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1.
This paper describes a model for just-in-time (JIT) presentation of information. Learners receive the information needed to carry out a task precisely at the time it is needed. The model is twofold: supportive information is best presented before practising task clusters while prerequisite information is best presented during practice on learning tasks. JIT supportive information presentation promotes schema construction through meaningful learning or elaboration. JIT prerequisite information presentation promotes schema automation through proceduralization or restricted encoding while learning the recurrent aspects of a task. It leads to a reduction in extraneous cognitive load because temporal split attention is avoided. This frees up cognitive capacity for learning the non-recurrent aspects of a complex cognitive skill and so enhances transfer performance. An exploratory, empirical study is described that supports our model. Implications for teaching and teacher training are discussed.  相似文献   

2.
The phenomenon that the physical integration of verbal and pictorial information sources, compared to their physical separation, enhances learning is known as the split-attention effect. This paper investigates how the split-attention effect can be best explained against the background of cognitive load theory. In an experimental study, students learned about physiological processes with either an integrated or a split-source format. Secondary task performance was used to measure overall cognitive load, whereas subjective ratings were used to measure intrinsic, extraneous and germane load individually. Learners with split-source format achieved lower learning outcomes, but did not show worse secondary task performance than learners with integrated format. These results contradict the assumption that only an increase in extraneous load for learners with a split-source format mediates the split-attention effect. Mediation analyses of the subjective load ratings revealed that both, extraneous and germane load contributed to the split-attention effect. These results support the assumption that germane load also plays a crucial role in mediating the split-attention effect.  相似文献   

3.
It is very important for financial institutions to develop credit rating systems to help them to decide whether to grant credit to consumers before issuing loans. In literature, statistical and machine learning techniques for credit rating have been extensively studied. Recent studies focusing on hybrid models by combining different machine learning techniques have shown promising results. However, there are various types of combination methods to develop hybrid models. It is unknown that which hybrid machine learning model can perform the best in credit rating. In this paper, four different types of hybrid models are compared by ‘Classification + Classification’, ‘Classification + Clustering’, ‘Clustering + Classification’, and ‘Clustering + Clustering’ techniques, respectively. A real world dataset from a bank in Taiwan is considered for the experiment. The experimental results show that the ‘Classification + Classification’ hybrid model based on the combination of logistic regression and neural networks can provide the highest prediction accuracy and maximize the profit.  相似文献   

4.
Second-screen viewing—the use of smartphones, tablets, and laptops while watching television—has increased dramatically in the last few years. Using multiple resource theory and threaded cognition theory, this study investigated the effects of second-screen viewing on cognitive load, factual recall and comprehension of news. Second, we examined the effects of relevant (i.e., looking up information related to the news story) and irrelevant (i.e., looking up information unrelated to the story) second-screen viewing on learning from news. Results from an experiment (N = 85) showed that second-screen viewing led to lower factual recall and comprehension of news content than single-screen viewing. These effects were mediated by cognitive load: second-screen viewing led to a higher cognitive load than single-screen viewing, with higher cognitive load, in turn, leading towards lower factual recall and comprehension of news content. Contrary to our expectations, we found no statistically significant differences between effects of relevant and irrelevant second-screen viewing.  相似文献   

5.
The purpose of the present study was to examine the differences in English listening achievement and three types (intrinsic, extraneous, and germane) of cognitive load between outdoor ubiquitous learning (u-learning) and indoor computer-assisted learning (CAL). Participants included 160 university students taking a freshman English course, with 53 males and 107 females. They were randomly assigned to either an experimental group (outdoor u-learning) with 80 participants or a control group (indoor CAL) with 80 participants. The instructional experiment lasted three weeks. The results showed that (a) the experimental group had significantly better English listening achievement than the control group; (b) the experimental group had significantly lower extraneous but higher germane cognitive load than the control group, and both groups did not have a significantly different intrinsic cognitive load; (c) there was a significantly negative relationship between English listening achievement and extraneous cognitive load, a significantly positive relationship between English listening achievement and germane cognitive load, but no significant relationship between English listening achievement and intrinsic cognitive load; and (d) among three types of cognitive loads, only extraneous and germane cognitive loads had a significant correlation. The study may provide some implications for English teaching and u-learning.  相似文献   

