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1.
Modern digital libraries not only contain rich digital resources, they are also required to provide an environment which integrates collection provision, information services, and academic activities to support effective learning. This work chose the Digital Library of Nature and Culture established by the National Museum of Natural Science in Taiwan to investigate whether the design of the information architecture of a digital library influences learning performance and whether learners with different learning styles have different information usage behaviors and learning performance when they use the digital library to support e-learning. This work suggested that e-learning supported by a digital library resulted in excellent learning performance. Regarding the influence of information architecture on learning performance, this work found that the organization system was crucial to learning performance. Further, learners with different learning performance exhibit different behaviors when they use the information architecture of the digital library. Another finding was that the learning performance of global learners was better than that of sequential learners. Global learners and those learners with superior learning performance relied more heavily on the organization system, while sequential learners and those learners with inferior learning performance relied more heavily on the search system.  相似文献   

2.
In ‘contextual learning theory’ three types of contextual conditions (differentiation of learning procedures and materials, integrated ICT support, and improvement of development and learning progress) are related to four aspects of the learning process (diagnostic, instructional, managerial, and systemic aspects). The resulting structure consists of 15 guidelines which are expected to improve instruction and learning across different situations. The present study was conducted to give concrete form to two general guidelines with respect to differentiation and five guidelines with respect to integrated ICT support. The products were a ‘pedagogical-didactic kernel structure’ and a general software prototype. In collaboration with three preschool teachers in The Netherlands, both products were used to give concrete form to a first guideline on improvement of development and learning progress in practice. This concerned an intake procedure on the estimation and use of children’s entry characteristics by parents and preschool teacher. Information is given about improvement experiences in early educational practice. Further research and development steps are discussed.  相似文献   

3.
Genre-based writing instruction (GBWI) has been used for English journal paper writing both in classroom teaching and in the development of materials utilizing move analysis and corpus-based analysis. Some writing systems and tutorials have also been developed to improve the writing of non-native English speakers (NNES), as well as to assist academics and researchers for their publications. However, most of these systems had been developed for certain aspects of academic journal writing, such as organizing references, preventing plagiarism, or finding appropriate collocations. Accordingly, EJP-Write, a Chinese-interfaced writing system for English academic journal writing, was developed based on GBWI to teach and assist journal writing in a user-friendly environment.The present study aimed to investigate the perceived usefulness (content effectiveness) and perceived usability (system functionality) of EJP-Write, and identify other factors that might influence user attitudes and continued usage intention. Data was collected via questionnaire (N = 35) and structural equation modeling (SEM) was conducted for fitness estimation on the modified Technology Acceptance Model (TAM). Semi-structured interviews were also conducted to collect additional information for usefulness and usability evaluation (N = 14). Regarding perceived usefulness, the results show that participants felt the EJP-Write content was useful and effective in teaching genre and move structure because of the aid of various forms of support and examples such as phrase and paragraph templates. Additionally, the learning materials for verb tenses and citation formats were informative and practical for the participants to avoid grammatical and technical errors. However, the move structure provided was limited to the discipline of e-learning and education; thus, move analysis for different fields was suggested. Regarding perceived usability, the citation-related features in EJP-Write were particularly well-regarded. Participants also provided suggestions to improve online editing and outline developing features in the system. Factors found to influence user attitudes, and thus the intention of continued use, were usefulness and usability, while writing anxiety and personalization had less impact.Findings of the quantitative and qualitative data analysis in the study suggest that EJP-Write can play multiple roles inside or outside of the classroom, both as a platform integrating most features essential for journal paper writing, and as a teacher providing guidance and learning materials necessary for this specific genre. It is anticipated that this study will contribute to the knowledge base about both content and interface design for journal paper writing in the discipline of e-learning and education. For program designers of web-based writing tutorials, the involvement of users in the development of move structure could both strengthen various GBWI approaches and solve issues related to disciplinary differences.  相似文献   

4.
For students of English as a Foreign Language (EFL), reading exercises are critical not only for developing strong reading comprehension, but also for developing listening, speaking, and writing skills. Prior research suggests that social, collaborative learning environments are best suited for improving language ability. However, opportunities for English learners to collaboratively practice reading comprehension are minimal, and due to resource constraints and a lack of accurate evaluation methods, English instructors rarely assess student literacy effectively. In response to these problems, we propose a Tag-based Collaborative reading learning System (TACO) that makes use of Web 2.0 Internet social tagging techniques to provide a collaborative environment for reading English. We test our system’s ability to both improve reading comprehension and aid teachers in accurately assessing literacy by conducting a three-month trial with 56 participating Taiwanese high school students from February to May 2009. During this period, post-testing results show a significant improvement in reading scores among participants in our tag-based system, and survey feedback from teachers suggests an improved capacity for literacy assessment.  相似文献   

