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1.
The purpose of this study was to develop and validate a multidimensional instrument for college students’ readiness for online learning. Through a confirmatory factor analysis, the Online Learning Readiness Scale (OLRS) was validated in five dimensions: self-directed learning, motivation for learning, computer/Internet self-efficacy, learner control, and online communication self-efficacy. Research data gathered from 1051 college students in five online courses in Taiwan revealed that students’ levels of readiness were high in computer/Internet self-efficacy, motivation for learning, and online communication self-efficacy and were low in learner control and self-directed learning. This study found that gender made no statistical differences in the five OLRS dimensions, but that higher grade (junior and senior) students exhibited significantly greater readiness in the dimensions of self-directed learning, online communication self-efficacy, motivation for learning, and learner control than did lower grade (freshman and sophomore) students.  相似文献   

2.
The concept of laboratories for distance (e-learning) with remotely controlled laboratory set-ups or virtual laboratories with different simulations have an important role in industrial engineering education and training. Although the concept is not new, there are a number of open issues that should be solved. This paper will present the fundamental objectives of learning through distance learning laboratories as well as the special issues connected with these labs, including their effectiveness. Other important questions will be addressed such as pre requests for remote controlled/virtual labs according to different stakeholders, different architectures will be compared and, finally, evaluations and students' feedback will be presented.  相似文献   

3.
This paper presents a methodological approach based on Bayesian Networks for modelling the behaviour of the students of a bachelor course in computers in an Open University that deploys distance educational methods. It describes the structure of the model, its application for modelling the behaviour of student groups in the Informatics Course of the Hellenic Open University, as well as the advantages of the presented method under conditions of uncertainty. The application of this model resulted in promising results as regards both prediction of student behaviour, based on modelled past experience, and assessment (i.e., identification of the reasons that led students to a given ‘current' state). The method presented in this paper offers an effective way to model past experience, which can significantly aid in decision-making regarding the educational procedure. It can also be used for assessment purposes regarding a current state enabling tutors to identify mistakes or bad practices so as to avoid them in the future as well as identify successful practices that are worth repeating. The paper concludes that modelling is feasible and that the presented method is useful especially in cases of large amounts of data that are hard to draw conclusions from without any modelling. It is emphasised that the presented method does not make any predictions and assessments by itself; it is a valuable tool for modelling the educational experience of its user and exploiting the past data or data resulting from its use.  相似文献   

4.
Relatively little of the current research on blended learning (BL) addresses institutional adoption issues. Additional research is needed to guide institutions of higher education in strategically adopting and implementing blended learning on campus. The authors conducted a prior study in which they proposed a framework for institutional BL adoption (Graham, Woodfield, & Harrison, 2012), identifying three stages: (1) awareness/exploration, (2) adoption/early implementation, and (3) mature implementation/growth. The framework also identified key strategy, structure, and support issues universities may address at each stage. The current study applies this adoption framework to 11 U. S. institutions participating in a Next Generation Learning Challenge (NGLC) grant and attempting to transition from an awareness/exploration of BL to the adoption/early implementation phase. The study also compares U.S. institutional strategy, structure, and support approaches to BL adoption and identifies patterns and distinctions.  相似文献   

5.
Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training purposes, by allowing one to circumvent physical, safety, and cost constraints. Unfortunately, EVEs often leave to the user the onus of taking the initiative both in exploring the environment and interacting with its parts. A possible solution to this problem is the exploitation of virtual humans acting as informal coaches or more formal instructors. For example, virtual humans can be employed to show and explain maintenance procedures, allowing learners to receive more practical explanations which are easier to understand. However, virtual humans are rarely used in Web3D EVEs, since the programming effort to develop and re-use them in different environments can be considerable. In this paper, we present a general architecture that allows content creators to easily integrate virtual humans into Web3D EVEs. To test the generality of our solution, we present two practical examples showing how the proposed architecture has been used in different educational contexts.  相似文献   

6.
Web-based education as an alternative to face-to-face teaching is now being extended as an application to higher education. Much effort is undertaken to provide multimedia rich, attractive content to learners. While the use of multimedia technologies has a noticeable effect on students’ learning, so does the selected teaching methodology. Underpinned by the Constructivist approach, problem-based learning is one of the methods that could be applied in web-based learning environments. The current study investigates the effects of problem-based learning on students’ classroom community perceptions and their achievement. It focuses on the tertiary level course “Introduction to Computers” offered by the Department of Business Administration of the Distance Education Program at a higher education institution in Turkey. The results indicated that students who worked on problem-based projects felt much more ‘connected’ to other class members when compared to the control group. They achieved higher scores in the post-tests although their online midterm and final examination scores did not indicate any difference between the groups.  相似文献   

