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1.
Reflection plays a very important role in learning processes and is very helpful for promoting learning performance. Many higher education institutions today are actively promoting learners’ reflection ability in order to help them cope with the fast changing world they will be entering when they graduate. Online learning provides potential for applying new teaching and learning strategies. However, it has not yet been systematically studied how to concretely apply reflection strategies in an online learning environment. The aim of this study is to explore how high level prompts and peer assessment can affect a learner’s reflection levels in an online learning context. The participants were 157 university students and each individual was randomly assigned to one of the fourteen learning conditions. We found that the main factor affecting reflection levels is high level prompts followed by high quality observation that has a moderating effect on learners’ reflection levels. However, peer feedback has no significant influence on reflection levels. 相似文献
2.
The literature has frequently highlighted the usefulness of podcasting in higher education; however, there is an important gap between the theory on good practice in higher education and empirical studies about podcasting. With this in mind, we carried out an empirical study on an undergraduate degree course in Information Systems Management. The study consisted of the creation and broadcast of 13 podcasts, distributed over four months in which ninety distance students took part. The analysis follows the suggestions proposed in previous literature about the evaluation of technologies in a university learning environment. The findings, discussed within the framework of principles for good practice in higher education, suggest some interesting issues in distance courses, such as: (1) podcasting is a powerful tool as a complement to the traditional resources on a course, but not a substitute for them; (2) the characteristics of podcasting increase the impression of permanent contact between students and teachers, increasing students’ motivation; (3) the use of podcasting allows for a diverse range of student skills and learning methods. Other secondary findings are discussed and some suggestions for future research are proposed at the end of this paper. 相似文献
3.
Hsiu-Ju Chen 《Computers & Education》2012,58(1):321-337
In recent years, with the development of e-learning, it is feasible for enterprises to adopt information systems to enhance organizations’ human capital and knowledge renewal for competition. e-Learning systems designed for new entrants training aim to facilitate new entrants’ job adaptation; however, the empirical link between their system use and job adaptation lacks. In addition, the influence of environmental variables on new entrants’ e-learning training still needs clarification. Thus, based on the theoretical framework of the IS (information system) success model, this study is motivated to make an empirical connection of new entrants’ e-learning systems use to their job adaptation, including organizational socialization and overall job-adaptation outcome, and also to clarify their system use patterns under different collective-individual socialization training environments. Data from one hundred and eighty-six valid respondents who entered their organizations within a year were gathered and analyzed with PLS (partial least square). The results suggested the valid connection of new entrants’ e-learning systems use to their organizational socialization and overall job-adaptation outcome. New entrants also presented partially different system use patterns for adaptation under the different human interaction environments. The findings facilitated the design of training programs for new entrants at the e-learning environment. 相似文献
4.
This study develops an instrument—the Online Instructor Role and Behavior Scale (OIRBS)—and uses it to examine students' perceptions of instructors' roles in blended and online learning environments. A total sample of 750 university students participated in this study. Through a confirmatory factor analysis, the OIRBS was validated in five constructs: course designer and organizer (CDO), discussion facilitator (DF), social supporter (SS), technology facilitator (TF), and assessment designer (AD). The results show that the five factor structures remained invariant across the blended learning and online learning. Both students in blended learning environments and students in online learning environments exhibited the greatest weight in the CDO dimension, followed by the TF and DF dimensions. In addition, students in the online learning environments scored higher in the DF dimension than did those in the blended learning environments. 相似文献
5.
Harry Brenton Juan HernandezFernando Bello Paul StruttonSanjay Purkayastha Tony FirthAra Darzi 《Computers & Education》2007
Anatomy teaching is undergoing significant changes due to time constraints, limited availability of cadavers and technological developments in the areas of three-dimensional modelling and computer-assisted learning. This paper gives an overview of methods used to teach anatomy to undergraduate medical students and discusses the educational advantages and disadvantages of using three-dimensional computer models. A ‘work in progress’ account is then given of a project to develop two Web3D resources to enhance undergraduate tuition of the nervous system. Our approach is to support existing curricula using advanced modelling tools and a variety of delivery mechanisms. 相似文献
6.
