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1.
Students of chemical engineering (n = 26) participated in an experiment using a computer-based simulation of a chemical plant. The progression of participants’ mental models was examined throughout a computer-based instructional experience as they acquired the complex cognitive skills of troubleshooting. Participants’ mental models of the complex learning task were matched against an expert mental model at five observation points through the instruction. Progressions of learners’ mental models were examined before and after three phases of the instructional process: supportive information presentation, problem solving practice, and performance test. The results indicated a significant change in participants’ mental models after receiving the supportive information and little change after practice or performance. This paper presents the results of this investigation and discusses the findings and their implications for computer-based instruction and training.  相似文献   

2.
In initial skill acquisition in well-structured domains, example-based learning typically leads to better learning outcomes than learning by doing. Cognitive Load Theory explains this result by the worked-example effect: Example-based learning prevents learners from using load-intensive strategies and focuses their attention on the principles to-be-learned. In two experiments, we investigated the use of examples for acquiring a new learning strategy, namely computer-based concept mapping. Experiment 1 compared learners who studied two examples on how to construct a concept map with learners who practiced concept mapping by constructing two concept maps on their own. We did not find significant differences in learning outcomes. Therefore, in Experiment 2, we introduced a third group of learners who studied examples with the additional support of self-explanation prompts. Self-explaining examples led to better learning outcomes than learning with examples without prompts or practicing. With respect to cognitive load, we found that examples without prompts released learners’ working memory compared to practicing, whereas self-explaining examples led to a higher cognitive load compared to examples without self-explanation.  相似文献   

3.
Reflection plays an important role in improving learning performance. This study, therefore, attempted to explore whether learners’ reflection levels can be improved if teaching strategies are adapted to fit with learners’ thinking styles in an online learning environment. Three teaching strategies, namely constructive, guiding, and inductive, were designed to match with three thinking styles, namely legislative, executive, and judicial respectively. An online reflection learning system was subsequently developed to reflect this scenario. An experiment was then conducted where the learners were classified into fit or non-fit group in order to analyze whether there was a good fit between the teaching strategies designed by the teacher and the thinking styles of learners. A total of 223 graduate and undergraduate students participated in the experiment. The results revealed that the reflection levels of the fit group had outperformed the non-fit group.  相似文献   

4.
This study examined the role of learners’ perceptions in a learner-controlled computer-based learning environment. Computer-based learning environments that offer learner control (LC) to the learners are assumed to enhance motivation and learning outcomes. Recently, the focus of LC research has shifted from measuring the direct effect of LC on learning towards focusing on the underlying mechanisms of effective LC and determining under which conditions LC is most effective (Corbalan, Kester, & van Merriënboer, 2009). There is considerable agreement that learners’ skills, perceptions and the experienced cognitive load interactively affect LC as instructional strategy. For this study, 165 first-year university students participated in an on-line English learning course on verb conjugation. We investigated the effect of learners’ perceptions of LC by comparing the learning outcomes and motivation of learners that received additional instructions on learner control with a group of learners that did not receive additional instruction. Learner characteristics, such as prior knowledge, working memory capacity, self-efficacy and cognitive load, were taken into account. The results indicate that it is not instruction as such, but rather satisfaction with the degree of control that affects learning outcomes and motivation. We suggest that instruction as such does not suffice to enhance perception of control, and that learners’ perceptions play a mere role in the effectiveness of instructional strategies such as learner control.  相似文献   

5.
The capacities of the Internet provide a flexible platform for learning that has overcome the limitations of time and space. To compensate for the lack of face-to-face communication in online education, interactivity design has become an important factor affecting online learning. This study examines how different levels of interactivity in Web-based instruction (WBI) influence learners’ perceptions of using WBI systems with a comprehensive interaction design. Three WBI systems were developed with low, medium, and high levels of interactivity, and the effect of interactivity on learners’ perceptions was investigated in a real class. The findings suggest a relationship between the interactivity level and learners’ attitudes, learning, and satisfaction, but not perceived interactivity. The results indicated that the learners required a certain amount of mental effort to access the system initially; however, repeated exposure to the WBI systems increased their ability to operate the systems, which in turn increased the similarity of the interactivity perceptions of the three groups. Although the learners felt no differences in the interactivity toward the end of the 6-week class owing to familiarity with the system, the benefits of higher interactivity remained. This indicates that learners’ interactivity perceptions may change as their experience increases, but different interactivity designs do indeed influence their performance and attitudes in learning.  相似文献   

