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1.
Although students could effectively search for web data with proper keywords and select web pages related to the studied core issue, however summarizing or organizing the retrieved information remains a difficult task for them. Concept mapping is known to be an effective knowledge construction tool for helping learners organize important concepts related to a core issue. To address the problem, an integrated concept mapping and web-based problem-solving environment, CM-Quest, has been developed; moreover, an experiment has been conducted to evaluate the effectiveness of the approach on students' learning performance, learning satisfaction and cognitive load in an elementary school social studies course. The results show that the concept map-integrated approach can significantly enhance the students' web-based problem-solving performance, although the students showed lower degrees of technology acceptance and learning satisfaction in comparison with the conventional web-based problem-solving approach. Moreover, it is found that the students in the concept mapping group revealed higher cognitive loads than those in the control group, which could be the factor contributing to the lower technology acceptance degree and learning satisfaction. As a consequence, it is concluded that the integrated concept mapping and web-based problem-solving approach is helpful to students in guiding them to learn in a more effective way. On the other hand, it remains an open issue to find a suitable way of integrating concept maps into the learning process without introducing too much extra cognitive load so as to promote students' acceptance degree of using technology for better learning.  相似文献   

2.
This paper describes an online image analysis tool developed as part of an iterative, user-centered development of an online Virtual Learning Environment (VLE) called the Education through Virtual Experience (EVE) Portal. The VLE provides a Web portal through which schoolchildren and their teachers create scientific proposals, retrieve images and other resources, and produce collaborative scientific papers summarizing their learning experiences. The VLE underwent substantive formative testing involving over 200 schoolchildren producing over 50 collaboratively written research papers. Detailed analysis of these research papers identified some shortfalls toward the goal of producing authentic scientific engagement. The absence of data collection and data analysis within these research papers was disappointing despite having scheduled time for this activity and having several professional imaging tools available. The post-evaluation analyses have enabled the development team to identify specific design flaws in the previous VLE and have shaped the design of the new custom-built tool. The success of the tool will be born out through content analysis of future collaboratively written student papers.  相似文献   

3.
This study aimed to investigate the differences in learning processes between successful and less successful pairs of students in computer-supported collaborative learning (CSCL) in the field of human nutrition and health. As part of their regular MSc (and optional BSc) course “Exposure assessment in nutrition and health research” at Wageningen University, 44 students were asked (as an individual pretest) to design and analyze a study which evaluates a certain dietary assessment method. Subsequently, they were asked to discuss their evaluation studies in randomized pairs using a CSCL platform. As an individual posttest, students had to re-design and re-analyze the same evaluation study. The quality of students’ knowledge construction in both tests and characteristics of their learning processes in the CSCL environment were assessed through two coding schemes. Based on their learning outcomes (quality of knowledge construction), pairs of students were divided into two subgroups: successful and less successful students. Next, the learning processes of these subgroups were compared. This study revealed that the learning processes of successful and less successful students in the CSCL environment differed in terms of relevance, width and depth of discussion and justification and reasoning. Based on these findings, recommendations for further research and educational practice are formulated.  相似文献   

4.
Fostering problem-solving abilities has long been recognized as an important issue in education; however, past studies have shown that it is difficult and challenging to find effective learning strategies or tools for improving students’ problem-solving abilities. To cope with this problem, in this study, a hybrid approach that integrates the cognitive apprenticeship model with the collaborative learning strategy is proposed for conducting web-based problem-solving activities. Students’ problem-solving performance is examined in such a hybrid learning context. Furthermore, past studies indicate that cognitive load could affect learners’ performance; thus, the influence of cognitive load on students’ problem-solving effectiveness with this new approach is investigated in depth. The experimental results show that middle- and low-achievement students in the experimental group gained significant benefits from the hybrid approach in comparison with those who learned with the traditional approach. Accordingly, a discussion of how to accommodate the needs of different learning ability groups is provided.  相似文献   

