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1.
This paper reports on a qualitative study of students' engagement with a Web-based inquiry environment aimed at prompting student reflection in processes of scientific inquiry. In order to demonstrate how prompts become structuring resources for students' scientific inquiry, detailed analyses of students' interaction processes are conducted. The students' written responses to the reflection prompts indicated a widespread use of a 'copy and paste' strategy. The analyses of student interaction deepen this finding and show that instead of participating in reflection activities, the students make use of these 'copy and paste' strategies in order to come up with 'correct' answers to the prompts. Further, the analyses indicate that the students' employment of these strategies can be seen as a response to what can be termed the institutional practices of schooling embedded within the design of the prompts. These findings are discussed and explored in accordance with findings from previous studies on prompting students' reflection in Web-based inquiry environments. The study demonstrates the value of a socio-cultural perspective for gaining a deeper understanding of students' engagement with Web-based learning environments. Such a perspective can give valuable insight into how to (re)design prompts, and how prompts can be productive parts of students' learning.  相似文献   

2.
The efficacy of individual components of an online course on positive course outcome was examined via stepwise multiple regression analysis. Outcome was measured as the student’s total score on all exams given during the course. The predictors were page hits, discussion posts, and discussion reads. The vast majority of the variance of outcome was accounted for by total page hits. Participation in discussion had little to no effect on performance as measured by outcome on exams. The results were double cross-validated with a sample chosen from another class. There was no shrinkage, indicating that the equations derived from the two samples were very reliable.  相似文献   

3.
In this paper, an initial theory of online learning as online participation is suggested. It is argued that online learner participation (1) is a complex process of taking part and maintaining relations with others, (2) is supported by physical and psychological tools, (3) is not synonymous with talking or writing, and (4) is supported by all kinds of engaging activities. Participation and learning are argued to be inseparable and jointly constituting. The implication of the theory is straightforward: If we want to enhance online learning, we need to enhance online learner participation.  相似文献   

4.
By focusing on two dimensions of the digital divide—computer use and computer knowledge, this study explores four research questions: (1) What are the undergraduates doing with the computers they use at colleges? (2) How do undergraduates perform in regard to computer knowledge and skills? (3) With what is the digital divide among college students correlated? (4) What consequences does the digital divide have for student academic performance? In order to answer these research questions, a national survey was conducted. The survey investigated 3083 first-year college students of 12 4-year universities in Taiwan. A total of 2719 of them completed the questionnaires resulting in a response rate of 88.2%. In this study, the digital divide is measured in terms of computer use, which includes a variety of purposes for using computers and academic-related work as a proportion of total computer hours, and computer knowledge. Multiple regressions and a generalized ordered logit, i.e. a partial proportional odds model, are employed. The main findings include the following: (1) Undergraduates use computers not only for fulfilling their academic requirements and searching for information, but also for entertainment. On average, undergraduates spend about 19 h per week using computers, of which 5 h are academic-related. (2) Most undergraduates perform at the middle average level in terms of computer knowledge. (3) No significant differences among correlates in relating to demographic and socioeconomic family background were found in predicting the various purposes in using computers. (4) Students who are female, whose fathers and/or whose mothers are from minorities, whose fathers are blue-collar workers or unemployed, who study in the fields of the humanities and social sciences, and who enter private universities are at a disadvantage in terms of computer skills and knowledge. However, female students, students whose mothers were less educated and students who enroll in private universities are more focused computer users in terms of allocating time to academic-related work. (5) Computer knowledge and devotion to using computers for academic-related work have a moderate effect on college student learning, while the various other uses of computers do not. Of the different kinds of computer knowledge, it is the knowledge of software that helps students to learn the most.  相似文献   

5.
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the former was used to guide the participants to search for information to answer a series of questions related to the target learning issue, while the latter was used to provide supplementary materials during the gaming process. To evaluate the performance of the proposed approach, an experiment was conducted on an elementary school natural science course. The experimental results showed that the proposed approach not only significantly promoted the flow experience, learning attitudes, learning interest and technology acceptance degree of the students, but also improved their learning achievements in the web-based problem-solving activity.  相似文献   

6.
Abstract The purpose of this research was to investigate the effects of formative assessment and learning style on student achievement in a Web-based learning environment. A quasi-experimental research design was used. Participants were 455 seventh grade students from 12 classes of six junior high schools. A Web-based course, named BioCAL, combining three different formative assessment strategies was developed. The formative assessment strategies included Formative Assessment Module of the Web-Based Assessment and Test Analysis system (FAM-WATA) (with six Web-based formative assessment strategies), Normal Module of Web-Based Assessment and Test Analysis system (N-WATA) (only with partial Web-based formative assessment strategy) and Paper and Pencil Test (PPT) (without Web-based formative assessment strategy). Subjects were tested using Kolb's Learning Style Inventory, and assigned randomly by class into three groups. Each group took Web-based courses using one of the formative assessment strategies. Pre- and post-achievement testing was carried out. A one-way ANCOVA analysis showed that both learning style and formative assessment strategy are significant factors affecting student achievement in a Web-based learning environment. However, there is no interaction between these two factors. A post hoc comparison showed that performances of the FAM-WATA group are higher than the N-WATA and PPT groups. Learners with a 'Diverger' learning style performed best followed by, 'Assimilator', 'Accommodator', and 'Converger', respectively. Finally, FAM-WATA group students are satisfied with six strategies of the FAM-WATA.  相似文献   

