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1.
This paper describes the findings of an exploratory cycle of a design-based research project and examines the learning effectiveness of collaborative activities that are supported by the GroupScribbles (GS) software technology in two Singapore primary science classrooms. The students had ten weeks of GS-based lessons in science, which were co-designed by teachers and researchers to teach the curriculum by tapping on collaborative work in small groups as well as in the whole class. The results show that the GS classes performed better than non-GS classes as measured by traditional assessments. With GS, students were found to have more opportunities to participate in class discussions, and were exposed to diversified ideas. Analysis of data collected in the classroom as well as data on students’ attitudes and perceptions indicate that GS facilitated students’ collaborative learning, and improved students’ epistemology and attitudes toward science learning.  相似文献   

2.
Gender differences among university students in attitudes toward and involvement with computers were examined. Males were found to have taken more computer science courses, to be more knowledgeable about computer languages, to be more likely to want to major in computer science, and to have played video games more than females. There were no gender differences in reported nonvideo-game computer use or in exposure to computers in noncomputer science courses. Males and females did not differ on their reported personal interest in and enjoyment of computers. Consistent with previous research, however, males reported more comfort and confidence with computers and more positive attitudes toward mathematics than did females. Women believed more strongly than men that females should learn and are as capable of learning about computers and science as are males. It appears that these university women were as intrigued by computers as the men were. However, they were apparently somewhat inhibited from the pursuit of specialized training and careers in computer science. This inhibition may be linked to their anxiety about their own skills and to the communication, by male peers, of the attitude that women are less capable than men of learning about computers.  相似文献   

3.
This study evaluated the performance of university students who learned science texts by using, information communication technologies (ICT) including animation, static figures, power point, and e-plus software. The characteristics of students and their achievements and attitudes toward 11 multimedia science courses were analyzed. The 11 samples in this study included 676 undergraduate students who took science courses during the 2005 academic year. The results included the computation of the F-ratio, p-values, and Cohen’s effect-sizes of attitudes toward science and learning science in relation to the student’s gender, attendance of computer orientation classes, use of computer-multimedia, disposition toward computers, and majors. Our study describes some helpful approaches to the incorporation of computer-based multimedia teaching utilizing constructivist design principles to facilitate the student’s understanding and attitude toward science learning.  相似文献   

4.
With the advent of computer technology, researchers and instructors are attempting to devise computer support for effective collaborative technical writing. In this study, a computer-supported environment for collaborative technical writing was developed. This system (Process-Writing Wizard) provides process-oriented scaffolds and a synchronous online chat room to facilitate real-time collaborative writing practice. It allows multiple students to work synchronously on collaborative writing tasks via the Internet. It also helps develop collaborative writing strategies, such as creating team agendas, brainstorming, creating team outlines, and generating team articles. An experiment was conducted to examine the effect of the system on EFL (English as a Foreign Language) students’ collaborative writing experiences. First, an attitude questionnaire was used to evaluate learners’ perceptions, acceptance, attitudes, and continuing motivation toward the functionalities and guidance provided by the system. Second, students’ writing products were examined to evaluate the effect of the system on EFL students’ collaborative writing quality, especially on content and organization. Finally, this study analyzed and coded students’ synchronous chats with three categories (article-related interactions, social interactions, and system operation-related interactions) to evaluate the effect of the system on students’ interactions. The results of the experiment showed: (1) the students had positive attitudes toward the system and continuing motivation to use the system in future writing tasks; (2) analysis of writing products suggested that students produced better content and organization with the support of the system; (3) the procedural facilitation provided by the system successfully scaffolded students to converse more in the category of article-related interactions. Limitations and future research directions are also discussed.  相似文献   

5.
Developing a collaborative learning environment using a web-based design   总被引:2,自引:0,他引:2  
Abstract Today, technology is being used to support teachers in designing interesting and stimulating learning environments for students. In this paper, a web-based design project is used to create a collaborative learning environment with the aim of inculcating collaborative skills into the learners and increasing their problem-solving and critical thinking skills. The design project was created using multimedia tools such as Dreamweaver and Adobe-Photoshop. Students worked in groups and were actively responsible for their own learning processes. Results showed that students engaged in collaborative learning enhanced their problem-solving and critical thinking skills, learned to work in a team and became more autonomous learners.  相似文献   

