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1.
Three years of graduating business honors cohorts in a large urban university were sampled to determine whether the introduction of ubiquitous laptop computers into the honors program contributed to student achievement, student satisfaction and constructivist teaching activities. The first year cohort consisted of honors students who did not have laptops; the second and third year cohorts were given laptops by the University. The honors students found that their honors classrooms were statistically significantly more constructivist than their traditional (non-honors) classroom. The introduction of laptop computing to honors students and their faculty did not increase the level of constructivist activities in the honors classrooms. Laptop computing did not statistically improve student achievement as measured by GPA. Honors students with laptops reported statistically significantly less satisfaction with their education compared to honors students with no laptops.  相似文献   

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The aim of this study is to investigate whether personalization of mathematical word problems affects student achievement; and if it does, to find out whether the outcomes vary depending on computer and class environment in the teaching of mathematics. The sample of the research, conducted in the 2006–2007 fall semester, consists of 90 seventh grade in four sub-groups. During the application in the classroom, paper-based personalized and paper-based non-personalized problems were given. As to the computer environment, web-based personalized and web-based non-personalized problems were presented. After the application, an achievement test was performed as an achievement post-test parallel to the pre-test. The results show no significant difference between the scores of the groups who used personalized materials and the groups who used non-personalized materials. The results also indicate that no significant difference exists between those who studied in the computer-based environment and those in the paper-based environment.  相似文献   

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At the University of Toronto at Scarborough, we provide enhanced flexibility to our students using a blended-learning approach (i.e., the webOption) whereby students can attend lectures live, watch them online at their convenience, or both. The current research examines the use of pause and seeks features afforded by the webOption interface and how these features are related to students’ learning approaches and their performance in calculus courses. These courses emphasize the teaching of mathematical proofs; cognitive skills that are enhanced with practice (Schneider & Shiffrin, 1977). Access to online lectures allows students to re-experience the professor as they teach these skills. Given this, it was predicted that use of the webOption might be especially potent in these learning contexts. The results we report here do not confirm that prediction. Students do use and appreciate the features of the webOption, however, those students who augmented their class attendance with online viewing, and those who used the lecture-control features the most, were actually the students who performed most poorly. We interpreted the results to be due to different learning strategies and the manner in which these strategies interact with course content. Our results suggest that using the pause feature is related to a surface strategy of learning, which is in turn related to poorer performance in the course.  相似文献   

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This study investigates the effect of Web-based Chemistry Problem-Solving, with the attributes of Web-searching and problem-solving scaffolds, on undergraduate students' problem-solving task performance. In addition, the nature and extent of Web-searching strategies students used and its correlation with task performance and domain knowledge also were examined. We recruited a total of 183 undergraduate students, all of whom are taking the freshman chemistry course, to participate in the study to solve three chemistry tasks across a semester. Mandated screen-capture software captured participants' on-screen Web-searching processes were recorded every five seconds. Results demonstrated that students' problem-solving performance was significantly improved from task 1 to 3, and students with more domain knowledge outperformed students with less domain knowledge. Students with higher problem-solving performance employed more existing knowledge and metacognitive Web-searching strategies; and students with lower problem-solving performance employed more cognitive Web-searching strategies. In addition, students' problem-solving performance was correlated with their domain knowledge, use of existing knowledge, and metacognitive Web-searching strategies. Moreover, students' use of existing knowledge was the major factor for predicting their problem-solving performance according to the regression model.  相似文献   

6.
Email is now commonplace in the university environment, but little research has addressed the impact of this technology on the work–life experiences of Teaching Assistants (TAs). These workers are of interest as they are typically responsible for most day-to-day, routine interaction with undergraduates, for ensuring students understand lectures and other course materials, and for assessing student work. In the summer of 2006, we undertook a web-based survey of Teaching Assistants at a major Canadian university. We wanted to examine the impact of and experience with information and communication technologies (ICTs) – in this case, the ubiquitous email. We found that these academic workers made extensive use of email, and that their experiences and attitudes were mixed. While relatively few expressed a desire to completely eliminate email use in their practice, problems such as feeling ‘overburdened’ by student email were common. Respondents who had set in-person office hours were twice as likely to assert that email increased their workload, that they felt overburdened by student email, and that they preferred not to communicate with students over email. There were also unexpected differences among TAs in the arts/social sciences compared to those in the math/science disciplines. Our data calls into question the largely optimistic orientation common in research reporting at the nexus point of education and ICTs, and suggests that an approach that is both critical and constructive is warranted when thinking about technology and academic work–life.  相似文献   

