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1.
One of the most commonly used forms of video lectures is a combination of an instructor's image and accompanying lecture slides as a picture‐in‐picture. As the image size of the instructor varies significantly across video lectures, and so do the learning outcomes associated with this technology, the influence of the instructor's image size should be evaluated. This study tested the effect of image size of the instructor on learners' experience of social presence, cognitive load, learning performance and satisfaction. In the study, 87 Chinese undergraduates were randomly assigned to view a video lecture with a small image of the instructor, with a medium image size of the instructor or with a large image of the instructor. The results of analyses of variances and analysis of covariance suggested that learners perceived the same level of social presence and cognitive load across video lectures with different image sizes of the instructor; learners who watched the video lecture with the small image of the instructor learned better than those who watched the video lectures with the medium and the large images of the instructors. Furthermore, learners who watched the video lecture with the small image and medium image of the instructor experienced more learning satisfaction. The findings highlight the importance of image size of the instructor in video lecture learning.  相似文献   

2.
In an effort to enhance instruction and reach more students, educators design engaging online learning experiences, often in the form of online videos. While many instructional videos feature a picture-inpicture view of instructor, it is not clear how instructor presence influences learners' visual attention and what it contributes to learning and affect. Given this knowledge gap, this study explored the impact of instructor presence on learning, visual attention, and perceived learning in mathematics instructional videos of varying content difficulty. Thirty-six participants each viewed two 10-min-long mathematics videos (easy and difficult topics), with instructor either present or absent. Findings suggest that instructor attracted considerable visual attention, particularly when learners viewed the video on an easy topic. Although no significant difference in learning transfer was found for either topic, participants' recall of information from the video was better for easy topic when instructor was present. Finally, instructor presence positively influenced participants' perceived learning and satisfaction for both topics and led to a lower level of self-reported mental effort for difficult topic.  相似文献   

3.
An instructor's gestures have an effect not only on students' learning but also on teaching itself. In two experiments, this study tested whether instructors' use of gestures while recording video lectures affected their teaching performance, stress, and cognitive load. In Experiment 1, participants recorded video lectures with gestures or without gestures. As hypothesized, t tests showed that participants in the gestures condition had better teaching performance and lower cognitive load than participants in the no-gestures condition, whereas there was no effect on stress level. In Experiment 2, participants recorded video lectures with either pointing gestures or representational gestures. The t tests indicated that participants in the pointing gestures condition showed better teaching performance and experienced lower stress than those in the representational gestures condition, but there was no difference in cognitive load. Overall, our findings suggest that in the new educational environment of video lectures, instructors should consider using gestures, especially pointing gestures, to improve their teaching and their experience of teaching.  相似文献   

4.
Online platforms are frequently used as an alternative environment for individuals to meet and engage in a variety of activities, like attending courses online. We examined the effect of adding social presence cues in online video lectures and technological efficacy on college students’ perceived learning, class social presence, and perception that the videos aided learning. Participants rated their technological efficacy and completed an online class with video lectures that either included the video (image) of the instructor or not. The interaction between technological efficacy and video manipulation predicted lower ratings of perceived learning, social presence, and video usefulness, particularly for students with lower technological efficacy. A mediated-moderation analysis showed that, the interaction between person (efficacy) and media (instructor image in video vs. no image) predicted greater perceived learning through the mediators of perceived usefulness of videos, class interactivity, and felt comfort in the class.  相似文献   

