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Research suggests that certain visual instructional aids can reduce levels of disorientation and increase learning performance in, and positive attitudes towards, HLS for learners with specific individual differences. However, existing studies have looked at only one or two individual differences at a time, and/or considered only a small number of visual instructional aids. No study has considered the impact of the three most commonly studied individual differences – cognitive style, domain knowledge and computer experience – on learning performance, disorientation and attitudes in a HLS incorporating a full range of visual instructional aids. The study reported here addresses this shortcoming, examining the effects of, and between, these three individual differences in relation to learning performance, disorientation and attitudes in two HLS versions: one that incorporated a full set of visual instructional aids and one that did not. Significant effects were found between the three individual differences with respect to disorientation, learning performance and attitudes in the HLS that provided no instructional aids, whereas no such effects were found for the other HLS version. Analysis of the results led to a set of HLS design guidelines, presented in the paper, and the development of an agenda for future research. Limitations of the study and their implications for the generalizability of the findings are also presented. 相似文献
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《Behaviour & Information Technology》2012,31(2):187-198
With the increasing complexity of control rooms and the information explosion, effective multitasking is now desired. Monochronicity and polychronicity, which describe a person's ability to do one thing and many things at a time, respectively, have been studied for a long time. However, it is not clear these abilities are related to various individual characteristics. Forty-eight Chinese participants were tested on their perception, memory, judgement, attention ability and cognitive style. They also performed a task that required search and calculation under three conditions of unpaced, paced and paced with sequencing. There were significant differences in the performance and strategy between monochronic and polychronic individuals in the selective attention test. Monochronic individuals focused their attention on the primary task and achieved higher performance. Polychronic individuals had somewhat better total performance in more than one task under time-constrained conditions. The results clearly indicate that an individual's time use behaviours ought to be considered in training and control scenarios to account for differences among people. 相似文献
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Patrick Langdon Tim Lewis John Clarkson 《Universal Access in the Information Society》2007,6(2):179-191
Many products today are laden with a host of features which, for the majority of users, remain unused and often obscure the
use of the simple features of use for which the product was devised (Norman in The design of everyday things. Basic Books,
2002; Keates and Clarkson in Countering design exclusion—an introduction to inclusive design. Springer, 2004). Since the cognitive
capabilities of the marketed target group are largely not affected by age-related impairment, the intellectual demands of
such products are frequently high (Rabbitt in Quart J Exp Psychol 46A(3):385–434, 1993). In addition, the age and technology
generation of a product user will colour their expectations of the product interface and affect the range of skills they have
available (Docampo in Technology generations handling complex User Interfaces. Ph. D. thesis, 2001). This paper addresses
the issue of what features of products make them easy or difficult to learn to use, for the wider population as well as the
older user, and whether and in what way individual prior experience affect the learning and use of a product design. To achieve
the above, the interactions of users of varying ages and capabilities with two different everyday products were recorded in
detail as they performed set tasks. Retrospective verbal protocols were then analysed using a category scheme based on an
analysis of types of learning and cognition errors. This data was then compared with users’ performance on individual detailed
experience questionnaires and a number of tests of general and specific cognitive capabilities. The principal finding was
that similarity of prior experience to the usage situation was the main determinant of performance, although there was also
some evidence for a gradual, age-related capability decline. Users of all ages adopted a means-end or trial and error interaction
when faced with unfamiliar elements of the interaction. There was a strong technology generation effect such that older users
were reluctant or unable to complete the required tasks for a digital camera. 相似文献
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系统思考在企业和公共事业机构的管理和决策模拟中的应用 总被引:1,自引:0,他引:1
文中论述了在快速变革时代,系统思考是一种有效地解决动态性复杂问题的崭新思维模式和科学方法。同时,也评述了国内外的应用情况。并对系统思考和它的工具软件做出简单地介绍。论文着重介绍了中国科技开发院江苏分院在企业和公共事业管理与决策工作中应用系统思考的经验和成果,展示了一些应用实例。而这些应用实例对那些有意要创建学习型组织的机构应该可以起到示范作用。 相似文献
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针对现有动态通行能力的评估未考虑管制员认知负荷的不足,为了提高空中交通流量管理的准确性,构建了基于管制员认知负荷和改进蚁群算法的扇区动态通行能力评估模型。首先,构建了刻画扇区动态影响因素的动态飞行受限区模型,为了满足空中交通流量管理对速度的要求,改进了蚁群算法实现扇区动态管制引导路径规划;然后,提出了管制引导负荷强度的概念,扩展了管制员认知总负荷的概念,并将其应用于扇区动态通行能力评估模型的构建;最后,以三亚管制扇区为例,以15 min为间隔对未来2 h内9个时刻的扇区动态通行能力进行评估。实例验证结果表明所提评估模型计算得到的通行能力结果与实际运行结果相差1个架次,效果理想。 相似文献
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Organisations require good performance from individuals to achieve their objectives. In view of the growing presence of technology, it becomes necessary to understand performance in the context of information systems. However, the research streams that study performance (e.g. industrial psychology or the impact of technology on performance) focus primarily on a single component (the individual or the technology). The systemic perspective, for its part, considers all three components (technology, the individual and the task) and their relationships in order to explain performance. From this perspective, this article develops a research model where individual (knowledge of the task and the technology), task (ease) and technology (usefulness and ease) factors determine performance. Links are also established between these factors. Data were collected from 246 individuals and the results show that the proposed links are significant. This research highlights that management should take into account all three components to boost performance. The study emphasises in which factors of these components special care should be taken. The lack of improvement in performance after the introduction of an information system may not be solved merely by tackling the features of the technology but also by simplifying the tasks or reviewing the users’ knowledge gaps. 相似文献
