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1.
College students use information and communication technologies at much higher levels and in different ways than prior generations. They are also more likely to multitask while using information and communication technologies. However, few studies have examined the impacts of multitasking on educational outcomes among students. This study fills a gap in this area by utilizing a large-sample web-based survey of college student technology usage to examine how instant messaging and multitasking affect perceived educational outcomes. Since multitasking can impede the learning process through a form of information overload, we explore possible predictors of academic impairment due to multitasking. Results of this study suggest that college students use instant messaging at high levels, they multitask while using instant messaging, and over half report that instant messaging has had a detrimental effect on their schoolwork. Higher levels of instant messaging and specific types of multitasking activities are associated with students reporting not getting schoolwork done due to instant messaging. We discuss implications of these findings for researchers studying the social impacts of technology and those in higher education administration.  相似文献   

2.
We present a study of how awareness of presence affects content of instant messaging sent between students using WebWh o, an easily accessible web-based awareness tool. WebWho visualizes where people are located in a large university computer lab and allows students to virtually locate one another and communicate via an instant messaging system. As WebWho is there to be accessed through any web browser, it requires no programming skills or special software. It may also be used from outside the computer lab by students located elsewhere. The sender's user name is normally automatically added to the instant messages, but the messages can also be sent anonymously. We were interested in finding out if the sender's conscious hiding of his or her identity seemed to be reflected in the content of anonymous messages, and how these differed from those with identified senders. Awareness of presence seems to be one of several factors influencing message composition, both content and structural aspects. At this stage, we have primarily focused on examining how different factors affects the content of the messages. We cross-analysed the messages for content in relation to parameters such as sender location (collocated, distributed and distant) and sender status (anonymous vs. identified), in order to find out whether awareness of presence seems to be an influencing factor. Computer-mediated communication (CMC) is often claimed to be a sort of hybrid between spoken and written interaction [c.f. Ferrara, Brunner & Whittemore (1991) and and several others]. We compared the messages that were sent using the instant messaging tool in WebWho with data from other types of CMC (email, chat) and also with corpora of spoken language and traditionally written language. The aim of the study was primarily to investigate awareness of presence affects on instant messaging, and only secondarily to investigate spoken vs. written features of the texts. Results show that awareness of both physical and virtual presence affects the content of the messages, and that these factors affects the text differently. Sender status, the nature of the computer-mediated medium, and the written mode shape the messages as well. Results show that the students use the messaging system to support collaborative work and coordinate social activities, and extensively for playful behaviour.  相似文献   

3.
In this paper, we introduce an electronic collaborative learning environment based on Interactive Instructors of Recreational Mathematics (IIRM), establishing an alternative approach for motivating students towards mathematics. The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment. We present the architecture of the learning environment which integrates communication services that support the interaction processes of the learning community, through instant messaging, chat rooms, and multi-player math games. Through the environment’s interface of their personal workspace, students have access to several easy-to-use mechanisms that allows them to customize its content, its layout, and its appearance. At internal levels, the functionality of IIRM is enhanced with features supported by the environment infrastructure. We evaluated different aspects of the learning environment in three short, motivation-oriented math courses given to Mexican high-school students. The results indicate that the use of the IIRM-based electronic learning environment, positively affects student attitudes towards mathematics. We believe that this approach has the potential to promote the mathematics learning process, basically on its motivational aspects.  相似文献   