6.
We evaluated if the theory of planned behavior explains students‘ activity in a web-based learning environment. Two of the considerations of the theory, attitude toward the behavior (behavioral beliefs and outcome evaluations) and perceived behavioral control (computer self-efficacy), were evaluated. The scope was also widened to students' approaches to learning and anxiety in computer using situations as well as their interpretations of the environment and the learning situation. Forty-two undergraduate medical and sociology students completed the questionnaire assessing attitudes, self-efficacy, anxiety and approaches to learning before and after the web-based courses. The attitude toward the behavior, efficacy beliefs, approaches to learning and anxiety in computer using situations did not predict the activity in the learning environment, but students interpreted the environment and the learning situation more negatively after the courses. Students' anxiety and approaches to learning also affect some of their expectations and experiences after the courses.  相似文献   

7.
This exploratory study examined the perspectives of African American female students toward online collaborative learning. The participants were nine African American female graduate students in an online multimedia instructional design course in the southeastern United States. A qualitative study was conducted, with data obtained from open-ended interviews, along with relevant posts on chat rooms and online bulletin boards in relation to an assessable collaborative online assignment. Data revealed that the perspectives of African American women toward online collaborative learning could be categorized into four themes, including (a) preference to work in a racially mixed group, (b) preference to be a leader in the group, (c) learning-oriented reasons (rather than social or peer oriented reasons) for online collaborative learning, and (d) timid attitude toward online discussions.  相似文献   

8.
Computational thinking (CT) plays a vital role in the fields of science, technology, engineering and mathematics (STEM). However, whether students' learning attitude towards STEM is related to their CT skills remains unknown. Two studies were conducted to address this knowledge gap. In Study 1, we validated a newly developed STEM learning attitude scale among a sample of Chinese primary school students (N = 489). Exploratory and confirmatory factor analysis results revealed that the scale which consisted of three factors (mathematics, science and information technology) could sufficiently measure primary school students' STEM learning attitude in the current sample. In Study 2, we explored the association between students' STEM learning attitude and their CT skills. Evidence revealed that learning attitude towards STEM significantly predicted CT skills. We also found that girls had a more positive learning attitude towards STEM than boys, and the fourth grade might be the key period for the development of CT skills. Implications for promoting primary school students' STEM learning and CT skills were also discussed.  相似文献   

9.
Abstract

This article describes the outcome of a collaborative project between the Hong Kong Institute of Education and four secondary schools that aims to promote the development of scientific investigation skills. The project team designed scientific investigation tasks collaboratively with the teachers and provided school-based support when the tasks were implemented. A total of six teachers and 575 students were involved. Data were collected through questionnaires completed by the students and individual interviews with science teachers about their classroom practice after the completion of the project. The findings suggest that the students did not meet many difficulties and that there were positive influences on students’ interest in learning science. The teachers perceived that there were challenges related to raising students’ self-regulated learning abilities, structuring tasks that were at appropriate levels of difficulty, and promoting group cooperation among the students. Finally, the article argues that the strategies implemented in this study were effective, though it takes much time and effort to help students develop self-regulated learning abilities. The conclusion suggests that teachers consider these challenges collectively and proposes a two-staged model for planning scientific investigation tasks.  相似文献   

10.
This study describes a smart classroom system that integrates near field communication (NFC) technology to automate attendance management, locate students, and provide real-time student feedback. The proposed system’s attendance management feature can conserve time and reduce paper-work because students use their NFC-enabled smartphones or NFC smart cards to register their attendance automatically. Also, the system’s student-positioning feature is particularly useful for teaching large classes because teachers typically experience difficulties in both recognizing students and familiarizing themselves with their students’ learning progress. In addition, the real-time feedback function could be beneficial especially for Asian students because they are usually reluctant to express their opinions during class. This study also evaluates the proposed system’s effect on students’ attitude toward science education by applying relevant theories. Our case study of a computer science course shows that the attitudes of students toward computer science generally improved following the implementation of the proposed system. Because more than half of the measures from the aspects of learning computer science at school and importance of computer science are positive and significant, this indicates that students find computer science more interesting, expecting, exciting, beneficial, helpful, and appealing after the using the proposed system.  相似文献   