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This research study aims to identify student's perceptions regarding the use of blogging, the pattern of reflection involved in learning Authoring System through blogging and student's performance in tests based on the reflection's pattern. Sixteen students who registered for the Authoring System subject participated in this study. It was conducted using quantitative approaches, through survey and pre-experimental design of one group post-test type. The instruments used were questionnaire, performance test and blog contents, where tutors and students posted messages and comments on the blog during the course. The results showed that the students' overall perception regarding the educational benefits of writing a blog and reading other students' blogs and comments was positive. Students also moderately agreed that they had difficulties in engaging in the reflection through blogging. It was also found that blogging indirectly improved the students' performance in the test. Through blog content analysis, the dominant type of reflection was monologue. However, the results from the data mining analysis showed that the students used reflective conversation and monologue type of reflection to achieve Grade A in learning Authoring System. It shows that students require deep and critical reflection to perform better in the subject.  相似文献   

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This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.  相似文献   

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Remote laboratories can provide distant learners with practical acquisitions which would otherwise remain precluded. Our proposal here is a remote laboratory on a behavioural test (open field test), with the aim of introducing learners to the observation and analysis of stereotyped behaviour in animals. A real-time video of a mouse in an experimental arena is streamed over the Internet from a server computer connected with the laboratory apparatus to a client computer managed by an instructor. Learners observe the video projected by the client computer and record on their PCs the positions of the mouse in the arena and the behavioural patterns produced. Input–output interactions with the test apparatus are made possible by a remote, concurrently operated digital interface. Learners’ recordings can be individually and collectively analysed, to assess behavioural trends and effects induced by client-commanded experimental treatments; the quality and the improvements in accuracy of the learners’ recordings can also be estimated. A first implementation of the remote laboratory, carried out on two groups of undergraduate students, gave positive indications on the feasibility and the efficiency of the project, and on its didactic efficacy.  相似文献   

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This study examined how middle school students constructed their understanding of the mitosis and meiosis processes at a molecular level through multimedia learning materials presented in different interaction and sensory modality modes. A two (interaction modes: animation/simulation) by two (sensory modality modes: narration/on-screen text) factorial design was employed. The dependent variables included subjects’ pre-test, post-test, and retention-test scores, showing their understanding of mitosis and meiosis process at molecular level, as well as data of subjects’ eye-movement behavior. Results showed the group that received animation with narration allocated a greater amount of visual attention (number of fixations, total inspection time, and mean fixation duration) than the group that received animation with on-screen text, in both pictorial area and area of interest, which is consistent with students’ immediate and long-term retained learning of the processes of mitosis and meiosis. The group that received simulation with on-screen text allocated a greater amount of visual attention than the group that received simulation with narration, consistent with students’ immediate and retained learning. The group that received simulation with on-screen text also allocated a greater amount of visual attention than the group that received animation with on-screen text, consistent with students’ immediate and retained learning. This study adds empirical evidence of a direct correlation between the length of eye fixation behavior and the depth of learning. Moreover, it provides insight into the multimedia effect on students’ cognitive process through the use of eye fixation behavior evidence.  相似文献   

11.
Although computers and the internet, indispensable tools in people’s lives today, facilitate life on the one hand, they have brought new risks with them on the other. Internet dependency, or problematic internet use, has emerged as a new concept of addiction. Parallel to this increasing in society in general, it is also on the rise among university students and is widely believed to have a negative impact on their lives. The aim of this study was to investigate whether academic self-efficacy and academic procrastination can act as predictors of problematic internet use among university students. The study group consisted of 398 students attending education, medicine, architecture and economics programs at the Karadeniz Technical University in Turkey. The Problematic Internet Use Scale, Academic Self-efficacy Scale, Academic Procrastination Scale and a Personal Data Form were used as scaling instruments. Pearson’s correlation coefficient, multiple regression analysis, independent samples t-test and one-way ANOVA were used to analyze the data collected. The results show a significant negative correlation between academic self-efficacy and problematic internet use, while the relation between problematic internet use and academic procrastination was not statistically significant. Furthermore, academic self-efficacy was determined to be a significant predictor of problematic internet use. The results also show a significant difference in problematic internet use in terms of students’ programs, though levels of problematic internet use did not differ in terms of sex or ownership of a computer. These findings are discussed in the light of the relevant literature and some new directions for further studies are suggested.  相似文献   

