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1.
ABSTRACT

Incorporating digital gaming into education is an increasingly popular topic in academia. Educators’ views of digital gaming (e.g., computer, video, and online games) have shifted from categorizing these games as an entertaining, yet pedagogically void activity to a promising medium that engages students in the learning process. With over 70% of college students enthusiastically playing digital games, educators are tapping into digital gaming as an effective means to teach millennials problem solving and communication skills. This article investigates gamer characteristics, motivational and engaging aspects of digital games, and the parallels between gaming and the information retrieval process. The authors build on this information to present approaches to incorporate digital gaming techniques into the library classroom since it is not feasible for all libraries to create instructional digital games.  相似文献   

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Abstract   In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.  相似文献   

3.
Online tutorials are useful for reinforcing information literacy concepts addressed in library instruction. A wide range of tutorial types cater to different learning styles and feature varying levels of interactivity. In this study, students and faculty reported experiences using two types of tutorials teaching basic search strategies—an interactive tutorial, and a video tutorial. Although both groups favored the video, faculty were split about which tutorial they would rather assign, a discrepancy suggesting questions about how tutorial developers should balance user preferences with learning needs. These findings provide valuable insights for librarians and instructional designers considering creating information literacy tutorials.  相似文献   

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This case study describes how librarians at Radford University use Prezi, a free, cloud-based, online presentation software, as a platform to structure the content of short online videos focused on various research skills. By utilizing Prezi's flexible formatting, templates, and panning and zooming features, librarians are able to visually illustrate the relationships between varying concepts. This article discusses the online video creation process, best practices, and lessons learned from delivering structured information literacy instruction in the video medium.  相似文献   

6.
This article presents the design and assessment of an online, interactive, information literacy tutorial for first-year composition students at a community college. The objective of the tutorial was to use technology to teach basic research skills effectively, thereby extending the staff-limited reach of in-person information literacy programs. The tutorial used different types of interactivity to promote student learning in an online environment. Interface design and e-learning best practices enhanced the user experience and usability of the tutorial. Through sound pedagogical and design principles, students exhibited learning in all areas.  相似文献   

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Guide-on-the-Side (GOTS) open source software is emerging as a popular new platform for library tutorials. Unlike video tutorials, GOTS tutorials provide an active learning experience for students. This research sought to determine student preference for passive video screencast tutorials versus interactive GOTS tutorials. In addition, the study compared creation time for GOTS versus video screencast tutorials, an important consideration in the adoption of this technology. Findings suggest that students are evenly split on tutorial preference, largely based on their individual learning styles. Furthermore, results showed that GOTS tutorials take significantly longer to create than simple screencasts, but may save time in the long-run because they are easily edited.  相似文献   

8.
ABSTRACT

Access to federated search tools is increasing and many academic libraries are now looking beyond implementation, and are considering the broader implications of federated searching such as its impact on information literacy programs. Although this emerging technology is still experiencing acknowledged growing pains, its potential for transforming the way students conduct research is promising. Reviewing information seeking behavior research and analyzing how federated searching fits within the Association of College and Research Libraries' Information Literacy Competency Standards for Higher Education (2000) enables academic librarians to consider an integrative instructional model that utilizes federated searching as a way of initiating the learning process. doi:10.1300/J136v12n03_01  相似文献   

9.
This article examines several research questions to establish a theory model for explaining factors that influence adult learners' preferences for constructivist Internet-based learning environments (CILE). Data were gathered from 541 individual participants enrolled in adult education institutes in Taiwan for structural equation modelling (SEM) analyses. The research results established a 10-scale instrument for assessing adult learners' preferences for CILE. Among the scales of CILE, adult students placed the highest value on relevance to life and reflective thinking, and scored the lowest for critical judgement, ease of use and student negotiation. The SEM analyses revealed that compared to Internet self-efficacy (ISE), self-directed learning readiness plays a major role in predicting adults' preferences for their learning environment, especially for the higher level of intellectual challenge. ISE plays a mediating role in the relationships between Internet usage and the participants' preferences. This result suggests that more time spent on Internet practice may increase adult learners' ISE, which may strengthen their preferences for Internet-based learning environments.  相似文献   