11.
The Web-based technology is a potential tool for supported collaborative learning that may enrich learning performance, such as individual knowledge construction or group knowledge sharing. Thus, understanding Web-based collaborative learning for knowledge management is a critical issue. The present study is to investigate learners’ attitudes toward Web-based collaborative learning systems. Based on this research, the results of factor analysis show that five attitude factors (system functions, system satisfaction, collaborative activities, learners’ characteristics, and system acceptance) should be examined at the same time when building a Web-based collaborative learning system. The results also provide an acceptance model for understanding users’ behavioral intention of facilitating Web-based collaborative systems.  相似文献   

12.
The purpose of this quasi‐experimental study was to explore how seventh graders in a suburban school in the United States developed argumentation skills and science knowledge in a project‐based learning environment that incorporated a graph‐oriented, computer‐assisted application. A total of 54 students (three classes) comprised this treatment condition and were engaged in a project‐based learning environment that incorporated a graph‐oriented, computer‐assisted application, whereas a total of 57 students (three classes) comprised the control condition and were engaged in a project‐based learning environment without this graph‐oriented, computer‐assisted application. Verbal collaborative argumentation was recorded and the students' post essays were collected. A random effects analysis of variance (ANOVA) was conducted and a significant difference in science knowledge about alternative energies between conditions was observed. A multivariate analysis of variance (MANOVA) was conducted and there was a significant difference in counterargument and rebuttal skills between conditions. A qualitative analysis was conducted to examine how the graph‐oriented, computer‐assisted application supported students' development of argumentation skills and affected the quality of collaborative argumentation. The difference in argumentation structure and quality of argumentation between conditions might explain a difference in science knowledge as well counterargument and rebuttal skills (argumentation) between both conditions. This study concluded that a project‐based learning environment incorporating a graph‐oriented, computer‐assisted application was effective in improving students' science knowledge and developing their scientific argumentation skills.  相似文献   

13.
The purpose of this paper is to investigate students’ attitudes towards the use of information and communication technologies (ICTs) in a reading skills course offered at Middle East Technical University, Ankara, Turkey. To this end, 30 first year students of the foreign language education (FLE) department followed a four-week component of an ICTs-integrated reading skills course. To examine the students’ attitudes towards the course and the new learning environment at the end of the teaching period, an attitude questionnaire was administered and interviews were conducted. The findings indicate that despite the difficulties they faced, the students were satisfied overall with the application of ICTs in their reading course and developed positive attitudes towards online courses.  相似文献   

14.
良好的学习动机对于明确学习目标、端正学习态度、激发学习潜能等方面都起到至关重要的作用. 现有的增强学习动机的策略或单从促进同伴间的互动来考虑, 或单从游戏化教学活动来考虑, 或将这两种措施简单相结合, 均存在局限性. 鉴于此, 本文通过综合考虑同伴互动中的竞争与合作两种模式, 并结合丰富游戏化的机制, 设计了一种新颖的...  相似文献   

15.
This study investigated the effects of trust and constructive controversy on student achievement and attitude in online cooperative learning environments. Students in one university course were randomly assigned to one of the two treatment groups after they took part in a common initial workshop on general cooperative learning skills. The “trust” and the “constructive controversy” groups received subsequent associated skills training. The overall results indicated that after each group received the treatment during online cooperative group activities, the “trust” groups had significantly higher achievement than the “constructive controversy” groups. In addition, the “trust” groups had significantly more positive attitudes toward online cooperative learning than the “constructive controversy” groups. Specifically, using “trust” building strategies was significantly more effective than using “constructive controversy” strategies for improving the ‘openness and sharing’ and ‘acceptance and support’ components of student attitudes in online cooperative learning environments.  相似文献   

