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1.
Two hundred and thirty three 15-year old students conducted experiments within a computer-based learning environment. They were provided with different goals according to an experimental 2 × 2 design with goal specificity (nonspecific goals versus specific goals) and goal type (problem solving goals versus learning goals) as factors. We replicated the findings of other researchers that nonspecific problem solving goals lead to lower cognitive load and better learning than specific problem solving goals. For learning goals, however, we observed this goal specificity effect only on cognitive load but not on learning outcome. Results indicate that the goal specificity affects the element interactivity of a task and cognitive load with both, problem solving goals or learning goals. But differences in overall cognitive load are not sufficient for explaining differences in learning outcome. Additionally, differences in strategy use come into play. Specific problem solving goals seem to restrict students to use a problem solving strategy whereas nonspecific problem solving goals or learning goals allow students to use a learning strategy. We conclude that in order to foster learning, students must be provided with goals that allow them to use a learning strategy. Additionally, providing them with nonspecific goals decreases cognitive load and, thus, enables students to learn with less effort.  相似文献   

2.
A path model was used to test the unique and interactive effects of cognitive and motivational variables when learning in a supportive online learning system, Collaborative Inquiry System (CIS). In this student-centered learning environment, students interact with computer simulations and are assisted by online scaffolds intended to help them learn complex scientific concepts. The present study also explored the relationships between students’ motivational, cognitive, and metacognitive strategy use and online performance. In total, 178 tenth-grade students participated in the study. The statistical analyses revealed that students’ learning goals and cognitive preferences predicted metacognitive strategy use and later influenced their performance. Prior knowledge is a predictor of neither metacognitive strategy use nor learning goals and need for cognition, but is nevertheless an important determinant of online performance. Discussions on how to accommodate the different needs of students with varying levels of prior knowledge, goal orientation, and cognitive preference in a supportive learning system are provided based on the results.  相似文献   

3.
A crucial challenge for instructional designers is to determine the amount of support that is most beneficial for learning. This experiment investigated effects of different ratios of worked solution steps (high assistance) and to-be-solved problem steps (low assistance) on cognitive skill acquisition in geometry. High-school students (N = 125) worked on a geometry lesson in a Cognitive Tutor under five different ratios (from zero worked steps and five to-be-solved steps to four worked steps and one to-be-solved step). Effects on cognitive load and learning outcomes were assessed. We expected the effectiveness of different ratios to vary with the type of learning outcomes (i.e., procedural vs. conceptual knowledge) and the difficulty of the to-be-learned principles. Results showed that for procedural knowledge (but not for conceptual knowledge) problem solving alone was most beneficial for the acquisition of procedural knowledge related to an easy principle. For a difficult principle, no ratio of worked steps and problem solving showed an advantage over another. Problem solving induced more extraneous load than studying worked examples. Thus, in determining optimal amounts of guidance type of knowledge and difficulty of the single to-be learned knowledge chunks should be considered.  相似文献   

4.
Prior studies have focused on general technology use and technology use in domain-general applications and quantity of technology use. Recent evidence suggests that investigations should consider how technology is used in more contextually specific ways, including how technology is used for various cognitive tasks in specific classrooms. The purpose of this study was to examine the ways in which classroom content area and student goal orientation have a coordinated influence for how students used technology to support learning. The sample included high school students in a Midwestern state who were surveyed on their motivation and how they used technology to support learning. The study employed hierarchical linear modelling to examine how goal orientation and classroom content area predicted various levels of Bloom's Digital Taxonomy. Students who adopted mastery-oriented goals were more likely to use technology for various cognitive tasks, especially those at higher levels of complexity. Lastly, the association between mastery goal orientation and some aspects of technology use was conditioned on content area, although effect sizes were small. This study showed that, overall, technology is used differentially across four core content areas. Students in mathematics classrooms used technology less, however much of technology use was evident at lower cognitive levels. Second, students' goal orientation, and in particular their mastery goals influence how technology is used across content areas, and this is marginally conditioned on content area. Technology use should match the instructional context to maximize technology use and students' goal orientation.  相似文献   

