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1.
Some researchers claim that animations may hinder students’ meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students’ learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered: Science thinking skills and Motivation to learn science. Students’ overall achievement in science was examined by their report card scores. The research population (N = 1335) was divided into experimental (N = 926) and control (N = 409) groups from 11 elementary schools. Findings indicated that the use of animated movies promoted students’ explanation ability and their understanding of scientific concepts. Findings also indicated that students who studied science with the use of animated movies developed higher motivation to learn science, in terms of: self-efficacy, interest and enjoyment, connection to daily life, and importance to their future, compared to the control students. Following the definition of multimedia, the students who study with the use of animated movies, applied all three learning styles: visual, auditory and kinesthetic. The use of multimedia and the fact that the students were engaged in exploring new concepts, that were relevant to their daily life experiences, can explain the positive results.  相似文献   

2.
As Internet usage has become more prevalent among youth, so too has problematic Internet use. Despite the critical role of emotion regulation in the development of adolescents’ behaviors and the role of parenting interactions on their children’s behaviors, little research has examined these links with reference to problematic and addictive Internet use for adolescents. The main goal of this study was to examine these links, based on a sample of 525 high school students (368 males; M = 15.33 years, SD = 0.47) from a predominantly middle and lower-middle socioeconomic community in Seoul, Korea. Results from structural equation modeling revealed that students’ difficulties in emotion regulation was a mediating variable between students’ perceptions of their parents’ parenting behaviors and the students’ Internet use. The findings substantiate the importance of conceptualizing addiction from a social/cognitive theoretical framework and the notion that adolescence is the onset period for many addictive behaviors and so more proactive attention needs to be given to reducing these early negative behaviors. Based on these results, interventions designed to enhance adolescents’ emotion regulatory abilities have the likelihood to mitigate problematic and even addictive Internet use among youth.  相似文献   

3.
This study explored the effects of 2D- versus 3D-based media representations on the influence of the spatial visualization ability of undergraduate science majors. A pre-test/post-test comparison-group experiment was conducted with 23 participants involved in the study. Participating students were randomly assigned either to the interactive 3D media representation group (n = 13) or the conventional 2D media representation group (n = 10); learning materials in both groups deliver the same information to students, but employ different media representations. All the activities were performed in a self-paced, web-based instructional system. The results of ANCOVA analysis showed statistically insignificant difference between groups in terms of students’ post-test scores on the spatial visualization ability test with the students’ pre-test scores as the covariate. However, a medium effect size was observed in favor of the 3D group in terms of practical significance. As a pilot study with a small sample size aiming to probe the research direction of this problem, the result of medium-sized effect magnitude is likely to implicate that the discrepancy of different representational design on students’ performance of spatial ability assessment is noteworthy. Future study of this nature appears to merit further replications and investigations.  相似文献   

4.
The popularity of content management systems (CMSs) in today’s higher education is driven by the assumption that providing a rich toolset and leaving the use of this toolset under learner control will stimulate self-regulated and deeper learning. Current evidence on students’ tool-use within CMS supported courses however tackles this assumption and indicates that CMSs may empower students’ learning only under particular learner-related conditions. The current study addresses this concern and investigates how students’ tool-use within a CMS supported course can be explained in terms of (a) students’ conceptions on the tool functionalities, (b) self-efficacy beliefs for self-regulated learning and (c) goal orientation. Data were collected within a first year undergraduate course ‘Learning and Instruction’. Students’ (n = 182) tool-use within the course was logged throughout the course episode and the influencing variables were measured through questionnaires. K-means cluster analyses revealed four clusters that reflected differences in students’ tool-choice and tool-use throughout the course. Multinominal regression analyses revealed that these tool-use differences could be explained in terms of students’ goal orientation. The study provides thus perspectives in order to capture students’ academic motivation through unobtrusive, behavioral, measures. Furthermore, questions are raised regarding the parallel between students’ tool-use pattern and study strategy use.  相似文献   