16.
This study investigated the effects of a peer feedback tool and a reflection tool on social and cognitive performance during computer supported collaborative learning (CSCL). A CSCL-environment was augmented with a peer feedback tool (Radar) and a reflection tool (Reflector) in order to make group members aware of both their individual and their group behavior. Radar visualizes how group members perceive their own social and cognitive performance and that of their peers during collaboration along five dimensions. Reflector stimulates group members to reflect upon their own performance and the performance of the group. A 2 × 2 factorial between-subjects design was used to examine whether Radar and Reflector would lead to better team development, more group satisfaction, lower levels of group conflict, more positive attitudes toward problem-based collaboration, and a better group product. Results show that groups with Radar perceived their team as being better developed, experienced lower conflict levels, and had a more positive attitude towards collaborative problem solving than groups without Radar. The quality of group products, however, did not differ. The results demonstrate that peer feedback on the social performance of individual group members can enhance the performance and attitudes of a CSCL-group.  相似文献   

17.
The present study addresses the effectiveness of an educational mathematics game for improving proportional reasoning in students from prevocational education. Though in theory game-based learning is promising, research shows that results are ambiguous and that we should look into ways to support game-based learning. The current study explored two factors (i.e., collaboration and competition) that have been associated with motivational and cognitive effects, and have potential to optimize game-based learning. In a fully crossed design, four conditions were examined: collaboration and competition, collaboration control, competition control, and control. It was found that, over all, gameplay did improve students' proportional reasoning skills but that learning effects did not differ between conditions. However, when students’ ability levels were taken into account, an interaction between collaboration and competition was found. For below-average students, the effect of collaboration was modified by competition, showing a negative effect of competition on domain knowledge gains in a collaborative learning situation. In contrast, for above-average students, the data demonstrated a trend that suggests a positive effect of competition on domain knowledge gain in a collaborative learning situation.  相似文献   

18.
在高校中普遍开设的计算机类的通识课程能够有效地提高学习者的操作技能并帮助他们掌握科学研究方法,从而有助于高校学生的创新能力的培养。但是由于此类课程内容较多,学生畏难情绪严重,普通教学方式很难让师生同时沉浸教学之中,不能达到预定的教学目标。对此,通过采用协同学习的方式,促使学生和教师在已有一定知识体系的基础上,兼顾前沿和基础,共同学习,深度探索。实验结果表明,多数学生积极参与协同学习的教学过程,并认为这种教学方式能够提高他们的学习兴趣,支持这种协同学习教学模式。  相似文献   

19.
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision‐based AR learning games. This study investigated factors related to students' engagement – as characterized by flow theory – during a collaborative AR, forensic science mystery game using mobile devices. School Scene Investigators: The Case of the Stolen Score Sheets is a vision‐based AR game played inside the school environment with Quick Response codes. A mixed methods approach was employed with 68 urban middle school students. Data sources included pre‐ and post‐surveys, field observations and group interviews. Results showed that neither gender nor interest in science was an important predictor of variability in flow experience. Gaming attitude uniquely predicted 23% of the variance in flow experience. Student flow experience features included a flash of intensity, a sense of discovery and the desire for higher performance. The findings demonstrated a potential for mobile AR science games to increase science interest and help students learn collaboration skills. Implications for future research concerning mobile AR science games are discussed.  相似文献   

20.
The purpose of this study was to examine the effects of the educational software Frizbi Mathematics 4 on 4th grade student's mathematics achievement, retention, attitudes toward mathematics and attitude toward computer assisted learning. Two groups (experimental and control) of students from the state primary school in Gazimagusa, North Cyprus were used in this study. The control group was taught using a lecture-based traditional instruction and experimental group was taught using educational software, namely Frizbi Mathematics 4. The control group consisted of 26 students while the experimental group consisted of 29 students. The groups were compared on achievement of mathematics, retention, and attitude toward mathematics and computer assisted learning. The study included three units, Multiplication of Natural Numbers, Division of Natural Numbers, and Fractions. Scores on achievement tests were collected three times; at the beginning of the study, immediately after the intervention, and 4 months later. The mathematics attitude scale and computer assisted learning attitude scale were administrated only two times; at the beginning of the study and immediately after the completion of the study. A series of ANOVAs for repeated measures revealed significant difference between the groups on the post achievement tests and attitude scales in favor of experimental group. However, statistically significant differences in favor of the treatment group, on the retention tests were attained on the multiplication and division units but not on fractions. The evidence indicates that Frizbi Mathematics 4 for learning and teaching mathematics at the primary school level in North Cyprus is an effective tool.  相似文献   

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