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1.
《Computers in human behavior》2001,17(5-6):465-480
Learning to collaborate is an important educational goal. The concept of collaborative learning is differently defined by several authors. Problem solving and problem-based learning are also important in our educational framework. We shall situate and clarify here the instructional design concepts used in an educational setting based on a “collaborative and problem based learning environment” applied to educational robotics. Educational robotics activities are developed at several school levels (primary, secondary) and in adults' training contexts. The instructional design of such learning activities is based on a constructivist approach of learning. Their educational objectives are varied. In our approach, the goal is not only that the learners acquire specific skills (e.g. knowledge on electricity, electronics, robotics…), but also and mainly demultiplicative, strategic and dynamic skills. The methodology focuses on collaboration to design and develop common projects and on problem solving skills development. The pupils work in small groups (2–4). In the reported research, some learners' interactions have been observed during the activity in a primary school with an observation grid. The analysis of the verbalisations between the learners and their actions on the computers, and the robotics materials coming from those observations offer the opportunity to study the way the learners are collaborating.  相似文献   

2.
Abstract Recent educational computer‐based technologies have offered promising lines of research that promote social constructivist learning goals, develop skills required to operate in a knowledge‐based economy ( Roschelle et al. 2000 ), and enable more authentic science‐like problem‐solving. In our research programme, we have been interested in combining these aims for curricular reform in school science by developing innovative and progressive hand‐held and wearable computational learning tools. This paper reports on one such line of research in which the learning outcomes of two distinct technological platforms (wearable computers and Palm hand‐helds) are compared using the same pedagogical strategy of Participatory Simulations. Participatory Simulations use small wearable or hand‐held computers to engage participants in simulations that enable inquiry and experimentation ( Colella 2000 ) allowing students to act out the simulation themselves. The study showed that the newer and more easily distributable version of Participatory Simulations on Palms was equally as capable as the original Tag‐based simulations in engaging students collaboratively in a complex problem‐solving task. We feel that this robust and inexpensive technology holds great promise for promoting collaborative learning as teachers struggle to find authentic ways to integrate technology into the classroom in addition to engaging and motivating students to learn science.  相似文献   

3.
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   

4.
During the past 2 years a conscious effort has been made to broaden the horizons of students participating in final year geotechnical courses at Queen Mary College through the use of both micro-computers and the Faculty of Engineering Computer Assisted Teaching Unit, CATU. Within the context of geotechnical engineering the students have been exposed to a range of purpose produced software to encourage and improve their true problem solving abilities, rather than their arithmetic. (Much engineering design work, at student level, has in the past tended to involve a disproportionate amount of arithmetic in order to obtain an answer, to the detriment of real engineering design skills.) In addition they have been encouraged, through small research projects, to help in the development of software for straightforward problem solving, but more importantly introduced to real time applications in the sophisticated monitoring of laboratory experiments and the use of engineering databases as the foundation to expert systems. Particular emphasis has been placed upon the need for friendly and fail-safe user interfaces, and the difference between interrogative and true interactive programs, with a major emphasis on the exploitation of the potential offered by computers in the field of geotechnics. In this manner the machine and associated software is seen as a most powerful tool in the solution (and the learning process) of geotechnical engineering problems, rather than in the abstract world of computing and computerisation for its own sake.In this paper the various software applications and associated work are described briefly with most attention focused on the evaluation of the benefits derived from the use of the computer in the learning process and, perhaps more important, the mistakes and misconceptions (on the part of the teachers) that became apparent as the students used the software. Methods adopted to remedy the latter problem are also discussed.  相似文献   

5.
Two hundred and thirty three 15-year old students conducted experiments within a computer-based learning environment. They were provided with different goals according to an experimental 2 × 2 design with goal specificity (nonspecific goals versus specific goals) and goal type (problem solving goals versus learning goals) as factors. We replicated the findings of other researchers that nonspecific problem solving goals lead to lower cognitive load and better learning than specific problem solving goals. For learning goals, however, we observed this goal specificity effect only on cognitive load but not on learning outcome. Results indicate that the goal specificity affects the element interactivity of a task and cognitive load with both, problem solving goals or learning goals. But differences in overall cognitive load are not sufficient for explaining differences in learning outcome. Additionally, differences in strategy use come into play. Specific problem solving goals seem to restrict students to use a problem solving strategy whereas nonspecific problem solving goals or learning goals allow students to use a learning strategy. We conclude that in order to foster learning, students must be provided with goals that allow them to use a learning strategy. Additionally, providing them with nonspecific goals decreases cognitive load and, thus, enables students to learn with less effort.  相似文献   

