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1.
Context-aware ubiquitous learning (u-learning) is an innovative approach that integrates wireless, mobile, and context-awareness technologies to detect the situation of learners in the real world and provide adaptive support or guidance accordingly. In this paper, a context-aware u-learning environment is developed for guiding inexperienced researchers to practice single-crystal X-ray diffraction operations. Experimental results showed that the benefits of this innovative approach are that it is “systematic”, “authentic”, and “economical”, which implies the potential of applying it to complex science experiments, such as physics, chemistry or biotechnology experiments, for graduate and PhD students in colleges, or research workers in research institutes.  相似文献   

2.
The advancement of wireless and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. Although such an approach has been recognized as being innovative and important, several problems have been revealed in practical learning activities. One major problem is owing to the lack of proper learning strategies or tools for assisting the students to acquire knowledge in such a complex learning scenario. Students might feel excited or engaged when using the mobile devices to learn in the real context; nevertheless, their learning achievements could be disappointing. To deal with this problem, this study presents a mobile learning system that employs Radio Frequency Identification (RFID) technology to detect and examine real-world learning behaviors of students. This study also utilizes each student’s responses from a two-tier test (i.e., multiple-choice questions in a two-level format) to provide personalized learning guidance (called two-tier test guiding, T3G). The experimental results from a natural science course of an elementary school show that this innovative approach is able to improve the learning achievements of students as well as enhance their learning motivation.  相似文献   

3.
Recent developments in computing and mobile technologies have enabled the mobile and ubiquitous learning approach, which situates students in an environment that combines real-world and digital-world learning resources. Although such an approach seems to be innovative and interesting, several problems have been revealed when applying it to practical learning activities. One major problem is owing to the lack of proper learning strategies or tools that can guide or assist the students to learn in such a complex learning scenario. Students might feel excited or interested when using the mobile devices to learn in the real world; however, their learning achievements could be disappointing. To cope with this problem, in this study, a knowledge engineering approach is proposed to develop Mindtools for such innovative learning scenarios. Experimental results from a natural science course of an elementary school show that this innovative approach not only enhances learning motivation, but also improves the learning achievements of the students.  相似文献   

4.
This paper presents the findings of a research project in which we transformed a primary (grade) 3 science curriculum for delivery via mobile technologies, and a teacher enacted the lessons over the 2009 academic year in a class in a primary school in Singapore. The students had a total of 21 weeks of the mobilized lessons in science, which were co‐designed by teachers and researchers by tapping into the affordances of mobile technologies for supporting inquiry learning in and outside of class. We examine the learning effectiveness of the enacted mobilized science curriculum. The results show that among the six mixed‐ability classes in primary (grade) 3 in the school, the experimental class performed better than other classes as measured by traditional assessments in the science subject. With mobilized lessons, students were found to learn science in personal, deep and engaging ways as well as developed positive attitudes towards mobile learning.  相似文献   

5.
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   

6.
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context‐aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and implemented in an elementary school science curriculum to improve student motivation and to help students engage more actively in their learning activities. The responses to our questionnaire indicate that students valued the outdoor learning activities made possible by the use of a smartphone and its functions. Pre‐ and post‐test results demonstrated that incorporating mobile and gamification technologies into a botanical learning process could achieve a better learning performance and a higher degree of motivation than either non‐gamified mobile learning or traditional instruction. Further, they revealed a positive relationship between learning achievement and motivation. The correlation coefficient for ARCS dimensions and post‐test shows that the ARCS‐A (attention) is greater than ARCS‐R, ARCS‐C and ARCS‐S. This means that the attention (ARCS‐A) of this system is an important dimension in this research. The results could provide parents, teachers and educational organizations with the necessary data to make more relevant educational decision.  相似文献   

7.
Practical training is what brings imagination and creativity to fruition, which relies significantly on the relevant technical skills needed. Thus, the current study has placed its emphasis on strengthening the learning of technical skills with emerging innovations in technology, while studying the effects of employing such technologies at the same time. As for the students who participated in the study, technical skills had been cultivated in the five dimensions of knowledge, comprehension, simulation, application, and creativity, in accordance to the set teaching objectives and the taxonomy for students learning outcome, while the virtual reality learning environment (VRLE) has also been developed to meet different goals as the various technical skills were being examined. In terms of the nature of technology, operation of machines, selection of process parameters, and process planning in technical skills, VRLE has also designed the six modules of “learning resource”, “digital content”, “collaborative learning”, “formative evaluation”, “simulation of manufacturing process”, and “practical exercise” in particular for providing students with assistance in the development on their technical skills on a specific, gradual basis. After assessing the technical skills that have been developed for the time period of one semester, the students have reported finding VRLE to be a significantly effective method when considering the three dimensions of “operation of machines”, “selection of process parameter”, and “process planning”, though not so much so when it came to the dimension of “nature of technology”. Among the six modules, “simulation of manufacturing process” and “practical exercise” were the two that were most preferred by students for the three dimensions considered.  相似文献   

