共查询到20条相似文献,搜索用时 15 毫秒
1.
Web 2.0 Personal Learning Environments (PLEs) are becoming a promising area of development in e-Learning. While enhancing students' control over the entire learning process including constructing learning environment appears to be an essential objective of introducing Web 2.0 PLEs to education, there is little consensus on how to attain this objective. In this paper a theory-informed model to facilitate students' engagement in constructing their learning environment using Web 2.0 PLEs is proposed and evaluated. The model consists of four components: student's control dimensions, student-centric instructional approaches, the learning potential of Web 2.0 tools and services, and technology enhanced learning activities. This model is used to conduct a design-based research in the context of a first grade class in a secondary school in the Netherlands consisting of 29 students (18 girls and 11 boys, aged 11–13 year). The results suggest that the model can facilitate students' engagement in constructing their learning environment through influencing communication between teacher and students, involving students in adding tools, resources, and people into their learning environment, and enhancing their feeling of ownership over their learning environment. 相似文献
2.
Investigation of effects of virtual reality environments on learning performance of technical skills 总被引:1,自引:0,他引:1
Practical training is what brings imagination and creativity to fruition, which relies significantly on the relevant technical skills needed. Thus, the current study has placed its emphasis on strengthening the learning of technical skills with emerging innovations in technology, while studying the effects of employing such technologies at the same time. As for the students who participated in the study, technical skills had been cultivated in the five dimensions of knowledge, comprehension, simulation, application, and creativity, in accordance to the set teaching objectives and the taxonomy for students learning outcome, while the virtual reality learning environment (VRLE) has also been developed to meet different goals as the various technical skills were being examined. In terms of the nature of technology, operation of machines, selection of process parameters, and process planning in technical skills, VRLE has also designed the six modules of “learning resource”, “digital content”, “collaborative learning”, “formative evaluation”, “simulation of manufacturing process”, and “practical exercise” in particular for providing students with assistance in the development on their technical skills on a specific, gradual basis. After assessing the technical skills that have been developed for the time period of one semester, the students have reported finding VRLE to be a significantly effective method when considering the three dimensions of “operation of machines”, “selection of process parameter”, and “process planning”, though not so much so when it came to the dimension of “nature of technology”. Among the six modules, “simulation of manufacturing process” and “practical exercise” were the two that were most preferred by students for the three dimensions considered. 相似文献
3.
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
4.
Design plays a central role in a range of subjects at different educational levels. Students have to acquire the knowledge necessary for the execution of tasks that enable them to construct an artefact or model that can be tested by simulation and that satisfies some requirements and verifies some constraints. They achieve this by means of a design process. In some design domains there is a lack of teaching tools from a learner-centred perspective. Moreover, when these domains are complex, the design problems that the students have to solve during their learning process require the design activity to be carried out in group. In response to this situation, we have developed a design model and a collaborative learning method. Using this conceptual framework, we have built a collaborative environment for the learning of domotical1 design by means of complex problem solving, with an emphasis on synchronous collaboration for work distribution, discussion, design in shared surfaces and simulation. This environment has already been evaluated and used in real teaching experiences. 相似文献
5.
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
6.
Information system security and network security are topics of increasing importance in the information society. They are also topics where the adequate education of professionals requires the use of specific laboratory environments where the practical aspects of the discipline may be addressed. However, most approaches currently used are excessively static and lack the flexibility that the education requirements of security professionals demand. In this paper we present NEMESIS, a scenario generation framework for education on system and network security, which is based on virtualization technologies and has been designed to be open, distributed, modular, scalable and flexible. Finally, an example scenario is described and some results validating the benefits of its use in undergraduate computer security courses are shown. 相似文献
7.
