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1.
The study uses Johnson and Johnson's Learning Together approach as a strategy for teaching third-grade learners' information literacy. The study explored the perceptions and attitudes as well as the interactive processes, behavior and patterns of K3 children learning information technology via a cooperative approach. Data collection included a survey, the instructors' observations and reflective journals as well as interviews with the students. The findings of the study are summarized in the following four areas. First, generally speaking, the study showed the positive value of a cooperative approach when effectively integrated into computer curriculums. Second, the study found that group interaction was more procedure-related, including topic choice, duty assignation, content selection, and computer operation. Third, it was found that most learners mastered computer skills, but approached their knowledge-building project with less of a sense of synthesis and integration. Finally, the study found four different forms of interactions (Individual, Authoritative, Argumentative and Consolidated) emerging during the earlier stages of learning with group cohesion increasing at later stages. It can be concluded that learners' attitudes and interactive quality in their group learning is promoted to varying degrees, and most learners are capable of mastering computer skills. However, given the time limitation of four months and that it was the instructors' and learners' first attempt at cooperative learning, there was still much to learn for mastery of the course and much to be desired in scaffolding learners' for highly effective cooperative learning. The paper concludes with some recommendations for the future design of an information technology curriculum for cooperative learning.  相似文献   

2.
基于WebQuest的计算机课程教学改革   总被引:1,自引:0,他引:1  
针对以学生为中心构建新型教学模式,是目前计算机教学界研究的重要课题;针对网络主题探究性学习(WebQuest)作为一种基于网络的"专题探究"活动,是一种新兴的信息化教学模式,具有针对性、开放性、合作性、综合性、辅助性等特点。通过分析WebQuest教学的含义、作用及应注意的问题,并结合学生的实际情况,将之应用于计算机课程教学,实践证明,该模式行之有效。  相似文献   

3.
One of the central challenges of integrating game-based learning in school settings is helping learners make the connections between the knowledge learned in the game and the knowledge learned at school, while maintaining a high level of engagement with game narrative and gameplay. The current study evaluated the effect of supplementing a business simulation game with an external conceptual scaffold, which introduces formal knowledge representations, on learners' ability to solve financial-mathematical word problems following the game, and on learners' perceptions regarding learning, flow, and enjoyment in the game. Participants (Mage = 10.10 years) were randomly assigned to three experimental conditions: a “study and play” condition that presented the scaffold first and then the game, a “play and study” condition, and a “play only” condition. Although no significant gains in problem-solving were found following the intervention, learners who studied with the external scaffold before the game performed significantly better in the post-game problem-solving assessment. Adding the external scaffold before the game reduced learners' perceived learning. However, the scaffold did not have a negative impact on reported flow and enjoyment. Flow was found to significantly predict perceived learning and enjoyment. Yet, perceived learning and enjoyment did not predict problem-solving and flow directly predicted problem solving only in the “play and study” condition. We suggest that presenting the scaffold may have “problematized” learners' understandings of the game by connecting them to disciplinary knowledge. Implications for the design of scaffolds for game-based learning are discussed.  相似文献   

4.
The widespread use of technology and the Internet have changed many of language learners' everyday practices, including literacies. While there have been many studies with the focus on language learners' digital literacies, few, however, have explored language learners' digital information literacy and online reading practices with the use of social bookmarking tools, especially in a community college setting. We address this gap by investigating community-college language learners' digital literacies when social bookmarking with the focus on digital information and online reading practices from an ecological perspective. In this qualitative multiple-case study, the focal participants were five English learners, students in an English as a Second Language writing course in a community college in the northeastern United States. Data collection included interviews, observations, and researchers' e-journals. Thorough within- and cross-case analysis of data shows that language learners searched for digital texts and evaluated them based on relevance, reliability, interest, language, and importance for them and their learning community in the social bookmarking tool. The participants struggled with the number of results in search engines, keywords, and evaluation of digital texts for relevance and reliability. We show the need for more instruction, support, and guidance of language learners' digital information literacy practices as well as the benefits of providing students with opportunities to read digital texts. Our suggestions for future research include investigating the role of multimodality and other factors that influence language learners' evaluation practices when they look for and read information online.  相似文献   