6.
Kirschner, Paas, and Kirschner (2009c) used the theoretical framework of cognitive load to explain why the learning of a group of collaborating individuals was more efficient than that of individuals learning alone with high-complexity tasks but not with low-complexity tasks. The authors argued that collaboration circumvented the limitations of an individual’s working memory by creating an expanded cognitive capacity and by allowing for the distribution of cognitive load among group members. Inspired by research on efficacy, this study explored an alternative affective explanation of the results. By measuring the amount of mental effort learners expected to invest in working on a learning task before actually carrying out the task, this study showed that learners who had to collaboratively solve a high-complexity problem expected to invest less mental effort than learners who had to solve the problem alone. When confronted with low-complexity tasks, the expected amount of mental effort did not differ.  相似文献   

7.
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   

8.
In a 2 × 2 factorial design the effects of (1) information presentation format and (2) contextual interference on training behavior, transfer performance and mental effort were studied for learning troubleshooting skills with a computer-based simulation. Participants studied information about the functioning of an alcohol distillery system (system principles) prior to practicing troubleshooting skills. Regarding the first factor, an expository (Exp) format, in which system principles, examples and a troubleshooting strategy were presented in a textual form, was compared to an inquisitory (Inq) format, in which participants had to predict the behavior of the system after they studied the system principles and in which demonstrations of the troubleshooting strategy were given. With regard to the second factor, a low contextual interference (LCI) condition in which participants practiced to diagnose types of system failures in a blocked schedule was compared to a high contextual interference (HCI) condition, in which different failure types were practiced in a random schedule. The main hypothesis is that the Inq and HCI conditions promote the development of cognitive schemata that enable learners to diagnose a malfunctioning system component by interpreting symptoms in terms of violations of system principles. Hence, they are expected to show higher transfer performance than participants in the traditional Exp and LCI conditions, who are believed to develop schemata containing associations between symptoms and malfunctioning components that are context-bound and less useful for diagnosing new failures. Contrary to the predictions, the traditional conditions (Exp and LCI) showed higher performance on a transfer test two weeks after training. Possible explanations for this result are discussed.  相似文献   

9.
This study investigates adult English language learners’ reading-strategy use when they read online texts in hypermedia learning environments. The learners joined the online Independent English Study Group (IESG) and worked both individually and collaboratively. This qualitative case study aims (a) to assess college-level ESL learners’ use of reading strategies for online second language (L2) texts and (b) to examine their use of hypertext and hypermedia resources while they read online L2 text. The seven strategies were (a) using hypermedia, (b) using computer applications and accessories, (c) dialoguing, (d) setting up reading purposes and planning, (e) previewing and determining what to read, (f) connecting prior knowledge and experiences with texts and tasks, and (g) inferring. The first two strategies were unique to online readings; the five remaining strategies apply to both online readings and paper-based text readings. The findings also revealed that “hybrid” online reading emphasized participants’ various reaction patterns and preferences in their hypermedia learning environments.  相似文献   

10.
Research has shown that guiding learners’ attention in animations by cueing does not necessarily improve conceptual understanding. This study investigated whether the number of elements that are presented per unit of time influences the effectiveness of cueing by showing a cued or an uncued animation about the cardiovascular system at a high or at a low speed. It was hypothesized that cueing would be most helpful for learning when the animation was shown at a high rather than at a low speed. Unexpectedly, students showed equal performances on comprehension and transfer tests irrespective of cueing and the animation’s speed. However, the low speed groups invested more mental effort to obtain this performance than the high speed groups. The findings and their implications for the design of animations are discussed in terms of cognitive load theory.  相似文献   