Although online courseware often includes multimedia materials, exactly how different video lecture types impact student performance has seldom been studied. Therefore, this study explores how three commonly used video lectures styles affect the sustained attention, emotion, cognitive load, and learning performance of verbalizers and visualizers in an autonomous online learning scenario by using a two-factor experimental design, brainwave detection, emotion-sensing equipment, cognitive load scale, and learning performance test sheet. Analysis results indicate that, while the three video lecture types enhance learning performance, learning performance with lecture capture and picture-in-picture types is superior to that associated with the voice-over type. Verbalizers and visualizers achieve the same learning performance with the three video types. Additionally, sustained attention induced by the voice-over type is markedly higher than that with the picture-in-picture type. Sustained attention of verbalizers is also significantly higher than that of visualizers when learning with the three video lectures. Moreover, the positive and negative emotions induced by the three video lectures do not appear to significantly differ from each other. Also, cognitive load related to the voice-over type is significantly higher than that with by the lecture capture and picture-in-picture types. Furthermore, the cognitive load for visualizers markedly exceeds that of verbalizers who are presented with the voice-over type. Results of this study significantly contribute to efforts to design of video lectures and also provide a valuable reference when selecting video lecture types for online learning. 相似文献
7.
Karla R. Hamlen 《Computers & Education》2012,58(1):534-541
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games they play. Results indicated an association between game play time spent during vacation weeks and proficiency at the game, but no such association existed with game play time during typical weeks when school is in session. Several strategies and skills were associated with the minimization of time spent to achieve proficiency at the game, while a few strategies and skills held a negative association with efficient learning in games. Some of the findings paralleled those of prior research on formal education. Gender differences, as well as implications for games and learning are discussed. 相似文献
8.
Fostering problem-solving abilities has long been recognized as an important issue in education; however, past studies have shown that it is difficult and challenging to find effective learning strategies or tools for improving students’ problem-solving abilities. To cope with this problem, in this study, a hybrid approach that integrates the cognitive apprenticeship model with the collaborative learning strategy is proposed for conducting web-based problem-solving activities. Students’ problem-solving performance is examined in such a hybrid learning context. Furthermore, past studies indicate that cognitive load could affect learners’ performance; thus, the influence of cognitive load on students’ problem-solving effectiveness with this new approach is investigated in depth. The experimental results show that middle- and low-achievement students in the experimental group gained significant benefits from the hybrid approach in comparison with those who learned with the traditional approach. Accordingly, a discussion of how to accommodate the needs of different learning ability groups is provided. 相似文献
9.
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
10.
A desirable characteristic for an e-learning system is to provide the learner the most appropriate information based on his requirements and preferences. This can be achieved by capturing and utilizing the learner model. Learner models can be extracted based on personality factors like learning styles, behavioral factors like user’s browsing history and knowledge factors like user’s prior knowledge. In this paper, we address the problem of extracting the learner model based on Felder–Silverman learning style model. The target learners in this problem are the ones studying basic science. Using NBTree classification algorithm in conjunction with Binary Relevance classifier, the learners are classified based on their interests. Then, learners’ learning styles are detected using these classification results. Experimental results are also conducted to evaluate the performance of the proposed automated learner modeling approach. The results show that the match ratio between the obtained learner’s learning style using the proposed learner model and those obtained by the questionnaires traditionally used for learning style assessment is consistent for most of the dimensions of Felder–Silverman learning style. 相似文献
11.
Saniye Tugba Bulu 《Computers & Education》2012,58(1):154-161
This study investigated the relationship among three types of presences, including place presence, social presence, and co-presence in virtual worlds and their relationship with satisfaction and immersive tendencies of students. Students’ scores on a subjective questionnaire were analyzed. The results indicated that there was a significant relationship among the place presence, social presence, and co-presence. While social presence seemed to affect the satisfaction most, place and co-presence also affected students’ satisfaction in the virtual world. Moreover, immersive tendencies of the students were related to their place and co-presence but not to their social presence. Findings highlighted the important issues for the design of virtual world environments to increase presence and satisfaction of students. 相似文献
12.