5.
With advances in information and network technologies, lots of data have been digitized to reveal information for users by the construction of Web sites. Unfortunately, they are both overloading and overlapping in Internet so that users cannot distinguish their quality. To address this issue in education, Hwang, Huang, and Tseng proposed a group decision system to evaluate the quality of educational Web sites by users’ and experts’ opinions. Their investigative source is solely stemmed from human intention, called the subjective perspective, to make judgments on the quality of Web sites. However, the nature of human beings in making decisions has a gap between intention and behavior. Asking people for eliciting thought is arduous to cause this gap. Human behavior, namely the objective perspective, is the other essential source to obtain human thinking and real doings. For this reason, we can use data mining approaches to acquire the objective source. In this research, we propose an integrated decision model applied in evaluating educational Web sites from the fuzzy subjective and objective perspectives. The former source is extracted by inquiring human opinion using a questionnaire, while the latter is gained automatically by a data mining technique, fuzzy clustering. An empirical study is carried out to validate the model capability.  相似文献   

6.
With the rise in the popularity of web-based education, there is a pressing need for the design of web-based systems that are domain-specific. This need is particularly acute for the domain of second language education, where generic web-based systems fall short of fulfilling the potential of the Internet for meeting the particular challenges faced by language learners and teachers. A novel interactive online environment is described which integrates the potential of computers, Internet, and linguistic analysis to address the highly specific needs of second language composition classes. The system accommodates learners, teachers, and researchers. A crucial consequence of the interactive nature of this system is that users actually create information through their use, and this information enables the system to improve with use. Specifically, the essays written by users and the comments given by teachers are archived in a searchable online database. Learners can do pinpoint searches of this data to understand their individual persistent difficulties. Teachers can do the same in order to discover these difficulties for individual learners and for a class as a whole. The architecture of the system makes possible a novel approach to corpus analysis of learner errors. Teachers' annotations of learner errors are exploited as bootstraps which can lead to the incremental uncovering of errors without the need to heavily error tag the learner corpus. Error analysis then feeds the design of online help content.  相似文献   

7.
To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven classes with a total of 238 students were invited to participate in CIFG, and six classes with a total of 211 students were recruited for CISUG. All participants were 5th and 6th grade elementary school students. Performance achievement, interest level and gameplay anxiety were statistically examined using paired sample t-tests. The results revealed that the static mode fostered better performance. In addition, interest was found to be better maintained in the static mode than in the animated mode, but there was no difference between the two types of game modes in respect of gameplay anxiety. However, for both modes, gameplay anxiety did decrease slightly upon subsequent playing, though it did not reach a level of statistical significance. The results suggest that in educational game design, the use of static rather than animated modes should be considered when the objective is to help students achieve better performance in a competitive setting.  相似文献   

8.
An integrated learning object, a web-based inquiry environment “Young Scientist” for basic school level is introduced by applying the semiosphere conception for explaining learning processes. The study focused on the development of students’ (n = 30) awareness of the affordances of learning objects (LO) during the 3 inquiry tasks, and their ability of dynamically reconstructing meanings in the inquiry subtasks through exploiting these LO affordances in “Young Scientist”. The problem-solving data recorded by the inquiry system and the awareness questionnaire served as the data-collection methods.It was demonstrated that learners obtain complete awareness of the LO affordances in an integrated learning environment only after several problem-solving tasks. It was assumed that the perceived task-related properties and functions of LOs depend on students’ interrelations with LOs in specific learning contexts. Learners’ overall awareness of certain LO affordances, available in the inquiry system “Young Scientist”, developed with three kinds of patterns, describing the hierarchical development of the semiosphere model for learners. The better understanding of the LO affordances, characteristic to the formation of the functioning semiosphere, was significantly related to the advanced knowledge construction during these inquiry subtasks that presumed translation of information from one semiotic system to another. The implications of the research are discussed in the frames of the development of new contextual gateways for learning with virtual objects. It is assumed that effective LO-based learning has to be organized through pedagogically constrained gateways by manifesting certain LO affordances in the context in order to build up the dynamic semiosphere model for learners.  相似文献   

