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1.
Computer mediated communication in distance education   总被引:2,自引:0,他引:2  
Abstract  This paper describes experiences with computer mediated communication (CMC) in a postgraduate information systems module over two successive years. CMC was introduced primarily for pedagogical reasons, although a further aim was to carry out an exploratory investigation into factors affecting its successful adoption and the benefits to students. Students participated in a case study discussion through a bulletin board. Student participation, though not compulsory, was high at 82%. Over 80% of students surveyed thought their experience with electronic mail assisted learning, that the case study discussion was more useful than a conventional assignment, that the instructor seemed more accessible and that further use of electronic mail in their studies was desirable. Problems encountered included difficulties in learning to use the communications software and inadequacies in documentation. Social interaction amongst students and between students and the instructor was relatively low. Recommendations are that future work should concentrate on the quality of documentation and technical support, the ease of use of software chosen and the integration of technology across the organization.  相似文献   

2.
The advancement of mobile and wireless communication technologies has encouraged an increasing number of studies concerning mobile learning, in which students are able to learn via mobile devices without being limited by space and time; in particular, the students can be situated in a real-world scenario associated with the learning content. Although such an approach seems interesting to the students, researchers have emphasized the need for well-designed learning support in order to improve the students’ learning achievements. Therefore, it has become an important issue to develop methodologies or tools to assist the students to learn in a mobile learning environment. Based on this perspective, this study proposes a formative assessment-based approach for improving the learning achievements of students in a mobile learning environment. A mobile learning environment has been developed based on this approach, and an experiment on a local culture course has been conducted in southern Taiwan to evaluate its effectiveness. The experimental results show that the proposed approach not only promotes the students’ learning interest and attitude, but also improves their learning achievement.  相似文献   

3.
The adoption of Information and Communication Technologies in early childhood education is crucial for adapting traditional classrooms to the digital era. Over time, young children are increasingly using touch screen technologies such as tablets at home and in early childhood settings. However, the literature shows that there is a significant gap in knowledge of using this technology in early childhood education. Most researchers have focused on the pedagogical theory behind using touch screen devices, but there have not been many empirical studies about how these technologies affect students' learning processes. This paper presents three learning experiences where early childhood students perform educational activities using tablet computers, interactive whiteboards, and paper cards. The results show that students who used the technology were more motivated and achieved better results that those who used paper cards.  相似文献   

4.
著名盲聋女作家海伦·凯勒说过这样一句名言:“盲,隔离了人与物;聋,隔离了人与人。”因此,形成和发展听障生语言是特殊教育学校的一项极其重要的特殊补偿任务。信息技术课是对聋生开展语言能力的补偿,中、高年级的聋生以“办公软件应用”的职业技能为主。由于学生以前已经对Word、Excel等应用软件有一定的了解,因此,学习的难点不在于操作,而在于审题,于是笔者以分析理解题意为切人点,对学生进行语言补偿。  相似文献   

5.
Inquiry-based learning, an effective instructional strategy, can be in the form of a problem or task for triggering student engagement. However, how to situate students in meaningful inquiry activities remains to be settled, especially for social studies courses. In this study, a contextual educational computer game is developed to improve students' learning performance based on an inquiry-based learning strategy. An experiment has been conducted on an elementary school social studies course to evaluate the effects of the proposed approach on the inquiry-based learning performances of students with different learning styles. The experimental results indicate that the proposed approach effectively enhanced the students' learning effects in terms of their learning achievement, learning motivation, satisfaction degree and flow state. Furthermore, it is also found that the proposed approach benefited the “active” learning style students more than the “reflective” style students in terms of learning achievement. This suggests the need to provide additional supports to students with particular learning styles in the future.  相似文献   

