首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in accordance to the criteria. Tasks in the game context are inter-related to each other so that players need to critically and creatively think about problem solutions. Learners’ task analyses are performed to observe four elementary learners’ gaming paths, behaviors and cognitive activities, individually and collaboratively. System documentation, video recording, researcher observation, and interviews are conducted to analyze learners’ learning strategies and their cognitive performance during the gaming process.  相似文献   

2.
Traditional e-learning systems support “one-way” communication. Teachers provide knowledge for learners, but they are unable to use a student’s learning experiences to benefit the class as a whole. To address these problems, this study explores e-learning success factors via the design and evaluation of an e-learning 2.0 system. This study develops a theoretical model to assess user satisfaction and loyalty intentions to an e-learning system using communication quality, information quality, system quality, and service quality. The empirical results show that communication quality, information quality, and service quality significantly and positively affect user satisfaction and loyalty intentions to use the e-learning system for sharing experience, communicating with others, and getting feedback.  相似文献   

3.
In this paper, prediction markets are presented as an innovative pedagogical tool which can be used to create a Rich Environment for Active Learning (REAL). Prediction markets are designed to make forecasts about specific future events by using a market mechanism to aggregate the information held by a large group of traders about that event into a single value. Prediction markets can be used to create decision scenarios which are linked to real-world events. The advantages of this approach in the cognitive and affective domains of learning are examined. The unique ability of prediction markets to enable active learning in large group teaching environments is explored. Building on this theoretical work, a detailed case study is presented describing how a prediction market can be deployed as a pedagogical tool in practice. Empirical evidence is presented exploring the effect prediction market participation has on learners in the cognitive domain.  相似文献   

4.
In this paper, the authors propose that psychological safety, a sense of interpersonal trust and being valued in a work team, is an important determinant of groupware technology adoption in an educational setting. They develop and test a model of antecedents and consequences of psychological safety. Data were collected from 361 university students, organized in 36 teams. Results of multi-level regression analysis reveal positive individual-level effects of perceived tutor support and perceived peer support on psychological safety. Furthermore, our findings show a positive unique group-level effect of perceived tutor support on psychological safety, where an individual’s level of self-consciousness strengthens this positive impact. In addition, findings of structural equation modeling demonstrate that both perceived usefulness and perceived ease of use partially mediate the positive effect of psychological safety on groupware usage. Psychological safety also shows a positive direct effect on groupware usage. Finally, a student’s offline communication frequency with his tutor and peers appears to strengthen the impact of psychological safety on perceived usefulness, perceived ease of use, and groupware usage.  相似文献   

5.
Developers of educational multimedia programs have expectations about the way in which they will be used. These expectations can be broadly categorised as either functional (primarily related to the interface) or educational (related to learning designs, processes and outcomes). However, student users will not always engage with educational multimedia in the ways developers envisage and the adoption of a particular learning design, however well implemented, does not guarantee particular learning processes or outcomes. We investigated the relationship between intended and actual user behaviour by analysing detailed electronic records of user activities (audit trails) within a multimedia program in which medical students adopt the role of a doctor in a simulated clinical interview. Audit trails of 294 users across three years were analysed, focussing on two critical learning activities (interviewing and note taking). Cluster and χ2 analyses revealed four distinct types of users: ‘confused or strategic’ (12.9%), ‘disengaged’ (40.8%), ‘expected’ (26.5%) and ‘diligent’ (19.7%). Our work in the future will focus on using audit trails in investigations of students learning processes and outcomes in educational multimedia environments.  相似文献   

6.
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   

7.
The purpose of this study was to investigate the effects of two different methods on primary school teacher candidates’ academic achievements and attitudes toward computer-based education, and to define their views on these methods. Both the first experimental group, programmed instruction (PI), and the second experimental group, meaningful learning (ML), included 36 students separately. While a significant difference was found between the groups regarding academic achievements, no significant difference was found between the groups’ attitude scores. There was no significant difference between the academic achievements of the students according to their genders in both groups. In addition, while there was no significant difference between the pre-test and post-test attitudes of students in the PI group, a significant difference was determined in the ML group. Generally, in the PI group, students considered the method effective but boring. Besides, students in the ML group had positive views on the method.  相似文献   