5.
Eye movement modelling examples (EMME) are computer-based videos displaying the visualized eye gaze behaviour of a domain expert person (model) while carefully executing the learning or problem-solving task. The role of EMME in promoting cognitive performance (i.e., final scores of learning outcome or problem solving) has been questioned due to the mixed findings from empirical studies. This study tested the effects of EMME on attention guidance and cognitive performance by means of meta-analytic procedures. Data for both experimental and control groups and both posttest and pretest were extracted to calculate the effect sizes. The EMME group was treated as the experimental group and the non-EMME group was treated as the control group. Twenty-five independent articles were included. The overall analysis showed a significant effect of EMME on time to first fixation (d = −0.83), fixation duration (d = 0.74), as well as cognitive performance (d = 0.43), but not on fixation count, indicating that using EMME not only helped learners attend faster and longer to the task-relevant elements, but also fostered their final cognitive performance. Interestingly, task type significantly moderated the effect of EMME on cognitive performance. Moderation analyses showed that EMME was beneficial to learners' performance when non-procedural tasks (rather than procedural tasks) were used. These findings show contributions for future research as well as practical application in the field of computers and learning regarding videos displaying a model's visualized eye gaze behaviour.  相似文献   

6.
This study proposes an engagement model that supports acceptance and use of course-based online social networks for engaging student, hence improving the instructor's credibility. This research demonstrates that instructors who create course-based online social networks can increase student engagement in these online social networks and improve the instructor's credibility. This increase in engagement is seen when the instructor posts private information related to the course and when the instructor makes humorous posts. However, it is not seen when the instructor posts private information unrelated to the course. These results should be useful for instructors who are trying to improve student engagement and to enhance their own credibility. This research utilizes communication privacy management theory and instructional humor processing theory to expand our understanding of how instructor self-disclosure and use of humor via a course-based social network impacts student outcomes. The research also contributes to the theory by providing an engagement model that is unique to online educational settings.  相似文献   

7.
Multimedia materials are now increasingly used in curricula. However, individual preferences for multimedia materials based on visual and verbal cognitive styles may affect learners' emotions and performance. Therefore, in-depth studies that investigate how different multimedia materials affect learning performance and the emotions of learners with visual and verbal cognitive styles are needed. Additionally, many education scholars have argued that emotions directly affect learning performance. Therefore, a further study that confirms the relationships between learners' emotions and performance for learners with visual and verbal cognitive styles will provide useful knowledge in terms of designing an emotion-based adaptive multimedia learning system for supporting personalized learning. To investigate these issues, the study applies the Style of Processing (SOP) scale to identify verbalizers and visualizers. Moreover, the emotion assessment instrument emWave, which was developed by HeartMath, is applied to assess variations in emotional states for verbalizers and visualizers during learning processes. Three different multimedia materials, static text and image-based multimedia material, video-based multimedia material, and animated interactive multimedia material, were presented to verbalizers and visualizers to investigate how different multimedia materials affect individual learning performance and emotion, and to identify relationships between learning performance and emotion. Experimental results show that video-based multimedia material generates the best learning performance and most positive emotion for verbalizers. Moreover, dynamic multimedia materials containing video and animation are more appropriate for visualizers than static multimedia materials containing text and image. Finally, a partial correlation exists between negative emotion and learning performance; that is, negative emotion and pretest scores considered together and negative emotion alone can predict learning performance of visualizers who use video-based multimedia material for learning.  相似文献   

8.
We investigated the effects of seeing the instructor's (i.e., the model's) face in video modeling examples on students' attention and their learning outcomes. Research with university students suggested that the model's face attracts students' attention away from what the model is doing, but this did not hamper learning. We aimed to investigate whether we would replicate this finding in adolescents (prevocational education) and to establish how adolescents with autism spectrum disorder, who have been found to look less at faces generally, would process video examples in which the model's face is visible. Results showed that typically developing adolescents who did see the model's face paid significantly less attention to the task area than typically developing adolescents who did not see the model's face. Adolescents with autism spectrum disorder paid less attention to the model's face and more to the task demonstration area than typically developing adolescents who saw the model's face. These differences in viewing behavior, however, did not affect learning outcomes. This study provides further evidence that seeing the model's face in video examples affects students' attention but not their learning outcomes.  相似文献   

