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1.
面向数字媒体技术专业的数字化学习平台建设   总被引:1,自引:0,他引:1  
耿卫东  彭韧  李晓 《计算机教育》2010,(16):99-101,105
数字媒体技术专业通过数字化学习平台,为教师和学生、学生与学生、学生与教学资源间的互动提供了一种新的更有效的交互方式,也让整个教育方式更加高效。结合数字媒体技术专业特点和数字化学习平台应用优势,对数字媒体专业数字化学习平台建设进行系统阐释。  相似文献   

2.
Since 2006, the ability to use information and communication technology (ICT) has been included as a key competence in the curriculum in Norway, and specific competence aims are developed for most grades. The aim of this study was to identify students' ability to use ICT according to the competence aims, and to examine factors that can predict students' digital competence. A sample of 1793 students and 125 school leaders from 125 schools was used. The findings show variation in digital competence both between students and between schools. Results from a multilevel analysis showed that higher levels of mastery orientation and self‐efficacy (i.e., motivation) and the students' family background (i.e., language integration and the number of books at home) were predictors of students' levels of digital competence. Additionally, when school leaders reported higher levels of culture for professional development among the teachers at school, increased levels of digital competence were found among students. Challenges for schools and teachers to support students' motivation and to emphasize digital inclusion still prevail.  相似文献   

3.
Digital Logic is a fundamental course of majors in electronic information. The simulation experiment is an essential measure to help students understand the principles of digital logic. It can improve the efficiency of physical experiments and decrease instrument damage caused by operating errors. CircuitVerse is an open-source and Web-based tool of circuit design and simulation for teaching purposes. And now, teachers and students in many colleges and universities use it to assist teaching and learning. Firstly, through a particular example, the features of CircuitVerse and its usage are explained. Secondly, we briefly introduce the application of CircuitVerse in our teaching as well as the following development plans. We believe that our introduction can help teachers understand the software and how to make full use of this tool.  相似文献   

4.
User innovation is the key to the development and vitality of technology. As Huatong Sun wrote, “expanding the scope of localization practices and linking user localization efforts” to design cycles—including pedagogical design—will help bridge the gap between what teachers/designers create and what skills users/students need and want. This article theorizes the role of modern composition students and teachers as co-constructors of productive spaces for learning critical inquiry based on students’ statuses as digital natives. It focuses on a class of first-year composition students who reshaped an assignment to fit their own needs within the physical classroom and also enacted a shift to a virtual classroom. While doing so, they provided ways for each class member to individualize space within that digital environment, and they focused their project on examining the ways in which social networking forums colonize their daily lives. This article argues that by letting student innovation drive pedagogical practice—just as social media creators let user innovation drive the digital structures they produce—composition teachers can be assured of having a text for critique that blurs the lines between “private” student underlife and “public” classroom practice and legitimizes the creation of student-produced learning spaces. Using critical and cyberfeminist theories as lenses, this article draws conclusions about the future of computer usage in composition pedagogy based on students’ abilities to re-appropriate physical and digital classroom space.  相似文献   

5.
主要探讨利用数字证书技术实现数字图书馆的用户或读者全国统一身份认证,并在此基础上探讨数字图书资料在科研项目立项和研究成果水平鉴定,教师的教学水平和研究水平评估,启发与激励科研和教学人员及学生的创造力、创新能力等方面的综合性应用。  相似文献   

6.
This study sought to understand generational and role differences in web usage of teachers, teacher candidates and K–12 students in a state in the USA (n = 2261). The researchers employed unique methods, which included using a custom‐built persistent web browser to track user behaviours free of self‐report, self‐selection and perception bias. Results revealed that all three groups utilized a variety of resources daily, but with some noticeable differences. For instance, (1) teachers and teacher candidates used the Internet on school devices much more than students; (2) they accessed general, multimedia, search, entertainment, shopping and social resources at a higher rate than students; (3) students visited a higher proportion of educational websites than their teachers; and (4) teachers visited a higher proportion of search pages than teacher candidates. Results may be useful for researchers (1) to better understand generational differences between groups; (2) to expand educational technology research to better include non‐pedagogical support tools for educators; and (3) to serve as a counterpoint for self‐report data on web resource frequency of use, which may provide different results.  相似文献   

