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1.
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG Gersang was used. The participants, consisting of ninth graders, played the game until they all reached the third level to ensure that they have the same gaming ability prior to gaming for the study. Three meta-cognitive strategies were developed: self-recording, modeling and thinking aloud. Those strategies are specially related to gaming activities and applied in pre-gaming activities, gaming activities, and post-gaming activities. Three meta-cognitive strategies were set as independent variables. The social problem solving ability was set as a mediating variable, and academic achievement and scores in the game were chosen as dependent variables. The path between meta-cognitive strategies and both academic achievement and game performance by mediating social problem solving abilities were discovered. The social problem solving ability, which is the mediating variable, affects the academic achievement and the game performance very strongly. These results imply that a commercial game playing in conjunction with meta-cognitive strategies can be an effective way to increase students’ performance both in learning and gaming by keeping them involved. Talking and observation activities such as thinking aloud and modeling are more effective than writing activities in enhancing the students’ achievements both in learning and gaming.  相似文献   

2.
This study examined how web-based integration and procedure question prompts differentially affected students’ knowledge acquisition and ill-structured problem solving skills, particularly in representing problem(s), developing solutions, and monitoring and evaluating a plan of action within the social science context. Eighty-four undergraduate pre-service teachers were recruited and randomly assigned to one of the four conditions: (1) an IP condition that required students to complete integration prompts, (2) a PP condition that required students to complete procedure prompts, (3) an IPP condition that required students to complete both integration and procedure prompts, or (4) a control condition that did not provide access to any prompts. The findings show that students who received integration prompts outperformed those who did not receive any in knowledge acquisition and problem representation for solving an ill-structured problem. Integration prompts also helped the development and integration of cognitive schema, whereas procedure prompts helped direct students’ attention to specific features of the problem in order to arrive at the solution(s). In fact, the presence of an integration prompt alone is not sufficient to support successful ill-structured problem solving unless a procedure prompt is provided. Based on these findings, this study offers implications for designing Web-based learning environments, engineered to promote integrative knowledge and ill-structured problem solving skills.  相似文献   

3.
This study developed a web-based multimedia whiteboard system to help students learning with mathematical problem solving. The purpose is to promote a new online mathematical learning model that students not only use electronic whiteboard to write down their mathematical problem solving solutions but also use voice recording tool to give oral explanations about their thinking behind the solutions. To cultivate students’ critical thinking capability and encourage collaborative peer learning, the new learning model also requests students to criticize others’ solutions and reply to others’ arguments. With the multimedia supporting tools, students can communicate easily with each other about what they think and how they solve mathematical problems. We have conducted an experiment with sixth grade primary school students for evaluation. After the experiment, a questionnaire about students’ attitude toward the multimedia whiteboard system for math learning was then held. The results show that students were satisfied with the use of the multimedia whiteboard system for helping them with learning fractional division. Most students were interested in studying mathematics with the multimedia whiteboard system and thought this tool is particularly useful for doing collaborative learning. After analyzing the recorded solving processes and discussions content of students, we found that the performance of female students was superior to male students in communications and mathematical problem solving. Additionally, students with higher final exam grades had better mathematical abilities for doing critiques, arguments and communications.  相似文献   

4.
With the expanding availability and capability of varied technologies, classroom-based problem solving has become an increasingly attainable, yet still elusive, goal. Evidence of technology-enhanced problem-solving teaching and learning in schools has been scarce, understanding how to support students’ problem solving in classroom-based, technology-enhanced learning environments has been limited, and coherent frameworks to guide implementation have been slow to emerge. Whereas researchers have examined the use and impact of scaffolds in mathematics, science, and reading, comparatively little research has focused on scaffolding learning in real-world, everyday classroom settings. Web-based systems have been developed to support problem solving, but implementations suggest variable enactment and inconsistent impact. The purpose of this article is to identify critical issues in scaffolding students’ technology-enhanced problem solving in everyday classrooms. First, we examine two key constructs (problem solving and scaffolding) and propose a framework that includes essential dimensions to be considered when teachers scaffold student problem solving in technology-rich classes. We then investigate issues related to peer-, teacher-, and technology-enhanced scaffolds, and conclude by examining implications for research.  相似文献   

5.
A problem-posing system is developed with four phases including posing problem, planning, solving problem, and looking back, in which the “solving problem” phase is implemented by game-scenarios. The system supports elementary students in the process of problem-posing, allowing them to fully engage in mathematical activities. In total, 92 fifth graders from four different classes were recruited. The experimental group used the problem-posing system, whereas the control group followed the traditional paper-based approach. The study investigates the effects of the problem-posing system on students’ problem-posing ability, problem-solving ability, and flow experiences. The results revealed more flow experiences, and higher problem-solving and problem-posing abilities in the experimental group.  相似文献   

