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1.
    
The aim of this article is to study how students currently understand the conception of space through different media and how that understanding helps them to intervene in the space. Firstly, the process of teaching and learning as well as innovative supporting technologies are analysed, revealing the characteristics of the contemporary student profile and better ways of teaching according to it. Secondly, we describe the evaluation of an experiment with a virtual reality (VR) system for urban project design with students of architecture from two universities. The premise is that the technology used in VR is familiar to the current profile of students. This paper aims to study the advantages and disadvantages of this trend and to find a balance. To do so, we use a quantitative method to evaluate students' profiles and their level of satisfaction with the system. The results were obtained by a questionnaire and a survey, which show the role and use of technologies in the students' environment and the degree of satisfaction when using it in the educational processes. In line with our assumptions, the value of satisfaction in the use of an advanced visualization technology in the classroom reveals a high level of motivation, in general, with differentiation between students in their first and last phases of studies.  相似文献   

2.
The use of information technology to enhance teaching and learning processes has been practiced for a number of years now. However, the rapid growth in the use of the Internet has led to a new dimension in interactive and collaborative learning anytime and anyplace dynamically. With the explosion of “virtual education initiatives”, the question of the feasibility and success criteria for such projects quickly arises. To address the question in an organized way, we propose a project assessment based on critical success factors. Hence, in this article, we draw on a widely recognized critical success factor framework. We (slightly) adjust the framework to fit the special characteristics of virtual education initiatives, and apply to one case study, namely the virtual education initiative at the Faculty of Business at the City University of Hong Kong. The results suggest that the past success of the case is due to the adherence to the large majority of critical success factors. However, it also outlines some areas of concern. The paper concludes with a discussion on the strength and limitations of virtual learning environment as well as future directions. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

3.
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life®, a multi-user virtual environment intended for adult users 18 and older, is the most cited in educational literature, so it is important to explore how college-aged students are using it to form online learning communities. Previous research suggests that there is unbalanced participation between traditional college-aged men and women with regards to 3D multi-user video games, which closely resemble Second Life®. In this research study, we investigated in what manner women and men college students projected their virtual identities and engaged in interaction in Second Life®, and how this influenced their learning of course content. Analysis of multiple data sources revealed that conceptions of identity, beliefs of the nature of the virtual world, and technical skill were primary factors which affected group cohesion and learning within the community. Results from this study can provide insight into the class activities that can support all learners in accessing and contributing to the multi-user virtual environment learning community.  相似文献   

4.
This study examines the effects on early reading skills of three different methods of presenting material with computer-assisted instruction (CAI): (1) learner-controlled picture menu, which allows the student to choose activities, (2) linear sequencer, which progresses the students through lessons at a pre-specified pace, and (3) mastery-based adaptive sequencer, which progresses students through lessons based on whether or not the student has mastered the given skill. Preschool- and kindergarten-aged children (n = 183) were randomly assigned to one of the three CAI groups and spent 40 min a week, for 13 weeks, using the software program in a computer lab. An additional control group of students attending typical preschool or kindergarten received no CAI. ANCOVA results examining post-test reading ability sum score, covarying pre-test score, indicated that the mastery-based sequencer group significantly outperformed the learner-control and control groups, but was not statistically different from the linear sequence group. Analysis by task, rather than overall reading score, revealed significantly better performance for the linear sequence group over controls and picture menu group on the Initial Sound Fluency task, while the mastery-based sequencer group outperformed all three other groups on Non Word Fluency. In sum, these results suggest that the use of a sequencer is a very important element in presenting computerized reading content for young children.  相似文献   

5.
    
The use of game technology for building virtual learning environments is intended to improve the motivation and engagement of the student, borrowing such properties from their entertaining counterparts. Nevertheless, wrapping pedagogical contents in a virtual environment is no simple achievement, and requires a rigorous process of designing and validating the metaphors and mechanics included in the virtual learning system. In this paper we describe such design process exemplified in the construction of consecutive versions of ViRPlay, a 3D role play virtual environment for teaching object‐oriented design. We show how main mechanics were transferred from experiments in the real world and how such mechanics were evolved based on empirical evaluations. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

6.
This paper compares and contrasts two projects in order to better understand the complex issues surrounding the use of technology to support parental involvement with schools and their children’s learning. The Becta-funded ICT Test Bed evaluation (2002–2006) had the intention of saturating schools (in three areas of social deprivation) with a range of technologies, including 23 elementary schools. The ESRC/EPSRC/DTI-funded Homework project (2003–2006) used participatory design methods to develop and evaluate technology to link home and school in a elementary school in the South East. Both projects shared a common theoretical foundation, that of socio-cultural theory. The theory influenced the evaluation methodology employed in both projects and in the Homework project it additionally influenced the design of the technology intervention. Findings suggest that technologies with readily accessible and interactive resources that are flexible can help develop parental engagement. However, simpler and less resource hungry solutions such as the use of websites and email can provide opportunities for quick wins. In relation to transporting technology between home and school, there are issues for both staff and parents. Without purposeful use, these challenges act as a barrier once they outweigh the novelty effect. We conclude that parental needs are complex and that engagement needs to be sensitively scaffolded rather than focussing on the technology. Participatory design offers an effective means of addressing this and should be the starting point. The technology should facilitate independence and mediate access to a shared space for collaborative activity. The content and guidance needs to be purposeful and relevant, offering a means to integrate learning across the learner’s broader context, including school and home seamlessly.  相似文献   