7.
Our article profiles the evolution of a fully online writing course designed for adult learners in our university's Prior Learning Assessment Program. Based on our own observations and experiences teaching adult learners online, we question if the virtual learning environment presents different challenges and prospects for the adult learner versus the traditional student learner, along with an extension and complication of the more social metaphors of “virtual community.” Moreover, because of the changing demographic from traditional to adult students, we argue that this change also fosters a change in the relationship between teachers and students. In chronicling this relationship, we note problems when the labor of adult education becomes invisible to those supervising online instructors. Because of these “invisible” labor issues, we argue that successful online instruction must include a range of interactions between students and instructors that extend the more public concept of community to better acknowledge the importance of personal, private interaction. Thus, we conclude with a call to rethink our online writing pedagogies to be more flexible to adult learner needs and learning styles, simultaneously recognizing the impact of adult online education on faculty workload.  相似文献   

8.
This study examined online courses with collaborative learning components from 197 graduate students across three consecutive academic years. A student attitude survey containing 20 items and a student teamwork satisfaction scale containing 10 items on a 5-point Likert-type scale with three open-ended questions regarding their online collaborating experiences were collected during the final week of each semester. Results revealed that the three extracted online collaboration factors (Team Dynamics, Team Acquaintance, and Instructor Support) from the student attitude survey had moderate to high degrees of correlation with teamwork satisfaction. Results also revealed that the three collaboration factors accounted for 53% of the variance in online teamwork satisfaction. In addition, results from both surveys and open-ended questions revealed students favored working collaboratively in an online environment.  相似文献   

9.
Psychological studies have shown that personal beliefs about learning and environmental preferences affect learning behaviors. However, these learner characteristics have not been widely discussed in the web-based context. By developing questionnaires, this study attempted to detect learners’ web-based learning environmental preferences (WLEP) and beliefs about web-based learning (BWL). The scope of WLEP focused on the pedagogical dimension of the web-based learning environment, while BWL concerned the attributes and control factors of the web-based learning. There were about five hundreds of Taiwan university students participating in the study. Through factor analysis, the scales discussed in the study revealed a satisfactory validity and reliability in assessing students’ preferences and beliefs. Further analyses showed that university students preferred more of individual and structured instructional configurations while expected the outward mode of interaction. In general, students held a rather contextual belief about web-based learning, which was found to be correlated with their environmental preferences.  相似文献   

10.
Ensemble of online sequential extreme learning machine   总被引:3,自引:0,他引:3  
Yuan  Yeng Chai  Guang-Bin   《Neurocomputing》2009,72(13-15):3391
Liang et al. [A fast and accurate online sequential learning algorithm for feedforward networks, IEEE Transactions on Neural Networks 17 (6) (2006), 1411–1423] has proposed an online sequential learning algorithm called online sequential extreme learning machine (OS-ELM), which can learn the data one-by-one or chunk-by-chunk with fixed or varying chunk size. It has been shown [Liang et al., A fast and accurate online sequential learning algorithm for feedforward networks, IEEE Transactions on Neural Networks 17 (6) (2006) 1411–1423] that OS-ELM runs much faster and provides better generalization performance than other popular sequential learning algorithms. However, we find that the stability of OS-ELM can be further improved. In this paper, we propose an ensemble of online sequential extreme learning machine (EOS-ELM) based on OS-ELM. The results show that EOS-ELM is more stable and accurate than the original OS-ELM.  相似文献   

11.
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   

12.
We describe a novel framework for the design and analysis of online learning algorithms based on the notion of duality in constrained optimization. We cast a sub-family of universal online bounds as an optimization problem. Using the weak duality theorem we reduce the process of online learning to the task of incrementally increasing the dual objective function. The amount by which the dual increases serves as a new and natural notion of progress for analyzing online learning algorithms. We are thus able to tie the primal objective value and the number of prediction mistakes using the increase in the dual. Editors: Hans Ulrich Simon, Gabor Lugosi, Avrim Blum. A preliminary version of this paper appeared at the 19th Annual Conference on Learning Theory under the title “Online learning meets optimization in the dual”.  相似文献   

13.
The success of Web-based learning depends on learner loyalty, i.e., subsequent continued usage (continuance). We extended the Unified Theory of Acceptance and Use of Technology (UTAUT) by introducing components of subjective task value into a model for studying learners’ continuance intentions in Web-based learning. Based on survey data from 286 respondents, SEM was employed to assess the model. The results indicated that performance expectancy, effort expectancy, computer self-efficacy, attainment value, utility value, and intrinsic value were significant predictors of individuals’ intentions to continue using Web-based learning, while anxiety had a significant negative effect. The results suggested the beneficial effect of positive subjective task value on stimulating learners’ intentions to continue using Web-based learning, which is as important as performance expectancy and effort expectancy. Implications and limitations of our study are discussed.  相似文献   