5.
A desirable characteristic for an e-learning system is to provide the learner the most appropriate information based on his requirements and preferences. This can be achieved by capturing and utilizing the learner model. Learner models can be extracted based on personality factors like learning styles, behavioral factors like user’s browsing history and knowledge factors like user’s prior knowledge. In this paper, we address the problem of extracting the learner model based on Felder–Silverman learning style model. The target learners in this problem are the ones studying basic science. Using NBTree classification algorithm in conjunction with Binary Relevance classifier, the learners are classified based on their interests. Then, learners’ learning styles are detected using these classification results. Experimental results are also conducted to evaluate the performance of the proposed automated learner modeling approach. The results show that the match ratio between the obtained learner’s learning style using the proposed learner model and those obtained by the questionnaires traditionally used for learning style assessment is consistent for most of the dimensions of Felder–Silverman learning style.  相似文献   

6.
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   

7.
    
Video games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning. Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept learning, gaming performance, and in-game behaviors. A total of 62 7th graders took part in the study, and significant findings were revealed. The students did learn by playing Virtual Age, and their long-term knowledge retention was promising. The in-game behaviors, such as times and duration of viewing the relevant information embedded in Virtual Age, were significantly related to gaming performance (game score), which subsequently influenced learning outcomes. Moreover, the results of cluster analysis indicated that three clusters of low learning outcomes/low gaming performance, high learning outcomes, and high gaming performance emerged. Overall, Virtual Age is an effective game for learning about evolution based on its sound and sophisticated design. Implications derived from the study and suggestions for future work are proposed.  相似文献   

8.
    
In this study, a prompt-based annotation approach is proposed for developing mobile learning systems for architecture design courses. To evaluate the effectiveness of the proposed approach, an experiment was conducted by assigning 56 freshmen randomly to an experimental group and a control group. The students in the experimental group adopted the mobile learning approach with a prompt-based annotation strategy, while those in the control group learned with the conventional in-field instruction and annotations. From the experimental results, it was found that the proposed prompt-based annotation strategy not only promoted the students' self-efficacy, but also improved their learning achievements. In the meantime, it is interesting to find that the experimental group students had medium cognitive load during the field trip, while the control group had rather low cognitive load. This implies that the prompt-based annotation approach engaged the students in mobile learning tasks with reasonable challenges and efforts.  相似文献   

9.
    
Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach.  相似文献   

10.
A problem-posing system is developed with four phases including posing problem, planning, solving problem, and looking back, in which the “solving problem” phase is implemented by game-scenarios. The system supports elementary students in the process of problem-posing, allowing them to fully engage in mathematical activities. In total, 92 fifth graders from four different classes were recruited. The experimental group used the problem-posing system, whereas the control group followed the traditional paper-based approach. The study investigates the effects of the problem-posing system on students’ problem-posing ability, problem-solving ability, and flow experiences. The results revealed more flow experiences, and higher problem-solving and problem-posing abilities in the experimental group.  相似文献   

11.
In many contemporary collaborative inquiry learning environments, chat is being used as a means for communication. Still, it remains an open issue whether chat communication is an appropriate means to support the deep reasoning process students need to perform in such environments. Purpose of the present study was to compare the impact of chat versus face-to-face communication on performance within a collaborative computer-supported modeling task. 44 Students from 11th-grade pre-university education, working in dyads, were observed during modeling. Dyads communicated either face-to-face or through a chat tool. Students’ reasoning during modeling was assessed by analyzing verbal protocols. In addition, we assessed the quality of student-built models. Results show that while model quality scores did not differ across both conditions, students communicating through chat compressed their interactions resulting in less time spent on surface reasoning, whereas students who communicated face-to-face spent significantly more time on surface reasoning.  相似文献   

12.
The face-to-face computer-supported collaborative learning has emerged as an important strategy to elementary students' learning. Few studies have explicitly incorporated the structured peer tutoring to the synchronous environment in mathematics. This study was aimed to explore the effects of the synchronous peer tutoring system on children's mathematics learning. In the project, there were 88 10-11-year-old students who peer tutored each other in mathematics in the face-to-face online environment for a year. Compared to the control group, students in the experimental group had significant gains in mathematics learning, especially in the arithmetic and application types of questions. This study demonstrated the positive effects of peer support via the online synchronous learning on students' self-concept and attitudes toward mathematics learning. The results indicated that the longer the vulnerable pupils engaged in peer tutoring online, the more they benefited from the process. The finding suggests that students demonstrate different mathematics reasoning skills when they are paired with peers at different levels of ability. These findings demonstrate that the synchronous peer tutoring system is an effective tool to enhance elementary students' learning in mathematics, as well as promote positive self-concepts.  相似文献   