5.
This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online‐based and AR‐based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating in the study. The experimental group (E.G.) learned with the AR‐based contents, while the control group (C.G.) learned with the online‐based support. The findings demonstrated the potential of AR techniques for supporting students' learning motivation and peer learning interaction, and the AR‐based contents could be used as scaffolding to better support blended learning strategies. The AR‐based learning interaction could also be a trigger arousing learners' interest in becoming active learners and the students presented great learning involvement after the AR‐based supports were removed, while the learners in the C.G. were passive once the supports had been removed. Moreover, it was found that (1) their lack of experience with AR interaction and applications, (2) the slow speed of the Internet in the school, (3) the affordances of each learner's mobile learning devices, (4) the screen size of the learning interface and (5) the overloading of the learning information from the AR contents and teacher lectures might be the reasons why the learners were still more used to the online‐based support. It was therefore concluded that when integrating AR applications into a course, technology educational researchers should take into careful consideration the target learning content design, the amount of information displayed on the mobile screen and the affordances of the learning equipment and classroom environment so as to achieve a suitable learning scenario.  相似文献   

6.
This paper presents a study on implementing the ASR‐based CALL (computer‐assisted language learning based upon automatic speech recognition) system embedded with both formative and summative feedback approaches and using implicit and explicit strategies to enhance adult and young learners' English pronunciation. Two groups of learners including 18 adults and 16 seventh graders participated in the study. The results indicate that the formative feedback had a positive impact on improving the learners' speaking articulation, and the summative feedback aided the learners' self‐reflection and helped them to track their speaking progress. Furthermore, the implicit information such as model pronunciation with full sentences and audio recast benefitted the adult learners, whereas the young learners preferred the explicit learning information such as textual information of individual words for self‐correction. In addition, the results of this study also confirm that learners have different perceptions of the media modalities designed with implicit and explicit strategies in the feedback. Feedback with audio modality is more suitable for adults, whereas juxtaposed textual and audio modalities are better for young learners.  相似文献   

7.
Multimodal data have the potential to explore emerging learning practices that extend human cognitive capacities. A critical issue stretching in many multimodal learning analytics (MLA) systems and studies is the current focus aimed at supporting researchers to model learner behaviours, rather than directly supporting learners. Moreover, many MLA systems are designed and deployed without learners' involvement. We argue that in order to create MLA interfaces that directly support learning, we need to gain an expanded understanding of how multimodal data can support learners' authentic needs. We present a qualitative study in which 40 computer science students were tracked in an authentic learning activity using wearable and static sensors. Our findings outline learners' curated representations about multimodal data and the non-technical challenges in using these data in their learning practice. The paper discusses 10 dimensions that can serve as guidelines for researchers and designers to create effective and ethically aware student-facing MLA innovations.  相似文献   

8.
9.
Abstract Learning support studies involving simulation‐based scientific discovery learning have tended to adopt an ad hoc strategies‐oriented approach in which the support strategies are typically pre‐specified according to learners' difficulties in particular activities. This article proposes a more integrated approach, a triple scheme for learning support design on the basis of the systematic analysis of the internal conditions of scientific discovery learning. The triple learning support scheme involves: (a) interpretative support that helps learners with knowledge access and the generation of meaningful and integrative understandings; (b) experimental support that scaffolds learners in systematic and valid experimental activities; and (c) reflective support that increases learners' self‐awareness of the discovery processes and prompts their reflective abstraction and integration. Two experiments were conducted with eighth graders (13‐year‐olds) to examine the effects of these learning supports embedded into a simulation program on floating and sinking. The overall results support the main hypotheses that learning supports in a simulation environment should be directed towards the three perspectives to invite meaningful, systematic, and reflective discovery learning.  相似文献   

