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1.
The Internet is increasingly being used as a tool for communicating and learning in primary schools across many developed and developing countries. The place of social chat as part of online interactions has as yet not been fully recognised as an important component of learning.  相似文献   

2.
This study deals with the quality of argumentation and collaboration in students’ chat debates. The argumentative interaction between students is analysed by categorising their speech turns into seven functional categories. The argumentative task-related parts of the students’ discussions are further analysed into collaborative and non-collaborative speech acts. Argumentation patterns are revealed when the results of both analyses are combined with observations on the students’ writing styles. Students (n = 24) participated in 12 dyadic debates concerning either nuclear power (NP) or genetically modified organisms (GMO). We found that the majority (67.2%) of the speech turns in NP debates and almost half (47.8%) of the speech turns in GMO debates belong to the argumentative categories (explore and deepen; arguments; opinions). Furthermore, there are four types of debates that could be placed in the continuum of sophisticated argumentative debates (written code of language was used)—oral-like debates (the quality of argumentation was quite low). Irrespective of the level of argumentation, all the debates were collaborative. The study shows that students acquired the skill to use language collaboratively. Most students embedded short collaborative semi-oral utterances in their written arguments to provoke and scaffold the debate.  相似文献   

3.
In many contemporary collaborative inquiry learning environments, chat is being used as a means for communication. Still, it remains an open issue whether chat communication is an appropriate means to support the deep reasoning process students need to perform in such environments. Purpose of the present study was to compare the impact of chat versus face-to-face communication on performance within a collaborative computer-supported modeling task. 44 Students from 11th-grade pre-university education, working in dyads, were observed during modeling. Dyads communicated either face-to-face or through a chat tool. Students’ reasoning during modeling was assessed by analyzing verbal protocols. In addition, we assessed the quality of student-built models. Results show that while model quality scores did not differ across both conditions, students communicating through chat compressed their interactions resulting in less time spent on surface reasoning, whereas students who communicated face-to-face spent significantly more time on surface reasoning.  相似文献   

4.
The purpose of the study was to investigate how web-based technology could be utilized and integrated with real-life scientific materials to stimulate the creativity of secondary school students. One certified science teacher and 31 seventh graders participated in this study. Several real-life experience science sessions integrated with online teaching were used for one semester. The study used an interpretive methodology, which was qualitative analysis rather than quantitative analysis. The main data included students’ online data, interviews, videotape recordings and the teacher’s journals. The results also showed that this study provided information to enhance students’ expression of sensitivity, fluency, flexibility, originality, and elaboration of scientific creativities. Students’ creativity was motivated by the online interactivities and the teacher’s inquiry. The difficulties and limitations of the teaching and learning environment included strong attraction toward the Internet, poor ability of students in word processing and discussion online, students’ utilitarianism due to the pressure of entrance examination, and large amount of time spent on explorative activities.  相似文献   

5.
This study examined the effects of the shared space (SS) on students’ behaviors in a computer-supported collaborative learning (CSCL) environment. The SS visualizes discussion and agreement during online discussions. It was hypothesized the SS would increase the media richness of the CSCL-environment, would stimulate critical and exploratory group-norms, would lead to more positive perceptions of online collaboration, and would have an impact on students’ collaborative activities. In total, 59 students working in 20 groups had access to the SS visualization, while 58 students working in 20 groups did not. The results show that students with access to the SS visualization: (a) perceived higher media richness; (b) had a more exploratory group-norm perception; (b) perceived more positive group behavior; (c) perceived their group’s task strategies to be more effective; (d) engaged in different collaborative activities and (e) performed better on one part of the group task. These results demonstrate the potential benefits of visualizing agreement and discussion during CSCL.  相似文献   

6.
School educators play an important role in cyberbullying management. Since scarce earlier research indicated low perceived competence of school educators in handling cyberbullying, more insight is needed in what determines their actions and how to improve these practices. This study assessed school educator practices, their perceptions and context factors from a behavior change theoretical framework, and investigated educator clusters related to this. An online survey was conducted among 451 secondary school educators (teachers, principals, school counselors). School educators mostly used recommended actions (i.e. conversations with pupils, enlisting professionals for support, parental involvement, providing supportive victim advice). Four educator clusters were identified: ‘referrers’ (65%), ‘disengaged’ educators (14%), ‘concerned’ educators (12%) and ‘use all means’ educators (9%). The first two clusters were less adept at handling cyberbullying and comprised mostly teachers, particularly indicating a need for training teachers. Our findings show a need for tailored educator training, e.g. by job position, gender, school size and grade. The behavior change theoretical framework can help target educators' particular needs.  相似文献   