7.
Abstract The use of virtual learning environments (VLEs) has become increasingly common in most higher education (HE) institutions. Recent developments have proposed the interoperability of software systems and content, to create component VLEs in contrast with the integrated, monolithic ones that are currently prevalent. This paper examines the student experience of two VLEs, one integrated approach and the other component. In general, students preferred the component system, although this may have been influenced by other factors such as performance. Although the study is limited to one cohort of student it makes a number of suggestions relevant to anyone deploying a VLE. These are that the component approach is a viable one from a student perspective, the broader context in which the VLE operates is important in student perception and that poor system performance may have unpredictable consequences for the learning experience.  相似文献   

8.
    
Information-rich virtual environments (IRVEs) have been described as environments in which perceptual information is enhanced with abstract (or symbolic) information, such as text, numbers, images, audio, video, or hyperlinked resources. Desktop virtual environment (VE) applications present similar information design and layout challenges as immersive VEs, but, in addition, they may also be integrated with external windows or frames commonly used in desktop interfaces. This paper enumerates design approaches for the display of enhancing information both internal and external to the virtual worlds render volume. Using standard Web-based software frameworks, we explore a number of implicit and explicit spatial layout methods for the display and linking of abstract information, especially text. Within the VE view, we demonstrate both heads-up-displays(HUDs) and encapsulated scenegraph behaviors we callsemantic objects. For desktop displays, which support information display venues external to the scene, we demonstrate the linking and integration of the scene with Web browsers and external visualization applications. Finally, we describe the application of these techniques in the PathSim visualizer, an IRVE interface for the biomedical domain. These design techniques are relevant to instructional and informative interfaces for a wide variety of VE applications.  相似文献   

9.
An empirically grounded framework to guide blogging in higher education   总被引:2,自引:1,他引:1  
Abstract   We report on a study involving Masters-level students who blogged as a part of a distance-learning course at the Open University, UK. We present an empirically-grounded framework that can be used to guide educators when they are considering blogging as part of their courses, and can be used by students' whose courses include blogging activities. In our analysis of semi-structured interviews with students, we identified six factors that influenced their blogging: perceptions of, and need for, an audience; perceptions of, and need for, community; the utility of, and need for comments; presentational style of the blog content; overarching factors related to the technological context; and the pedagogical context of the course. The students' blogging behaviours were varied and depended upon the way in which they addressed each of the six factors. These factors, along with the associated questions in the proposed framework, provide insights about the activity of blogging from a student's perspective. Therefore, the framework can guide the design of blogging activities in courses.  相似文献   

10.
The development of a specific learning environment into an intelligent learning environment ( switchER II ) is used as the basis of a discussion about the nature of 'learner-centred design'— an approach which is contrasted with user-centred design, and is being advocated as an important move in the development of effective educational computing systems. An analysis of the notion of learner-centred design leads to the need to develop appropriate methodologies to support learner-centred design, to ensure that individual differences are respected, and that Artificial Intelligence techniques are applied appropriately.  相似文献   

11.
This study explores the interactivity of course-management systems (CMSs). First, this study reviews the concepts of interactivity, interactivity dimension, and interaction type on the basis of related theories and studies. Second, this study analyzes the interactive functions attributable to the six major CMSs in Taiwan colleges and universities, and re-constructs a technical framework containing five interaction types, nine interactivity dimensions, and 83 possible interactive functions. This study has found that a total of 21 interactive functions were featured in the six CMSs, while six functions identified from theories and research were not. In terms of interaction type, the results indicate that these six CMSs possessed the highest percentage of possible interactive functions for facilitating human interactions (e.g., learner–learner interaction and learner–instructor interaction), followed by learner–interface interaction and learner–self interaction, with the lowest percentage corresponding to learner–content interaction. In terms of interactivity dimension, these six CMSs seemed more likely to feature a learner-centered design approach than a system-centered one. Also, this study conducted user surveys on students’ perceptions, use, and evaluation of these interactive functions. A total of 491 valid sets of data were collected from six CMS user groups. The results indicate that, for their online learning, students considered the function of “Assignment handling” to be the most known, frequently used, and useful function. In addition, students were well familiar with, and made use of, any functions that would help them monitor or track their learning process. Students required more content-related interactive functions than were currently available in CMSs. Last, the regression results indicate that the more positively the students perceived the CMS interactivity, the usefulness of CMS for learning, and the interactive functions, the more positively these students perceived their CMSs.  相似文献   