10.
Using the model for learning and teaching activities (MOLTA), a new technology enhanced hybrid instruction was designed, developed and implemented. The effectiveness of the hybrid instruction in regard to students’ achievement, knowledge retention, attitudes towards the subject, and course satisfaction was evaluated in comparison to traditional classroom instruction. Experimental study with pre-test, post-test control group design was carried out. The sample of the study consisted of 50 university students enrolled in “Computer Networks and Communication” course. The control and experimental groups composed of 24 and 26 students respectively, and the experiment lasted 14 weeks. The findings of the study indicated no significant difference between the hybrid course and the traditional course in students’ achievement, knowledge retention, satisfaction, and attitude.  相似文献   

11.
蒙跃平 《计算机时代》2020,(5):89-91,95
从探讨基于UMU互动平台对于学生反思性学习的导学内涵出发,设计了基于UMU互动平台的反思性学习课堂的具体导学环节,并据此导学环节进行了具体的反思性学习课堂导学教学实践,最终通过问卷调查访谈以及学生书写的反思日志验证实践效果。结果表明基于UMU互动平台的反思性学习导学的课堂教学效果良好,促进学生课堂反思的同时,也深得学生的认可。  相似文献   

12.
在提倡信息化教学及泛在学习背景之下,该研究对Moodle平台、网络课程建设的“核心要素”进行了优势点剖析。在两者特征分析基础上,找到两者的耦合点,试图以Moodle为网络课程建设平台载体,以“学习活动为中心”为理念,兼顾学习的效果及交互性现实体验,从而提出基于Moodle平台网络课程建设的设计方案,优化远程教学效果。  相似文献   

13.
通过利用游戏宠物扮演各种教育角色,扩展智能教学系统(intelligent tutoring system,ITS)中的学生模型,从而完成宠物游戏与ITS的有机结合.设计了一个基于宠物游戏的游戏化智能教学系统架构,架构中的宠物模块能记录学习者的学习活动、分析学习者的学习进程.基于该软件架构,实现了一款游戏化智能教学系统--宠物星际旅行,将宠物游戏的游戏化特性引入到了小学分数知识的学习过程中.测试结果表明,学生对该游戏越专注,就能越快地理解和运用所学知识.  相似文献   

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The aim of this article is to study how students currently understand the conception of space through different media and how that understanding helps them to intervene in the space. Firstly, the process of teaching and learning as well as innovative supporting technologies are analysed, revealing the characteristics of the contemporary student profile and better ways of teaching according to it. Secondly, we describe the evaluation of an experiment with a virtual reality (VR) system for urban project design with students of architecture from two universities. The premise is that the technology used in VR is familiar to the current profile of students. This paper aims to study the advantages and disadvantages of this trend and to find a balance. To do so, we use a quantitative method to evaluate students' profiles and their level of satisfaction with the system. The results were obtained by a questionnaire and a survey, which show the role and use of technologies in the students' environment and the degree of satisfaction when using it in the educational processes. In line with our assumptions, the value of satisfaction in the use of an advanced visualization technology in the classroom reveals a high level of motivation, in general, with differentiation between students in their first and last phases of studies.  相似文献   

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The research results we present in this paper reveal that properly calibrated e‐learning tools have potential to effectively promote the algorithmic thinking of both science‐oriented and humanities‐oriented students. After students had watched an illustration (by a folk dance choreography) and an animation of the studied sorting algorithm (bubble sort), they were invited to predict and perform [(1) to reconstruct on the same input; (2) to orchestrate on a random sequence stored in a white array; (3) to orchestrate on a black‐box sequence] the entire step sequence of the algorithm (using the interactive visual learning environment we developed). The results of the experiment show that while science‐oriented students' performance proved superior to those of their humanities‐oriented colleagues, the differences were observed to diminish as both groups advanced with their e‐learning tasks. Although drawing general conclusions would be premature, we can conclude that there are no unbridgeable differences in the way these two groups relate to e‐learning processes that aim to promote algorithmic thinking. Our findings also emphasize the key importance of some motivational principles in facilitating algorithmic thinking: the principle of moderate and progressive challenge, the principle of gradual shift from concrete to abstract and the principle of genuine active involvement.  相似文献   

16.
    
