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1.
This article describes an experiment with LogEx, an e‐learning environment that supports students in learning how to prove the equivalence between two logical formulae, using standard equivalences such as DeMorgan. In the experiment, we compare two groups of students. The first group uses the complete learning environment, including hints, next steps, worked solutions, and informative timely feedback. The second group uses a version of the environment without hints or next steps, but with worked solutions, and delayed flag feedback. We use pretest and posttest to measure the performance of both groups with respect to error rate and completion of the exercises. We analyse the loggings of the student activities in the learning environment to compare its use by the different groups. Both groups score significantly better on the posttest than on the pretest. We did not find significant differences between the groups in the posttest, although the group using the full learning environment performed slightly better than the other group. In the examination, which took place 5 weeks after the experiment, the group of students who used the complete learning environment scored significantly better than a control group of students who did not participate in the experiment.  相似文献   

2.
We uncovered two critical issues in earlier studies: (a) some studies have shown that mobile learning technology is not beneficial for all students due to complexity of learning environments and student prior knowledge, skills, and experience and (b) familiarity of students with the authentic environments in which they learn using mobile technology did not receive much attention in earlier studies. To address these issues, we designed three learning tasks for a class of 26 junior high school students. The students applied language skills by completing the tasks in authentic environments individually in a first task, loosely collaborating with peers in a second task, and tightly collaborating with peers in a third task. A mobile learning system was also designed in this study to support students to accomplish the tasks. The aim of this study was to explore students' learning experiences using the learning system, their perceptions towards the system, and to assess how differently the students perform on the three tasks. According to our design, in the first task, the students took pictures of objects and described them orally or in writing using the mobile learning system. In the second task, after the students completed assignments, each student received comments from a partner through the system. In comments, the partner indicated flaws in student assignments and suggested how to fix them. In the third task, the students completed assignments, shared them using the system, and then exchanged comments with their partners face to face regarding issues related to their completed assignments and suggested how to improve them. Such learning behaviours in the three tasks enabled the students to practise writing and speaking skills. Our results demonstrate that most of the students highly valued our learning system and intend to use it in the future. Furthermore, the results show that the students performed best when they collaborated; namely, student performance was enhanced the most after the third task that required tight collaboration. Based on our results, we learned that students' familiarity with authentic environments is very important and beneficial for their learning. In addition, we learned that even in complex environment, less skilled and experienced students with low prior knowledge can perform well when they tightly collaborate with more skilled and experienced students with high prior knowledge, and our learning system can facilitate such collaboration.  相似文献   

3.
Engineering students, as compared to computing-related majors, are not traditionally introduced to computing in the context of authentic learning experiences, i.e., real-world applications within their discipline. This paper identifies the impact of computation delivered by authentic learning experiences in the form of anchored instruction on students' self-beliefs and their capacity to leverage computation to acquire disciplinary concepts in subsequent computationally-based engineering coursework. This case study included 130 students with different programing preparation (authentic or traditional), who were exposed to computational learning modules. Control-Value Theory of Achievement Emotions is the conceptual framework that guided the evaluation of this investigation. Measures included student self-beliefs such as control and value appraisals, and their relationship with academic performance. Results suggest that programming preparation presented in an authentic engineering context provides an important foundation that goes beyond increasing students' control self-beliefs. This preparation seems to effectively enable students to leverage computational practices for the purpose of acquiring disciplinary concepts. Implications for teaching relate to the integration of computation sooner, more often and within a disciplinary context in the undergraduate engineering curriculum. Implications for learning relate to fostering engineering computational literacy guided by anchored instruction to support disciplinary problem solving.  相似文献   

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5.
The introduction of computer-supported collaborative learning (CSCL), specifically into intercultural learning environments, mirrors the largely internet-based and intercultural workplace of many professionals. This paper utilized a mixed methods approach to examine differences between students’ perceptions of collaborative learning, their reported learning experiences, and learning outcomes when they collaborated in a CSCL environment working with a culturally similar or dissimilar partner. Culturally diverse student dyads worked together to perform an online learning task in the domain of life sciences. Our sample of 120 BSc and MSc students was comprised of 56 Dutch and 64 international students, representing 26 countries. The results showed that students from an individualist cultural background had a more negative perception of collaborative learning than did students with a collectivist background, regardless of group composition. For women, working in a culturally similar dyad consisting of students from an individualist cultural background resulted in a more negative perception of collaborative learning than did working in this type of group for men or women working in a culturally similar dyad consisting of students from a collectivist cultural background. Students from an individualist cultural background achieved better learning outcomes than did students with a collectivist background, regardless of group composition. These findings suggest that cultural background adds an important dimension to collaborative learning, which requires students to manage collaboration that is not only virtual but also intercultural.  相似文献   

