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1.
For educational software to take advantage of contemporary views of learning, instructional designers need to employ design models that incorporate the variety of ideas that are based on constructivist frameworks for developing learning environments. These environments, if well designed, can support learner construction of knowledge, however, such frameworks are based upon arguments that learners should be placed in authentic environments that incorporate sophisticated representations of context through such constructs as “virtual worlds”. Within these environments the learner is supported by visual metaphors constructed to represent the information structure and how the “world” operates. This paper will discuss the framework employed in the development of several virtual solutions and the process by which they were constructed.  相似文献   

2.
Online systems have come to be heavily used in education, particularly for online learning and collecting information not otherwise readily available. Most e-learning systems, including interactive learning systems, have been designed to “push” course materials to students but rarely to “collect” or “pull” ideas from them. The interactive mechanisms in proposed instructional design models, however, prevent many potential designers from improving course quality, even though some believe that the learning experience and the comments of students are important for enhancing course materials. As well, students could actually contribute to instructional design.This paper presents a course material enhancement process that elicits ideas from students by encouraging students to modify course materials. This process had been tested on different higher education programs, both graduate and undergraduate. It aims to understand which programs’ students have a higher willingness to participate in this work and if they can benefit from this process. To facilitate this research, an asynchronous interaction system, teacher digital assistant (TDA), was designed for teachers to receive responses, recommendations, and modified materials from students at any time. The major advantage of this process is that it could embed students’ thoughts into the course material to improve the curriculum, which can benefit future students.  相似文献   

3.
Throughout their lives, people are faced with various learning situations, for example when they learn how to use new software, services or information systems. However, research in the field of Interactive Learning Environments shows that learners needing assistance do not systematically seek or use help, even when it is available. The aim of the present study is to explore the role of some factors from research in Interactive Learning Environments in another situation: using a new technology not as a means of acquiring knowledge but to realize a specific task. Firstly, we present the three factors included in this study (1) the role of the content of assistance, namely operative vs. function-oriented help; (2) the role of the user’s prior knowledge; (3) the role of the trigger of assistance, i.e. help provided after the user’s request vs. help provided by the system. In this latter case, it is necessary to detect the user’s difficulties. On the basis of research on problem-solving, we list behavioral criteria expressing the user’s difficulties. Then, we present two experiments that use “real” technologies developed by a large company and tested by “real” users. The results showed that (1) even when participants had reached an impasse, most of them never sought assistance, (2) operative assistance that was automatically provided by the system was effective for novice users, and (3) function-oriented help that was automatically provided by the system was effective for expert users. Assistance can support deadlock awareness and can also focus on deadlock solving by guiding task. Assistance must be adapted to prior knowledge, progress and goals of learners to improve learning.  相似文献   

4.
Because scaffolding is a crucial form of support for students engaging in complex learning environments, it is important that researchers determine which of the numerous kinds of scaffolding will allow them to educate students most effectively. The existing literature tends to focus on computer-based scaffolding by itself rather than integrating it with teacher support. This study examined students' inquiry learning skills and content knowledge when they utilized a virtual learning environment called Supervolcano: Kikai Caldera. The present study specifically explored how the timing of teacher-based metacognitive scaffolding in combination with different types of computer-based procedural scaffolding affected students’ science inquiry learning. To answer this question, a 2 × 2 factorial design was conducted. One factor examined continuous and faded computer-based procedural scaffolds, and the other factor investigated early and late teacher-based metacognitive scaffolds. Students who received both continuous computer-based procedural scaffolding and early teacher-based metacognitive scaffolding performed best in acquiring scientific inquiry skills. Students using both faded computer-based procedural and early teacher-based metacognitive scaffolding had the worst performance in learning scientific inquiry skills. However, although we applied different types of scaffolding, the results showed no statistically significant difference among the groups' science learning knowledge.  相似文献   