13.
The present study attempted to investigate whether young learners who were new to knowledge building approaches could work towards advancing both individual and collective knowledge, and whether knowledge building could be beneficial to both high-achieving and low-achieving students. Findings reported in this paper are from one and a half-year design research for science learning in one primary school in Singapore. In this study, we closely examined the design and enactment of the Knowledge Building Community model in one class with high-achieving students and two classes with mixed-ability students. The research consists of two phases: Phase I Cultivating a collaborative knowledge building culture and Phase II Progressive Knowledge Building using Knowledge Forum. Data were collected from multiple sources, including knowledge assessment, conceptual understanding tasks, and the content analysis of Knowledge Forum postings. The results in Phase I show that while it is critical for students to monitor and build knowledge for their own understanding, they had difficulties developing such skills. In both phases, we found positive impacts on academic achievements showing improvement of student understanding in the course of reflective thinking and progressive inquiry. Overall, quantitative data suggest that the collaborative knowledge building environment was beneficial for both high-achieving and low-achieving students. We conclude by discussing some of challenges and issues in designing collaborative knowledge building environments for young learners with diverse abilities.  相似文献   

14.
This study investigated the effects of visualization of participation during computer-supported collaborative learning (CSCL). It is hypothesized that visualization of participation could contribute to successful CSCL. A CSCL-environment was augmented with the Participation Tool (PT). The PT visualizes how much each group member contributes to his or her group’s online communication. Using a posttest-only design with a treatment (N = 52) and a control group (N = 17), it was examined whether students with access to the PT participated more and more equally during collaboration, reported higher awareness of group processes and activities, collaborated differently, and performed better than students without access to the PT. The results show that students used the PT quite intensively. Furthermore, compared to control group students, treatment group students participated more and engaged more in coordination and regulation of social activities during collaboration by sending more statements that addressed the planning of social activities. However, equality of participation, awareness of group processes and quality of the group products was not higher in the treatment condition. Still, the results of this study demonstrate that visualization of participation can contribute to successful CSCL.  相似文献   

15.
This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p = .002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills.  相似文献   

16.
Vocabulary acquisition and assessment are regarded as the key basis for the instruction of English as a second language. However, it is time-consuming, fallible and repetitive for the school teachers and parents to assess the proficiency of the students’ vocabulary acquisition. We customized the open source course management system Moodle to build the individualized vocabulary review and assessment functions for English instruction. This web-based system was integrated into the regular English instruction of an experiment class of Grade three in a junior middle school, i.e. it was used in one school hour almost every week for an entire school term. Within this blended learning environment, the students’ performance of the experiment class in the ordinary and especially vocabulary examinations throughout the school term was improved gradually and was better than that of the control class, so that it achieved number one among sixteen classes in the same grade at the final term examination, compared with number eight before this experiment. The survey and interview with the students also demonstrated the system’s valuable functions for vocabulary acquisition and listening comprehension, and showed the students’ favor to such a kind of syllabus design with the intelligent course management system. The implication of this research is that the blended learning of English class with the individualized vocabulary acquisition and assessment system can improve the students’ performance in vocabulary acquisition and in ordinary test. This system can also be applied in other English classes.  相似文献   