6.
This study examined the impact of learners’ attributes (gender and ethnicity) on their choice of a pedagogical agent and the impact of the attributes and choice on their perceptions of agent affability, task-specific attitudes, task-specific self-efficacy, and learning gains. Participants were 210 high-school male and female, Caucasian and Hispanic students who worked at computer-based algebra integrated with pedagogical agents. The results indicated, first, that students preferentially chose a same-gender agent and a same-ethnicity agent. Second, males who chose an agent showed more positive attitudes toward working at the learning environment than did males who were assigned to an agent whereas females who were assigned to an agent showed more positive attitudes than did females who chose an agent. Third, Hispanic students showed more positive attitudes toward working at the learning environment than Caucasians. Fourth, females perceived the agent as significantly more affable than did males; Hispanics perceived the agent as significantly more affable than did Caucasians. Last, learner attributes and choice did not affect learning gains in the agent-based environment; rather, the participants overall significantly increased their performances after the intervention.  相似文献   

7.
8.
The social cognitive perspective of self-regulated learning suggests that effective learning is determined by the interactions among personal, behavioral, and environmental influences; particularly, high self-regulated learners hold higher motivation (personal), apply better learning strategies (behavioral) and respond to environmental demand more appropriately (environmental). The study thus uses the social cognitive perspective to explore the role of self-efficacy (personal), student feedback behavior, use of learning strategies (behavioral), performance and receiving feedback (environmental) in Web-based learning. There were 76 university students participated in this study. Both quantitative and qualitative methods were applied for data analysis. The results supported that self-efficacy predicted student use of learning strategies and related to elaborated feedback behavior (personal → behavioral). High self-efficacy students applied more high-level learning strategies, such as elaborative strategy and critical thinking. Students who provided elaborated feedback also had higher self-efficacy than those who did not. Moreover, receiving elaborative feedback significantly promoted student self-efficacy (environmental → personal), while receiving knowledge of correct response improved student performance. However, the results indicated that feedback behaviors did not predict academic performance, which may be interfered by modeling effects.  相似文献   

9.
This paper presents the results of three evaluation studies performed during 1998 and 1999 on SQL-Tutor, an intelligent tutoring system for the SQL database language. We have evaluated the system in the context of genuine courses, and used the results to further refine the system. The main goal of our research has been the exploration and extension of Constraint-Based Modeling (CBM), a student modeling approach proposed by Ohlsson (1994). SQL-Tutor provided us with experiences of using CBM, and we used it to extend the approach in several important ways. The main goal of all three evaluation studies was to determine how well CBM supported student learning. We have obtained positive results. The students who learnt with SQL-Tutor in the first study performed significantly better than those who did not when assessed by a subsequent classroom examination. Furthermore, the analysis of students' learning shows that CBM has a sound psychological foundation.Besides the evaluation of CBM, we also evaluated the improvements in terms of student assessments of the usefulness of the system and evaluated various techniques used in SQL-Tutor. In the second study, we evaluated the effectiveness of feedback provided to the students. This study showed that high-level advice is most beneficial to students' learning. The focus of the third study was different. We extended CBM to support long-term modeling of student knowledge, and used this extension to develop an adaptive problem-selection strategy. The study revealed the benefits of this strategy in comparison with a simple heuristic strategy. We also reflect on our experiences in evaluating SQL-Tutor.  相似文献   

10.
Abstract Students with high intrinsic motivation often outperform students with low intrinsic motivation. However, little is known about the processes that lead to these differences. In education based on simulations or authentic electronic learning environments, this lack of insight is even more clear. The present study investigated what students actually did in an electronic learning environment that was designed as a game‐like realistic simulation in which students had to play the role of a junior consultant. The results show that students with high intrinsic motivation did not do more, rather they tended to do different things. Analysis of log files showed that the increased curiosity that students with high intrinsic motivation have, resulted in proportionally more explorative study behaviour. However, the learning outcomes of students with high intrinsic motivation were not better.  相似文献   