6.
At the University of Toronto at Scarborough, we provide enhanced flexibility to our students using a blended-learning approach (i.e., the webOption) whereby students can attend lectures live, watch them online at their convenience, or both. The current research examines the use of pause and seeks features afforded by the webOption interface and how these features are related to students’ learning approaches and their performance in calculus courses. These courses emphasize the teaching of mathematical proofs; cognitive skills that are enhanced with practice (Schneider & Shiffrin, 1977). Access to online lectures allows students to re-experience the professor as they teach these skills. Given this, it was predicted that use of the webOption might be especially potent in these learning contexts. The results we report here do not confirm that prediction. Students do use and appreciate the features of the webOption, however, those students who augmented their class attendance with online viewing, and those who used the lecture-control features the most, were actually the students who performed most poorly. We interpreted the results to be due to different learning strategies and the manner in which these strategies interact with course content. Our results suggest that using the pause feature is related to a surface strategy of learning, which is in turn related to poorer performance in the course.  相似文献   

7.
Abstract Often with large classes of students it is difficult to cater for individual needs. Large classes hold many students, some of whom may be under-prepared for the course they are taking and some who will already have a high degree of familiarity with much of the planned content and learning outcomes. In catering for the diversity of students, teachers often teach to the lowest common denominator, catering for the former, but failing to provide a challenging and fulfilling learning programme for the latter. This paper describes a project undertaken in an Australian university where students enrolled in a large class were provided with the opportunity and incentive to undertake a technology-facilitated individual authentic learning project in place of the more structured coursework pathway. The purpose of the activity was to enable advanced students to extend their learning through an independent project. An inquiry was undertaken to explore the effectiveness of such an approach as a means to cater for diversity in the cohort and to investigate the factors influencing the learning outcomes that were achieved.  相似文献   

8.
Inquiry learning has been developing for years and many countries have incorporated inquiry learning into the scope of K-12 education. Educators have indicated the importance of engaging students in knowledge-sharing activities during the inquiry learning process. In this study, a location-based augmented reality (AR) environment with a five-step guiding mechanism is developed to guide students to share knowledge in inquiry learning activities. To evaluate the effectiveness of the proposed approach in terms of promoting the knowledge sharing behaviors of students, an experiment has been conducted in an elementary school natural science course. The participants were 57 fourth-grade students from an elementary school in Northern Taiwan, divided into an experimental group of 28 students who learned with the AR-based approach and a control group of 29 students who learned with the conventional in-class mobile learning approach. The students' learning behaviors, including their movements in the real-world environment and interactions with peers, were recorded. Accordingly, the learning patterns and interactions of the two groups were analyzed via lag-sequential analysis and quantitative content analysis. It was found that, in comparison with the conventional inquiry-based mobile learning activity, the AR-based inquiry learning activity is able to engage the students in more interactions for knowledge construction. The findings of this study provide guidance for helping teachers develop effective strategies and learning designs for conducting inquiry-based learning activities.  相似文献   

9.
Educators around the world are striving to make science more accessible and relevant to students. Online instructional resources have become an integral component of tertiary science education and will continue to grow in influence and importance over the coming decades. A case study in the iterative improvement of the online instructional resources provided for first-year undergraduates taking “Introductory Earth System Science” at Nanjing University in China is presented in this paper. Online instructional resources are used to conduct a student-centered learning model in the domain of Earth system science, resulting in a sustainable online instructional framework for students and instructors. The purpose of our practice is to make Earth system science education more accessible and exciting to students, changing instruction from a largely textbook-based teacher-centered approach to a more interactive and student-centered approach, and promoting the integration of knowledge and development of deep understanding by students. Evaluation on learning performance and learning satisfaction is conducted to identify helpful components and perception based on students’ learning activities. The feedbacks indicate that the use of online instructional resources has positive impacts on mitigating Earth system science education challenges, and has the potential to promote deep learning.  相似文献   

10.
软件工程课程教学改革与实践探索   总被引:1,自引:0,他引:1  
蒲保兴 《软件》2011,32(5):114-115
基于软件工程课程的特点,分析了目前教学过程中存在的问题,提出了两阶段教学法:理论讲授阶段以案例分析教学法,通过分析和演示案例,讲述软件工程的过程、理论与方法;在学生实践阶段采用任务驱动教学法,学生通过完成软件项目来巩固理论知识,并锻炼实践能力。实践表明,改进的教学方法能充分调动学生的学习自主性,提高学生的学习兴趣,改善教学效果。  相似文献   