14.
Forty-eight college students participated in an ABAB analysis; the A condition was online study groups and the B condition was online practice tests. Students prepared for two in-class examinations under the A condition and two in-class examinations under the B condition. Based on Bloom’s taxonomy, all examinations contained items that assessed student mastery of course content in terms of: (1) knowledge, (2) comprehension, (3) application, and (4) synthesis. Ten questionnaire items established that participating students preferred online practice tests over online study groups. Such preference, however, was not significantly related to any measure of academic achievement. While small sample size renders generalization of findings tenuous, the results of the investigation suggest that various online study tools may have differential effectiveness for knowledge, comprehension, application, and synthesis instruction objectives. Although student preference is an important consideration, instructors should select online study tools on the basis of established learning benefits.  相似文献   

15.
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N = 173) of two learning games (Quantum Spectre: N = 134 and Spumone: N = 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.  相似文献   

16.
This case study describes the group development in an online learning group. Adult learners enrolled in a MBA partially delivered at a distance were observed during fifteen weeks to better understand the group development of an online learning group. Both qualitative and quantitative methods were used to capture the dynamic of social interactions within the group and some affective reactions of members. The results revealed a transition period at the midpoint of the collaborative activity showing a decline of task-oriented communications, motivation and positive mood from this period. Results were discussed through models of group development validated in face-to-face environments. Some implications were proposed to facilitate online activities in computer-supported learning groups.  相似文献   

17.
In online learning, the high dropout ratio is a serious problem and reflects a poor level of motivation in e-learning programmes. Social-interactive engagement may greatly affect users’ attitudes and choices in many fields; among these, online learning is inevitably impacted by factors such as social connections. To study the impact of social-interactive engagement on the dropout ratio and learning progress, iMOOC was employed as the study object using data from 619 courses and 2,071,147 learners, as well as 19,451,428 learning records. As engagement is a process of collecting experiences, the learner’s experience plays a significant role in reducing the dropout ratio. Social-interactive engagement helps to reduce the dropout ratio; thus, learners should be encouraged to engage in online activities, such as discussions, note sharing, commenting and Q&A, to alleviate the feelings of being disconnected and isolated. Through an empirical study, we also find that the longer a learner's registered time is, the lower the dropout ratio. From the perspective of the courses themselves, the dropout ratios of shorter or more difficult courses are lower than those of longer or less-difficult courses. This paper provides theoretical and practical recommendations for reducing the dropout ratio in online learning and improving learning efficiency.  相似文献   

18.
The purpose of this study was to develop and validate a multidimensional instrument for college students’ readiness for online learning. Through a confirmatory factor analysis, the Online Learning Readiness Scale (OLRS) was validated in five dimensions: self-directed learning, motivation for learning, computer/Internet self-efficacy, learner control, and online communication self-efficacy. Research data gathered from 1051 college students in five online courses in Taiwan revealed that students’ levels of readiness were high in computer/Internet self-efficacy, motivation for learning, and online communication self-efficacy and were low in learner control and self-directed learning. This study found that gender made no statistical differences in the five OLRS dimensions, but that higher grade (junior and senior) students exhibited significantly greater readiness in the dimensions of self-directed learning, online communication self-efficacy, motivation for learning, and learner control than did lower grade (freshman and sophomore) students.  相似文献   

19.
The current research examined the relationship between the Big Five personality dimensions and five specific types of online course impressions (engagement, value to career, overall evaluation, anxiety/frustration, and preference for online courses). Results revealed that conscientiousness was the most consistent predictor of an individual’s impressions of online courses. Specifically, conscientiousness was significantly related with each of the five online course impressions studied. In addition, agreeableness and openness were both positively related with the perceived value of online courses to one’s career. Work experience was positively associated with engagement, value to career, and overall evaluation, and negatively associated with anxiety/frustration. Undergraduates reported stronger preferences for online courses than did graduate students, and married students reported lower levels of anxiety/frustration with online courses. Results are interpreted with the intent of providing an enhanced understanding of the importance of personality in students’ impressions of the online learning experience.  相似文献   

20.
Ya-Ching Lee   《Computers & Education》2008,50(4):1423-1438
This study examines perceptions of adequate resources that can facilitate or inhibit students’ adoption of an online learning system, through an extension of the technology acceptance model (TAM) to include the perspectives of intra- and extra-organizational resources. The novel contribution of this study is the inclusion of internal and external-organizational factors in the aspect of perceived resources. The results of the study confirm the original TAM findings that perceived usefulness and perceived ease of use are positively associated with behavioral intention. In addition, the results also partially support that perceived resources have impacts on online learning adoption: Perceived ease of use, internal computing support, internal computing training, and external computing support have positive effects on perceived usefulness. Furthermore, internal computing support, internal computing training, external computing support, external computing training, and external equipment accessibility have positive effects on perceived ease of use. Recommendations for promoting adoption of the online learning system are subsequently discussed, along with suggestions for improving overall system design.  相似文献   

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