5.
An integrated learning object, a web-based inquiry environment “Young Scientist” for basic school level is introduced by applying the semiosphere conception for explaining learning processes. The study focused on the development of students’ (n = 30) awareness of the affordances of learning objects (LO) during the 3 inquiry tasks, and their ability of dynamically reconstructing meanings in the inquiry subtasks through exploiting these LO affordances in “Young Scientist”. The problem-solving data recorded by the inquiry system and the awareness questionnaire served as the data-collection methods.It was demonstrated that learners obtain complete awareness of the LO affordances in an integrated learning environment only after several problem-solving tasks. It was assumed that the perceived task-related properties and functions of LOs depend on students’ interrelations with LOs in specific learning contexts. Learners’ overall awareness of certain LO affordances, available in the inquiry system “Young Scientist”, developed with three kinds of patterns, describing the hierarchical development of the semiosphere model for learners. The better understanding of the LO affordances, characteristic to the formation of the functioning semiosphere, was significantly related to the advanced knowledge construction during these inquiry subtasks that presumed translation of information from one semiotic system to another. The implications of the research are discussed in the frames of the development of new contextual gateways for learning with virtual objects. It is assumed that effective LO-based learning has to be organized through pedagogically constrained gateways by manifesting certain LO affordances in the context in order to build up the dynamic semiosphere model for learners.  相似文献   

6.
This study reports on the development of ESP (English for specific purposes) courseware for semiconductor technology and its integration as a “silent partner” into instruction. This kind of team-teaching could help overcome current problems encountered in developing ESP in Taiwan. The content of the material under discussion includes general knowledge about fundamental theories, process technologies and applications within the semiconductor industry. In the design of the whole courseware, five skills for learning English (listening, speaking, reading, writing, and translation) have been considered and a 3D multimedia technique has been used to promote learning interest, student engagement, and efficiency. The design of the courseware endeavors to mainly follow principles by [Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University Press]. Students report they have benefited from the courseware implementation. Initial evaluations suggest that students are satisfied with practices for learning professional knowledge and English skills provided by the courseware. They report that the multimedia-assisted environment of the courseware promotes learning effectiveness. Students with higher achievement on the posttest showed better participation and motivation, made greater use of the multimedia and had a better understanding of the English content so that they are more competent to function in a professional and learner-centered ESP course using the courseware.  相似文献   

7.
Since online learning technology, such as streaming video, was introduced to the college distance-learning environment, there has been a need to study the attitudes of college students toward the use of this modality in hybrid courses. Understanding students’ attitudes toward using online materials and the impact on class attendance is not only essential to ascertain how effectively the online content is delivered, it also helps teaching faculty prepare online courses and education programs. This paper studies the attitudes of college students’ about online materials in a hybrid upper division communications class. Student attitudes towards combining distance-learning techniques with traditional lecture tended to be positive. Students held the belief that hybrid courses have a negative impact on attendance, but they did not self-report an actual impact. Students do believe that they benefit from this technology, but the belief is strongest in those who are most computer/Internet literate. How these attitudes/beliefs impact the student in the context of a rural culture will be discussed.  相似文献   

8.
The purpose of the study was to analyze how intensively female and male students participate in discourse interaction within two computer-supported classrooms. Technical infrastructure for the study was provided by the Computer-Supported Intentional Learning Environments (CSILE). The study was carried out by qualitatively analyzing written notes logged by two grade 5/6 classes to CSILE's database over one academic year. The results of the study indicate that only one of the classrooms engaged in a progressive discourse focused on collaborative advancement of explanation whereas the other classroom performed more traditional learning tasks. Female students participated most actively in the progressive-discourse classroom whereas male students dominated discourse interaction in the other class, but the reasons for this are subject to debate. The investigators argue that the use of new technology should be thoroughly subsumed under pedagogical goals in order to facilitate female students' participation in computer-supported learning.  相似文献   

9.
In machine learning terms, reasoning in legal cases can be compared to a lazy learning approach in which courts defer deciding how to generalize beyond the prior cases until the facts of a new case are observed. The HYPO family of systems implements a “lazy” approach since they defer making arguments how to decide a problem until the programs have positioned a new problem with respect to similar past cases. In a kind of “reflective adjustment”, they fit the new problem into a patchwork of past case decisions, comparing cases in order to reason about the legal significance of the relevant similarities and differences. Empirical evidence from diverse experiments shows that for purposes of teaching legal argumentation and performing legal information retrieval, HYPO-style systems' lazy learning approach and implementation of aspects of reflective adjustment can be very effective.  相似文献   