6.
According to many authors, neural networks and adaptive expert systems may provide the foundations of sixth-generation computers. Neural networks use lower hardware-like concepts and they are based on continuous and numeric type computation. On the other hand, adaptive expert systems use inference rules and perform high-level symbolic computations. the approaches may seem to be totally different, but they do exhibit similar properties: learning, flexibility, parallel search, generalization, and association. This article takes up the problem of the design of a common model for neural networks and adaptive expert systems. For this purpose the Calculus of Self-Modifiable Algorithms, a general tool for problem solving, is used. This joint approach to expert systems and neural networks emphasize their analogies, rather than their differences. © 1993 John Wiley & Sons, Inc.  相似文献   

7.
Abstract In the majority of British primary schools, children use the computer in groups of two or three. This is partly due to the lack of resources, that is, most classrooms still only have one or two computers to share between around 30 children. Groupwork on computers is also justified for pedagogic reasons. Previous research comparing children working in groups or alone has revealed an advantage for children working in groups although the work undertaken has generally been problem solving tasks. This investigation examined the performance of pairs and individual 6-year old children on a drill and practice program using a pre-test, intervention, post-test design. In comparison to the problem solving evidence, individuals were found to have a significant advantage over pairs during the computer-based task.  相似文献   

8.
Researchers have indicated that the collaborative problem‐solving space afforded by the collaborative systems significantly impact the problem‐solving process. However, recent investigations into collaborative simulations, which allow a group of students to jointly manipulate a problem in a shared problem space, have yielded divergent results regarding their effects on collaborative learning. Hence, this study analysed how students solved a physics problem using individual‐based and collaborative simulations to understand their effects on science learning. Multiple data sources including group discourse, problem‐solving activities, learning test scores, and questionnaire feedback were analysed. Lag sequential analysis on the data found that students using the two simulations collaborated with peers to solve the problem in significantly different patterns. The students using the collaborative simulations demonstrated active engagement in the collaborative activity; however, they did not transform discussions into workable problem‐solving activities. The students using the individual‐based simulation showed a lower level of collaboration engagement, starting with individual exploration of the problem with the simulation, followed by group reflection. The two groups also showed significant differences in their learning test scores. The findings and pedagogical suggestions are discussed in the hope of addressing critical activity design issues in using computer simulations for facilitating collaborative learning.  相似文献   

9.
Introducing engineering into precollege classroom settings has the potential to facilitate learning of science, technology, engineering, and mathematics (STEM) concepts and to increase interest in STEM careers. Successful engineering design projects in secondary schools require extensive support for both teachers and students. Computer-based learning environments can support both teachers and students to implement and learn from engineering design projects. However, there is a dearth of empirical research on how engineering approaches can augment learning in authentic K-12 settings. This paper presents research on the development and pilot testing of WISEngineering, a new web-based engineering design learning environment. Three middle school units were developed using a knowledge integration learning perspective and a scaffolded, informed engineering approach with the goal of improving understanding of standards-based mathematical concepts and engineering ideas. Seventh grade math students from two teachers in a socioeconomically diverse and low-performing district participated in three WISEngineering units over the course of a semester. Students significantly improved their mathematical scores from pretest to posttest for all three projects and on state standardized tests. Student, teacher, and administrator interviews reveal that WISEngineering projects promoted collaboration, tolerance, and development of pro-social skills among at-risk youth. Results demonstrate that informed engineering design projects facilitated through the WISEngineering computer-based environment can help students learn Common Core mathematical concepts and principles. Additionally, results suggest that WISEngineering projects can be particularly beneficial for at-risk and diverse student populations.  相似文献   

10.
Why has technology become prevalent in science education without fundamentally improving test scores or student attitudes? We claim that the core of the problem is how technology is being used. Technologies such as simulations are currently not used to their full potential. For instance, physiology simulations often follow textbooks by sequentially exposing individual systems such as the circulatory and respiratory systems one at a time, leaving out essential comprehension of system interactions. Moreover, the standard computer lab hides students behind large monitors and ignores the social aspect of learning. We have created a new kind of infrastructure, called Collective Simulations to provide engaging inquiry-based science learning modules that uniquely combine social learning pedagogies with distributed simulation technology. This infrastructure creates immersive learning experiences based on wirelessly connected computers and enables radically different classroom learning experiences that engage students and teachers simultaneously. Collective Simulations allow students to learn about the intricacies of interdependent complex systems by engaging in discourse with other students and teachers. As part of our Mr. Vetro Collective Simulation, students learn about physiology through technology-enhanced role-play. Each group controls physiological variables of a single organ on their computer. A central simulation gathers all the data and projects the composite view of a human. In an example activity, the heart and lung teams collaborate to adjust parameters and reach homeostasis. Results from formal evaluation studies demonstrate a positive impact on scientific inquiry, student learning, and students’ interest in personal health issues. This article describes Mr. Vetro and its underlying architecture and presents the evaluation results.  相似文献   

