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1.
Some educational innovation initiatives require practitioners to team up on the design of new learning activities. However, existing learning design tooling does not integrally support their tasks. Some tools enable authoring of designs, while other tools support sharing and commenting of learning design ideas, but none of them offers an integrated provision of technological features to support the work of design teams specifically. The requirements include team formation, the storage and retrieval of designs, and the promotion of interaction in the co-creation of designs. The LdShake platform has been conceived to enable sharing and co-editing of learning designs. This paper introduces LdShake’s technological features and evaluates to what extent they support the aforementioned requirements. A first evaluation context is focused on learning design, while a second one is devoted to devising research ideas. The results obtained in the two contexts are complementary, pointing out distinct affordances and user behaviors (e.g., on browsing designs) that depend on the characteristics of each context, while also bringing to light the relevance of LdShake’s social network related features. Overall, the design considerations proposed and the evaluation results obtained contribute toward an improved understanding of how to support networked teams.  相似文献   

2.
Pedagogically informed designs of learning are increasingly of interest to researchers in blended and online learning, as learning design is shown to have an impact on student behaviour and outcomes. Although learning design is widely studied, often these studies are individual courses or programmes and few empirical studies have connected learning designs of a substantial number of courses with learning behaviour. In this study we linked 151 modules and 111.256 students with students' behaviour (<400 million minutes of online behaviour), satisfaction and performance at the Open University UK using multiple regression models. Our findings strongly indicate the importance of learning design in predicting and understanding Virtual Learning Environment behaviour and performance of students in blended and online environments. In line with proponents of social learning theories, our primary predictor for academic retention was the time learners spent on communication activities, controlling for various institutional and disciplinary factors. Where possible, appropriate and well designed communication tasks that align with the learning objectives of the course may be a way forward to enhance academic retention.  相似文献   

3.
Design is a wide-ranging and open-ended information-processing task in engineering; analogy is a very common method for addressing engineering design problems. Analogical design is the process of retrieving a known design (source analog) similar to the current design problem (target), and transferring parts of the structure of the known design to the current problem. The power of an analogical designer thus comes in part from the ability to retrieve the “right” design when a new problem is specified. Indexing of designs is therefore an important issue in analogical design. This issue, in fact, has three different aspects: (1) indexing vocabulary, (2) learning of the indices to a new design, and (3) use of the learned indices for retrieving stored designs. The authors of this paper have been exploring the hypothesis that teleologicall causal models of engineering designs give rise to the indexing vocabulary, enable and constrain the learning of indices for new designs, and provide similarity measures for matching a target problem with the stored design and retrieving relevant ones. This hypothesis has been tested in both interactive knowledge acquisition and autonomous design problem solving and learning, in engineering domains such as electrical circuits and heat exchangers.  相似文献   

4.
Integration of metacognitive skills in the design of learning objects   总被引:1,自引:0,他引:1  
Recent studies have demonstrated that specific instruction about metacognitive strategies improves achievement, the accuracy of knowledge monitoring, and the application of learning strategies in hypermedia environments. However, there are no models to date for instructional designers who design and develop learning objects for the incorporation of specific scaffolds to aid student reflection about their metacognitive skills; thus making it difficult to identify tasks to orientate learners in improving such skills. In this paper, we propose the use of specific ontologies as the basis for incorporating information about metacognition in learning objects so that a Learning Management System can select and recommend tasks designed for the development and/or improvement of the learners’ metacognitive skills within the context of e-learning.  相似文献   

5.
6.
Nowadays we need to teach students how to become flexible problem solvers in a dynamic world. The pace in which technology changes and complexity increases requires increased efficiency in learning and understanding. This requires the engineers of tomorrow to quickly gain knowledge and insight outside their prime area of expertise. To transfer practical, how-to knowledge, to re-use design solutions and to teach students design solutions in the context of a specific domain, design patterns can be used. Design patterns offer a way to transfer knowledge that is more practical and ‘ready for use’ than a generic theory-based transfer of knowledge. However, the advantage of design patterns might go beyond re-use, design efficiency and flexibility. This paper argues that in addition to the benefits described above, there is a specific added value for the use of design patterns by students to acquire design skills and domain knowledge. To analyze this proposition we will analyze the literature on cognitive load and cognitive learning processes, and relate this to experiences from three case studies in which novices and experts were offered design patterns to develop and implement systems and processes. We will reflect on implications of the use of design patterns in computer-based teaching as well as on a potential support tool to improve the accessibility of pattern languages.  相似文献   

