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The paper outlines an interactive problem‐solving system based, to an extent, on constructivism. It takes the prior knowledge of students into account and allows them to initiate and control the interaction. The rationale for the program and the methods used to obtain the data informing the program development are detailed. Insight into the program is provided through a discussion of its features and internal structure. The program evaluation which was done through students using it for the solution of two problems and through student feedback using questionnaires and interviews, shows the potential and the need for an expansion of the system.  相似文献   

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The use of simulations in general and of system dynamics simulation based interactive learning environments (SDILEs) in particular is well recognized as an effective way of improving users’ decision making and learning in complex, dynamic tasks. However, the effectiveness of SDILEs in classrooms has rarely been evaluated. This article describes the construction, integration, and evaluation of an interactive learning environment in two educational settings. Subsequently, it explores how undergraduate business students perceive SDILEs and SDILEs-based course approach. This research draws on data obtained from two courses in undergraduate business program, over a period of three years. Results of this study suggest that students enrolled in the SDILE-based courses do indeed perceive important learning benefits and educational value. Further more, introduction of SDILE-bases courses at higher level are more beneficial than at the lower level introductory courses. However, there is need of more resources to be developed and deployed to harness fully the benefits of experiential learning provided through SDILE-integrated course approach.  相似文献   

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This special issue reflects current developments in instructional design for powerful electronic learning environments. It presents a compilation of contributions to a combined special interest group (SIG) meeting (2006) of Instructional Design and Learning and Instruction with Computers. Both SIGs are part of the European Association for Research on Learning and Instruction (EARLI). The SIG-meeting focused on the design of powerful electronic learning environments for complex learning. The articles in this issue describe how to design support to help learners during complex individual or collaborative learning. This introduction provides the context for the issue and a short overview of the contributions.  相似文献   

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Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experiment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.  相似文献   

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Cross-disciplinary research involving semiotics and computer science is rare. With the Web 2.0, contemporary activities of users can be properly described as real ‘life on the screen’. One of the challenges for the design of interactive languages is to support these activities and to express the much wider variety of meanings that users want to exchange through and with software. As the discipline whose aim is to investigate meanings, through representation and interpretation processes, semiotics is remarkably well-positioned to contribute with new knowledge in our field. This viewpoint article examines the reasons why in spite of this positioning, semiotics remains unpopular among researchers interested in interactive computer languages. In particular, it proposes that a semiotic approach can help us think about computer languages to represent our individual and collective ‘selves’ on the screen.  相似文献   

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In this study we proposed a web-based programming assisted system for cooperation (WPASC) and we also designed one learning activity for facilitating students' cooperative programming learning. The aim of this study was to investigate cooperative programming learning behavior of students and its relationship with learning performance. Students' opinions and perceptions toward learning activity and the WPASC were also investigated. The results of this study revealed that most of students perceived that learning activity and the WPASC were useful for cooperative programming learning. Students' learning behavior during cooperative programming learning activity was classified into six different categories and we found that learning behavior has relationship with learning performance. Students from completely independent, self-improving using assistance, confident after enlightenment and imitating categories performed well due to their effective and motivated learning behavior. However, students from performing poorly without assistance and plagiarizing categories performed the worse; the former could not get assistance at all and the later had no learning motivation. The results also showed that students' learning behavior may have increasing, decreasing and no transition during problems solving. Therefore, performing poorly without assistance and plagiarizing learning behavior and decreasing transition or no transition in learning behavior should be identified right after completing a programming problem. Then the instructor should intervene into learning behavior in order to change it into more effective for learning. Besides, more incentives need to be given for increasing students' learning motivation and posting solutions and feedback by students at the early stage of a problem solving period.  相似文献   

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Although prior research has shown that generating explanations encourages students to learn new content with deeper understanding and to monitor their own comprehension more effectively, helping students learn how to explain properly remains a significant challenge. This study investigated the use of software agents as learning partners in an activity where students generated explanations about river ecosystem concepts.  相似文献   

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Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have indicated that, without effective tools for helping students organize their observations in the field, the mobile learning performance could be disappointing. To cope with this problem, this study proposes an interactive concept map-oriented approach for supporting mobile learning activities. An experiment has been conducted on an elementary school natural science course to evaluate the effectiveness of the proposed method. The experimental results show that the proposed approach not only enhances learning attitudes, but also improves the learning achievements of the students.  相似文献   

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Mobile synchronous learning is a new challenge in the e-learning domain. While popular mobile communication devices, such as cell phones, cannot directly accommodate traditional synchronous content due to the major limitation of display size, other constraints also restrict convenient interactions while using mobile devices in a synchronous learning environment. These problems have motivated the authors of this study to design a context-awareness synchronous learning system and to develop a corresponding pedagogical framework. Different than existing synchronous learning strategies, the proposed system enhances the feedback mechanism and implements an enhanced model for achieving mobile interaction in a synchronous learning environment. The enhanced model is named Interactive Service Module, which enables interactions between teachers and students via short message delivery. In the proposed synchronous learning environment, different kinds of learning devices are used to access the same source of synchronous content simultaneously. To accommodate the diversity of devices, several content styles have been developed and an appropriate style can be selected to a learner via a decision mechanism. This mechanism is based on fuzzy weighted average technique to measure the average computational power for each device. Finally, questionnaires were used to evaluate the usability of the proposed synchronous learning environment, and the results indicate that our system can facilitate synchronous learning by enabling students to access lessons conveniently and efficiently from a wide variety of locations, using common mobile communication devices.  相似文献   