6.
The aim of the study is to investigate the influence of gender and gender pairing on students’ learning performances and knowledge elaboration processes in Computer-Supported Collaborative Learning (CSCL). A sample of ninety-six secondary school students, participated in a two-week experiment. Students were randomly paired and asked to solve several moderately structured problems concerning Newtonian mechanics. Students’ pretest and posttest performances were analyzed to see whether students’ gender and the gender pairing (mixed or single-gender) were significant factors in their problem solving learning in CSCL. Students’ online interactions were also analyzed to unravel the dynamic process of individual knowledge elaboration. The multilevel analyses revealed that a divergent pattern of knowledge elaboration was a significant predictor for students’ learning achievement, and in mixed-gender dyads students’ knowledge elaboration processes were more inclined to diverge from each other. Moreover, females in single-gender dyads significantly outperformed females in mixed-gender dyads. But this was not the case for male students.  相似文献   

7.
This study examined tenth-grade students’ (n = 263) problem solving ability (PSA) online through assessing students’ domain-specific knowledge (DSK) and reasoning skills (RS) in Earth sciences as well as their attitudes toward (AT) Earth sciences related topics in a secondary school of Taiwan. The students’ PSA was evaluated based on a previous model (Chang, C. Y. (2004, November 26–27). Trends in assessing student earth science problem solving ability: the importance of domain-specific knowledge and reasoning skills in earth sciences. Paper presented at the Seoul Conference for International Earth Science Olympiad (IESO), Seoul, Korea; Chang, C. Y., & Barufaldi, J. P. (submitted). Does problem solving = prior knowledge + reasoning skills in science? An exploratory study. Journal of Experimental Education; Chang, C. Y., & Weng, Y. H. (2002). An exploratory study on students’ problem-solving ability in earth science. International Journal of Science Education, 24(5), 441–452) which empirically established that students’ PSA is a composite of DSK, RS and AT subscales. Major findings are as follows: (a) The correlation coefficient among students’ DSK, RS and AT was relatively small, indicating that these subscales might have successfully represented different constructs of students’ PSA; (b) a significantly positive correlation existed between students’ PSA total scores and each subscale. It is, therefore, suggested that students’ PSA may be potentially assessed online by measuring their essential components in the area of Earth sciences.  相似文献   

8.
The present study investigates the improvement of students’ mathematical performance by using a mathematical model through a computerized approach. We had developed an intervention program and 11 years students worked independently on a mathematical model in order to improve their self-representation in mathematics, to self-regulate their performance and consequently to improve their problem solving ability. The emphasis of using the specific model was on dividing the problem solving procedure into stages, the concentration on the students’ cognitive processes at each stage and the self-regulation of those cognitive processes in order to overcome cognitive obstacles. The use of the computer offered the opportunity to give students general comments, hints and feedback without the involvement of their teachers. Students had to communicate with a cartoon animation presenting a human being who faced difficulties and cognitive obstacles during problem solving procedure. Three tools were constructed for pre- and post-test (self-representation, mathematical performance and self-regulation). There were administered to 255 students (11 years old), who constituted the experimental and the control group. Results confirmed that providing students with the opportunity to self-reflect on their learning behavior when they encounter obstacles in problem solving is one possible way to enhance students’ self-regulation and consequently their mathematical performance.  相似文献   

9.
Several studies have been conducted related to dropouts from on-campus and distance education courses. However, no clear definition of dropout from academic courses was provided. Consequently, this study proposes a clear and precise definition of dropout from academic courses in the context of e-learning courses. Additionally, it is documented in literature that students attending e-learning courses dropout at substantially higher rates than their counterparts in on-campus courses. Little attention has been given to the key factors associated with such substantial difference. This study explores two main constructs: (1) academic locus of control; and, (2) students’ satisfaction with e-learning. Results show that students’ satisfaction with e-learning is a key indicator in students’ decision to dropout from e-learning courses. Moreover, dropout students (non-completers) reported to have significantly lower satisfaction with e-learning than students who successfully completed (completers or persistent students) the same e-learning courses. Additionally, results of this study show that the academic locus of control appears to have no impact on students’ decision to drop from e-learning courses.  相似文献   

10.
Instructors in higher education are disseminating instructional content via podcasting, as many rally behind the technology’s potential benefits. Others have expressed concern about the risks of deleterious effects that might accompany the adoption of podcasting, such as lower class attendance. Yet, relatively few studies have investigated students’ perceptions of podcasting for educational purposes, especially in relation to different podcasting forms: repetitive and supplemental. The present study explored students’ readiness and attitudes towards these two forms of podcasting to provide fundamental information for future researchers and educators. The results indicated that students may not be as ready or eager to use podcasting for repetitive or supplemental educational purposes as much as we think they are, but they could be persuaded.  相似文献   

