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1.
Alejandro Echeverría Enrique Barrios Miguel Nussbaum Matías Améstica Sandra Leclerc 《Computers & Education》2012
Computer simulations combined with games have been successfully used to teach conceptual physics. However, there is no clear methodology for guiding the design of these types of games. To remedy this, we propose a structured methodology for the design of conceptual physics games that explicitly integrates the principles of the intrinsic integration approach for designing instructional games (Habgood & Ainsworth, 2011) with an atomic analysis of the structure of games (Cook, 2007; Cousins, 2005; Koster, 2005). To test this approach, we redesigned an existing game to teach electrostatics and compared the educational effectiveness of the original and redesigned versions. Our studies also compared an endogenous fantasy version of the game with a non-fantasy version. 相似文献
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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
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The term ‘interactive’ appears in two distinct strands of educational research discourse: one concerning pedagogy and the other concerning new technologies in education. As new technology increasingly pervades most classrooms in the UK, it seems likely that it would be fruitful to explore, both theoretically and empirically, links between the concepts of ‘interactive teaching’ and ‘interactive technology’. 相似文献
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Although a plethora of research evidence highlights positive and significant outcomes of the incorporation of the Graphing Calculator (GC) in mathematics education, its use in the teaching and learning process appears to be limited. The obvious need to revisit the teaching and learning of Probability has resulted in this study, i.e. to incorporate GC in the teaching and learning of Probability, specifically on the issue of attitudes towards learning probability. The objective is to examine the effectiveness of GC interactive learning, particularly on students’ attitudes towards Probability. A total of 65 foundation students participated in this study; 32 students in the experimental group and 33 in the control group. The teaching approaches varied between the groups. While the experimental group experienced the GC approach, the control group encountered the conventional teaching approach of chalk and talk. Students’ attitude towards learning probability was assessed using the Probability Attitude Inventory (PAI), was administered prior to and after the study. The results show significantly difference in the improved attitude towards Probability between the groups, particularly in terms of usefulness of Probability, interest in Probability and self-concept in Probability. This study provides evidence that learning Probability with GCs benefits students. 相似文献
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Does using a computer game improve students’ motivation to learn classroom material? The current study examined students’ motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade classrooms were assigned to one of three groups: one group used an expert generated concept map, one group constructed their own concept maps, and a control group used no map. It was predicted that the use of concept maps would enhance the educational value of the game playing activity, in particular students’ motivational levels; however, the opposite happened. Students who used a concept map showed lower motivation on the task relative to their baseline motivation for regular classroom instruction. In contrast, the levels of motivation in playing the game, for students in the control group, met or exceeded their levels of motivation during regular classroom instruction. These results suggest that using a conceptual scaffold can decrease students’ motivation to learn classroom material through game play, perhaps because conceptual maps can (a) focus students’ attention on the difficulty of learning the concepts and on the extrinsic rewards for playing the game and (b) make game play less autonomous, less creative, and less active. All of these can negate the primary property that provides playing its principal potential pedagogical power: fun. 相似文献
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Based on a framework for analysis combining diffusion theory, content layer analysis and sense making, this paper discusses the theme of “e-learning as augmentation or disruption” from the point of view of technological innovation. Two cases of on-campus blended learning at Roskilde University, Denmark, are introduced to illustrate the discussion. They summarize experiences with three courses in Chemistry and Communication Studies, each of which has been taught over a period of three years or more. It is concluded that adoption of information and communication technology in education depends both on systemic factors and factors involving the world view and sense making of the individual. These various factors operate at different speeds, and the difference in time frame is likely to be one of the causes for the current apparently growing disillusionment with e-learning. However, focus on the absence of demonstrable disruptive effects tends to obscure the fact that more or less unobtrusive changes occurring over time do add up to an effect that eventually may well lead beyond simple augmentation of conventional practices. 相似文献
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The purpose of this study was to evaluate the effectiveness of using procedural scaffoldings in fostering students’ group discourse levels and learning outcomes in a paper-plus-smartphone collaborative learning context. All participants used built-in camera smartphones to learn new knowledge by scanning Quick Response (QR) codes, a type of two-dimensional barcode, embedded in paper-based learning materials in this study. Sixty undergraduate and graduate students enrolled at a four-year university in southern Taiwan participated in this study. Participants were randomly assigned into two different groups, using procedural scaffoldings learning and non-procedural scaffoldings learning. The learning unit about the Long Tail, an important concept used in products sales, was the learning task that participants were expected to complete. During the experiment, pretest–posttest and the completed group worksheets were used to collect data. The researchers applied content analyses, chi-square test, t-test, and ANCOVA to answer research questions. The findings indicated that participants in the experimental group using procedural scaffoldings achieved better learning outcomes than their counterparts in the control group in terms of group discourse levels, group learning, and individual learning. 相似文献
