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1.
Learning and teaching in a synchronous collaborative environment   总被引:3,自引:0,他引:3  
Despite obvious domination of asynchronous collaborative technologies, especially for virtual classrooms and distance education, the work presented in this paper is based on the assumption that some students will still prefer the experience of on-campus, face-to-face collaborative learning. For those students a new synchronous collaborative environment is created by combining an innovative methodology for 'same-time, same-place' interactive learning and the technology called Group Support Systems which is designed to provide not only communication but rather computer-mediated collaboration. This paper introduces this learning methodology and illustrates its potential to improve critical thinking, problem solving and communication skills of all students who are stimulated to participate as equal learners. It also describes how teachers are transformed from 'information delivery specialists' to guides and facilitators of learning.  相似文献   

2.
Collaborative learning of visual information with computers can be particularly beneficial for acquiring complex and abstract knowledge. This article describes a computer-supported collaborative visual learning environment called TurtleGraph that was designed to assist learners in capturing the concept of recursion as well as recursive programming skills. In this distributed learning environment, students were requested to collaborate with their partners to write LISP-LOGO recursive programs in order to solve geometric pattern drawing problems. The instructional aim of the TurtleGraph collaborative visual learning environment was to foster active knowledge processes through collaborative work that helps learners make their strategic thinking more explicit and induce more reflective thoughts, and also helps them be more critical in evaluating and interpreting the adequacy of their knowledge.  相似文献   

3.
Student responses to collaborating and learning in a web-based environment   总被引:1,自引:0,他引:1  
Abstract This paper describes a study which explored students' responses and reactions to a web-based environment supporting problem-based learning. The study was undertaken among undergraduate students in an Australian university. The findings revealed that while the majority of the students saw value to be gained from learning in a student-centred and collaborative setting, many expressed a preference for learning in the more conventional teacher-directed forms. The study also sought to explore the potential of the environment to develop problem-solving skills and to determine factors which impeded students' success and achievement. The results did not demonstrate any discernible development of problem-solving skills despite students' extensive experience and participation in problem-solving activities. The findings have suggested a number of important factors missing in the implemented setting including an organising strategy to aid students in the problem-solving process and adequate feedback to ensure reflection among the learners on the quality of the solutions they were developing.  相似文献   

4.
The aim of this study was attempting to investigate the outcome of critical thinking achievement of learners when its development is infused into subject teaching with pedagogical and technological support. A total of 124 junior secondary students participated in the three-year trial teaching in Integrated Humanities subject. Flipped classroom strategy was implemented to engage learners in online pre-lesson learning preparation, in-class group discussion inside digital classroom and after-class extended learning using social learning platform. The critical thinking tests found that the students had good performance in the tasks on hypothesis identification, induction and deduction; and some achievements in the tasks on explanation and evaluation. It was found that students needed more time to develop capacities of deduction, explanation and evaluation. The semi-structured interviews found that the teachers and students valued the pedagogical way of providing guidance for students' group sharing for fostering critical thinking skills development. Three implications are discussed to shed light on the infusion of critical thinking skills development into the process of domain knowledge learning, the deployment of appropriate pedagogy to mobilize learners to engage in learning process, and the use of appropriate technology to facilitate learning process inside and outside of classroom.  相似文献   

5.
The present study attempted to investigate whether young learners who were new to knowledge building approaches could work towards advancing both individual and collective knowledge, and whether knowledge building could be beneficial to both high-achieving and low-achieving students. Findings reported in this paper are from one and a half-year design research for science learning in one primary school in Singapore. In this study, we closely examined the design and enactment of the Knowledge Building Community model in one class with high-achieving students and two classes with mixed-ability students. The research consists of two phases: Phase I Cultivating a collaborative knowledge building culture and Phase II Progressive Knowledge Building using Knowledge Forum. Data were collected from multiple sources, including knowledge assessment, conceptual understanding tasks, and the content analysis of Knowledge Forum postings. The results in Phase I show that while it is critical for students to monitor and build knowledge for their own understanding, they had difficulties developing such skills. In both phases, we found positive impacts on academic achievements showing improvement of student understanding in the course of reflective thinking and progressive inquiry. Overall, quantitative data suggest that the collaborative knowledge building environment was beneficial for both high-achieving and low-achieving students. We conclude by discussing some of challenges and issues in designing collaborative knowledge building environments for young learners with diverse abilities.  相似文献   

6.
7.
In some higher education courses that focus on case studies, teachers can provide situated scenarios (such as business bottlenecks and medical cases) and problem-solving discussion tasks for students to promote their cognitive skills. There is limited research on the content, performance, and behavioral patterns of teaching using online discussions and integrated situated scenarios. This case study empirically explored the learning process of adopting collaborative online instructional discussion activities for the purpose of problem-solving using situated scenarios in a higher education course. Thirty-two university students carried out problem-solving activities on case scenarios and problem-solving tasks assigned by the teacher on the discussion forum. Two forms of instructional activities were considered: 1) problem-solving in a given scenario and 2) problem-solving when learners play roles in a given scenario. The activities mentioned above were each implemented for a week.  相似文献   