5.
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007–2008 school year initially involving 32 teachers and 388 students. Due to varying levels of implementation our final data set included 14 teachers and 296 students. Using a non-equivalent pre-test/post-test design, we found that grade 4–6 students who were in classrooms where the teacher provided regular and appropriate use of the electronic portfolio tool ePEARL (i.e., medium–high implementation condition, n = 7 classrooms and 121 students), compared to control students (n = 7 classrooms and 175 students) who did not use ePEARL, showed significant improvements (p < .05) in their writing skills on a standardized literacy measure (i.e., the constructed response subtest of the Canadian Achievement Test-4th ed.) and certain metacognitive skills measured via student self-report. The results of this study indicate that teaching with ePEARL has positive impacts on students’ literacy and self-regulated learning skills when the tool is used regularly and integrated into classroom instruction.  相似文献   

6.
The purpose of the study was to examine the development of students’ high-level computer skills and competence (student expertise) in information and communication technology (ICT), and to examine the characteristics of such expertise. Eighteen lower secondary school students, selected to represent both genders and all school achievement levels, were given laptops for three years to be used both at school and at home. The data of the longitudinal study consisted of a test on ICT skills; self-evaluation questionnaires on ICT competence, thoughts about their own expertise, ICT-related activities and task, interest in ICT, and classroom observations. The results of the study indicated that the intensive use of ICT and the process-oriented learning environment supported the development of student expertise. In the analysis, three groups were identified, which oriented themselves somewhat differently in relation to ICT: student experts (n = 6), advanced users (n = 8) and non-interested users (n = 4). The experts differed from the other groups in respect of especially focusing on advancing their ICT skills; they had undertaken ICT-related tasks outside the school, they had metacognitive consciousness about their competence, and they had future plans concerning ICT in their further education and profession.  相似文献   

7.
One hundred and eleven 10th graders read an expository science text on the dipole character of water molecules (ca. 1600 words). Reading instruction was varied according to a 2 × 2 experimental design with factors ‘drawing pictures of text content on paper’ (yes, no) and ‘mentally imagining text content while reading’ (yes, no). The results indicate that drawing pictures, mediated through increased cognitive load, decreased text comprehension and, thus, learning (d = −0.37), whereas mental imagery, although decreasing cognitive load, increased comprehension only when students did not have to draw pictures simultaneously (d = 0.72). No evidence was found that the effects were moderated by domain-specific prior knowledge, verbal ability, or spatial ability. The results are in line with cognitive theories of multimedia learning, self-regulated learning, and mental imagery as well as conceptions of science learning that focus on promoting mental model construction by actively visualizing the content to be learned. Constructing mental images seems to reduce cognitive load and to increase comprehension and learning outcome when the mental visualization processes are not disturbed by externally drawing pictures on paper, whereas drawing pictures seems to increase cognitive load resulting in reduced comprehension and learning outcome.  相似文献   

8.
Over the past 20 years self-report measures of healthcare students’ information and communication technology skills have been developed with limited validation. Furthermore, measures of student experience of e-learning emerged but were not repeatedly used with diverse populations. A psychometric approach with five phases was used to develop and test a new self-report measure of skills and experience with information and communication technology and attitudes to computers in education. Phase 1: Literature review and identification of key items. Phase 2: Development and refinement of items with expert panel (n = 16) and students (n = 3) to establish face and content validity. Phase 3: Pilot testing of draft instrument with graduate pre-registration nursing students (n = 60) to assess administration procedures and acceptability of the instrument. Phase 4: Test–retest with further sample of graduate pre-registration nursing students (n = 70) tested stability and internal consistency. Phase 5: Main study with pre-registration nursing students (n = 458), further testing of internal consistency. The instrument proved to have moderate test–retest stability and the sub-scales had acceptable internal consistency. When used with a larger, more diverse population the psychometric properties were more variable. Further work is needed to refine the instrument with specific reference to possible cultural and linguistic response patterns and technological advances.  相似文献   

