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1.
Due to limited budgets and manpower, most elementary schools in Taiwan do not plan or provide library instruction for students. Although students can use libraries, they typically lack the knowledge needed to use library resources effectively. Consequently, students have difficulty finding the books they need and can easily become overwhelmed by the massive amount of information in libraries. Computer-assisted instruction for teaching basic library skills to large numbers of students is an appealing method. Particularly, developing augmented reality (AR) technologies for learning have garnered considerable attention in education research. Many researchers and scholars believe that integrating teaching and AR enhances student learning performance and motivation. This work develops an educational AR system based on situated learning theory, and applies innovative augmented reality interactive technology to a library’s learning environment. Student library knowledge can be enhanced via the proposed augmented reality library instruction system (ARLIS). Experimental results demonstrate that student learning performance is improved significantly by using the proposed ARLIS. Moreover, this work demonstrates that using the proposed ARLIS for library instruction results in the same learning performance as conventional librarian instruction and there is no gender difference on learning performance between the proposed ARLIS and conventional librarian instruction. Moreover, the proposed library instruction system overcomes shortcomings of personal teaching skills of librarians that may adversely affect student learning performance by conveying the same learning content to all students. Additionally, the proposed system results in better learning performance for learners with the field-dependent cognitive style than learners with the field-independent cognitive style. Further, the proposed system provides more benefits in terms of library skills of application and comprehension than conventional librarian instruction. Moreover, the learning performance of students is not affected by their gaming skills. Therefore, student gaming skills do not need to be considered when adopting the proposed system in library instruction programs.  相似文献   

2.
Contemporary research into virtual learning embraces the concept that the constraints of time and place of study are eliminated. The potential market it could therefore encapsulate is phenomenal and the subsequent changes that threaten to ricochet through the higher education sector can be described as evolutionary. Whilst concurrently being an incredibly exciting prospect for future learners, online learning is also making the traditional 'bricks and mortar' higher education establishment extremely uneasy, arousing fears of global competition, which would evoke a need for transformational change. The UK has embraced technology to support virtual learning across the whole tertiary education sector. There is an implicit assumption that the provision of systems to support remote, independent learners will provide learner-centred environments for all to access. This may not be the case as evidenced by O'Donoghue et al . (2001), amongst others. This paper aims to examine the possible metamorphosis of the organizational structure of the higher education system, and the methods university administrators and lecturers will need to use to adapt to this. Through considering the impact on students, an analysis will be made of the extent of the threat that distance learning imposes on the traditional campus. The work centres on the UK experience, but draws heavily on the opportunities, threats and promises of globalize learning paradigms.  相似文献   

3.

Contemporary research into virtual learning embraces the concept that the constraints of time and place of study are eliminated. The potential market it could therefore encapsulate is phenomenal and the subsequent changes that threaten to ricochet through the higher education sector can be described as evolutionary. Whilst concurrently being an incredibly exciting prospect for future learners, online learning is also making the traditional 'bricks and mortar' higher education establishment extremely uneasy, arousing fears of global competition, which would evoke a need for transformational change. The UK has embraced technology to support virtual learning across the whole tertiary education sector. There is an implicit assumption that the provision of systems to support remote, independent learners will provide learner-centred environments for all to access. This may not be the case as evidenced by O'Donoghue et al . (2001), amongst others. This paper aims to examine the possible metamorphosis of the organizational structure of the higher education system, and the methods university administrators and lecturers will need to use to adapt to this. Through considering the impact on students, an analysis will be made of the extent of the threat that distance learning imposes on the traditional campus. The work centres on the UK experience, but draws heavily on the opportunities, threats and promises of globalize learning paradigms.  相似文献   

4.
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   

5.
Education in the 21st century faces an increasing number of challenges that require intelligent systems. The learning environments of today and tomorrow must handle distributed and dynamically changing content, a geographical dispersion of students and teachers, and generations of learners who spend hours a day interacting with multimillion-dollar multimedia environments. The new learning environments are moving beyond kindergarten through college classrooms to distance learning, lifelong education, and on-the-job training; they're entering the multifaceted universe of virtual worlds and ambient spaces. The articles in this special issue report novel, cutting-edge, intelligent learning environments. The systems not only have intelligent computational architectures but also are empirically tested on humans. Empirical research is of course essential to test system fidelity in delivering the intended pedagogy and to assess learning gains, usability, and learner satisfaction. This article is part of a special issue on intelligent educational systems.  相似文献   

