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1.
The present study sought to examine the effect of nonhuman’s external regulation on children’s self-regulation to regulate their own process of learning and to what extent did children succeed in terms of application when they talk and think while act alone with nonhuman’s external regulator. The Aginian’s methodology (, , ,  and ) that used an isolated, computer-based learning system and acts as a standalone learning environment with special set of tasks was used by hundred healthy preschool children. The results showed that young children were able to regulate their own process of learning and engage with their full free-will without the need of their real teacher’s regulation. The conclusion provided evidence that the verbalization of thinking aloud should occur spontaneously by nature, the nonhuman’s external regulation has a positive effect on young children’s development when they act with their full free-will, and has a positive effect on their behavior either.  相似文献   

2.
The present study explored the effect of nonhuman’s external regulation on children’s natural development of self-regulation and the effect of each natural developed class on children’s spontaneous thinking aloud and satisfaction. The Aginian’s methodology (Agina et al., 2011a) that relied on special computer agents for the external regulation, measuring self-regulation and children’s satisfaction, and producing the final results in points was used with 40 preschool children, which were divided into classes based on their natural development of self-regulation during learning tasks. The results showed that children who followed Piagetian’s view were outperforming children who followed Vygotskyian’s view and Aginian’s view, which is a new psychological view generated by computer indicates that the child either followed unknown class of self-regulation’s natural development or the child holds an ambiguous psychological problem. The results also showed that the relationship between children’s spontaneous thinking aloud and children’s self-regulation is a reverse. The supplemental analysis showed that computer, as a nonhuman external regulator, can identify those children who hold psychological problems and can integrate the net signed of self-regulation of each child at each task through embedding the mathematics integration where the computer becomes fully conscious with all the occurrences of children’s behavioral regulation.  相似文献   

3.
The present study was conducted to shed a new light on the nonhuman’s external regulation effect on children’s behavioral regulation through investigating the effect of the computer’s task feedback answer-until-correct (AUC) versus knowledge-of-result (KR) with 40 preschool children (boys/girls) divided into AUC-Condition versus KR-Condition. The Aginian’s methodology (Agina, Kommers, & Steehouder, 2010) with the latest updates (Agina, Kommers, & Steehouder, 2011) was used, which involves an isolated, computer-based learning system with three different computer’s agents for measuring self-regulation as a function of the task level selection, self-regulation as a function of task precision, and special agent for evaluating children’s satisfaction. It was hypothesized that AUC-Condition will outperform KR-Condition in verbalization intensity, manifested self-regulation, and the degree of satisfaction. Despite the results were not confirmed the hypothesis, the results generated by the game were consistent with the statistical results in which this consistency increases, to a great extent, the reliability of the Aginian’s measurements. However, both results were not confirmed Vygotsky’s view or Piaget’s view of self-regulation development as both concluded that thinking aloud and self-regulation have a reverse relationship and, therefore, thinking aloud, per se, can be used to explore the problems the children may not agree to talk about.  相似文献   

4.
The present study sought to examine the effect of the nonhuman’s external regulation on children’s responses during learning tasks to detect children with developmental problems (DP) associated with the natural development process of self-regulation. The material was an isolated, computer-based learning system that acts as a standalone learning environment and used by 100 preschool children, which were randomly selected from ten preschools without revising their medical files. Participants were classified by the system itself during learning progression in three essential groups based on Aginian’s zone of children regulation (ZCR), which is “the equilibrium point in the self-regulation’s development process that controls the child to be either a self-Vygotskyian’s learner, self-Piagetian’s learner, or self-Aginian’s learner during learning tasks” ( Agina, Kommers, & Steehouder, 2011d). The results showed that the preschool children can spontaneously do diagnostic tests during learning tasks and the nonhuman external regulator was able to analysis children’s responses that, in turn, used for detecting those children with DP. This result was practically confirmed by revising all children’s medical files that matched the final judgment of the nonhuman external regulator. However, the results confirmed that the natural development of self-regulation was fluctuated among three paradoxical views (Vygotskyian vs. Piagetian vs. Aginian).  相似文献   

