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1.
Monitoring, planning, and self-efficacy during learning with hypermedia: The impact of conceptual scaffolds 总被引:3,自引:1,他引:3
Self-report data and think-aloud data from 37 undergraduates were used to examine the impact of conceptual scaffolds on self-efficacy, monitoring, and planning during learning with a commercial hypermedia environment. Participants, randomly assigned to either the No Scaffolding (NS) or Conceptual Scaffolding (CS) condition, used a hypermedia environment for 30 min to learn about the circulatory system. Think-aloud data collected during this learning task was used to measure participants’ self-regulated learning (SRL) with hypermedia. Additionally, participants completed a self-efficacy questionnaire at three points during the learning task (immediately prior to the 30-min hypermedia learning task, 10 min into the learning task, and 20 min into the learning task). Results indicated that participants from both conditions reported higher levels of self-efficacy immediately before the hypermedia learning task, and that they decreased their use of SRL processes related to monitoring as they progressed through the hypermedia learning task. In addition, results also indicated that participants in the CS condition used, on average, more SRL processes related to planning during the hypermedia learning task than participants in the NS condition. 相似文献
2.
M. J. Brosnan 《Journal of Computer Assisted Learning》1998,14(3):223-234
The relationship between computer anxiety and computer performance is examined using a self-efficacy framework. A novel database searching task was demonstrated to 50 participants using two procedures (namely, accessing the data tables directly and constructing look-up tables). Levels of computer anxiety, prior experience and perceptions of self-efficacy were recorded. The results indicate that computer anxiety directly influences the number of correct responses obtained whilst self-efficacy determines how the task is attempted. Less anxious subjects obtained more correct responses and subjects with higher perceptions of self-efficacy used more look-up tables. The results indicate that self-efficacy theory can account for around half the variance in computer performance and that how a task is attempted should be assessed in addition to accuracy and speed of performance. 相似文献
3.
Babiker Areej Faye Ibrahima Mumtaz Wajid Malik Aamir Saeed Sato Hiroki 《Multimedia Tools and Applications》2019,78(12):16261-16281
Multimedia Tools and Applications - Situational interest is widely explored in the psychology and education domains. It is proven to have positive effect on learning and academic achievement.... 相似文献
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Participation in virtual communities of practice (vCoP) can be influenced at the same time by technology acceptance and by community factors. To overcome methodological issues connected with the analysis of these influences, learning analytics were applied. Based on a recent vCoP model, the collaborative dialogue comprising 4040 interventions in 1981 messages created by a vCoP located at a US American online university was automatically analyzed. The text-based asynchronous online discussions were scored using a cohesion-based participation and collaboration analysis. Additionally, a sample of N = 133 vCoP participants responded a technology acceptance survey. Thus, a combined research model including the vCoP model and an established technology acceptance model was verified. The results confirmed the vCoP model entirely, and the acceptance model only partially. As consequence for educational research, the CoP model was confirmed and extended to vCoP settings, while the acceptance model appears to need reconsideration. For academic practice, the study initiates the development of assessment tools fostering knowledge sharing through dialogue in vCoP. Also, it suggests how virtual classrooms can be extended to open spaces where value creation takes place through social learning. Learning analytics proved thus successful, provides information that impacts both theory and practice of technology-enhanced learning. 相似文献
6.
When students learn a new and challenging task, for which they have very limited corresponding personal or vicarious experiences to refer, it is important to understand how their self-efficacy beliefs evolve during the course of sequential lessons; how they differ in the way their general learning performance and self-efficacy influence their ratings of task-specific self-efficacy and performance; and, how such differences may result in different learning outcomes and motivations for learning. By examining a group of 66 students engaged in learning to construct good concept maps with computer software, this study revealed several important findings on these questions. Students generally tended to initially overestimate their ability to successfully carry out the required task. They also varied in the way their general self-efficacy and performance were associated with their task-specific self-efficacy and performance. And, these differences did appear to be associated with different learning outcomes and motivations for learning. These results indicate that investigating individual differences in students’ patterns of association between general and specific performance and their self-efficacy may lead to a better understanding of how students differ in their levels of motivation and outcomes when learning a new and challenging task. 相似文献
7.
