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1.
With the realization that more research is needed to explore external factors (e.g., pedagogy, parental involvement in the context of K-12 learning) and internal factors (e.g., prior knowledge, motivation) underlying student-centered mobile learning, the present study conceptually and empirically explores how the theories and methodologies of self-regulated learning (SRL) can help us analyze and understand the processes of mobile learning. The empirical data collected from two elementary science classes in Singapore indicates that the analytical SRL model of mobile learning proposed in this study can illuminate the relationships between three aspects of mobile learning: students’ self-reports of psychological processes, patterns of online learning behavior in the mobile learning environment (MLE), and learning achievement. Statistical analyses produce three main findings. First, student motivation in this case can account for whether and to what degree the students can actively engage in mobile learning activities metacognitively, motivationally, and behaviorally. Second, the effect of students’ self-reported motivation on their learning achievement is mediated by their behavioral engagement in a pre-designed activity in the MLE. Third, students’ perception of parental autonomy support is not only associated with their motivation in school learning, but also associated with their actual behaviors in self-regulating their learning.  相似文献   

2.
Three studies are presented on attention paid to feedback provided by a computer-based assessment for learning on information literacy. Results show that the attention paid to feedback varies greatly. In general the attention focuses on feedback of incorrectly answered questions. In each study approximately fifty percent of the respondents paid attention to feedback of incorrect answers only. Approximately another twenty-five percent did not pay attention to feedback at all. Results suggest that differences in attention paid to feedback are influenced by task difficulty and test length. Supervision, however, does not seem to influence the average attention paid to feedback. On the other hand, results show that indirect and direct supervision lead to a greater impact of feedback provided by a computer-based assessment for learning as the number increases of students taking the test and, as a consequence, paying attention to feedback.  相似文献   

3.
4.
Mobile learning is considered an evolution of e-learning that embraces the ubiquitous nature of current computational systems in order to improve teaching and learning. Within this context it is possible to develop mobile applications oriented to learning, but it is also important to assess to what extent such applications actually work. In this paper we present a new tool designed to reinforce students’ knowledge by means of self-assessment. Improvement in student achievement was evaluated and an attitudinal survey was also carried out to measure student attitudes towards this new tool. Three different experimental groups were selected for this research, with students aged from 14 to 21 years old, including high-school and university students. Results show that this kind of tool improves student achievement, especially amongst younger learners, with a relatively low impact on current teaching activities and methodology.  相似文献   

5.
When students learn a new and challenging task, for which they have very limited corresponding personal or vicarious experiences to refer, it is important to understand how their self-efficacy beliefs evolve during the course of sequential lessons; how they differ in the way their general learning performance and self-efficacy influence their ratings of task-specific self-efficacy and performance; and, how such differences may result in different learning outcomes and motivations for learning. By examining a group of 66 students engaged in learning to construct good concept maps with computer software, this study revealed several important findings on these questions. Students generally tended to initially overestimate their ability to successfully carry out the required task. They also varied in the way their general self-efficacy and performance were associated with their task-specific self-efficacy and performance. And, these differences did appear to be associated with different learning outcomes and motivations for learning. These results indicate that investigating individual differences in students’ patterns of association between general and specific performance and their self-efficacy may lead to a better understanding of how students differ in their levels of motivation and outcomes when learning a new and challenging task.  相似文献   

6.
    
In this study, we investigated the validity of a stealth assessment of physics understanding in an educational game, as well as the effectiveness of different game-level delivery methods and various in-game supports on learning. Using a game called Physics Playground, we randomly assigned 263 ninth- to eleventh-grade students into four groups: adaptive, linear, free choice and no-treatment control. Each condition had access to the same in-game learning supports during gameplay. Results showed that: (a) the stealth assessment estimates of physics understanding were valid—significantly correlating with the external physics test scores; (b) there was no significant effect of game-level delivery method on students' learning; and (c) physics animations were the most effective (among eight supports tested) in predicting both learning outcome and in-game performance (e.g. number of game levels solved). We included student enjoyment, gender and ethnicity in our analyses as moderators to further investigate the research questions.  相似文献   

7.
    
Building on the promise shown in game-based learning research, this paper explores methods for Game-Based Learning Assessments (GBLA) using a variety of educational data mining techniques (EDM). GBLA research examines patterns of behaviors evident in game data logs for the measurement of implicit learning—the development of unarticulated knowledge that is not yet expressible on a test or formal assessment. This paper reports on the study of two digital games showing how the combination of human coding with EDM has enabled researchers to measure implicit learning of Physics. In the game Impulse, researchers combined human coding of video with educational data mining to create a set of automated detectors of students' implicit understanding of Newtonian mechanics. For Quantum Spectre, an optics puzzle game, human coding of Interaction Networks was used to identify common student errors. Findings show that several of our measures of student implicit learning within these games were significantly correlated with improvements in external postassessments. Methods and detailed findings were different for each type of game. These results suggest GBLA shows promise for future work such as adaptive games and in-class, data-driven formative assessments, but design of the assessment mechanics must be carefully crafted for each game.  相似文献   