9.
The purpose of the study was to explore possible links between student socioeconomic status (SES), beliefs about information and communication technologies (ICTs), and out-of-school learning resources. Grades 5 and 6 students (N = 345) who were enrolled in one private and six public elementary schools in Greece, located in areas with different demographic characteristics, responded to a questionnaire addressing their ICT self-efficacy and value beliefs, out-of-school ICT access and activities, perceived parental support and regulation of home ICT activities, and access to sources of technological support beyond the family. Findings showed that students from all SES family backgrounds tended to have positive views about the value of ICTs, but students from low-SES families expressed lower confidence in their ICT skills. Parents from all SES backgrounds appeared to view equally favorably their children’s engagement with ICTs, and perceived parental support correlated highly with students’ ICT value beliefs. However, students from low-SES families appeared to have fewer opportunities to develop ICT competencies, which may explain why they expressed less positive self-efficacy beliefs. Findings stress the need for school ICT integration efforts to take into account student differences in prior experiences and to be coordinated with students’ home computer use.  相似文献   

10.
This paper aims to determine the effect of conceptual change texts accompanied with computer animations on 11th grade students’ understanding and alternative conceptions related to chemical bonding. One experimental group (EG; N = 28) and one comparison group (CG; N = 30) were used in the study. While the comparison group taught traditional instruction, the experimental group received conceptual change text accompanied with computer animations instruction. Chemical bonding achievement test was applied as pre-test, post-test and delayed test to collect data. The results of the study indicated that while there is no statistically significant difference between groups in pre-test, performance of EG students is greater than the CG ones in post-test and delayed test. And also, the EG students are better in remediating their alternative conceptions related to chemical bonding. Based on the study, it is concluded that conceptual change texts combined with computer animations can be effective instructional tools to improve students’ conceptual understanding of chemical concepts.  相似文献   

11.
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   

12.
A novel instructional computer simulation that incorporates a dynamic analogy to represent Le Chatelier’s Principle was designed to investigate the contribution of this feature to students’ understanding. Two groups of 12th grade Chemistry students (n = 15) interacted with the computer simulation during the study. Both groups did the same pre-instructional and simulation activities except one of the groups interacted with the analogical example in the simulation and the other group was asked to recall an analogy that was presented in the form of text and pictures. A statistical analysis of the tests administered at the end of the study suggested that analogies that are dynamic, interactive, and integrated in a computer simulation may have a stronger effect on learning outcomes than analogies which are presented in the form of text and static pictures. The implication of this study for science educators is that dynamic computer-based analogies can enhance student learning of unobservable phenomena in science.  相似文献   

13.
This study investigated, with the help of log file traces (= 172), how 20 elementary school students used study tactics when studying science within the gStudy learning environment and examined how tactic use contributed to the students’ achievement. The analysis of this study is divided into two parts. First, at the situational level, the focus is on capturing the tactics that were used in different gStudy sessions, classifying the gStudy sessions based on the tactic use, and illustrating the patterned use of tactics during these sessions. Second, at the individual level, the focus is on examining individual students’ typical methods of using tactics, which helps to illustrate how tactic use contributes to the students’ achievement. The gStudy sessions were classified into three categories on the basis of tactic use: rare, moderate, and frequent. Findings indicate that frequent tactic use did not contribute to deep learning. Moderate tactic use was fairly effective for learning, but rare tactic use contributed to deep learning. The results did not show that the use of many study tactics improves learning; rather, they suggest that the distinguishing feature in strategic learning is not the tactic use itself but the way the tactic is performed.  相似文献   

14.
This study investigated undergraduate students’ metacognitive judgments while learning about complex science topics using multimedia material (text and graph). A within-subjects design was used to examine the effect of discrepancies on study-time allocation, metacognitive judgments and inference generation. There were three types of discrepancies: none, text (between two ideas in the text) and text and graph (between the text and graph). Forty (N = 40) participants completed 12 trials where they were asked to provide six judgments: Ease of Learning judgments (EOLs), immediate and delayed Judgments of Learning (JOLs) for both text and graph and Retrospective Confidence Judgments (RCJs). Overall, participants provided significantly lower JOLs for content that contained discrepancies but RCJs remained high across conditions. Discrepancies did not influence study-time allocation, but did significantly influence inference scores. Overall, results suggest that participants’ judgments are different for different aspects of multimedia content and may be based on the text.  相似文献   