7.
This study explored the differences among online elementary school student groups based on their communication features. Two hundred and ninety-one Taiwanese students, ranging in age from 11 to 12 years old, participated in this study. The students were randomly arranged within-class into three-member groups. Each group was asked to use a collaborative learning system to accomplish a group task generating a shared concept map. The textual discussions in each group during collaboration were collected, coded, categorized, and quantified to profile their communication characteristics. Cluster analysis on the resulting communication characteristics resulted in four types of small student groups, including passive or reticent, frequently off-task, actively participating, and knowledge emphasizing. Most student groups (56%) were found to be relatively passive or reticent. Frequently off-task student groups made a protrusive amount of messages for off-task social purposes. The actively participating student groups were characterized by abundant discussion, particularly for continuing task, managing procedure and coordinating efforts. The distinctive feature of knowledge emphasizing student groups was that they devoted particular attention to task related knowledge. In addition, they performed better in task accomplishment.  相似文献   

8.
This paper investigated the gender differences in junior high school students’ Internet self-efficacy and their use of the Internet. A total of 1080 eighth graders were randomly selected from all junior high school students in Taiwan. The Internet Self-Efficacy Scale (ISES) was developed and used to examine students’ Internet self-efficacy in two dimensions: online exploration (explorative ISE) and online communication (communicative ISE). A survey including the ISES instrument was administered to all the subjects and finally 936 valid questionnaires (from 466 males and 470 females) were returned for data analyses. No significant gender difference was found in students’ total ISE and explorative ISE; however, a significant gender difference was found in students’ communicative ISE. Surprisingly, the girls had significant higher communicative ISE than had the boys. In addition, there was no significant gender difference in students’ Internet using experience and computer ownerships; however, there were significant gender differences in their Internet using purpose and intensity. In spite of the boys showed a significantly higher Internet use intensity than did the girls, the boys were more exploration-oriented Internet users and the girls were more communication-oriented Internet users. And this orientation played a significant role in their Internet self-efficacy. These results suggested that the gender gap may no longer exist in young students’ confidence in using the Internet. However, boys and girls used the Internet for significantly different purposes suggesting that the Internet played different roles for boys and girls in Taiwan. With a large scale examination by using a valid and reliable instrument, this study provided representative results for further related studies.  相似文献   

9.
10.
The development of computer-mediated communication enables teaching and learning to take place across geographical boundaries. An online synchronous learning environment with cyber face-to-face features affords students the sense of learning together online. This study reports a novel design of organizing a 16-week seminar for doctoral students across Canada, Italy, New Zealand, and Taiwan in the Synchronous Cyber Classroom, an online synchronous learning environment. Students’ learning experiences were explored from the perspective of students’ interactions with students, instructors, and the content, based on which the perception of being in a learning community was formed. This article reports how this international online research seminar was organized, how students’ learning experience was analyzed, and what we learned about students’ learning in this international online research seminar.  相似文献   

11.
Online inquiry, use of the Web as an information resource to inquire into science, has become increasingly common in middle schools in recent years. However, prior research has found that middle school students tend to use the Web in a superficial manner. To address the challenges that students face in online inquiry, we designed the Digital IdeaKeeper, a scaffolded software tool to help students engage in online inquiry through support for inquiry planning, information search, analysis, and synthesis. This study examined the differences between regular and IdeaKeeper-supported online inquiry performed by 8 pairs of sixth graders in naturalistic classroom settings. Analysis of 80 screen videos of students’ computer activities and conversations found that IdeaKeeper-supported online inquiry was more integrated, efficient, continuous, metacognitive, and focused. This study has important implications for designing online learning environments for middle school students.  相似文献   

12.
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   

13.
This article reports on a study into the impact of students’ use of the Internet and the computer at home on digital skills they need for school. The study was conducted in the lower grades of Dutch secondary education (students aged 13–15). More than 2500 students, distributed over 116 classes in 68 schools, participated in the study. Internet and computer skills were measured by means of an objective test. Multilevel analysis was used to examine the impact of home access and use on Internet and computer skills taking into account the effect of students’ backgrounds. Students in pre-university education, third-graders and non-minority students appeared to have better Internet skills and a more advantageous home computer use than students in pre-vocational education, first-graders and minority students, respectively. The Internet skills of girls were hardly less developed than those of boys. Home access to e-mail and the extent to which students use the home computer for surfing, e-mailing, chatting and text processing were found to be substantially related to Internet and computer skills (taking into account the effect of several background characteristics of the students).  相似文献   