12.
13.
Successful adoption of new teaching and learning technologies in higher education requires the consensus of two sub-cultures, namely the technologist sub-culture and the academic sub-culture. This paper examines trends in adoption of open source software (OSS) for teaching and learning by comparing the results of a 2009 survey of 285 Chief Academic Officers and Chief Information Officers with the 2006 administration of the same survey. Results indicate that while the key drivers of OSS adoption continue to differ for the academic and technologist sub-cultures, both sub-cultures converge in deeming total cost of ownership as the most important metric for making a go/no go adoption decision.  相似文献   

14.
15.
The learning effects of computer simulations in science education   总被引:5,自引:0,他引:5  
This article reviews the (quasi)experimental research of the past decade on the learning effects of computer simulations in science education. The focus is on two questions: how use of computer simulations can enhance traditional education, and how computer simulations are best used in order to improve learning processes and outcomes. We report on studies that investigated computer simulations as a replacement of or enhancement to traditional instruction. In particular, we consider the effects of variations in how information is visualized, how instructional support is provided, and how computer simulations are embedded within the lesson scenario. The reviewed literature provides robust evidence that computer simulations can enhance traditional instruction, especially as far as laboratory activities are concerned. However, in most of this research the use of computer simulations has been approached without consideration of the possible impact of teacher support, the lesson scenario, and the computer simulation’s place within the curriculum.  相似文献   

16.
Learning Management Systems (LMS) are web-based systems allowing instructors and/or students to share materials and interact online. This study compared differences in LMS use between instructors and students at a large residential campus with students at a smaller commuter campus. Responses to an online survey about LMS activities and tools were categorized by three different interaction types: Learner–Instructor (LI), Learner–Content (LC), and Learner–Learner (LL). Aggregated log data was also analyzed to see if students’ use was consistent with their beliefs. Respondents from both campuses rate highly all activities and tools within the LMS. Findings suggest that residential students value activities and tools supporting LC interaction more than commuter students, while commuter students value activities and tools fostering LL interactions more than residential students. The aggregated log data was consistent with the survey data showing a higher level of activity in the most heavily used LC-oriented tools for the residential campus and higher activity in the LL-oriented tools for the commuter campus.  相似文献   

17.
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge levels, and each group was divided into two treatment groups (a low-interactive simulation group and a high-interactive simulation group). The dependent variables were concept comprehension, cognitive load, and learning efficiency. The results showed that, for students with high prior knowledge levels, high-interactive simulations, rather than low-interactive simulations, resulted in significantly increased comprehension scores, decreased cognitive load scores, and higher learning efficiency. On the other hand, among students with low prior knowledge levels, the low-interactive simulation group did not demonstrate significantly increased comprehension scores, but they did show lower cognitive load scores and higher learning efficiency than the high-interactive simulation group.  相似文献   

18.
Learning Management Systems (LMS) are web-based systems that allow instructors and/or students to share materials, submit and return assignments, and communicate online. In this study, we explored the uses and perceived benefits of using a LMS to support traditional classroom teaching as reported by instructors and students at a large American Midwestern university. We examined two years of survey data focusing on specific uses of the LMS that emphasized either efficient communication or interactive teaching and learning practices. We matched aggregate user log data with corresponding survey items to see if system use was consistent with patterns seen in the survey results. Findings suggest that instructors and students value tools and activities for efficient communication more than interactive tools for innovating existing practices. However, survey item analysis reveals that instructors and students also highly value the teaching and learning tools within the LMS.  相似文献   

19.
In engineering design, engineers must be able to think creatively, effectively toggling between divergent thinking (developing multiple novel ideas) and convergent thinking (pursuing an appropriate idea using engineering analyses). However, creative thinking is not emphasized in many undergraduate engineering programs. In this empirical study, we analyze the divergent thinking of teams working on a virtual laboratory project. Fifteen student teams' solution paths–as represented by Model Maps–were analyzed to characterize and compare the various elements of divergent thinking: fluency, flexibility, and originality. The solution paths of these teams were compared in two physical laboratory projects and to experts completing the same virtual laboratory project. We found that students demonstrated more divergent thinking in the virtual laboratory project than in the physical laboratory projects; yet, divergent thinking and quality of solution did not correlate. There was little difference between measured elements of divergent thinking between student teams and experts.  相似文献   

20.
This paper reports on an evaluation of Net-Detectives, a creative online role play activity aimed at 9–12 year olds. Net-Detectives forms part of Kidsmart, an Internet awareness programme aimed at school children. It was evaluated through a multiple method data collection using questionnaire surveys, follow up telephone interviews with teachers and observation in use in three UK schools during the summer term of 2003.  相似文献   

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