11.
李伟 《软件》2014,(1):146+148-146,148
怎样让学生更好的学习计算机软件,已经成为了很多老师和学生都非常关注的问题。让学生更好的学习软件,是符合教学需要的,也是符合学生未来发展需要的,所以必须做好软件教学工作,找到合适的教学方法和学习方法,提高学生的软件学习效果,让学生更好的掌握软件。  相似文献   

12.
Online learning is used for different purposes such as the actualization of equal opportunity in education or excellence in education. In Korea, nationwide online learning has been launched since 2005 to boost the self-directed learning capabilities and academic achievement of underprivileged students. The purpose of this study was to examine factors affecting the online learning satisfaction of underprivileged students. The subjects in this study were 1043 students and 915 underprivileged students. The underprivileged students were found to be more satisfied with online learning than the students, and the students who were under the guidance of their online homeroom teachers (hereinafter called the students of class type) expressed better satisfaction than the others who studied on their own (hereinafter called the students of self-study type). And the learning support function (F3) was identified as the variable that exerted the largest influence on the satisfaction level of the underprivileged students. This study was significant in that it attempted to suggest what kind of assistance should be provided to raise the online learning satisfaction of underprivileged students and to set up learning assistance models geared toward underprivileged students by covering diverse relevant elements without leaning toward any particular one.  相似文献   

13.
In order to facilitate senior primary school students in Hong Kong to engage in learning by observation of the phenomena related to electrical circuits, a design of a specific courseware system, of which the interactive human–machine interface was created with the use of an open-source software called the LabVNC, for conducting online remote-controlled experiments was developed in this study. The statistically significant results of a pre-test–post-test evaluation study showed that the LabVNC-based system has potential to promote students to learn the target topic under the approach of learning by observation. The assertion of the teacher on the pedagogical value of the remote-controlled experimentation and the enthusiasm of students in using the LabVNC-based system reveal the potential to integrate the use of the LabVNC-based system with the practice of scientific experiments. Based on the feedback from the teacher and students, the existing LabVNC-based system will be refined under the design-based research approach.  相似文献   

14.

The design and development of technological solutions based on software for all types of people, including people with disabilities, is still a pending issue in most software application development projects today. Situations like the 2020 pandemic drastically reflect how people with disabilities tend to be left outside the application design and construction guidelines. There are multiple initiatives and previous works that advocate user involvement from the beginning of the project; however, in this work, we go a step further by presenting a model for designing and constructing software applications (RiD—Responsive inclusive Design) defined for inclusive software. RiD extends the involvement of the user with disabilities to the entire software life cycle, in different roles, and taking into account the changing nature of the user profile in the evolution of the product. This article also presents the EDICO case study, an accessible and inclusive scientific editor for the Spanish National Organization of the Blind (ONCE), which was successfully implemented applying the RiD principles.

  相似文献   

15.
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis. Digital gameplay, when used once daily over a 6-day period, was found to enhance student engagement and interest in learning; many students, however, were concerned about its effect on academic achievement and eyesight. The teacher employed a “making thinking visible” approach using pencil and paper and problem-solving strategies to help students understand the game's mathematical principles and master mathematical knowledge. Obstacles included large class size, difficulty evaluating learning outcomes, balancing fun and learning, and effective game–classroom integration. This study found that exam-oriented education and traditional teacher-centred teaching in China influenced participants' perceptions and experiences of digital game-based learning.  相似文献   

16.
Despite the proliferation of multimedia devices in elementary classrooms, there is limited research examining teacher-created video instruction, particularly regarding its effect on academic growth and engagement. This study investigated the effect of teacher-created computer-based video instruction (CBVI) using iPads on students' academic, behavioural and affective learning in elementary classrooms. The study used a repeated-measures design with counterbalancing to measure the effects of CBVI during mathematics lessons on student achievement scores, time on-task and attitudes towards learning. Three year three classes (n = 49) completed three lessons, each using a different mode of instruction: CBVI created by the class teacher, CBVI created by a stranger, and a traditional live lesson delivered by the class teacher. Results were analysed using a Linear Mixed Model. No significant growth in performance was detected during video instruction, however a significant growth result was achieved for the traditional live teaching mode (p < 0.001), possibly attributable to the longer duration of experimental session. Behavioural engagement was considerably higher during CBVI lessons than live lessons and students preferred their teacher's voice during CBVI. Three teachers were interviewed to examine how CBVI affected teaching and learning, with two main themes emerging: (1) positive impacts of CBVI upon students; and (2) positive impacts on teacher wellbeing. This research indicates benefits for students and teachers when using teacher-created CBVI. Further research is needed to better understand the factors that influence cognitive development of students using CBVI and to also further explore the effect of CBVI on teacher wellbeing.  相似文献   

