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1.
This study explores a teaching method for improving business students’ skills in e-commerce page evaluation and making Web design majors aware of business content issues through cooperative learning. Two groups of female students at a Japanese university studying either tourism or Web page design were assigned tasks that required cooperation to investigate whether a minimum of formal training and interaction between the two groups would result in an increase in the “design” students’ awareness of content issues in page design, and an improvement in the “tourism” students’ ability to evaluate Web pages related to tourism. The results showed only slight improvements, suggesting that either the amount of cooperative learning must be increased or some formal instruction must be introduced.  相似文献   

2.
Throughout their lives, people are faced with various learning situations, for example when they learn how to use new software, services or information systems. However, research in the field of Interactive Learning Environments shows that learners needing assistance do not systematically seek or use help, even when it is available. The aim of the present study is to explore the role of some factors from research in Interactive Learning Environments in another situation: using a new technology not as a means of acquiring knowledge but to realize a specific task. Firstly, we present the three factors included in this study (1) the role of the content of assistance, namely operative vs. function-oriented help; (2) the role of the user’s prior knowledge; (3) the role of the trigger of assistance, i.e. help provided after the user’s request vs. help provided by the system. In this latter case, it is necessary to detect the user’s difficulties. On the basis of research on problem-solving, we list behavioral criteria expressing the user’s difficulties. Then, we present two experiments that use “real” technologies developed by a large company and tested by “real” users. The results showed that (1) even when participants had reached an impasse, most of them never sought assistance, (2) operative assistance that was automatically provided by the system was effective for novice users, and (3) function-oriented help that was automatically provided by the system was effective for expert users. Assistance can support deadlock awareness and can also focus on deadlock solving by guiding task. Assistance must be adapted to prior knowledge, progress and goals of learners to improve learning.  相似文献   

3.
The Finnish high school system in rural areas is facing challenges because of a decreasing number of the students. This situation places new emphasis on online learning. Online learning offers new possibilities for high schools to provide equal learning opportunities for their students. This paper explores students’ readiness to adapt their studying habits in the networked high schools by outlining their beliefs about online learning. Beliefs are assumed to direct people’s actions, in this case activities concerning studying online. Three hundred second year high school students from Eastern Finland who had not had the experiences of learning online were studied. The findings suggest that students polarize into negative, neutral and positive groups based on their beliefs concerning online learning. Results also indicate that students’ knowledge about the possibilities of online learning is quite superficial. In contrast to theories about collaborative learning practices, students see online learning rather differently. Students with negative and neutral beliefs especially see online learning merely as a static “warehouse” of materials and study-alone learning tasks instead of offering possibilities for collaborative knowledge building.  相似文献   

4.
5.
This work proposes an intelligent learning diagnosis system that supports a Web-based thematic learning model, which aims to cultivate learners’ ability of knowledge integration by giving the learners the opportunities to select the learning topics that they are interested, and gain knowledge on the specific topics by surfing on the Internet to search related learning courseware and discussing what they have learned with their colleagues. Based on the log files that record the learners’ past online learning behavior, an intelligent diagnosis system is used to give appropriate learning guidance to assist the learners in improving their study behaviors and grade online class participation for the instructor. The achievement of the learners’ final reports can also be predicted by the diagnosis system accurately. Our experimental results reveal that the proposed learning diagnosis system can efficiently help learners to expand their knowledge while surfing in cyberspace Web-based “theme-based learning” model.  相似文献   

6.
Though blogs and wikis have been used to support knowledge management and e-learning, existing blogs and wikis cannot support different types of knowledge and adaptive learning. A case in point, types of knowledge vary greatly in category and viewpoints. Additionally, adaptive learning is crucial to improving one’s learning performance. This study aims to design a semantic bliki system to tackle such issues. To support various types of knowledge, this study has developed a new social software called “bliki” that combines the advantages of blogs and wikis. This bliki system also applies Semantic Web technology to organize an ontology and a variety of knowledge types. To aid adaptive learning, a function called “Book” is provided to enable learners to arrange personalized learning goals and paths. The learning contents and their sequences and difficulty levels can be specified according to learners’ metacognitive knowledge and collaborative activities. An experiment is conducted to evaluate this system and the experimental results show that this system is able to comprehend various types of knowledge and to improve learners’ learning performance.  相似文献   