11.
This study investigates the effects of two prior knowledge activation strategies, namely, mobilisation and perspective taking, on learning. It is hypothesised that the effectiveness of these strategies is influenced by learners’ prior domain knowledge. More specifically, mobilisation is expected to be the most effective activation strategy at lower levels of prior knowledge. Mobilisation is a bottom-up oriented strategy that serves a broad stage-setting function. It provides learners with a relevant context in which new information can be integrated, which might be especially beneficial for learners with lower levels of prior knowledge to help them extend their limited knowledge base. As prior knowledge increases, perspective taking is expected to become the most effective strategy for activating learners’ prior knowledge. Perspective taking is a top-down oriented strategy that results in the activation of a corresponding schema. This schema guides the selection and processing of information relevant to the schema, which might especially support learners with higher levels of prior knowledge to refine their already elaborated knowledge base. The effectiveness of the activation strategies (in terms of learning task performance) was indeed influenced by learners’ prior knowledge in the hypothesised direction.  相似文献   

12.
The aim of this study was to investigate the role of English as Foreign Language (EFL) learners’ metacognitive listening strategies awareness and podcast-use readiness in using podcasting technology for learning English as a foreign language. One hundred and forty-one EFL students completed Metacognitive Awareness Listening Questionnaire (MALQ) that assessed their awareness and perceived use of listening strategies in five components including planning-evaluation, directed attention, person knowledge, mental translation, and problem solving. They also completed a questionnaire that assessed their readiness to use podcasting in terms of familiarity, attitude, and experience. Information on participants’ frequency of podcast use for learning English, frequency of the internet use, and digital device ownership was also obtained. The result of the analysis revealed that podcasting use was significantly related to metacognitive listening strategies awareness in general and its entire components except mental translation strategies while the strongest correlation was found with problem solving strategies (r = .49, p < 0.01). Podcasting use was also found to be significantly related to perceived podcast-use readiness and internet use hours. Further, multiple regressions showed that perceived podcast-use readiness, problem solving, and person knowledge -in order of power prediction- were good predictors of podcasting use for learning English as a foreign language.  相似文献   

13.
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed the feedback and problem solving behaviors of 117 students in a simulation game, designed to assist them to learn computational problem solving. It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures. The students’ intrinsic motivation was also enhanced when they learned with the simulation game. In particular, the results of the study found a close association between the students’ learning experience states and their problem solving strategies. The students who perceived a flow experience state frequently applied trial-and-error, learning-by-example, and analytical reasoning strategies to learn the computational problem solving skills. However, a certain portion of students who experienced states of boredom and anxiety did not demonstrate in-depth problem solving strategies. For instance, the students who felt anxious in the simulation game did not apply the learning-by-example strategy as frequently as those in the flow state. In addition, the students who felt bored in the simulation game only learned to solve the problem at a superficial level.  相似文献   

14.
The effects of contextual interference on practice behavior, transfer performance, and cognitive load for learning troubleshooting skills were studied. A low contextual interference (LCI) condition, in which subjects practiced to diagnose system failures in a blocked schedule, was compared with a high contextual interference (HCI) condition, in which failures were practiced in a random schedule. The following hypotheses are stated. Hypothesis 1: during practice, subjects in the HCI group will require more time to reach a high performance level (i.e., more accurate and/or faster diagnoses of system failures) on practice problems and will have to invest more mental effort relative to subjects in the LCI group. Hypothesis 2: subjects in the HCI group will show higher performance and lower invested mental effort on far transfer test problems, relative to subjects in the LCI group, but there will be no difference between the groups on near transfer test problems. The results showed that subjects in the HCI group were more accurate in diagnosing far transfer problems, although during practice they needed more time to diagnose system failures and made significantly more incorrect diagnoses.  相似文献   

15.
《Computers in human behavior》2001,17(5-6):575-595
The differential effects on training and training outcome of four methods of problem selection were investigated in a computer-based training for air traffic control. In one method, training problems were given to the participants in a fixed predetermined sequence, from simple to complex. In the other methods, problems were selected dynamically, based on three different learner variables. These were mental effort, performance and mental efficiency, which is a variable that combines mental effort and performance measures to determine problem efficiency. After the training, transfer was measured. The hypothesis that dynamic problem selection would lead to more efficient training than non-dynamic problem selection was confirmed. The second hypothesis, that dynamic problem selection based on mental efficiency would lead to more efficient training and better transfer than dynamic problem selection based on performance or mental effort alone was not supported. However, the efficiency measures of the three variables were distorted by the differential effects of these variables on the acquisition phase. A possible explanation for the results is that selection based on performance stimulates rule automation, whereas selection based on mental effort or mental efficiency leads to schema acquisition.  相似文献   

