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Y‐T. Chen 《Journal of Computer Assisted Learning》2014,30(2):97-109
Although computer‐ and Internet‐aided learning for hearing‐impaired students has been a trend in the modern days, a few studies were done to examine their effectiveness in strengthening learning motivation and, in turn, enhancing learning efficiency. This study attempts to establish an interactive self‐regulated learning environment and employs Attention, Relevance, Confidence, Satisfaction motivation model, hyperlink technology, modular concepts and online learning community to design teaching contents and presentation of teaching materials. An empirical study was conducted to examine the effects of hearing‐impaired students learning motivation and cognitive attitude of learning environment. The results showed that interactive and self‐regulated learning environment could effectively strengthen learning motivation and promote positive learning behaviour in hearing‐impaired students. 相似文献
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Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game‐based learning 下载免费PDF全文
Ting‐Ting Wu 《Journal of Computer Assisted Learning》2018,34(3):315-323
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game‐based English vocabulary practice system, which imitates the popular block elimination game and combines test items of article, difficulty, and teacher model in accordance with curriculum objectives and demands. The participants were first‐year students and classified into traditional group (Group T) and game‐based group (Group G), and learning effectiveness and motivation were analysed in this study. According to statistical analysis results, students who used the game‐based vocabulary practice system, which could captivate their attention and interest, had higher learning effectiveness and provided positive feedback of learning motivation. Furthermore, English teachers could select teaching materials that are consistent with the features, knowledge, and cultural background of learners to improve the relevance dimension of learning motivation. 相似文献
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Mehmet Fırat Hakan Kılınç Tevfik Volkan Yüzer 《Journal of Computer Assisted Learning》2018,34(1):63-70
According to researches, motivation that initiates and sustains behaviour is one of the most significant components of learning in any environment. Accordingly, level of intrinsic motivation triggers and sustains the interest of the open and distance education students when it comes to learning on their own in e‐learning environments. Despite a comprehensive literature regarding the motivation of those learning in traditional learning environments, the number of studies addressing the motivation of open and distance education students in e‐learning environments is not sufficient. In this context, this study aims at determining the level of intrinsic motivation of open and distance education students. Thus, data were collected from 1,639 distance education students in 22 programmes, through Intrinsic Motivation in e‐Learning Questionnaire developed and validated to that end. Analyses carried out indicate that the level of intrinsic motivation of open and distance education students is high in e‐learning environments, but there is not a statistically significant difference by gender, programme structure (graduate/undergraduate), instruction type (distance–blended), and academic disciplines. 相似文献
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David M. Hull Paul Benjamin Lowry James E. Gaskin Kristijan Mirkovski 《Information Systems Journal》2019,29(5):1040-1057
More than a decade ago, evidence‐based recommendations emerged regarding what students of information systems (IS) management education should learn and how should they learn it. Although these recommendations for how IS management should be taught remain valid, they need to be updated to account for recent advances in technologies that enable multimedia learning. Promoters of such technologies promise enhanced cognitive and behavioural outcomes, but this promise remains unreached, reflecting the underdeveloped multimedia‐enabled learning literature. To help attain this promise and rejuvenate the literature of multimedia learning, we offer a roadmap for new areas of research that would inform the design and use of a novel form of multimedia materials: narrative animated videos (NAVs). NAVs represent a form of self‐determined learning that features immersive, story‐based content. We argue that their use will intrinsically motivate users to process the materials to completion, thereby enhancing cognitive and behavioural outcomes, and thus catalysing the effectiveness of the team‐based learning and self‐regulated learning modes for problem‐based learning (PBL) delivery of IS management education. This compelling roadmap corresponds to meaningful IS research because it centres on a topic that the IS literature has long examined—the role of user motivation—and because its theoretical contributions invite specific paths of research for informing the design of the PBL delivery of IS management education within an information systems artefact. 相似文献
