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1.
The history of science education reform has been fundamentally centered around science curriculum development and implementation. The advent of mobile technologies has necessitated a re-examination of how students could better learn science through these 21st century tools. Conventional teaching materials may not prepare students to learn the inquiry way and to become self-directed and social learners who could learn “everywhere and all the time (seamlessly)” using mobile technologies. This paper is based on our first year of work in our mobile learning research project in transforming primary three science lessons into a “mobilized” curriculum for a classroom context in which students routinely use mobile technologies. Using an exemplar fungi topic, we discuss our approach as well as experiences in deconstructing and reconstructing an existing curriculum through a co-design approach with teachers in a Singapore local school. In doing so, we make a contribution to the methodology for developing mobilized science curricula for in-class learning that also extends to out-of-class learning.  相似文献   

2.
现今信息技术高速发展,信息技术课堂教学也随着信息技术而不断进行改革与创新。加强信息技术课堂有效教学,促进学生进行有效学习,提高教师课堂教学效果和学生课堂学习效率已经成为教育重点关注的问题。本文结合学科特点和教学实践,探讨了在新的课程要求下如何采用恰当的教学方法进行有效教学,并建立一种以学生发展为中心、对学生起激励作用的教学评价方式,以达到全面提升学生信息素养的教学目标。  相似文献   

3.
李蓉  周维柏 《计算机时代》2014,(4):47-48,51
信息科技的飞速发展使得以往单一的教学方式与技巧无法满足现代教育的需要,混合式创意教学法应运而生。混合式教学将传统教学与科技结合,使教学突破时间、空间与距离的限制,弥补了传统教学的缺点。探讨了混合式创意教学模式在VB程序设计课程教学中的应用,根据学科与专业构建不同的课程体系,将网络教学与课堂教学混合,教学案例与专业混合;教学评价采取多元化评测手段,从在线课程讨论、课程提问、出勤及期末考核等方面进行考核评定。  相似文献   

4.
Technology integration in K-12 classrooms is usually overly teacher-centered and has insufficient impact on students' learning, especially in enhancing students' higher-order cognitive skills. The purpose of this project is to facilitate science teachers' use of information and communication technologies (ICTs) as cognitive tools to shift their practices from traditional teacher-centered methods to constructivist, student-centered ones. This paper describes the outcomes and lessons learned from an application of design-based research (DBR) in the implementation and refinement of a teacher professional development (PD) program that is a key component of the overall project. This DBR study involved 25 middle-school science teachers from 24 schools whose implementation of cognitive tools with their students in science classrooms and virtually through a social networking site were observed over four years. A mixed-methodology was utilized to examine the impact of the cognitive tools intervention on teachers' classroom practices and students' development of new literacy skills. Identifying reusable design principles related to technology integration was another focus of the DBR study. The results revealed teachers' positive changes in their classroom practices by gradually allowing students to take control over the use of technology, and positive impact on students' ICT skills and science learning. Design principles for future professional development programs aimed at preparing teachers to adopt a cognitive tools approach are described.  相似文献   

5.
Drawing on socio‐cultural theory, this paper describes how teams of teachers and researchers have developed ways of embedding information and communications technology (ICT) into everyday classroom practices to enhance learning. The focus is on teaching and learning across a range of subjects: English, history, geography, mathematics, modern foreign languages, music and science. The influence of young people's out‐of‐school uses of ICT on in‐school learning is discussed. The creative tension between idiosyncratic and institutional knowledge construction is emphasised and we argue that this is exacerbated by the use of ICT in the classroom.  相似文献   

6.
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   

7.
Abstract The key research question for this study was to ask whether or not innovative teaching practices would lead to the development of learning outcomes essential for preparing the younger generation for the challenges of life in the knowledge society of the 21st century, and if so, how are the pedagogical features related to the different learning outcomes. Preliminary analyses of the case study data collected from the SITES M2 Study in Hong Kong reveal that where the development of more significant learning gains were observed, the cases possess characteristics additional to the criteria defined in the Study for selection of innovation. More importantly, it was found that the impact of the pedagogical practices was not determined simply by the aggregation of characteristics of the practices per se , nor on the technologies used, but on whether 'empowerment' permeates the curriculum goal and process. Further, this paper claims that these affective and socio-cognitive learning outcomes are more important as preparation for lifelong learning in the 21st century than 'knowledge management competencies'.  相似文献   

8.
《Computers & Graphics》1996,20(1):177-180
Student learning and the depth of the student's knowledge increase when active and group learning methods are employed in the classroom. Group learning has the additional benefit of preparing students for professional environments. Active and group learning strategies are discussed in general computer science course work and as applicable in the graphics class. Difficulties with active learning and techniques for dealing with these are also presented.  相似文献   

