首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 0 毫秒
1.
The design of educational software interfaces is a complex task, given its high domain dependency and multidisciplinary nature. It requires that teachers’ knowledge and pedagogical beliefs be incorporated into the interface, posing a challenge to both teachers and designers, as they have to act as partners from the earliest phases of the process, sharing their knowledge. The present work investigates the strategies designers used when paired with experienced teachers, to design two interfaces on chemistry, evaluating how designers work with subjects they know little about, in the initial phases of the design process. Our observations demonstrate that although experienced and non-experienced designers use different strategies to couple with the design task, both approached the task in a depth-first manner. These results should not be generalized, because few subjects were investigated, but point to the importance of being familiar with the knowledge domain – which poses a challenge for designers.  相似文献   

2.
This article proposes a mathematical model of Intelligent Tutoring Systems (ITS), based on observations of the behaviour of these systems. One of the most important problems of pedagogical software is to establish a common language between the knowledge areas involved in their development, basically pedagogical, computing and domain areas. A mathematical model, like the one proposed here, can facilitate the integration of these different areas, as it defines the elements that constitute the system and defines the technological tools to implement it. The article presents an example demonstrating how the formalization was used to design the adaptive mechanism of an ITS to adapt its Interface Module to some student characteristics.  相似文献   

3.
In the past decade, the use of computer technology for language instruction has expanded rapidly. In Taiwan, overseas students whose native languages are not Chinese mostly get trouble in learning and communicating particularly during the first year of their study. To overcome their language barrier in National Chi Nan University (NCNU), a Web-based Chinese classroom (http://chinese.csie.ncnu.edu.tw) exploiting advanced Web and multimedia technologies has been initiated since 2002. This paper presents the core developments of the Web-based Synchronized Multimedia Lecture (WSML) system for fulfilling language learning requirements on listening, speaking, reading and writing. It facilitates students in Chinese comprehension self-learning on the Web and can easily be customized for different foreign language learning. Technical issues are addressed from two perspectives to meet the pedagogical approaches of teaching and learning foreign languages: (1) the synchronized multimedia tutoring and the exercise practice functions for students, and (2) the multimedia lecture authoring and the exercise management tools for teachers.  相似文献   

4.
The purpose of the study is to investigate the potential benefits of using animation, visual cueing, and their combination in a multimedia environment designed to support learners’ acquisition and retention of scientific concepts and processes. Undergraduate participants (N = 119) were randomly assigned to one of the four experimental conditions in a 2 × 2 factorial design with visual presentation format (animated vs. static graphics) and visual cueing (visual cues vs. no cues) as factors. Participants provided with animations retained significantly more concepts than their peers provided with static graphics and those afforded visual cues learned equally well but in significantly less time than their counterparts in uncued conditions. Moreover, taking into consideration both learning outcomes and learning time, cued participants displayed more instructional efficiency than their uncued peers. Implications and future directions are discussed.  相似文献   

5.
There is a common assumption that hypermedia navigation is influenced by a learner’s style of thinking, so people who are inclined to apply sequential and analytical strategies (left-thinkers) are thought to browse hypermedia in a linear way, whereas those who prefer holistic and intuitive strategies (right-thinkers) tend towards non-linear paths. An experiment was conducted to study both the effects of students’ style of thinking on hypermedia navigation and the effects of primes aimed at inducing them to browse the hypermedia according to a given strategy. Two hundred undergraduates in different faculties were asked to visit a website. Navigation was preceded by some initial tasks (primes) that activated either the left- or the right-thinking style; 50 men and 50 women were randomly assigned to each of the two kinds of primes. Then participants were free to browse the hypermedia and navigational paths were tracked down. When navigation had been completed, a questionnaire measuring a preference for either the left- or the right-thinking style was filled out by participants. Analyses showed that primes influenced hypermedia navigation, leading participants to apply strategies consistent with the initial tasks. The participants’ age and faculty did not influence their behaviour in navigation. Gender and frequency of computer use determined some minor differences in hypermedia browsing, whereas there was no evidence of any relationship between thinking style and behaviour in navigation.  相似文献   

6.
This article begins with a discussion of what metaphors are and how they might be used in technology-based learning products' interfaces. It identifies two classes of metaphors: underlying and auxiliary. Next it presents a model (POPITS) for identifying the web of related associations inherent in metaphorical design. It then applies that model to two separate underlying metaphors, the book and the map, and shows what sorts of auxiliary metaphors are thus elicited. The article closes with a discussion of the demands of metaphorical interface design.  相似文献   

7.
At most Universities throughout the world Computer Aided Design is taught using commercial programs more suitable for business and industry than for teaching. This led us to write our own design program (GIcad) starting from the best-known standards on the market, but always avoiding unnecessary commands in the first steps of the learning process. GIcad constitutes a tool with a multitude of help messages to facilitate student self-training, it is very intuitive and has an attractive and dynamic graphic interface with a design that does not put off the beginner with a lot of options and commands.  相似文献   