7.
Social interactions profoundly impact the learning processes of learners in traditional societies. The rapid rise of the Internet using population has been the establishment of numerous different styles of network communities. Network societies form when more Internet communities are established, but the basic form of a network society, especially a network learning society, remains unclear. In 1998, a group of Taiwanese researchers created a network learning society, named “EduCities”. Based on the experience of building this network learning society, the authors found that a structured network learning society architecture helps participants to coordinate and manage interaction processes. This study describes 10 basic elements involved in establishing a structured network learning society, i.e., participants, shared visions, devices, services, rules, relations, manners, learning domains, learning goals and learning activities. A structured network learning society environment, “EduCities”, was then implemented based on the structured network learning society concept. EduCities included numerous structural designs, including EduCity, EduTown, EduSisterTown, EduVillage, EduSisterVillage, EduCitizen, and EduHome were practiced. Participants in EduCities own their roles, managing power, learning goals, and social relations. The structured network learning society concept represents a prototype of an online learning society.  相似文献   

8.
Shape grammars are a powerful and appealing formalism for automatic shape generation in computer-based design systems. This paper presents a proposal complementing the generative power of shape grammars with reinforcement learning techniques. We use simple (naive) shape grammars capable of generating a large variety of different designs. In order to generate those designs that comply with given design requirements, the grammar is subject to a process of machine learning using reinforcement learning techniques. Based on this method, we have developed a system for architectural design, aimed at generating two-dimensional layout schemes of single-family housing units. Using relatively simple grammar rules, we learn to generate schemes that satisfy a set of requirements stated in a design guideline. Obtained results are presented and discussed.  相似文献   

9.
Technology Enhanced Learning is a research field that has matured considerably over the last decade. Many technical solutions to support design, authoring and use of learning activities and resources have been developed. The first datasets that reflect the tracking of actual use of these tools in real-life settings are beginning to become available. In this article, we present an exploratory study that relies on these datasets to support semi-automatic assembly of learning activities and resources for specific contexts. Starting from learning designs and other online sources that describe well designed learning experiences as they were used in practice, we derive sequencing patterns that capture re-occurring patterns of activities. A semi-automatic assembly framework uses these patterns to support teachers in the design and authoring of course activities. We present a case study that integrates recommendation support for sequencing activities as well as associated resources in the LAMS learning activity environment. Results indicate that the perceived usefulness is high: both teachers with expertise in the use of learning design tools as well as teachers with no background knowledge in the area indicate that the recommendations helped them in the authoring process. In addition, they feel more confident using learning design tools when support is provided that is driven by best practice knowledge.  相似文献   

10.
Web-based learning tools (WBLTs), also known as learning objects, are online, interactive tools that support the learning of specific concepts by enhancing, amplifying, and/or guiding the cognitive processes of learners. Research examining the effectiveness of WBLTs is somewhat limited because sound, reliable, valid evaluation metrics are sparse, particularly in the K-12 environment. The purpose of the following study was to re-examine the Learning Object Evaluation Scale for students (LOES-S), originally developed by Kay and Knaack (2009), to assess three key constructs: learning, design, and engagement. Over 800 middle and secondary schools students participated in high quality, pre-designed lessons intended to accentuate the use of WBLTs. Data collected from the new WBLT Evaluation Scale demonstrated good internal reliability, construct validity, convergent validity and predictive validity.  相似文献   

11.
The use of toolkits and reference frameworks for the design and evaluation of learning activities enables the systematic application of pedagogical criteria in the elaboration of learning resources and learning designs. Pedagogical classification as described in such frameworks is a major criterion for the retrieval of learning objects, since it serves to partition the space of available learning resources depending either on the pedagogical standpoint that was used to create them, or on the interpreted pedagogical orientation of their constituent learning contents and activities. However, pedagogical classification systems need to be evaluated to assess their quality with regards to providing a degree of inter-subjective agreement on the meaning of the classification dimensions they provide. Without such evaluation, classification metadata, which is typically provided by a variety of contributors, is at risk of being fuzzy in reflecting the actual pedagogical orientations, thus hampering the effective retrieval of resources. This paper describes a case study that evaluates the general pedagogical dimensions proposed by Conole et al. to classify learning resources. Rater agreement techniques are used for the assessment, which is proposed as a general technique for the evaluation of such kind of classification schemas. The case study evaluates the degree of coherence of the pedagogical dimensions proposed by Conole et al. as an objective instrument to classify pedagogical resources. In addition, the technical details on how to integrate such classifications in learning object metadata are provided.  相似文献   