Acquiring the skills needed to solve certain types of problems is one of the main challenges of distance university education, demanding extra motivation from students to tackle it. New technology should be one of our great allies in addressing these problems. This article proposes an expert system with a web‐based problem‐solving simulator for a multidevice environment in order to allow students to access an unlimited number of problems with their corresponding solutions, immediately, anytime and anywhere. The types of problems that can be used are those based on quantitative methods with a fixed methodology to be followed. A successful case study was carried out for the subject Operations Management at the Distance University of Madrid (UDIMA), with three different problem simulators having been developed. The results were very satisfactory compared with previous academic years in terms of motivation. A decrease in students that did not sit the final examination was observed, as was an increase in the number of visits to the Moodle classroom. Students also responded positively in their assessments of the initiative.  相似文献   

17.
    
There is growing demand in our society to cultivate creativity and foster innovation. Design thinking has been successfully practiced as an educational framework for supporting innovation in educational and work contexts. However, research on design thinking education that facilitates the acquisition of knowledge related to design process and practices is extremely limited, particularly in educational contexts. This pre-/posttest mixed methods study examined blogging as an instructional approach for supporting design thinking education in an online instructional technology course. An analysis of quantitative and qualitative data revealed an improvement in students’ design thinking skills after participating in the course. Students were more comfortable using design practices and processes than their creative abilities. Blogging about design thinking opened the potential for active knowledge construction about design thinking and reflection about personal design practices. However, it also hindered participation of students who were less comfortable with narrative meaning-making afforded through blogging or sharing their ideas on open networks such as blogs.  相似文献   

18.
    
Students need varied and engaging content to learn more effectively, but librarians struggle to bring interesting and engaging techniques and tools into the library classroom. Incorporation of multimedia and graphics will not only engage students, but help them better grasp various concepts and skills. As educators learn more about how people learn, we know that traditional slideshows and database walkthroughs are not the most effective tactics. This article presents ideas for librarians to use multimedia and graphics to engage students and learn research skills in the library classroom.  相似文献   

19.
This article discusses a student-guided Instagram program for first-year English composition classes at the University of Montevallo during Fall 2013. The activity engaged aspects of critical pedagogy by placing value on students’ prior experiences as creators and users of information and encouraging a classroom environment guided by student input. Since the program was meant for students in their first semester, it was also designed to be fun and social. The Instagram program helped students encounter the unfamiliar academic library environment through the familiar medium of social media, alleviating library anxiety as they produced online content representing their experience.  相似文献   

20.
Dubbo服务框架技术在学习系统开发中的应用与实践   总被引:1,自引:0,他引:1       下载免费PDF全文
随着软件技术和网络的飞速发展,互联网技术越来越多地被应用到了教育领域,互联网教育以其日益丰富的形式和内容被越来越多的人接受和采纳.在线学习已经成为一种新型而且有效的学习方式.在线学习以其独有的时空无关性、及时性、可重复性等特点,使得每一个互联网用户都可以进行在线学习.同时也对在线学习系统提出了一项挑战——如何使学习系统在高并发访问下稳定运行?本文主要介绍以Dubbo分布式架构为后台服务的学习系统的设计与实现.该系统通过教育游戏吸引儿童注意力,提高学习积极性,引导儿童通过网络进行有效的学习;通过Dubbo分布式集群架构,缓解高并发访问时服务器的压力.  相似文献   

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