16.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.  相似文献   

17.
This paper describes the process and results of an evaluation on an online game-based learning environment (GBLE) by focusing on learners’ motivational processing and cognitive processing. The goal is to explore how online GBLE might initiate and support learners’ goal-setting activities and impact learners’ cognitive loads. The study surveyed 144 undergraduate students after their autonomous participation in the online game available at the Nobel Prize Foundation website teaching the Heckscher-Ohlin Theory on international trade. Grounded in the integrative theory of motivation, volition, and performance (MVP), the evaluation indicated that participants felt significantly confident in learning the subject. The perceived satisfaction, however, was lower than the rest of motivational components possibly due to heavy cognitive processing. The finding of cognitive load reported that learners perceived a significantly higher level of intrinsic load than the germane load due to the novelty of the subject matter. Data analysis further indicated a significant canonical correlation between learners’ motivational and cognitive processing. This particular finding could inform future research to investigate specific motivational processing components’ effects on learners’ cognitive load levels in online GBLEs.  相似文献   

18.
This study investigated, whether learning from science texts can be enhanced by providing learners with different forms of visualizations (pictures) in addition to text. One-hundred-two 9th and 10th graders read a computer-based text on chemical processes of washing and answered questions on cognitive load (mental effort, perceived difficulty) and comprehension (retention, transfer, drawing). Instruction varied according to a 2 × 2-factorial design with ‘learner-generated pictures’ (yes, no) and ‘provided pictures’ (yes, no) as factors. Results indicate positive main effects of provided pictures on all three comprehension measures and negative main effects on both cognitive load measures. Additional analyses revealed a mediation effect of perceived difficulty on retention and transfer, that is learning with provided pictures decreased cognitive load and enhanced comprehension. Furthermore, results show a positive main effect of learner-generated pictures on drawing and mental effort, but no mediation effect. Taken together, computer-based learning with provided pictures enhances comprehension as it seems to promote active processing while reducing extraneous cognitive processing. Learners, generating pictures, however, seem to have less cognitive resources available for essential and generative processing, resulting in reduced comprehension. These results are in line with cognitive load theory, cognitive theories of multimedia learning, and generative theories of learning.  相似文献   

19.
This study explored the effect of cooperative learning small group size and two different instructional modes (positive interdependence vs. individual accountability) on English as a Foreign Language (EFL) undergraduate learners’ communication skills (speaking and writing) achievement in computer-based environments. The study also examined the effects of disclosing/blinding the participants’ identities while interacting around computers on their post-test. The findings of the study revealed that the computer-based environment enabled the participants to blind their identities and reduce their anxiety from face-to-face debate, and so was very helpful in developing their communication skills. The use of the individual accountability mode was quite useful compared with the positive interdependence mode as it enabled all group members to perform their roles significantly. The 5-student group also significantly outperformed other groups of 2-7 members on the post-test communication skills. In conclusion, the findings of this study bring us a step closer to understanding the technique of cooperative language learning and group size.  相似文献   

20.
The effects of individual versus group learning (in triads) on efficiency of retention and transfer test performance in the domain of biology (heredity) among 70 high-school students were investigated. Applying cognitive load theory, the limitations of the working memory capacity at the individual level were considered an important reason to assign complex learning tasks to groups rather than to individuals. It was hypothesized that groups will have more processing capacity available for relating the information elements to each other and by doing so for constructing higher quality cognitive schemata than individuals if the high cognitive load imposed by complex learning tasks could be shared among group members. In contrast, it was expected that individuals who learn from carrying out the same complex tasks would need all available processing capacity for remembering the interrelated information elements, and, consequently, would not be able to allocate resources to working with them. This interaction hypothesis was confirmed by the data on efficiency of retention and transfer test performance; there was a favorable relationship between mental effort and retention test performance for the individual learners as opposed to a favorable relationship between transfer test performance and mental effort for the students who learned in groups.  相似文献   

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