8.
Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have indicated that, without effective tools for helping students organize their observations in the field, the mobile learning performance could be disappointing. To cope with this problem, this study proposes an interactive concept map-oriented approach for supporting mobile learning activities. An experiment has been conducted on an elementary school natural science course to evaluate the effectiveness of the proposed method. The experimental results show that the proposed approach not only enhances learning attitudes, but also improves the learning achievements of the students.  相似文献   

9.
Although different educational agents have been proposed to facilitate student learning, most of them operate from a “smart” (i.e., intelligent and autonomous) perspective. Recently, a so-called “non-smart” perspective is also attracting increasing interest, and is now regarded as a topic worthwhile of researching. To this end, this study utilizes a reciprocal caring approach for the development of a pet-styled educational agent, named My-Pet, designed to help elementary school students learn Chinese idioms. The effects of the reciprocal caring approach are evaluated in two experiments. The results indicate that the My-Pet system could enhance students' relationship with educational agents, but do not contribute to students' learning achievement and efficiency. Based on these results, some implications on the value aspect of motivation and reflections on the further design of educational agents are discussed.  相似文献   

10.
Web-based education as an alternative to face-to-face teaching is now being extended as an application to higher education. Much effort is undertaken to provide multimedia rich, attractive content to learners. While the use of multimedia technologies has a noticeable effect on students’ learning, so does the selected teaching methodology. Underpinned by the Constructivist approach, problem-based learning is one of the methods that could be applied in web-based learning environments. The current study investigates the effects of problem-based learning on students’ classroom community perceptions and their achievement. It focuses on the tertiary level course “Introduction to Computers” offered by the Department of Business Administration of the Distance Education Program at a higher education institution in Turkey. The results indicated that students who worked on problem-based projects felt much more ‘connected’ to other class members when compared to the control group. They achieved higher scores in the post-tests although their online midterm and final examination scores did not indicate any difference between the groups.  相似文献   

11.
Studying teacher enactment of an innovation helps us understand the process of effective spread of a curricular innovation to teachers who have differing levels of content readiness, pedagogical orientations, teaching competency, different student profiles, and professional development experiences. Towards this, we explore how different teachers in the same grade level appropriated a common science curriculum enabled by mobile technologies in their classrooms. The innovative science curriculum: Mobilized 5E (Engage–Explore–Explain–Elaborate–Evaluate) Science Curriculum was developed through an iterative cycle of design-based research. As curriculum designs were not self-sufficient by themselves, the enactments of the teachers differed in how they leveraged on students' artifacts, how they integrated the technology into the class, the ways in which they interacted with the students, and how they scaffolded students' activities in a mobile learning setting. In this study, the teachers' enactments of mobilized 5E lessons were observed, analyzed and compared, with the aim of exploring the differences of lesson enactment amongst them. The results showed that teachers' different pedagogical orientations affected their instructions, especially their ways of technology integration in the class, and their patterns of interactions with the students. Based on the exploration of the teacher enactment of the mobilized 5E curriculum, implications are drawn concerning the implementation of innovative curricula implementation and the supports for teacher professional development of such innovation with the ultimate purpose of sustaining and scaling.  相似文献   

12.
With the mass adoption of mobile computing devices by the current school generation, significant opportunities have emerged for genuinely supporting differentiated and personalized learning experiences through mobile devices. In our school-based research work in introducing mobilized curricula to a class, we observe one compelling mobilized lesson that exploits the affordances of mobile learning to provide multiple learning pathways for elementary grade (primary) 2 students. Through the lesson, students move beyond classroom activities that merely mimic what the teacher says and does in the classroom, and yet they still learn in personally meaningful ways. In deconstructing the lesson, we provide an in-depth analysis of how the affordances of mobile computing enable personalized learning from four facets: (a) allowing multiple entry points and learning pathways, (b) supporting multi-modality, (c) enabling student improvisation in situ, and (d) supporting the sharing and creation of student artifacts on the move. A key property of mobile technology that enables these affordances lies with the small form factor and the lightweightness of these devices which make them non-obtrusive in the learning spaces of the student. This article makes a contribution on the design aspects of mobilized lessons, namely, what the affordances of mobile technologies can enable.  相似文献   

