首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
On‐demand education enables individual learners to choose their learning pathways according to their own learning needs. They must use self‐directed learning (SDL) skills involving self‐assessment and task selection to determine appropriate pathways for learning. Learners who lack these skills must develop them because SDL skills are prerequisite to developing domain‐specific skills. This article describes the design of an on‐demand learning environment developed to enable novices to simultaneously develop their SDL and domain‐specific skills. Learners received advice on their self‐assessments and their selections of subsequent learning tasks. In the domain of system dynamics – a way to model a dynamic system and draw graphs depicting the system's behaviour over time – advice on self‐assessment is provided in a scoring rubric containing relevant performance standards. Advice on task selection indicates all relevant task aspects to be taken into account, including recommendations for suitable learning tasks which meet the individual learner's needs. This article discusses the design of the environment and the learners' perceptions of its usefulness. Most of the times, the learners found the advice appropriate and they followed it in 78% of their task selections.  相似文献   

2.
This study investigates the quality of course content, behavioural patterns of students and learning performance in teaching of student‐generated content (SGC). A total of 49 third‐year university students in educational technology participated in this study. By combining the methods of questionnaire, lag sequence analysis and interview, the study found that (1) SGC quality was acceptable, (2) SGC process has 14 significant behavioural sequences, and (3) students developed their knowledge and capability and were satisfied with SGC‐based teaching approach. In addition, this study revealed problems and proposed suggestions for SGC‐based course teaching. Finally, implications for course teaching in colleges, the limitations and future research plan were presented.  相似文献   

3.
The understanding of core concepts and processes of science in solving problems is important to successful learning in biology. We have designed and developed a Web‐based, self‐directed tutorial program, SOLVEIT, that provides various scaffolds (e.g., prompts, expert models, visual guidance) to help college students enhance their skills and abilities in solving problems in science. An initial version of SOLVEIT was used in this study. This paper details the features of SOLVEIT that are contextualized within the biological domains of evolution and ecology. A qualitative case study was conducted to evaluate the usability of the program. Selected students were recruited from an introductory biology course at a large public university in the south‐eastern United States. Data for this study were collected through the SOLVEIT database and semi‐structured interviews. The findings of this study demonstrate the potential of the program for improving students' problem solving in biology. Suggestions for the use of SOLVEIT and its further improvement and development are discussed, along with suggestions for future research. This study also provides more general guidance for researchers and practitioners who are interested in the design, development and evaluation of Web‐based tutorial programs in science education.  相似文献   

4.
In the last decade, more and more games have been developed for handheld devices. Furthermore, the popularity of handheld devices and increase of wireless computing can be taken advantage of to provide students with more learning opportunities. Games also could bring promising benefits – specifically, motivating students to learn/play, sustaining their interest, reflecting their learning/playing status, and facilitating the learning/playing progress. However, most of these have been designed for entertainment rather than education. Hence, in this study we incorporate game elements into a learning environment. The My‐Mini‐Pet system is a handheld pet‐nurturing game environment, in which students learn with an animal learning companion, their My‐Mini‐Pet. Three design strategies are adopted. First, the pet‐nurturing strategy, which simulates the relationship between the pet and its owner, the My‐Mini‐Pet becomes a motivator/sustainer of learning. Second, the pet appearance‐changing strategy, which externalizes the learning status of the student. In other words, the My‐Mini‐Pet plays the role of a reflector. Third, the pet feedback strategy, which links the behaviours of the student and his/her pet, the My‐Mini‐Pet acts as a facilitator of learning. A pilot study was also conducted to preliminarily investigate the effectiveness and experiences of the strategies on allowing the student to understand arithmetic practices. The results showed that the strategy was effective, encouraging the students to engage in learning activities. Furthermore, the game attracted the students’ attention and stimulated discussion between peers. Some implications about the further developments are also discussed.  相似文献   

5.
The trend of utilizing information and Internet technologies as teaching and learning tools is rapidly expanding into education. E‐learning is one of the most popular learning environments in the information era. The Internet enables students to learn without limitations of space and time. Furthermore, the learners can repeatedly review the context of a course without the barrier of distance. Recently, student‐centered instruction has become the primary trend in education, and the e‐learning system, which is considered with regard to of personalization and adaptability, is more and more popular. By means of e‐learning systems, teachers can adjust the learning schedule instantly for each learner according to a student's achievements and build more adaptive learning environments. Sometimes, teachers give biased assessments of students’ achievements under uncontrollable conditions (i.e., tiredness, preference) and are in dire need of overcoming this predicament. To solve the drawback mentioned, a new model to evaluate learning achievements based on rough set and similarity filter is proposed. The proposed model includes four facets: (1) select important features (attributes) to enhance classification performance by feature selection methods; (2) utilize minimal entropy principle approach (MEPA) to fuzzify the quantitative data; (3) select linguistic values for each feature and delete inconsistent data using the similarity threshold (similarity filter); and (4) generate rules based on rough set theory (RST). The practical e‐learning achievement data sets are collected by an e‐learning online examination system from a university in Taiwan. To verify our model, the performances of the proposed model are compared with the listing models. Results of this study demonstrate that the proposed model outperforms the listing models.  相似文献   