11.
In this study we tested a novel cognitive validation strategy that yoked participants' verbal protocols with their clickstream data using a problem solving assessment (IMMEX—Interactive Multimedia Exercises). Participants were presented with a scenario and provided with relevant and irrelevant information to solve the task. Participants could access the information in any order and attempt to solve the problem at any time. The most frequently occurring cognitive processes were paraphrasing text, accurate cause–effect inferences, and monitoring of problem solving behavior. Productive processes were related to success and consistent with scientific reasoning behavior on the task and unproductive processes were related to unsuccessful performance and consistent with poor reasoning. We found strong evidence of the cognitive validity of the IMMEX task. Components of an online process-based assessment testbed are identified.  相似文献   

12.
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed the feedback and problem solving behaviors of 117 students in a simulation game, designed to assist them to learn computational problem solving. It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures. The students’ intrinsic motivation was also enhanced when they learned with the simulation game. In particular, the results of the study found a close association between the students’ learning experience states and their problem solving strategies. The students who perceived a flow experience state frequently applied trial-and-error, learning-by-example, and analytical reasoning strategies to learn the computational problem solving skills. However, a certain portion of students who experienced states of boredom and anxiety did not demonstrate in-depth problem solving strategies. For instance, the students who felt anxious in the simulation game did not apply the learning-by-example strategy as frequently as those in the flow state. In addition, the students who felt bored in the simulation game only learned to solve the problem at a superficial level.  相似文献   

13.
Some researchers claim that animations may hinder students’ meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students’ learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered: Science thinking skills and Motivation to learn science. Students’ overall achievement in science was examined by their report card scores. The research population (N = 1335) was divided into experimental (N = 926) and control (N = 409) groups from 11 elementary schools. Findings indicated that the use of animated movies promoted students’ explanation ability and their understanding of scientific concepts. Findings also indicated that students who studied science with the use of animated movies developed higher motivation to learn science, in terms of: self-efficacy, interest and enjoyment, connection to daily life, and importance to their future, compared to the control students. Following the definition of multimedia, the students who study with the use of animated movies, applied all three learning styles: visual, auditory and kinesthetic. The use of multimedia and the fact that the students were engaged in exploring new concepts, that were relevant to their daily life experiences, can explain the positive results.  相似文献   

14.
The effects of dynamic and static visualizations in understanding physical principles of fish locomotion were investigated. Seventy-five students were assigned to one of three conditions: a text-only, a text with dynamic visualizations, or a text with static visualizations condition. During learning, subjects were asked to think aloud. Learning outcomes were measured by tests assessing verbal factual knowledge, pictorial recall as well as transfer. Learners in the two visualization conditions outperformed those in the text-only condition for transfer and pictorial recall tasks, but not for verbal factual knowledge tasks. Analyses of the think-aloud protocols revealed that learners had generated more inferences in the visualization conditions as opposed to the text-only condition. These results were mirrored by students’ self-reported processing demands. No differences were observable between the dynamic and the static condition concerning any of the learning outcome measures. However, think-aloud protocols revealed an illusion of understanding when learning with dynamic as opposed to static visualizations. Furthermore, learners with static visualizations tended to play the visualizations more often. The results stress the importance of not only using outcome-oriented, but also process-oriented approaches to gain deeper insight into learning strategies when dealing with various instructional materials.  相似文献   

15.
Previous computer-assisted problem-solving systems have incorporated all the problem-solving steps within a single stage, making it difficult to diagnose stages at which errors occurred when a student encounters difficulties, and imposing a too-high cognitive load on students in their problem solving. This study proposes a computer-assisted system named MathCAL, whose design is based on four problem-solving stages: (1) understanding the problem, (2) making a plan, (3) executing the plan and (4) reviewing the solution. A sample of one hundred and thirty fifth-grade students (aged 11 years old) completed a range of elementary school mathematical problems and empirically demonstrated. The results showed MathCAL to be effective in improving the performance of students with lower problem solving ability. This evaluation allowed us to address the problem of whether the assistances in various stages help students with their problem solving. These assistances improve students’ problem-solving skills in each stage.  相似文献   