8.
The unique characteristics of routine-reproductive and adaptive-creative expertise were examined in the protocols of three expert hypermedia designers. It was expected that it would be possible to differentiate routine-reproductive expertise from adaptive-creative expertise in the planning phases of hypermedia design. One designer's protocol corresponded well with characteristics unique to routine-reproductive expertise; only three of that designer's replies were coded as adaptive-creative responses. Two of the designers' protocols corresponded well with the unique characteristics of adaptive-creative expertise, and none of their responses was coded as routine-reproductive. The distinction between the two types of expertise is supported in this rapidly evolving new domain.  相似文献   

9.
The explosive growth of the Internet has made the knowledge and skills for creating Web pages into general subjects that all students should learn. It is now common to teach the technical side of the production of Web pages and many teaching materials have been developed. However teaching the aesthetic side of Web page design has been neglected, and students not in art or design majors are normally confronted with difficulties when they do expressive design of Web pages.  相似文献   

10.
The main purpose of this study is to design a “Courseware Development Model” (CDM) and investigate its effects on pre-service teachers' academic achievements in the field of geography and attitudes toward computer-based education (ATCBE). The CDM consisted of three components: content (C), learning theory, namely, meaningful learning (ML), and multimedia (M). The CDM is designed to show the synthesis of the C and M components under ML. In this study, an experimental design including pre-test and post-test groups is used to define the efficiency of the CDM. There are 31 pre-service teachers in the control group, 28 pre-service teachers in the meaningful learning theory group-ML, and 30 pre-service teachers in GTC group that uses geography teaching courseware-GTC based on the CDM. The results of the analysis indicate that the courseware is quite effective, improving pre-service teachers' academic achievements as well as their ATCBE scores. The results also suggest that the new model has an appropriate structure for courseware design.  相似文献   

11.
Storytelling is an imperative and innovative pathway to enhance learning due to the fact that such activity prompts learners to reflect to construct meaning based on their observations and knowledge. Therefore, to develop and enhance students’ storytelling ability has become an important issue for both educators and researchers. Since storytelling involves complex cognitive processes, this study proposed an enhanced concept map approach featured with story grammars to help children develop stories. By gathering the stories developed by 114 third-graders, this study aimed to investigate whether the concept map approach can enhance their storytelling ability. It is found that the children, who used the concept map with story grammars, can develop stories with more complex structure, clearer subjects, more creative ideas, and abundant contents than those only using the concept map without the grammars. Such findings support that the concept map and story grammars can be an effective approach for developing learner-centered storytelling tools which help students develop and apply the knowledge about storytelling.  相似文献   

12.
In this article, we report the observed differential uptake and use of computer programs and activities of seven boys and girls of high, medium and low attainment in a classroom in the UK where over 40 children aged 10 and 11 have a networked PC on their desk all day and every day. We observed the detail of what happened in the small space between the pupil and the screen over the period of 1 year in the social and instructional context of the classroom. We found interesting individual differences superseding the expected variation based on gender and attainment. We suggest some possible ‘within child’ and external factors which may contribute to these differences and consider some of the implications for teaching and learning through ICT and the need for further research to investigate the nature of these differences.  相似文献   

13.
Think-aloud and self-report data from 84 undergraduates were used to examine the relationship between intrinsic motivation, extrinsic motivation, and use of self-regulated learning (SRL) processes. Participants individually learned about the circulatory system with a hypermedia environment for 30 min. During this experimental session, three measures were used to examine the research questions guiding the study. Participants completed a self-report questionnaire that measured their extrinsic and intrinsic motivation. They also completed a pretest and posttest, which assessed learning outcomes. Lastly, think-aloud data were collected to determine the frequency in which participants used SRL process related to planning, monitoring, and strategy use. Results indicate that participants who had high extrinsic and high intrinsic motivation used significantly more planning and monitoring processes when compared to participants who had lower motivation scores for either the extrinsic or intrinsic category. Additionally, participants who had high extrinsic and high intrinsic motivation significantly outperformed those who had low extrinsic and low intrinsic motivation.  相似文献   

14.
Developing interactive history learning materials to facilitate historical thinking is one of the challenges in history teaching and learning. This study developed a web-based history educational system, which has used the acronym HES-SPATO (history educational system based on SPATO), to increase the understandability of history learning materials. SPATO (spatial, person, action/attribute, and temporal object) was designed to integrate the indispensable elements of history events such as space, person, action/attribute, and time. HES-SPATO also applied temporal logic to reason the temporal relationships between history events. Furthermore, it employed the GIS concept of information layers to develop the student interface. The findings of the experiments indicated that the use of HES-SPATO was effective in enhancing students’ history learning. The participants also showed positive attitudes toward the HES-SPATO system in terms of the perceived ease of use, perceived usefulness, attitude to use, intention to use, recall of web sites, and perceived usefulness of assistant tools. Although many functionalities have been added to the HES-SPATO system, there was no significant difference in system efficiency between HES-SPATO and the comparative system. These experimental results also guide the direction of future research.  相似文献   