8.
Visuo-spatial neglect (VSN) is a post-stroke condition in which a patient fails to respond to stimuli on one side of the visual field. Using an established pencil-and-paper-based method for the assessment of VSN (the Rivermead Behavioural Inattention Test) as a reference, a battery of computer-based hand-drawing tests is developed and shown to be effective in distinguishing between stroke subjects with and without neglect. The novel approach adopts measurements both of the outcome and the process by which the drawing tasks are executed. This approach provides a novel diagnostic capability which results in increased test sensitivity, a more objective assessment and a reduction in overall evaluation time. The paper describes the development of a binary assessment system using the computer-based acquisition and analysis of task data alongside feature selection techniques to maximise performance.
R. M. GuestEmail:
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9.
The present study examined the effectiveness of techniques intended to reduce anxiety as students learn mathematical content from a computer-based lesson. In a between-subjects experiment, students learned statistical rules through worked examples in a computer-based learning environment that either did (treatment group) or did not (control group) include anxiety reducing features—a coping message delivered through the lesson by an online pedagogical agent concerning how to manage feelings of anxiety, and prompts for expressive writing, in which students summarize their thoughts and feelings. An independent samples t-test showed that the treatment group, which received added anxiety-reducing features, showed higher accuracy than the control group on solving practice problems (d = 0.71) and retention problems (d = 0.63) and reported higher perceived effort on learning the multimedia lesson (d = 0.66). In addition, a standard multiple linear regression found that anxiety, self-efficacy, and cognitive load as a set predicted performance (R2 = 0.56), with self-efficacy as the strongest predictor (β = 0.63). Adding anxiety-reducing features to an online lesson may encourage greater effort, which leads to better learning outcomes.  相似文献   

10.
The researchers investigated the comparative effects of individually-constructed and collaboratively-constructed computer-based concept mapping on middle school science concept learning. One hundred and sixty one students completed the entire study. Using prior science performance scores to assure equivalence of student achievement across groups, students were assigned to three groups: a self-selected study strategy group, an individual-concept mapping group, and a collaborative pairs – concept mapping group. Collaboratively and individually-constructing computer-based concept maps had equally positive effects on seventh grade middle school science concept learning as measured on a comprehension test. However, the students who collaboratively constructed concept maps created significantly higher quality concept maps than those who individually constructed concept maps indicating deeper conceptual understanding.  相似文献   

11.
We investigated one aspect of the growing trend towards self-management within organizations by examining the learning processes that individuals use when learning computer software alone in a web-based training environment, and found that individuals learn in different ways. Software training in any context requires individuals to apply self-regulated learning strategies to achieve their learning objectives. Self-regulated learning strategies are the processes that they use to manage their own learning. As self-guided training gains popularity, self-regulated learning strategies become increasingly important, because the learner typically has more control of their training. We found that self-regulated learning strategies led to better outcomes in our study of managers and professionals learning to use an ERP system. We also gained insights into the most popular learning strategies. This work enhanced our understanding of user processes when learning computer software. It should assist organizations in maximizing the return from their investment in training employees and managing knowledge.  相似文献   

12.
    
Many researchers who study the impact of computer-based assessment (CBA) focus on the affordances or complexities of CBA approaches in comparison to traditional assessment methods. This study examines how CBA approaches were configured within and between modules, and the impact of assessment design on students' engagement, satisfaction, and pass rates. The analysis was conducted using a combination of longitudinal visualisations, correlational analysis, and fixed-effect models on 74 undergraduate modules and their 72,377 students. Our findings indicate that educators designed very different assessment strategies, which significantly influenced student engagement as measured by time spent in the virtual learning environment (VLE). Weekly analyses indicated that assessment activities were balanced with other learning activities, which suggests that educators tended to aim for a consistent workload when designing assessment strategies. Since most of the assessments were computer-based, students spent more time on the VLE during assessment weeks. By controlling for heterogeneity within and between modules, learning design could explain up to 69% of the variability in students' time spent on the VLE. Furthermore, assessment activities were significantly related to pass rates, but no clear relation with satisfaction was found. Our findings highlight the importance of CBA and learning design to how students learn online.  相似文献   

13.
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   

14.
    
Tablets devices for student use present several advantages over laptops and desktops including portability, touch-screen features and numerous applications. However, the magnitude of apps available also presents a challenge for secondary science educators who struggle to select content-appropriate applications that support the development of science literacy and science content acquisition. This paper details the process of creating, developing and testing a mobile science application rubric so as to aid secondary science classroom teachers in selecting and rating science applications for a K-12 student target population and its curricular needs. Quantitative and qualitative data collected during four design cycles resulted in the Mobile App Selection for Science (MASS) Rubric, comprising six items on a four-point response scale. Further comparison of the science content-specific MASS rubric with a general mobile app selection rubric (Evaluation Rubric for Mobile Applications; ERMA) revealed expected results with three item pairs (Pair A, Pair C, and Pair D) demonstrating concurrent validity through significant correlations and one pair (Pair B) displaying the expected divergent validity. Additionally, paired t-tests among each pair indicated a significant difference in participants' ratings of the apps using the two rubrics. The differences in ratings were also in the expected direction given the content-specific nature of MASS versus the more general nature of ERMA.  相似文献   