10.
Recently, research in individual differences and in particular, learning and cognitive style, has been used as a basis to consider learner preferences in a web-based educational context. Modelling style in a web-based learning environment demands that developers build a specific framework describing how to design a variety of options for learners with different approaches to learning. In this paper two representative examples of educational systems, Flexi-OLM and INSPIRE, that provide learners a variety of options designed according to specific style categorisations, are presented. Experimental results from two empirical studies performed on the systems to investigate learners' learning and cognitive style, and preferences during interaction, are described. It was found that learners do have a preference regarding their interaction, but no obvious link between style and approaches offered, was detected. Derived from an examination of this experimental data, we suggest that while style information can be used to inform the design of learning environments that accommodate learners' individual differences, it would be wise to recommend interactions based on learners' behaviour. Learning environments should allow learners or learners' interaction behaviour to select or trigger the appropriate approach for the particular learner in the specific context. Alternative approaches towards these directions are also discussed.  相似文献   

11.
The purpose of this study was to investigate how a mobile collaborative augmented reality (AR) simulation system affects learners' knowledge construction behaviors and learning performances. In this study, 40 undergraduate students were recruited and divided into dyads to discuss a given task either with the assistance of a mobile collaborative AR system or traditional 2D simulation system. The participants' knowledge acquisition regarding elastic collision was evaluated through a pre-test and a post-test comparison. Learners' knowledge construction behaviors were qualitatively identified according to an adapted three-category coding scheme including construction of problem space (PS), construction of conceptual space (CS), and construction of relations between conceptual and problem space (CPS), and were then analyzed by adopting lag sequential analysis. The results indicated that the learners who learned with the AR system showed significant better learning achievements than those who learned with the traditional 2D simulation system. Furthermore, the sequential patterns of the learners' behaviors were identified, including three sustained loops (PS→PS, CS→CS, CPS→CPS), a bi-directional path between the PS and CPS activities (PS↔CPS), and a one way path from the PS activity to the CS activity (PS→CS). The revealed behavior patterns suggest that the AR Physics system may serve as a supportive tool and enable dyad learners to respond quickly to the displayed results and support their knowledge construction processes to produce a positive outcome. Based on the behavioral patterns found in this study, suggestions for future studies and further modifications to the system are proposed.  相似文献   

12.
In some higher education courses that focus on case studies, teachers can provide situated scenarios (such as business bottlenecks and medical cases) and problem-solving discussion tasks for students to promote their cognitive skills. There is limited research on the content, performance, and behavioral patterns of teaching using online discussions and integrated situated scenarios. This case study empirically explored the learning process of adopting collaborative online instructional discussion activities for the purpose of problem-solving using situated scenarios in a higher education course. Thirty-two university students carried out problem-solving activities on case scenarios and problem-solving tasks assigned by the teacher on the discussion forum. Two forms of instructional activities were considered: 1) problem-solving in a given scenario and 2) problem-solving when learners play roles in a given scenario. The activities mentioned above were each implemented for a week.  相似文献   

13.
Self‐generated learning (SGL) activities are characterized as an active learning strategy that functions as a support for deeper comprehension. However, the question arises which factors could be essential to fully exploit the effectiveness of SGL activities. One possible factor may be the emotional state of learners during learning. Because different emotional states are associated with different styles of information processing, in turn, they may support learning with SGL activities. Consequently, this study addresses learning with a type of SGL activities, answering elaborative interrogations, and the impact of learners' emotional states. German students (N = 123) were assigned to one of four conditions, resulting from a 2 × 2 design with instructional material (elaborative interrogations vs. no elaborative interrogations) and emotional state (positive vs. negative) as independent variables. Results showed that learners learning with elaborative interrogations experienced the instructional material as more difficult than without elaborative interrogations. Learning with them led to a better transfer learning outcome of concepts that had to be generated by interrogations (not for concepts that were already readable in the text) and had no effect for retention. Unexpectedly, neither an influence of the learners' emotional state nor an interaction of both independent variables could be shown.  相似文献   