5.
Abstract The paper presents the main design issues of a distance learning course on Business on the Internet. The instructional design is based on a learner-centred instructional strategy which allows learners to construct their own knowledge while solving real business problems and transferring their knowledge to other learners. They learn autonomously taking the responsibility for their learning and following their individual cognitive styles, interests, preferences. The learners have access to the Internet being members of a global, cooperative learning community. The learning community involves students and tutors who collectively take responsibility for the design and evaluation of the course content and the teaching methods to be applied. Both students and tutors inhabit a virtual learning environment that offers different virtual places and services: virtual university, virtual enterprise, auditoriums, workshop rooms, cafes, libraries, etc. where students from different locations can meet, interact, learn and work together, as if they were face-to-face.  相似文献   

6.
The main objective of this paper is to investigate the effectiveness of a proposed computer-based instructional method in Primary Education for self-regulated problem solving. The proposed instructional method is based on Sternberg’s model of problem solving within an authentic context. It consists of three main phases: observation, collaboration and semi-structured guidance. The ultimate learning objective is to augment the autonomous problem-solving skills of primary school children. In our study the Synergo tool was used, which is a synchronous computer supported collaborative learning tool, as well as the Moodle learning management system. The context which frames the method is authentic, very close to a students’ realistic learning situation. The findings of this study advocate that students can increase their problem-solving skills in a relatively short period of time. At the same time, they can improve their approach to the solution of a given mathematical problem, performing significant signs of autonomy.  相似文献   

7.
Video game goals are important features of video games. Player’s interaction with goals can not only shape the gaming experience by evoking cognitive and affective reactions in players, but also lead to learning outcomes. However, there are few empirical studies on the effects of interacting with game goals, and no previous research has manipulated goal setting. In two experimental studies, participants were randomly assigned to one of the following five conditions: self-set goal repetitive play, assigned goal repetitive play, no-set goal repetitive play, no-set goal single play, and no play. Results show that playing earthquake preparedness video games generates significant learning outcomes; playing repeatedly with self-set goals yields greater learning compared to playing once with no-set goals or not playing; and cognitive reactions mediates the relation between goal interaction and learning. Implications of the results for the design and evaluation of future video games for learning are explored.  相似文献   

8.
研究如何采用本体建模的方法解决智能教学系统中的情感理解与情感反馈的问题。构建了一个情感学习本体用于描述在学习过程中出现的与情感相关的概念及概念之间的关系,设计了基于该本体的教学反馈策略的生成算法,可以在不需要和学生进行问答交互的情况下获得学生学习过程的感知和理解状态,可以更好地理解学生的学习状态以提供更好的基于"情感触发"的认知和情感支持。并将情感学习本体和一个C语言程序设计领域知识本体以及反馈策略生成算法应用到一个以教学视频为主体学习资料的智能教学系统中。应用实例表明,该教学反馈策略生成算法能对学习者提供有效的认知反馈和情感反馈。  相似文献   

9.
A brief, problem‐oriented phase such as an inventing activity is one potential instructional method for preparing learners not only cognitively but also motivationally for learning. Student teachers often need to overcome motivational barriers in order to use computer‐based learning opportunities. In a preliminary experiment, we found that student teachers who were given paper‐based course material spent more time on follow‐up coursework than teachers who were given a well‐developed computer‐based learning environment (CBLE), leading to higher learning outcomes. Thus, we tested inventing as an instructional method that may help overcome motivational barriers of teachers' use of computer‐supported tools or learning environments in our main experimental study (N = 44). As a computer‐based environment, we used the ‘Assessment of Learning strategies in Learning journals’. The inventing group produced ideas about criteria to evaluate learning strategies based on student cases prior to the learning phase. The control condition read a text containing possible answers to the inventing problem. The inventing activity enhanced motivation prior to the learning phase and assessment skills as assessed by transfer problems. Hence, the inventing activity prepared student teachers to learn from a CBLE in a motivational as well as cognitive way.  相似文献   

10.
This special issue discusses Dutch research on Information and Communication Technology (ICT) in education. In this introduction, four broad research lines are distinguished: Policy-oriented research, research on learning technologies, research on computer-based instructional design tools, and research on the pedagogical use of ICT. The focus of this special issue is on the last type of research. The main research questions, findings and conclusions of the six contributions are discussed. It is concluded that the most important directions for future research deal with the added value of ICT for information problem solving in resource-based learning, for collaboration using external representations and tools that provoke critical discussion and reflection, and for simulation in learning environments for competence based learning and discovery learning.  相似文献   