6.
This article uses eye-tracking technology to examine how study activities such as taking notes or filling in a graphic organizer affect cognitive processing during learning. College students read a computer-presented passage that compared the characteristics of eastern steamboats (top section) and western steamboats (bottom section), either by reading it twice (read-only group), typing notes into a textbox on the right side of the screen (note-taking group), or typing characteristics of the two types of steamboats into a compare-and-contrast graphic organizer on the right side of the screen (graphic organizer group). Compared to the note-taking group, the graphic organizer group displayed more eye movements between the top and bottom of the passage (i.e., integrative saccades, d = 1.03), more eye movements between the text and the type-in window on the right side (i.e., constructive saccades, d = 0.79), fewer constructive saccades during initial reading (d = −0.64), and less time looking to the right side during initial reading (d = −0.81); and scored higher on a comprehension test given afterwards (d = 1.17), although both study groups outscored the read-only group. Results suggest that students in the note-taking group (and read-only group) tended to use a linear learning strategy in which their eyes followed the text in the order presented whereas students in the graphic organizer group tended to use a generative learning strategy in which their eyes searched for connections between specific information across the passage required to make comparisons.  相似文献   

7.
In the current study, it was examined how learning with multimedia is affected by disfluency, pacing, and students’ need for cognition. Contrasting hypotheses were derived regarding how reducing the audio quality of spoken text by integrating hissing (disfluent) would affect learning outcomes. According to cognitive load theory, a disfluent audio quality should hamper learning, while according to disfluency theory, a disfluent audio quality should foster learning, especially when learning is self-paced. Moreover, self-paced learning should be particularly beneficial for learners with a high need for cognition (NFC). The hypotheses were tested in a 2 × 2-design, with quality of spoken text (regular vs. disfluent) and pacing (system-paced vs. self-paced) as independent variables and NFC as continuous variable. Supporting cognitive load theory, disfluent text decreased performance in a transfer and pictorial test. There was no significant interaction between spoken text quality and pacing. However, in line with previous research, self-pacing led to longer learning times and increased performance in a retention and in a transfer test. Moreover, results revealed that self-pacing had beneficial effects on understanding particularly for learners with a high NFC. This suggests that whether self-pacing of a multimedia instruction fosters understanding depends on learners’ specific cognitive prerequisites.  相似文献   

8.
High school students’ learning outcomes was examined comparing exploratory vs. worked simulations. The effects of added icons and students’ executive functions were also examined. In Study 1, urban high school students (N = 84) were randomly assigned to one of four versions of a web-based simulation of kinetic molecular theory that varied in instructional format (exploratory vs. worked simulation) and representation (added icons vs. no added icons). Learning was assessed at two levels: comprehension and transfer. For transfer, a main effect was found for instructional format: the exploratory condition yielded greater levels of transfer than the worked simulation. Study 2 used the same conditions and a more complex simulation, the ideal gas law, with a similar sample of students (N = 67). For transfer, an interaction between instructional format and executive functions was found: Whereas students with higher levels of executive functions had better transfer with the exploratory condition, students with lower levels of executive functions had better transfer with the guided simulations. Results are discussed in relation to current theories of instructional design and learning.  相似文献   

9.
This paper explores students’ perceptions of creativity in learning Information Technology (IT) in project groups and the implications of better educating creative IT students for the future. Theoretically, the extension of social psychology research into creativity lays the basis of bringing creativity, learning and IT education into one framework. Empirically, qualitative interviews were carried out with 48 students from three disciplines, including Computer Science (n = 16), Electronic Systems (n = 15) and Medialogy (n = 17) at Aalborg University (AAU) in Denmark, which has a tradition of using problem-based learning (PBL) in student project groups. According to the findings, the students’ perceptions of creativity reflect their domain-related conceptualization and tacit learning experience, with different levels of confidence of being creative persons. As IT plays multiple roles in developing students’ creativity, it can be regarded as a ‘learning partner’. This implies that in the future creativity should be taught more explicitly, helping students to become creative IT talents as a part of their professional identity. It also requires teaching efforts to build a learning environment that stimulates creativity more effectively through more interactions between learners, learning tasks and learning tools.  相似文献   

10.
Several prototype vision-based approaches have been developed to capture and recognize unsafe behavior in construction automatically. Vision-based approaches have been difficult to use due to their inability to identify individuals who commit unsafe acts when captured using digital images/video. To address this problem, we applied a novel deep learning approach that utilizes a Spatial and Temporal Attention Pooling Network to remove redundant information contained in a video to enable a person’s identity to be automatically determined. The deep learning approach we have adopted focuses on: (1) extracting spatial feature maps using the spatial attention network; (2) extracting temporal information using the temporal attention networks; and (3) recognizing a person’s identity by computing the distance between features. To validate the feasibility and effectiveness of the adopted deep learning approach, we created a database of videos that contained people performing their work on construction sites, conducted an experiment, and then performed k-fold cross-validation. The results demonstrated that the approach could accurately identify a person’s identity from videos captured from construction sites. We suggest that our computer-vision approach can potentially be used by site managers to automatically recognize those individuals that engage in unsafe behavior and therefore be used to provide instantaneous feedback about their actions and possible consequences.  相似文献   

