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1.
In recent years, the flipped classroom has become prevalent in many educational settings. Flipped classroom adopts a pedagogical model in which short video lectures are viewed by students at home before class so that the teacher can lead students to participate in activities, problem‐solving, and discussions. Yet the design or use of technology that employs planned instructional strategies with sustainable support of self‐regulation is scant. We propose a technology‐enhanced flipped language learning system (Flip2Learn) that provides facilitation and guidance for learning performance and self‐regulation. A quasi‐experimental study was carried out to examine whether Flip2Learn could enhance college students' self‐regulatory skills and later contribute to the learning performance in the flipped classrooms. The results showed that Flip2Learn not only better prepared students for flipped classrooms but also better promoted learning performance compared to the conventional flipped classrooms. The results of this research advanced our understanding of the dynamics of flipped classrooms and represented a revolutionary new approach to the technology‐enhanced learning for flipped classrooms.  相似文献   

2.
The study aims to identify the effect of a flipped classroom approach designed according to the cognitive theory of multimedia learning on the academic achievements of eighth‐grade students (aged 14 years) in Saudi Arabia in computer science. To this end, a quasi‐experimental design was used, with a sample of 67 students; 33 students were assigned to the experimental group, whereas 34 comprised the control group. The experimental group was subjected to the flipped classroom approach, whereas the control group was given direct instruction. To measure student achievements, an instrument that measures cognitive skills based on Revised Bloom's taxonomy levels was designed. Findings revealed a positive effect on the experimental group's achievement levels with respect to Bloom's higher order thinking skills, that is, applying, analysing, and evaluating. No difference was found between the two groups in terms of academic achievements at the remembering and understanding levels of Bloom's taxonomy. Moreover, learners with low prior knowledge showed a higher improvement in academic achievements compared with those with high prior knowledge. This corresponds to the assumption of the cognitive theory of multimedia learning that learners with low prior knowledge would benefit from its principles more than learners with high prior knowledge.  相似文献   

3.
This research aims to investigate into the effect of using learning analytics (LA)-based process feedback on students' perceptions of community of inquiry (teaching, social and cognitive presence) and their reflective thinking skills. By using a mixed-method research approach (QUAN + qual), this study was conducted as an experimental design with the pretest–posttest control group. A total of 104 university students who were randomly assigned to the experiment group (EG) and control group (CG) were recruited in this study. The procedure was conducted within the scope of the computing course based on the flipped classroom (FC) model. While the participants in the EG received LA-based process feedback which shows their LA results in a weekly manner, those in the CG did not get any LA-based process feedback. The data were collected through the Community of Inquiry Scale, the Reflective Thinking Scale and a semi-structured student opinion form. The findings indicated that sending feedback including the students' LA results had a statistically significant effect on the students' perceptions of community of inquiry and reflective thinking skills. Based on the findings of the study, several recommendations for teachers, instructional designers and researchers have been made.  相似文献   

4.
Engaging students in higher order thinking such as evaluation and analysis has been recognized as being an important strategy for helping them develop knowledge and skills, in particular, in creativeness-oriented learning activities such as artwork design. In this paper, an interactive peer-assessment criteria development approach is proposed to help students develop assessment criteria, learn from viewing peers' work, and make reflections in artwork design activities using mobile devices. To evaluate the effectiveness of the proposed approach, an experiment was conducted in an elementary school art course. A total of 103 students participating in the experiment were assigned to an experimental group and a control group. The students in the experimental group learned with the proposed approach, while those in the control group learned with the conventional peer assessment approach. From the experimental results, it was found that the proposed approach significantly improved the students' learning achievement, learning motivation and meta-cognitive awareness, suggesting the effectiveness of engaging students in assessment criteria development in an interactive manner.  相似文献   

5.
Recently, programming skills have become a core competence. Many teaching strategies were developed to improve programming skills. Among them, online tests were widely applied to enhance students learning. Nonetheless, they may not be able to engage students in deep thinking and reflections. Thus, a two-tier test strategy was proposed to address this issue. However, previous research mainly focused on investigating the effectiveness of the two-tier test strategy but there is a lack of studies that investigate why the two-tier test approach is effective. To this end, we developed an online test, where the two-tier test strategy was implemented. Additionally, an empirical study was conducted to explore the influences of the two-tier test approach on students' learning performance and behavior patterns. Pre-test and post-test scores were applied to assess students' learning performance while a lag sequential analysis was used to analyze behavior patterns. Regarding learning performance, the proposed two-tier test can improve students' programming skills. Regarding behavior patterns, the two-tier test approach facilitates students to develop a learning by reviewing strategy, which is useful to improve their programming skills.  相似文献   