4.
Universities are facing severe cuts in funding and a transformation of both the economic model underpinning higher education and the relationship between students, tutors and universities and the traditional forms of support for students’ learning may be eroded. At the same time, mobile communications, instant messaging and social networking are now widespread amongst students and offer possible opportunities for developing new models of support. This paper reports on the use of instant messaging amongst peers, as part of a study of digitally-mediated communication and collaborative activities, crossing formal and informal boundaries, amongst campus-based undergraduate students, at a large university in the UK. It is argued that instant messaging conversations offers a means of sustainable peer support for students by demonstrating how they emerge from everyday practices, drawing on existing relationships and shared histories and redrawing the boundaries between formal and informal settings and practices. The importance of time is highlighted, showing how longitudinal, dialogic conversations were important for both practical and empathetic support. The potential of the instant messaging conversations in supporting the co-creation of artefacts, meaning making, motivation and affective support are also demonstrated, drawing on detailed examples of authentic conversations. However, such peer support practices remain largely invisible and therefore need acknowledging, fostering and encouraging, working alongside students to understand and develop these ideas so that peer support in universities can build on the existing practices of students themselves.  相似文献   

5.
微信作为一种新的手机客户端即时通信应用程序,发展极其迅速,并且受到广大思维活跃的大学生的青睐,大 学生已经成为微信使用的主力军。本文为了更好地实现基于微信公众平台的移动学习,对九江学院随机抽取的500 名学生的 学习状况进行了问卷调查和全面分析。通过问卷调查发现大学生在基于微信公众平台的学习行为方面表现比较积极,基于微 信的学习资源还有待教师进行建设和引导利用。  相似文献   

6.

In this paper we present an assistive system designed for supporting young children affected by autism in their process of learning pronunciation and meaning of new words. The system is built-up of a mobile application and objects identifiers which in our case were Estimote Beacon sensors. The system requires active participation of a parent who selects words to learn, records pronunciation of object names, selects illustrations, and activates and turns off the application. The entire process is designed to extend parents’ care and to support autistic children with an instant repetition of pronounced object’s names when those items are met during playing or moving around the house. An experimental part of our project consists of a report where we compare collected results of two autistic children using our application installed on a smart watch and on a smart phone. In both reported cases autistic children made a visible progress in speed of learning new words when compared to an equivalent period of time without assistive application support.

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7.
The proliferation and ease of access to information and communication technologies (ICTs) such as Facebook, text messaging, and instant messaging has resulted in ICT users being presented with more real-time streaming data than ever before. Unfortunately, this has also resulted in individuals increasingly engaging in multitasking as an information management strategy. The purpose of this study was to examine how college students multitask with ICTs and to determine the impacts of this multitasking on their college grade point average (GPA). Using web survey data from a large sample of college students at one university (N = 1839), we found that students reported spending a large amount of time using ICTs on a daily basis. Students reported frequently searching for content not related to courses, using Facebook, emailing, talking on their cell phones, and texting while doing schoolwork. Hierarchical (blocked) linear regression analyses revealed that using Facebook and texting while doing schoolwork were negatively associated with overall college GPA. Engaging in Facebook use or texting while trying to complete schoolwork may tax students' capacity for cognitive processing and preclude deeper learning. Our research indicates that the type and purpose of ICT use matters in terms of the educational impacts of multitasking.  相似文献   

8.
Motivation and pressure are considered two factors impacting vocational senior high school student learning. New communication technology, especially mobile communication technology, is supposed to be effective in encouraging interaction between the student and the instructor and improving learning efficiency. Social presence and information richness theory was applied to analyze the media and their impacts on the instruction process firstly. Then the author observed firstly the impact of using individual communication technologies – namely Short Message Service (SMS), email, and online forum – on student learning motivation, pressure, and performance, based on a comparative investigation of 176 students. Then the impacts of using combination of mobile and Internet communication technology – SMS + email, SMS + online forum – were examined with another experiment of 45 students. The result showed that instant messaging helps bonding the two roles – student and instructor – in the instruction process effectively. When combined with Internet communication media, it can significantly increase student extrinsic motivation without causing higher pressure. Additionally, communication media demanding public expression rather than private dialogue should be adopted with careful consideration, since they may raise student pressure.  相似文献   

