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1.
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   

2.
This article reports on the design, implementation and evaluation of a module in the MEd (Business) in the Faculty of Education at the University of Hong Kong in which an explicit problem-based learning (PBL) approach was used to investigate the challenges associated with the adoption and use of information and communication technologies (ICT) in Hong Kong secondary school classrooms. PBL influenced both the way the curriculum was developed and the process by which students (n = 18) investigated topics related to the integration of ICT in business studies classrooms. The evaluation was based on five evaluative questions dealing with the implementation of PBL, the extent to which PBL facilitated academic discourse, the extent of ‘new’ knowledge about ICT that had been created, the role of the tutor, and the online learning environment provided. The evaluation revealed that PBL provided a practical approach to investigating ICT in both face-to-face and online learning environments, leading to ‘new’ knowledge about challenges associated with the adoption and use of new technologies in various educational settings.  相似文献   

3.
This article reflects on the cross-cultural communicative experiences of professors from South Africa and students from Sudan, during a two-year Internet-supported Masters’ course in Computers in Education. Four of Hofstede’s cultural dimensions were considered as categories of interpretation. The purpose of the research was to determine the extent to which Hofstede’s static quantitative, research could be used as a basis for an essentially qualitative dynamic interpretation. While Hofstede’s work focuses on cultural differences, this article tries to uncover what commonalities were constructed in the process. It was found that in this case, dimensions such as power distance and uncertainty avoidance tended to amplify each other, while together they resulted in a movement away from individualism towards collectivism. Accommodating across cultures did not mean that one should move into the other culture. Three elements seem to play a role when cultures meet: Reduction of communicative uncertainty, construction of shared meaning, and appropriate use of technology. More research should be conducted to uncover the elements that are common to cultures because emphasising commonality seems more useful than trying to overcome differences.  相似文献   

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5.
Cooperative relationships are the foundation of a model of online learning based on communities. The development of a community depends on the interaction between community members. This study is based on the belief that the dynamics of exchange of thought, from a Piagetian perspective, are one possibility for understanding the process of interaction within a virtual community. The study therefore investigates the dynamics of conversations in discussion forums in order to lead to an understanding of the processes involved in the formation of virtual learning communities. The research path involved content analysis of messages, interaction mapping and an analysis of the relationship between them. The results indicate that there is a relationship between the texts of discussion forum messages and continuation of interpersonal exchanges.  相似文献   

6.
This study develops an instrument—the Online Instructor Role and Behavior Scale (OIRBS)—and uses it to examine students' perceptions of instructors' roles in blended and online learning environments. A total sample of 750 university students participated in this study. Through a confirmatory factor analysis, the OIRBS was validated in five constructs: course designer and organizer (CDO), discussion facilitator (DF), social supporter (SS), technology facilitator (TF), and assessment designer (AD). The results show that the five factor structures remained invariant across the blended learning and online learning. Both students in blended learning environments and students in online learning environments exhibited the greatest weight in the CDO dimension, followed by the TF and DF dimensions. In addition, students in the online learning environments scored higher in the DF dimension than did those in the blended learning environments.  相似文献   

7.
The assessment of online collaborative study presents new opportunities and challenges, both in terms of separating the process and product of collaboration, and in the support of skills development. The purpose of this paper is to explore the role of assessment with respect to the processes and products of online collaborative study. It describes a qualitative case study of staff and students perspectives on two UK Open University courses which have used a variety of models of online collaborative assessment. The findings underline the importance of assessment in ensuring online participation, and in supporting the practice and development of online collaborative learning. They have led to a number of recommendations for the assessment of online collaborative learning.  相似文献   

8.
As asynchronous discussion forums become more prevalent in online and flexible-delivery modes of teaching, understanding the role that instructors play in student learning in these forums becomes an important issue. Whether the instructor chooses to lead discussions or to keep a low profile can affect student participation in surprising ways. In this study, we investigate how instructor participation rates, the timing of instructor postings (during or at the end of a forum) and nature of their postings (questions, answers or a mix of the two) relate to student participation and perception.  相似文献   

9.
This study examined business students’ perceptions of four objectives (i.e., Enjoyment, Learning, Motivation, and Career Application) across five teaching technologies (i.e., Projector, PowerPoint, Video, the Internet, and Lecture), business professors’ effective application of technologies, and students’ academic performance. We collected data from 215 students at a regional state university in the USA. We developed Students’ Perceptions of Technology Scale, SPOTS, specifically for the present study, used the most rigorous criteria, and investigated reliability, convergent and discriminant validity, exploratory and confirmatory factor analysis, and measurement invariance of this scale. Mean scores revealed that Video conveyed the highest amount of Enjoyment. PowerPoint provided the highest amount of Learning and Motivation. The Internet provided the highest Career Application for future jobs. Younger students preferred Video, whereas older students favored Lecture. Regression results showed that the use of Video for Learning, Projector and Lecture for Enjoyment, PowerPoint for career and Motivation, and the Internet for Learning contributed to professors’ teaching effectiveness. Students’ high ratings for professors’ effective use of the Lecture method and low expectation for the use of a Projector predicted their self-reported GPA (academic performance). Professors may use a different mix of technologies in the classroom and use them creatively in order to promote the most Learning for students and satisfy students’ Learning needs and objectives.  相似文献   