6.
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   

7.
Cravener  P. 《Computer》1998,31(9):107-108
It is an error to over generalize from early Web based education to current standards of practice. The state of the art for distance learning projects is based on the use of Web-centric integrated distributed learning environments (IDLEs). Incorporating the application of sound principles of learning/education and appropriate instructional design, IDLEs support extremely high quality, student centered educational programs for remote learners, making extensive use of the synchronous and asynchronous tools available for Web based communications. Most of them reside on the server, requiring no proprietary applications on the client side. Distant learners may use any Web browser to engage in collaborative online activities  相似文献   

8.
Online education is increasing exponentially in colleges and universities. In this article, writing instructors are introduced to theories of instructional design that form the foundation to support effective student learning. We present a series of guidelines, derived from these theories and our research and teaching, that writing instructors may use to design, develop and deliver their online courses. We present considerations for instructors such as the need for the course, an analysis of the learners, appropriateness of the course for online delivery, pedagogical concerns, and resources. We then discuss how best to support students in online environments. We conclude with suggestions for faculty support and training for online course delivery.  相似文献   

9.
Abstract   This paper investigates and compares the utilization of online resources to support teaching and learning in two different educational sectors with overlapping student groups in Scotland: secondary schools and further education (FE) colleges. The online 'Core Skills' materials included Numeracy, Communication, Information Technology (IT), Problem Solving and Working With Others. The research involved two large-scale national surveys with representative samples of staff drawn from secondary schools and FE colleges, and four qualitative case studies purposively selected to represent a range of geographic locations. The most popular resources were for Numeracy. In the majority of colleges, respondents' attitudes to the materials were positive and the e-resources were used in conjunction with other teaching approaches. The evidence suggested that less motivated learners benefited from the materials when they were contextualized. Among secondary teacher respondents, however, the resources were virtually unknown. The majority of secondary teachers reported that they needed time to evaluate the materials and that they would benefit from specific training related to curriculum-linked e-resources. In conclusion, as the Numeracy materials have been found useful, e-learning in mathematics warrants further investigation among less motivated students who are currently not achieving their potential in secondary schools.  相似文献   

10.
Introducing engineering into precollege classroom settings has the potential to facilitate learning of science, technology, engineering, and mathematics (STEM) concepts and to increase interest in STEM careers. Successful engineering design projects in secondary schools require extensive support for both teachers and students. Computer-based learning environments can support both teachers and students to implement and learn from engineering design projects. However, there is a dearth of empirical research on how engineering approaches can augment learning in authentic K-12 settings. This paper presents research on the development and pilot testing of WISEngineering, a new web-based engineering design learning environment. Three middle school units were developed using a knowledge integration learning perspective and a scaffolded, informed engineering approach with the goal of improving understanding of standards-based mathematical concepts and engineering ideas. Seventh grade math students from two teachers in a socioeconomically diverse and low-performing district participated in three WISEngineering units over the course of a semester. Students significantly improved their mathematical scores from pretest to posttest for all three projects and on state standardized tests. Student, teacher, and administrator interviews reveal that WISEngineering projects promoted collaboration, tolerance, and development of pro-social skills among at-risk youth. Results demonstrate that informed engineering design projects facilitated through the WISEngineering computer-based environment can help students learn Common Core mathematical concepts and principles. Additionally, results suggest that WISEngineering projects can be particularly beneficial for at-risk and diverse student populations.  相似文献   

11.
Institutions of higher education are being called upon to provide a more robust pathway to a college degree and improve upon the advanced workforce for the needs of the 21st century. While active collaborative learning environments have been encouraged in higher education to improve student engagement, there is a gap in the literature when it comes to connecting the two research areas of collaborative learning and student intention to persist. This research fills this gap by creating and conducting research to examine a model that measures the factors that significantly influence a student's persistence in a virtual collaborative learning environment. The model examines how collaborative learning, campus connectedness, sense of community, organizational commitment, and turnover intention influence student persistence. The model was tested using a sample of students who participated in a virtual learning community (VLC) and the results suggest that all but one of the factors were found to significantly influence student persistence, with the final factor dependent on the number of hours of system usage. We discuss the implications of the research and the model for team-based theory and organizational practice in education and teamwork.  相似文献   