15.
This study explored the consistency and difference of teacher-, student self- and peer-assessment in the context of Web-based portfolio assessment. Participants were 72 senior high school students enrolled in a computer application course. Through the assessment system, the students performed portfolio creation, inspection, self- and peer-assessment; three teachers reviewed portfolios and evaluated learning performances. There were significant differences in the results of the three assessment methods, among which teacher-raters adopted the most rigorous scoring standards, while peer-raters tended to use the most lax standards. The results of self- and teacher-assessment were discovered to be consistent; however, consistency was not discovered between self- and peer-assessment as well as peer- and teacher-assessment. In analyzing their consistency with the end-of-course examination, teacher- and self-assessment demonstrated high consistency, whereas peer-assessment showed a low level of consistency.  相似文献   

16.
    
Homework is transforming at a rapid rate with continuous advances in educational technology. Computer-based homework, in particular, is gaining popularity across a range of schools, with little empirical evidence on how to optimize student learning. The current aim was to test the effects of different types of feedback on computer-based homework. In the study, middle school students completed a computer-based pretest, homework assignment, and posttest containing challenging algebraic problems. On the homework assignment, students were assigned to different feedback conditions. In Experiment 1 (N = 103), students received no feedback or correct-answer feedback after each problem. In Experiment 2 (N = 143), students received (1) no feedback, (2) correct-answer feedback, (3) try-again feedback, or (4) explanation feedback after each problem. For students with low prior knowledge, feedback resulted in better posttest performance than no feedback. However, students with high prior knowledge learned just as much whether they received feedback or not. Results suggest the provision of basic feedback on computer-based homework can benefit novice students’ mathematics learning.  相似文献   

17.
In this study we tested a novel cognitive validation strategy that yoked participants' verbal protocols with their clickstream data using a problem solving assessment (IMMEX—Interactive Multimedia Exercises). Participants were presented with a scenario and provided with relevant and irrelevant information to solve the task. Participants could access the information in any order and attempt to solve the problem at any time. The most frequently occurring cognitive processes were paraphrasing text, accurate cause–effect inferences, and monitoring of problem solving behavior. Productive processes were related to success and consistent with scientific reasoning behavior on the task and unproductive processes were related to unsuccessful performance and consistent with poor reasoning. We found strong evidence of the cognitive validity of the IMMEX task. Components of an online process-based assessment testbed are identified.  相似文献   

18.
The main objective of this paper is to provide an optimal way for students to control a computer-based teacher and interact with it. From previous experience, we took a special interest in improving the navigation through tutorial systems, and also in the evaluation techniques, designing and developing a new tutorial based on an open architecture. After implementing the tutorial prototype, it was evaluated by a selected group of users in a controlled laboratory situation in order to gather data about the characteristics and usability of this prototype. In general, users had a good overall opinion of the evaluated tutorial. The key idea behind our experience is the introduction of tutorials in all practical classes as a complement to the instructor in the near future.  相似文献   

19.
By application of case-based learning (CBL) various effects can be analyzed and demonstrated more easily. In the area of medicine one rapidly reaches boundaries in the visualization of complex information [J.L.M. Poiseuille, Recherches experimentales sur le mouvement des liquids dans les tubes de tres petits diametres, Memoires Savant des Etrangers 9 (1846) 433–544]. Learning and teaching without recourse to patients is difficult. Consequently the use of models and simulations are useful. In this paper the authors report about experiences gained with HAEMOSIM, a web-based project in medical education. The goal of this project is the design and development of interactive simulations in local hemodynamics by the application of mathematical–physiological models. These include the modelling of arterial blood flow dependent on the pressure gradient, radius and bifurcations, as well as blood flow profiles in dependency of viscosity, density and radius and finally pulse-wave dynamics with regard to local and global compliance.  相似文献   

20.
    
Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. Like many personality traits, BI is often assessed via self-report questionnaires where respondents rate themselves for frequency of certain behaviors or feelings. However, questionnaires have inherent limitations, particularly in psychiatric populations where there may be unawareness of deficit. A viable alternative may be virtual environments, in which the participant guides an on-screen “avatar” through a series of onscreen events meant to simulate real-world situations. Here, we report on initial development of such an assessment tool, involving several onscreen scenarios with choice points where the participant can select from response options corresponding to inhibited or uninhibited behaviors. In two experiments involving over 300 college students, scores on the computer-based task were strongly correlated with BI scores attained through self-report questionnaire (r > .780, p < .001); this relationship held regardless of participant gender and experience with computer games. The results suggest that virtual environments may hold promise as alternative formats for assessment of personality traits in populations unsuited to traditional paper-and-pencil questionnaire formats due to psychopathology, limited attention span, or poor vocabulary and/or literacy skills.  相似文献   

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