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1.
Many students enter college without the needed skills to be successful. Colleges and universities are seeking instructional interventions to address these needs. Various classes are leveraging web-based social media to provide new instructional technologies that will help students learn. This paper reports on two studies related to the potential of online social annotation for improving teaching and learning in second-semester Freshman English classes. The approach, referred to as the Social Annotation Model-Learning System (SAM-LS), combines various instructional strategies, team-based learning, and a social annotation computer-supported collaborative learning tool, HyLighter, to increase student engagement with selected essays and with classmates. SAM-LS stimulates students to actively monitor their thoughts and compare them to both peers and the instructor (or domain experts). Study 1 showed no significant difference between the SAM-LS approach and a control; however, results appear to be related to confounding factors. Study 2 showed that students achieve better outcomes on measures of reading comprehension and meta-cognitive skill, but not critical thinking, when SAM-LS activities include small team collaborations. The two studies suggest future directions for research and development of SAM-LS and the HyLighter tool. 相似文献
2.
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
3.
The emergence of Web 2.0 technology provides more opportunities to foster online communication and sharing in an e-learning environment. The purpose of this study was to develop a Web 2.0 annotation system, MyNote, based on the Web 2.0 core concepts which emphasize ease of access and active sharing and then to gain an understanding about people’s perceptions of MyNote from a usability perspective. MyNote was employed on multimedia learning objects in a Learning Management System (LMS), and out of the LMS as well in this study. The evaluation results showed that, with factor analysis, interactivity, usefulness, helpfulness, and willingness for future use were categorized to represent the perceptions of MyNote. It was also found that the factors of interactivity and helpfulness were statistically significant to predict the future use of MyNote. Lastly, the habit of taking notes also affected learners’ perceptions of using MyNote. 相似文献
4.
针对目前矿山领域异构数据融合时先验知识获取困难、物联网本体库实时性差、实例对象数据手动标注方式效率较低等问题,提出了一种矿山语义物联网自动语义标注方法。给出了传感数据语义化处理框架:一方面,确定本体的专业领域和范畴,通过重用流注释本体(SAO)构建领域本体,作为驱动语义标注的基础;另一方面,使用机器学习方法对感知数据流进行特征提取与数据分析,从海量数据中挖掘出概念间的关系;通过数据挖掘知识来驱动本体的更新与完善,实现本体的动态更新、拓展与更精确的语义标注,增强机器的理解力。以矿井提升系统主轴故障为例阐述从本体到实例化的语义标注过程:结合领域专家知识及本体重用,采用"七步法"建立矿井提升系统主传动故障本体;为了加强实例数据属性描述的准确性,使用主成分分析法(PCA)与K-means聚类方法对数据集进行降维和分组,提取出数据属性与概念的关系;通过基于语义Web的规则语言(SWRL)标注具体先行条件与后续概念的关系,优化领域本体。实验结果表明:在本体实例化过程中,可利用机器学习技术从传感数据中自动提取概念,实现传感数据的自动语义标注。 相似文献
5.
This study investigated how students with different prior knowledge and metacognitive skills benefited from continuous and faded domain-general and domain-specific scaffolds. Students’ scores on a multiple-choice pretest, inventory of metacognitive self-regulation, and solution forms were analyzed. Results indicated that while students with lower regulation of cognition and objectivity benefited more from the domain-general scaffolds than the domain-specific ones, students with lower prior knowledge, knowledge of cognition, and problem representation took advantage of both domain-general and domain-specific conditions. Moreover, while students with lower prior knowledge, regulation of cognition, and problem representation took advantage of both continuous and faded domain-general scaffolds, students with lower knowledge of cognition and objectivity benefited more from the domain-general continuous conditions. In addition, students with lower prior knowledge, knowledge of cognition, and objectivity might have difficulties when the domain-specific conditions are faded. On the other hand, results of the study suggested that scaffolds did not substantially benefit the students with higher prior knowledge and higher metacognitive skills. 相似文献
6.
Maarten de Laat Vic Lally Lasse Lipponen Robert-Jan Simons 《International Journal of Computer-Supported Collaborative Learning》2007,2(1):87-103
The focus of this study is to explore the advances that Social Network Analysis (SNA) can bring, in combination with other
methods, when studying Networked Learning/Computer-Supported Collaborative Learning (NL/CSCL). We present a general overview
of how SNA is applied in NL/CSCL research; we then go on to illustrate how this research method can be integrated with existing
studies on NL/CSCL, using an example from our own data, as a way to synthesize and extend our understanding of teaching and
learning processes in NLCs. The example study reports empirical work using content analysis (CA), critical event recall (CER)
and social network analysis (SNA). The aim is to use these methods to study the nature of the interaction patterns within
a networked learning community (NLC), and the way its members share and construct knowledge. The paper also examines some
of the current findings of SNA analysis work elsewhere in the literature, and discusses future prospects for SNA. This paper
is part of a continuing international study that is investigating NL/CSCL among a community of learners engaged in a master’s
program in e-learning. 相似文献
7.