17.
《Computers & Education》1986,10(1):35-42
The microcomputer can be used by disabled students both as a communication device and a learning tool. The potential advantages of this new technology have been somewhat offset however, by the paucity of commercial software which complements the school curriculum and provides for the needs of the disabled. This paper identifies factors which need to be considered when evaluating software to be used in instructional settings and describes additional criteria which must be considered in the evaluation of software to be used by disabled students. The design of software which complements the school curriculum and is accessible to non-disabled and moderately disabled students is presented as a solution to many of the problems highlighted in the paper. Programs currently being developed for use on Apple II computers which are accessed by single input control and can be stimulating and reinforcing for junior primary students are described. The observation is made that with the inclusion of additional options to provide greater flexibility in microcomputer programs, it is possible to produce software for the commercial market which caters for the needs of both non-disabled and moderately disabled students.  相似文献   

18.
The EU-supported TeDUB (Technical Drawings Understanding for the Blind) project is developing a software system that aims to make technical diagrams accessible to blind and visually impaired people. It consists of two separate modules: one that analyses drawings either semi-automatically or automatically, and one that presents the results of this analysis to blind people and allows them to interact with it. The system is capable of analysing and presenting diagrams from a number of formally defined domains. A diagram enters the system as one of two types: first, diagrams contained in bitmap images, which do not explicitly contain the semantic structure of their content and thus have to be interpreted by the system, and second, diagrams obtained in a semantically enriched format that already yields this structure. The TeDUB system provides blind users with an interface to navigate and annotate these diagrams using a number of input and output devices. Extensive user evaluations have been carried out and an overall positive response from the participants has shown the effectiveness of the approach.  相似文献   

19.
The Personalised System of Instruction is a form of mastery learning which, though it has been proven to be educationally effective, has never seriously challenged the dominant lecture-tutorial teaching method in higher education and has largely fallen into disuse. An information and communications technology assisted version of the Personalised System of Instruction using a virtual learning environment is promoted here based on the authors’ longitudinal design research into this pedagogy. The particular elements of the virtual learning environment which are promoted are short video clips, online formative tests and an assessment management system. The authors present their experiences of developing and deploying this pedagogy for the teaching of introductory discrete mathematics to large classes of Computer Science students at two UK higher education institutions both with whole cohorts and ‘at risk’ groups of students. In particular, this method is promoted as particularly helpful to students who do not adopt a deep approach to learning as many students fail to do. Moreover ‘at risk’ students using this method (n = 71) demonstrated an average Glass effect size of 0.83 compared with other ‘at risk’ students who did not (n = 35). Based on these experiences, this pedagogy is promoted as an effective approach to teaching in higher education, especially the teaching of cognitive skills to diverse cohorts of students on foundation level modules.  相似文献   

20.
Web 2.0 technologies are becoming more popular in the everyday lives of students. As a result, teachers and designers have begun to explore their use in formal education. This paper presents evaluation findings from a collective case study of six Web 2.0 implementations in Australian higher education. The research was undertaken as part of a larger study that sought to understand how today’s students use information and communication technologies to support their learning. Conducted across three universities, the research included a range of disciplines, class sizes and year levels. A common evaluation strategy was used in order to collect comparable data from which commonalities and differences could be identified. This paper provides an overview of the study, describes the methodology used, summarises the implementation experiences of staff and students involved and presents the key findings. The results suggest that most students had little prior experience with relevant technologies and that many struggled to see the value of using Web 2.0 technologies for learning and teaching, both of which have important implications for the design of appropriate learning tasks. While the argument can be made for improving the design through better task-technology alignment, this study also highlights inherent tensions between Web 2.0 and educational practices.  相似文献   

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