13.
14.
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   

15.
Within the context of an introductory CS1 unit on algorithmic problem-solving, we are exploring the pedagogical value of a novel active learning activity—the “studio experience”—that actively engages learners with algorithm visualization technology. In a studio experience, student pairs are tasked with (a) developing a solution to an algorithm design problem, (b) constructing an accompanying visualization with a storyline, and finally (c) presenting that visualization for feedback and discussion in a session modeled after an architectural “design crit.” Is a studio experience educationally valuable? What kind of technology can best support it? To explore these questions, we conducted an empirical study of two alternative CS1 studio experiences in which students used one of two different kinds of algorithm development and visualization technology: (a) a text editor coupled with art supplies, or (b) ALVIS Live!, a computer-based algorithm development and visualization tool. We found that the students who used ALVIS Live! developed algorithms with significantly fewer semantic errors. Moreover, discussions mediated by ALVIS Live! had significantly more student audience contributions, and retained a sharper focus on the specific details of algorithm behavior, leading to the collaborative identification and repair of semantic errors. In addition, discussions mediated by both ALVIS Live! and art supplies contained substantial evidence of higher order thinking. Based on our results, we make recommendations for educators interested in exploring studio-based approaches, and we propose an agenda for future research into studio-based learning in computer science education.  相似文献   

16.
Mobile learning or m-learning, a relatively new concept, has attracted the interest of educators, researchers, and companies developing learning systems and instructional materials. This study investigated the use of integrating use of mobile technologies, data services, and multimedia messaging systems to increase students’ use of mobile technologies and to develop environmental awareness. Data was collected using “usefulness of mobile learning systems” questionnaire from a sample consisting of 20 male and 21 female undergraduates enrolled in computer education and instructional technologies classes at the Near East University in North Cyprus. Students voluntarily participated in a six-week program using mobile telephones to transmit photographs of local environmental blights and to exchange pictures and observations. Participants learned ways to maintain clean environments and increased their awareness of environmental concerns. Responses on questionnaire differed significantly based upon gender and grade.  相似文献   

17.
Concept learning in robotics is an extremely challenging problem: sensory data is often high dimensional, and noisy due to specularities and other irregularities. In this paper, we investigate two general strategies to speed up learning, based on spatial decomposition of the sensory representation, and simultaneous learning of multiple classes using a shared structure. We study two concept learning scenarios: a hallway navigation problem, where the robot has to induce features such as opening or wall. The second task is recycling, where the robot has to learn to recognize objects, such as a trash can. We use a common underlying function approximator in both studies in the form of a feedforward neural network, with several hundred input units and multiple output units. Despite the high degree of freedom afforded by such an approximator, we show the two strategies provide sufficient bias to achieve rapid learning. We provide detailed experimental studies on an actual mobile robot called PAVLOV to illustrate the effectiveness of this approach.  相似文献   

18.
针对认知机器人的自主学习问题,提出一种基于操作条件反射原理的学习模型(OCLM).该模型采用状态空间、操作行为空间、概率分布函数、仿生学习机制、系统熵等进行描述,给出状态的"负理想度"的概念,定义了取向函数的计算方法.运用模型对机器人避障导航问题进行仿真实验,并对参数设置进行了讨论.实验结果表明,基于OCLM模型的机器人能通过与环境的交互获得认知,成功避障到达目的地,具有一定的自学习能力,从而表明了模型的有效性.  相似文献   

19.
Concept learning in robotics is an extremely challenging problem: sensory data is often high-dimensional, and noisy due to specularities and other irregularities. In this paper, we investigate two general strategies to speed up learning, based on spatial decomposition of the sensory representation, and simultaneous learning of multiple classes using a shared structure. We study two concept learning scenarios: a hallway navigation problem, where the robot has to induce features such as opening or wall. The second task is recycling, where the robot has to learn to recognize objects, such as a trash can. We use a common underlying function approximator in both studies in the form of a feedforward neural network, with several hundred input units and multiple output units. Despite the high degree of freedom afforded by such an approximator, we show the two strategies provide sufficient bias to achieve rapid learning. We provide detailed experimental studies on an actual mobile robot called PAVLOV to illustrate the effectiveness of this approach.  相似文献   

20.
This paper reports qualitative findings from a study that investigated Australian university staff and students’ perceptions and use of current and emerging technologies both in their daily lives and in teaching and learning contexts. Forty-six first-year students and 31 teaching and support staff from three Australian universities took part in interviews and focus groups. This paper examines how students and staff reported on their use of new technologies in their daily lives, their stated reasons for using those technologies, and their beliefs about the benefits and limitations of using technologies as teaching and learning tools. The findings question assumptions that have been made about a “digital divide” between “digital native” students and their “digital immigrant” teachers in higher education today, suggesting we need to develop a more sophisticated understanding about the role technologies play in the lives of both students and staff. A better understanding of student and staff perspectives will allow for more informed decisions about the implementation of educational technologies in today’s higher education institutions.  相似文献   

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