A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students 总被引:1,自引:0,他引:1
The advancement of mobile and wireless communication technologies has encouraged an increasing number of studies concerning mobile learning, in which students are able to learn via mobile devices without being limited by space and time; in particular, the students can be situated in a real-world scenario associated with the learning content. Although such an approach seems interesting to the students, researchers have emphasized the need for well-designed learning support in order to improve the students’ learning achievements. Therefore, it has become an important issue to develop methodologies or tools to assist the students to learn in a mobile learning environment. Based on this perspective, this study proposes a formative assessment-based approach for improving the learning achievements of students in a mobile learning environment. A mobile learning environment has been developed based on this approach, and an experiment on a local culture course has been conducted in southern Taiwan to evaluate its effectiveness. The experimental results show that the proposed approach not only promotes the students’ learning interest and attitude, but also improves their learning achievement. 相似文献
13.
In this study, a prompt-based annotation approach is proposed for developing mobile learning systems for architecture design courses. To evaluate the effectiveness of the proposed approach, an experiment was conducted by assigning 56 freshmen randomly to an experimental group and a control group. The students in the experimental group adopted the mobile learning approach with a prompt-based annotation strategy, while those in the control group learned with the conventional in-field instruction and annotations. From the experimental results, it was found that the proposed prompt-based annotation strategy not only promoted the students' self-efficacy, but also improved their learning achievements. In the meantime, it is interesting to find that the experimental group students had medium cognitive load during the field trip, while the control group had rather low cognitive load. This implies that the prompt-based annotation approach engaged the students in mobile learning tasks with reasonable challenges and efforts. 相似文献
14.
e-Learning systems are increasingly being adopted by modern enterprises, because of their cost-down effect. However, the extant literature provides little insight into their beneficial consequences. It is expected that a transfer of acquired knowledge, skills and/or work attitudes to jobs will occur through e-learning systems use. This makes e-learning systems a useful tool for improving job outcomes, although this is not well documented. The IS success model, which captures both the human and technological elements of information systems, provides a theoretical basis for linking system use to system task. The current study then examines the relation between e-learning systems use and overall job outcomes based on the model. The data collected from one hundred and ninety-three e-learning system users were analyzed with partial least square (PLS). The results indicate that e-learning systems are perceived as useful and satisfying by employees, and employees’ e-learning systems use is significantly associated with overall job outcomes. In practice, these results provide a basis for establishing a link between an organization’s investment in e-learning and human capital management. They also lend empirical support to the IS success model. 相似文献
15.
Spatial ability has been recognized as one of the most important factors affecting the mathematical performance of students. Previous studies on spatial learning have mainly focused on developing strategies to shorten the problem-solving time of learners for very specific learning tasks. Such an approach usually has limited effects on improving the mathematical performance of students. In this study, a cognitive analysis approach is proposed for developing spatial learning tools by taking game characteristics into consideration. Moreover, the validation of the cognitive components of the spatial sense test for constructing two different kinds of intervention is verified, and the effects of the interventions are compared. To evaluate the performance of the proposed approach, an experiment was conducted on the mathematics course of an elementary school. The experimental results show that the spatial learning tool promotes not only the learning achievement, but also the spatial sense of the students. 相似文献
16.
With the advent of e-learning technologies in the past decade, the accessibility of training, teaching, and learning has drastically increased. The challenge for the education enterprise now is how to attract learners to their e-learning services. In this study, a technology adoption model is developed to predict the users’ intention of adoption and their continued use behavior. The results show significant evidence in support of the hypothesis. The findings indicate that perceptions of relative advantage and compatibility are significantly related to users’ intention to use e-learning. Also, the intention is significantly related to their actual use of e-learning. Furthermore, the technology adoption of learners with prior e-learning experience is different from those without prior e-learning experience. These findings may contribute to deeper understanding of e-learning users’ perceptions in terms of adoption and continued use behavior. 相似文献
17.
