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1.
Cooperative relationships are the foundation of a model of online learning based on communities. The development of a community depends on the interaction between community members. This study is based on the belief that the dynamics of exchange of thought, from a Piagetian perspective, are one possibility for understanding the process of interaction within a virtual community. The study therefore investigates the dynamics of conversations in discussion forums in order to lead to an understanding of the processes involved in the formation of virtual learning communities. The research path involved content analysis of messages, interaction mapping and an analysis of the relationship between them. The results indicate that there is a relationship between the texts of discussion forum messages and continuation of interpersonal exchanges.  相似文献   

2.
As asynchronous discussion forums become more prevalent in online and flexible-delivery modes of teaching, understanding the role that instructors play in student learning in these forums becomes an important issue. Whether the instructor chooses to lead discussions or to keep a low profile can affect student participation in surprising ways. In this study, we investigate how instructor participation rates, the timing of instructor postings (during or at the end of a forum) and nature of their postings (questions, answers or a mix of the two) relate to student participation and perception.  相似文献   

3.
This study develops an instrument—the Online Instructor Role and Behavior Scale (OIRBS)—and uses it to examine students' perceptions of instructors' roles in blended and online learning environments. A total sample of 750 university students participated in this study. Through a confirmatory factor analysis, the OIRBS was validated in five constructs: course designer and organizer (CDO), discussion facilitator (DF), social supporter (SS), technology facilitator (TF), and assessment designer (AD). The results show that the five factor structures remained invariant across the blended learning and online learning. Both students in blended learning environments and students in online learning environments exhibited the greatest weight in the CDO dimension, followed by the TF and DF dimensions. In addition, students in the online learning environments scored higher in the DF dimension than did those in the blended learning environments.  相似文献   

4.
The aim of this paper is to present the design, implementation and evaluation of the methodology which focuses on the pedagogical utilization of Interactive Videoconferencing (IVC) in the contemporary elementary school.  相似文献   

5.
The literature has frequently highlighted the usefulness of podcasting in higher education; however, there is an important gap between the theory on good practice in higher education and empirical studies about podcasting. With this in mind, we carried out an empirical study on an undergraduate degree course in Information Systems Management. The study consisted of the creation and broadcast of 13 podcasts, distributed over four months in which ninety distance students took part. The analysis follows the suggestions proposed in previous literature about the evaluation of technologies in a university learning environment. The findings, discussed within the framework of principles for good practice in higher education, suggest some interesting issues in distance courses, such as: (1) podcasting is a powerful tool as a complement to the traditional resources on a course, but not a substitute for them; (2) the characteristics of podcasting increase the impression of permanent contact between students and teachers, increasing students’ motivation; (3) the use of podcasting allows for a diverse range of student skills and learning methods. Other secondary findings are discussed and some suggestions for future research are proposed at the end of this paper.  相似文献   

6.
Reflection plays an important role in improving learning performance. This study, therefore, attempted to explore whether learners’ reflection levels can be improved if teaching strategies are adapted to fit with learners’ thinking styles in an online learning environment. Three teaching strategies, namely constructive, guiding, and inductive, were designed to match with three thinking styles, namely legislative, executive, and judicial respectively. An online reflection learning system was subsequently developed to reflect this scenario. An experiment was then conducted where the learners were classified into fit or non-fit group in order to analyze whether there was a good fit between the teaching strategies designed by the teacher and the thinking styles of learners. A total of 223 graduate and undergraduate students participated in the experiment. The results revealed that the reflection levels of the fit group had outperformed the non-fit group.  相似文献   

7.
This study examines the case of a sophomore high school history class where Making History, a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school located in a small town in the Midwestern United States. The teacher had been teaching with the game for several years and spent one school week teaching World War II, with students playing the game in class for three days of that week. The purpose of this study was to understand teacher and student experiences with and perspectives on the in-class use of an educational video game. Results showed that the use of the video game resulted in a shift from a traditional teacher-centered learning environment to a student-centered environment where the students were much more active and engaged. Also, the teacher had evolved implementation strategies based on his past experiences using the game to maximize the focus on learning.  相似文献   

8.
Mobile devices could facilitate human interaction and access to knowledge resources anytime and anywhere. With respect to wide application possibilities of mobile learning, investigating learners’ acceptance towards it is an essential issue. Based on activity theory approach, this research explores positive factors for the acceptance of m-learning systems. In the research, we developed an m-learning system for learners’ knowledge management and invited 152 participants who knew how to use the m-learning system then report on their experience. The results show that enhancing learners’ satisfaction, encouraging learners’ autonomy, empowering system functions, and enriching interaction and communication activities have a significant positive influence on the acceptance of m-learning systems.  相似文献   

9.
This paper describes a complete lab work management framework designed and developed in the authors’ department to help teachers to manage the small projects that students are expected to complete as lab assignments during their graduate-level computer engineering studies. The paper focuses on an application example of the framework to a specific lab work related to Low Level Input/Output. Special emphasis is laid on the most complex aspects of such environments. The management framework provides specific tools for dealing with these issues: the management of student work delivery and evaluation results accessibility, automatic or semi-automatic assessment of student work, and detection of lab assignments that are highly suspect of having been copied. Additionally, the lab work framework represents a method through which a closer peer-to-peer or one-to-many communication with students can be attained. The lab work described in the paper is a small project based on a specification document. It is designed to get students to gain an in-depth knowledge of the computer Input/Output subsystem. While the framework has been in use for over 10 years, the specific Input/Output lab work has been managed by the framework tool-chain for the last 6 years, and used by over 2000 students. The lab work management framework is a step towards the feasibility of a closer-to-the-student higher education system, where the main interaction between students and teachers can be based on individual or on small group tutorials. Using the tool-chain, the academic load of teachers in mass course environments can be kept at acceptable levels, making for higher quality education.  相似文献   