10.
In the last few decades, the implementation of information technology has given rise to several organizational training needs that have to be satisfied, in order to empower organizational IT performance. The users of new technologies have to be trained quickly and efficiently, and since they are usually distributed to different remote locations, web-based training is the preferred, and sometimes the only, process for employee training. This study deals with the prognosis of employees’ intention to use a web-based training process, by extending the technology acceptance model using some other related factors, such as learning goal orientation, management support, enjoyment, self-efficacy and computer anxiety. Two hundred and eighty seven employees participated in this study to test the validity of the research model. The findings of the structural equation modeling indicate that enjoyment, perceived usefulness and perceived ease of use directly affect employees’ intention to use web-based training, while learning goal orientation has the strongest indirect impact on employees’ intention. Finally, three new causal relations are proposed for further research.  相似文献   

11.
A focal characteristic of Smart Business Networks (SBN) is their ability to adapt to the environment. We think that the capacity to adapt, or adaptability of Smart Business Networks, requires more attention and formalization in the managerial discourse since we consider that it is one core capability of SBN to be considered “Smart”. The purpose of this paper is to employ theories of learning from the educational and organizational literature to develop a framework for modes of network. These modes, which are a function of the organizational awareness and the resources employed, are: 1) automatic responses, 2) assimilation, 3) accommodation, and 4) environmental enactment. We show the applicability of the framework with a case study about a SBN in the home insurance claims and repairs industry. The paper highlights the need for SBN management to design process and technology infrastructures that appropriately allocate limited organizational awareness and resources to optimize the process of adaptation in Smart Business Networks. We consider that the theoretical propositions may serve to guide future research in Smart Business Networks.  相似文献   

12.
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the ‘gamer generation’ or ‘net generation’: a generation that has grown up with computer games and other technology affecting their preferred learning styles, social interaction patterns and technology use generally. It is often argued that in education this generation prefers active, collaborative and technology-rich learning, i.e. learning methods that involve extensive computer use and collaboration among students. Gaming is then proposed as a new teaching method which addresses these requirements. This article presents the results of a survey which studied whether this discourse is also applicable to higher education students from the Netherlands and whether games, considered as active, collaborative and technology-rich learning experiences, are of greater importance in the formal education of today’s students. Of 1432 respondents from eight Dutch institutes of higher education surveyed between 2005 and 2009, about 25% fit our criteria of being a clear representative of the net generation. Furthermore, our analysis shows that there is little difference, and no statistically significant difference, in active, collaborative and technology-rich learning preferences between the representatives and non-representatives of the net generation. Furthermore, no large or statistically significant differences were found between representatives and non-representatives of the net generation with respect to the value they accorded to gaming in education. Overall our dataset did not fit the expectations raised by the net generation theory, with the percentage of students who fit the criteria being much lower than expected. However, regardless of whether they represented the net generation or not, in general our respondents preferred collaborative and technology-rich learning and deemed games a valuable teaching method.  相似文献   

13.
This paper gives a fresh look at my previous work on “epistemic actions” and information updates in distributed systems, from a coalgebraic perspective. I show that the “relational” semantics of epistemic programs, given in [BMS2] in terms of epistemic updates, can be understood in terms of functors on the category of coalgebras and natural transformations associated to them. Then, I introduce a new, alternative, more refined semantics for epistemic programs: programs as “epistemic coalgebras”. I argue for the advantages of this second semantics, from a semantic, heuristic, syntactical and proof-theoretic point of view. Finally, as a step towards a generalization, I show these concepts make sense for other functors, and that apparently unrelated concepts, such as Bayesian belief updates and process transformations, can be seen to arise in the same way as our “epistemic actions”.  相似文献   