7.
Online systems have come to be heavily used in education, particularly for online learning and collecting information not otherwise readily available. Most e-learning systems, including interactive learning systems, have been designed to “push” course materials to students but rarely to “collect” or “pull” ideas from them. The interactive mechanisms in proposed instructional design models, however, prevent many potential designers from improving course quality, even though some believe that the learning experience and the comments of students are important for enhancing course materials. As well, students could actually contribute to instructional design.This paper presents a course material enhancement process that elicits ideas from students by encouraging students to modify course materials. This process had been tested on different higher education programs, both graduate and undergraduate. It aims to understand which programs’ students have a higher willingness to participate in this work and if they can benefit from this process. To facilitate this research, an asynchronous interaction system, teacher digital assistant (TDA), was designed for teachers to receive responses, recommendations, and modified materials from students at any time. The major advantage of this process is that it could embed students’ thoughts into the course material to improve the curriculum, which can benefit future students.  相似文献   

8.
The threat of cyber attacks motivates the need to monitor Internet traffic data for potentially abnormal behavior. Due to the enormous volumes of such data, statistical process monitoring tools, such as those traditionally used on data in the product manufacturing arena, are inadequate. “Exotic” data may indicate a potential attack; detecting such data requires a characterization of “typical” data. We devise some new graphical displays, including a “skyline plot,” that permit ready visual identification of unusual Internet traffic patterns in “streaming” data, and use appropriate statistical measures to help identify potential cyberattacks. These methods are illustrated on a moderate-sized data set (135,605 records) collected at George Mason University.  相似文献   

9.
This paper is a revision of the field of the so called “Computer supported collaborative learning”, showing its potentialities as well as some of the problems. It also makes an analysis of the types of task that are well designed to be collaborative, in the thread to find “genuine interdependent” tasks and not just subtasks that are only joined. At last, it raises some difficulties encountered when trying to think collaborative learning as a form of group proximal development zone.  相似文献   

10.
This paper explores the Cyber-Psychological and Cyber-Geographic aspects of hacking and hacktivism. An examination of the literature related to hackers and hacking reveals a complex nexus of spatial (including cyber-spatial such as “Notopia”) and psychological aspects of hacking, from which emerges a central question of how humans perceive and manipulate their cyber-identities. Concealing (real and cyber) identities is typical in hacking. With our progressive acculturation with identity-less and place-less modes of existence, our cyber-identities through time may be studied from within John Locke’s criterion of “memory” and the spatial-geographical criterion of identity.  相似文献   

11.
We show that the negative feedback interconnection of two causal, stable, linear time-invariant systems, with a “mixed” small gain and passivity property, is guaranteed to be finite-gain stable. This “mixed” small gain and passivity property refers to the characteristic that, at a particular frequency, systems in the feedback interconnection are either both “input and output strictly passive”; or both have “gain less than one”; or are both “input and output strictly passive” and simultaneously both have “gain less than one”. The “mixed” small gain and passivity property is described mathematically using the notion of dissipativity of systems, and finite-gain stability of the interconnection is proven via a stability result for dissipative interconnected systems.  相似文献   

12.
The work aims to improve the assessment of creative problem-solving in science education by employing language technologies and computational–statistical machine learning methods to grade students’ natural language responses automatically. To evaluate constructs like creative problem-solving with validity, open-ended questions that elicit students’ constructed responses are beneficial. But the high cost required in manually grading constructed responses could become an obstacle in applying open-ended questions. In this study, automated grading schemes have been developed and evaluated in the context of secondary Earth science education. Empirical evaluations revealed that the automated grading schemes may reliably identify domain concepts embedded in students’ natural language responses with satisfactory inter-coder agreement against human coding in two sub-tasks of the test (Cohen’s Kappa = .65–.72). And when a single holistic score was computed for each student, machine-generated scores achieved high inter-rater reliability against human grading (Pearson’s r = .92). The reliable performance in automatic concept identification and numeric grading demonstrates the potential of using automated grading to support the use of open-ended questions in science assessments and enable new technologies for science learning.  相似文献   

13.
Design-patterns and design-principles represent two approaches, which elicit design knowledge from successful learning environments and formulate it as design guidelines. The two approaches are fairly similar in their strategies, but differ in their research origins. This study stems from the design-principles approach, and explores how learning is affected by curriculum-materials designed according to two main design-principles: (a) engage learners in peer instruction, and (b) reuse student artifacts as resource for further learning. These principles were employed in three higher-education courses and examined with 385 students. Data analysis was conducted in two trajectories: In the “bird’s eye view” trajectory we used a “feature” unit of analysis to illustrate how learning was supported by features designed according to the two design-principles in each of the courses. In the “design-based research” trajectory we focused on one feature, a web-based Jigsaw activity, in a philosophy of education course, and demonstrated how it was refined via three design iterations. Students were required to specialize in one of three philosophical perspectives, share knowledge with peers who specialized in other perspectives, and reuse the shared knowledge in new contexts. Outcomes indicated that the design in the first iteration did not sufficiently support student ability to apply the shared knowledge. Two additional design-principles were employed in the next iterations: (c) provide knowledge representation and organization tools, and (d) employ multiple social-activity structures. The importance of combining several design-principles for designing curricular materials is discussed in terms of Alexander’s design-pattern language and his notion of referencing between design-patterns.  相似文献   