9.
This study proposes a negotiation-based approach to combine the notion of adaptivity (system-controlled adaptation) and adaptability (user-controlled adaptation) for an adaptive learning system. The system suggests adaptations and the student also submits his/her adaptation preference. When the student preference opposes the system suggestion, the student then negotiates with the system to reach an agreement of adaptation. A negotiation-based adaptive learning system (NALS) is implemented to support the generation of personalized adaptive learning sequences by system negotiations with students regarding assessments of learning performance (i.e. negotiated open student model) of the current content and choices of the next learning content (i.e. negotiation of adaptation). Students require two metacognitions in deciding adaptive learning sequences: self-assessment for evaluating their understanding of the current content and regulation for choosing appropriate learning content. Negotiated open student model are used for assist student self-assessment and negotiation of adaptation are used for assist student regulation of content choices. An experiment was conducted to compare a system-controlled adaptive learning system (SALS, adaptivity), a user-controlled adaptive learning system (UALS, adaptability), and a NALS. The results revealed that NALS promoted better metacognitions in student calibration (i.e. self-assessment) accuracy and learning content choices (i.e. regulation). Preliminary evidences also showed that NALS promoted better student performance in a delay test. The results further suggested that students with poor calibration accuracy and inappropriate content choices were not suitable to use UALS and were suitable to use SALS. The NALS can also be used for training students to make appropriate adaptation for learning.  相似文献   

10.
This study proposes a virtual teaching assistant (VTA) to share teacher tutoring tasks in helping students practice program tracing and proposes two mechanisms of complementing machine intelligence and human intelligence to develop the VTA. The first mechanism applies machine intelligence to extend human intelligence (teacher answers) to evaluate the correctness of student program tracing answers, to locate student errors, and to generate hints to indicate errors. The second mechanism applies machine intelligence to reuse human intelligence (previous hints that the teacher gave to other students in a similar error situation) to provide program-specific hints. Two evaluations were conducted with 85 and 64 participants, respectively. The evaluation results showed that the system helped above 89% of students correct their errors. The error-indicating hints generated by the first mechanism help students correct more than half of errors. Each teacher-generated hint was reused averagely three times by the second mechanism. The results also revealed that some error situations occurred frequently and occupied a major occurred percentage of student error situations. In sum, the VTA and these two mechanisms reduce teacher tutoring load and reduce the complexity of developing machine intelligence.  相似文献   

11.
Shareable Content Object Reference Model (SCORM) was proposed as a standard for sharable learning object packaging, delivering and sequencing. Several years later, Common Cartridge (CC) is proposed as an enhancement of SCORM offering more flexibility and addressing needs not originally envisioned, namely assessment and web 2.0 standards, content authorization, collaborative forums, outcomes reporting, accessibility. Educational policy makers, specialists responsible for learning systems deployment, educational content authors and teachers committed to the learning object paradigm must opt for or coexist with two different, partially overlapping proposals for content packaging. While SCORM was conceived for self-paced computer based learning, Common Cartridge attempts at providing support for all forms of teaching and learning with a stress on interactive and collaborative environments. Variety of content, distributed content, discussion forums, assessment, student’s tracking, interaction with external tools and authorization to access resources are listed as its main enhancements. This article reviews and compares SCORM and Common Cartridge from an educational perspective, seeking to provide some ground and guidelines on how to stand before these proposals. A simple process for authoring a Common Cartridge is described, as well as testing and conversion from SCORM. Suggestions are made to education practitioners on learning objects standards adoption in the most common scenarios.  相似文献   

12.
Building computerized mechanisms that will accurately, immediately and continually recognize a learner’s affective state and activate an appropriate response based on integrated pedagogical models is becoming one of the main aims of artificial intelligence in education. The goal of this paper is to demonstrate how the various kinds of evidence could be combined so as to optimize inferences about affective states during an online self-assessment test. A formula-based method has been developed for the prediction of students’ mood, and it was tested using data emanated from experiments made with 153 high school students from three different regions of a European country. The same set of data is analyzed developing a neural network method. Furthermore, the formula-based method is used as an input parameter selection module for the neural network method. The results vindicate to a great degree the formula-based method’s assumptions about student’s mood and indicate that neural networks and conventional algorithmic methods should not be in competition but complement each other for the development of affect recognition systems. Moreover, it becomes apparent that neural networks can provide an alternative for and improvements over tutoring systems’ affect recognition methods.  相似文献   

13.
This paper surveys the state of the art on the use and research of cloud computing in education following a systematic methodology. After a comprehensive search of the scientific literature, 112 works were selected for the review. The survey identifies and analyzes the advantages and risks that the use of cloud computing may have for the main stakeholders in education, which can be useful to identify the scenarios in which the use of cloud computing in an educational context may have significant advantages. Furthermore, the survey categorizes and discusses the main technical and domain-specific research challenges, thus facilitating researchers the task of finding relevant issues, in which they can focus their efforts.  相似文献   