14.
MOOCs (Massive Open Online Courses) are increasingly prevalent as an online educational resource open to everyone and have attracted hundreds of thousands learners enrolling these online courses. At such scale, there is potentially rich information of learners' behaviors embedded in the interactions between learners and videos that may help instructors and content producers adjust the instructions and refine the online courses. However, the lack of tools to visualize information from interactive data, including messages left to the videos at particular timestamps as well as the temporal variations of learners' online participation and perceived experience, has prevented people from gaining more insights from video‐watching logs. In this paper, we focus on extracting and visualizing useful information from time‐anchored comments that learners left to specific time points of the videos when watching them. Timestamps as a kind of metadata of messages can be useful to recover the interactive dynamics of learners occurring around the videos. Therefore, we present a visualization system to analyze and categorize time‐anchored comments based on topics and content types. Our system integrates visualization methods of temporal text data, namely ToPIN and ThemeRiver, which can help people understand the quality and quantity of online learners' feedback and their states of learning. To evaluate the proposed system, we visualized time‐anchored commenting data from two online course videos, and conducted two user studies participated by course instructors and third‐party educational evaluators. The results validate the usefulness of the approach and show how the quantitative and qualitative visualizations can be used to gain interesting insights around learners' online learning behaviors.  相似文献   

15.
This study investigates the hypothesis that students’ learning and problem-solving performance in ill-structured domains can be improved, if elaborative question prompts are used to activate students’ context-generating cognitive processes, during case study. Two groups of students used a web-based learning environment to criss-cross and study case-based material in the software project management domain. The experimental group was additionally prompted to consistently answer a set of questions based on a model of context-generating processes, meant to engage students in deeper processing of information presented in cases. Students were also classified as having either “complex” or “simple” EB profile (based on their epistemological beliefs record), thereby establishing a 2 × 2 factorial design. Results indicated that scaffolding treatment had a significant main effect on students’ performance, with the experimental group performing better in both domain knowledge acquisition and knowledge transfer post-test items. There is also tentative indication that EB profile and scaffolding treatment interact, with complex-EB learners benefiting most from the scaffolded condition. Overall, the study provides evidence that it is possible to improve individual learning in a technology environment for case-based learning, by implementing appropriate questioning strategies that trigger students to activate their context-generating cognitive processes, while studying the contextually rich material of cases.  相似文献   

16.
The effects of metaphors on learning have been proved by many studies. Learners naturally invoke metaphors when learning new concepts because metaphors stimulate them to generate models of the domain to be learned. However, little evidence has been seen of metaphors' effect on developing learners' mental models. Since metaphors function by providing familiar concepts that help learners to construct new knowledge, metaphors' effects may be more apparent to novice learners.This study explores the effects of metaphors on both novice and expert learners' performance and their mental-model development as documented by three different measurement methods. It also examines the relationship between subjects' performance and their mental models. The results indicate that metaphors may facilitate novices' construction of integrative knowledge but not simple knowledge. In addition, metaphors may possibly have lasting effects on expert learning but the effects may not be seen immediately after learning.  相似文献   