Storytelling is a practical and powerful teaching tool, especially for language learning. Teachers in language classrooms, however, may hesitate to incorporate storytelling into language instruction because of an already overloaded curriculum. English foreign language (EFL) teachers in Taiwan report additional problems such as having little prior experience with integrating storytelling into language teaching, locating appropriate stories, and lacking the cultural and language abilities to handle storytelling in English. On the other hand, researchers have demonstrated successful usages of computer and network-assisted English learning. The researchers in this study have developed a multimedia Storytelling Website to study how web-based technology can assist overcoming the obstacles mentioned above. The website contains an accounts administration module, multimedia story composing module, and story re-playing module. In order to demonstrate the effectiveness of this Website in significantly facilitating teacher’s storytelling and children’s story recall processes in EFL classrooms, it was implemented in one elementary school to test its effectiveness in instruction and in resultant student learning. The results of the study support the significance and the education value of the multimedia Storytelling Website on EFL teaching and learning. If such a Website can be applied within elementary EFL classrooms, the quality of teaching and learning can be improved and students’ enjoyment and success in EFL learning may increase. 相似文献
8.
This study discusses the pedagogical potential of an interactive voting system used in conjunction with interactive whiteboard technology. The data discussed here are drawn from a qualitative study, carried out in the context of a British university pre-sessional programme in English for Academic Purposes and Study Skills for international students in the summers of 2003 and 2004. Research data were collected via a variety of ethnographic research instruments, namely classroom observations and feedback from critical colleagues, teacher’s field notes, video recording of classes, semi-structured interviews with students, and pre- and post-course student questionnaires. The findings indicate that the electronic voting system was seen to increase considerably the scope of interactivity during the lessons by helping students to enhance their development into active participants. However, the data have also indicated that the levels of interactivity in the approaches adopted in the context investigated could still be considered relatively “shallow”, and some suggestions have been provided to improve this aspect of technology use. 相似文献
9.
Adding flexibility to the learning process, mobile learning offers great opportunities for education, especially for teenagers, who show great attentiveness to mobile technologies. Thus, the need to focus on design aspects of such learning is growing. This study aims to reveal critical issues in designing mobile learning based on a program for 11th graders and to unfold students’ perceptions about reasons for participation, satisfaction, implementation processes, and specific content representation types. Reflections on insights gleaned from the instructional design process of the project and students’ perceptions are presented with related recommendations. 相似文献
10.
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
11.
With the realization that more research is needed to explore external factors (e.g., pedagogy, parental involvement in the context of K-12 learning) and internal factors (e.g., prior knowledge, motivation) underlying student-centered mobile learning, the present study conceptually and empirically explores how the theories and methodologies of self-regulated learning (SRL) can help us analyze and understand the processes of mobile learning. The empirical data collected from two elementary science classes in Singapore indicates that the analytical SRL model of mobile learning proposed in this study can illuminate the relationships between three aspects of mobile learning: students’ self-reports of psychological processes, patterns of online learning behavior in the mobile learning environment (MLE), and learning achievement. Statistical analyses produce three main findings. First, student motivation in this case can account for whether and to what degree the students can actively engage in mobile learning activities metacognitively, motivationally, and behaviorally. Second, the effect of students’ self-reported motivation on their learning achievement is mediated by their behavioral engagement in a pre-designed activity in the MLE. Third, students’ perception of parental autonomy support is not only associated with their motivation in school learning, but also associated with their actual behaviors in self-regulating their learning. 相似文献
12.
This study develops an instrument—the Online Instructor Role and Behavior Scale (OIRBS)—and uses it to examine students' perceptions of instructors' roles in blended and online learning environments. A total sample of 750 university students participated in this study. Through a confirmatory factor analysis, the OIRBS was validated in five constructs: course designer and organizer (CDO), discussion facilitator (DF), social supporter (SS), technology facilitator (TF), and assessment designer (AD). The results show that the five factor structures remained invariant across the blended learning and online learning. Both students in blended learning environments and students in online learning environments exhibited the greatest weight in the CDO dimension, followed by the TF and DF dimensions. In addition, students in the online learning environments scored higher in the DF dimension than did those in the blended learning environments. 相似文献
13.
Extensive research has added to what is known about the nature of feedback and how to best incorporate it into instruction. Yet, many questions related to learner feedback remain unanswered. One problem of practical importance is the utility of incorporating semantically related pictures into the feedback. Decades of research on feedback have largely focused on the use of verbal feedback in written instruction. This research included two experiments. The first experiment (n = 63) addressed the incorporation of pictorial feedback into instruction; the second experiment (n = 69) extended this study through the use of a more ecologically valid intervention. Results suggest that the use of pictures in feedback did not influence learning any more than text-only treatments. A discussion and recommendations for future research are provided. 相似文献
14.