9.
Developing children as successful learners is a key aim of A Curriculum for Excellence in Scotland. This paper presents qualitative results from an eight week exploratory field study in which a class of ten year olds made their own computer games. The analysis focuses on the development of aspects of successful learning as identified in the curriculum: enthusiasm and motivation for learning, determination to reach high standards of achievement, independent and group learning, and linking and applying learning in new situations. As teachers have an important role in facilitating and supporting learners as they use technology, the paper concludes with a discussion of implications for classroom practice.  相似文献   

10.
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   

11.
Design principles emerging from the cognitive theory of multimedia learning can be applied to engage cognitive processing, and teaching methods that have evolved from variation theory can encourage thinking through comparisons in mathematics education. Applying these principles and teaching methods in designing digital material should be a sound proposition. However, there is a disconnection between research in digital educational material and classroom practices. Teachers often have doubts about the effectiveness of the materials. Thus, this paper presents a design-based research of developing a digital material for algebra concept learning. We collaborated with two experienced teachers and a subject expert from a university, and designed some digital learning material that was presented to 68 students through an iterative redesign development cycle; the effectiveness of the final product was tested on another group of 66 students the following year. Characteristics of an optimal design generated from the data collected are presented in this paper. The characteristics may have useful practical implications for instructional designers and teachers and contribute to improvements in the design of digital learning materials.  相似文献   

12.
ABSTRACT

In recent years, the application of technological innovation in higher education has become more and more widely spread, and technological innovation has been improving the level of education. In the research of higher education with innovation technology, one of the main focuses is on the dynamic data which can lay a foundation for the analysis of educational activities by learning analytics. The dynamic data created by technological innovation will become the key basis for analytical research and development in higher education. The methods and analysis results of learning analytics will directly affect decision-making and strategy about higher education. In this paper, we use bibliometric and visualisation methods to review the literature, in order to highlight the development of learning analytics in higher education. Using bibliometric analysis, our study depicts the development process of the main methods used in learning analytics, and summarises the current situation in this field, which increases the level of understanding provided by those studies. Finally, we summarise the research hotspots and study trends, which will be useful for future study in this field.  相似文献   

13.
A common computer-based collaborative learning approach is to simply introduce contemporary computermediated communication technology into the classroom to support prescribed learning activities. This approach assumes that all students collaborate in similar ways and that presentday technology is sufficient to accommodate all collaboration forms. This view is superficial and limiting. Students collaborate in different ways at different levels on different learning activities. A more detailed articulation of collaboration in learning is crucial to understanding and extending the pedagogical capabilities and usefulness of collaborative technologies. A model is presented for a more finely articulated form of analysis that enumerates types of collaborative learning activities and evaluates how these activities may be supported through different design options. The analysis is based on actual classroom scenarios and the collaboration requirements that emerge from them. The authors have successfully applied this analysis model in the design of a computer-based collaborative learning environment for science education.  相似文献   

14.
Pratibha Jolly 《AI & Society》2002,16(1-2):148-162
We describe our attempts at curriculum development at the undergraduate level working within the constraints of a large traditional university system. Curriculum reform is described as a three-step process of product innovation, accommodation and assimilation. In a dual-pronged strategy, students are constructively engaged, first, in investigative projects and assigned specific tasks, giving them a flavour of creative research, and, second, in development of curricular products. The process of transfer of pedagogic innovations into the formal classroom is enhanced by a teacher training programme that aims to provide experiential learning of research-based innovative teaching practices, catalyse a process of reflection through classroom research and establish a collaborative network of teachers.  相似文献   

15.
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting curriculum materials. The curriculum unit was designed to provide multiple avenues for teachers to adjust and modify materials and implementation plans based on their unique classroom goals and environments. To understand how individual teachers use, conceptualize, and reflect upon the MBt unit and its implementation, we conducted three case studies, including classroom observations and teacher interviews. Findings include many similarities among teachers including adaptation of activities to classroom norms and practices, high value placed on quality curricular resources and support, advantage of the game to provide experiences that are normally out of reach for students, and concerns about effective use of time. Unique features of different teachers revealed implications for design and professional development for game-based curricula. For example, the study revealed that teachers need support to integrate and make explicit connections between the game and supporting curriculum materials.  相似文献   