5.
Because of several analytical and methodological critiques on the findings and contexts of children’s private speech (PS), self-regulation learning (SRL), and thinking aloud (TA), the present study was conducted to shed new light on the effect of the nonhuman’s/computer’s versus human’s/teacher’s intervention (C-Condition versus T-Condition) on young children’s speech use, SRL, and satisfaction during learning tasks. Four developmental measurements with novel criteria were used to measure: (1) speech analysis, (3) SRL as a function of task level selection, (3) SRL as a function of task precision, and (4) a friendly-chat questionnaire to measure children’s satisfaction. Two types of intervention (enacted versus verbal encouragement) were applied through computer-based learning environment and investigated by forty preschool children divided by their teachers between the two conditions equivalently. It was hypothesized that children who acted alone (C-Condition) were more PS productive, manifested higher SRL, task performance, and satisfaction. The results confirmed the hypothesis with no significant differential effect of the gender on performance, showed that the injudicious use of encouragement hindered the children’s regulation behavior, and proved that PS and TA elicitation were fully different. However, the results were not confirmed Vygotsky’s view and simultaneously not fully inline with Piaget’s view of self-regulation development.  相似文献   

6.
It is important to develop an understanding of children’s engagement and choices in learning experiences outside of school as this has implications for their development and orientations to other learning environments. This mixed-methods study examines relationships between the genres of video games children choose to play and the learning strategies they employ to improve at these games. It also explores students’ motivations for playing the games they choose to play. One hundred eighteen fourth- and fifth-grade students participated in this study. Qualitative analyses of student responses resulted in a model for classifying motivation for game choices. Children primarily cite reasons that can be classified as psychological or cognitive reasons for choosing to play certain video games, and are motivated by the challenge and thinking required in the games. Analyses using Chi-square tests of association demonstrated significant relationships between video game genre and learning strategy used for two of the six learning strategies (p < .05). Children playing action games are more likely to use repetition to learn the game and children playing adventure games are more likely to use their imaginations to take on the role of the character in the game and think the way the character would to make decisions in the game. There were also several gender differences in learning preferences.  相似文献   

7.
The present study was conducted to explore the effect of the absence of the external regulators on children’s use of speech (private/social), task performance, and self-regulation during learning tasks. A novel methodology was employed through a computer-based learning environment that proposed three types/units of encouragement with only two sequences of instructional conditions, Verbal-Gesture-Silent (VGS) versus Silent-Gesture-Verbal (SGV). The Knowledge of response (KR) was applied as: verbal KR feedback with verbal encouragement during the verbal unit, visualization-representation of KR without verbal encouragement during the gesture unit, and no KR feedback without any encouragement during the silent unit. Three measurements were used: speech analysis, novel criteria to measure self-regulation and task performance, and a computer-based friendly chat questionnaire to measure children’s satisfaction. Forty preschool children were divided by their teachers between the two conditions equivalently. It was hypothesized that children in the VGS condition were more speech productive, manifested higher self-regulation, task performance, and satisfaction. The results showed significant differential effect on the speech intensity and manifested self-regulation with no significant differential effect on task performance and satisfaction during learning tasks. However, the results were not confirmed Vygotsky’s view as it were supported (neutralizing, at best) to Piaget’s view of self-regulation development.  相似文献   

8.
Despite the massive body of research on the effect of media and entertainment on children’s development, especially through computer that clearly stands as the most interactive and appealing medium not only between children but also among people, the research, up to date, still lacks a true understanding of the powerful effect of the communication between children, generally all users, and the content of the entertainment. Thus, the present reflection paper was conducted towards clarifying the directions of the future research concerning the effect of media and entertainment on young children’s development based on the literature’s theoretical critiques. However, the present paper only paid attention to the most effective studies in the literature given the fact that many and many studies are just repeating what already available in the literature. The conclusion came up with two main directions of the future research on children’s development, (1) media as a quasi-human’s external regulator and (2) entertainment as a context of the learning process. Both directions yielded a new phase of learning (Self-Arousal Learning (SAL)) that the future research has to take it into account and consideration. The main topics of the SAL were stated as guidance for the main two directions of the future research.  相似文献   

9.
This study aimed to design and evaluate multimedia games which were based on the theories of children’s development of taxonomic concepts. Factors that might affect children’s classification skills, such as use of single physical characteristics of objects, competition between thematic and taxonomic relationships, difficulty in forming hierarchical categories, were identified. Several strategies for overcoming the above disadvantages, such as verbal hints, linguistic labeling, exemplar comparison, and explicit statements were implemented in the Software for Rebuilding Taxonomy (SoRT) for improving children’s taxonomic concept learning. Sixty children, aged 4 and 5, participated in the evaluation of SoRT. The results showed that the SoRT was helpful to improve children’s distinction between thematic and taxonomic relationships and their learning of hierarchical taxonomic concepts.  相似文献   