15.
Studies have shown that multitasking with technology, specifically using Social Networking Sites (SNSs), decreases both efficiency and productivity in an academic setting. This study investigates multitasking’s impact on the relationship between SNS use and Grade Point Average (GPA) in United States (US; n = 451) and European (n = 406) university students using quantitative and qualitative data analysis. Moderated Multiple Regression analysis results showed that the negative relationship between SNS use and GPA was moderated by multitasking only in the US sample. This may be due to European students being less prone to “disruptive” multitasking. The results provide valuable cautionary information about the impact of multitasking and using SNSs in a learning environment on university students’ GPAs.  相似文献   

16.
17.
The purpose of this study was to test whether different survey delivery conditions made a difference in assessing college students’ practices, affect, and conceptions of academic and nonacademic writing. The delivery conditions represented combinations of three underlying factors: survey format (online versus paper-and-pencil), location (classroom, lab, home), and supervision (proctored or not). Participants (N = 268) were randomly assigned to one of three conditions: (1) a paper version of the survey administered in classrooms at scheduled proctored sessions; (2) an online version administered in scheduled proctored sessions in a computer lab; (3) an online version at a location and time of the students’ choice. The survey had 103 closed-ended and three open-response questions. Results showed different participation rates across conditions and more variability in time spent for the “home online” group. However, there were few differences by condition to substantive questions regarding the students’ practices, conceptions, and affective responses associated with writing. The only place where responses differed by condition was in response to the optional open-ended evaluation of the survey.  相似文献   

18.
As more and more people use computers to complete their work and solve problems in the workplace, computing education is emphasized for students of all levels and disciplines in Taiwan. However, the computing education in Taiwan can hardly be recognized as effective and satisfactory. Many inappropriate examples that lack context are used in teaching and textbooks that may result in employees with low competence and insufficient ability for collaborative working. Students who grow up in this learning context usually lack the ability to seek information and solve problems by themselves. In this regard, the author redesigned a course and adopted online collaborative learning with initiation to establish the essential knowledge for students’ collaboration in the initial stage of a course. This study conducted an experiment that included 169 undergraduates from three class sections – the first two from an academic university (Case 1, n = 68; Case 2, n = 68) and the last one from a university of science and technology (Case 3, n = 33) – taught by the same teacher under the same course name and the same course website. The results show that students who received online collaborative learning with initiation had higher grades than those without. The author further discusses the implications for teachers, schools, and scholars who plan to provide online courses for their students, particularly computing courses.  相似文献   

19.
Extensive research has shown that person-centered learning aiming at students’ development on the levels of intellect, skills, and attitudes is effective in face-to-face education. More recently, advances in web-technology let us ask: Is humanistic, person-centered learning also effective along the application of modern technology? In this contribution we reflect 10 years of research at the University of Vienna, Austria. Essentially, we found that, given learners perceive the teacher’s or facilitator’s person-centered attitudes and courses employ a thoughtful blend of face-to-face and online elements, courses tend to be perceived by students as carrying value far beyond just cognitive gains: for example, students indicate that – more than with traditional instruction – they are motivated to engage in active, self-initiated learning. In particular, they improve their team skills, interpersonal relationships, and become better listeners. They learn significantly from the multiple perspectives they perceive.  相似文献   

20.
This study deals with the quality of argumentation and collaboration in students’ chat debates. The argumentative interaction between students is analysed by categorising their speech turns into seven functional categories. The argumentative task-related parts of the students’ discussions are further analysed into collaborative and non-collaborative speech acts. Argumentation patterns are revealed when the results of both analyses are combined with observations on the students’ writing styles. Students (n = 24) participated in 12 dyadic debates concerning either nuclear power (NP) or genetically modified organisms (GMO). We found that the majority (67.2%) of the speech turns in NP debates and almost half (47.8%) of the speech turns in GMO debates belong to the argumentative categories (explore and deepen; arguments; opinions). Furthermore, there are four types of debates that could be placed in the continuum of sophisticated argumentative debates (written code of language was used)—oral-like debates (the quality of argumentation was quite low). Irrespective of the level of argumentation, all the debates were collaborative. The study shows that students acquired the skill to use language collaboratively. Most students embedded short collaborative semi-oral utterances in their written arguments to provoke and scaffold the debate.  相似文献   

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