6.
A study of part‐time student experience of university courses delivered using a range of technologies found that information and communication technology enabled students to move between study and work experience to the benefit of their learning in both contexts. Technology‐based study activities enabled students to participate in learning both as a student and as a member of a practice or work context. Given the increasingly pressured lives of all students in higher education and their aspirations for employment after graduation, this suggests that we would benefit from taking their relationship to work and professional practice into account more directly, in deciding how to integrate technology into their study experience. Teacher conceptions of technology as a tool primarily for information delivery and discussion need to expand to recognize that it can be used to construct learning experiences situated in roles, skills and interactive environments that enhance students' ability to make transitions across the boundaries between contexts of study and work.  相似文献   

7.
Recently, multi‐ and many‐objective meta‐heuristic algorithms have received considerable attention due to their capability to solve optimization problems that require more than one fitness function. This paper presents a comprehensive study of these techniques applied in the context of machine learning problems. Three different topics are reviewed in this work: (a) feature extraction and selection, (b) hyper‐parameter optimization and model selection in the context of supervised learning, and (c) clustering or unsupervised learning. The survey also highlights future research towards related areas.  相似文献   

8.
This study aims at exploring the IT governance capabilities that enable organizations to achieve IT‐based synergies. Following existing work on the contextualization of theories and drawing on the resource‐based view of the firm (RBV), we develop an RBV of IT‐based synergies in two steps. First, we adopt existing context‐specific constructs and relationships from prior work on IT governance capabilities, IT relatedness, and synergies to develop a preliminary contextualization of the RBV. Second, to further refine our theoretical framework, we conduct an exploratory field study that includes interviews with 26 CIOs and other IT executives from 21 multibusiness firms. Our findings suggest that IT governance capabilities lead to IT‐based synergies through IT relatedness and business process relatedness. We found regulation‐oriented IT governance capabilities (IT roles and IT processes) to increase IT relatedness, while consensus‐oriented IT governance capabilities (IT groups and relational capabilities) had a positive effect on business process relatedness. Our results suggest that, in isolation, IT and business process relatedness lead to IT cost synergies, while collectively enabling IT‐induced business synergies. Our study is among the first to treat IT relatedness as an endogenous construct and to explicitly integrate business process relatedness into the IT governance domain. Our context‐specific decomposition of IT governance capabilities helps to better explain their links to IT and business process relatedness. These findings contribute to a better understanding of the tension between IT‐based synergies and business‐IT alignment. Decision‐makers are guided in developing IT governance capabilities to achieve IT‐based synergies.  相似文献   

9.
The quality of e‐learning can be defined in many different ways, reflecting different stakeholders and the complexity of the systems and processes used in higher education. These different conceptions of quality can be mutually contradictory and, while politically significant, may also be beyond the direct control or influence of institutional leaders. The e‐learning maturity model (eMM) provides a framework for e‐learning quality improvement that measures the capability of institutions to sustainably engage in e‐learning and visualizes that capability in a way that assists leaders and managers using that information to undertake systematic and targeted improvements in their institution's e‐learning activities. This paper synthesizes the outcomes of multiple international eMM assessments to extract a set of starting points for institutions intending to improve the quality of e‐learning experienced by their students.  相似文献   

10.
According to researches, motivation that initiates and sustains behaviour is one of the most significant components of learning in any environment. Accordingly, level of intrinsic motivation triggers and sustains the interest of the open and distance education students when it comes to learning on their own in e‐learning environments. Despite a comprehensive literature regarding the motivation of those learning in traditional learning environments, the number of studies addressing the motivation of open and distance education students in e‐learning environments is not sufficient. In this context, this study aims at determining the level of intrinsic motivation of open and distance education students. Thus, data were collected from 1,639 distance education students in 22 programmes, through Intrinsic Motivation in e‐Learning Questionnaire developed and validated to that end. Analyses carried out indicate that the level of intrinsic motivation of open and distance education students is high in e‐learning environments, but there is not a statistically significant difference by gender, programme structure (graduate/undergraduate), instruction type (distance–blended), and academic disciplines.  相似文献   