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In the era of electronic and mobile commerce, massive numbers of financial transactions are conducted online on daily basis, which created potential fraudulent opportunities. A common fraudulent activity that involves creating a replica of a trustful website to deceive users and illegally obtain their credentials is website phishing. Website phishing is a serious online fraud, costing banks, online users, governments, and other organisations severe financial damages. One conventional approach to combat phishing is to raise awareness and educate novice users on the different tactics utilised by phishers by conducting periodic training or workshops. However, this approach has been criticised of being not cost effective as phishing tactics are constantly changing besides it may require high operational cost. Another anti-phishing approach is to legislate or amend existing cyber security laws that persecute online fraudsters without minimising its severity. A more promising anti-phishing approach is to prevent phishing attacks using intelligent machine learning (ML) technology. Using this technology, a classification system is integrated in the browser in which it will detect phishing activities and communicate these with the end user. This paper reviews and critically analyses legal, training, educational and intelligent anti-phishing approaches. More importantly, ways to combat phishing by intelligent and conventional are highlighted, besides revealing these approaches differences, similarities and positive and negative aspects from the user and performance prospective. Different stakeholders such as computer security experts, researchers in web security as well as business owners may likely benefit from this review on website phishing. 相似文献
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Relatively little of the current research on blended learning (BL) addresses institutional adoption issues. Additional research is needed to guide institutions of higher education in strategically adopting and implementing blended learning on campus. The authors conducted a prior study in which they proposed a framework for institutional BL adoption (Graham, Woodfield, & Harrison, 2012), identifying three stages: (1) awareness/exploration, (2) adoption/early implementation, and (3) mature implementation/growth. The framework also identified key strategy, structure, and support issues universities may address at each stage. The current study applies this adoption framework to 11 U. S. institutions participating in a Next Generation Learning Challenge (NGLC) grant and attempting to transition from an awareness/exploration of BL to the adoption/early implementation phase. The study also compares U.S. institutional strategy, structure, and support approaches to BL adoption and identifies patterns and distinctions. 相似文献
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Facebook and other social media have been hailed as delivering the promise of new, socially engaged educational experiences for students in undergraduate, self‐directed, and other educational sectors. A theoretical and historical analysis of these media in the light of earlier media transformations, however, helps to situate and qualify this promise. Specifically, the analysis of dominant social media presented here questions whether social media platforms satisfy a crucial component of learning – fostering the capacity for debate and disagreement. By using the analytical frame of media theorist Raymond Williams, with its emphasis on the influence of advertising in the content and form of television, we weigh the conditions of dominant social networking sites as constraints for debate and therefore learning. Accordingly, we propose an update to Williams' erudite work that is in keeping with our findings. Williams' critique focuses on the structural characteristics of sequence, rhythm, and flow of television as a cultural form. Our critique proposes the terms information design, architecture, and above all algorithm, as structural characteristics that similarly apply to the related but contemporary cultural form of social networking services. Illustrating the ongoing salience of media theory and history for research in e‐learning, the article updates Williams' work while leveraging it in a critical discussion of the suitability of commercial social media for education. 相似文献
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Weiling Cai Author Vitae Songcan Chen Author Vitae Daoqiang Zhang Author Vitae 《Pattern recognition》2009,42(7):1248-1259
Traditional pattern recognition generally involves two tasks: unsupervised clustering and supervised classification. When class information is available, fusing the advantages of both clustering learning and classification learning into a single framework is an important problem worthy of study. To date, most algorithms generally treat clustering learning and classification learning in a sequential or two-step manner, i.e., first execute clustering learning to explore structures in data, and then perform classification learning on top of the obtained structural information. However, such sequential algorithms cannot always guarantee the simultaneous optimality for both clustering and classification learning. In fact, the clustering learning in these algorithms just aids the subsequent classification learning and does not benefit from the latter. To overcome this problem, a simultaneous learning framework for clustering and classification (SCC) is presented in this paper. SCC aims to achieve three goals: (1) acquiring the robust classification and clustering simultaneously; (2) designing an effective and transparent classification mechanism; (3) revealing the underlying relationship between clusters and classes. To this end, with the Bayesian theory and the cluster posterior probabilities of classes, we define a single objective function to which the clustering process is directly embedded. By optimizing this objective function, the effective and robust clustering and classification results are achieved simultaneously. Experimental results on both synthetic and real-life datasets show that SCC achieves promising classification and clustering results at one time. 相似文献