7.
Digital teaching portfolios have been proposed as an effective tool for teacher learning and professional development, but there is a lack of empirical evidence supporting their effectiveness. This study proposed the design of a structured digital portfolio equipped with multiple aids (e.g. self-assessment, peer assessment, discussion and journal writing) for the professional development of teachers. This study also empirically evaluated the reflection and professional development as demonstrated in digital teaching portfolios with multiple supporting measures. Forty-four in-service substitute teachers participated in a course of classroom assessment and used a Web-based portfolio system. Based on the framework of teacher reflective thinking developed by Sparks-Langer et al. , we found that most teachers demonstrated moderate levels of reflection in their journals but only one-third of them showed the highest level of reflection. We also found that the professional knowledge of teachers about classroom assessment – as shown by their implementation of it – improved significantly during the construction of portfolios. The above findings also represent good evidence that digital portfolios with multiple aids are beneficial to teacher reflection and professional development.  相似文献   

8.
This article turns to genre theory's recent explorations of uptake, broadly defined as the ways genres interact, as a resource for sketching a pedagogy of shuttling between genres. Using uptake, I intend to reconceptualize multimodal compositions as a means of participating in rhetorical ecologies that consist of transactions between genres instead of thinking of remixes as an end in themselves. In this article, I first define the concept of uptake in detail and discuss its use in rhetorical genre studies. After further illustrating uptake through an analysis of transactions between YouTube parodies and the 2005 German language film Downfall, I discuss existing scholarship in multimodal composition that draws on genre but not the idea of uptake in order to lay a foundation for a pedagogy that highlights the links, feedbacks, and rules that coordinate genres. My aim in the last section is to sketch possibilities for how teachers and students can deploy the concept of uptake as a rhetorical tool to strengthen their awareness of genre and multimodality. In doing this, I hope to reposition multimodal projects as beginnings or midpoints that lead to students’ emersion into public discourse rather than culminations or end goals in themselves. Integrating studies of uptake into writing curricula in this way will help students to make sophisticated rhetorical decisions in the age of media convergence.  相似文献   

9.
How do students learn expectations for “informal” online composition? This article details the results of a qualitative study that examines how students and writing consultants negotiate and define writing conventions for “low-stakes,” digital composition: that is, writing assignments that are composed for Blackboard discussion forums and receive only completion grades. Study results are based on both a survey of student experiences with digital composition and a writing center consultation case study at a large, southeastern, RU/VH university. Student anxiety about digital composition and classroom instruction have contributed to writing centers’ status as space for students to work out their fears and questions about new media. This study reports on how digital composition in writing classes has impacted the ways in which writing centers must address issues of audience, consider new methods for invention, and contend with a renewed focus on grammatical correctness. The article presents suggested pedagogy for emerging digital composition and poses questions to those in computers and composition about how we might best approach classroom instruction as digital composition genres evolve.  相似文献   

10.
本文提出一种MOOC+翻转课堂的数字电子技术课程教学模式,并对该教学模式下课前、课中、课后环节进行设计。教学实践表明,采用MOOC+翻转课堂教学模式有效地发挥了学生的自主能动性、加强了师生及生生之间的交流互动,提升了教学效果。  相似文献   

11.
We present an analysis of a longitudinal case study whose aim was to understand the processes of integration of a face‐to‐face and networked collaborative learning technology and pedagogy into a secondary school history‐geography classroom. Students carried out a sequence of argumentative tasks relating to sustainable development, including argument generation, sharing and elaboration, debate using a computer‐mediated communication, and organization of arguments in a shared diagram. Students' interactions and diagrams were analysed in terms of degree and quality of argumentativity, as well as catachresis (‘getting round’ the software to perform a non‐prescribed task). Results run counter to positive systems of ideas and values concerning collaborative learning and its technological mediation in that the scenario did not meet its pedagogical aims, having to be abandoned before its planned end. We discuss possible explanations for this ‘failure story’ in terms of the articulation between everyday, technology‐related and educational discourse genres, with their associated social milieux, as well as the social structure of the classroom. The relevance of these aspects for future attempts to integrate such technologies is discussed. In conclusion, we discuss a vision of learning that takes into account students who do not accept to play the educational game.  相似文献   

12.
Design principles emerging from the cognitive theory of multimedia learning can be applied to engage cognitive processing, and teaching methods that have evolved from variation theory can encourage thinking through comparisons in mathematics education. Applying these principles and teaching methods in designing digital material should be a sound proposition. However, there is a disconnection between research in digital educational material and classroom practices. Teachers often have doubts about the effectiveness of the materials. Thus, this paper presents a design-based research of developing a digital material for algebra concept learning. We collaborated with two experienced teachers and a subject expert from a university, and designed some digital learning material that was presented to 68 students through an iterative redesign development cycle; the effectiveness of the final product was tested on another group of 66 students the following year. Characteristics of an optimal design generated from the data collected are presented in this paper. The characteristics may have useful practical implications for instructional designers and teachers and contribute to improvements in the design of digital learning materials.  相似文献   