10.
Due to increasing demand for education and training in the information age, online learning and teaching is becoming a necessity in our future. However, lack of research goals to understand impact of online learning environments on students is a problem in research on online learning environments. We identified four main research goals to pursue in online learning environments based on their impact on learner achievement, engagement, and retention (opposite of attrition). Those goals are (a) enhancing learner engagement & collaboration, (b) promoting effective facilitation, (c) developing assessment techniques, and (d) designing faculty development programs. Current promising work in those areas is presented. Four methods that are common in the instructional technology literature are recommended to pursue those goals. Formative research and developmental research are relevant for all four. Although appropriate for any of the goals, experimental research is a better fit for goals b and c, and activity theory is useful for goals a and b.  相似文献   

11.
The purpose of this quasi-experimental study was to explore the impact of asynchronous discussion on the quality and complexity of college students’ arguments. Three different cohorts of students registered in a physical science course in 2009 Fall, 2010 Spring, and 2010 Fall semesters were briefly supported with scaffolding in class and then involved in argumentation about socio-scientific issues as take-home assignments. Each cohort was divided into an asynchronous online communication group and a paper–pencil group. The findings showed that very few students’ arguments from either group were rated low in quality levels of 1 or 2 on a five-scale level. Additional comparisons revealed that the asynchronous online communication group students slightly outperformed their counterparts in terms of mean quality level of arguments (effect sizes ranged from 0.25 to 0.35) and the frequency of rebuttals. The major finding is that after only one hour of scaffolding followed by the opportunity to practice argumentation at home, students’ argumentation skills were slightly better developed through reflective asynchronous online discussions about socio-scientific issues than through paper-pencil practice.  相似文献   

12.
One of the central challenges of integrating game-based learning in school settings is helping learners make the connections between the knowledge learned in the game and the knowledge learned at school, while maintaining a high level of engagement with game narrative and gameplay. The current study evaluated the effect of supplementing a business simulation game with an external conceptual scaffold, which introduces formal knowledge representations, on learners' ability to solve financial-mathematical word problems following the game, and on learners' perceptions regarding learning, flow, and enjoyment in the game. Participants (Mage = 10.10 years) were randomly assigned to three experimental conditions: a “study and play” condition that presented the scaffold first and then the game, a “play and study” condition, and a “play only” condition. Although no significant gains in problem-solving were found following the intervention, learners who studied with the external scaffold before the game performed significantly better in the post-game problem-solving assessment. Adding the external scaffold before the game reduced learners' perceived learning. However, the scaffold did not have a negative impact on reported flow and enjoyment. Flow was found to significantly predict perceived learning and enjoyment. Yet, perceived learning and enjoyment did not predict problem-solving and flow directly predicted problem solving only in the “play and study” condition. We suggest that presenting the scaffold may have “problematized” learners' understandings of the game by connecting them to disciplinary knowledge. Implications for the design of scaffolds for game-based learning are discussed.  相似文献   

13.
In this paper we compared the efficacy of face-to-face and computer supported collaborative learning (CSCL) in increasing academic knowledge and professional competences. We also explored how students’ personality characteristics and learning strategies and teachers’ characteristics were associated with better learning outcomes in online or face-to-face contexts. One hundred and seventy students participated in 10 community psychology seminars, five online and five face-to-face. Academic and professional learning increased for participants in both settings. Tutors’ characteristics did not influence students’ learning. Students who performed better in online and in face-to-face contexts differed in some psychological variables and in their learning strategies. Overall results show that asynchronous collaborative learning online can increase professional competences normally learnt only in small face-to-face educational settings, and that CSCL can be used to provide innovative educational opportunities that fit particular needs of students with low anxiety, high problem solving efficacy, who have time management problems in their learning strategies.  相似文献   

14.
The Expectation Confirmation Model (ECM) is a popular model used to explain the continuance of information system usage. However, past studies have found that the ECM, based on extrinsic motivations (e.g. perceived usefulness, user satisfaction), has limitations insofar as people often have both intrinsic and extrinsic motivations simultaneously. This study used the belief of causal attributions to extend the ECM and verify it in a web-based learning system (WLS) context. Nine hypotheses were derived from the modified ECM. Empirical data were collected by a mail survey from faculty with experience of WLS in Taiwanese universities. The final sample used for further analysis comprised of 144 respondents. The results revealed that the modified ECM has greater power to explain the continued intention of WLS usage even if the effects of user satisfaction and perceived usefulness on continued intention are reduced.  相似文献   

