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1.
Despite the proliferation of multimedia devices in elementary classrooms, there is limited research examining teacher-created video instruction, particularly regarding its effect on academic growth and engagement. This study investigated the effect of teacher-created computer-based video instruction (CBVI) using iPads on students' academic, behavioural and affective learning in elementary classrooms. The study used a repeated-measures design with counterbalancing to measure the effects of CBVI during mathematics lessons on student achievement scores, time on-task and attitudes towards learning. Three year three classes (n = 49) completed three lessons, each using a different mode of instruction: CBVI created by the class teacher, CBVI created by a stranger, and a traditional live lesson delivered by the class teacher. Results were analysed using a Linear Mixed Model. No significant growth in performance was detected during video instruction, however a significant growth result was achieved for the traditional live teaching mode (p < 0.001), possibly attributable to the longer duration of experimental session. Behavioural engagement was considerably higher during CBVI lessons than live lessons and students preferred their teacher's voice during CBVI. Three teachers were interviewed to examine how CBVI affected teaching and learning, with two main themes emerging: (1) positive impacts of CBVI upon students; and (2) positive impacts on teacher wellbeing. This research indicates benefits for students and teachers when using teacher-created CBVI. Further research is needed to better understand the factors that influence cognitive development of students using CBVI and to also further explore the effect of CBVI on teacher wellbeing.  相似文献   

2.
Technology integration in K-12 classrooms is usually overly teacher-centered and has insufficient impact on students' learning, especially in enhancing students' higher-order cognitive skills. The purpose of this project is to facilitate science teachers' use of information and communication technologies (ICTs) as cognitive tools to shift their practices from traditional teacher-centered methods to constructivist, student-centered ones. This paper describes the outcomes and lessons learned from an application of design-based research (DBR) in the implementation and refinement of a teacher professional development (PD) program that is a key component of the overall project. This DBR study involved 25 middle-school science teachers from 24 schools whose implementation of cognitive tools with their students in science classrooms and virtually through a social networking site were observed over four years. A mixed-methodology was utilized to examine the impact of the cognitive tools intervention on teachers' classroom practices and students' development of new literacy skills. Identifying reusable design principles related to technology integration was another focus of the DBR study. The results revealed teachers' positive changes in their classroom practices by gradually allowing students to take control over the use of technology, and positive impact on students' ICT skills and science learning. Design principles for future professional development programs aimed at preparing teachers to adopt a cognitive tools approach are described.  相似文献   

3.
In the traditional intelligent English classroom teaching, the efficiency of students' learning is often affected by many external environments, such as the influence of learning environment, the influence of students' own condition, and the influence of teachers' teaching mode. In view of these problems, we propose a wireless sensor network technology intelligent teacher management system, which can reduce the influence of the above factors on students' learning efficiency and improve students' learning efficiency. Make students more focused on learning. The system can monitor the state of students through wireless sensors. When the students are in bad condition, the system can adopt certain measures to enhance the enthusiasm of students. At the same time, the state of students and the state of the classroom will be recorded in the internal background system, the system managers can timely monitor the state of students and teachers, and give some guidance and feedback to students and teachers. This learning system is based on machine-free learning and sensor development. It can adjust the classroom environment to suitable conditions and make students more motivated to learn. Teachers can also have a more stable play, will not cause waste of classroom time and attention loss and other phenomena. When students feel tired or sleepy in class, the management system can also actively remind students. Observing the students' state at all times in the traditional classroom will lead to the teacher's distraction, but the teacher has to observe the students' state while lecturing. This may affect teachers and affect their teaching level, and the use of this automated classroom detection technology can solve such problems. Machine learning is to improve the calculation method through various experiences, which is also a problem in the field of artificial intelligence.  相似文献   

4.
Studying teacher enactment of an innovation helps us understand the process of effective spread of a curricular innovation to teachers who have differing levels of content readiness, pedagogical orientations, teaching competency, different student profiles, and professional development experiences. Towards this, we explore how different teachers in the same grade level appropriated a common science curriculum enabled by mobile technologies in their classrooms. The innovative science curriculum: Mobilized 5E (Engage–Explore–Explain–Elaborate–Evaluate) Science Curriculum was developed through an iterative cycle of design-based research. As curriculum designs were not self-sufficient by themselves, the enactments of the teachers differed in how they leveraged on students' artifacts, how they integrated the technology into the class, the ways in which they interacted with the students, and how they scaffolded students' activities in a mobile learning setting. In this study, the teachers' enactments of mobilized 5E lessons were observed, analyzed and compared, with the aim of exploring the differences of lesson enactment amongst them. The results showed that teachers' different pedagogical orientations affected their instructions, especially their ways of technology integration in the class, and their patterns of interactions with the students. Based on the exploration of the teacher enactment of the mobilized 5E curriculum, implications are drawn concerning the implementation of innovative curricula implementation and the supports for teacher professional development of such innovation with the ultimate purpose of sustaining and scaling.  相似文献   