Virtual communities enable one to pretend to be a different person or to possess a different self-identity at little or no cost. Despite the ubiquity of such communities, there is limited theoretical and empirical research regarding the effect of taking on a different self-identity associated with one’s psychological and behavioral functioning in those communities. To address this issue, drawing on the self-concept rooted in sociopsychology, this study employs the self-discrepancy index, which assesses the degree of differences between one’s virtual and real selves; the study goes onto develop a theoretical framework that links self-discrepancy, psychological states (i.e., autonomy, recovery, and catharsis), and behavior (i.e., contribution quality and quantity). The results of an analysis involving 299 survey participants show that self-discrepancy has a significant influence on autonomy and recovery and that this, in turn, influences levels of contribution quality and quantity. It is of note that the results of this study indicate that catharsis is inversely related to contribution quality. Furthermore, subgroup analysis reveals that the effects of self-discrepancy on contribution vary depending on whether the virtual community is utilitarian or hedonic. 相似文献
8.
Yun Zheng William Doll Xiaodong Deng Melvin Williams 《Behaviour & Information Technology》2018,37(4):311-319
This paper examines how organisational support influences learning management system (LMS) self-efficacy, technical support, and faculty-perceived benefits. An empirical study based upon responses from 379 instructors at several universities is conducted. Structural equation modelling is applied to develop and assess the measurement model, and analyse the relationships among the factors in the structural model. The results support the hypotheses that organisational support plays a primary role in enhancing faculty’s LMS self-efficacy and technical support. In turn, improved LMS self-efficacy and technical support lead to faculty-perceived benefits from using LMS. Implications are that universities can increase the use of LMS and achieve more effective outcomes from faculty for web-based distance learning and web-assisted course curricula by structuring their organisations to better support faculty in both technical and self-efficacy areas. 相似文献
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Video games and new communication metaphors are quickly changing today’s young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results. 相似文献
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We proposed a mediation model to examine the effects of age, education, computer knowledge, and computer anxiety on computer interest in older adults. We hypothesized that computer knowledge and computer anxiety would fully mediate the effects of age and education on computer interest. A sample of 330 older adults from local senior-citizen apartment buildings completed a survey that included an assessment of the constructs included in the model. Using structural equation modeling, we found that the results supported the hypothesized mediation model. In particular, the effect of computer knowledge operated on computer interest through computer anxiety. The effect of age was not fully mitigated by the other model variables, indicating the need for future research that identifies and models other correlates of age and computer interest. The most immediate application of this research is the finding that a simple 3-item instrument can be used to assess computer interest in older populations. This will help professionals plan and implement computer services in public-access settings for older adults. An additional application of this research is the information it provides for training program designers. 相似文献
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A facilitator or moderator is often responsible for supporting processes and their progress in learning communities. In this article we present an approach for supporting moderators of asynchronous processes in learning communities. This approach follows the socio-technical perspective: it includes a theory-based development of moderator tasks and the technical features designed to support these tasks. Starting with relevant work in this area, we describe our approach to moderator support in the collaborative learning environment KOLUMBUS 2. In a qualitative study, a professional moderator facilitated the discussion processes of a group of 12 students based on KOLUMBUS 2. The moderator used different methods and varying levels of participation intervention. The study showed that different intervention strategies led to different levels of student participation and different successes in finding common results at the end of the discussions. Suggestions for the design of technical features are also made. 相似文献
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Farooq Umar Rabbi Ihsan Akbar Sajida Zia Kashif Rehman Waheed Ur 《Multimedia Tools and Applications》2022,81(13):18033-18051
Multimedia Tools and Applications - Virtual worlds are the most advanced form of virtual environments, which offer one of the best platforms for serving various domains. They are, especially, well... 相似文献
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This study examines an alternative function of information sharing – social construction of meaning. Drawing on social construction, social interaction, and task closure theories, we explored the influence of both the media environment in which students are situated and the medium that group members choose to communicate with one another on the intricate relationships among breadth of information sharing, depth of information sharing, and performance of computer-supported collaborative learning (CSCL). A total of 126 students participated in the experiment – including 63 students (15 groups of four students and one group of three students) in the control and experimental groups respectively. Our findings show that most of the proposed hypotheses are supported. Intersubjective interpretation underlies groups information sharing and plays a key role in student learning performance. Evidence shows that when facing a relatively complex task in multimedia environments, students who choose to utilize a medium lower in social presence (i.e., electronic information sharing) are more likely to achieve task closure than a medium higher in social presence (i.e., verbal information sharing). This in turn leads to higher learning performance. The implications for both theory and pedagogy are also discussed. 相似文献
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G. Veletsianos 《Journal of Computer Assisted Learning》2009,25(4):345-357
The possible benefits of agent expressiveness have been highlighted in previous literature; yet, the issue of verbal expressiveness has been left unexplored. I hypothesize that agent verbal expressiveness may improve the interaction between pedagogical agents and learners, ultimately enhancing learning outcomes. Evidence from a quasi-experimental investigation, indicates that learners who interacted with an expressive agent 1) scored higher on a post-task exam; and 2) rated the agent's ability to interact higher, than learners who interacted with a nonexpressive agent. Qualitative results provided insight into this finding, while indicating the complexity of deploying pedagogical agents in educational settings. 相似文献
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Virtual world teaching,experiential learning,and assessment: An interdisciplinary communication course in Second Life 总被引:1,自引:0,他引:1
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video. 相似文献
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Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load. 相似文献
17.