16.
This study developed an adaptive web-based learning system focusing on students’ cognitive styles. The system is composed of a student model and an adaptation model. It collected students’ browsing behaviors to update the student model for unobtrusively identifying student cognitive styles through a multi-layer feed-forward neural network (MLFF). The MLFF was adopted because of its ability on imprecise or incompletely understood data, ability to generalize and learn from specific examples, ability to be quickly updated with extra parameters, and speed in execution making them ideal for real time applications. The system then adaptively recommended learning content presented with a variety of content and interactive components through the adaptation model based on the student cognitive style identified in the student model. The adaptive web interfaces were designed by investigating the relationships between students’ cognitive styles and browsing patterns of content and interactive components. Training of the MLFF and an experiment were conducted to examine the accuracy of identifying students’ cognitive styles during browsing with the proposed MLFF and the impact of the proposed adaptive web-based system on students’ engagement in learning. The training results of the MLFF showed that the proposed system could identify students’ cognitive styles with high accuracy and the temporal effects should be considered while identifying students’ cognitive styles during browsing. Two factors, the acknowledgment of students’ cognitive styles while browsing and the existence of adaptive web interfaces, were used to assign three classes of college freshmen into three groups. The experimental results revealed that the proposed system could have significant impacts on temporal effects on students’ engagement in learning, not only for students with cognitive styles known before browsing, but also for students with cognitive styles identified during browsing. The results provide evidence of the effectiveness of the adaptive web-based learning system with students’ cognitive styles dynamically identified during browsing, thus validating the research purposes of this study.  相似文献   

17.
This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text) factorial design was employed. The dependent variables included subjects’ pre-test, post-test, and retention-test scores, showing their understanding of mitosis and meiosis process at molecular level, as well as data of subjects’ eye-movement behavior. Results showed the group that received animation with narration allocated a greater amount of visual attention (number of fixations, total inspection time, and mean fixation duration) than the group that received animation with on-screen text, in both pictorial area and area of interest, which is consistent with students’ immediate and long-term retained learning of the processes of mitosis and meiosis. The group that received simulation with on-screen text allocated a greater amount of visual attention than the group that received simulation with narration, consistent with students’ immediate and retained learning. The group that received simulation with on-screen text also allocated a greater amount of visual attention than the group that received animation with on-screen text, consistent with students’ immediate and retained learning. This study adds empirical evidence of a direct correlation between the length of eye fixation behavior and the depth of learning. Moreover, it provides insight into the multimedia effect on students’ cognitive process through the use of eye fixation behavior evidence.  相似文献   

18.
This study investigates the effectiveness of computer-delivered hints in relation to problem-solving abilities in two alternative indirect instruction schemes. In one instruction scheme, hints are available to students immediately after they are given a new problem to solve as well as after they have completed the problem. In the other scheme, hints are only available as worked out problems after students have finished their solution. The instruction schemes are supplied by means of a web-based program, Physhint, which supports the development of strategic knowledge [Pol, H. J., Harskamp, E. G., & Suhre, C. J. M. (2008). The effect of the timing of instructional support in a computer-supported problem-solving program for students in secondary physics education. Computers in Human Behavior, 24, 1156–1178]. This program supports novice problem solvers while undertaking physics problems concerned with forces by providing hints structured in accordance with Schoenfeld’s episodes [Schoenfeld, A. H. (1992). Learning to think mathematically: Problem solving, metacognition, and sense making in mathematics. In D. A. Grouws (Ed.), Handbook of research on mathematics teaching (pp. 224–270). New York: McMillan Publishing].  相似文献   

19.
In this paper we compared the efficacy of face-to-face and computer supported collaborative learning (CSCL) in increasing academic knowledge and professional competences. We also explored how students’ personality characteristics and learning strategies and teachers’ characteristics were associated with better learning outcomes in online or face-to-face contexts. One hundred and seventy students participated in 10 community psychology seminars, five online and five face-to-face. Academic and professional learning increased for participants in both settings. Tutors’ characteristics did not influence students’ learning. Students who performed better in online and in face-to-face contexts differed in some psychological variables and in their learning strategies. Overall results show that asynchronous collaborative learning online can increase professional competences normally learnt only in small face-to-face educational settings, and that CSCL can be used to provide innovative educational opportunities that fit particular needs of students with low anxiety, high problem solving efficacy, who have time management problems in their learning strategies.  相似文献   

20.
The present study sought to examine the effect of nonhuman’s external regulation on children’s self-regulation to regulate their own process of learning and to what extent did children succeed in terms of application when they talk and think while act alone with nonhuman’s external regulator. The Aginian’s methodology (, , ,  and ) that used an isolated, computer-based learning system and acts as a standalone learning environment with special set of tasks was used by hundred healthy preschool children. The results showed that young children were able to regulate their own process of learning and engage with their full free-will without the need of their real teacher’s regulation. The conclusion provided evidence that the verbalization of thinking aloud should occur spontaneously by nature, the nonhuman’s external regulation has a positive effect on young children’s development when they act with their full free-will, and has a positive effect on their behavior either.  相似文献   

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