11.
Learner modeling has been used in computer-based learning environments to model learners’ domain knowledge, cognitive skills, and interests, and customize their experiences in the environment based on this information. In this paper, we develop a learner modeling and adaptive scaffolding framework for Computational Thinking using Simulation and Modeling (CTSiM)—an open ended learning environment that supports synergistic learning of science and Computational Thinking (CT) for middle school students. In CTSiM, students have the freedom to choose and coordinate use of the different tools provided in the environment, as they build and test their models. However, the open-ended nature of the environment makes it hard to interpret the intent of students’ actions, and to provide useful feedback and hints that improves student understanding and helps them achieve their learning goals. To address this challenge, we define an extended learner modeling scheme that uses (1) a hierarchical task model for the CTSiM environment, (2) a set of strategies that support effective learning and model building, and (3) effectiveness and coherence measures that help us evaluate student’s proficiency in the different tasks and strategies. We use this scheme to dynamically scaffold learners when they are deficient in performing their tasks, or they demonstrate suboptimal use of strategies. We demonstrate the effectiveness of our approach in a classroom study where one group of 6th grade students received scaffolding and the other did not. We found that students who received scaffolding built more accurate models, used modeling strategies effectively, adopted more useful modeling behaviors, showed a better understanding of important science and CT concepts, and transferred their modeling skills better to new scenarios.  相似文献   

12.
《Computers & Education》2009,52(4):1589-1598
The social cognitive perspective of self-regulated learning suggests that effective learning is determined by the interactions among personal, behavioral, and environmental influences; particularly, high self-regulated learners hold higher motivation (personal), apply better learning strategies (behavioral) and respond to environmental demand more appropriately (environmental). The study thus uses the social cognitive perspective to explore the role of self-efficacy (personal), student feedback behavior, use of learning strategies (behavioral), performance and receiving feedback (environmental) in Web-based learning. There were 76 university students participated in this study. Both quantitative and qualitative methods were applied for data analysis. The results supported that self-efficacy predicted student use of learning strategies and related to elaborated feedback behavior (personal  behavioral). High self-efficacy students applied more high-level learning strategies, such as elaborative strategy and critical thinking. Students who provided elaborated feedback also had higher self-efficacy than those who did not. Moreover, receiving elaborative feedback significantly promoted student self-efficacy (environmental  personal), while receiving knowledge of correct response improved student performance. However, the results indicated that feedback behaviors did not predict academic performance, which may be interfered by modeling effects.  相似文献   

13.
The main learning activity provided by intelligent tutoring systems is problem solving, although several recent projects investigated the effectiveness of combining problem solving with worked examples. Previous research has shown that learning from examples is an effective learning strategy, especially for novice learners. A worked example provides step-by-step explanations of how a problem is solved. Many studies have compared learning from examples to unsupported problem solving, and suggested presenting worked examples to students in the initial stages of learning, followed by problem solving once students have acquired enough knowledge. This paper presents a study in which we compare a fixed sequence of alternating worked examples and tutored problem solving with a strategy that adapts learning tasks to students’ needs. The adaptive strategy determines the type of the task (a worked example, a faded example or a problem to be solved) based on how much assistance the student received on the previous problem. The results show that students in the adaptive condition learnt significantly more than their peers who were presented with a fixed sequence of worked examples and problem solving. Novices from the adaptive condition learnt faster than novices from the control group, while the advanced students from the adaptive condition learnt more than their peers from the control group.  相似文献   

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15.
The purpose of this study was to examine the relationships of the students’ perceived levels of collaborative learning, social presence and overall satisfaction in a blended learning environment. This research studied the relationship of these three variables and identified critical factors related to them. The participants were 48 graduate students who took a blended-format course in health education and worked on a collaborative group project related to the development of a comprehensive HIV-AIDS prevention plan. Data was collected from the Student Perception Questionnaire and face-to-face interviews. The analysis of quantitative data indicated that student perceptions of collaborative learning have statistically positive relationships with perceptions of social presence and satisfaction. This means that students who perceived high levels of collaborative learning tended to be more satisfied with their distance course than those who perceived low levels of collaborative learning. Similarly, students with high perceptions of collaborative learning perceived high levels of social presence as well. Surprisingly, the relationship between social presence and overall satisfaction was positive but not statistically significant. Interview data revealed that (a) course structure, (b) emotional support, and (c) communication medium were critical factors associated with student perceptions of collaborative learning, social presence, and satisfaction. Explanations about findings and implications for instructional design are discussed in the conclusion.  相似文献   