In this paper we present a new approach to supporting users to annotate and browse resources referred by a folksonomy. Our approach is characterized by the following novelties: (i) it proposes a probabilistic technique to quickly and accurately determine the similarity and the generalization degrees of two tags; (ii) it proposes two hierarchical structures and two related algorithms to arrange groups of semantically related tags in a hierarchy; this allows users to visualize tags of their interests according to desired semantic granularities and, then, helps them to find those tags best expressing their information needs. In this paper we first illustrate the technical characteristics of our approach; then we describe various experiments allowing its performance to be tested; finally, we compare it with other related approaches already proposed in the literature. 相似文献
8.
Ubiquitous learning (u-learning), in conjunction with supports from the digital world, is recognized as an effective approach for situating students in real-world learning environments. Earlier studies concerning u-learning have mainly focused on investigating the learning attitudes and learning achievements of students, while the causations such as learning style and teaching style were usually ignored. This study aims to investigate the effects of teaching styles and learning styles on reflection levels of students within the context of u-learning. In particular, we investigated the teaching styles at the dimensions of brainstorming and instruction and recall and the learning styles at the dimensions of active and reflective learning. The experiment was conducted with 39 fifth grader students at an elementary school in southern Taiwan. A u-learning environment was established at a butterfly ecology garden to conduct experiments for natural science courses. The experimental results of one-way ANCOVA show that those students who received a matching teaching–learning style presented a significant improvement in their reflection level. That is, matching the learning styles of students with the appropriate teaching styles can significantly improve students’ reflection levels in a u-learning environment. 相似文献
9.
Hakan Tüzün Meryem Yılmaz-Soylu Türkan Karakuş Yavuz İnal Gonca Kızılkaya 《Computers & Education》2009
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students’ achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning. 相似文献
10.
Collaboration becomes an essential competency in the current knowledge society. In this study, a collaborative learning environment was designed to facilitate students in group collaboration. Instructional support strategies of friendship and meaningful learning tasks were applied to promote collaboration. Scaffolding strategies such as writing progress reports and developing product versions were used to coordinate and monitor the collaborative learning environment. In addition, the online file sharing tool DriveHQ was used to facilitate collaboration. Four classes of students used the learning environment to complete their final project in pairs. Results showed friendship and meaningful learning tasks helped to promote individual accountability and positive interdependence, and the use of progress reports and product versions was useful for coordinating and monitoring the learning process. However, additional strategies might be needed for more effective collaboration to take place. Issues involved in this study are discussed. 相似文献
11.
This study investigated, with the help of log file traces (f = 172), how 20 elementary school students used study tactics when studying science within the gStudy learning environment and examined how tactic use contributed to the students’ achievement. The analysis of this study is divided into two parts. First, at the situational level, the focus is on capturing the tactics that were used in different gStudy sessions, classifying the gStudy sessions based on the tactic use, and illustrating the patterned use of tactics during these sessions. Second, at the individual level, the focus is on examining individual students’ typical methods of using tactics, which helps to illustrate how tactic use contributes to the students’ achievement. The gStudy sessions were classified into three categories on the basis of tactic use: rare, moderate, and frequent. Findings indicate that frequent tactic use did not contribute to deep learning. Moderate tactic use was fairly effective for learning, but rare tactic use contributed to deep learning. The results did not show that the use of many study tactics improves learning; rather, they suggest that the distinguishing feature in strategic learning is not the tactic use itself but the way the tactic is performed. 相似文献
12.
The impact of learning styles on student grouping for collaborative learning: a case study 总被引:1,自引:0,他引:1
Enrique Alfonseca Rosa M. Carro Estefanía Martín Alvaro Ortigosa Pedro Paredes 《User Modeling and User-Adapted Interaction》2006,16(3-4):377-401
Learning style models constitute a valuable tool for improving individual learning by the use of adaptation techniques based on them. In this paper, we present how the benefit of considering learning styles with adaptation purposes, as part of the user model, can be extended to the context of collaborative learning as a key feature for group formation. We explore the effects that the combination of students with different learning styles in specific groups may have in the final results of the tasks accomplished by them collaboratively. With this aim, a case study with 166 students of computer science has been carried out, from which conclusions are drawn. We also describe how an existing web-based system can take advantage of learning style information in order to form more productive groups. Our ongoing work concerning the automatic extraction of grouping rules starting from data about previous interactions within the system is also outlined. Finally, we present our challenges, related to the continuous improvement of collaboration by the use and dynamic modification of automatic grouping rules. 相似文献
13.
The purpose of this research was to investigate the effects of a computer-assisted concept mapping learning strategy on EFL college learners’ English reading comprehension. The research questions were: (1) what was the influence of the computer-assisted concept mapping learning strategy on different learners’ English reading comprehension? (2) did the computer-assisted concept mapping learning strategy affect learners’ use of other English reading strategies? One hundred ninety-four freshmen who were enrolled in the English course were divided into low-level and high-level groups according to their English proficiency. A computer-assisted concept mapping learning strategy was introduced to the learners in the experimental class to improve their reading ability. Through two-way ANOVA analysis, it was found that the computer-assisted concept mapping learning strategy had greater reading benefit for the low-level group than for the high-level group. In addition, the results of independent sample t-test analysis indicated that the computer-assisted concept mapping learning strategy enhanced learners’ use of other English reading strategies–listing, enforcing, and reviewing. 相似文献
14.