14.
This study considers those questions posed by students during e-mail “tutorials” to elicit information from “guest lecturers” and the use of that information by students in their essays. The “tutorials” were conducted for students in the U.K. by a “guest lecturer” in France. The “guest lecturer” was accredited as a tutor on the module for which the students were enrolled, and participated in the module by the provision of lecture notes prior to the e-mail tutorials. Data for the study, drawn from a comparative education assignment set for undergraduate students enrolled on the module, comprised surveys of students' perceived IT capabilities and attitudes towards IT, analyses of students' questions and analyses of students' essays. The findings of the study indicate (1) that tutees tend to pose questions to elicit information or clarification rather than to elicit the viewpoint or opinions of the “guest lecturer” and (2) that two-thirds of tutees' essays cited information elicited from the “guest lecturer”.  相似文献   

15.
Aihua Li  Yong Shi  Jing He   《Applied Soft Computing》2008,8(3):1259-1265
Cardholders’ behavior prediction is an important issue in credit card portfolio management. As a promising data mining approach, multiple criteria programming (MCLP) has been successfully applied to classify credit cardholders’ behavior into two groups. In order to better control credit risk for financial institutes, this paper proposes three methods based on MCLP to improve the “Bad” catching accuracy rate. One is called MCLP with unbalanced training set selection, the second is called fuzzy linear programming (FLP) method with moving boundary, and the third is called penalized multi criteria linear programming (PMCLP). The experimental examples demonstrate the promising performance of these methods.  相似文献   

16.
We survey recent research into new techniques for artificially facilitating pointing at targets in graphical user interfaces. While pointing in the physical world is governed by Fitts’ law and constrained by physical laws, pointing in the virtual world does not necessarily have to abide by the same constraints, opening the possibility for “beating” Fitts’ law with the aid of the computer by artificially reducing the target distance, increasing the target width, or both. The survey suggests that while the techniques developed to date are promising, particularly when applied to the selection of single isolated targets, many of them do not scale well to the common situation in graphical user interfaces where multiple targets are located in close proximity.  相似文献   

17.
In this paper, we identify key challenges faced by computer-based assessment (CBA) in secondary education and we put forward a framework of design considerations: design with the students and teachers, select the most appropriate media platform and plan an evolution rather than a revolution of prior practices. We present the CBA application ‘MyTest’ which was developed using the participatory methodology We!Design, with the collaboration of 31 students and teachers. The application is targeted for the Tablet PC platform, provides “digital ink” capabilities and supports both closed-type and open questions, facilitating the transfer of traditional assessment practices to CBA. Both students and teachers were excited about the design sessions, and they asserted that they would rely more on educational software designed using this approach. The comparison of the ‘MyTest’ application with an assessment application developed with the same participatory methodology and the involvement of 40 undergraduate students revealed dissimilar expectations and needs of high school and undergraduate students that are often disguised or misinterpreted. A pilot evaluation of the application in real learning conditions was conducted with 31 students using Tablet PCs and with 37 students using traditional PCs. Interestingly, the Tablet PC platform rendered the ‘MyTest’ application more useful and usable to the students, validating our claims.  相似文献   

18.
This paper describes the information system used to search for a potential matrimonial partner. The search is based on comparison of the subject's record, which consists of his/her answers to about 400 items of a specially designed questionnaire, to the records of the potential partners. The basic principle of the system is representation of the set of candidates for the client with psychological warnings about potential “conflict zones” in relationships between client and candidate rather than a ranking of candidates based on hypothetical “psychological compatibility” indices.  相似文献   

19.
This paper reviews some relationships between training and formal education, and discusses ways in which education for “Computer Literacy” might provide foundations for subsequent training and retraining in the face of an increasingly automated and information-rich environment. Computer Literacy is defined in terms of learning experiences at all levels of education which contribute to general technological awareness, to familiarity with routine applications of computers and understanding of their potential for human emancipation and to practical problem-solving skills based on creative use of computers and information technology. The effects of different levels of investment available for motivated training and education are considered. Close co-operation between education and training sectors is advocated.  相似文献   

20.
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