8.
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   

9.
To be successful university learners, students need to develop skills in self-directed learning. This encompasses a range of cognitive and meta-cognitive skills including generating one’s own learning goals, planning how to tackle a problem, evaluating whether learning goals have been met, and re-planning based on this evaluation. The educational affordances of blogs offer opportunities for students to become self-directed learners in a supportive social environment. Based on qualitative analysis of design diaries written by 113 computer science students about a creative project, this paper presents a framework of the ways in which blogging activities can assist groups of students and their teachers in the development of a range of cognitive, social and self-directed learning skills. Although the students in this study used the commenting feature of blogs effectively for the purpose of praising and encouraging their peers, and giving hints and tips for solving problems, they did not coach each other on higher order skills. The paper discusses how this could be achieved in order to extend the educational value of blogging within a university learning community.  相似文献   

10.
The requirements of a contemporary workplace include the ability to think critically and creatively in order to solve problems and respond to changes in economic and social conditions. Unfortunately, vocational education often fails to prepare graduates for this environment due to limited resources, low student motivation, or the reliance upon outdated instructional strategies. The use of digital game-based learning (DGBL) for vocational education has been proposed, but has yet to be effectively implemented, particularly in terms of the promotion of higher order thinking skills (HOTS). Data from 68 eleventh grade vocational high school students were evaluated after a quasi-experimental, 27 week intervention. Pretest and posttest results were evaluated by MANCOVA and demonstrated that the experimental group (blended DGBL incorporating integrative HOTS activities) outperformed the comparison group (technology enhanced learning) in terms of creative thinking, critical thinking, problem solving, and academic achievement, with significant improvements on all four measures. While technology-enhanced learning was effective in promoting academic achievement and creative thinking, the DGBL condition was deemed most effective in providing an authentic context for developing employment-related skills and knowledge. Based on these results, a blended approach for DGBL, which incorporates instructor orchestration and scaffolding, provision of learning aids, and the use of collaborative learning, is recommended, particularly for vocational learners. This paper provides examples of a concrete model of DGBL instruction that was verified empirically as successful in significantly improving all three higher order thinking skills, including creative thinking, critical thinking, and problem solving.  相似文献   

11.
张智 《计算机时代》2014,(7):20-22,25
随着Web2.0的快速发展,具有社会特征的SNS软件不断涌现,基于SNS平台的Web协作学习逐渐成为一种新型学习模式。提出了一种基于SNS的Web协作学习模式,并结合国内主流的SNS平台进行二次开发,设计了一个面向SNS的Web协作学习系统,主要实现了个人社区、协作学习社区、文件共享和问答系统等模块。实践证明该系统能够实现高效的Web协作和资源共享,能够帮助学习者更好地交流学习心得和分享学习成果,从而增强学习者的学习兴趣和解决问题的能力。  相似文献   

12.
Working in research and development groups and development groups and using actual materials, the learners acquire the abilities of systematic thinking and problem solving in completing the multifunction robot project. Moreover, the learners keep a record of data and messages collected in various stages of robot design and production. They also have to use thinking skills to locate problems and keep looking for better ways to modify and improve on their ideas until the robot function as it is originally intended to. A creativity-developing, and learning experiment is described involving the design of a multi-function robot. We conclude that the development of creative capabilities is enhanced when the design processes are accompanied by reflection and reporting procedures.  相似文献   

13.
This paper is concerned with affective issues in learning technologies in a collaborative context. Traditionally in learning there has been a division between cognition and affect: where cognition is concerned with skills and processes such as thinking and problem-solving and affect with emotional areas such as motivation, attitudes, feelings. Affective issues have been viewed as somewhat problematic in studying learning, so although it is well known that learner attitude, motivation, and emotional state are very important, they have often been excluded from the frame of research, or studied separately from cognitive learning. This position is gradually changing and this paper considers what previous research has been conducted in these areas. It discusses the role of affective factors in three main areas of collaboration: in settings where learners are co-located, in on-line communities and to support and develop socio-emotional skills. It considers relevant developments in these areas, what the outcomes have been and suggests important directions for future research.  相似文献   