12.
Computer technologies develop at a challenging fast pace. Formal education should not only teach students basic computer skills to meet current computer needs, but also foster student development of informal learning ability for a lifelong learning process. On the other hand, students growing up in the digital world are often more skilled with computer technologies than their teachers. We describe an online course design project in which a group of students designed an online health course for their middle school, and teachers played the roles of facilitators and learners. We suggest fostering an informal learning community of computer technologies at school as a supplemental method of formal computer education to address the shift in educational context and as a place offering opportunities for students to work on real-life projects and solve real-life problems.  相似文献   

13.
Current K-12 students are considered digital learners because technology is as pervasive in their academic world as in their personal lives. Technology enthusiasts argue that these learners are the “digital natives” having sophisticated technology knowledge and skills that can be potentially harnessed for better learning engagement inside the classroom. This phenomenological study investigates how some current high school students as the digital learners engage with technology at home and school; and how these two types of engagement overlap in their learning inside the classroom. Data were gathered from phenomenological three series in-depth interviews with five participants and also field observation. Findings show that the overlap between the personal and educational digital engagement(s) of these students was not necessarily positive as portrayed by the prevalent discourses of technology enthusiasts. The overlapping had mixed roles – facilitative as well as obstructive. Pedagogical and future research implications are discussed.  相似文献   

14.
The flipped learning model, which “flips” traditional in-class lectures with collaborative activities, has gained many followers and converts in K-12 education. However, a review of previous studies shows that the flipped model is still underutilized and underexplored in the higher education context. Research and design models for flipped learning in higher education are also insufficient. This study attempts to fill this gap by developing a model that can provide a foundation for further research and practice for flipped learning in higher education. Building from the four pillars of F-L-I-P™ (Flexible Environments, Learning Culture, Intentional Content, and Professional Educators), the proposed research and design model named “FLIPPED” adds three extra letters—P-E-D (Progressive Activities, Engaging Experiences, and Diversified Platforms)—to the F-L-I-P™ acronym. This model was implemented in a “Holistic Flipped Classroom” environment and evaluated based on a student survey, interviews, and an analysis of computer system logs. Findings demonstrated that the proposed model was effective; students reported that they were satisfied with the course, their attendance improved, and their study efforts increased. Results also suggested that the transactional distance changed during the learning process: highly motivated students performed much better than less motivated students. However, some students retained their former passive learning habits, and this resulted in an obstruction to full adoption. Reflections on the achievements and challenges of the “FLIPPED” model have culminated in various examples, guidelines, and suggestions for practitioners as they consider their own design, implementation, and adoption.1  相似文献   

15.
In recent years, increasing attention has been devoted to virtual learning. In the last decade, a large number of studies in Computer-Supported Collaborative Learning (CSCL) have assessed how social interaction, learning processes and outcomes in virtual settings are intertwined. Although recent research findings indicate that learners differ with respect to the amount and type of discourse contributed in virtual settings, little is known about the causes of these differences. The research presented here looks into the effects of motivation of learners on their contribution to discourse using the Deci and Ryan framework of (intrinsic/extrinsic) motivation.This study of 100 participants who were randomly distributed in six groups of 14 members collaborated in a virtual setting to remediate deficiencies in economics indicates that individuals differed with respect to the amount of discourse activity. Furthermore, an integrated multi-method approach (Content Analysis, Social Network Analysis and Academic Motivation Scale) was used in order to examine the impact of academic motivation on the type of discourse activity contributed and on the position of the learner in the social network. The results indicate that highly intrinsically motivated learners become central and prominent contributors to cognitive discourse. In contrast, extrinsically motivated learners contribute on average and are positioned throughout the social network. The research results reveal that differences in academic motivation influences the type of contributions to discourse as well as the position a learner takes within the social network.  相似文献   