15.
The objective of this study is to propose a research framework that investigates the relation between perceived fit and system factors that can motivate learners in continuing utilizing an e-learning system in blended learning instruction. As learners have the face-to-face learning opportunity in interacting with lecturers, the study aims at investigating the critical features the e-learning system can provide in assisting learning. Both quantitative (survey) and qualitative (focus group interview) methods are applied in this paper. Results reveal that the information quality and task-technology fit influence the confirmation of system acceptance. Perceived usefulness and system satisfaction have major impacts on continuance intentions. Notions from contingency theory are used to interpret these findings.  相似文献   

16.
The present study examined the current state of students' attitudes toward mobile technology use in and for second and foreign language learning in higher education. Moreover, the study investigated if age, gender or cultural factors affect these attitudes. A total of 345 students from two in many aspects different countries, China (Yunnan University) and Sweden (Dalarna University) participated in this study. To access learners' perceptions toward mobile technology use, we employed Kearney's pedagogical framework to mobile learning from a socio-cultural perspective (Kearney, Schuck, Burden, & Aubusson, 2012). Hofstede's cultural dimensions were used to approach students' cultural views, as these dimensions represent some values – aspects of culture – that may affect attitudes toward technology and learning individually as well as in combination. The findings show the respondents' attitudes toward mobile learning are very positive with individualization being most positive (83%) followed by collaboration (74%), and authenticity (73%). The statistical analysis indicates that Hofstede's factors cannot explain the differences in mobile-assisted language learning (MALL) attitudes in the chosen sample. Among the personal factors, gender is identified to be a predictor to explain the differences in students' attitudes toward MALL. This study shows that technology itself seems to be the most important culture-shaping factor, more important than culture inherited from the physical environment, and more important than age.  相似文献   

17.
18.
Despite the fact that the benefits of student question generation are well documented, most students do not take part in question generation exercises during their formal schooling and are not accustomed to authoring questions. Under the premise that student question generation activities should be better supported in a timely, flexible and logistically feasible fashion, a customizable online learning environment that accentuates various scaffolding techniques has been designed and developed. The framework guiding the development of the system, and its associated designs, are described. To assess the various built-in scaffolds used to support students’ learning activities by means of question generation, a study was undertaken to that measured students’ perceived usefulness of each mechanism, as well as the effects of the perceived usefulness of the scaffolds on students’ attitudes toward question generation learning activities in general. The data collected indicated that, by utilizing computers and network technologies, the developed system provided a supportive learning environment for student’s question generation learning activities. Support features not yet included in other similar systems (including access to generic question stems with sample questions, access to model questions, two-way cyclic communication between authors of question and assessors, and the ability to conceal one’s real identity by anonymity or nickname, etc.), were confirmed to provide a high level of support. Recommendations for classroom implementations and future studies are offered.  相似文献   

19.
With the increased affordances of synchronous communication tools, more opportunities for online learning to resemble face‐to‐face settings have recently become available. However, synchronous communication does not afford as much time for reflection as asynchronous communication. Therefore, a combination of synchronous and asynchronous communication in e‐learning would seem desirable to optimally support learner engagement and the quality of student learning. It is still an open question though, how to best design online learning with a blend of synchronous and asynchronous communication opportunities over time. Few studies have investigated the relationship between learners' actual use of synchronous and asynchronous communication over time. Therefore, this study addressed that relationship in an online course (N = 110), taking into account student motivation, and employing a dynamic inter‐temporal perspective. In line with our assumptions, we found some support for the expected association between autonomous motivation and engagement in asynchronous and synchronous communication, be it restricted primarily to the first course period. Also, positive relations between engagement in synchronous and asynchronous communication were found, with the strongest influence from using asynchronous to synchronous communication. This study adds to the knowledge base needed to develop guidelines on how synchronous communication can be combined with asynchronous learning.  相似文献   

20.
Instruction on software usage has long been dominated by the paper-based tutorial. This dominance is now being challenged with the rise of facilities for producing and publishing recorded demonstrations (video). Typically, each instructional medium has its own qualities. The present study aimed to optimize the design of a video tutorial for software training by attending to both its strengths and its weaknesses vis-à-vis a paper-based tutorial. Based on a distinction between two functionally different components in software tutorials, four tutorial configurations were compared: Paper-based, Mixed A (paper-based preview and video procedure), Mixed B (video preview and paper-based procedure), and Video. The 111 fifth and sixth grade participants (mean age 11.8) received instructions about Word's formatting options. The findings indicated significant and substantial improvements from pre-test to training in all conditions. In addition, participants in the Mixed A, Mixed B, and Video conditions outperformed those in the Paper-based condition. Significant and substantial learning gains were found from pre-test to post-test. Both the Mixed B and Video conditions outperformed the Paper-based condition. The success of the Mixed A, Mixed B, and Video tutorials is ascribed to the use of design guidelines for software training that direct the designer to optimize video's strong qualities and moderate or reduce its relative weaknesses.  相似文献   

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