10.
Some researchers claim that animations may hinder students’ meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students’ learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered: Science thinking skills and Motivation to learn science. Students’ overall achievement in science was examined by their report card scores. The research population (N = 1335) was divided into experimental (N = 926) and control (N = 409) groups from 11 elementary schools. Findings indicated that the use of animated movies promoted students’ explanation ability and their understanding of scientific concepts. Findings also indicated that students who studied science with the use of animated movies developed higher motivation to learn science, in terms of: self-efficacy, interest and enjoyment, connection to daily life, and importance to their future, compared to the control students. Following the definition of multimedia, the students who study with the use of animated movies, applied all three learning styles: visual, auditory and kinesthetic. The use of multimedia and the fact that the students were engaged in exploring new concepts, that were relevant to their daily life experiences, can explain the positive results.  相似文献   

11.
This paper develops an approach to thinking about young children, digital technologies and learning, drawing on research literature that relates children’s learning to the use of books, and on literature that discusses the nature of interaction between adults and children and its relationship to children’s learning. An analysis is given of parents and children using devices marketed as supporting young children’s learning, identifying, within the interactions that take place, the adult’s conception of appropriate use, and showing how this influences the nature of adult–child interaction. The findings are then related to literature on social interaction and learning, and discussed in relation to the assumptions that underpin the design of the devices used. The paper suggests that the artefact can influence adult–child interaction via a conception of appropriate use, which relates to traditions or practices with which the adult is familiar but also to the design features of the artefact. It suggests that it may be time to rethink the design of technologies to support young children’s learning.  相似文献   

12.
Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a program that exercises the user’s abilities to build spatial images and to manipulate them. This paper also reports on a study that aimed to assess whether those abilities affected achievements in the spatial thinking of 10th graders who worked with the software. Additionally, we investigated whether self-regulating questions can improve the effect of exercising with Virtual Spaces 1.0. The sample was 192 students, who were randomly assigned to four groups, two of which used Virtual Spaces 1.0 (Group 1 with virtual reality and self-regulating questions N = 52, Group 2 with virtual realty only N = 52) and the other two the non-Virtual Spaces 1.0 (Group 3 self-regulating questions only N = 45, Group 4 non-treatment group N = 45). The results suggest that spatial thinking was enhanced by exercising with Virtual Spaces 1.0 and asking self-regulating questions. In addition, it was found that the self-regulating questions make the use of virtual reality more efficient, and that the influence of self-regulating questions is especially manifested in tasks that make use of high order skills.  相似文献   

13.
14.
College students had 30 min to study a 17-frame online lesson on distance learning that included navigational aids (for showing the learner’s location in the lesson), signaling aids (for highlighting the important content), both aids, or no aids. On a 30-item usability survey consisting of 8 usability scales, students who received navigational aids produced significantly higher mean ratings on each of the 8 usability scales—ease of use, satisfaction of use, awareness of lesson structure, awareness of lesson length, awareness of location, ease of navigation, lesson comprehension, and lesson learning—with effect sizes ranging from d = 0.50 to d = 1.35. Students who received signaling aids produced significantly higher ratings on 4 of the 8 usability scales—ease of use, satisfaction of use, lesson comprehension, and lesson learning with effect sizes ranging from d = 0.39 to d = 2.15. Results help to clarify the mechanism underlying previous findings showing that students learned more from e-lessons that contained navigational aids. In the present study, there was a significant positive correlation between usability rating and recall test score for 5 of the 8 usability scales (particularly for ease of use), indicating partial support for the prediction that learners’ satisfaction with an e-learning system is related to their learning outcome. Results support the predictions of the emotional design hypothesis and have implications for the design of e-learning interfaces.  相似文献   

15.
This research aims to explore the role of physical representations in young children’s numerical learning then identify the benefits of using a graphical interface in order to understand the potential for developing interactive technologies in this domain. Three studies are reported that examined the effect of using physical representations (blocks) on children’s (aged 4–8 years) strategies in a numerical partitioning task. The first study describes the role of certain perceptual and manipulative properties of the physical materials, comparing performance with paper and no materials conditions. The study demonstrated an advantage for physical materials and identified a key property reflecting strategies: whether blocks were moved individually or as a group. This finding was investigated in the second study by comparing strategies when children were asked to constrain movements to one block at a time. Significant differences were found in strategies used although differences were reduced by children moving individual blocks quickly in succession using both hands. The final study examined the effect of constraining manipulation using a graphical user interface, where on screen squares could only be moved individually. As predicted, significant differences were found for strategies used between physical and virtual conditions. The findings suggest that differences in the manipulative properties of interfaces may affect children’s numerical strategies and are discussed with respect to the design of effective interactive technologies in this domain.  相似文献   