16.
Earth science learning in SMALLab: A design experiment for mixed reality   总被引:1,自引:0,他引:1  
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer important advantages over prior technologies. Thus, mixed reality is positioned to have a broad impact on the future of K-12 collaborative learning. We propose three design imperatives that arise from our ongoing work in this area grounded in research from the learning sciences and human-computer interaction. By way of example, we present one such platform, the Situated Multimedia Arts Learning Lab [SMALLab]. SMALLab is a mixed-reality environment that affords face-to-face interaction by colocated participants within a mediated space. We present a recent design experiment that involved the development of a new SMALLab learning scenario and a collaborative student participation framework for a 3-day intervention for 72 high school earth science students. We analyzed student and teacher exchanges from classroom sessions both during the intervention and during regular classroom instruction and found significant increases in the number of student-driven exchanges within SMALLab. We also found that students made significant achievement gains. We conclude that mixed reality can have a positive impact on collaborative learning and that it is poised for broad dissemination into mainstream K-12 contexts.  相似文献   

17.
The aim of this paper is to present a picture of student experience of a collaborative e-learning module in an asynchronous e-learning environment. A distance learning module on music education worth five credit points for a bachelor online degree for primary school educating teachers was assessed using a self-evaluation questionnaire that gathered quantitative and qualitative data about student satisfaction of the collaborative e-learning activity. The quantitative part of the questionnaire consisted of 27 closed questions on a 10-point Likert scale and offered data about satisfaction with the module. The qualitative part of the questionnaire provided an insight into the participant perspective of the online collaborative experience. General open questions on satisfaction and dissatisfaction were analyzed with an inductive analysis which showed the evaluation criteria used by 92 students. Results of the analysis showed five themes of the participants’ perspectives, which were interpreted by the researcher as: teamwork, cognitive, operating, organizing, and emotive/ethic for the positive aspects and teamwork, operating, organizing, and emotive/ethic for the aspects to be improved. The aspects that were associated with satisfaction include: collaborating, comparing ideas, sharing knowledge and skills to support each other, peer learning, analyzing and integrating different points of view, the usability of the platform, group planning and workload management. Aspects of the student learning experience that should inform the improvements of e-learning include: more collaboration between students since some students engage differently; more coordination and organization, the workload management in the group activities, some technical problems such as updating modifications. The participants’ results in the module increased their didactic potential as primary school teachers. The findings are discussed in relation to their potential impact on developing collaborative activities addressed to teacher education in distance learning. Implications for future research are also considered.  相似文献   

18.
Whilst a lot of research has been carried out on designing learning environments to meet the needs of learners, much of such research has focused on producing less flexible ready-made environments for learners to interact with. However, e-learning design and development could benefit from the lessons of the interaction of users with mobile devices, where users interact by selecting applications (Apps) they are interested in and hence engage with the device in an addictive way. By transposing the same interaction idea to the e-learning environment, if given the opportunity, learners will construct an environment that meets their needs with the tools that are available and hence will be motivated to engage more with such environment, possibly leading to improved performance. This article proposes FAUCLE (Flexible and Accessible User Constructed Learning Environment), a learner-centred model for a learner-constructed learning environment. It is hoped that this paper will encourage research interest on innovative ways of designing learner-centred learning environments that encourage active and inclusive learning.  相似文献   

19.
Web-based learning environments are becoming increasingly popular in higher education. One of the most important web-learning resources is the virtual laboratory (VL), which gives students an easy way for training and learning through the Internet. Moreover, on-line collaborative communication represents a practical method to transmit the knowledge and experience from the teacher to students overcoming physical distance and isolation. Considering these facts, the authors of this document have developed a new dynamic collaborative e-learning system which combines the main advantages of virtual laboratories and collaborative learning practices. In this system, the virtual laboratories are based on Java applets which have embedded simulations developed in Easy Java Simulations (EJS), an open-source tool for teachers who do not need complex programming skills. The collaborative e-learning is based on a real-time synchronized communication among these Java applets. Therefore, this original approach provides a new tool which integrates virtual laboratories inside a synchronous collaborative e-learning framework. This paper describes the main features of this system and its successful application in a distance education environment among different universities from Spain.  相似文献   

20.
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