16.
Industrial education places a high premium on experiences in practical hands-on training, though it is commonly recognized for the deprivation in its opportunities of student performance analysis due to lack of recorded data as such. In the present study, the technology of wireless sensor networks has been implemented in the tutoring in courses offered in laboratory skills, where the students’ experimental skills and learning inclinations have been examined. Two sets of questionnaires in the respective aspects have been developed to be administered in order to have pretest–posttest scores obtained. As illustrated in the results derived from the study, a learning environment where wireless sensor networks provide a significant degree of support during laboratory sessions, student performance had significantly improved, and this has been proven evidently for the students in the low-achievement group when being compared to the results delivered by the students in the high-achievement group.  相似文献   

17.
This study reports on the student experience of learning through writing in an undergraduate science subject. During their writing experience, 52 first year university science students used a writing database, bulletin board and word-processor. Using quantitative questionnaires developed from student learning research, this study investigates the quality of the approaches adopted by students to the use of the technologies and how this related to the quality of their whole experience and performance measures. The results show that students who adopted a surface or reproductive approach tended to achieve relatively poorer learning outcomes and lower performance measures than students who adopted approaches which reflected understanding. The findings have important implications for teachers introducing technologies into writing processes for the purpose of improving students’ learning outcomes.  相似文献   

18.
In this paper, we present the results of an exploratory study into the relationship between student self-efficacy and guidance use in a Multi-User Virtual Environment (MUVE) science curriculum project. We describe findings from a sample of middle school science students on the combined impact on learning of student self-efficacy in scientific inquiry and use of individualized guidance messages, and on the interplay between levels of self-efficacy and use of an embedded guidance system in an educational MUVE. Results from our study showed that embedded guidance was associated with improved learning outcomes for learners across a spectrum of self-reported efficacy in science. However, we also found that learners with low levels of initial self-efficacy in science viewed fewer guidance messages than their higher efficacy peers, and did not perform as well as their higher efficacy peers regardless of guidance use level. At the same time, outcomes for low self-efficacy students who used the guidance system heavily were raised to the level of high self-efficacy students who did not use the system.  相似文献   

19.
The similarity attraction hypothesis posits that humans are drawn toward others who behave and appear similar to themselves. Two experiments examined this hypothesis with middle-school students learning electrical circuit analysis in a computer-based environment with an Animated Pedagogical Agent (APA). Experiment 1 was designed to determine whether matching the gender of the APA to the student has a positive impact on learning outcomes or student perceptions. One hundred ninety-seven middle-school students learned with the computer-based environment using an APA that matched their gender or one which was opposite in gender. Female students reported higher program ratings when the APA matched their gender. Male students, on the other hand, reported higher program ratings than females when the APA did not match their gender. Experiment 2 systematically tested the impact of providing learners the choice among four APAs on learning outcomes and student perceptions. Three hundred thirty-four middle-school students received either a pre-assigned random APA or were free to choose from four APA options: young male agent, older male agent, young female agent, or older female agent. Learners had higher far transfer scores when provided a choice of animated agent, but student perceptions were not impacted by having the ability to make this choice. We suggest that offering students learner control positively impacts student motivation and learning by increasing student perceptions of autonomy, responsibility for the success of the instructional materials, and global satisfaction with the design of materials.  相似文献   

20.
Due to limited budgets and manpower, most elementary schools in Taiwan do not plan or provide library instruction for students. Although students can use libraries, they typically lack the knowledge needed to use library resources effectively. Consequently, students have difficulty finding the books they need and can easily become overwhelmed by the massive amount of information in libraries. Computer-assisted instruction for teaching basic library skills to large numbers of students is an appealing method. Particularly, developing augmented reality (AR) technologies for learning have garnered considerable attention in education research. Many researchers and scholars believe that integrating teaching and AR enhances student learning performance and motivation. This work develops an educational AR system based on situated learning theory, and applies innovative augmented reality interactive technology to a library’s learning environment. Student library knowledge can be enhanced via the proposed augmented reality library instruction system (ARLIS). Experimental results demonstrate that student learning performance is improved significantly by using the proposed ARLIS. Moreover, this work demonstrates that using the proposed ARLIS for library instruction results in the same learning performance as conventional librarian instruction and there is no gender difference on learning performance between the proposed ARLIS and conventional librarian instruction. Moreover, the proposed library instruction system overcomes shortcomings of personal teaching skills of librarians that may adversely affect student learning performance by conveying the same learning content to all students. Additionally, the proposed system results in better learning performance for learners with the field-dependent cognitive style than learners with the field-independent cognitive style. Further, the proposed system provides more benefits in terms of library skills of application and comprehension than conventional librarian instruction. Moreover, the learning performance of students is not affected by their gaming skills. Therefore, student gaming skills do not need to be considered when adopting the proposed system in library instruction programs.  相似文献   

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