8.
The Next Generation Science Standards (NGSS) emphasize authentic scientific practices such as developing models and constructing explanations of phenomena. However, research documents how students struggle to explain observable phenomena with molecular-level behaviors with current classroom experiences. For example, physical laboratory experiences in science enable students to interact with observable scientific phenomena, but students often fail to make connections to underlying molecular-level behaviors. Virtual laboratory experiences and computer-based visualizations enable students to interact with unobservable scientific concepts, but students can have difficulties connecting to actual instantiations of the observed phenomenon. This paper investigates how combining physical and virtual experiences into augmented virtual science laboratories can help students build upon intuitive ideas and develop molecular-level explanations of macroscopic phenomena. Specifically, this study uses the Frame, a sensor-augmented virtual lab that uses sensors as physical inputs to control scientific simulations. Eighth-grade students (N = 45) engaged in a Frame lab focused on the properties of gas. Results demonstrate that students using the Frame lab made progress developing molecular-level explanations of gas behavior and refining alternative and partial ideas into normative ideas about gases. This study offers insights for how augmented virtual labs can be designed to enhance science learning and encourage scientific practices as called for in the NGSS.  相似文献   

9.
The interactivity effect in multimedia learning   总被引:4,自引:1,他引:3  
  相似文献   

10.
Current e-learning forms are commonly based on improving the learning process through the enhancement of certain skills in students, such as collaborative, competitive or problem-based learning. However, it seems that there is still no e-learning formula that gathers the implementation of a number of more generic educational principles in a single e-learning system or platform. Therefore, this paper presents a web-based framework for the creation, development and implementation of heterogeneous learning environments called CADI. It offers a graphical user interface for students to interact with only the need for any generic WiFi compliant device. Its innovative design allows the instructor to select and combine the developed resources to create varied activities, providing content adapted to every single device. The usefulness of the system was tested by introducing a case study to a group of senior college students. The experience showed that the use of the system helped students to achieve better results in their evaluation. It also showed that the students had no problems interacting with it from the outset, promoting their active learning. Design, implementation and assessment results of the system are also presented and analyzed.  相似文献   

11.
Annotation can be a valuable exercise when trying to understand new information. The technique can be used to create a ‘condensed’ version of the original information for later review and to add additional information into the existing document. The growth in web-based learning materials and information sources has created requirement for systems that allow annotations to be attached to these new sources and, potentially, shared with other learners. This paper discusses annotation in an educational context and introduces some of the web annotation systems currently available. It also provides an overview of the development of a new system, eLAWS, by the authors, based upon the Web Service architecture. Finally, the paper provides suggestions for the future development of e-Learning Annotation tools.  相似文献   

12.
Recently, programming skills have become a core competence. Many teaching strategies were developed to improve programming skills. Among them, online tests were widely applied to enhance students learning. Nonetheless, they may not be able to engage students in deep thinking and reflections. Thus, a two-tier test strategy was proposed to address this issue. However, previous research mainly focused on investigating the effectiveness of the two-tier test strategy but there is a lack of studies that investigate why the two-tier test approach is effective. To this end, we developed an online test, where the two-tier test strategy was implemented. Additionally, an empirical study was conducted to explore the influences of the two-tier test approach on students' learning performance and behavior patterns. Pre-test and post-test scores were applied to assess students' learning performance while a lag sequential analysis was used to analyze behavior patterns. Regarding learning performance, the proposed two-tier test can improve students' programming skills. Regarding behavior patterns, the two-tier test approach facilitates students to develop a learning by reviewing strategy, which is useful to improve their programming skills.  相似文献   

13.
This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and affective approaches to enhance learning. Also, this study illustrates a design of SAMAL classroom with affectively evocative scenarios for learning de Bono’s six-hat thinking in a course of information management, and proposes a research model to examine the enabling effects of the SAMAL environment on learners’ affective experience, learning engagement and creativity. Our empirical results show that SAMAL environment can positively influence the affective experience perceived by learners, encourage their learning engagement, which in turn positively influence their creativity. In particular, the results show that the effect of SAMAL environment on students’ learning engagement was mediated by the affective experience they perceived.  相似文献   

