This study found distinct argumentation patterns between the U.S. and Taiwanese intervention teams. Additionally, a distinct gender difference in the use of evidence and division of labour was noted when the Taiwanese teams were compared with the U.S. teams, which may be explained by cultural differences. This study concluded that, in both the United States and Taiwan, a project‐based learning environment incorporating a GOCAA was effective in improving students' science knowledge and developing their scientific argumentation skills.  相似文献   

17.
Intelligent tutoring and personalization are considered as the two most important factors in the research of learning systems and environments. An effective tool that can be used to improve problem‐solving ability is an Intelligent Tutoring System which is capable of mimicking a human tutor's actions in implementing a one‐to‐one personalized and adaptive teaching. In this paper, a novel Flowchart‐based Intelligent Tutoring System (FITS) is proposed benefiting from Bayesian networks for the process of decision making so as to aid students in problem‐solving activities and learning computer programming. FITS not only takes full advantage of Bayesian networks, but also benefits from a multi‐agent system using an automatic text‐to‐flowchart conversion approach for engaging novice programmers in flowchart development with the aim of improving their problem‐solving skills. In the end, in order to investigate the efficacy of FITS in problem‐solving ability acquisition, a quasi‐experimental design was adopted by this research. According to the results, students in the FITS group experienced better improvement in their problem‐solving abilities than those in the control group. Moreover, with regard to the improvement of a user's problem‐solving ability, FITS has shown to be considerably effective for students with different levels of prior knowledge, especially for those with a lower level of prior knowledge.  相似文献   

18.
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).  We include five types of learning outcomes including post‐test enjoyment ratings; pre‐ to post‐test changes in intrinsic motivation and self‐efficacy; a post‐test multiple choice retention test; and two behavioral transfer tests. Results indicated that the groups did not differ on the immediate retention test, suggesting that all three media were equivalent in conveying the basic knowledge. However, significant differences were observed favoring the immersive VR group compared to the text group on the two transfer tests involving the solving problems in a physical lab setting (d = 0.54, d = 0.57), as well as enjoyment (d = 1.44) and increases in intrinsic motivation (d = 0.69) and self‐efficacy (d = 0.60). The desktop VR group scored significantly higher than the text group on one transfer test (d = 0.63) but not the other (d= 0.11), as well as enjoyment (d =1.11) and intrinsic motivation (d =0.83).  相似文献   

19.
Rescaling is possibly the most popular approach to cost‐sensitive learning. This approach works by rebalancing the classes according to their costs, and it can be realized in different ways, for example, re‐weighting or resampling the training examples in proportion to their costs, moving the decision boundaries of classifiers faraway from high‐cost classes in proportion to costs, etc. This approach is very effective in dealing with two‐class problems, yet some studies showed that it is often not so helpful on multi‐class problems. In this article, we try to explore why the rescaling approach is often helpless on multi‐class problems. Our analysis discloses that the rescaling approach works well when the costs are consistent, while directly applying it to multi‐class problems with inconsistent costs may not be a good choice. Based on this recognition, we advocate that before applying the rescaling approach, the consistency of the costs must be examined at first. If the costs are consistent, the rescaling approach can be conducted directly; otherwise it is better to apply rescaling after decomposing the multi‐class problem into a series of two‐class problems. An empirical study involving 20 multi‐class data sets and seven types of cost‐sensitive learners validates our proposal. Moreover, we show that the proposal is also helpful for class‐imbalance learning.  相似文献   

20.
The advancement of wireless and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. Although such an approach has been recognized as being innovative and important, several problems have been revealed in practical learning activities. One major problem is owing to the lack of proper learning strategies or tools for assisting the students to acquire knowledge in such a complex learning scenario. Students might feel excited or engaged when using the mobile devices to learn in the real context; nevertheless, their learning achievements could be disappointing. To deal with this problem, this study presents a mobile learning system that employs Radio Frequency Identification (RFID) technology to detect and examine real-world learning behaviors of students. This study also utilizes each student’s responses from a two-tier test (i.e., multiple-choice questions in a two-level format) to provide personalized learning guidance (called two-tier test guiding, T3G). The experimental results from a natural science course of an elementary school show that this innovative approach is able to improve the learning achievements of students as well as enhance their learning motivation.  相似文献   

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