16.
Intelligent tutoring systems often make use of students’ answers to adapt instruction or feedback on a task. In this paper, we explore the alternative possibility of adapting a system based on the perceived affective and cognitive state of a student. A system can potentially better adapt to the needs of each individual student by using non-verbal behavior. We used a new experimental paradigm inspired by ‘brain training’ software to collect primary school children’s answers to easy and difficult arithmetic problems and made audiovisual recordings of their answers. Adult observers rated these films on perceived difficulty level. Results showed that adults were able to correctly interpret children’s perceived level of difficulty, especially if they saw their face (compared to hearing their voice). They paid attention to features such as ‘looking away’, and ‘frowning’. Then we checked whether we could also automatically predict if the posed problem was either easy or difficult based on the first second of their response. This ‘thin-slice analysis’ could correctly predict the difficulty level in 71% of all cases. When trained on sufficiently many recordings, Adaptive Tutoring Systems should be able to detect children’s state and adapt the difficulty level of their learning materials accordingly.  相似文献   

17.
Many children are not motivated to learn mathematics. Flow, a type of intrinsic motivation, has been described as an optimal experience in which a learner can derive great joy from a learning activity. This paper examines the importance and application of flow while learning mathematics. An operational model of flow for designing children’s mathematics learnware is proposed. This model is intended to operationalize the characteristics of flow in mathematics learnware in an integrated manner, facilitating the flow experience for children. The suitability of the model is demonstrated through an instantiated operational learnware called Super Tangrams. Super Tangrams aims to facilitate children’s understanding of transformation geometry while making the learning activity enjoyable and a flow experience. A study is reported that evaluates if the operational instance of the model promotes the flow experience while learning mathematics. The results suggest that the model is highly effective.  相似文献   

18.
This paper explores the impact of a school management information system on the interrelations between parents and school and parents and their student children in terms of the children’s learning, behavior and attendance (LBA), during one academic year, in a vocational high school, located in a mainstream socio-economic neighborhood. Parents’ LBA interrelations with the principal, homeroom teachers, grade level coordinators, and the school as an institution as well as with their children changed noticeably. The involvement of parents in general, but of parents with children having LBA problems in particular, in school LBA issues became more intensive, more frequent and more focused. The paper’s results add the information technology dimension to parents involvement in school research, a dimension neglected so far. Implications for the principal’s work are discussed.  相似文献   

19.
We produced case studies of fourteen families based on nine rounds of data collection during the period from June 2008 to October 2009. We focused on fourteen children who were three years old when our visits started and used an ecocultural approach to examine their experiences of learning and playing with technologies at home. The study describes i) which technologies children encounter at home, ii) how family practices influence children’s encounters with technology, and iii) what children are learning through their interactions with technology. We present a framework of four areas of learning that could be supported by technology: acquiring operational skills, extending knowledge and understanding of the world, developing dispositions to learn, and understanding the role of technology in everyday life.  相似文献   

20.
Creativity is an important entity in developing human capital while computer games are the current generation’s contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design, which involved 69 Malaysian form one students, aged 13–14 year-old. Different pedagogical strategies were being investigated on the abilities to enhance students’ creative perception. Treatment group adopted appreciative learning approach, which was based on Appreciative Inquiry (AI) theory. Meanwhile, control group adopted self-paced learning, followed by do-it-yourself session. Previous studies indicated that although appreciative learning approach is still in its infancy development, the approach is gaining its momentum in educational settings as it focuses on strengthening a person’s capacities and potential. Students’ creative perception was assessed using Khatena-Torrance Creative Perception Inventory (KTCPI). It was found students in treatment group gained a mean score of 71.82, which was significantly higher at .05 level of significance compared to the mean score of 50.49 exhibited by the control group. Yet, both treatment and control groups showed significant increases in pre-to-post-test scores. Dimensions within KTCPI were further analysed in order to present a better picture of students’ creative perception. As a conclusion, different pedagogical strategy generated different level of creative perception enhancement.  相似文献   

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