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory ‘drag and drop’ game, whereas the other group (N = 107) played an existing ‘drag and drop’ memory game. Analyses of covariance demonstrated a significant difference between the two conditions both on intrinsic motivation and deep strategy use. The large effect sizes for both motivation and deep strategy use were in favour of the construction condition. The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game. Despite the promising results, the low level of complexity of the games used is a study limitation. 相似文献
15.
We combined Massively Multiplayer Online Game and technology-based collaborative learning methods to examine peer motivational factors influencing intention to learn; these have seldom been jointly examined. We proposed two new constructs, peer intrinsic motivation and peer extrinsic motivation, and investigated their effect on a player's intention to learn individually and collaboratively. Our survey and interview findings showed that an individual player's peer intrinsic and extrinsic motivations had significantly positive influence on his or her intention to learn collaboratively and individually. Implications for academics, educators, game developers, and players are discussed. 相似文献
16.
Vocabulary acquisition and assessment are regarded as the key basis for the instruction of English as a second language. However, it is time-consuming, fallible and repetitive for the school teachers and parents to assess the proficiency of the students’ vocabulary acquisition. We customized the open source course management system Moodle to build the individualized vocabulary review and assessment functions for English instruction. This web-based system was integrated into the regular English instruction of an experiment class of Grade three in a junior middle school, i.e. it was used in one school hour almost every week for an entire school term. Within this blended learning environment, the students’ performance of the experiment class in the ordinary and especially vocabulary examinations throughout the school term was improved gradually and was better than that of the control class, so that it achieved number one among sixteen classes in the same grade at the final term examination, compared with number eight before this experiment. The survey and interview with the students also demonstrated the system’s valuable functions for vocabulary acquisition and listening comprehension, and showed the students’ favor to such a kind of syllabus design with the intelligent course management system. The implication of this research is that the blended learning of English class with the individualized vocabulary acquisition and assessment system can improve the students’ performance in vocabulary acquisition and in ordinary test. This system can also be applied in other English classes. 相似文献
17.
The benefits of teamwork and collaboration have long been advocated by many educational theories, such as constructivist and social learning models. Among the various applications of collaborative learning, the iterative team-based learning (TBL) process proposed by Michaelsen, Fink, and Knight (2002) has been successfully used in the classroom without computer support. This paper describes the implementation and evaluation results of a classroom application of the TBL process, which was modified to include computer mediation. We call this process computer-supported team-based learning (CS-TBL). This work extends learning in small teams from the traditional classroom to the hybrid classroom where students meet both face-to-face and online by emphasizing the importance of online team interactions. The outcomes are assessed through an evaluation model that considers the impact of motivation, enjoyment and team contributions on learning outcomes. The study results indicate that motivation influences the relationship between team interactions and perceived learning. Enjoyment is affected by motivation and perceptions of team members’ contributions, with the implication that students who perceive that the team interactions are adding value to their education will better enjoy learning and will experience higher-level learning outcomes. 相似文献
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19.
The landscape of teaching and learning has changed in recent years because of the application of Information and Communications technology. Among the most representative innovations in this regard are Learning Management Systems. Despite of their popularity in institutional contexts and the wide set of tools and services that they provide to learners and teachers, they present several issues. Learning Management Systems are linked to an institution and a period of time, and are not adapted to learners' needs. In order to address these problems Personal Learning Environments are defined, but it is clear that these will not replace Learning Management Systems and other institutional contexts. Both types of environment should therefore coexist and interact. This paper presents a service-based framework to facilitate such interoperability. It supports the export of functionalities from the institutional to the personal environment and also the integration within the institution of learning outcomes from personal activities. In order to achieve this in a flexible, extensible and open way, web services and interoperability specifications are used. In addition some interoperability scenarios are posed. The framework has been tested in real learning contexts and the results show that interoperability is possible, and that it benefits learners, teachers and institutions. 相似文献
20.
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners’ learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC, which required students to discuss their assignments and readings online and participate in certain online learning activities; the other one did not offer the OLC (NC: no online learning community), but required involving students in face-to-face discussion. Individual students’ learning styles were measured using Felder and Solomon’s Index of Learning Styles Questionnaire. Results indicated that both active and reflective learners in the OLC intervention performed significantly better than those who were in the NC intervention. Results also indicated that active learners performed significantly better than reflective learners in the NC intervention; however, reflective learners performed significantly better than active learners in the OLC intervention. No significant difference between active and reflective learners’ attitudes was found. These findings indicated that OLC might be an effective means for improving both active and reflective learners’ learning performance and attitudes; however, its effects on active learners might not be as great as on reflective learners. 相似文献