11.
To be successful university learners, students need to develop skills in self-directed learning. This encompasses a range of cognitive and meta-cognitive skills including generating one’s own learning goals, planning how to tackle a problem, evaluating whether learning goals have been met, and re-planning based on this evaluation. The educational affordances of blogs offer opportunities for students to become self-directed learners in a supportive social environment. Based on qualitative analysis of design diaries written by 113 computer science students about a creative project, this paper presents a framework of the ways in which blogging activities can assist groups of students and their teachers in the development of a range of cognitive, social and self-directed learning skills. Although the students in this study used the commenting feature of blogs effectively for the purpose of praising and encouraging their peers, and giving hints and tips for solving problems, they did not coach each other on higher order skills. The paper discusses how this could be achieved in order to extend the educational value of blogging within a university learning community.  相似文献   

12.
The multimedia principle states that adding graphics to text can improve student learning (Mayer, 2009), but all graphics are not equally effective. In the present study, students studied a short online lesson on distance education that contained instructive graphics (i.e., directly relevant to the instructional goal), seductive graphics (i.e., highly interesting but not directly relevant to the instructional goal), decorative graphics (i.e., neutral but not directly relevant to the instructional goal), or no graphics. Following instruction, students who received any kind of graphic produced significantly higher satisfaction ratings than the no graphics group, indicating that adding any kind of graphic greatly improves positive feelings. However, on a recall posttest, students who received instructive graphics performed significantly better than the other three groups, indicating that the relevance of graphics affects learning outcomes. The three kinds of graphics had similar effects on affective measures but different effects on cognitive measures. Thus, the multimedia effect is qualified by a version of the coherence principle: Adding relevant graphics to words helps learning but adding irrelevant graphics does not.  相似文献   

13.
Help seeking behavior in an intelligent tutoring system was analyzed to identify help seeking strategies, and it was investigated whether the use of these strategies could be predicted by achievement goal scores. Discrete Markov Models and a k-means clustering algorithm were used to identify strategies, and logistic regression analyses (n = 45) were used to analyze the relation between achievement goals and strategy use. Five strategies were identified, three of which were predicted by achievement goal scores. These strategies were labeled Little Help, Click Through Help, Direct Solution, Step By Step, and Quick Solution. The Click Through Help strategy was predicted by mastery avoidance goals, the Direct Solution strategy was negatively predicted by mastery avoidance goals and positively predicted by performance avoidance goals, and the Quick Solution strategy was negatively predicted by performance approach goals.  相似文献   

14.
Learners often neglect support (glossaries, help sites etc.) in computer-based learning environments since they experience it as an unrelated add-on. We assumed that prompts presenting situated instructional support would lead to an increased use of help sites and glossary. Further it was assumed that situated instructional support would lead to a higher cognitive load of learners, which causes differential learning outcomes depending on learners’ general domain knowledge. To scrutinise the differential effect of situated instructional prompts we conducted an experiment with 69 students (undergraduates vs. graduates). Students learned either with a learning environment with or without prompts. As expected, learning with prompts resulted in an increased support usage. Furthermore, two interaction effects occurred. (1) Graduates learned slightly better with a program including prompts whereas undergraduates performed better without prompts. (2) Undergraduates stated a higher perceived cognitive load if they learned with a program with situated instructional prompts. In the group of graduates no differences occurred concerning the perceived cognitive load. The results are interpreted within the framework of cognitive load theory.  相似文献   

15.
Computer‐assisted learning, in the form of simulation‐based training, is heavily focused upon by the military. Because computer‐based learning offers highly portable, reusable, and cost‐efficient training options, the military has dedicated significant resources to the investigation of instructional strategies that improve learning efficiency within this environment. In order to identify efficient instructional strategies, this paper investigates the two major learning theories that dominate the recent literature on optimizing knowledge acquisition: cognitive load theory (CLT) and constructivism. According to CLT, instructional guidance that promotes efficient learning is most beneficial. Constructivist approaches, in contrast, emphasize the importance of developing a conceptual understanding of the learning material. Supporters of these theories have debated the merits and shortcomings of both positions. However, in the absence of consensus, instructional designers lack a well‐defined model for training complex skills in a rapid, efficient manner. The current study investigates the relative utility of CLT and constructivist‐based approaches for teaching complex skills using a military command and control task. Findings suggest that the acquisition of procedural, declarative, and conceptual knowledge, as well as decision‐making skills, did not differ as a function of the type of instruction used. However, integrated knowledge was slightly better retained by the group provided with CLT‐based instruction. These results are contrary to our expectation that constructivist approaches, which focus on the development and integration of information, would yield better performance in an applied problem‐based environment. Thus, while contemporary researchers continue to defend the use of constructivist strategies for teaching, our research supports earlier findings that question the utility, efficiency, and impact of these strategies in applied domains.  相似文献   

