首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
In this study, the effects of visualization tools on argumentation skills, knowledge acquisition, and motivation during learning with a hypermedia learning environment were examined. Participants in this experiment had to complete an argumentation task on environmental issues by using a hypermedia learning environment as resource. In one condition, participants were provided with a graphical mind mapping tool in order to complete an argumentation task. In a second condition, a two-columned text editor has been given. A control group received no argumentation task and no corresponding support device. Results suggest that a graphical argumentation support device can enhance learners’ motivation, but has no influence on knowledge acquisition or quality of arguments, whereas both argumentation support devices led to superior results compared to the control group. Overall, results reveal that the assignment of an argumentation task to hypermedia learning environments was an effective instructional strategy that led to enhanced knowledge acquisition compared to learning without an argumentation task.  相似文献   

2.

Background

Skill integration is vital in students' mastery development and is especially prominent in developing code tracing skills which are foundational to programming, an increasingly important area in the current STEM education. However, instructional design to support skill integration in learning technologies has been limited.

Objectives

The current work presents the development and empirical evaluation of instructional design targeting students' difficulties in code tracing particularly in integrating component skills in the Trace Table Tutor (T3), an intelligent tutoring system.

Methods

Beyond the instructional features of active learning, step-level support, and individualized problem selection of intelligent tutoring systems (ITS), the instructional design of T3 (e.g., hints, problem types, problem selection) was optimized to target skill integration based on a domain model where integrative skills were represented as combinations of component skills. We conducted an experimental study in a university-level introductory Python programming course and obtained three findings.

Results and Conclusions

First, the instructional features of the ITS technology support effective learning of code tracing, as evidenced by significant learning gains (medium-to-large effect sizes). Second, performance data supports the existence of integrative skills beyond component skills. Third, an instructional design focused on integrative skills yields learning benefits beyond a design without such focus, such as improving performance efficiency (medium-to-large effect sizes).

Major Takeaways

Our work demonstrates the value of designing for skill integration in learning technologies and the effectiveness of the ITS technology for computing education, as well as provides general implications for designing learning technologies to foster robust learning.  相似文献   

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   

4.
According to the personalization principle, addressing learners by means of a personalized compared to a nonpersonalized message can foster learning. Interestingly, though, a recent study found that the personalization principle can invert for aversive contents. The present study investigated whether the negative effect of a personalized message for an aversive content can be compensated when learners are in a happy mood. It was hypothesized that the negative effect of a personalized compared to a nonpersonalized message would only be observable for participants in a sad mood, while for participants in a happy mood a personalized message should be beneficial. A 2 × 2 between-subject design with mood (happy vs. sad) and personalization (personalized vs. nonpersonalized message) was used (N = 125 University students). Mood was experimentally varied prior to learning. Learning outcomes were measured by a retention and a transfer test. Results were essentially in line with the assumption: For participants in the sad mood condition, a negative effect of a personalized message was observable for retention and transfer. For participants in the happy mood condition, a positive effect of personalized message was observable for retention, but no effect for transfer. Note that the manipulation check measure for the mood induction procedure did not detect differences between conditions; this may be due to a shortcoming of the used measure (as indicated by an additional evaluation study). The study emphasizes the importance to consider the inherent emotional content of a topic, such as its aversive nature, since the emotional content of a topic can be a boundary condition for design principles in multimedia learning. The study also highlights the complex interplay of externally induced and inherently arising emotions.  相似文献   

5.
Online learning often requires learners to be self-directed and engaged. The present study examined students' self-regulatory behaviors in online video-based learning environments. Using an experimental design, this study investigated the effects of a newly designed enhanced video learning environment, which was designed to support or scaffold students' self-regulated or self-directed learning on students' learning behaviors and outcomes. In addition, correspondence between students' self-regulation strategies in traditional learning environments and observed self-regulated learning behaviors in the enhanced video environment were examined. A cross-sectional experimental research design with systematic random assignment of participants to either the control condition (common video) or the experimental condition (enhanced video) was utilized. Undergraduate and graduate students participated in the study (N = 80). Study results indicate that the newly designed enhanced video learning environment was a superior instructional tool than the common video learning environment in terms students' learning performance. In addition, there was correspondence between graduate students' self-reported self-regulation and observed self-regulation, with those high on seeking/learning information and managing their environment/behavior more likely to engage more in interactive note-taking.  相似文献   

6.
This study examined the influence of cognitive style, spatial orientation and computer expertise on hypertext navigation patterns and learning outcomes when participants interacted with a hypermedia presentation. A sample of 306 undergraduates was pre-tested both on their cognitive style and on their self-reported frequency and ability in using computers. From the initial sample, 40 students were selected to form four groups with the following characteristics: (a) 10 high computer users – sequential thinkers, (b) 10 high computer users – holistic thinkers, (c) 10 low computer users – sequential thinkers and (d) 10 low computer users – holistic thinkers. All participants completed a self-report questionnaire measuring spatial orientation and were then requested to browse freely a hypermedia presentation on the ancient Mayan civilisation. Finally, the students completed a post-test to assess the recall of the hypermedia presentation and the cognitive organisation of the acquired knowledge. The results indicated that hypermedia navigation behaviour was linked to computer skills rather than to cognitive style and that learning outcomes were unaffected by cognitive style or by computer skills. However, learning outcomes were positively affected by specific search patterns, that is by re-visiting hypermedia sections and visiting overview sections in the early stages of hypermedia browsing. Further, navigating overview sections and holistic processing fostered knowledge representation in the form of maps. These findings suggest that individual differences can affect hypermedia navigation even though their role in learning is complex and the impact of cognitive style on learning outcomes was proved to be less important than initially predicted.  相似文献   