11.
大学生创新计划师生协作资源池建设   总被引:2,自引:0,他引:2  
本文围绕着目前大学生创新计划项目,为参与项目的指导教师和学生提出协作平台和资源共享环境的协作资源池系统。并提出大学生创新计划师生协作机制,阐述了大学生创新计划师生协作资源池的体系架构及其工作模式。  相似文献   

12.
Computer technologies develop at a challenging fast pace. Formal education should not only teach students basic computer skills to meet current computer needs, but also foster student development of informal learning ability for a lifelong learning process. On the other hand, students growing up in the digital world are often more skilled with computer technologies than their teachers. We describe an online course design project in which a group of students designed an online health course for their middle school, and teachers played the roles of facilitators and learners. We suggest fostering an informal learning community of computer technologies at school as a supplemental method of formal computer education to address the shift in educational context and as a place offering opportunities for students to work on real-life projects and solve real-life problems.  相似文献   

13.
Intelligent tutoring and personalization are considered as the two most important factors in the research of learning systems and environments. An effective tool that can be used to improve problem‐solving ability is an Intelligent Tutoring System which is capable of mimicking a human tutor's actions in implementing a one‐to‐one personalized and adaptive teaching. In this paper, a novel Flowchart‐based Intelligent Tutoring System (FITS) is proposed benefiting from Bayesian networks for the process of decision making so as to aid students in problem‐solving activities and learning computer programming. FITS not only takes full advantage of Bayesian networks, but also benefits from a multi‐agent system using an automatic text‐to‐flowchart conversion approach for engaging novice programmers in flowchart development with the aim of improving their problem‐solving skills. In the end, in order to investigate the efficacy of FITS in problem‐solving ability acquisition, a quasi‐experimental design was adopted by this research. According to the results, students in the FITS group experienced better improvement in their problem‐solving abilities than those in the control group. Moreover, with regard to the improvement of a user's problem‐solving ability, FITS has shown to be considerably effective for students with different levels of prior knowledge, especially for those with a lower level of prior knowledge.  相似文献   

14.
Problem-based learning (PBL) is an instructional approach that is organized around the investigation and resolution of problems. Problems are neither uniform nor similar. 11 and 12 in his design theory of problem solving has categorized problems into two broad types – well-structured and ill-structured. He has also described a host of mediating skills that impact problem solving outcomes. The thrust of this paper rests in the argument that the basis of these mediating skills is information search literacy and particularly, in view of the utility of the Internet as an informational repository, effective information searching skills. This study was an investigation of how different Internet information seeking strategies can be used to engage in problem solving. A conceptual framework that explains how different Internet information searching strategies can be employed in successfully solving well and ill-structured problems was devised and empirically tested. The research site was a newly established polytechnic in Singapore that employs problem-based learning to support its curricular implementation. The sample population of students came from a class of 25 first-year students. The research findings of this study inform that information searching skills indeed play an important role in problem solving. The findings affirm the need for students to be systematically instructed in the skills of information searching to be able to accomplish problem solving. The information searching necessary for solving well-structured problems is constrained and readily manageable. Thus, students only have to be acquainted with fundamental information searching skills to solve well-structured problems. On the other hand, the information needs of ill-structured problems are usually complex, multi-disciplinary and expansive. Hence, students have to be trained to apply a more advanced set of information searching skills in resolving ill-structured problems.  相似文献   

15.
Database design and use has educational interest for utilitarian and learning reasons. Database technology has significant economic impact and the demand for database design cannot be covered by the existent educated experts. Furthermore, the database management systems available at schools could be used for the design and implementation of high quality learning activities. Databases are general purpose modeling environments that enable problem solving using conceptual frameworks closer to the solver and the problem than the machine architecture. Databases design introduction in the curricula of secondary education programs raises educational research questions. Research questions concern the didactics of the subject as well as the value of database design based learning activities. In this paper, we present some of the more significant findings of an action research concerning the database design in secondary education. Research questions concern the ideas of students about databases and their difficulties during database design. Data, collected using a variety of research activities, are analyzed and discussed and teaching strategies are proposed.  相似文献   

16.
为了弥补制图课教学缺少面向学生创新能力培养的实践环节,在教学中引入了研究型小课题。在“截切”和“相贯”的教学环节中设计了4个具有一定开放性的研究型小课题,要求学生自主提出研究思路,完成理论分析、模型制作和答辩交流等环节。讨论了小课题的设计原则、实施过程和评价机制。研究型小课题的实施既培养了学生的动手能力,又增强了学生的创新能力。  相似文献   