5.
With the distribution of easy-to-use tablet computers, tablet-based interactive classrooms have become popular environments for innovative learning activities in recent years. However, little research has investigated the relationship between technologically enhanced learning environments and students' beliefs about the future and self-efficacy for learning. In this study, young students' perceptions of tablet-based interactive classrooms, beliefs about the future, and self-efficacy for learning in rural areas of Korea were examined after the students engaged in tablet-based interactive classrooms. To develop the theoretical framework, we created a structural research model of ease of use, usefulness, satisfaction, deepened experiences through tablet use, beliefs about the future, and self-efficacy in tablet-based interactive classrooms based on a partial least squares (PLS) method. The results indicate that (1) students in tablet-based interactive classrooms perceive frequent experiences with tablet-based instructions as easy and useful and (2) student satisfaction is significantly influenced by their perceptions of deeper learning experiences through tablet use, which are significantly influenced by their future expectations and self-efficacy for learning. This study provides relevant implications for educators who design learning activities for students in rural schools in tablet-based interactive classroom environments.  相似文献   

6.
This study aimed to explore the relationships between students' visual behaviors and learning outcomes, and between visual behaviors and prior cooking interest in multimedia recipe learning. An eye-tracking experiment, including pretest, recall test, and retention test, was conducted with a sample of 29 volunteer hospitality majors in Taiwan. The multimedia recipe included a static page showing the ingredients in a text-and-picture representation and a dynamic page showing the knife skills in a text-and-video representation. Total reading time, total fixation duration, number of fixations and inter-scanning count were used to explore the students' visual attention distributions among the different representation elements and their visual strategies for learning the recipe. The results showed that all students paid more visual attention to the text than to the picture information for the static recipe, and paid more visual attention to the video than to the text on the dynamic page. In addition, the visual attention paid to the text on the dynamic page was negatively correlated with the retention of the episodic knowledge of knife skills. In contrast, the visual attention paid to the text on the static ingredient page was positively correlated with students' prior cooking interest. Finally, the inter-scanning count between text and video on the dynamic page was the best index to negatively predict students' learning retention. Total fixation duration on the text information on the static page was the best index to positively predict students' prior cooking interest. Future studies and applications are discussed.  相似文献   

7.
Cyberbullying among students has received extensive attention from researchers and educators. Most research is, however, based on student reports while teachers' perceptions of this aggressive behavior among students have rarely been studied. We surveyed 2821 Taiwanese teachers on their perceptions of cyberbullying among students, including the types and tools, the ability to remain anonymous, students' responses, and their own practices of handling cyberbullying incidents at school. The results showed that teachers believed that the circulation of embarrassing pictures and videos was the most prevalent type of cyberbullying but that instant messaging was the most frequently used tool. Our findings also revealed teachers' tendency of overestimating students' willingness to report cyberbullying. The students' grade level that the teachers taught and whether they take on administrative duties were found to influence their perceptions of student cyberbullying. We found that teachers were not confident to handle cyberbullying incidents and we suggest that anti-cyberbullying training be included in teacher education.  相似文献   

8.
《Computers & Education》2005,44(1):53-68
One important field where mobile technology can make significant contributions is Education. In the fast pace of modern life, students and instructors would appreciate using constructively some spare time that they may have, in order to work on lessons at any place, even when away from offices, classrooms and labs where computers are usually located. In this paper, we describe a mobile authoring tool that we have developed and is called Mobile Author. Mobile Author can be used by human instructors either from a computer or a mobile phone to create their own Intelligent Tutoring Systems (ITSs) and to distribute them to their students. After the ITSs have been created, students can also use any computer or mobile phone to have access to theory and tests. The tutoring systems can assess the students' performance, inform the data-bases that record the students' progress and provide advice adapted to the needs of individual students. Finally, instructors can monitor their students' progress and communicate with their students during the course. The mobile features of both the authoring tool itself and the resulting ITSs from it have been evaluated by instructors and students, respectively. The results of the evaluation showed that mobile features are indeed considered useful.  相似文献   