12.
Previous research into multimedia learning has mainly focused on cognitive factors to investigate different instructional conditions and design principles. Emotional factors have so far been widely neglected. However, recent studies showed that the emotional design of multimedia learning material can evoke positive emotions in learners that in turn facilitate the learning process. Following this lead, our study aims to further explore the potential of an emotional design. We seek to differentiate the current findings by systematically deducing emotionally relevant design features and also taking into account negative emotional states. In order to deduce relevant design features, we adopt concepts from web design. German college students (N = 334) were assigned to one of nine conditions, created by two design factors (classical vs. expressive aesthetics), each with two levels (high vs. low) and a usability factor (high vs. low usability) as well as a control group (no color/gray scale). Unexpectedly, objective differences in aesthetics or usability did not affect learners’ emotional states. However, the perceived aesthetics and usability positively affected the emotional states of the learners. Learners’ emotional states had a minor impact on learning outcomes but a larger impact on learners’ intrinsic motivation, including the motivation to continue working with the material.  相似文献   

13.
14.
This paper presents a course-centered ontology for assisting learning support systems to embody the relations among knowledge points and also among the learning materials for those knowledge points. An “individual-class-individual” ontology design (first an individual-class design, then an innovative design about relations among bottom individuals), was applied to the construction of a course-centered ontology for an existing Japanese grammar course. Furthermore, a customizable language learning support system was built to manipulate the course-centered ontology to provide an interface for the learning objects arrangement which displays the visual representation of knowledge points and their relations. The intention underlying the development of the system is to encourage instructors to orient their teaching materials to specific knowledge points and even directly to relations between knowledge points. With these orientations, the learning support system is able to provide an environment in which learners can readily distinguish between related knowledge points. Finally, based on the result of a preliminary evaluation, a study to explore the impact of learning styles and learning habits on learning performance was conducted to further evaluate our ontology-based learning support system. The results of the study suggest three main points: (a) the experimental students who learned with our system achieved significantly better learning achievement than those who just did self-study with textbooks after studying the same target contents for 60 mins; (b) the learning achievement of experimental group was not related to either their learning style in Sequential/Global dimension or their habit of “learning from comparison”; (c) in terms of the learning perception of experimental group, compared to “Sequential learners”, most “Global learners” had a stronger feeling that the comparison function is useful in improving their learning performance, and the learners who don't habitually “learning from comparison” were more likely to suffer from lack of the attention and feel more pressure than those who do habitually “learning from comparison”.  相似文献   

15.
Mobile technology has become popular worldwide with a broad range of users, including students from all levels of education. Although the impact of mobile technology in classrooms has been extensively studied, less is known about teachers' perceptions of how mobile technology impacts in learning and its relation to Applications (Apps) use in the classroom. This state of affairs is problematic since we know that teachers' perceptions have a great influence on their teaching practices. This study used survey data gathered from 102 teachers of 12 different primary schools in Spain. The questionnaire collected data about teachers' individual information, teachers' perceptions on the impact of mobile technology in learning, and use of a set of selected Apps in the classroom. Findings suggest that facilitating access to information and increasing engagement to learning are the two main impacts of mobile technology in the classroom. Findings also show that the choice of Apps is related to the teachers' perception of how mobile technology impacts in learning. Findings could help teachers to take advantage of the combination of affordances of mobile technology and Apps that actually improve some aspects of learning practice.  相似文献   