17.
An investigation was carried out to examine the effects of cognitive style on learners' performance and interaction during complex problem solving with a computer modeling tool. One hundred and nineteen undergraduates volunteered to participate in the study. Participants were first administered a test, and based on their test scores they were classified into three groups, namely field-dependent, field-mixed, and field-independent learners. Participants then received the same set of integrated-format materials and were asked to use a computer modeling tool to solve a complex problem about immigration policy. A multivariate analysis of variance was performed with field type as the independent variable, and cognitive load, problem-solving performance, and learner interaction with the computer tool as the dependent variables. The results indicated that there was no significant difference in terms of the amount of cognitive load reported. However, there was a significant difference in terms of learner problem-solving performance. Specifically, field-independent learners outperformed field-dependent learners, and field-mixed learners outperformed field-dependent learners. The results also indicated significant differences in computer interaction between field-independent and field-dependent learners, and between field-mixed and field-dependent learners. The qualitative findings of the study showed that students who interacted poorly with the software were unsure about how to systematically use the affordances of the computer tool to solve the problem, did not have a goal-directed plan or strategy in mind about how to investigate the issue at hand, and had difficulty with testing the immigration policies by appropriately controlling variables in order to collect data to inform decision making. Implications are discussed in terms of designing computer systems that scaffold learners' complex problem solving by considering the cognitive demands of the task.  相似文献   

18.
《Computers in human behavior》2001,17(5-6):465-480
Learning to collaborate is an important educational goal. The concept of collaborative learning is differently defined by several authors. Problem solving and problem-based learning are also important in our educational framework. We shall situate and clarify here the instructional design concepts used in an educational setting based on a “collaborative and problem based learning environment” applied to educational robotics. Educational robotics activities are developed at several school levels (primary, secondary) and in adults' training contexts. The instructional design of such learning activities is based on a constructivist approach of learning. Their educational objectives are varied. In our approach, the goal is not only that the learners acquire specific skills (e.g. knowledge on electricity, electronics, robotics…), but also and mainly demultiplicative, strategic and dynamic skills. The methodology focuses on collaboration to design and develop common projects and on problem solving skills development. The pupils work in small groups (2–4). In the reported research, some learners' interactions have been observed during the activity in a primary school with an observation grid. The analysis of the verbalisations between the learners and their actions on the computers, and the robotics materials coming from those observations offer the opportunity to study the way the learners are collaborating.  相似文献   

19.
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game‐based learning. To this end, this study developed a game‐based English learning system and investigated how different levels of anxiety affected learners' learning performance and gaming performance. A quasi‐experiment was conducted in an elementary school. The results showed that high‐anxiety learners performed worse than low‐anxiety learners in speaking, word/sentence match, and overall learning performance. However, they performed similarly in listening performance. Moreover, the results showed that high‐ and low‐anxiety learners demonstrated a similar level of gaming performance. A subsequent analysis showed that significant correlations existed between learning performance and gaming performance for learners with high anxiety whereas such positive correlations were rarely found for learners with low anxiety, indicating that high‐anxiety learners' learning performance could be fostered by their gaming performance. The findings suggested that digital game‐based learning was particularly beneficial to high‐anxiety learners, whose gaming performance was a facilitative factor of their learning performance.  相似文献   

20.
This study is to demonstrate the impact of different teaching strategies on the learning performance of environmental education using quantitative methods. Students learned about resource recycling and classification through an instructional website based on the teaching tool of WebQuest. There were 103 sixth-grade students participating in this study and broken down into three groups: traditional instruction, traditional instruction with WebQuest and WebQuest instruction with outdoors. The major contribution of this study is the introduction of WebQuest into the outdoor instruction. The results of this study show that using WebQuest in outdoor instruction influences students’ learning performance positively. Two other interesting results are: (1) when WebQuest was used in real situations, students could acquire more knowledge and experiences, and (2) in the learning activity of the experiment, the students accomplished different learning tasks and expressed their own opinions and perspectives, which could foster their critical thinking skills. On the other hands, the students in outdoor situation could be positive to participate in learning activity; furthermore, they could ponder the learning contents by observing the real context and then they began to classify/categorize the resources. These findings will contribute to the development of teaching and learning for government, schools and teachers; for instance, teachers act as assistants or tutors and provide students with others public network resources, including PDAs, smartphones, tablet personal computers or the Internet, to improve their learning in outdoor learning environments, such as campus, museums or zoos.  相似文献   

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