10.
The goal of this study is to better understand how the study participants’ cognitive discourse is displayed in their learning transaction in an asynchronous, text-based conferencing environment based on Garrison’s Practical Inquiry Model (2001). The authors designed an online information ethics course based on Bloom’s taxonomy of educational objectives and Bird’s 3C model (Content–Construction–Consolidation). The content analyzed included the participants’ message posts, the quality of the dialogue and the scaffolding strategies for mentoring used by group leaders and teachers.  相似文献   

11.
Determination of students' attitudes towards online cooperative learning is an important issue, which has not been studied adequately. In the literature, there are few scales to measure the attitude towards online cooperative learning for which validity and reliability have been proven. The main purpose of this study is to develop an attitude scale in order to specify students' attitudes towards online cooperative learning. The sample group is composed of 599 students for the first application and 242 students for the second. In order to detect the validity of the scale, exploratory and confirmatory factor analyses, item factor total correlations, corrected correlations and item discriminations were conducted. In order to assess the reliability of the scale, the level of internal consistency and the stability levels were calculated. OCLAS is a five-point Likert-type scale and includes 17 items that can be gathered under 2 factors. The analyses provided evidence that the Online Cooperative Learning Attitude Scale (OCLAS) is a valid and reliable scale that can be used in order to determine students' attitudes towards cooperative learning in online environments.  相似文献   

12.
Adaptive Educational Hypermedia Systems aim to increase the functionality of hypermedia by making it personalised to individual learners. The adaptive dimension of these systems mainly supports knowledge communication between the system and the learner by adapting the content or the appearance of hypermedia to the knowledge level, goals and other characteristics of each learner. The main objectives are to protect learners from cognitive overload and disorientation by supporting them to find the most relevant content and path in the hyperspace. In the approach presented in this paper, learners' knowledge level and individual traits are used as valuable information to represent learners' current state and personalise the educational system accordingly, in order to facilitate learners to achieve their personal learning goals and objectives. Learners' knowledge level is approached through a qualitative model of the level of performance that learners exhibit with respect to the concepts they study and is used to adapt the lesson contents and the navigation support. Learners' individual traits and especially their learning style represent the way learners perceive and process information, and are exploited to adapt the presentation of the educational material of a lesson. The proposed approach has been implemented through various adaptation technologies and incorporated into a prototype hypermedia system. Finally, a pilot study has been conducted to investigate system's educational effectiveness.  相似文献   

13.
In an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner’s points of view. E-learning games are aimed at the achievement of learning objectives via the creation of a flow effect. Thus, this study is based on Sweetser’s & Wyeth’s framework to develop a more rigorous scale that assesses user enjoyment of e-learning games. The scale developed in the present study consists of eight dimensions: Immersion, social interaction, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. Four learning games employed in a university’s online learning course “Introduction to Software Application” were used as the instruments of scale verification. Survey questionnaires were distributed to students taking the course and 166 valid samples were subsequently collected. The results showed that the validity and reliability of the scale, EGameFlow, were satisfactory. Thus, the measurement is an effective tool for evaluating the level of enjoyment provided by e-learning games to their users.  相似文献   

14.
The advancement of mobile and wireless communication technologies has encouraged an increasing number of studies concerning mobile learning, in which students are able to learn via mobile devices without being limited by space and time; in particular, the students can be situated in a real-world scenario associated with the learning content. Although such an approach seems interesting to the students, researchers have emphasized the need for well-designed learning support in order to improve the students’ learning achievements. Therefore, it has become an important issue to develop methodologies or tools to assist the students to learn in a mobile learning environment. Based on this perspective, this study proposes a formative assessment-based approach for improving the learning achievements of students in a mobile learning environment. A mobile learning environment has been developed based on this approach, and an experiment on a local culture course has been conducted in southern Taiwan to evaluate its effectiveness. The experimental results show that the proposed approach not only promotes the students’ learning interest and attitude, but also improves their learning achievement.  相似文献   

15.
This study investigates whether a visual programming environment called Etoys could enable teachers to create software applications meeting their own instructional needs. Twenty-four teachers who participated in the study successfully developed their own educational computer programs in the educational technology course employing cognitive apprenticeship and pair programming approaches as the primary instructional strategies. Two educational software programs created by the participating teachers were described in order to explain what they were trying to do using Etoys and how they accomplished their goals. The results of an anonymous survey evaluating the difficulty of and the attitude toward learning Etoys indicate that teachers enjoyed learning Etoys and would like to continue to use it in the future although they found it was slightly more difficult, compared to their self-evaluated computer skill. The strengths and weaknesses of Etoys, the difficult computer programming concepts, and the educational implications of Etoys programming were also discussed.  相似文献   

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