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1.
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
2.
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
3.
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
4.
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
5.
The design of educational agents increasingly attracts researchers' attention recently. One of major reasons is that educational agents could enhance student learning in various aspects. Although research in this area has mushroomed, such research mainly emphasizes on students in higher education. It is still unclear how educational agents influence young student learning. In addition, competition is a significant element, but fewer studies take competition into account while designing educational agents. Although some studies have indicated that educational agents in competitive environments has positive effects on students' perception and attribution, its impacts on students' motivation and performance are unclear. Thus, the study develops an integrative agent that combines educational and competitive elements for young students, and further examines its influences, in terms of motivation and learning performance. The results revealed that such competitive educational agents could enhance students' motivation and learning performance. 相似文献
6.
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
7.
This study investigated the effectiveness of multiple scaffolding tools in helping students understand a complex problem. In order to support students with this task, a multimedia learning environment was developed based on the cognitive flexibility theory (CFT) and scaffolding through computer-based tools. Seventy-nine 10th-grade students in an urban high school participated in this study. A quasi-experimental method was used to compare the effectiveness of different scaffolding tools within this learning environment. Scaffolding used in conjunction with CFT principles did not affect students’ ability to consider multiple perspectives or their numbers of misconceptions. On the other hand, scaffolding tools had varying effects on students’ problem understanding, and a significant interaction was found between the different scaffolding tools used. This study raised questions about the effectiveness of combining multiple scaffolding tools within a multimedia environment. 相似文献
8.
Stavros N. Demetriadis Pantelis M. Papadopoulos Ioannis G. Stamelos Frank Fischer 《Computers & Education》2008
This study investigates the hypothesis that students’ learning and problem-solving performance in ill-structured domains can be improved, if elaborative question prompts are used to activate students’ context-generating cognitive processes, during case study. Two groups of students used a web-based learning environment to criss-cross and study case-based material in the software project management domain. The experimental group was additionally prompted to consistently answer a set of questions based on a model of context-generating processes, meant to engage students in deeper processing of information presented in cases. Students were also classified as having either “complex” or “simple” EB profile (based on their epistemological beliefs record), thereby establishing a 2 × 2 factorial design. Results indicated that scaffolding treatment had a significant main effect on students’ performance, with the experimental group performing better in both domain knowledge acquisition and knowledge transfer post-test items. There is also tentative indication that EB profile and scaffolding treatment interact, with complex-EB learners benefiting most from the scaffolded condition. Overall, the study provides evidence that it is possible to improve individual learning in a technology environment for case-based learning, by implementing appropriate questioning strategies that trigger students to activate their context-generating cognitive processes, while studying the contextually rich material of cases. 相似文献
9.
University classes in Mathematics are traditionally perceived to be uninspiring and devoid of active student–lecturer communication. Large undergraduate classes further compound the difficulty of engaging students and enabling viable student–lecturer feedback. At the Mathematics Education Centre, Loughborough University, some staff members have been using electronic voting systems (EVS) to enliven the classroom and enable large numbers of students to respond to questions in real time during class. In this paper, we present an evaluation case study, based on student perceptions, of the impact of EVS use on student learning and engagement. The results show that majority of students are hugely positive about the usefulness and overall advantageousness of EVS use in classes. Results also show that EVS use does increase the likelihood of students participating and engaging in class, as even students who do not view EVS as being particularly useful stated that they are more likely to participate in classes where EVS are used than otherwise. However, there seems to be no correlation between EVS use and improvement (or otherwise) in student grades. 相似文献
10.
The interactivity effect in multimedia learning 总被引:4,自引:1,他引:3
11.
Eric. N. Wiebe James Minogue M. Gail Jones Jennifer Cowley Denise Krebs 《Computers & Education》2009,53(3):667-676
While there has been extensive experimental research on haptics, less has been conducted on cross-modal interactions between visual and haptic perception and even less still on cross-modal applications in instructional settings. This study looks at a simulation on the principles of levers using both visual and haptic feedback: one group received visual and haptic feedback while the other just visual feedback. Using the triangulation of learning scores, eye tracking data, and video analysis of interaction with the levers, the efficacy of haptic feedback to improve learning was explored. The results indicate that while the total fixation time on the levers and numeric readout was greater for the visual and haptic group, very similar patterns of visual attention were seen between groups. Perhaps surprisingly, the visual only group scored higher on an embedded assessment. Explanations for these results are synthesized from theories of cross-modal perception and cognitive architecture. 相似文献
12.
Online inquiry, use of the Web as an information resource to inquire into science, has become increasingly common in middle schools in recent years. However, prior research has found that middle school students tend to use the Web in a superficial manner. To address the challenges that students face in online inquiry, we designed the Digital IdeaKeeper, a scaffolded software tool to help students engage in online inquiry through support for inquiry planning, information search, analysis, and synthesis. This study examined the differences between regular and IdeaKeeper-supported online inquiry performed by 8 pairs of sixth graders in naturalistic classroom settings. Analysis of 80 screen videos of students’ computer activities and conversations found that IdeaKeeper-supported online inquiry was more integrated, efficient, continuous, metacognitive, and focused. This study has important implications for designing online learning environments for middle school students. 相似文献
13.