7.
We chronicle—in both an historical and bibliographic framework—the discussion of rhetorics of empowerment and disempowerment throughout the last 15 years, and we also examine the promises and perils of current trends in online teaching and learning, with a special emphasis on the role of universities in promoting distance education. This article addresses the question cui bono?, or who benefits, from the rush to technologize teaching and learning? We address the extent to which the continued rush to technologize teaching and learning is a perilous return to a rhetoric of empowerment that as compositionists we must continue to interrogate critically; we question how, in an era of 24/7 learning, students may or may not benefit and also how teachers may lose out, based on the increased workload and course management surrounding online learning.  相似文献   

8.
The main idea behind this study was to explore the educational potential of multimedia blogging for academic disciplines such as Physical Education (PE) that are not heavily based on written discourse and where multiple representations are important in learning. A class blog was utilized as a means for PE students to reflect on and showcase their performances of four specific basketball skills, through creating multimedia posts on these skills and receiving comments from their instructors, peers and an external expert. The effectiveness of multimedia blogging was evaluated, in terms of the acquisition of knowledge of the specific basketball skills and the self-efficacy in Information and Communication Technologies (ICT), as compared to that of an equivalent multimedia website which lacked the blogging component. Students’ responses to the blogging activity were also investigated. The sample were 70 undergraduate PE students who were assigned to two groups, one of which used the class blog (Group A, N = 35) and the other one the website (Group B, N = 35), both for 11 weeks. The study followed a pretest/posttest experimental design, taking before and after measurements of each group through written questionnaires. Participation in the blogging activity did have a positive impact on students’ ICT self-efficacy, given that Group A students exhibited significant gains in Internet self-efficacy as well as in multimedia processing and blogging self-efficacy, whereas those of Group B did not. Students’ responses to the blogging activity were also positive. However, within both groups no significant increase was found in students’ knowledge of the basketball skills. The implications of the findings for higher education and future research are discussed.  相似文献   

9.
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   

10.
Distance education (DE) programs at many universities have been initiated to generate new efficiencies for the academic process, particularly cost efficiency and pedagogical efficiency. In writing studies, this move toward digitally mediated instruction has, in some classrooms, recreated practices that resonate with the pedagogy that resulted from Current-Traditional Rhetoric (CTR). Thus, a trace of distance education's and composition studies’ parallel narratives demonstrates that writing studies has already addressed some of the questions (and concerns) that online writing instruction raises. By specifically focusing on the tensions created by negotiating cost efficiencies and pedagogical efficiencies with communication efficiencies and medium efficiencies, we interrogate current administrative decisions as well their pedagogical outcomes. We conclude by proposing strategies for rearticulating future narratives about online writing instruction in potentially productive ways.  相似文献   

11.
Join a Meetup Group” (face-to-face study group) has been propagated by Coursera to build rapport and provide mutual support among MOOC learners; however, studies remain scant regarding its effectiveness and sustainability. This interpretive case study documents our facilitation process, key influential factors, as well as student perceived gains in a six-week MOOC study group. Data sources include discussion recordings, end-of-course interviews, goal setting sheets, weekly reflection journals, and researchers' observation notes. Results showed that, cognitively, participants broadened their perspective of thinking, raised cultural awareness, and shared many learning strategies. Affectively, they established a strong sense of community and gained motivation for learning. Participants also increased action tendencies toward trying out Coursera functions, new courses, and learning strategies, and they became more cognizant of the benefits and procedures of the MOOC study group. Our findings suggest that, with proper design and facilitation, face-to-face study group would be a practicable and effective approach to leverage MOOC students' motivation, engagement, and deeper learning. Implications are discussed in terms of potential gains, challenges, key influential factors, as well as future design and implementation of MOOC study groups.  相似文献   

12.
Three years of graduating business honors cohorts in a large urban university were sampled to determine whether the introduction of ubiquitous laptop computers into the honors program contributed to student achievement, student satisfaction and constructivist teaching activities. The first year cohort consisted of honors students who did not have laptops; the second and third year cohorts were given laptops by the University. The honors students found that their honors classrooms were statistically significantly more constructivist than their traditional (non-honors) classroom. The introduction of laptop computing to honors students and their faculty did not increase the level of constructivist activities in the honors classrooms. Laptop computing did not statistically improve student achievement as measured by GPA. Honors students with laptops reported statistically significantly less satisfaction with their education compared to honors students with no laptops.  相似文献   

13.
In spite of benefits surrounding distance education programs, many online writing courses suffer from low student completion rates. Student retention has been identified as a concern in a number of studies of online education. We extend this discussion by examining the relationship of assessment of student work to retention, and comparing the grades students receive in online and face-to-face undergraduate writing courses. Our data point to what we call the “thrive or dive” phenomenon for student performance in online writing courses, which describes the disproportionately high percentage of students who fail or do not complete online courses compared to conventional, face-to-face courses. We extend this discussion on challenges related to student retention and propose instructional approaches for online learning that include the interpersonal accountability between teachers and students, as well as the institutional commitment necessary to ensure that students can succeed in online writing courses and programs.  相似文献   