Determination of students' attitudes towards online cooperative learning is an important issue, which has not been studied adequately. In the literature, there are few scales to measure the attitude towards online cooperative learning for which validity and reliability have been proven. The main purpose of this study is to develop an attitude scale in order to specify students' attitudes towards online cooperative learning. The sample group is composed of 599 students for the first application and 242 students for the second. In order to detect the validity of the scale, exploratory and confirmatory factor analyses, item factor total correlations, corrected correlations and item discriminations were conducted. In order to assess the reliability of the scale, the level of internal consistency and the stability levels were calculated. OCLAS is a five-point Likert-type scale and includes 17 items that can be gathered under 2 factors. The analyses provided evidence that the Online Cooperative Learning Attitude Scale (OCLAS) is a valid and reliable scale that can be used in order to determine students' attitudes towards cooperative learning in online environments. 相似文献
18.
Mobile devices could facilitate human interaction and access to knowledge resources anytime and anywhere. With respect to wide application possibilities of mobile learning, investigating learners’ acceptance towards it is an essential issue. Based on activity theory approach, this research explores positive factors for the acceptance of m-learning systems. In the research, we developed an m-learning system for learners’ knowledge management and invited 152 participants who knew how to use the m-learning system then report on their experience. The results show that enhancing learners’ satisfaction, encouraging learners’ autonomy, empowering system functions, and enriching interaction and communication activities have a significant positive influence on the acceptance of m-learning systems. 相似文献
19.
The development of new communication technologies and their applications has opened a broad spectrum of options to promote learning, of which a significant one is CMC – Computer-Mediated Communication. Yet, students use this medium to a relatively small extent. Our premise is that the use of these technologies depends on the level of skills and expertise of the individuals using them. The purpose of this study is to determine whether taking a Computer Literacy and Applications course (CLA) before taking CMC courses has an impact on students' participation in CMC courses and on the effective use of various CMC tools. The sample consisted of 153 students enrolled in CMC courses in the Social Sciences in the Spring 2001/2 and Fall 2002/3 semesters. Participants were divided into two groups: 80 students who had taken CLA, and 73 students who had not. A questionnaire to assess the impact of CLA on participation in CMC courses was administered to the two groups. The results of the study indicate that participation in CMC courses is more intensive in the group that had taken CLA. Based on these findings, we recommend mandating a CLA course, like the one developed at the Open University of Israel (OUI), before taking CMC courses. 相似文献
20.
Santiago Rodríguez Juan ZamoranoFrancisco Rosales Antonio García DopicoJosé Luis Pedraza 《Computers & Education》2007
This paper describes a complete lab work management framework designed and developed in the authors’ department to help teachers to manage the small projects that students are expected to complete as lab assignments during their graduate-level computer engineering studies. The paper focuses on an application example of the framework to a specific lab work related to Low Level Input/Output. Special emphasis is laid on the most complex aspects of such environments. The management framework provides specific tools for dealing with these issues: the management of student work delivery and evaluation results accessibility, automatic or semi-automatic assessment of student work, and detection of lab assignments that are highly suspect of having been copied. Additionally, the lab work framework represents a method through which a closer peer-to-peer or one-to-many communication with students can be attained. The lab work described in the paper is a small project based on a specification document. It is designed to get students to gain an in-depth knowledge of the computer Input/Output subsystem. While the framework has been in use for over 10 years, the specific Input/Output lab work has been managed by the framework tool-chain for the last 6 years, and used by over 2000 students. The lab work management framework is a step towards the feasibility of a closer-to-the-student higher education system, where the main interaction between students and teachers can be based on individual or on small group tutorials. Using the tool-chain, the academic load of teachers in mass course environments can be kept at acceptable levels, making for higher quality education. 相似文献