11.
During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1 + 1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N = 1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N = 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.  相似文献   

12.
The power transfer capacity of an underground power cable is limited by high-temperature regions that occur along the cable. It is very difficult to determine and control these ‘hot spots’. Optimum use and temperature profile control of power cables before and during load transmission can be achieved with real-time processing of temperature data. There are various methods developed for this purpose such as conventional point temperature measurement method, where a large number of sensors and connectors are required, and methods based on mathematical models which can only approach real values by approximation.In this study, temperature detection in an XLPE insulated 154 kV power cable is performed using a distributed sensing method where the optical fiber itself behaves as a sensor. Therefore, there is no need for the devices of conventional method. Moreover, contrary to methods based on mathematical models, where it is difficult to predict environmental variations, this method considers the variations with a temperature resolution of ±1 °C. Distributed temperature sensing (DTS) method, detection system configuration and required system parameters are explained in the paper. Experimental results obtained for 126 and 412 m cables show a temperature resolution of ±1 °C and a spatial resolution of 1.22 m. Simulations for a 10 km cable are also given. Results show that DTS is a reliable method for both short and long range cable systems.  相似文献   

13.
In recent years, the paradigm of “Art thinking” in automobile design has been based on automobiles having both high-tech and high-emotional attributes, relying on car design domain knowledge. The research in car design is indispensable for further developing proficiency in the automobile styling field, and semantic representation is an essential means of realization. In this paper, through online data collection, experts questionnaire from leading O.E.M.s and emerging E.V. companies, and word clustering surveys from transportation design students, 85 semantic attributes were identified, and six groups were obtained. Based on the research results, the semantic category patterns (S.C., D.C., V.T.C., E.C., B.C., G.C.), representative semantics (31 semantic words), and essential cognitive characters (dynamic, powerful, and aggressive) of automobile styling are proposed. The concept of automobile styling stance and its contents and categories are defined. Our findings offer reliable and reusable automobile styling domain knowledge and have implications for redefining cars’ body shapes and aesthetic styles.  相似文献   

14.
The explosive growth of social media has intrigued many scholars to inquire into why people willingly share information with others. However, relatively little attention has been devoted to how people determine which information they share in the networked environment. In this study, a 2 (network density – dense vs. sparse) × 2 (knowledge – expert vs. novice) × 3 (information valence – negative vs. neutral vs. positive) online experiment was performed to examine how the three factors interact and cross over in shaping individuals’ perceptions of the value of information for themselves and for others in the network. Results show that individuals’ perceptions of information value are influenced not just by their level of knowledge, but also by how the network environment is structured. Implications for the findings are discussed.  相似文献   

15.
The present study aimed at extending research on multimedia design principles by investigating their validity as a function of learners’ reading comprehension and scientific literacy. Students (N = 125; age: M = 15.11 years) learned about cell reproduction during their regular Biology lessons in one of six conditions resulting from cross-varying multimedia (text only vs. text plus animations) and text modality (spoken vs. written vs. spoken and written). Recall and transfer were assessed immediately after learning and again 1 week later. Overall, adding animations to text as well as using spoken rather than written text improved only immediate recall; in addition, a multimedia effect for delayed recall was observed for learners with higher levels of scientific literacy. A redundant presentation of text proved harmful especially for delayed performance measures. Reading comprehension did not moderate multimedia design effects. Students with more suitable cognitive prerequisites were better able to maintain performance from the immediate to the delayed tests. Future multimedia research should further investigate the boundary conditions that moderate multimedia effectiveness.  相似文献   

16.
Research on self-regulated learning (SRL) in hypermedia-learning environments is a growing area of interest, and prior knowledge can influence how students interact with these systems. One hundred twelve (N = 112) undergraduate students’ interactions with MetaTutor, a multi-agent, hypermedia-based learning environment, were investigated, including how prior knowledge affected their use of SRL strategies. We expected that students with high prior knowledge would engage in significantly more cognitive and metacognitive SRL strategies, engage in different sequences of SRL strategies, spend more time engaging in SRL processes, and visit more pages that were relevant to their sub-goals than students with low prior knowledge. Results showed significant differences in the total use of SRL strategies between prior knowledge groups, and more specifically, revealed significant differences in the use of each metacognitive strategy (e.g., judgment of learning), but not each cognitive strategy (e.g., taking notes) between prior knowledge groups. Results also revealed different sequences of use of SRL strategies between prior knowledge groups, and that students spent different amounts of time engaging in SRL processes; however, all students visited similar numbers of relevant pages. These results have important implications on designing multi-agent, hypermedia environments; we can design pedagogical agents that adapt to students’ learning needs, based on their prior knowledge levels.  相似文献   