16.
This study investigates the effectiveness digital game-based learning (DGBL) on students’ problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a total of 44 students (15–16 years old), were randomly assigned to one of two conditions: an experimental group (incorporating DGBL) and a comparison group (taught using traditional instruction). Two-way mixed ANOVA was employed to evaluate changes in problem solving ability and compare the effectiveness the two strategies, while ANCOVA was used to analyze the effects on learning motivation and academic achievement. The results of this study are summarized as follows: (1) The DGBL strategy was clearly effective in promoting students’ problem solving skills, while the control group showed no improvement. Additionally, data from the mid-test and post-test demonstrate that, as a higher order thinking skill, problem-solving requires a full semester to develop. (2). DGBL resulted in better learning motivation for students in the experimental group as compared to learners receiving TI. (3) Contrary to some suggestions that digital games could inhibit academic achievement, no statistically significant difference was found between the two groups. Most importantly, the quantitative improvement in problem-solving and learning motivation suggest that DGBL can be exploited as a useful and productive tool to support students in effective learning while enhancing the classroom atmosphere. Future research in DGBL should emphasize the evaluation of other higher order elements of the cognitive domain in terms of academic achievement outcomes and skills, such as critical and creative thinking.  相似文献   

17.
柏挺峰  吴耿锋 《计算机工程》2004,30(1):88-89,94
针对增强型算法中求解目标状态问题,提出了反映当前状态与目标状态的距离和转换代价的优化模型,设计了基于优化状态转换信任度的增强型学习算法COSTRIL。算法定义了优化状态信任度函数,设计了优化状态信任度函数的更新学习规则。COSTRLA用于求解迷宫问题,表明了算法在处理目标状态问题时比传统的增强型学习算法更加有效。  相似文献   

18.
迭代学习在网络控制中的应用*   总被引:1,自引:0,他引:1  
针对网络拥塞控制中网络拥塞本身无法建立精确的数学模型的问题,基于迭代学习控制具有结构简单及对系统精确模型不依赖等优点,首次提出了用迭代学习控制算法来解决网络拥塞,其主要目的是提高网络资源的利用率并提供给信源公平的资源分配份额。在提出算法前,首先通过分析网络模型建立了网络拥塞被控系统;然后提出了针对该被控系统的开闭环PID型迭代学习控制算法并证明了其收敛性;最后运用此算法建立了网络拥塞控制模型。通过实验和仿真表明,该算法对解决网络拥塞问题有很好的效果。  相似文献   

19.
Along with the advancement of information and communication technology, researchers have pointed out the necessity and challenges of developing effective instructional strategies to enhance students' web-based problem-solving performance, which refers to the ability of investigating a series of related problems via searching for, abstracting and summarizing information on the web. In this study, a creative thinking strategy is proposed to cope with this problem. Moreover, an experiment was conducted on 80 freshmen from two classes of a university to evaluate the effectiveness of the proposed approach. The experimental results show that the proposed approach improved the students' web-based problem solving performance in comparison with the conventional approach in terms of “problem finding” and “idea finding.” Moreover, it was found that the proposed approach could improve the “fact finding” performance of the students with intuitive-type cognitive style. Accordingly, some implications and suggestions are given for educators who attempt to conduct web-based problem-solving activity.  相似文献   

20.
Clinical nursing training is important to nursing educators and student nurses in nursing education since safe and competent care depends on good clinical problem solving skills. Therefore, developing better cognitive problem-solving strategies or tools are essential for clinical nursing practices. Moreover, learning diagnosis is also a critical determinant in the acquisition, processing, and application of clinical skills in nursing practices. Bearing this in mind, this study aims to develop a mobile interactive learning and diagnosis (MILD) system to support problem-based learning (PBL) in a clinical nursing course based on the testing-based approach. Using mobile devices as a learning tool to integrate both real-world and digital-world resources for students and adopting PBL as a learning strategy to facilitate the development of the clinical problem solving skills. To show the effectiveness of the proposed approach, an experiment was conducted in a foundations of nursing course at a nursing college in Taiwan. The experimental results show that the proposed approach is helpful to students in improving learning performance and reducing cognitive loads. Moreover, it was also found that most students showed positive perceptions toward the usage of the proposed system.  相似文献   

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