S.H. Kurniawan R.D. Ellis J.C. Allaire 《Universal Access in the Information Society》2002,1(3):207-216
This paper presents a study that examines the impact of age, Web experience, and Web self-efficacy across the adult life span
on users’ bookmark management behaviors. It was hypothesized that Web self-efficacy would mediate the effect of age and Web
experience on bookmark manipulation. Six hundred users, sampled from the Project 2000 and 7th WWW User survey data, were used
to examine this model. Using structural equation modeling techniques, it was found that the effect of age on bookmark manipulation
was fully mediated by Web self-efficacy. However, the effect of Web experience was not fully mitigated by Web self-efficacy.
Published online: 22 May 2002 相似文献
18.
Jonathan P. San Diego Margaret J. CoxBarry F.A. Quinn Jonathan Tim NewtonAvijit Banerjee Mark Woolford 《Computers & Education》2012
hapTEL, an interdisciplinary project funded by two UK research councils from 2007 to 2011, involves a large interdisciplinary team (with undergraduate and post-graduate student participants) which has been developing and evaluating a virtual learning system within an HE healthcare education setting, working on three overlapping strands. Strand 1 involves the technical development and evaluation of the hapTEL workstation which simulates clinical conditions for dental training including haptics (sense of touch). Strand 2 involves examining the traditional undergraduate curriculum and how this could benefit from the use of haptics. Strand 3 is concerned with the educational evaluation of the impact of the work carried out within Strands 1 and 2. Two theoretical frameworks (Entwistle, (1987) and Webb and Cox (2004)) have been used to identify as many factors as possible which could affect the impact of Technology Enhanced Learning (TEL) on the quality of the learning achieved. These frameworks have formed a foundation for measuring the impact of TEL on curriculum change, teachers’ pedagogical practices, students’ learning and on institutional practices. A range of quantitative and qualitative methods were designed, piloted and evaluated in order to measure the impact of TEL on teaching and learning; and to have a rich and robust data set which also addresses the variables in the frameworks. The results from using these frameworks show that institutional and departmental factors should be considered when evaluating the impact of TEL in higher education and that these had a major influence on the design and curriculum integration of the hapTEL systems. We have also shown that by involving the end users from the beginning enabled not only an enhancement of the students’ learning experiences but also a modification to the traditional curriculum itself and the successful integration of TEL within a very traditional undergraduate higher education dental curriculum. The conclusions from this paper confirm earlier reviews of researching TEL that technology integration is extremely complex and the related research requires a comprehensive approach of both quantitative and qualitative methods if one is to take account of the range of variables identified by theoretical frameworks. Finally, repeating the range of empirical investigations for a second year enables researchers to validate the effectiveness of the methods used in the initial year and thereby maximise the reliability and generalisability of the research outcomes. 相似文献
19.
远程化学教育网站的建设与开发 总被引:1,自引:1,他引:0
基于计算机网络的现代化教育是一种新兴的教学手段,本文从计算机网络对远程教育的影响出发,开发和建立一个能够进行远程辅导与在线考试的教育网站平台——化学在线(中文)。就平台实现的具体方案进行了论证,并从外观、架构两方面讨论了该网站的在线考试系统及在线答疑、在线讨论的分布性、交互性、动态性等特点。最后讨论了化学远程教育的发展趋势和该网站设计中有待进一步研究的问题。 相似文献