17.
With the continually increasing complexity of e-learning environments, there is a need for integrating concepts of cognitive load theory (CLT) with concepts of human–computer interaction (HCI). Basic concepts of both fields were reviewed and contrasted. A literature review was conducted within the literature database “The Guide to Computing Literature,” searching for “cognitive load theory” and “Sweller.” Sixty-five publications contained “cognitive load” in their titles or abstracts. Each publication was checked to see whether it contained the concepts of intrinsic, extraneous, or germane cognitive load. The review showed that CLT concepts have been adopted in HCI. However, the concept of germane cognitive load has attracted less attention up to the present time. Two conceptual models are proposed. The first model divides extraneous cognitive load into load induced by the instructional design and load caused by software usage. The model clarifies the focus of traditional usability principles and of existing instructional design principles derived from CLT. The second model fits CLT concepts into the basic components of user-centered design. The concept of germane cognitive load illustrates that an increase of cognitive load can be desirable when designing e-learning environments. Areas for future interdisciplinary research are sketched.  相似文献   

18.
《Computers & Education》2009,52(4):1589-1598
The social cognitive perspective of self-regulated learning suggests that effective learning is determined by the interactions among personal, behavioral, and environmental influences; particularly, high self-regulated learners hold higher motivation (personal), apply better learning strategies (behavioral) and respond to environmental demand more appropriately (environmental). The study thus uses the social cognitive perspective to explore the role of self-efficacy (personal), student feedback behavior, use of learning strategies (behavioral), performance and receiving feedback (environmental) in Web-based learning. There were 76 university students participated in this study. Both quantitative and qualitative methods were applied for data analysis. The results supported that self-efficacy predicted student use of learning strategies and related to elaborated feedback behavior (personal  behavioral). High self-efficacy students applied more high-level learning strategies, such as elaborative strategy and critical thinking. Students who provided elaborated feedback also had higher self-efficacy than those who did not. Moreover, receiving elaborative feedback significantly promoted student self-efficacy (environmental  personal), while receiving knowledge of correct response improved student performance. However, the results indicated that feedback behaviors did not predict academic performance, which may be interfered by modeling effects.  相似文献   

19.
This study seeks to promote learning in computer-based learning environments utilizing students’ self-directed metacognitive prompts. Such prompts are based on the idea of instructing students to design their own metacognitive scaffolds and learn with them afterward. In a pre-post experimental design, students in the experimental group (n = 35) were instructed to configure their own metacognitive prompts before learning whereas students in the control group (n = 35) learned without prompts. Log file analysis of navigation behavior indicates that students who learned with their individually designed, self-directed prompts visited relevant webpages significantly more often and spent a longer time on them compared with students in the control group. Moreover, participants in the experimental group attained better transfer performance immediately after learning. The long-term effect in transfer performance was even greater in a follow-up learning session conducted after three weeks without any instructional support in either group. These results are consistent with theories of metacognition and self-regulated learning and indicate that self-directed prompts can lead to sustainable effects.  相似文献   

20.
The present study integrates cognitive and affective aspects of media processing in order to make an argument for reexamining the current cold cognition perspective in multimedia research in favor of a more integrative perspective. The Cognitive-Affective-Theory-of-Learning-with-Media (CATLM) assumes that students need to become motivated to make full use of their cognitive resources. Therefore, and even though seductive details (sds) are additional interesting but unnecessary pieces of information that do not conform with the coherence principle, their possible motivational role should not be dismissed. Using a 2 × 3-experimental design, participants (N = 123) were asked to learn about biology with multimedia instruction that manipulated modality (text vs. narration) and presence of seductive details (no-sds vs. textual-sds vs. narrated-sds). Results of variance analyses show a modality effect. In addition, moderated mediation analyses with the moderator modality and mediator situational interest confirm the affective mediation assumption with the following two conditional effects. A direct detrimental effect of seductive details on learning performance under the text-condition and an indirect compensatory effect under the narration-condition were shown.  相似文献   

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