9.
《Computers & Education》2004,42(1):45-63
Although Computer-Assisted Language Learning (CALL) provides EFL (English as a Foreign Language) students a dynamic environment for English learning, many courses in current markets still emphasize the presentation of domain knowledge but neglect how the students truly interact with the lessons. This article describes the development of Hypermedia-based English Learning system for Prepositions (HELP), which provides EFL students learning diagnosis and remedial instruction according to student confidence scores (CR). Details include how the system diagnoses students' error types in English prepositions and provides adaptive remedial instructions. This study also investigated the effects of two design factors: (1) student confidence ratings (CR) for answers, and (2) the provision of adaptive remedial instruction on EFL students' English prepositions learning in adaptive hypermedia. A pretest–posttest control-group experiment involving 88 EFL students was employed. Results of this study revealed significant effects of student confidence ratings (CR) and the provision of adaptive remedial instruction for English prepositions learning in hypermedia-based lessons.  相似文献   

10.
11.
In the modern world of constant connectivity, it is difficult to detach students from technology. Today, we walk into classrooms that are filled with computers and Ethernet plugs. Students are carrying laptops, smartphones, and other devices into classrooms for their learning needs. Although technology in classroom has its benefits, many students constantly succumb to its use during class for non-class related purposes, thereby impacting their learning. This study draws upon the augmented version of the theory of planned behavior, social learning theory and the pedagogical literature to investigate the factors influencing students' attitudes and intentions to use technology during class for non-class related purposes. The hypothesized model was validated by conducting a survey to collect the data and using partial least squares for analysis. The results demonstrate that students' attitudes are influenced by student consumerism, escapism, lack of attention, cyber-slacking anxiety, and distraction by others' cyber-slacking behavior. Further, lack of attention is shaped by intrinsic and extrinsic motivation, class engagement, and apathy towards course material. Theoretical and practical implications of the findings are discussed.  相似文献   

12.
While simulations have widely been used to facilitate conceptual change in learning science, results indicate that significant disparity or gap between students' prior conceptions and scientific conceptions still exists. To bridge the gap, we argue that the applications of computer simulation in science education should be broadened to enable students to model their thoughts and to improve and advance their theories progressively. While computer simulations are often used to offer opportunities for students to explore scientific models, they do not give them the space to explore their own conceptions, and thus cannot effectively address the challenge of changing students' alternative conceptions. Findings from our recent empirical study reveal that, firstly, dynamic modelling using the environment WorldMaker 2000 in conjunction with the use of a cognitive perturbation strategy by the teacher was effective in helping students to migrate from their alternative conceptions towards a more scientifically inclined one; secondly, the pathways of conceptual change across groups were idiosyncratic and diverse. Respecting students' ideas seriously and providing cognitive perturbation at appropriate junctures of the inquiry process are found to be conducive to fostering conceptual change. In this paper, we will report on the details of the pedagogical approach adopted by the teacher and portray how students' conceptions change during the entire process of model building.  相似文献   

13.
Project SEARCH (Science Education and Research for CHildren) is an outreach program designed to bring the science resources of a large research university to classrooms and community centers. University science students share activities, materials, and content expertise with local classrooms and after-school programs. Using observations, surveys, and interviews, we examined the experiences of these students as teachers and role models for the children, with a particular focus on after-school programs. We found that there was often a tension between the students' notions of formal science learning, and the demands of the after-school settings for lively and entertaining activities. But community agencies and schools uniformly valued the enthusiasm and the resources provided by the SEARCH students. Children were engaged in the activities and looked forward to the students' visits. Most importantly, they saw the students as positive and diverse models for the role of scientist. The SEARCH experience highlights both the value of providing diverse and challenging experiences for children, and the need for dialog and reflection on those experiences.  相似文献   

14.
This study examines the effects of two types of e-tutoring interventions (text-based vs. face-to-face videoconferencing, TB vs. F2F) on the grammar performance and motivation of low-achieving students. The study investigates the patterns of interaction between tutors and students in both platforms, including the manner in which tutors and students engage during the tutoring sessions. The students' experiences and perceptions of e-tutoring interventions are also explored. The findings reveal that although the two modes of tutoring were equally effective (both groups showed improvement in their grammar performance, with no discernible difference between the two groups), the F2F group members overcame their negative feelings toward English to a greater extent than the TB group members. Interestingly, although the findings reveal that the TB tutors engaged in more tutoring strategies than the F2F tutors, the F2F students perceived more self-improvement in their English performance and were more likely to evaluate the tutors and the e-tutoring program positively than the TB group. The paper concludes by offering some recommendations for future studies on different tutoring modes using computer conferencing.  相似文献   

