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1.
Historically, business executives, among all company members, have the least opportunities to interact with computers. Executive information system is the only known mature information system dedicated to business executives. However, in the Internet era, computer-based tools have become essential for executives learning to cope with the competitive market. This paper focuses on an empirical study to build a user-based model for a web executive learning system (ELS) by describing the relationship between the learning preferences and content selection of business executives, and their computer usage, leadership style, and content awareness level. The study reached the following conclusions: (1) leadership style has strong influence on the learning style; (2) content awareness has a weak link to the content selections; and (3) user profile on computer usage provides useful clues at design level to meet the learning preference of business executives. The user profile on computer usage, taken from business executives of employee size between 50 and 200, reveals that (1) these executives are frequent computer users; (2) most of them are willing to give ELS a try; (3) they prefer learning after work; and (4) they are willing to spend, on average, 3 days to learn the web-based learning environment.  相似文献   

2.
Digital systems offer computational power and instant feedback. Game designers are using these features to create scaffolding tools to reduce player frustration. However, researchers are finding some unexpected effects of scaffolding on strategy development and problem-solving behaviors. We used a digital Sudoku game named Professor Sudoku to classify built-in critical features, frustration control and demonstration scaffolds, and to investigate their effects on player/learner behaviors. Our data indicate that scaffolding support increased the level at which puzzles could be solved, and decreased frustration resulting from excessive numbers of retries. However, it also reduced the number of unassisted placements (i.e., independently filled cells), and increased reliance on scaffolding tools, both of which are considered disadvantageous for learning. Among the three scaffold types, frustration control reduced the potential for players to feel stuck at certain levels, but also reduced the frequency of use of critical feature-making tools, which are thought to have greater heuristic value. We conclude that the simultaneous provision of critical feature and frustration control scaffolds may increase player reliance on available support, thereby reducing learning opportunities. Providing players with critical features and demonstration scaffolds at the same time increases reliance on available support for some players, but for most it encourages the development of solving strategies.  相似文献   

3.
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.  相似文献   

4.
This paper presents a field study carried out with learners who used a grammar checker in real writing tasks in an advanced course at a Swedish university. The objective of the study was to investigate how students made use of the grammar checker in their writing while learning Swedish as a second language. Sixteen students with different linguistic and cultural backgrounds participated in the study. A judgment procedure was conducted by the learners on the alarms from the grammar checker. The students’ texts were also collected in two versions; a version written before the session with the grammar checker, and a version after the session. This procedure made it possible to study to what extent the students followed the advice from the grammar checker, and how this was related to their judgments of its behavior.The results obtained demonstrated that although most of the alarms from the grammar checker were accurate, some alarms were very hard for the students to judge correctly. The results also showed that providing the student with feedback on different aspects of their target language use; not only on their errors, and facilitating the processes of language exploration and reflection are important processes to be supported in second-language learning environments.Based on these results, design principles were identified and integrated in the development of Grim, an interactive language-learning program for Swedish. We present the design of Grim, which is grounded in visualization of grammatical categories and examples of language use, providing tools for both focus on linguistic code features and language comprehension.  相似文献   

5.
The explanation of certain 3D concepts is based on 2D drawings. These drawings should contain certain depth cues, such as perspective and overlapping. Until recently, parallax has not been used as a depth cue. Nevertheless, new technologies allow it to be incorporated. This forms the background to our study of the design of interactive educational resources and stereoscopic graphics. The results obtained demonstrate that (1) the use of parallax cues improves the interpretation of the figures and (2) that the assistance they afford is most appreciated by the students with less highly developed spatial perception.  相似文献   

6.
Acquiring the skills needed to solve certain types of problems is one of the main challenges of distance university education, demanding extra motivation from students to tackle it. New technology should be one of our great allies in addressing these problems. This article proposes an expert system with a web‐based problem‐solving simulator for a multidevice environment in order to allow students to access an unlimited number of problems with their corresponding solutions, immediately, anytime and anywhere. The types of problems that can be used are those based on quantitative methods with a fixed methodology to be followed. A successful case study was carried out for the subject Operations Management at the Distance University of Madrid (UDIMA), with three different problem simulators having been developed. The results were very satisfactory compared with previous academic years in terms of motivation. A decrease in students that did not sit the final examination was observed, as was an increase in the number of visits to the Moodle classroom. Students also responded positively in their assessments of the initiative.  相似文献   