Crescencio Bravo Miguel . Redondo Manuel Ortega M. Felisa Verdejo 《Journal of Network and Computer Applications》2006,29(4):321-342
The Simulation discipline has to face new challenges such as the incorporation of Collaborative Technologies for professional use as well as for teaching purposes. This integration permits the creation of new kinds of support for collaborative learning processes. In this paper, we explore the potential of this synergy with DomoSim-TPC, a synchronous distributed collaborative environment for the teaching and learning of Domotics. The system supports an active, simulation-based and problem-based approach for learning house automation design. Using this learning environment, teachers propose and organize problem solving activities and the students carry out, in a collaborative way, the construction of artefacts (designs) using modelling and simulation tools. 相似文献
15.
The rapidly-advancing technological landscape in the European workplace is challenging adults' problem-solving skills. Workers with vocational education and training need flexible abilities to solve problems in technology-rich work settings. This study builds on Finnish PIAAC data to understand adults' (N = 4503) skills for solving problems in technology-rich environments. The results indicate the critical issue that more than two thirds of adults with vocational education and training have weak skills or lack the skills in solving problems in technology-rich environments and that more than one fifth of these adults are at risk. Furthermore, this study indicates that the likelihood of having fragile problem-solving skills is six times higher for adults with vocational education and training than for adults with at least upper secondary qualification. Since the need for problem-solving in technology-rich environments is likely to increase in the future, this study also identifies the indicators for problem-solving skills differences. The models predicting problem-solving skills on the basis of theoretical assumptions as well as empirical support are presented. Our results indicate that adults' lower performance does not seem to be associated with the vocational education and training educational system itself, but is mostly due to age, education in years, occupation, and gender, as well as work-related and everyday life factors. In practice, the models help to develop new approaches to enable novel problem-solving skills in technology-rich environments based on the current European workplace needs. 相似文献
16.
Ruey-Shiang Shaw 《Computers & Education》2012,58(1):111-120
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
17.
This paper proposes the learning behavioral Petri nets (LBPN) to model learning behavior in web-based environments. Fully useful records of learning behaviors must contain their expended time and corresponding contents. Therefore, the LBPN extends the colored tokens of colored Petri nets to identify learners and learning contents, and raises the time variable to represent diverse learning times for individual learners. To verify the viability of the LBPN, this paper also proposes a LBPN-based learning behavioral model to simulate a situation in which many learners participate in an e-learning course, and then to generate their behavioral patterns. The experimental results illustrated in this paper confirm that (1) the generated behavioral pattern based on the LBPN-based model is very close to actual data, (2) the time and cost spent to verify the effectiveness of an ITS is substantially reduced, (3) adequate testing data for estimating the performance and accuracy of an ITS is easily acquired, and (4) the LBPN-based model can be built to recommend appropriate learning contents and to accomplish adaptive learning. 相似文献
18.
Models represent a set of generic patterns to test hypotheses. This paper presents the CogMoLab student model in the context of an integrated learning environment. Three aspects are discussed: diagnostic and predictive modeling with respect to the issues of credit assignment and scalability and compositional modeling of the student profile in the context of an intelligent tutoring system/adaptive hypermedia learning system architectural pattern. The SOM–PCA, a collaborative-based data mining approach, is shown to be reusable for all three purposes above, enabling fast, objective implementations without requiring much intensive data collection. 相似文献
19.
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
20.
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon lesson planning. This paper explores these changes to teaching through a consideration of an exploratory learning model which allows practitioners to rethink how they teach in 3D and immersive spaces where learning sequences and experiences are choreographed to support peer interactions and exchanges. The ELM extends from Kolb’s experiential learning model to adapt the use of 3D applications, and provides examples from research and development projects to exemplify how the model works in practice. Teaching in these contexts provides less emphasis upon curriculum and more emphasis upon sequencing learning experiences, meta-reflection, peer assessment and group work. 相似文献