14.
Digital game-based learning is a popular strategy for engaging students by making learning fun. Actively involving students as designers and producers of digital games may have even greater potential for student empowerment through enhancing concentration and engagement, fostering higher order thinking, and improving learning outcomes. Thus, this study empirically investigated the impact of digital game authoring on students' concentration, critical thinking skills, and academic achievement. A total of 67 students in two seventh-grade classes participated in this 19-week-long experiment, and were divided into an experimental group (32 students designing digital games) and a comparison group (35 students designing Flash animations). The interdisciplinary approach involved integrating biology and computer programming classes. Students in the experimental group designed digital games based upon biology course content, while the comparison group collaboratively produced Flash animations based upon the same course content. The experimental results, using MANCOVA for pretest, posttest, and delayed posttest scores, demonstrate significant improvements in critical thinking skills, and academic achievement, with increased retention of both course content and critical thinking skills observed for the delayed posttest. For concentration, a relative advantage for the experimental group as compared with the comparison group was noted, but did not reach statistical significance. Based on the results of this study, implications for practitioners and researchers are provided, including the integration of programming or computer science with other courses for digital game authoring and the evaluation of other learning outcomes such as creative thinking, problem-solving, and flow.  相似文献   

15.
This article presents findings from a comparative case study of the learning experiences of two graduate students in an online action research course. The key roles played by reflection and co-reflection, an emerging concept, are identified through the use of narrative analysis. Co-reflection is a collaborative critical thinking process mediated by language, broadly construed to include all meaningful signs. Two types of co-reflection are proposed: tacit and active. Regardless of type, the evidence shows that co-reflection involves cognitive and affective interactions in synergy with relationship building. To the study of group cognition, this study contributes evidence of the potential of co-reflection as a core process. The simple, flexible software tools used in the course (wiki-style collaborative software and simple email and chat programs) effectively supported inquiry learning and co-reflection by allowing learners to freely and easily create their own web pages and to adapt the tools for their different communication and learning styles.  相似文献   

16.
The main objective of this paper is to investigate the effectiveness of a proposed computer-based instructional method in Primary Education for self-regulated problem solving. The proposed instructional method is based on Sternberg’s model of problem solving within an authentic context. It consists of three main phases: observation, collaboration and semi-structured guidance. The ultimate learning objective is to augment the autonomous problem-solving skills of primary school children. In our study the Synergo tool was used, which is a synchronous computer supported collaborative learning tool, as well as the Moodle learning management system. The context which frames the method is authentic, very close to a students’ realistic learning situation. The findings of this study advocate that students can increase their problem-solving skills in a relatively short period of time. At the same time, they can improve their approach to the solution of a given mathematical problem, performing significant signs of autonomy.  相似文献   

17.
《Computers & Education》2005,45(2):217-229
In response to the impact of information and communication technology on traditional business and commerce practices, and the empowerment of individuals by the growth of information available on the Internet, educators are challenged to adapt the curricula and delivery modes of educational programs for knowledge workers, such as tax accountants. Today’s tax accountants are expected to be computer and information literate, and are valued for their critical thinking skills based on subject knowledge. This article evaluates the implementation of an e-learning Masters Program in Taxation in South Africa based on the feedback from students. Three criteria are used: the use of technology, the learning design, and flexibility of the tax program. Students reacted positively to the use of technology, but expressed concern about the lack of interaction between students, and between students and teachers. The author argues that the choice of technologies, the outsourcing of teaching services, and the program facilitator’s teaching approach emulate the face-to-face tax program and therefore still support a teacher-centered teaching and learning approach. Students and teachers who are used to a traditional teacher-centered teaching and learning approach often measure the quality of a learning experience by the amount of information transmitted by a subject expert. Getting students to take responsibility for their own learning poses a bigger challenge than improving students’ computer and information skills. Several recommendations are made to improve e-learning programs that will produce self-directed, lifelong learners who can be productive in an information-based economy.  相似文献   

18.
19.
Transformation of learning and teaching in higher education now offers greater educational equality through enhanced access and collaboration within the framework of lifelong learning in the digital age. This study aims to evaluate online peer learning and assessment in the collaborative learning process in higher education practices. The study also investigates the impact of online peer learning on the development of skills within collaborative learning through the use of volunteered responses from learners concerning their experiences with and perceptions of online learning. Therefore, a quantitative approach is applied through the administration of a survey with 32 items that is distributed to 715 participants. According to the objective of the study, a set of inferential statistical analyses are performed. The theoretical framework of this study is the CHAT (cultural historical activity theory) which reconstructs the knowledge of learners through the application of the Adobe Connect program to demonstrate how learners can be collaborative and social with their peers in an online context. The results revealed that the collaborative online peer learning process in higher education encourages critical reflection and self-assessment. The study contributes to the understanding of the value of learner satisfaction in online collaborative learning environments through the experiences of learners.  相似文献   

20.
任务型协作学习是适用于计算机类学生学习操作类知识和技能的学习模式,它以企业项目为平台,以典型任 务为载体,引领软件知识点的学习,着重培养学生的综合职业能力。在高职计算机类实践教学中采用任务型协作学习,具有良 好的现实意义。  相似文献   

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