15.
This article describes the findings from the assessment of a touch-screen, multi-media learning program on livestock health and production: The Daktari. The program was tested on a sample of 62 livestock keepers in the Nairobi slums of Kariobangi and Kibera. The study examined prior knowledge regarding three livestock diseases (liver fluke, mastitis and mange) and compared this to newly acquired knowledge after exposure to the software. The results demonstrated a significant difference between pre- and post-knowledge assessments confirming that use of the program led to learning. Learning occurred among a variety of demographic/social groups (i.e. age, gender and education) with a range of abilities. Indeed, by utilising an audio–visual interface developed with relevant content for the population in question, it was found that the program could support and enhance participant understanding of livestock disease causation, diagnosis, treatment and prevention.  相似文献   

16.
In this paper, we present how creation and dynamic synthesis of linguistic resources of Greek Sign Language (GSL) may serve to support development and provide content to an educational multitask platform for the teaching of GSL in early elementary school classes. The presented system utilizes standard virtual character (VC) animation technologies for the synthesis of sign sequences/streams, exploiting digital linguistic resources of both lexicon and grammar of GSL. Input to the system is written Greek text, which is transformed into GSL and animated on screen. To achieve this, a syntactic parser decodes the structural patterns of written Greek and matches them into equivalent patterns of GSL, which are then signed by a VC. The adopted notation system for the representation of GSL phonology incorporated in the system’s lexical knowledge database, is Hamburg Notation System (HamNoSys). For the implementation of the virtual signer tool, the definition of the VC follows the h-anim standard and is implemented in a web browser using a standard VRML plug-in.  相似文献   

17.
In the last few years, schools and universities have incorporated personal digital assistants (PDAs) into their teaching curricula in an attempt to enhance students’ learning experience and reduce instructors’ workload. One of the most common uses of PDAs in the classroom is as a test administrator. This study compared the usability effectiveness, efficiency, and satisfaction of a PDA-based quiz application to that of standard paper-and-pencil quizzes in a university course. Effectiveness was measured as students’ quiz scores and through a mental workload questionnaire; efficiency was the time it took students to complete each quiz; and satisfaction was evaluated using a subjective user satisfaction questionnaire. The study showed the PDA-based quiz to be more efficient, that is, students completed it in less time than they needed to complete the paper-and-pencil quiz. No differences in effectiveness and satisfaction were found between the two quiz types. Computer anxiety was not affected by the quiz type. For these reasons, as well as other advantages to both students (e.g., real-time scoring) and teachers (e.g., less time spent on grading), PDAs are an attractive test administration option for schools and universities.  相似文献   

18.
Multiple intelligences, with its hypothesis and implementation, have ascended to a prominent status among the many instructional methodologies. Meanwhile, pedagogical theories and concepts are in need of more alternative and interactive assessments to prove their prevalence (Kinugasa, Yamashita, Hayashi, Tominaga, & Yamasaki, 2005). In general, item templates adopted in current on-line testing system are mostly true and false, multiple choice and multiple selection. More sophisticated interactive alternatives such as click and select, drag and drop, link, collide and magnetize are still in great demand. The fact that the lack of template alternatives has made it difficult for the general teachers to incorporate interactive items into testing. To underpin interactive multimedia test, this research has cultivated interactive item template as the basic sharing atomic unit. In addition, a corresponding visual item authoring system Interactive Test Item System (ITIS) (Koong et al., 2007), and an auto-grading examer were developed. Meanwhile, an item sharing website based on Web2.0 was constructed, through which users can exchange the created interactive item templates, interactive items, and interactive test sheet. The design of on-line visual authoring item editor has made it possible to create items by click and select, drag and drop, link, or parameter setting. Multimedia such as text, image, audio, and animation can be added, deleted or set to the wished animated effect to created into an interactive item, while on-line interactive testing as well as auto-grading are supported.  相似文献   

19.
Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the pedagogical basis that motivate their exploitation in the context of education and highlight their interesting features. We outline the main positive and negative results obtained so far, and point out some of the current research directions.  相似文献   

20.
In this study, we examined how high-school students utilized a hypermedia learning environment (HLE) to acquire declarative knowledge of a historical topic, as well as historical thinking skills. In particular, we were interested in whether self-regulated learning (SRL; Winne & Hadwin, 1998; Zimmerman, 2000) processing was related to the acquisition of declarative knowledge and historical thinking. We found that, using the HLE, participants did learn from pretest to posttest, and that they most often engaged in strategy use SRL processes. However, the frequency of participant use of planning SRL processes, not strategy use, was predictive of learning. This study has implications for how educators use HLEs to foster historical thinking skills, and suggests that scaffolding planning skills may facilitate students’ use of computers as cognitive and metacognitive tools for learning (Azevedo, 2005; Lajoie, 2000).  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号