12.
There is a continuing worldwide need for developing a larger and more diverse workforce in the broad field of information technology (IT). We report on two activities conducted by the project within selected classes of a postsecondary finite mathematics course: 1) a student-written blog about practical applications of computing, and 2) after-class seminar sessions with professionals about the importance of computing in the work world. It was found that the hundreds of students who actively participated in these activities were significantly more likely to enroll in a computing course or declare a computing-related major than were non-participating students, despite the fact that the two groups of students displayed identical attitudes toward computing at the start of the term. The study demonstrates that relevant blogs and sessions with professionals can be effective tools for recruiting students, including women, who otherwise would not have chosen to complete more course work in computing.  相似文献   

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In view of the current theoretical and empirical support for a student-generated questions approach to learning along with the advantageous features of network technology, several online student question-generation learning systems with a peer-assessment component have been developed. Despite this, all existing systems are limited in terms of the types of communication modes permissible for peer-assessment. Online discourse experience and the quantity and quality of interaction may vary as a result of the specific interaction mode students are exposed to. Because of this and the fact that versatile learning spaces are both possible and potentially desirable during the various stages of learning and teaching, multiple peer-assessment modes were created, and the overall attitudes of learners toward peer-assessment as well as their preferences toward respective peer-assessment modes were examined. The collected data confirmed the perceived usefulness of peer-assessment for developing higher-order thinking and cognitive elaboration. Support was demonstrated for student question-generation activities, for which learners typically have limited prior experience. Additionally, in light of the apparent overwhelming preference for and superiority of the more interactive two-way and multi-way modes over the one-way mode and the perceived learning potential of these modes, it is suggested that designers of similar systems should consider their inclusion. Finally, even though multi-way learning was found to be both the preferred and most supportive mode for learning, students also revealed distinct reasons for their preferences for respective interaction modes. In general, these reasons supported the premise that multiple peer-assessment modes are needed in order to accommodate individual preferences and needs. Suggestions and implications for instructional implementation, system development, and future studies are offered.  相似文献   

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The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners’ learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC, which required students to discuss their assignments and readings online and participate in certain online learning activities; the other one did not offer the OLC (NC: no online learning community), but required involving students in face-to-face discussion. Individual students’ learning styles were measured using Felder and Solomon’s Index of Learning Styles Questionnaire. Results indicated that both active and reflective learners in the OLC intervention performed significantly better than those who were in the NC intervention. Results also indicated that active learners performed significantly better than reflective learners in the NC intervention; however, reflective learners performed significantly better than active learners in the OLC intervention. No significant difference between active and reflective learners’ attitudes was found. These findings indicated that OLC might be an effective means for improving both active and reflective learners’ learning performance and attitudes; however, its effects on active learners might not be as great as on reflective learners.  相似文献   

16.
The unique features and capabilities of online learning are built on the ability to connect to a wider range of learning resources and peer learners that benefit individual learners, such as through discussion forums, collaborative learning, and community building. The success of online learning thus depends on the participation, engagement, and social interaction of peer learners, which leads to knowledge sharing. Thus, without frequent and persistent interaction, it is doubtful whether knowledge sharing can take place in online learning. This study argues that theories about the development and maintenance of social relationships provide a theoretical foundation for understanding the motivation to engage in online knowledge sharing behavior. An Online Knowledge Sharing Model (OKSM) is proposed and empirically tested among undergraduate students using an online learning environment. The model introduces two new constructs – Perceived Online Attachment Motivation (POAM) and Perceived Online Relationship Commitment (PORC), which together explained 71 percent of the variance observed in self-reported online knowledge sharing behavior. The findings provide some explanations for the motivation to share knowledge, and have several implications for the design of the features and capabilities of online learning environments.  相似文献   