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A limitation of current Web-based collaborative learning is the restricted ability of students to create and share individual annotations with annotated documents. Applying Web 2.0 collaborative annotation systems and analyzing students’ annotation behavior has attracted attention to improve collaborative learning. This study designed a personalized annotation management system 2.0 (PAMS 2.0) for managing, sharing, and reusing individual and collaborative annotations as well as providing a shared mechanism for discussion about shared annotations among multiple users. 相似文献
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Pre-laboratory activities have been known to improve students’ preparation before their practical work as they assist students to make available more working memory capacity for actual learning during the laboratory. The aim of this investigation was to compare two different teaching approaches which supported a pre-laboratory session by using the same simulation program. The investigation was conducted in two countries (Greece and UK). The Greek students attended the course in a computer cluster, where the teacher and the students had a face-to-face communication, while the English students participated in the on-line WebCT course, where there was an on-line asynchronous discussion. A crucial point which emerged from this investigation was that the simulation program in the two different pre-laboratory training sessions gave the same learning outcome; however, the learning characteristics and the teacher’s effort were different. Thus, the teacher could adopt both the two teaching approaches depending on the university facilities, the staff’s time and the students’ familiarity with virtual learning environments. However, in each case of students followed a different way (collaboration or/and independent learning) to obtain the similar learning outcome. In all cases after their pre-laboratory training session they entered the laboratory performing the experiments without any further instructions. Additionally, the teacher’s role was slight difference in the two teaching approaches. In the computer cluster, the teacher had a more active role guiding students to obtain the expected learning outcome through face-to-face discussion and interaction, whereas in the case of the virtual learning environment (WebCT), the teacher had a more of a facilitator role focused on posing questions to the students and collecting the resources promoting the independent learning. 相似文献
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The purpose of this study was (1) to investigate the effectiveness of the flipped-classroom approach, when coupled with problem-based learning and cooperative learning, compared to that of a traditional classroom; (2) to investigate the effects of watching videos and of doing homework on achievement in a physics course; and (3) to evaluate students’ perception of the use of the flipped-classroom format in a physics course. In this study, both qualitative and quantitative data were collected. A pre-test/post-test quasi-experimental method with a control group was used. The results showed that homework performance and the amount of video watched (preliminary work before class) were significantly more effective for student achievement in the flipped-classroom. Moreover, although students struggled to adapt to the new system at the beginning, students who know and feel responsible for their own learning can close the gap with more individual and group activities and can achieve higher grades. 相似文献
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Collaboration analysis methods should be adapted to the needs of their users to be more effective. This paper presents DESPRO, a method that guides learning designers and teachers through the steps needed to provide support adapted to the participants in CSCL situations, based on a semi-automatic process of role detection. DESPRO is supported by a structured characterization of participatory roles defined by means of social network analysis metrics, and on a framework that guides the definition of the roles to be identified and supported. This paper describes the method and its application in a case study to identify and provide support to the roles played by the teacher and the students in a university course. The case study shows how the method defines a flexible approach to meet the desired goal of providing support adapted to the needs of different users (i.e., roles) in CSCL settings. 相似文献
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This study compared the effects of reviewing strategies in shared electronic note-taking activities, including questioning, summarizing, and note reading, on elementary school student note-taking quality and achievement. A non-equivalent pre- and post-test design was adopted. The participants were 188 sixth grade Taiwanese students in six computing classes. Through random assignment, two classes were assigned to the shared note-taking with questioning condition (SN-SQ), two classes to the shared note-taking with summarizing condition (SN-SS), and two classes to the shared note-taking with note reading condition (SN-SR). Students in each condition were arranged into same-sex dyads. The members of a dyad were assigned to separate computers, seated side-by-side, and required to collaborate with one another on a shared note-taking with reviewing task. The results revealed that the SN-SS students' notes contained more facts and concepts than the SN-SR students', and the SN-SS students achieved better grades on the unit quizzes and overall assessment two weeks later than those in the SN-SR condition. 相似文献
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This exploratory study investigated the relationships between students' perceptions of their classroom experiences and instructional and contextual factors involved with the use of Classroom Communication Systems (CCS) technology. A mixed methods approach was employed to examine these relationships using data collected from 931 students enrolled in one public university. Thematic analysis explored students' perceptions of the use of CCS. Three logit models with a sound predictability and model fit were established using logistic sequential regression. These models identified crucial instructional and contextual factors and examined the degree to which each of these factors was associated with student perceptions of classroom experiences with CCS. This study found that positive student perceptions of classroom experience with CCS were closely associated with the use of specific types of questions, formative feedback and assessment approaches, and the pedagogical training of the classroom instructors. These findings elucidate specific aspects of CCS use that are related to how students perceive the effectiveness of this technology, and may ultimately assist instructional designers and faculty developers in designing and implementing CCS to enhance students' classroom experiences. 相似文献