9.
《Computers & Education》2013,60(4):1273-1285
Multimedia materials are now increasingly used in curricula. However, individual preferences for multimedia materials based on visual and verbal cognitive styles may affect learners' emotions and performance. Therefore, in-depth studies that investigate how different multimedia materials affect learning performance and the emotions of learners with visual and verbal cognitive styles are needed. Additionally, many education scholars have argued that emotions directly affect learning performance. Therefore, a further study that confirms the relationships between learners' emotions and performance for learners with visual and verbal cognitive styles will provide useful knowledge in terms of designing an emotion-based adaptive multimedia learning system for supporting personalized learning. To investigate these issues, the study applies the Style of Processing (SOP) scale to identify verbalizers and visualizers. Moreover, the emotion assessment instrument emWave, which was developed by HeartMath, is applied to assess variations in emotional states for verbalizers and visualizers during learning processes. Three different multimedia materials, static text and image-based multimedia material, video-based multimedia material, and animated interactive multimedia material, were presented to verbalizers and visualizers to investigate how different multimedia materials affect individual learning performance and emotion, and to identify relationships between learning performance and emotion. Experimental results show that video-based multimedia material generates the best learning performance and most positive emotion for verbalizers. Moreover, dynamic multimedia materials containing video and animation are more appropriate for visualizers than static multimedia materials containing text and image. Finally, a partial correlation exists between negative emotion and learning performance; that is, negative emotion and pretest scores considered together and negative emotion alone can predict learning performance of visualizers who use video-based multimedia material for learning.  相似文献   

10.
Reductions in perceptual fluency have been shown to negatively impact attitudes towards learning material, but not learning itself. The current study extends this work to spoken presentations and examines whether the presence of a foreign accent negatively affects learners' experience in an online learning environment. Results indicate that the presence of an instructor accent, consistent with prior work on perceptual fluency, does not impact learning, but does cause learners to rate the instructor as less effective. Further, for those who received accented presentations, changes in participants' attitudes towards both the content area and online instruction were not predicted by learning, but instead their attitude towards the instructor. This suggests that learners in online learning environments with accented narration are potentially miscalibrated, and these biases in judgement could be inappropriately linked to a specific instructor, rather than their success of learning in the field.  相似文献   

11.
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage learners to develop their problem-solving abilities. The WebQuest learning sheets include the following four parts, introduction, task, resources and evaluation, and the learners had to complete the tasks without the detailed processes. After they had tried to solve the problem for approximately two weeks, the detailed WebQuest processes were provided. A total of 109 learners (third year of college) participated in the study and were separated into two groups. The experimental group underwent WebQuest teaching, while the control group received the traditional IT-integrated teaching. The study duration was 18 weeks (3 hr/week). The results indicated that the modified WebQuest activity gave learners scaffolding to do try-and-revise practice, and the processes of using provided possible information to test and debug the resulting codes encouraged them to associate and analyze learning information before programming and then to generalize the programming steps on their own instead of following the instructor's step-by-step instructions. The learners thus have a deep understanding of the programming concept rather than surface learning. The findings revealed that the modified WebQuest activity is a helpful form of scaffolding for promoting learners' positive learning experiences regarding organizing information and problem solving and reasoning skills. Besides, integrating debugging practice in the WebQuest activity could promote learners' intermediate and advance level programming ability. Subsequent research could further explore the effects of adding after-practice WebQuest activities to assist and trigger learners' self-reflection for refining their problem-solving processes after the in-class WebQuest activities.  相似文献   

12.
Multimedia is an essential and integral part of electronic learning (e-learning). In this study, teaching performance and student learning experience are measured using real-time multimedia processing tools and techniques for the e-learning paradigm. Visual attention and visual engagement analysis are performed using two developed algorithms. Video lectures are recorded and delivered to students in e-learning pedagogical setup, which are examined for the visual attention and visual engagement of the student and teacher, respectively. Proposed methodology integrates the assessment on both student and teacher ends. Multimedia processing of video lectures for teaching performance produces scoring dataset. The same methodology on student end for visual attention is used to investigate student experience. These types of datasets then reduced to time-based datasets from the image-based dataset. Correlation and association of both datasets provide the opportunity to relate both student experience and teaching performance as well as to move forward to create content that is more useful. Computational performance of the developed algorithms is compared using different video lectures with their processed frames per second, which is analyzed as per their corresponding bins. Mean, max, and median of the processed frames of all the processed videos are also compared.  相似文献   