16.
hapTEL, an interdisciplinary project funded by two UK research councils from 2007 to 2011, involves a large interdisciplinary team (with undergraduate and post-graduate student participants) which has been developing and evaluating a virtual learning system within an HE healthcare education setting, working on three overlapping strands. Strand 1 involves the technical development and evaluation of the hapTEL workstation which simulates clinical conditions for dental training including haptics (sense of touch). Strand 2 involves examining the traditional undergraduate curriculum and how this could benefit from the use of haptics. Strand 3 is concerned with the educational evaluation of the impact of the work carried out within Strands 1 and 2. Two theoretical frameworks (Entwistle, (1987) and Webb and Cox (2004)) have been used to identify as many factors as possible which could affect the impact of Technology Enhanced Learning (TEL) on the quality of the learning achieved. These frameworks have formed a foundation for measuring the impact of TEL on curriculum change, teachers’ pedagogical practices, students’ learning and on institutional practices. A range of quantitative and qualitative methods were designed, piloted and evaluated in order to measure the impact of TEL on teaching and learning; and to have a rich and robust data set which also addresses the variables in the frameworks. The results from using these frameworks show that institutional and departmental factors should be considered when evaluating the impact of TEL in higher education and that these had a major influence on the design and curriculum integration of the hapTEL systems. We have also shown that by involving the end users from the beginning enabled not only an enhancement of the students’ learning experiences but also a modification to the traditional curriculum itself and the successful integration of TEL within a very traditional undergraduate higher education dental curriculum. The conclusions from this paper confirm earlier reviews of researching TEL that technology integration is extremely complex and the related research requires a comprehensive approach of both quantitative and qualitative methods if one is to take account of the range of variables identified by theoretical frameworks. Finally, repeating the range of empirical investigations for a second year enables researchers to validate the effectiveness of the methods used in the initial year and thereby maximise the reliability and generalisability of the research outcomes.  相似文献   

17.
Studying teacher enactment of an innovation helps us understand the process of effective spread of a curricular innovation to teachers who have differing levels of content readiness, pedagogical orientations, teaching competency, different student profiles, and professional development experiences. Towards this, we explore how different teachers in the same grade level appropriated a common science curriculum enabled by mobile technologies in their classrooms. The innovative science curriculum: Mobilized 5E (Engage–Explore–Explain–Elaborate–Evaluate) Science Curriculum was developed through an iterative cycle of design-based research. As curriculum designs were not self-sufficient by themselves, the enactments of the teachers differed in how they leveraged on students' artifacts, how they integrated the technology into the class, the ways in which they interacted with the students, and how they scaffolded students' activities in a mobile learning setting. In this study, the teachers' enactments of mobilized 5E lessons were observed, analyzed and compared, with the aim of exploring the differences of lesson enactment amongst them. The results showed that teachers' different pedagogical orientations affected their instructions, especially their ways of technology integration in the class, and their patterns of interactions with the students. Based on the exploration of the teacher enactment of the mobilized 5E curriculum, implications are drawn concerning the implementation of innovative curricula implementation and the supports for teacher professional development of such innovation with the ultimate purpose of sustaining and scaling.  相似文献   

18.

A common computer-based collaborative learning approach is to simply introduce contemporary computermediated communication technology into the classroom to support prescribed learning activities. This approach assumes that all students collaborate in similar ways and that presentday technology is sufficient to accommodate all collaboration forms. This view is superficial and limiting. Students collaborate in different ways at different levels on different learning activities. A more detailed articulation of collaboration in learning is crucial to understanding and extending the pedagogical capabilities and usefulness of collaborative technologies. A model is presented for a more finely articulated form of analysis that enumerates types of collaborative learning activities and evaluates how these activities may be supported through different design options. The analysis is based on actual classroom scenarios and the collaboration requirements that emerge from them. The authors have successfully applied this analysis model in the design of a computer-based collaborative learning environment for science education.  相似文献   

19.
Designing interactive learning environments   总被引:1,自引:0,他引:1  
Abstract As computers become more prominent in classroom instruction their modes of use are extending, for example as surrogate teachers in tutoring or as curriculum enrichment in simulation applications where students are more investigative in their learning methods. However, within the classroom such programs often have effects and are used in ways that were not always anticipated by their designers. This argues for computer assisted learning (CAL) environments in which the software is interactive but is able to adapt to different styles of learning and teaching. This paper argues for and describes the design principles of such environments, taking as illustration an application in the fraction domain. Following its implementation, initial evaluation data taken from school-children showed marked performance improvements, and indicated how design features of the system ( FRACTIONLAB ) contributed to their understanding.  相似文献   

20.
This study incorporates the 5E learning cycle strategy to design and develop Sharable Content Object Reference Model‐conformant materials for elementary science education. The 5E learning cycle that supports the constructivist approach has been widely applied in science education. The strategy consists of five phases: engagement, exploration, explanation, elaboration and evaluation. It has potential value for creating effective science e‐learning materials. This study implemented the participatory design (PD) method to investigate the possibility of applying the 5E model to science e‐learning materials. PD is an approach that understands knowledge by doing and focuses on collaborating with the intended users rather than designing ‘for’ them. In this study, researchers, designers and elementary science teachers cooperated at all stages of the design process (including explanation, analysis and decision making). The issues to be dealt with in this study included instructional designs based on the 5E model, techniques or specifications of e‐learning, learning objects, metadata and procedures. The results of this study provided concrete recommendations for how to incorporate the 5E learning cycle and how to develop effective e‐learning materials for elementary science instruction.  相似文献   

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