7.
Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training purposes, by allowing one to circumvent physical, safety, and cost constraints. Unfortunately, EVEs often leave to the user the onus of taking the initiative both in exploring the environment and interacting with its parts. A possible solution to this problem is the exploitation of virtual humans acting as informal coaches or more formal instructors. For example, virtual humans can be employed to show and explain maintenance procedures, allowing learners to receive more practical explanations which are easier to understand. However, virtual humans are rarely used in Web3D EVEs, since the programming effort to develop and re-use them in different environments can be considerable. In this paper, we present a general architecture that allows content creators to easily integrate virtual humans into Web3D EVEs. To test the generality of our solution, we present two practical examples showing how the proposed architecture has been used in different educational contexts.  相似文献   

8.
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   

9.
The current paper details results from the Girls and ICT survey phase of a three year study investigating factors associated with low participation rates by females in education pathways leading to professional level information and communications technology (ICT) professions. The study is funded through the Australian Research Council’s (ARC) Linkage Grants Scheme. It involves a research partnership between Education Queensland (EQ), industry partner Technology One and academic researchers at (affiliation removed for review purposes). Respondents to the survey were 1453 senior high school girls. Comparisons were drawn between Takers (n = 131) and Non Takers (n = 1322) of advanced level computing subjects. Significant differences between the groups were found on four questions: “The subjects are interesting”; “I am very interested in computers”; “The subject will be helpful to me in my chosen career path after school”; and “It suited my timetable”. The research has demonstrated that senior high school girls tend to perceive advanced computing subjects as boring and they express a strong aversion to computers.  相似文献   

10.
This article begins with a discussion of what metaphors are and how they might be used in technology-based learning products' interfaces. It identifies two classes of metaphors: underlying and auxiliary. Next it presents a model (POPITS) for identifying the web of related associations inherent in metaphorical design. It then applies that model to two separate underlying metaphors, the book and the map, and shows what sorts of auxiliary metaphors are thus elicited. The article closes with a discussion of the demands of metaphorical interface design.  相似文献   

11.
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   

12.
This study examined the impact of learners’ attributes (gender and ethnicity) on their choice of a pedagogical agent and the impact of the attributes and choice on their perceptions of agent affability, task-specific attitudes, task-specific self-efficacy, and learning gains. Participants were 210 high-school male and female, Caucasian and Hispanic students who worked at computer-based algebra integrated with pedagogical agents. The results indicated, first, that students preferentially chose a same-gender agent and a same-ethnicity agent. Second, males who chose an agent showed more positive attitudes toward working at the learning environment than did males who were assigned to an agent whereas females who were assigned to an agent showed more positive attitudes than did females who chose an agent. Third, Hispanic students showed more positive attitudes toward working at the learning environment than Caucasians. Fourth, females perceived the agent as significantly more affable than did males; Hispanics perceived the agent as significantly more affable than did Caucasians. Last, learner attributes and choice did not affect learning gains in the agent-based environment; rather, the participants overall significantly increased their performances after the intervention.  相似文献   

13.
The unique characteristics of routine-reproductive and adaptive-creative expertise were examined in the protocols of three expert hypermedia designers. It was expected that it would be possible to differentiate routine-reproductive expertise from adaptive-creative expertise in the planning phases of hypermedia design. One designer's protocol corresponded well with characteristics unique to routine-reproductive expertise; only three of that designer's replies were coded as adaptive-creative responses. Two of the designers' protocols corresponded well with the unique characteristics of adaptive-creative expertise, and none of their responses was coded as routine-reproductive. The distinction between the two types of expertise is supported in this rapidly evolving new domain.  相似文献   

14.
There is a long history of the theatre being used with educational purposes. Now the evolution of multimedia resources provide an opportunity to implement theatre through the computer. Although software for the production of multimedia stories exist, they give little attention to the necessary interface aspects required for a virtual theatre implementation. The objective of this work is to present the Theatre in the Computer (TC); software especially developed for the education of children. This software can be used to produce and to distribute plays through the Internet. The educational possibilities of TC are discussed here.  相似文献   

15.
Research on help seeking with a computer coach providing on-demand help has not produced fully adequate models of the process from a cognitive perspective. The present study postulates a model of help seeking from a cognitive perspective and tests this model in a learning situation characterized as problem-based and computer-supported. The participants were 18 graduate students from the faculty of Education of a Canadian university. Their participation involved solving a complex problem in statistics, in pairs, with the help of a computer coach, the McGill statistics tutor. Analysis of the performance data was performed using directed probability graphs and the log-linear approach. Results show that the model is reflected in the data. Implications for the design of computer coaches and instructional situations are discussed.  相似文献   