13.
Although online courseware often includes multimedia materials, exactly how different video lecture types impact student performance has seldom been studied. Therefore, this study explores how three commonly used video lectures styles affect the sustained attention, emotion, cognitive load, and learning performance of verbalizers and visualizers in an autonomous online learning scenario by using a two-factor experimental design, brainwave detection, emotion-sensing equipment, cognitive load scale, and learning performance test sheet. Analysis results indicate that, while the three video lecture types enhance learning performance, learning performance with lecture capture and picture-in-picture types is superior to that associated with the voice-over type. Verbalizers and visualizers achieve the same learning performance with the three video types. Additionally, sustained attention induced by the voice-over type is markedly higher than that with the picture-in-picture type. Sustained attention of verbalizers is also significantly higher than that of visualizers when learning with the three video lectures. Moreover, the positive and negative emotions induced by the three video lectures do not appear to significantly differ from each other. Also, cognitive load related to the voice-over type is significantly higher than that with by the lecture capture and picture-in-picture types. Furthermore, the cognitive load for visualizers markedly exceeds that of verbalizers who are presented with the voice-over type. Results of this study significantly contribute to efforts to design of video lectures and also provide a valuable reference when selecting video lecture types for online learning.  相似文献   

14.
Considering the increase in need of skilled human capital, the vocational training and education through e-learning has widely been adopted all over the world. It serves as a major alternative for training and teaching professionals, technicians, skilled workers, amateurs and students who cannot manage regular college education due to time, cost and distance factors. Prior research focuses on learning enhancement from several perspectives like computer mediated methods, learning games, personalized learning environments and web based instructional design. The proposed work contributes to this debate by investigating the role of collaboration i.e. student–student and student–instructor interaction, support material, instructor's feedback and evaluating their effects on learning outcome and students' learning experience. The investigation is performed through a case study presenting four vocational courses offered in three consecutive sessions. The findings revealed that collaborative practices i.e. group work, team effort, in time instructor's feedback and consolidated support material enhances learning experience of student and contributes positively to the learning outcome.  相似文献   

15.
This study examined the direct and indirect effects of medical clerkship students' prior knowledge, self‐regulation and motivation on learning performance in complex multimedia learning environments. The data from 386 medical clerkship students from six medical schools were analysed using structural equation modeling. The structural model revealed that medical students' prior knowledge directly positively affected their learning outcome, self‐efficacy and performance approach goal orientation. The learners' self‐regulation had a significant positive direct effect on learning outcome. The learners' mastery goal orientation directly affected their learning outcome. Interestingly, inconsistent with our hypothesis, the learners' performance approach goal orientation showed a significant negative direct effect on learning outcome, and performance avoidance goal orientation had a significant positive effect on learning outcome. These findings help develop a more comprehensive understanding of the role of individual characteristics on learning performance of complex tasks in multimedia learning environments.  相似文献   

16.
One emerging convention in video lectures is to show presentation slides with an inset video of the instructor’s head. Substituting a robot or a digital agent for the video of the instructor could radically decrease production time and cost; thus, the influence of a digital agent or robot on the learner should be evaluated. Agent-based alternatives for a talking head were assessed with an experiment comparing human and agent lecturers in a video from a popular online course. Participants who saw the inset video of the actual lecturer replaced by an animated human lecturer recalled less information than those who saw the recording of the human lecturer. However, when the actual lecturer was replaced with a social robot, knowledge recall was higher with an animated robot than a recording of a real robot. This effect on knowledge recall was moderated by gender. Attitudes were more positive toward human lecturers than toward robots. An initial proof-of-concept demonstrates that although a human lecturer is preferable, robotic and virtual agents may be viable alternatives if designed properly.  相似文献   