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Panagiotes S. Anastasiades George Filippousis Labros Karvunis Spiros Siakas Arsitokritos Tomazinakis Panagiota Giza Hellen Mastoraki 《Computers & Education》2010
The aim of this paper is to present the design, implementation and evaluation of the methodology which focuses on the pedagogical utilization of Interactive Videoconferencing (IVC) in the contemporary elementary school. 相似文献
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行为主义、认知主义、建构主义都曾经指导了CAI课件写作。情境认知与学习理论继承并发展了其他教育学习理论对CAI课件写作的指导,认为:CAI课件中知识的意义不能脱离具体的情境产生。真实性是创设情境的前提,情境创设应符合现实生活场景和事物运动的客观规律,情境性教学应作为CAI课件写作的最重要目标进行设计,要因人、因时、因地而异。此外,情境创设还必须保持情境的知识性、科学性、思想性和趣味性的统一。通过教育学习理论指导CAI课件写作,使CAI课件更符合教育规律,能够更好地服务于教学活动和学习活动。 相似文献
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Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game 总被引:1,自引:0,他引:1
J. Huizenga W. Admiraal S. Akkerman & G. ten Dam 《Journal of Computer Assisted Learning》2009,25(4):332-344
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated in terms of pupil engagement in the game, historical knowledge, and motivation for History in general and the topic of the Middle Ages in particular. A quasi-experimental design was used with 458 pupils from 20 classes from five schools. The pupils in 10 of the classes played the mobile history game whereas the pupils in the other 10 classes received a regular, project-based lesson series. The results showed those pupils who played the game to be engaged and to gain significantly more knowledge about medieval Amsterdam than those pupils who received regular project-based instruction. No significant differences were found between the two groups with respect to motivation for History or the Middle Ages. The impact of location-based technology and game-based learning on pupil knowledge and motivation are discussed along with suggestions for future research. 相似文献
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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
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Caihua Liu Didar Zowghi Matthew Kearney Muneera Bano 《Journal of Computer Assisted Learning》2021,37(1):1-23
Recent years have seen a growing call for inquiry-based learning in science education, and mobile technologies are perceived as increasingly valuable tools to support this approach. However, there is a lack of understanding of mobile technology-supported inquiry-based learning (mIBL) in secondary science education. More evidence-based, nuanced insights are needed into how using mobile technologies might facilitate students' engagement with various levels of inquiry and enhance their science learning. We, therefore, conducted a robust systematic literature review (SLR) of the research articles on mIBL in secondary school science education that have been published from 2000 to 2019. We reviewed and analysed 31 empirical studies (34 articles) to explore the types of mIBL, and the benefits and constraints of mIBL in secondary school science education. The findings of this SLR suggest new research areas for further exploration and provide implications for science teachers' selection, use and design of mIBL approaches in their teaching. 相似文献
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Ching-Huei Chen Chin-Kun Yang Kun Huang Kai-Chao Yao 《Journal of Computer Assisted Learning》2020,36(6):1052-1062
Robotics education has received an increasing attention in recent years as a means to build students' motivation, team collaboration skills, and other valuable 21st century competencies. Yet there is a lack of experimental studies to investigate and identify strategies to facilitate robotics education. This study adopted a 2 × 2 quasi-experimental design to investigate two strategies: the incorporation of augmented reality (AR) and the introduction of competition in robotics activities. Students' robotics task performance, team collaboration processes, 21st century learning competencies and learning motivation were measured as dependent variables. The results indicated that AR significantly improved students' motivation, team processes, and 21st century competencies. Moreover, the effects of AR were more pronounced with the competition groups. Implications are drawn to provide guidelines on the use of AR and competition in robotics education. 相似文献
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The use of Information and Communication Technologies (ICT) for students with special learning needs is being particularly studied by the research community. Likewise, music has gained recognition through the years in the field of learning disabilities, playing lately a key role in providing a better quality of life to people with special needs. However, there is still a gap on the combination of ICT and music teaching tools. In this work, we present the results of a case study where students with disabilities took a 3-month introductory music course using the multimedia tool called PLAIME (PLAtform for the Integration of handicapped children in Music Education) developed by the same authors. The aims of this work are three-fold: i) to explore the capability of disabled students to acquire musical knowledge using PLAIME, ii) to measure the improvement in their ICT skills, and iii) to observe their behavior along the study. At the end of the program, students showed an advance in their music knowledge and a positive improvement in behavioral development, being able to perfectly manage the computer platform. 相似文献
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基于Internet的C语言学习支撑平台的设计与实现 总被引:2,自引:0,他引:2
提出了一种基于Internet的C语言学习支撑平台的设计模型和实现方式。该系统基于.NET平台,通过重定向技术实现了与经典C语言编译器的无缝交互功能;利用多线程技术和同步控制理论实现了更加准确的编译检错和逻辑检错功能;结合面向对象的工程化设计思想和反射技术解决了庞大的测试用例调度问题,保证了系统的扩展性和健壮性。系统实现的编译错误帮助、逻辑功能检测等服务为C语言学习者提供了更加完善的学习平台,弥补了现有支撑平台无法进行功能检错的不足。 相似文献