16.
Personalized learning occurs when e-learning systems make deliberate efforts to design educational experiences that fit the needs, goals, talents, and interests of their learners. Researchers had recently begun to investigate various techniques to help teachers improve e-learning systems. In this paper, we describe a recommendation module of a programming tutoring system - Protus, which can automatically adapt to the interests and knowledge levels of learners. This system recognizes different patterns of learning style and learners’ habits through testing the learning styles of learners and mining their server logs. Firstly, it processes the clusters based on different learning styles. Next, it analyzes the habits and the interests of the learners through mining the frequent sequences by the AprioriAll algorithm. Finally, this system completes personalized recommendation of the learning content according to the ratings of these frequent sequences, provided by the Protus system. Some experiments were carried out with two real groups of learners: the experimental and the control group. Learners of the control group learned in a normal way and did not receive any recommendation or guidance through the course, while the students of the experimental group were required to use the Protus system. The results show suitability of using this recommendation model, in order to suggest online learning activities to learners based on their learning style, knowledge and preferences.  相似文献   

17.
This paper explores the relationship between practitioners' pedagogical purposes, values and practices in designing for inquiry-based learning in higher education, and the affordances of the Learning Activity Management System (LAMS) as a tool for creating learning designs in this context. Using a qualitative research methodology, variation was identified in participants' conceptions of inquiry-based learning pedagogy and in their approaches to inquiry-based learning design. LAMS was found to offer design affordances that are compatible with more strongly teacher-led conceptions of, and approaches to, inquiry-based learning pedagogy. The paper draws some implications for the further development and use of design tools for inquiry-based learning. The authors suggest that, in addition to tools created for teachers, there may be a valuable role for tools that explicitly support students as designers of their own inquiry processes and activities.  相似文献   

18.
Self-regulated learning with the Internet or hypermedia requires not only cognitive learning strategies, but also specific and general meta-cognitive strategies. The purposes of the Study2000 project, carried out at the TU Dresden, were to develop and evaluate authoring tools that support teachers and students in web-based learning and instruction. This paper presents how the authoring tools of the Study2000 project can implement psychologically sound measures to promote (a) active and elaborated learning activities and (b) meta-cognitive activities in a web-based learning environment. Furthermore, it describes a study involving 72 university students in the use of such a web-based learning environment in a self-regulated learning setting at the university level. Results show that students spent almost 70% of their study time with texts, 11% with learning tasks and 12% with the active and elaborated learning tools, whereas meta-cognitive aids where hardly used (<1%).  相似文献   

19.
Smith TJ 《Ergonomics》2007,50(10):1530-1546
The application of ergonomics/human factors (E/HF) principles and practices, and the implementation of ergonomics programmes, have achieved proven success in improving performance, productivity, competitiveness, and safety and health in most occupational sectors. However, the benefits that the application of E/HF science might bring to promoting student learning have yet to be widely recognized. This paper deals with the fundamental purpose of education - student learning - and with the question of how the ergonomic design of the learning environment influences learning performance. The underlying premise, embodied in the quote below, is that student learning performance to a substantial degree is context specific - influenced and specialized in relation to specific design factors in the learning environment. The basic scientific question confronting learning ergonomics is which design characteristics in the learning environment have the greatest influence on variability in learning performance. Practically, the basic challenge is to apply this scientific understanding to ergonomic interventions directed at design improvements of learning environments to benefit learning. This paper expands upon these themes by addressing the origins and scope of learning ergonomics, differing perspectives on the nature of learning, evidence for context specificity in learning and conclusions and research implications regarding an ergonomics perspective on learning.  相似文献   

20.
This paper reports on the findings of the evaluation of Learning Units (LU), a special type of Learning Object designed to help overcome the difficulties associated with learning Calculus concepts at undergraduate level. An Interactive Platform for Learning Calculus (PIAC) that serves as a container for the LU was created following a specific instructional design, namely, the Teaching Unit Model (TUM), which in turn, rules the platform's design, development and implementation. A general perspective on the development of the platform and its LU is presented, including the results of usability and functionality evaluations, which indicate that the platform and the LU comply with different functionality and usability criteria which are fundamental for their introduction into formal university courses. The platform was utilized in a higher education Calculus course, and its effects on different aspects of the learning process were studied. Two experimental groups and two control groups for a total of 102 students taking the Calculus course participated in the study. Results indicated an overall acceptance of using PIAC in class. Important evidence was obtained on the positive effects of using PIAC, not only influencing academic performance of students, but also in motivational aspects of the learning process. The grades obtained in all of academic activities by the groups using PIAC, compared with the control groups, provide solid evidence to the positive influence of the intervention of the technology under the TUM.  相似文献   

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