13.
14.
当代艺术发展中的一个鲜明特征是艺术对高新技术成果的吸收与利用。高新技术在开阔人们视野、活跃人们思维的同时,也改变着艺术的存在方式,催助着艺术类型的增加和转换。电脑技术(硬件和软件)的迅速发展为数字艺术创作者提供了技术上的支持和保障,为数字艺术创作的快速发展提供了可能性,把艺术空间从二维拓展到三维,开拓了艺术创作的新领域,使艺术的表现形式也越来越趋向于综合。电脑技术作为艺术创作的工具,给艺术家提供了多种多样的创作和制作空间。  相似文献   

15.
Abstract   In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.  相似文献   

16.
The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10–12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of the types of mathematics-rich games students prefer to play. Girls preferred to play games that required problem solving, quantitative computations and the interpretation of graphs. Boys preferred games that required visual/spatial engagement. Given the fact that boys outperform girls on spatial tasks and mathematics assessment items that contain graphics, this study has implications for the development of students' mathematics sense making.  相似文献   

17.
While most of today’s children, young people, and adults are both consumers and producers of digital content, very little is known about older people as digital content creators. Drawing on a three-year ethnographic study, this paper reports on the digital video production and appropriation of approximately 200 older people (aged 60–85). They generated 320 videos over the course of the study. We show their motivations for engaging in digital video production, discuss their planned video making, and highlight their creativity while editing videos. We show the different meanings they ascribed to digital videos in their social appropriation of these objects, the meaningful strategies they adopted to share videos, and the impact on their perceived wellbeing. Furthermore, we outline the solutions the participants developed to overcome or cope with interaction issues they faced over time. We argue that the results portray older people as active and creative makers of digital videos with current video capturing, editing, and sharing technologies. We contend that this portrayal both encourages us to re-consider how older people should be seen within human–computer interaction and helps to frame future research/design activities that bridge the grey digital divide.  相似文献   

18.
As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use PD resources (e.g., technology personnel and game‐use workshops) for integration; (b) determine how teachers integrate games into their instruction; and (c) examine how those teaching practices are associated with student achievement. This mixed method study used survey and interview responses from elementary school teachers (n = 863) with access to PD resources for implementing a math game intervention and standardized math‐test scores from their second‐ through sixth‐grade students (n = 10,715). Findings showed few teachers sought PD assistance for integration, but many desired such support. Some reported using integrative practices (i.e., referencing game and using game‐generated progress reports) to identify struggling students, whereas several found integration challenging. Teachers' reordering of game objectives to align with lessons and viewing of game‐based PD videos were associated with increased student math achievement in our OLS‐analysis. However, this result was no longer statistically significant within a school fixed‐effects model, suggesting school differences may influence how strongly teachers' practices are associated with student achievement.  相似文献   

19.
Computer technologies develop at a challenging fast pace. Formal education should not only teach students basic computer skills to meet current computer needs, but also foster student development of informal learning ability for a lifelong learning process. On the other hand, students growing up in the digital world are often more skilled with computer technologies than their teachers. We describe an online course design project in which a group of students designed an online health course for their middle school, and teachers played the roles of facilitators and learners. We suggest fostering an informal learning community of computer technologies at school as a supplemental method of formal computer education to address the shift in educational context and as a place offering opportunities for students to work on real-life projects and solve real-life problems.  相似文献   

20.
Abstract

Cave paintings bear witness that, early in human cultural development, art and the means to create it (technology) became a method of expression and translation of human interconnectedness with nature defined as the non-human-made world. Contemporary new media artists interacting with nature through the medium of digital technologies in situ continue this exploration within the genre referred to as “digital eco-art”. LocoMotoArt, an independently powered creative field system, was used as a vehicle for conducting media arts practice in natural settings during a three-year qualitative field research project. Findings indicate that human–technology–nature interconnectedness is a possible conduit for establishing a role for digital technology beyond social networking, computing, information gathering and gaming to engage with nature. We argue that digital eco-artists are at the vanguard of creating a new sense of aesthetic and environmental engagement, proportions of which emerge as transformative possibilities. The art experience of digital eco-art can change from being a contemplative one to a living experience.  相似文献   

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