16.
Multiple intelligences, with its hypothesis and implementation, have ascended to a prominent status among the many instructional methodologies. Meanwhile, pedagogical theories and concepts are in need of more alternative and interactive assessments to prove their prevalence (Kinugasa, Yamashita, Hayashi, Tominaga, & Yamasaki, 2005). In general, item templates adopted in current on-line testing system are mostly true and false, multiple choice and multiple selection. More sophisticated interactive alternatives such as click and select, drag and drop, link, collide and magnetize are still in great demand. The fact that the lack of template alternatives has made it difficult for the general teachers to incorporate interactive items into testing. To underpin interactive multimedia test, this research has cultivated interactive item template as the basic sharing atomic unit. In addition, a corresponding visual item authoring system Interactive Test Item System (ITIS) (Koong et al., 2007), and an auto-grading examer were developed. Meanwhile, an item sharing website based on Web2.0 was constructed, through which users can exchange the created interactive item templates, interactive items, and interactive test sheet. The design of on-line visual authoring item editor has made it possible to create items by click and select, drag and drop, link, or parameter setting. Multimedia such as text, image, audio, and animation can be added, deleted or set to the wished animated effect to created into an interactive item, while on-line interactive testing as well as auto-grading are supported.  相似文献   

17.
This paper discusses the development of a documentation technique for collaborative interactions. We describe the original version of the technique as used for a single learner collaborating with a software based learning partner; the second generation of the technique, which required adaptation for application to the analysis of group use of multimedia; and finally the current variation, which is being used to record young children using digital toys and associated software. Particular attention is paid to the way in which the original approach has been adapted in order to accommodate learning contexts that involve technology beyond the desktop computer. We explore some of the challenges these different learning situations pose for those involved in the evaluation of collaborative learning and suggest that tried and tested techniques can be adapted and re-used, provided that the foci of interactivity are clearly specified and the appropriate data sources identified.  相似文献   

18.
Supporting learning using external representations   总被引:1,自引:0,他引:1  
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19.
A path model was used to test the unique and interactive effects of cognitive and motivational variables when learning in a supportive online learning system, Collaborative Inquiry System (CIS). In this student-centered learning environment, students interact with computer simulations and are assisted by online scaffolds intended to help them learn complex scientific concepts. The present study also explored the relationships between students’ motivational, cognitive, and metacognitive strategy use and online performance. In total, 178 tenth-grade students participated in the study. The statistical analyses revealed that students’ learning goals and cognitive preferences predicted metacognitive strategy use and later influenced their performance. Prior knowledge is a predictor of neither metacognitive strategy use nor learning goals and need for cognition, but is nevertheless an important determinant of online performance. Discussions on how to accommodate the different needs of students with varying levels of prior knowledge, goal orientation, and cognitive preference in a supportive learning system are provided based on the results.  相似文献   

20.
The research presented in this paper reaches towards a better theoretical understanding of how students in higher education currently take notes, how this process is evolving in the digital age to include information assimilation, and the kinds of support students need to be successful with their changing academic tasks. To gain insight into these questions, we triangulated three major and distinct user studies. First we interviewed 70 university students from various disciplines across campus, and we administered questionnaires to these same students, receiving back a total of 68. Our second study was based on participant observation whereby we “shadowed” 32 university students for 2–3 h each as they went about their normal academic business around campus. Lastly, we conducted a broader-based questionnaire with 280 students from a wider campus demographic than our first survey. We sought a diverse population for our research, and were able to include students from the disciplines of Business, English, Computer Science, Chemistry, Psychology, Pharmacy and Biology in one or more of the studies. We discovered how closely students are connected to technology and how they are adapting to changing expectations, current issues they have completing their academic tasks, how they view traditional notetaking versus electronic notetaking, and evidence that they are engaging more and more in the process of information assimilation. From these results, we conclude that students in higher education might accomplish certain tasks more effectively and efficiently with a well-designed software system that provides access to a centralized set of notes from different locations on campus and beyond. After identifying functional requirements for the system we envision, we preview our initial low-fidelity prototypes, and discuss feedback we gathered on these designs from a set of user focus groups.  相似文献   

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