17.
Abstract  Since 1983, the Educational Technology Center has studied the uses of computers and other technologies to improve K-12 instruction in science, mathematics and computing. Our collaborative research groups-including scientists and mathematicians, practising teachers, learning theorists and software designers-have focused on 'targets of difficulty', or curricular topics that are both crucial to students' further progress in these fields and widely recognized as difficult to teach and learn. More than fifteen research projects have studied the nature of students' difficulties, clarified the educational advantages that computer technology offers and designed experimental lessons that use computers as well as traditional materials to address these difficult topics. During the past year, three research groups tried out promising teaching units in five Massachusetts high schools to learn about their use in regular classrooms and schools. This essay summarizes the results of the Educational Technology Center's work and their implications for policymakers, school practitioners and others concerned about science and mathematics education.
Neither a technical report nor a formal proposal with references, data tables and methodological detail, it is intended to stimulate discussion on this important topic.  相似文献   

18.
笔记对课堂学习或参加会议的重要性是不言而喻的。在课堂和会议实现电子化的情况下,它的作用更显重要,其功能也更为丰富。课堂上电子讲稿文件和其它电子媒体的使用既丰富了授课内容,也省略了板书的时间。这提高了讲课的效率和节奏。但也导致学生笔记的速度跟不上教师的讲课速度,造成学生笔记的困难。电子笔记将能帮助学生解决笔记的困难,学生还可通过共享电子笔记来进行讨论。另外缺席的学生还能在事后借助于电子笔记来获取关于教师授课的板书及讲解过程的信息。现有的电子笔记系统已经做了很多尝试,但是都存在这样或那样的缺陷。通过对现有电子笔记系统的分析,以及对改进电子笔记系统的关键技术的研究,提出一个新的电子笔记系统的设计方案。在新的设计方案中,多通道、实时、共享等特性作为系统的特点,而对音频、视频、PPT文档和手写笔记的同步存储采用MPEG7标准和XML技术,解决了多通道信息的存储问题。该系统分为在线学习和离线学习,从六个方面完成整体功能设计,分别是笔处理、麦克风处理、视频显示处理、PPT文档处理、笔记录同步实时存储处理和笔记录检索处理。该系统已经从技术的角度实现了音频、视频、PFT文档和手写笔记同步存储,但是该系统还未能实现通过摄像头进行人脸识别,确定用户身份的功能,系统还有待进一步优化。  相似文献   

19.
This study developed a web-based multimedia whiteboard system to help students learning with mathematical problem solving. The purpose is to promote a new online mathematical learning model that students not only use electronic whiteboard to write down their mathematical problem solving solutions but also use voice recording tool to give oral explanations about their thinking behind the solutions. To cultivate students’ critical thinking capability and encourage collaborative peer learning, the new learning model also requests students to criticize others’ solutions and reply to others’ arguments. With the multimedia supporting tools, students can communicate easily with each other about what they think and how they solve mathematical problems. We have conducted an experiment with sixth grade primary school students for evaluation. After the experiment, a questionnaire about students’ attitude toward the multimedia whiteboard system for math learning was then held. The results show that students were satisfied with the use of the multimedia whiteboard system for helping them with learning fractional division. Most students were interested in studying mathematics with the multimedia whiteboard system and thought this tool is particularly useful for doing collaborative learning. After analyzing the recorded solving processes and discussions content of students, we found that the performance of female students was superior to male students in communications and mathematical problem solving. Additionally, students with higher final exam grades had better mathematical abilities for doing critiques, arguments and communications.  相似文献   

20.
Abstract Information and Communication Technologies (ICT) are now widespread in Australian schools but with variation in how, where, when and how much they are used. Computers may be located in a computer laboratory, distributed throughout the school, or students may use their own laptop computers. IT may be a subject in its own right or ICT may be used across all areas of the curriculum. It is how ICT is used in the school setting that is important in providing students with the skills to be participate in a 'knowledge society'. This paper examines the ways in which information and communication technologies influence teaching and learning in five Australian schools. Data were gathered through observation, interviews and document analysis in schools operating at the elementary and secondary grades in relatively technology rich environments. Each of the schools participated in the Australian component of the Second Information Technology in Education Study – Module 2 (SITES-M2) of innovative pedagogical practices. Several of the studies were of specific projects where ICT was the key enabler of the learning programme. Others focused on an entire school's approach to ICT as an agent for changed approaches to learning.  相似文献   

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