6.
In this study, the researcher aimed to develop a mobile‐assisted learning system and to investigate whether it could promote teenage learners' classical Chinese learning through the flipped classroom approach. The researcher first proposed the structure of the Cross‐device Mobile‐Assisted Classical Chinese (CMACC) system according to the pilot survey and reviewed literature, and then adopted a quasi‐experimental design to understand whether the developed system could promote and support flipped classroom learning for classical Chinese. A total of 56 eleventh graders from two classes participated in the experiment. The learners in the experimental group learned classical Chinese with the flipped classroom learning strategy with the assistance of the CMACC system, while the control group adopted the flipped classroom learning strategy without using the CMACC system. The results reveal that all of the students improved their Chinese performance, but it was noticeable that the learners who used the CMACC system showed better motivation in terms of self‐directed preview learning, while those who only learned with the traditional textbooks tended to be more passive. In sum, the mobile‐assisted learning system added value in providing learners with opportunities to achieve anytime and anywhere flipped classroom learning. The integration of ubiquitous mobile learning technology and the flipped classroom strategy can be viewed as a critical factor leading to students achieving self‐regulated learning. It is also suggested that instructors should carefully take the targeted learners' cultural background and the availability of supporting learning devices into consideration so as to prevent the flipped classroom from exacerbating the digital divide. Other suggestions for educators and instructional designers are also proposed.  相似文献   

7.
《Java 程序设计》作为高校计算机专业程序设计课程中的一门核心专业课,具有概念多、知识点抽象、难理解的 特点,许多学生学完此门课程后,不具备真正的编程思想。因此,本文以六盘水师范学院计算机科学与技术系的学生为研究对 象,分别采用普通的课堂教学模式和基于计算思维和翻转课堂的教学模式进行比较。研究表明:在《Java 程序设计》教学中融入 计算思维和翻转课堂,可以帮助学生理解抽象的知识点,充分调动学生学习的积极性,提高学生的动手实践能力,并逐步培养 学生利用算法求解问题的思路和编程思想,为今后从事编程工作打下夯实的基础。  相似文献   

8.
Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach.  相似文献   

9.
This paper proposes an e-learning model to assess the effects of online structured representation of content on learners' understanding. We designed a structured representation based on the theory of distributed cognition that provides seven segments for reading research articles. The study hypothesized that motivation, attention, and interactivity are essential factors that affect students' thinking skills for understanding e-learning content. To investigate and confirm the effect of these factors on the students' thinking skills, we designed a survey and analyzed the responses of 210 university students concerning the proposed structured representation. The results revealed that motivation, attention, and interactivity did contribute to the students' thinking skills. They also demonstrated that the structured representation helped students achieve an adequate level of thinking skills as they read research articles, which had a positive effect on their understanding. This finding demonstrates that structured representation has significant potential as a learning tool and that structure-based e-learning can influence students' metacognitive activities and facilitate their understanding.  相似文献   

10.
Digital game-based learning is a popular strategy for engaging students by making learning fun. Actively involving students as designers and producers of digital games may have even greater potential for student empowerment through enhancing concentration and engagement, fostering higher order thinking, and improving learning outcomes. Thus, this study empirically investigated the impact of digital game authoring on students' concentration, critical thinking skills, and academic achievement. A total of 67 students in two seventh-grade classes participated in this 19-week-long experiment, and were divided into an experimental group (32 students designing digital games) and a comparison group (35 students designing Flash animations). The interdisciplinary approach involved integrating biology and computer programming classes. Students in the experimental group designed digital games based upon biology course content, while the comparison group collaboratively produced Flash animations based upon the same course content. The experimental results, using MANCOVA for pretest, posttest, and delayed posttest scores, demonstrate significant improvements in critical thinking skills, and academic achievement, with increased retention of both course content and critical thinking skills observed for the delayed posttest. For concentration, a relative advantage for the experimental group as compared with the comparison group was noted, but did not reach statistical significance. Based on the results of this study, implications for practitioners and researchers are provided, including the integration of programming or computer science with other courses for digital game authoring and the evaluation of other learning outcomes such as creative thinking, problem-solving, and flow.  相似文献   