14.
Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet reproduction of reality may surpass what is needed to encourage feelings of presence. Simultaneously, too high an abstraction level may change participants’ attitudes in relation to the core learning goals. This quantitative study examined the relationship between level of environment abstraction, within a virtual space, and feelings of presence for business negotiation role playing. Negotiation values were also measured, in relation to environment abstraction. Two levels of virtual space abstraction were implemented, through the open source software Open Wonderland, where class lectures and student driven negotiation role playing took place over a semester. Results indicated a high abstract environment reduced feelings of presence compared to a low abstract environment, even when the low abstract level was not realistic but rather employing a metaphor related to instructional goals. The values students used in negotiation across the two abstraction levels exhibited no difference, indicating the fundamental approach to negotiating was not related to the virtual environment design.  相似文献   

15.
Flexible teaching and learning and the ‘flipped classroom’ are current buzzwords in higher education in Australia and elsewhere in the world. They are reflections of the progressive change in higher education over the last few decades towards more student-and learning centred pedagogies and practices, which are made possible through new technologies and more delivery of online and blended (combination of face-to-face and online components) courses. The increasing personalising and flexibility of learning in higher education requires equal attention spent to assessment practices to ensure a cohesive learning experience. This paper provides the findings and conclusions of a study about a flipped classroom, which also included flexible assessment components. The study showed that students enjoy and are more engaged in a flipped classroom, prefer a blended learning to a fully online learning approach, want and require clear structure and guidelines, and strongly value flexible assessment through more choices and control. The main concern of higher education teachers is the time commitment and lack of institutional support for flipping classrooms and providing flexible assessment. It is argued that personalising learning requires more personalising of assessment, and that it is mainly the responsibility of teachers and institutions to develop ‘flexible students’.  相似文献   

16.
In this article, I argue that recent initiatives concerning the use of computer-mediated instruction to improve writing skills in large lecture classes often work to undermine the professional status of composition teachers in North American universities. I trace the use of computer-assisted instruction, specifically distance-education initiatives. To further the cause of a just implementation of CAI, I discuss recent contractual language and explore the current practice of hiring computers and writing specialists into nontenurable staff positions. I posit that writing program administrators need to fight for stable, long-term positions for faculty who teach with computers and within computer-mediated spaces. I also argue that compositionists must seek to regulate and control the ownership of their intellectual property and course materials.  相似文献   

17.
In this paper I trace the history of software engineering education and focus on some of the key players. I highlight what has been accomplished in degree programs and curricula, conferences and working groups, professionalism, certification, and industry-university collaboration. I also look at the challenges that lie ahead—the global reach of education, new delivery mechanisms, new professional efforts, and the need to engage in leadership in software engineering education. What new approaches should be considered? How can we educators maintain our vitality? How can we best nurture new educators and encourage others to join our profession?  相似文献   

18.
Distance learning is different from regular learning in the classroom. One of the main factors which influence the effectiveness of the learning process is the interaction that exists between the teacher and the student. Our research indicates that different interactions have different effects.  相似文献   

19.
The purpose of this study was to investigate students' learning styles in relation to their acceptance and attitudes towards using Second Life (SL) as a supporting tool for learning in higher education. A total of 32 undergraduate students taking a course called 'Digital Imaging' participated in the study. The participants were first asked to design their own graphics using a range of digital imaging techniques. They were then asked to share the artwork with peers in SL for discussion and conduct a formal presentation as a professional designer on their design in SL. The Index of Learning Styles (ILS) developed by Felder and Soloman (1994) and the Views about SL questionnaire (VSLQ) designed by the author were used to measure participants' learning styles as well as their acceptance and attitudes towards SL, respectively. Quantitative results derived from the questionnaires were validated by qualitative data collected from a follow-up interview with a sample of participants. Major findings from the study indicate that active learners mostly valued the ease of use and usefulness of SL whereas verbal students were mostly satisfied with the communication and identity features in SL. Besides, the study also identified some practical problems with the use of SL in education including insufficient teaching and learning time, limited mode of communication with instructor and inadequate equipment for running SL.  相似文献   

20.
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. The study also investigated potential gender differences in the game’s learning effectiveness and motivational appeal. The sample was 88 students, who were randomly assigned to two groups, one of which used the gaming application (Group A, N = 47) and the other one the non-gaming one (Group B, N = 41). A Computer Memory Knowledge Test (CMKT) was used as the pretest and posttest. Students were also observed during the interventions. Furthermore, after the interventions, students’ views on the application they had used were elicited through a feedback questionnaire. Data analyses showed that the gaming approach was both more effective in promoting students’ knowledge of computer memory concepts and more motivational than the non-gaming approach. Despite boys’ greater involvement with, liking of and experience in computer gaming, and their greater initial computer memory knowledge, the learning gains that boys and girls achieved through the use of the game did not differ significantly, and the game was found to be equally motivational for boys and girls. The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students’ gender.  相似文献   

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