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WebTOP is a three-dimensional, Web-based, interactive computer graphics system that helps instructors teach and students learn about waves and optics. Current subject areas include waves, geometrical optics, reflection and refraction, polarization, interference, diffraction, lasers, and scattering. Some of the topics covered are suited for introductory level physics students while others are suited for intermediate optics students. WebTOP is developed with a flexible interface to suit the various needs of instructors and students. Many of the features lend themselves to classroom use or self-guided study. WebTOP is implemented using VRML, Java, JavaScript, and VRML’s Java EAI.  相似文献   

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This study is focused on the relationships among learning styles, participation types, and learning performance for programming language learning supported by an online forum. Kolb’s learning style inventory was used in this study to determine a learner’s learning type: ‘Diverger’, ‘Assimilator’, ‘Converger’, and ‘Accommodator’. Social Learning Theory was also used to define four participation types. These types in turn were used to describe the learning associated with the use of online forums: ‘Replier’, ‘Asker’, ‘Watcher’, and ‘No activity’.A total of 144 students participated in this experiment as part of a half semester ASP.NET programming language learning courses. The course contained an online forum for supporting the students’ social activities and participation. In this study, ‘learning score’ and ‘satisfaction’ were used to measure learning performance.The results of this study were the following: (1) different learning styles were associated with significantly different learning scores and that the ‘Accommodator’ style was associated with superior learning scores; (2) participation types were also associated with significantly different learning scores and that the ‘Replier’ type is associated with superior learning scores; (3) learning satisfaction is not significantly different among the different learning styles or different participation types, but the average is significantly higher than average values (3.5) of 7-point Likert scale; (4) there is no significant association between learning styles and participation types. Explanations and discussions of these results are offered.Based on the results of this study, we propose that programming language learning, supported with online forums and students’ active participation, increases learning performance as measured by student learning scores.  相似文献   

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At present, the design of computer-supported group-based learning (CSGBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as ‘cooperative learning’ and ‘collaborative learning’. Critical review reveals these concepts as insufficiently substantial to serve as a basis for CSGBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing CSGBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to CSGBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster CSGBL design that focuses on the heart of the matter: interaction.  相似文献   

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This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9–11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum’s collection of artefacts from the pyramid builders’ town of Kahun. Results are presented of the first phase prototype, a single display groupware system where interactions take place face-to-face in the ‘real-world’ external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research.  相似文献   

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This study investigated the effectiveness, in terms of the attainment of relevant learning outcomes, of the types of learning promoted by educational features commonly incorporated in course management systems. Twenty-one courses with significant use of the Internet, but with face-to-face teaching as the predominant instructional mode, were investigated. Five hundred and ninety-five students taking these 21 courses completed a questionnaire which gave feedback on the extent of use of and quality of implementation of internet features, as well as their perception of the attainment of outcomes relating to approaches to learning, communication skills and understanding of content. A confirmatory factor analysis of scales pertinent to information presentation and constructive dialogue features showed a very poor fit to the data, indicating that the two types of function did not act in concert. Structural equation modelling was used to test instructional models in presage–process–product format for ‘information’ and ‘dialogue’ features. The information one showed a marginal fit to the data, but the dialogue one a very good fit. This shows that using the Internet for presenting information in a blended environment does not seem to effectively help students achieve learning outcomes. Using features which promote constructive dialogue and interactive learning activities encourages a deep approach to learning, the development of communication skills and enhanced understanding of content.  相似文献   

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A limitation of current Web-based collaborative learning is the restricted ability of students to create and share individual annotations with annotated documents. Applying Web 2.0 collaborative annotation systems and analyzing students’ annotation behavior has attracted attention to improve collaborative learning. This study designed a personalized annotation management system 2.0 (PAMS 2.0) for managing, sharing, and reusing individual and collaborative annotations as well as providing a shared mechanism for discussion about shared annotations among multiple users.  相似文献   

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The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the application of 3D models that initiates interaction, immersion and trigger the imagination of the learner. The question of good pedagogy and use of technology innovations comes into focus once again. Educators attempt to find theoretical guidelines or instructional principles that could assist them in developing and applying a novel VR learning environment intelligently. This paper introduces the educational use of Web-based 3D technologies and highlights in particular VR features. It then identifies constructivist learning as the pedagogical engine driving the construction of VRLE and discusses five constructivist learning approaches. Furthermore, the authors provide two case studies to investigate VRLEs for learning purposes. The authors conclude with formulating some guidelines for the effective use of VRLEs, including discussion of the limitations and implications for the future study of VRLEs.  相似文献   

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Self-regulated learning with the Internet or hypermedia requires not only cognitive learning strategies, but also specific and general meta-cognitive strategies. The purposes of the Study2000 project, carried out at the TU Dresden, were to develop and evaluate authoring tools that support teachers and students in web-based learning and instruction. This paper presents how the authoring tools of the Study2000 project can implement psychologically sound measures to promote (a) active and elaborated learning activities and (b) meta-cognitive activities in a web-based learning environment. Furthermore, it describes a study involving 72 university students in the use of such a web-based learning environment in a self-regulated learning setting at the university level. Results show that students spent almost 70% of their study time with texts, 11% with learning tasks and 12% with the active and elaborated learning tools, whereas meta-cognitive aids where hardly used (<1%).  相似文献   

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