17.
The authors use physical concepts to investigate cognitive elaboration using a commercial game-based review teaching method versus a lecture-based method. Experiments involved two popular casual games: Cut the Rope (pendulum concept) and Angry Bird Space (circular motion), with concept maps and multiple-choice tests used as assessment tools. Our goal was to analyze concept reinforcement and reorganization via commercial games for a group of junior high school students. A total of 83 students (15–16 years old), were randomly assigned to an experimental group (review using commercial casual games) or a control group (lecture-based review). Our results suggest that (a) the games supported the elaboration potential of learned physical concepts as measured by concept maps, and (b) concept maps are more suitable than multiple-choice tests for estimating the effects of commercial games on cognitive elaboration. Three key design features of commercial games that can support cognitive elaboration of physical concepts are discussed.  相似文献   

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Assessment in learning is always of interest to practitioners, academics and researchers, and is always evolving with new implications. Alternative forms of assessment such as e-portfolios have gained recognition in documenting students’ learning, as it is synchronous with both product and process. Vast amount of literature narrates the relative advantages of e-portfolios across disciplines, institutions, and applications. In Malaysia, such alternative assessment practices are less explored so far in teacher education. In this study, 55 pre-service TESOL teachers from Universiti Sains Malaysia (USM) are required to create and maintain a personal e-portfolio. The aim of the study is to ascertain the future teachers’ practices with e-portfolios in their learning and to determine if these practices lead to teaching competencies. In addition, the study also aims to identify the benefits and challenges of using an e-portfolio as a tool for learning and self-assessment. Findings indicate that participants are appreciative of e-portfolios, as their performance and achievements are traced over time. It is also found that e-portfolios function as a monitoring tool, which helps the teachers recognize their learning and identify their strengths and weaknesses. Challenges are also noted, which include validity and reliability, interrupted Internet connection, negative attitudes participants, time constraints, workload and ethical issues. In terms of teacher competencies, it is found that six competencies emerge from the teachers’ practices of e-portfolios - (1) developing understanding of an effective teacher’s role; (2) developing teaching approaches/activities; (3) improving linguistic abilities; (4) comprehending content knowledge; (5) gaining ICT skills and; (6) the realization of the need to change mindsets.  相似文献   

19.
Statistical quality control – SQC (consisting of Statistical Process Control, Process Capability Studies, Acceptance Sampling and Design of Experiments) is a very important tool to obtain, maintain and improve the Quality level of goods and services produced by an organization. Despite its importance, and the fact that it is taught in technical and college courses, as well as in companies’ training sectors, SQC has been largely misused. An inappropriate teaching approach may be the cause of such problem; therefore it has motivated the development of a model for SQC teaching, allowing its learners to correctly apply SQC techniques. After a survey regarding the concept needed to correctly apply SQC, its use and teaching/training methods, the model’s contents and methodology were defined. We also realized the opportunity of incorporating a computer environment for the model, permitting the practice of the needed SQC concepts and skills. An Artificial Intelligence approach was used to develop the computer environment, resulting in an Intelligent Tutoring System, the STCEQ. The paper discusses the main characteristics of the system, its functioning, benefits of using such a system and the results we obtained while using this system.  相似文献   

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This study investigated split-attention and redundancy effects in a mobile learning environment on leaf morphology of plants as a function of different combinations of media. Eighty-one fifth-grade students were randomly assigned to the following three conditions: texts with pictures embedded in the mobile device (TP condition); texts embedded in the mobile device and real objects that are outside of the mobile device (TO condition); and texts with pictures embedded in the mobile device and real objects that are outside of the mobile device (TPO condition). Differences in performance on comprehension tests and learning efficiency were examined across conditions. The TP condition was expected to perform better than the TO condition due to a split-attention effect. The TP and TO conditions were expected to perform better than the TPO condition due to a redundancy effect. The results indicated no difference between the TP and the TO condition in comprehension and learning efficiency, but the TP and TO conditions performed better than the TPO condition on both measures. The implications of the results for research and design of mobile learning environments are discussed.  相似文献   

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