9.
10.
The use of Snapchat – a time-limited instant messaging service – has been rapidly rising amongst adolescents. However, the exact nature of Snapchat use remains difficult to examine due to the self-destructive nature of content sent and received via this service. We report an online survey conducted with the use of a memory sampling method to enquire about the specific details of the very last image or video each participant sent and received via Snapchat. We found that users mainly share ‘selfies’, typically embed text and ‘doodles’ with photos they share, use it mostly at home, and primarily for communication with close friends and family as an ‘easier and funnier’ alternative to other instant messaging services. We also found that high intensity of Snapchat use was more associated with bonding rather than bridging social capital. We discuss those findings in the context of existing studies on the use of instant messaging services and social networking sites.  相似文献   

11.
Why and how people choose to use a particular computer-mediated communication (CMC) technology is a major concern. This study seeks to address the issues by applying the uses and gratifications theory, and attempts to explore the general and specific gratifications sought from the use of three CMC technologies. Three separate empirical surveys were conducted to investigate the gratifications sought from social networking sites, instant messaging, and e-mail. Then factor analysis was undertaken to extract the gratifications sought from each CMC technology. The extracted gratifications sought were then compared among the three technologies for concluding the general and specific gratifications. Four general gratifications were extracted among the three CMC technologies, including relationship maintenance, information seeking, amusement, and style. Two gratifications were specific: the sociability gratification sought from using instant messaging and social networking sites; and the gratification of kill time sought from using instant messaging. Moreover, the important levels of gratifications sought from the three CMC technologies were found to be different. Our findings provide evidence to explain why not all traditional CMC technologies are replaced by innovative and advanced ones. The results of this study may be applied to CMC technology design and provide implications for future research.  相似文献   

12.

Colocated software development teams benefit from natural work context building, which occurs mainly thanks to the team members, virtually, being forced to listen to what others are talking about. They absorb the information not by directing their attention to the communication, but by being exposed to it and perceiving it peripherally. The same effect of peripheral perception can be enforced with instant messaging, which is a predominant way of communication in distributed teams. However, forcing team members to observe too many and mostly unrelated message notifications can be distracting and causing unnecessary work interruption. This paper presents an approach and tool that ensure peripheral perception in instant messaging constrained by a continuously extracted work context. This is achieved by maintaining a personal work context from developer activities and using this context to filter instant messages to be displayed. A four-week experiment carried out with one of the teams of seven members in the Team Project course at our university indicates that message filtering based on continuous work context extraction performs better over common channel based filtering (as available in Slack). More precisely, message filtering based on continuous work context extraction decreases work interruption and distraction.

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13.
Our ongoing research is focusing on identifying and taxonomising the elements and the factors that affect learner engagement with virtual worlds when hybrid virtual learning models are used. Our main hypothesis links learner engagement with interactions, both in the virtual world and in the physical classroom. In order to examine this subject, there is an elaboration on and consideration of aspects such as the learners’ prior experiences in the use of virtual worlds, their preconceptions about using them as a learning tool and the impact that the instructional designers’ choices have on enhancing the opportunities for interactions. In this paper, we examine the impact that the orientation process has on university students who study computer science and have almost no experience in the use of virtual worlds. Our findings suggest that the orientation process contributed positively to students’ smooth induction and that resulted in having meaningful and engaging interactions. Furthermore, students’ simultaneous coexistence in both environments eliminated the drawbacks of each educational approach and broadened the network of interactions.  相似文献   

14.
This papers aims to explore how “working with tweets” differs from “working with chats”. With eight experimental sessions involving 120 Italian students, we investigate how the well known 140-characters limit and other subtle differences between Twitter and a typical instant messenger affect group problem solving performances. In our laboratory experiment, teams of the same size carry out a problem solving task communicating via Twitter or Skype instant messaging. Comparative group performance is measured in terms of successful task completion time. Our results show that the lower number and volume of text messages exchanged via Twitter does not negatively affect group performance: Twitter teams are just as effective as Skype instant messaging teams. These results can be interpreted in accordance with the latest developments in multiple media choice and virtual team effectiveness theories, disclosing interesting windows of opportunities for “working with tweets” in the forthcoming organizational settings.  相似文献   