11.
This study compares four learning environments: face-to-face learning (F2F), fully e-learning (EL), blended learning (BL), and flipped classroom (FC) with respect to students' learning performance. Moreover, this present research studies changes in perceived flexibility, intrinsic motivation, self-efficacy beliefs of students, and the interaction effects in these student variables on learning performance. Two learning environment design elements: (1) lectures (2) group discussions building on guiding questions, were manipulated to create the four learning environments. Third-year undergraduate students (n = 106), enrolled in the “Animal and Human Physiology” course at CanTho University (Vietnam), were randomly assigned to one of the four learning environments. The results suggest a significant positive differential effect on learning performance when studying in a FC and BL setting. No significant interaction effects could be observed regarding changes in perceived flexibility, intrinsic motivation and self-efficacy. However, significant differences between learning conditions were observed in perceived flexibility. Analysis of focus group data corroborate the finding that students experience more flexibility in time and place when studying in FC, BL and EL environments. In addition, students in a FC environment reflect significantly larger positive changes in their self-efficacy. But, the qualitative data show how positive perceptions about flexibility, motivation and self-efficacy are often cancelled out by negative perceptions.  相似文献   

12.
This study investigates the effect of E-learning (EL), blended learning (BL) and flipped learning (FL) approaches on the mathematics achievement, self-regulation and mathematics self-efficacy. Participants consist of 163 first-year students attending an associate degree program (a 2-year program) of a state university. The EL, BL and FL settings in the research were designed based on Merrill's ‘First Principles of Instruction Design Theory’. In the research in which a quasi-experimental pre-test–post-test research design was used, the data were obtained by means of mathematics achievement test, self-regulation and self-efficacy questionnaires. The experimental results showed that the mathematics achievement post-test scores of FL students were significantly higher than those of the students of EL and BL. No significant difference was found between BL and EL settings. In addition, FL students showed significantly higher self-regulation and mathematics self-efficacy than the other groups' students. According to these results, it can be said that the usage of FL approach in mathematics courses has a positive effect on the learning process of students. It is expected that the findings will be helpful in the future design and implementation of mathematics courses at vocational colleges.  相似文献   

13.
Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We randomly assigned 87 8th‐grade students to game instruction (digital game before class and lecture‐based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture‐based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL‐strategy students achieved better overall learning outcomes than their lecture‐based peers. Our observation of similar overall outcomes between the cooperative learning and lecture‐based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.  相似文献   

14.
Computational thinking (CT) plays a vital role in the fields of science, technology, engineering and mathematics (STEM). However, whether students' learning attitude towards STEM is related to their CT skills remains unknown. Two studies were conducted to address this knowledge gap. In Study 1, we validated a newly developed STEM learning attitude scale among a sample of Chinese primary school students (N = 489). Exploratory and confirmatory factor analysis results revealed that the scale which consisted of three factors (mathematics, science and information technology) could sufficiently measure primary school students' STEM learning attitude in the current sample. In Study 2, we explored the association between students' STEM learning attitude and their CT skills. Evidence revealed that learning attitude towards STEM significantly predicted CT skills. We also found that girls had a more positive learning attitude towards STEM than boys, and the fourth grade might be the key period for the development of CT skills. Implications for promoting primary school students' STEM learning and CT skills were also discussed.  相似文献   

15.
Inquiry-based learning, an effective instructional strategy, can be in the form of a problem or task for triggering student engagement. However, how to situate students in meaningful inquiry activities remains to be settled, especially for social studies courses. In this study, a contextual educational computer game is developed to improve students' learning performance based on an inquiry-based learning strategy. An experiment has been conducted on an elementary school social studies course to evaluate the effects of the proposed approach on the inquiry-based learning performances of students with different learning styles. The experimental results indicate that the proposed approach effectively enhanced the students' learning effects in terms of their learning achievement, learning motivation, satisfaction degree and flow state. Furthermore, it is also found that the proposed approach benefited the “active” learning style students more than the “reflective” style students in terms of learning achievement. This suggests the need to provide additional supports to students with particular learning styles in the future.  相似文献   

16.
This paper aims to explore time management strategies followed by students in a flipped classroom through the analysis of trace data. Specifically, an exploratory study was conducted on the dataset collected in three consecutive offerings of an undergraduate computer engineering course (N = 1,134). Trace data about activities were initially coded for the timeliness of activity completion. Such data were then analysed using agglomerative hierarchical clustering based on Ward's algorithm, first order Markov chains, and inferential statistics to (a) detect time management tactics and strategies from students' learning activities and (b) analyse the effects of personalized analytics-based feedback on time management. The results indicate that meaningful and theoretically relevant time management patterns can be detected from trace data as manifestations of students' tactics and strategies. The study also showed that time management tactics had significant associations with academic performance and were associated with different interventions in personalized analytics-based feedback.  相似文献   