14.
High-ranking officers require advanced military education in war tactics for future combat. However, line officers rarely have time to take such courses on campus. The conventional solution to this problem used to take the inefficient correspondence courses. Whereas Internet technologies progress, online course is the current trend for military training. However, the question is what distance learning methodology best suits such a proprietary learning purpose.This study presents a sequential process of developing distance learning courses in advanced military education. Further, the Petri-Net analytical approach is adopted to discover the essential interaction requirements of advanced military education delivered via Internet. This study developed a systematic method for designing e-learning systems according to specific requirements of target courses. The proposed approach starts by comparing on-campus programs with the existing e-learning systems to identify the steps required to transform the program into an e-learning system. After first outlining the pedagogy of the on-campus program, its proposed teaching flow through the Internet is then sketched. Finally, the Petri-Net model was used for in-depth analysis of the stages affecting the learning curve of the line office taking e-learning courses. The example of a “Joint Operations” AME course elaborated the presented approach. An e-learning system prototype was also designed accordingly. Lastly, an experiment was conducted to verify the efficiency of the presented approach.  相似文献   

15.
This study investigates the hypothesis that students’ learning and problem-solving performance in ill-structured domains can be improved, if elaborative question prompts are used to activate students’ context-generating cognitive processes, during case study. Two groups of students used a web-based learning environment to criss-cross and study case-based material in the software project management domain. The experimental group was additionally prompted to consistently answer a set of questions based on a model of context-generating processes, meant to engage students in deeper processing of information presented in cases. Students were also classified as having either “complex” or “simple” EB profile (based on their epistemological beliefs record), thereby establishing a 2 × 2 factorial design. Results indicated that scaffolding treatment had a significant main effect on students’ performance, with the experimental group performing better in both domain knowledge acquisition and knowledge transfer post-test items. There is also tentative indication that EB profile and scaffolding treatment interact, with complex-EB learners benefiting most from the scaffolded condition. Overall, the study provides evidence that it is possible to improve individual learning in a technology environment for case-based learning, by implementing appropriate questioning strategies that trigger students to activate their context-generating cognitive processes, while studying the contextually rich material of cases.  相似文献   

16.
The success or failure of any workplace training program may not rest with the program itself, but may be influenced by a range of other contextual elements that mediate learning and action in workplace performance. This paper introduces the term “High-3” work, and then discusses the role of formal and informal learning within High-3 workplace contexts. The influence of some aspects of organisational context on work practice is illustrated through a case study and qualitative analysis of a near-miss incident within Australia’s air traffic control airspace. The paper concludes that socio-cultural theories provide a useful framework for understanding performance in High-3 workplace but that these theories need to be further developed to account for a range of features present in workplace contexts. Some recommendations for practitioners interested in better understanding the role of context in developing training programs to support High-3 work are provided.  相似文献   

17.
At present, the design of computer-supported group-based learning (CSGBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as ‘cooperative learning’ and ‘collaborative learning’. Critical review reveals these concepts as insufficiently substantial to serve as a basis for CSGBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing CSGBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to CSGBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster CSGBL design that focuses on the heart of the matter: interaction.  相似文献   

18.
As justifications (such as evidence or explanations) are central to productive argumentation, this study examines how the discourse moves of students engaged in collaborative learning are related to their justifications during computer mediated communication (CMC). Twenty-four students posted 131 messages on Knowledge Forum, an online collaborative learning environment. These messages were coded and analyzed with a multiple outcome, multilevel logit, vector autoregression. When students disagreed or made claims, they were more likely to use evidence. After a student made an alternative claim, the next student posting a message was less likely to use evidence. When students made claims, disagreed, disagreed with other’s justifications, or read more messages, they were more likely to use explanations. Boys were more likely than girls to make new claims. Together, these results suggest that discourse moves and sequences are linked to justifications on online forums.  相似文献   

19.
We present a novel “dynamic learning” approach for an intelligent image database system to automatically improve object segmentation and labeling without user intervention, as new examples become available, for object-based indexing. The proposed approach is an extension of our earlier work on “learning by example,” which addressed labeling of similar objects in a set of database images based on a single example. The proposed dynamic learning procedure utilizes multiple example object templates to improve the accuracy of existing object segmentations and labels. Multiple example templates may be images of the same object from different viewing angles, or images of related objects. This paper also introduces a new shape similarity metric called normalized area of symmetric differences (NASD), which has desired properties for use in the proposed “dynamic learning” scheme, and is more robust against boundary noise that results from automatic image segmentation. Performance of the dynamic learning procedures has been demonstrated by experimental results.  相似文献   

20.
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