15.
在分析目前家校互动研究现状的基础上,设计一个以即时通讯和协同学习为主的家校互动平台,并提出基于Java EE/MVC设计系统结构、基于JXTA实现P2P模式的家校互动以及用VRML技术创建虚拟学习环境以实现协同学习的家校互动平台.  相似文献   

16.
ABSTRACT

A packet-based network to provide telecommunication services independent from the underlying access and transport technologies is known as a next generation network. An IP multimedia subsystem (IMS) provides an architectural framework for the next generation networks and includes variety of services such as presence, instant messaging, push-to-talk over cellular, multiparty conference, and so forth. IMS-based instant messaging is available in two flavors (immediate messaging and session-based messaging). Both flavors are subject to different types of security threats. An attacker can generate an immediate messaging flood by sending enormous number of messages to deny the services to a group of users or to an individual. Session-based messaging is facing threats such as invite flooding attack, session modification attack, and session teardown attack. In this paper, we developed a security mechanism, consisting of three layers, to secure the messaging service from flooding attacks and session-based attacks and the like. The simulation results show a good improvement in the existing security mechanism of the IMS-based instant messaging service.  相似文献   

17.
Online discussions have been widely utilized as an educational activity, and much research has been conducted on the process and behaviors involved in asynchronous discussions. However, research on behavioral patterns in learners’ synchronous discussions, including the process of social knowledge construction and project coordination is limited. Through the examination of the behavioral patterns and differences between students with high- and low-quality discussions, it may be possible to understand the limitations of knowledge construction in synchronous discussions. Furthermore, these findings may help teachers design and guide synchronous discussions activities. This study is an empirical case study in which college students conducted synchronous discussions based on topics specified by the teacher. The students used a text-based instant messaging (IM) tool in a period of 98 days.  相似文献   

18.

Dyslexia is a learning disorder in which individuals have significant reading difficulties. Previous studies found that using machine learning techniques in content supplements is vital in adapting the course concepts to the learners' educational level. However, to the best of our knowledge, no research objectively applied machine learning methods to adaptive content generation. This study introduces an adaptive reinforcement learning framework known as RALF through Cellular Learning Automata (CLA) to generate content automatically for students with dyslexia. At first, RALF generates online alphabet models as a simplified font. CLA structure learns each rule of character generation through the reinforcement learning cycle asynchronously. Second, Persian words are generated algorithmically. This process also considers each character's state to decide the alphabet cursiveness and the cells' response to the environment. Finally, RALF can generate long texts and sentences using the embedded word-formation algorithm. The spaces between words are proceeds through the CLA neighboring states. Besides, RALF provides word pronunciation and several exams and games to improve the learning performance of people with dyslexia. The proposed reinforcement learning tool enhances students' learning rate with dyslexia by almost 27% compared to the face-to-face approach. The findings of this research show the applicability of this approach in dyslexia treatment during Lockdown of COVID-19.

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19.
即时通讯是一种基于互联网的网络应用,目前很多即时通讯系统,如MSN,QQ等,但由于使用了不同的协议,各个系统之间不能互联。可扩展消息与存在协议(XMPP)是即时通讯系统通信协议的标准,该文提出一种基于XMPP协议的即时通讯系统方案,并基于Android平台设计实现了即时通讯客户端,有效的解决了即时通讯系统中通信不畅的问题,并为其他类型智能平台间的即时通信提出一种可参考的解决方案。  相似文献   

20.
企业即时通信软件的设计与实现   总被引:2,自引:0,他引:2  
针对企业员工之间以及企业与客户之间即时通信使用软件平台不同而带来的障碍,通过对现有XMPP扩展协议Jingle的即时通开源库libjingle的分析,并结合Google Talk即时通的开发技术,在即时通软件客户端加入企业硬件产品远程认证模块和远程故障诊断模块,实现了用户和企业间的文字与音频即时通信和个性化即时通信。  相似文献   

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