14.
The purpose of the study was to examine the development of students’ high-level computer skills and competence (student expertise) in information and communication technology (ICT), and to examine the characteristics of such expertise. Eighteen lower secondary school students, selected to represent both genders and all school achievement levels, were given laptops for three years to be used both at school and at home. The data of the longitudinal study consisted of a test on ICT skills; self-evaluation questionnaires on ICT competence, thoughts about their own expertise, ICT-related activities and task, interest in ICT, and classroom observations. The results of the study indicated that the intensive use of ICT and the process-oriented learning environment supported the development of student expertise. In the analysis, three groups were identified, which oriented themselves somewhat differently in relation to ICT: student experts (n = 6), advanced users (n = 8) and non-interested users (n = 4). The experts differed from the other groups in respect of especially focusing on advancing their ICT skills; they had undertaken ICT-related tasks outside the school, they had metacognitive consciousness about their competence, and they had future plans concerning ICT in their further education and profession.  相似文献   

15.
The face-to-face computer-supported collaborative learning has emerged as an important strategy to elementary students' learning. Few studies have explicitly incorporated the structured peer tutoring to the synchronous environment in mathematics. This study was aimed to explore the effects of the synchronous peer tutoring system on children's mathematics learning. In the project, there were 88 10-11-year-old students who peer tutored each other in mathematics in the face-to-face online environment for a year. Compared to the control group, students in the experimental group had significant gains in mathematics learning, especially in the arithmetic and application types of questions. This study demonstrated the positive effects of peer support via the online synchronous learning on students' self-concept and attitudes toward mathematics learning. The results indicated that the longer the vulnerable pupils engaged in peer tutoring online, the more they benefited from the process. The finding suggests that students demonstrate different mathematics reasoning skills when they are paired with peers at different levels of ability. These findings demonstrate that the synchronous peer tutoring system is an effective tool to enhance elementary students' learning in mathematics, as well as promote positive self-concepts.  相似文献   

16.
This research study utilized the framework of digital inequality proposed by DiMaggio and Hargittai (2001) to examine the relationships among the subdimensions of Internet inequality and their outcomes. We firstly investigated the relationships between constructs of technical apparatus, autonomy of use, availability of social support, variation of use at different locations of Internet access (school, home, Internet cafe, and combinations of these locations) and Internet self-efficacy (ISE). Then the relationships between ISE and high school students' exploratory behavior and academic were also investigated. The survey was developed from reliable instruments used in previous research to measure the following variables: Internet Self-Efficacy, Internet accessibility at home and school, exploratory behaviors, academic performance, study use, leisure use, parents influence, superior influence, and training support. Internet access at the Internet café, gender, and self-reported academic achievement were added to the student survey.  相似文献   

17.
This article reports on the design, implementation and evaluation of a module in the MEd (Business) in the Faculty of Education at the University of Hong Kong in which an explicit problem-based learning (PBL) approach was used to investigate the challenges associated with the adoption and use of information and communication technologies (ICT) in Hong Kong secondary school classrooms. PBL influenced both the way the curriculum was developed and the process by which students (n = 18) investigated topics related to the integration of ICT in business studies classrooms. The evaluation was based on five evaluative questions dealing with the implementation of PBL, the extent to which PBL facilitated academic discourse, the extent of ‘new’ knowledge about ICT that had been created, the role of the tutor, and the online learning environment provided. The evaluation revealed that PBL provided a practical approach to investigating ICT in both face-to-face and online learning environments, leading to ‘new’ knowledge about challenges associated with the adoption and use of new technologies in various educational settings.  相似文献   

18.
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p > .05) in student learning as measured by our instrument, there were significant differences (p < .05) found in the participants’ level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.  相似文献   

19.
Based on the findings from reviewing 32 textbooks in the past four years for Taiwan’s Ministry of Education, we have identified common problems in the reviewed textbooks and analyzed their inadequacies. Typical problems include the Wintel bias, too much coverage of software application tools and too little of computer science concepts, too many technical terms, meaningless analogies and examples, lack of supplementary materials, and inadequate treatment of programming-related content. The discussion about each problem is substantiated with examples, and suggestions are made on possible improvement. This analysis should help textbook writers avoid undesirable elements in their books and help high school computer teachers select higher quality books for their students.  相似文献   

20.
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students’ achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning.  相似文献   

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