14.
This study examined how web-based integration and procedure question prompts differentially affected students’ knowledge acquisition and ill-structured problem solving skills, particularly in representing problem(s), developing solutions, and monitoring and evaluating a plan of action within the social science context. Eighty-four undergraduate pre-service teachers were recruited and randomly assigned to one of the four conditions: (1) an IP condition that required students to complete integration prompts, (2) a PP condition that required students to complete procedure prompts, (3) an IPP condition that required students to complete both integration and procedure prompts, or (4) a control condition that did not provide access to any prompts. The findings show that students who received integration prompts outperformed those who did not receive any in knowledge acquisition and problem representation for solving an ill-structured problem. Integration prompts also helped the development and integration of cognitive schema, whereas procedure prompts helped direct students’ attention to specific features of the problem in order to arrive at the solution(s). In fact, the presence of an integration prompt alone is not sufficient to support successful ill-structured problem solving unless a procedure prompt is provided. Based on these findings, this study offers implications for designing Web-based learning environments, engineered to promote integrative knowledge and ill-structured problem solving skills.  相似文献   

15.
This paper describes how SWoRD (scaffolded writing and rewriting in the discipline), a web-based reciprocal peer review system, supports writing practice, particularly for large content courses in which writing is considered critical but not feasibly included. To help students gain content knowledge as well as writing and reviewing skills, SWoRD supports the whole cycle of writing, reviews, back-reviews, and rewriting by scaffolding the journal publication process as its authentic practice model. In addition, SWoRD includes algorithms that compute individual reviewer’s review accuracy, which is in turn used to support the various drawbacks of reciprocal peer reviews (e.g., variation in motivation or ability of reviewers). Finally, this paper describes an empirical evaluation showing that the SWoRD approach is effective in improving writing quality in content classes.  相似文献   

16.
In this article we describe the use of mental states approach, more specifically the belief-desire-intention (BDI) model, to implement the process of affective diagnosis in an educational environment. We use the psychological OCC model, which is based on the cognitive theory of emotions and is possible to be implemented computationally, in order to infer the learner’s emotions from his actions in the system interface. In our work we profit from the reasoning capacity of the BDI model in order to infer the student’s appraisal (a cognitive evaluation of a person that elicits an emotion), which allows us to deduce student’s emotions. The system reasons about an emotion-generating situation and tries to infer the user’s emotion by using the OCC model. Besides, the BDI model is very adequate to infer and also model students affective states since the emotions have a dynamic nature.  相似文献   

17.
Reflection plays an important role in improving learning performance. This study, therefore, attempted to explore whether learners’ reflection levels can be improved if teaching strategies are adapted to fit with learners’ thinking styles in an online learning environment. Three teaching strategies, namely constructive, guiding, and inductive, were designed to match with three thinking styles, namely legislative, executive, and judicial respectively. An online reflection learning system was subsequently developed to reflect this scenario. An experiment was then conducted where the learners were classified into fit or non-fit group in order to analyze whether there was a good fit between the teaching strategies designed by the teacher and the thinking styles of learners. A total of 223 graduate and undergraduate students participated in the experiment. The results revealed that the reflection levels of the fit group had outperformed the non-fit group.  相似文献   

18.
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students’ achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning.  相似文献   

19.
Self-testing is a means to check learning effect. Besides time–space restriction, there are many deficiencies in traditional offline self-testing. With the development of information technology, learners can have self-testing on the Internet. Self-testing on Internet, namely, web-based self-testing, overcomes time–space limitation of traditional offline self-testing, but there are still several disadvantages such as monotony and lack of interaction. In the article, a web-based self-testing system with some features of Web 2.0 is designed and implemented, aiming at overcoming the weaknesses of current online self-testing system. Firstly, taking English self-testing as an example, the framework of the system and functions of its main modules is designed according to theories of social learning and constructivism as well as the idea of Web 2.0 and the characteristics of server-side programming. Secondly, in accordance with the design above, a new system is implemented for English learners primarily by using HTML, JavaScript, PHP, and MySQL comprehensively. The role and duty of webmaster are also described briefly. To test the system, some English learners were invited randomly to use it, and feedback information was collected from them after a period of time. It is shown by feedbacks that most learners are satisfied with the system, and the system is of distinct features and favorable practicality compared with other systems, but it still needs to be improved in the design of user interface and some other details. Results in the article demonstrate that the new system can overcome the shortcomings of current systems to some extent.  相似文献   

20.
In this study, we design a learning environment that supports reflective activities for information seeking on the Web and evaluate its educational effects. The features of this design are: (1) to visualize the learners’ search processes as described, based on a cognitive schema, (2) to support two types of reflective activities, such as “reflection-in-action” and “reflection-on-action”, and (3) to facilitate reflective activities by comparing their own search processes to other learners’ search processes. We have conducted an experiment to investigate the effects of our design. The experimental results confirm that: (1) the participants’ search performance in the instructional group supported by our instructional design improved effectively than in the control group; (2) they changed their ideas about important activities when seeking information on the Web, and (3) they activated their search cycles more than the control group did.  相似文献   

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