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
14.
This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter–sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 × 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the presence of the reward system (present vs. absent). Children's engagement was measured by session frequency and duration and through an in-game self-report survey that was presented at the end of the each session. According to the results, the children enjoyed GraphoGame but used it less frequently than expected. The reward system seemed to encourage the children to play longer sessions at the beginning of the training period, but this effect vanished after a few sessions. The level of challenge had no significant effect on children's engagement. The results suggest a need to investigate further the effectiveness of various game features in maintaining learner's engagement until the goals set for learning are achieved. 相似文献
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16.
Although many studies have investigated the effects of digital game-based learning (DGBL) on learning and motivation, its benefits have never been systematically demonstrated. In our first experiment, we sought to identify the conditions under which DGBL is most effective, by analyzing the effects of two different types of instructions (learning instruction vs. entertainment instruction). Results showed that the learning instruction elicited deeper learning than the entertainment one, without impacting negatively on motivation. In our second experiment, we showed that if learners are given regular feedback about their performance, the entertainment instruction results in deep learning. These two experiments demonstrate that a serious game environment can promote learning and motivation, providing it includes features that prompt learners to actively process the educational content. 相似文献
17.
A treatment/control study (N = 773) was conducted to determine the extent to which use of interactive whiteboard technology (IWB) was associated with upper elementary students’ self-reported level of motivation in mathematics. Students in the treatment group reported higher levels of motivation relative to control students, but the effect was extremely weak. Students with teachers who were more supportive of IWB technology reported higher motivation levels (compared to students of teachers who were less supportive), but this effect also was very small. Claims about the motivation-enhancing effects of the IWB are not baseless, but they appear to be somewhat overstated. Research is needed to determine how IWB-use is associated with academic performance, and also to examine how teachers use the IWB and how this usage could be strengthened. 相似文献
18.
Chen-Chung Liu Holly S.L. Chen Ju-Ling Shih Guo-Ting Huang Baw-Jhiune Liu 《Computers & Education》2011
Storytelling is an imperative and innovative pathway to enhance learning due to the fact that such activity prompts learners to reflect to construct meaning based on their observations and knowledge. Therefore, to develop and enhance students’ storytelling ability has become an important issue for both educators and researchers. Since storytelling involves complex cognitive processes, this study proposed an enhanced concept map approach featured with story grammars to help children develop stories. By gathering the stories developed by 114 third-graders, this study aimed to investigate whether the concept map approach can enhance their storytelling ability. It is found that the children, who used the concept map with story grammars, can develop stories with more complex structure, clearer subjects, more creative ideas, and abundant contents than those only using the concept map without the grammars. Such findings support that the concept map and story grammars can be an effective approach for developing learner-centered storytelling tools which help students develop and apply the knowledge about storytelling. 相似文献
19.
Introducing engineering into precollege classroom settings has the potential to facilitate learning of science, technology, engineering, and mathematics (STEM) concepts and to increase interest in STEM careers. Successful engineering design projects in secondary schools require extensive support for both teachers and students. Computer-based learning environments can support both teachers and students to implement and learn from engineering design projects. However, there is a dearth of empirical research on how engineering approaches can augment learning in authentic K-12 settings. This paper presents research on the development and pilot testing of WISEngineering, a new web-based engineering design learning environment. Three middle school units were developed using a knowledge integration learning perspective and a scaffolded, informed engineering approach with the goal of improving understanding of standards-based mathematical concepts and engineering ideas. Seventh grade math students from two teachers in a socioeconomically diverse and low-performing district participated in three WISEngineering units over the course of a semester. Students significantly improved their mathematical scores from pretest to posttest for all three projects and on state standardized tests. Student, teacher, and administrator interviews reveal that WISEngineering projects promoted collaboration, tolerance, and development of pro-social skills among at-risk youth. Results demonstrate that informed engineering design projects facilitated through the WISEngineering computer-based environment can help students learn Common Core mathematical concepts and principles. Additionally, results suggest that WISEngineering projects can be particularly beneficial for at-risk and diverse student populations. 相似文献
20.
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. The study also investigated potential gender differences in the game’s learning effectiveness and motivational appeal. The sample was 88 students, who were randomly assigned to two groups, one of which used the gaming application (Group A, N = 47) and the other one the non-gaming one (Group B, N = 41). A Computer Memory Knowledge Test (CMKT) was used as the pretest and posttest. Students were also observed during the interventions. Furthermore, after the interventions, students’ views on the application they had used were elicited through a feedback questionnaire. Data analyses showed that the gaming approach was both more effective in promoting students’ knowledge of computer memory concepts and more motivational than the non-gaming approach. Despite boys’ greater involvement with, liking of and experience in computer gaming, and their greater initial computer memory knowledge, the learning gains that boys and girls achieved through the use of the game did not differ significantly, and the game was found to be equally motivational for boys and girls. The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students’ gender. 相似文献