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Nasser M. Sabah 《Behaviour & Information Technology》2020,39(8):875-898
ABSTRACT Practitioners of blended learning encounter challenges on how to cater students individual needs and to increase their motivational involvement with the system. Therefore, this study aims to identify and evaluate the motivation factors and barriers that influence students' decisions to continue using blended learning based on Moodle platform. The study proposes a research model to gain a better understanding of students' behavioural attitudes, motivations, and barriers to the continuous use of blended learning. In addition, a multi-group analysis was conducted to examine individual differences between students from three different universities in Palestine. The findings provide a comprehensive understanding of students' behaviours and the investigated factors of the proposed model were truly significant in forming students' perceptions and reflecting their decisions to continue using such learning approach. Features of blended learning system were found to be the most significant motivational antecedents in relation to influencing students' perceptions and involvements in the learning environment, while perceived behavioural control and subjective norms were found to be the primary factors driving students' continuous use. Finally, the findings shed light on the impact of individual differences on students' perceptions and usage behaviours and suggest that these differences could be leveraged to provide adaptive usage decisions. 相似文献
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环氧丙烷聚合反应过程的动态模拟 总被引:1,自引:0,他引:1
为了深入了解环氧丙烷聚合工艺并为国内生产厂家提供生产操作的理论依据。本文针对聚醚装置反应工段,根据聚合釜的特点,首先,通过研究环氧丙烷聚合反应机理,利用链节动力学的方法推导出了反应动力学方程。其次,建立环氧丙烷聚合反应的数学模型,实现聚合反应过程的实时动态模拟。最后,以模拟程序的计算结果,讨论操作条件对平均分子量和双键度的影响。对实际生产具有一定的指导意义。 相似文献
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Two studies examined the use of video in multimedia learning environments. In Study 1, participants (N = 26) viewed one of two versions of a computer-based multimedia presentation: video, which included a video of a lecture with synchronized slides, or no video, which included the slides but only an audio narration of the lecture. Learning, cognitive load and social presence were assessed, but a significant difference was found only for cognitive load, with video experiencing greater cognitive load, t (24) = 2.45, p < .05. In Study 2, students (N = 25) were randomly assigned to either video or no video condition. Background knowledge and visual/verbal learning preference were assessed before viewing the presentation, and learning, cognitive load, and social presence were assessed after viewing. No significant differences were found for learning or social presence. However, a significant visual/verbal learning preference by condition interaction was found for cognitive load, F (1,21) = 4.51, p < .05: low visual-preference students experienced greater cognitive load in the video condition, while high visual-preference students experienced greater cognitive load in the no video condition. 相似文献
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《Ergonomics》2012,55(5):791-802
When selecting a respirator, it is important to understand how employees' motor, visual and cognitive abilities are impacted by the personal protective equipment. This study compares dust, powered-air-purifying and full-face, negative-pressure respirators. Thirty participants performed three varied tasks. Each participant performed each task without a respirator and while wearing the three respirator types. The tasks included a hand tool dexterity test, the Motor-Free Visual Perception Test and the Serial Sevens Test to evaluate fine motor, visual and cognitive performance, respectively. The time required for task completion and the errors made were measured. Analysis showed no significant effect due to respirator use on the task completion time. A significant increase was found in the error rate when participants performed the cognitive test wearing the full-face, negative-pressure respirator. Participants had varying respirator preferences. They indicated a potential for full-face, negative-pressure respirators to negatively affect jobs demanding high cognitive skills such as problem solving and decision-making. Practitioner summary: while respirators are life-saving personal protective equipment (PPE), they can unintentionally reduce human performance, especially if job characteristics are not considered during PPE selection. An experiment was conducted to compare three respirators (dust respirator, powered-air-purifying respirators and full-face respirator) for varying task types. The full-face respirator was found to affect human cognitive performance negatively. 相似文献
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研究了战术导弹在穿越离散突风区域时,弹体的动力学响应及产生的动载荷.首先,给出了导弹在穿越突风区时的运动方程,其中不仅考虑了弹体的刚体运动,而且考虑了弹体各分站位置及空气舵位置的结构动力学响应引起的附加攻角,以及突风对空气舵的滞后影响效果等.其次,建立了导弹结构动力学模型和"1-cos"突风模型,并给出了弹体动载荷计算公式.最后,通过算例研究了导弹在穿越突风过程中,弹体的动力学响应以及载荷计算问题. 相似文献
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针对多传感器系统中目标检测时检测精度与效率的矛盾问题,研究了一种具有协同合作决策功能的目标检测算法及其传感器设计方案。首先将多传感器系统依据时域、空域和频域给出三维定义描述,分析了时空动态特性,其次依据二元检验和目标优化检测分析了软决策和硬决策在目标检测时变化规律,建立了一种基于协同合作的目标检测决策机制,最后给出了基于动态时空特性软硬协作决策的目标检测及其传感器头结构设计方案。实验表明,所提目标检测方案在检测精度、检测效率、资源利用率和覆盖率等方面具有明显优势。 相似文献
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Videogames are an increasingly popular instructional tool. This research investigated how various strategies for modifying task difficulty in instructional videogames impact learner performance and motivation. Further, the influence of prior videogame experience on these learning outcomes was examined, as well as the role prior experience played in determining the optimal approach for adjusting task difficulty. Participants completed a game-based training task under one of four task difficulty conditions: static, increasing, adaptive-low and adaptive-high. All participants completed an identical pre-training trial, 10 practice trials varying in difficulty level according to condition, and a final performance trial. Results demonstrate that learner performance and motivation significantly improved in all difficulty conditions. Further, prior videogame experience was found to significantly influence these learning outcomes and a three-way interaction was detected between performance, task difficulty condition, and experience. The results of this research provide information useful to instructional videogame developers and instructors utilizing videogames as instructional tools. 相似文献