14.
Some researchers claim that animations may hinder students’ meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students’ learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered: Science thinking skills and Motivation to learn science. Students’ overall achievement in science was examined by their report card scores. The research population (N = 1335) was divided into experimental (N = 926) and control (N = 409) groups from 11 elementary schools. Findings indicated that the use of animated movies promoted students’ explanation ability and their understanding of scientific concepts. Findings also indicated that students who studied science with the use of animated movies developed higher motivation to learn science, in terms of: self-efficacy, interest and enjoyment, connection to daily life, and importance to their future, compared to the control students. Following the definition of multimedia, the students who study with the use of animated movies, applied all three learning styles: visual, auditory and kinesthetic. The use of multimedia and the fact that the students were engaged in exploring new concepts, that were relevant to their daily life experiences, can explain the positive results.  相似文献   

15.
The aim of this study was to examine the effects of teacher supporting tools that present summaries, visualizations, and analyses of student participation and discussion on the way teachers guide collaborating groups of students in a digital learning environment. An experimental set-up was used in which authentic student data was converted to simulation vignettes that participants could interact with, enabling them to act as the teacher. The vignettes contained groups that had a problem concerning participation or discussion. When presented with the supporting tools, teachers and student teachers were better able to spot the problems regarding participation, intervened more often in problematic groups as time progressed, and displayed more specific explanations of their actions.  相似文献   

16.
Hypothesis development is a complex cognitive activity, but one that is critical as a means of reducing uncertainty during ill-structured problem solving. In this study, we examined the effect of metacognitive scaffolds in strengthening hypothesis development. We also examined the influence of hypothesis development on young adolescents’ problem-solving performance. Data was collected from sixth-grade students (N = 172) using a computer-supported problem-based learning environment, Animal Investigator. The findings of the study indicated that participants using metacognitive scaffolds developed significantly better hypotheses and that hypothesis-development performance was predictive of solution-development performance. This article discusses further educational implications of the findings and future research.  相似文献   

17.
This study was conducted in an authentic university setting with fourth-year Educational Sciences’ students operating as online peer tutors to facilitate freshman tutees’ online collaboration and knowledge construction in a blended “Instructional Sciences” course. Taking into account prior research uncovering weaknesses in online peer tutor behaviour, the aim of the study was to explore the possibility to optimise the quality and the nature of online peer support. In this respect, the study examined the impact of three tutor training conditions (multidimensional support, model/coach, and control condition) on peer tutors’ actual tutor behaviour in asynchronous discussion groups and on tutors’ self-efficacy beliefs, perceived collective efficacy, and training evaluation. Quantitative content analysis was applied to study online peer tutor behaviour. More specifically, two coding schemes were used focusing respectively on the occurrence of different e-moderating activities and on the evolution from modeling to coaching behaviour. Tutors’ self-efficacy beliefs, perceived collective efficacy, and training evaluation were assessed by means of questionnaires.  相似文献   

18.
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   

19.
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   

20.
This study explored the differences among online elementary school student groups based on their communication features. Two hundred and ninety-one Taiwanese students, ranging in age from 11 to 12 years old, participated in this study. The students were randomly arranged within-class into three-member groups. Each group was asked to use a collaborative learning system to accomplish a group task generating a shared concept map. The textual discussions in each group during collaboration were collected, coded, categorized, and quantified to profile their communication characteristics. Cluster analysis on the resulting communication characteristics resulted in four types of small student groups, including passive or reticent, frequently off-task, actively participating, and knowledge emphasizing. Most student groups (56%) were found to be relatively passive or reticent. Frequently off-task student groups made a protrusive amount of messages for off-task social purposes. The actively participating student groups were characterized by abundant discussion, particularly for continuing task, managing procedure and coordinating efforts. The distinctive feature of knowledge emphasizing student groups was that they devoted particular attention to task related knowledge. In addition, they performed better in task accomplishment.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号