17.
Most massive open online courses (MOOC) use simple schemes for aggregating peer grades, taking the mean or the median, or compute weights from information other than the instructor's opinion about the students' knowledge. To reduce the difference between the instructor and students' aggregated scores, some proposals compute specific weights to aggregate the peer grades. In this work, we analyse the use of students' engagement and performance measures to compute personalized weights and study the validity of the aggregated scores produced by these common functions, mean, and median, together with two others from the information retrieval field, the geometric and harmonic means. To test this procedure, we have analysed data from a MOOC about Philosophy. The course had 1,059 students registered, and 91 participated in a peer review process that consisted in writing an essay and rating three of their peers using a rubric. We compared the aggregation scores obtained using weighted and nonweighted versions of the functions. Our results show that the correlation between the aggregated scores and the instructor's grades can be improved in relation to peer grading, when using the median and weights are computed according to students' performance in chapter tests.  相似文献   

18.
Eye movement modeling examples (EMME) are demonstrations of a computer-based task by a human model (e.g., a teacher), with the model's eye movements superimposed on the task to guide learners' attention. EMME have been shown to enhance learning of perceptual classification tasks; however, it is an open question whether EMME would also improve learning of procedural problem-solving tasks. We investigated this question in two experiments. In Experiment 1 (72 university students, Mage = 19.94), the effectiveness of EMME for learning simple geometry problems was addressed, in which the eye movements cued the underlying principle for calculating an angle. The only significant difference between the EMME and a no eye movement control condition was that participants in the EMME condition required less time for solving the transfer test problems. In Experiment 2 (68 university students, Mage = 21.12), we investigated the effectiveness of EMME for more complex geometry problems. Again, we found no significant effects on performance except for time spent on transfer test problems, although it was now in the opposite direction: participants who had studied EMME took longer to solve those items. These findings suggest that EMME may not be more effective than regular video examples for teaching procedural problem-solving skills.  相似文献   

19.
Eye movement modelling examples (EMMEs) are instructional videos of a model's demonstration and explanation of a task that also show where the model is looking. EMMEs are expected to synchronize students' visual attention with the model's, leading to better learning than regular video modelling examples (MEs). However, synchronization is seldom directly tested. Moreover, recent research suggests that EMMEs might be more effective than ME for low prior knowledge learners. We therefore used a 2 × 2 between-subjects design to investigate if the effectiveness of EMMEs (EMMEs/ME) is moderated by prior knowledge (high/low, manipulated by pretraining), applying eye tracking to assess synchronization. Contrary to expectations, EMMEs did not lead to higher learning outcomes than ME, and no interaction with prior knowledge was found. Structural equation modelling shows the mechanism through which EMMEs affect learning: Seeing the model's eye movements helped learners to look faster at referenced information, which was associated with higher learning outcomes.  相似文献   

20.
贝叶斯知识追踪模型(Bayesian knowledge tracing,BKT)被用于智能教学系统中追踪学习者的知识状态并预测其掌握水平和未来表现.由于BKT容易忽视记忆遗忘现象,以及未考虑学习行为对表现结果产生的影响,导致模型预测结果与实际情况出现偏差.针对此问题,提出了一种融合学习者的行为和遗忘因素的贝叶斯知识追踪模型(behavior-forgetting Bayesian knowledge tracing,BF-BKT).首先,采用决策树算法处理学习行为数据,引入行为节点;然后初始化遗忘参数并赋值,更新学习者知识掌握水平的算法;最后,利用ASSISTMENTS提供的公开数据集对相关模型的预测精度进行对比.实验验证,BF-BKT能够达到更好的预测精度.  相似文献   

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