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Choo-Kim Tan 《Computers & Education》2012,58(4):1117-1126
A Graphing Calculator (GC) is one of the most portable and affordable technology in mathematics education. It quickens the mechanical procedure in solving mathematical problems and creates a highly interactive learning environment, which makes learning a seemingly difficult subject, easy. Since research on the use of GCs for the teaching and learning of probability in institutions of higher learning appears to be limited, a study was conducted to examine the effects of the use of GCs on students’ performance in probability. The study involved 65 pre-university students in a private institution of higher learning in Malaysia. Hypothesis testing showed that there is a significant difference in the mean score of the post achievement test between the experimental and control groups. Students in the experimental group displayed higher achievement than their peers in the control group in the Probability Achievement Test (PAT). Findings also showed that the use of GCs benefits students of all levels, that is, high, average and low mathematics achievers. Qualitative data provides a more lucid picture of how GCs aid in improving understanding and performance. Recommendations made will provide researchers, policy-makers and educators an alternative means of enhancing the quality of probability education. 相似文献
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An increasing number of instructors are using mobile devices in place of “clickers” to acquire student responses to questions posed by the instructor during class. This exploratory study compared the number of correct, incorrect, and missing responses of students who responded to in-class polling questions using clickers or mobile devices. In one of two classes, students using mobile devices had a greater number of missing responses and fewer correct responses than students using clickers, but there were no differences in final grades. In the other class, there were no differences on these measures. Overall, students' attitudes toward using clickers and mobile devices were favorable, but 31% of those who reported using a mobile device could not connect to the Internet “sometimes” or “most of the time.” Of those who completed the technology survey, the majority (58%) reported being “never” or “rarely” distracted by other uses of their mobile device during class. Instructors who desire to have students use mobile devices for classroom polling should be aware of the possible differences in missing and correct responses, and the potential challenges unique to mobile technology. 相似文献
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With the popularity of embedded systems and the consequently rising demand in the job market for professionals well-versed in them, embedded operating systems (EOSs) have become one of the core courses in computer science studies across the world. The objective of EOS courses is to develop students' ability to port, modify, and customize an embedded operating system through a series of laboratory exercises. However, our teaching experience has revealed that beginners require a considerable amount of time to familiarize themselves with the development environment and the relevant processes, such as operating in a command line interface, setting environment variables, and kernel configurations. Furthermore, students need to constantly handle compiler error messages, malfunctions of the target EOS, and incompatibility issues related to development tools. These problems may frustrate and discourage students. A common strategy to address this problem is to dedicate more hours to teaching or to hire more teaching assistants to help students progress. However, none of these methods is suitable for institutions with limited resources. Therefore, in this paper, we develop a computer-assisted learning system called the Computer-assisted Learning Environment (CALEE) to assist students with their assignments and thus motivate them. CALEE consists of two parts: a self-learning assistant (SLAT) and a collaborative learning website (CLW). SLAT is a software application that provides a set of useful functions to help students perform EOS laboratory exercises, whereas the collaborative learning website seeks to encourage greater interaction among students. Our experiments show that CALEE expedites learning, improves students' motivation, and reduces the teaching load. 相似文献
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Collaboration becomes an essential competency in the current knowledge society. In this study, a collaborative learning environment was designed to facilitate students in group collaboration. Instructional support strategies of friendship and meaningful learning tasks were applied to promote collaboration. Scaffolding strategies such as writing progress reports and developing product versions were used to coordinate and monitor the collaborative learning environment. In addition, the online file sharing tool DriveHQ was used to facilitate collaboration. Four classes of students used the learning environment to complete their final project in pairs. Results showed friendship and meaningful learning tasks helped to promote individual accountability and positive interdependence, and the use of progress reports and product versions was useful for coordinating and monitoring the learning process. However, additional strategies might be needed for more effective collaboration to take place. Issues involved in this study are discussed. 相似文献
20.
Miguel . Redondo Crescencio Bravo Manuel Ortega M. Felisa Verdejo 《Computers & Education》2007,48(4):642-657
Experimental learning environments based on simulation usually require monitoring and adaptation to the actions the users carry out. Some systems provide this functionality, but they do so in a way which is static or cannot be applied to problem solving tasks. In response to this problem, we propose a method based on the use of intermediate languages to provide adaptation in design learning scenarios. Although we use some approaches which are familiar from other domains (e.g., programming tutors) they are novel as regards their application to a very different domain and as a result we have incorporated new strategies. The purpose of our proposal is to provide monitoring, guidance and adaptive features for PlanEdit, a tool for the learning of integral automation methods in buildings and housing by design. This tool is part of a collaborative environment, called DomoSim-TPC, which supports distance learning of domotical design. We have carried out an experiment to obtain some data which confirm that our position can be effective for group learning of domotical design, studying the relationship between the quantity of model work carried out and the errors made. 相似文献