17.
LEGO Mindstorms NXT robots are being increasingly used in undergraduate courses, mostly in robotics-related subjects. But other engineering topics, like the ones found in data acquisition, control and real-time subjects, also have difficult concepts that can be well understood only with good lab exercises. Such exercises require physical educational tools that should be low cost, easy to configure and use, multi-purpose and motivational for the students, being all of this hard to achieve with a single device. The “classical” solution has been to acquire specific commercial kits for each subject, or even topic, usually proprietary and expensive. Our work extends the already existing alternative of using the LEGO Mindstorms NXT robots as a training platform, but not by imitating the same approach of commercial kits (e.g., to isolate some part of the robot for teaching a particular topic); we rather aim at accomplishing all the mentioned requirements simultaneously. For that purpose, we have used only one out-of-the-box, complete robot configuration, to be shared among different subjects without hardware/software/firmware modifications. This has reduced significantly the effort of a group of professors when preparing exercises, and encouraged the reuse of their work among several topics and subjects. Also, we have collected a number of surveys on students and the professors' experiences. In this paper we describe our approach and present in detail the results, which assess the higher motivational adequacy of using a complete robot in these subjects and also the real fulfillment of the other requirements along several academic years.  相似文献   

18.
In view of the current theoretical and empirical support for a student-generated questions approach to learning along with the advantageous features of network technology, several online student question-generation learning systems with a peer-assessment component have been developed. Despite this, all existing systems are limited in terms of the types of communication modes permissible for peer-assessment. Online discourse experience and the quantity and quality of interaction may vary as a result of the specific interaction mode students are exposed to. Because of this and the fact that versatile learning spaces are both possible and potentially desirable during the various stages of learning and teaching, multiple peer-assessment modes were created, and the overall attitudes of learners toward peer-assessment as well as their preferences toward respective peer-assessment modes were examined. The collected data confirmed the perceived usefulness of peer-assessment for developing higher-order thinking and cognitive elaboration. Support was demonstrated for student question-generation activities, for which learners typically have limited prior experience. Additionally, in light of the apparent overwhelming preference for and superiority of the more interactive two-way and multi-way modes over the one-way mode and the perceived learning potential of these modes, it is suggested that designers of similar systems should consider their inclusion. Finally, even though multi-way learning was found to be both the preferred and most supportive mode for learning, students also revealed distinct reasons for their preferences for respective interaction modes. In general, these reasons supported the premise that multiple peer-assessment modes are needed in order to accommodate individual preferences and needs. Suggestions and implications for instructional implementation, system development, and future studies are offered.  相似文献   

19.
This paper reports on the design, implementation and assessment of a new approach course structure based on the combination of three cooperative methodologies. The main goal is to reduce the percentage of non-passed students focusing the learning process on students by offering different alternatives and motivational activities based on working in small groups on a robotic project and changing the course assessment. The microprocessor course is a subject in the undergraduate program of telecommunication engineering at the University of the Balearic Islands (UIB) in Spain. Its traditional teaching methodology was based on Lecture sessions, Problem sessions and Practical activities in the lab (L/P/P). This methodology was changed to comply with the Bologna requirements, where new skills must be addressed and learned during the educational process. Self-Directed Learning activities (SDLA) for lecture sessions and Project based learning (PjBL) for Laboratory sessions were implemented in combination with a final competition activity between groups (CnBL). This paper describes the design, implementation and results; showing the benefits of these new teaching methods, improving student’s motivation including a robotic buggy project and allowing new learning strategies based on a practical point of view and adaptability to students’ previous skills.  相似文献   

20.
As children now spend considerable time reading electronic media, digital reading skills and good reading comprehension are essential. However, many studies agree that screen-based reading leads to shallow reading, short attention spans, and poor comprehension. Therefore, this work presents a collaborative reading annotation system with a reading annotation and interactive discussion scaffold (CRAS-RAIDS) for improving reading performance in collaborative digital reading environments. This study used a quasi-experimental design. Fifty-three Grade 5 students were recruited from two classes of an elementary school in Taoyuan County, Taiwan. One class was randomly designated the experimental group used the proposed CRAS-RAIDS support for collaborative reading. The other class was designated the control group and used the traditional paper-based reading annotation method and face-to-face discussions. The two groups were then compared in terms of reading attitude, reading comprehension, and use of reading strategy in an active reading context. Analytical results show that the experimental group significantly outperformed the control group in direct and explicit comprehension, inferential comprehension performance, and use of reading strategy. Moreover, the experimental group, but not the control group, had a significantly improved reading attitude in the total dimensions and in the behavioral and affective sub-dimensions. Additionally, the experimental group showed positive interest and high learning satisfaction.  相似文献   

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