15.
We investigated the effects of seeing the instructor's (i.e., the model's) face in video modeling examples on students' attention and their learning outcomes. Research with university students suggested that the model's face attracts students' attention away from what the model is doing, but this did not hamper learning. We aimed to investigate whether we would replicate this finding in adolescents (prevocational education) and to establish how adolescents with autism spectrum disorder, who have been found to look less at faces generally, would process video examples in which the model's face is visible. Results showed that typically developing adolescents who did see the model's face paid significantly less attention to the task area than typically developing adolescents who did not see the model's face. Adolescents with autism spectrum disorder paid less attention to the model's face and more to the task demonstration area than typically developing adolescents who saw the model's face. These differences in viewing behavior, however, did not affect learning outcomes. This study provides further evidence that seeing the model's face in video examples affects students' attention but not their learning outcomes.  相似文献   

16.
This two‐group, pretest‐posttest, quasi‐experimental study compared secondary students' learning of Algebra II materials over a 4‐week period when identical instruction by the same teacher was delivered through either embedded blended learning (treatment group; n = 32) or a live‐lecture classroom (control group; n = 24). For both groups, instruction was delivered in a normal classroom setting. A math test and a student survey were used to measure students' learning of Algebra II and satisfaction with the instruction. Students in the treatment group showed significantly greater gains in Algebra II test scores and evaluated their learning experiences significantly more positively than did the control group. The great majority (80%) of students in the treatment group preferred the embedded blended learning over traditional live lectures for future learning of math. Students' responses to open‐ended survey questions suggested that students in the treatment group appreciated the: (a) ability to control the pace of instruction; (b) new role of the classroom teacher; (c) lack of distraction in the blended learning environment; and (d) accessibility of the embedded multimedia lessons outside the classroom. This study suggests that screen‐capture instructional technology can be used towards establishing a teacher‐based, embedded blended learning environment within a secondary algebraic classroom.  相似文献   

17.
18.
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall, we found positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material. Although students who played and identified variously with recreational games were more alike than not, we did uncover one notable difference with respect to how students' gaming frequency impacted their engagement in the course. Nongamers expressed somewhat less motivation to do well in the course than frequent gamers. For all other measures of engagement, however, nongamers appeared to be equally engaged by the gamified format of the course as gamers. There were virtually no differences between male and female students' perceptions of gamification. This study contributes new insight into the conditions under which gamification succeeds or fails in educational settings. These insights will be useful to designers and instructors of gamified learning environments as they seek to engage and support a variety of learners.  相似文献   

19.
Researchers have shown that computer users with impaired vision perform visual search more slowly than their fully sighted counterparts. However, little is known about intermediate stages of visual search that exist between stimuli detection and identification. Therefore, the primary focus of this research is to investigate 2 intermediate stages of visual search in visually impaired computer users: preattention and focal attention. A total of 10 volunteers, 1 participant who possessed normal vision and 9 participants possessing impaired vision, underwent clinical visual examinations consisting of assessments of visual acuity, contrast sensitivity, visual field, and color perception. The involvement of each participant's visual cortex while performing a continuous matching task of visual icons on a computer screen was recorded. Results demonstrated that additional time required by visually impaired computer users is not a result of delayed engagement of the visual cortex, but rather due to time spent in active search once the visual cortex has already been engaged. Directions for future research are provided.  相似文献   

20.
Previous studies have provided evidence that multimedia support is an important factor in test performance. However, few studies have compared the effects of real visual and model visual on test performance. The purpose of this study was to determine the effects of the model visual and real visual supported test items on elementary students' test performances in math. For this purpose, a math test designed in three types: text only, text + model visual, and text + real visual. The tests were applied randomly to 99 fifth-grade students. The study was designed with a post-test control group as a quantitative-dominant mixed method research. It was concluded that visual support in elementary school students' math tests increased their test scores and that the use of real visuals in tests increased the students’ test performances. As an insider observer, the views of a math teacher supported these two main conclusions. Based on the results, suggestions were put forward for practice and future research.  相似文献   

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