11.
We provided texts generated by speech‐to text‐recognition (STR) technology for non‐native English speaking students during lectures in English in order to test whether STR‐texts were useful for enhancing students' comprehension of lectures. To this end, we carried out an experiment in which 60 participants were randomly assigned to a control group (i.e., 30 participants who learned without STR‐texts) and an experimental group (i.e., 30 participants who learned with STR‐texts). Our results showed that the participants in the experimental group outperformed those in the control group. Our second objective was to explore the effectiveness of STR‐texts on the learning performance of the experimental‐group participants with different levels of English as a Foreign Language ability, that is, high and low. The results showed that the low ability students had lower self‐efficacy than the high ability students. The results also showed no significant effect of STR‐texts on the post‐test scores of the low and high ability participants after controlling for the effect of English as a Foreign Language ability. No significant difference was found in cognitive load and anxiety of the low and high ability participants. Based on the implications of our findings, several suggestions are made for the teaching and research communities.  相似文献   

12.
Modern Internet and multimedia techniques enable experiments with remote hardware. This way engineering students can gather practical experience even in areas where their own university does not have the related equipment in place. The focus of this paper is on an experiment to develop a motor controller for a remote mobile robot. Implementation details of such an experiment are addressed with emphasis placed on the subject of tuning a PID controller for steering and speed adaptation of a rover. The complete experiment is conceived as a self‐explaining learning unit on the web. The learning unit comprises material on theory, exercises to provide feedback to the student about his learning progress, simulations to study motor control effects, and finally the experiment with remote robot hardware. This paper presents software techniques to realize a robust system implementation, the educational considerations necessary to present the experiment material properly for the tele‐education context, and experiences obtained during the use of this remote experiment in previously taught classes. © 2005 Wiley Periodicals, Inc.  相似文献   

13.
This study examines differences in English listening comprehension, cognitive load, and learning behaviour between outdoor ubiquitous learning and indoor computer‐assisted learning. An experimental design, employing a pretest‐posttest control group is employed. Randomly assigned foreign language university majors joined either the experimental group (outdoor ubiquitous learning), with 80 participants (26 males and 54 females), or a control group (indoor computer‐assisted learning), with 80 participants (27 males and 53 females). The experiment lasted 3 weeks. Both groups were administered a test of English listening proficiency before and after the experiment along with a questionnaire of cognitive load postexperiment. Prior English listening proficiency forms a covariate for the multivariate analysis of covariance. Results show (a) students in the experimental group exhibit significantly better English listening comprehension after the experiment compared to the control group; (b) students in the experimental group reported significantly lower cognitive load than the control group; (c) English listening comprehension and cognitive load exhibited a statistically significant negative relationship; and (d) outdoor ubiquitous learning enhanced self‐reported learning interests and interactions more than indoor computer‐assisted learning. Contributions and significances of this study are presented based on these results. Finally, implications for teaching practices are proposed.  相似文献   

14.
Computer‐mediated communication among university students with different cultural backgrounds has become widespread. In this study, we examine how undergraduates (N = 130) react to cultural cues when responding to an e‐mail request for cooperation sent by a peer. Participants rated the sender's personality and stated their willingness to help. In the inquiry, 2 types of cultural cues were varied, resulting in a 2 × 2 factorial design: ethnicity (German vs. Chinese name) and communication style (Western vs. Asian). Results showed that participants aligned their responses to the communication style; however, the ethnicity cue influenced the wording of their response, their perception of the sender's personality and their willingness to help. Results are discussed regarding communication accommodation and social judgment theories.  相似文献   

15.
Team‐based learning (TBL) stresses applying knowledge rather than absorbing knowledge in class; studies have investigated the use of TBL and its merits in different teaching courses (e.g., medical science and business). TBL is most effective when students learn autonomously before class. However, the ability of autonomous learning is highly associated with the ability of self‐regulated learning (SRL); most importantly, not every student possesses good (or high) SRL ability. Nevertheless, few studies have compared the effectiveness of TBL in students with different SRL abilities. To address this issue, this study analyzed approximately 90 students, whose course teaching involves office application software (Microsoft Excel). This study also developed an online TBL system (called Online TBL) to facilitate performing TBL and to collect the learning behaviours of students with different (high or low) SRL abilities on each TBL stage. The analytical results show that compared with the low‐SRL students, the high‐SRL students were more prepared for class because they spent more reviewing material and had better scores on personal uploaded Excel and Individual Readiness Assurance Test. From the feedback of the peer evaluation, the results also show that the high‐SRL students received more credits than the low‐SRL students did. The questionnaire survey revealed that both low‐SRL and high‐SRL students had a favourable impression of TBL. Further discussion is given to explain the above results.  相似文献   