17.
Educational blogs are currently gaining in popularity in schools and higher education institutions, and they are widely promoted as collaborative tools supporting students' active learning. However, literature review on educational blogging revealed a lack of a complete and consistent framework for studying and assessing students' engagement and the impact of blogging on students' learning. This study reports on the application of an analysis framework for evaluating blogging learning activities, based on two well‐documented models, those of Community of Inquiry (CoI) and Social Network Analysis. The framework proposed is examined through an empirical study involving 21 K‐9 students, coming from two classes, in Greece. This investigation shed light into the different ways of students' engagement in a blog‐based project, namely their social and cognitive presence that supported the development of a CoI and learning. The results suggest that the students, through their different roles in the blog, achieved higher thinking and cognitive levels.  相似文献   

18.
As technological advancements continue to revolutionize teaching, the use of technology in both college/university and K‐12 classrooms is making flipped learning a trending instructional model. “Flipping” the classroom reverses a traditional model of in‐class lecture followed by practice and homework. The roles and responsibilities of instructors and students often require a new or enhanced skill set where the instructor designs intentional learning experiences to engage students outside of the classroom. The learner is accountable for exploring materials outside of class in a self‐directed manner, attempting to gain foundational knowledge before class, and then actively applying it in the classroom. This review analyses the research on flipped learning and flipped classrooms in higher education from a variety of aspects including implementation, efficacy, and quality.  相似文献   

19.
Skill certification promotion is one of the main policies facilitated by the technological and vocational education, where application software instruction is regarded as the core curriculum to foster skill certification. With its close connection with problem-solving learning, application software instruction relies heavily on hands-on operation incorporating information technology to adequately unravel the challenges where living or working application is simulated as problem situations. According to Dewey (1963) and Edwards (1996), the process of reflection is characterized by the inference course where learners attempt to analyze and solve the problems. However, more evidence is needed to decide what reflective learning strategies are effective for students' learning. Application software operation is categorized as procedural knowledge. Repeated drills are requisite to reach the ultimate goal of spontaneous reaction without thinking. Features of CAL system offer a well-rounded environment to meet the demands. The purposes of this study were 1) to investigate how different reflective learning strategies can affect learning effectiveness of operational application software acquisition, 2) to identify effective learning strategies and to incorporate the CAL approach with instructional practices to foster learning performance. Aiming at characteristics of operational software, this study proposed operational software learning strategy theory model based on reflective learning and Adaptive Character of Thought-Rational (ACT-R) model theories. The proposed model modified the reflective learning theory and added cyclical loop into CAL to fit for operational software instruction. The CAL system is developed and incorporated into learning activities of reflective learning theory strategy model by collecting frequent operation errors made in the first-year experiment as the source drill items. This study is conducted in a two-year sequence. A total of 172 second-grade students was recruited from a vocational high school. Different reflective learning strategies, individual and group reflective learning strategy, are implemented on two experimental groups in the first year. CAL strategy is later added into the experimental groups in the second year. The results suggest that group reflective learning strategy can enhance learning effectiveness of the holistic and medium-score group students. When reflective learning strategy is incorporated with CAL, in addition to maintaining the first-year learning effectiveness, learning effectiveness of the holistic and low-score group students can be benefited by individual reflective learning strategy. Furthermore, reflective learning incorporating with CAL has greater learning effectiveness than the learning without CAL.  相似文献   

20.
Although students could effectively search for web data with proper keywords and select web pages related to the studied core issue, however summarizing or organizing the retrieved information remains a difficult task for them. Concept mapping is known to be an effective knowledge construction tool for helping learners organize important concepts related to a core issue. To address the problem, an integrated concept mapping and web-based problem-solving environment, CM-Quest, has been developed; moreover, an experiment has been conducted to evaluate the effectiveness of the approach on students' learning performance, learning satisfaction and cognitive load in an elementary school social studies course. The results show that the concept map-integrated approach can significantly enhance the students' web-based problem-solving performance, although the students showed lower degrees of technology acceptance and learning satisfaction in comparison with the conventional web-based problem-solving approach. Moreover, it is found that the students in the concept mapping group revealed higher cognitive loads than those in the control group, which could be the factor contributing to the lower technology acceptance degree and learning satisfaction. As a consequence, it is concluded that the integrated concept mapping and web-based problem-solving approach is helpful to students in guiding them to learn in a more effective way. On the other hand, it remains an open issue to find a suitable way of integrating concept maps into the learning process without introducing too much extra cognitive load so as to promote students' acceptance degree of using technology for better learning.  相似文献   

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