16.
The current study investigated the application and effectiveness of computer assisted language learning (CALL) in teaching academic writing to Iranian EFL (English as a Foreign Language) learners by means of Microsoft Word Office. To this end, 44 sophomore intermediate university students majoring in English Language and Literature at an Iranian university who had enrolled in a course called Advanced Writing were randomly divided into two groups. As a pre‐test, a pen‐and‐paper writing task was given to both groups at the beginning of the semester. The control group including 24 male and female students was taught based on traditional approach while the experimental group including 20 male and female students was taught based on CALL. At the end of one semester, a pen‐and‐paper writing task was given to both groups. The results of the post‐test revealed that the students who were exposed to computer‐based instruction outperformed their counterparts in terms of using appropriate articles, tense, plural forms and spelling. Moreover, the students in the experimental group produced paragraphs of higher quality. The findings of this study confirmed the efficacy of computer‐based instruction in the development of EFL learners' writing skills.  相似文献   

17.
This study aimed to examine the role and process of reflective assessment supported by the Knowledge Connections Analyzer in helping low academic achievers to develop epistemic agency in knowledge building. The participants were 33 ninth‐grade low achievers from a visual arts course in Hong Kong. A comparison class of 33 students, taught by the same teacher and studying the same topics in a regular knowledge‐building environment, also participated. Qualitative tracing of students' online discourse showed that reflective assessment can help low achievers develop high‐level epistemic agency. Qualitative analysis of the students' prompt sheets revealed that reflective assessment encouraged low achievers to set knowledge‐building goals, collectively and continuously analyse and reflect on their inquiry and ideas, and generate actions to address identified gaps, thus helping them engage in high‐level epistemic agency. The study results have important implications for designing technology‐rich environments that support learners and offer insights into how teachers can help learners develop epistemic agency.  相似文献   

18.
This study investigated help‐seeking activities in a computer‐based environment teaching argumentative skills by videos of argumentative dialogues of teachers who discussed controversy issues in the context of a workshop. Learners, all of them students of educational sciences, solved learning tasks on the presented argumentative dialogues and reflected on their response certitude. Forty‐three students voluntary took part in the study. Two experimental groups varied according to the type of task they solved. Group 1 got adjunct questions, so‐called self‐explanation prompts that elicited elaboration of the video content. Group 2 answered multiple‐choice tasks that assessed the same knowledge. After each task, participants of both groups (a) had to judge the certainty of their response being correct (i.e., the marking of the multiple‐choice task or the written self‐explanations) and (b) were offered to use the help function on demand. Results revealed the relevance of learners' response certitude with respect to their help use. Low response certitude about the correctness of a task solution led to higher help use which was positively related to learning outcome. However, learners' response certitude was unrelated to the actual correctness of their task solution. Type of task had no influence on response certitude, help use or learning outcome.  相似文献   

19.
The use of Information and Communication Technologies (ICT) for students with special learning needs is being particularly studied by the research community. Likewise, music has gained recognition through the years in the field of learning disabilities, playing lately a key role in providing a better quality of life to people with special needs. However, there is still a gap on the combination of ICT and music teaching tools. In this work, we present the results of a case study where students with disabilities took a 3-month introductory music course using the multimedia tool called PLAIME (PLAtform for the Integration of handicapped children in Music Education) developed by the same authors. The aims of this work are three-fold: i) to explore the capability of disabled students to acquire musical knowledge using PLAIME, ii) to measure the improvement in their ICT skills, and iii) to observe their behavior along the study. At the end of the program, students showed an advance in their music knowledge and a positive improvement in behavioral development, being able to perfectly manage the computer platform.  相似文献   

20.
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game‐based English vocabulary practice system, which imitates the popular block elimination game and combines test items of article, difficulty, and teacher model in accordance with curriculum objectives and demands. The participants were first‐year students and classified into traditional group (Group T) and game‐based group (Group G), and learning effectiveness and motivation were analysed in this study. According to statistical analysis results, students who used the game‐based vocabulary practice system, which could captivate their attention and interest, had higher learning effectiveness and provided positive feedback of learning motivation. Furthermore, English teachers could select teaching materials that are consistent with the features, knowledge, and cultural background of learners to improve the relevance dimension of learning motivation.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号