7.
This research investigates the use of patterns in designing adaptable, flexible hypermedia applications. While patterns are particularly applicable to software design, they can also be used to assist designers of other types of applications. We have developed a method (APHID) that guides a hypermedia creator through the analysis and design process. The method ensures that good design principles are followed, both for the hypermedia application and for the interface that presents the hypermedia application. Our method uses a concept map, constraints, and patterns (instructional and presentation) to support partial automation for creating hypermedia applications. We also present a prototype software system that uses the APHID method to create instructional hypermedia applications semi-automatically. The applications created using APHID are tailored to specific types of learners. We conclude with a claim that this approach is applicable not just to instructional hypermedia, but to the larger problem of generating adaptable interfaces.  相似文献   

8.
In this study, the effect of multimedia learning environment designed with two different attention types (focused — split) was investigated on recall performances of learners with different short term memory spans (high — medium — low). The participants were 60 undergraduate students who were presented with either focused attention or split attention multimedia learning materials. First, participants’ short term memory spans were determined by Visual — Aural Digit Span Test-Revised (VADS-B) test. Second, they were separated to three groups as high, medium and low. In 3?×?2 nested ANOVA design, one of the groups studied the multimedia designed in split attention type whereas the other had focused attention type design. As they finished the study task, they were given a recall task, which produced their recall performances. Data were analyzed by Nested ANOVA, t-Test and ANCOVA tests. The findings indicated that multimedia instructional designs were effective on recall performances. Learners showed higher recall performances in the multimedia learning environment in focused attention design. However, no significant difference was observed in learners’ recall performances when their STM spans were taken into account. Significant differences were observed between time spent in studying multimedia.  相似文献   

9.
In this paper, two experiments on the use of hypermedia environments for learning about probability theory are reported. In Experiment 1a it was tested whether multimedia design principles (multimedia principle, modality principle, redundancy principle) are valid in hypermedia environments, despite the fact that hypermedia offers more learner control than multimedia. The results showed only little evidence for this validity, although the hypermedia environment entailed only a rather low level of learner control. In Experiment 1b it was investigated how learner control affects performance and how its possible impact is moderated by learners’ prior knowledge. A high level of learner control positively affected the effectiveness of instruction only with regard to intuitive knowledge, but was at the same time accompanied by large increases in learning time, thereby rendering the instruction inefficient. Unexpectedly, effects of learner control were not moderated by students’ prior knowledge. The results imply that the idea to use multimedia design principles for hypermedia learning is too simple and that the benefits and drawbacks of learner control depend heavily on learning objectives and time constraints.  相似文献   

10.
Evolving open learning environments using hypermedia technology   总被引:1,自引:0,他引:1  
Abstract A number of features of web-based hypermedia are identified as providing a suitable medium for the design of open learning environments. The underlying object-oriented architecture of hypermedia systems accords with the need for representational diversity of pedagogic mechanisms and the ongoing re-construction that an evolutionary approach to the design of learning activity demands. A web-based prototype has been constructed to represent aspects of the National English Board curriculum in diabetes mellitus. The design and development process tries to take account of features of the environment likely to influence or be influenced by the intervention. Quantitative and qualitative methods have been employed to enable an evaluation of the hypermedia design and its environment of use.  相似文献   

11.
The purpose of this study was to investigate the effects of levels of processing (LOP) and various navigation design types (NDTs) on high school students’ recall and retention performances in e-learning environments. The participants’ (N=90) performances of free recall, title recognition, location memory and their retentions were measured in two different navigational layout design types by giving participants the instructional tasks which were designed in shallow, medium and deep LOP. Results are in accordance with the main argument of LOP; deeply processed elements are remembered better and the strength of the encoded memory trace depends on the mental processes carried out with different types of tasks. Results show that the main effects of LOP and NDT on memory performance are significant.  相似文献   

12.
Much research exists on how problem-solving in hypermedia is assisted through the use of navigational aids. However, as hypermedia becomes more pedagogically rich, the structural characteristics of hypermedia no longer serve merely as navigational aids, but often as cognitive tools. When cognitive tools are embedded in problem-solving hypermedia environments, the objective is the continuous active manipulation of cognitive tools in the problem space in order to gather information, test hypotheses, and develop a solution. The purpose of this study was to investigate cognitive tools, individual differences, and group processing as mediating factors when learners were engaged in problem-solving in a hypermedia environment. We specifically examined group patterns of cognitive tool use to determine in what ways the group patterns of tool use may affect students’ individual performance and experience of the problem-solving process. The findings provided some evidence to support a more contextual approach to individual cognition and learning; and emphasized the notion that a system of instructional variables interact to create optimal conditions for learning.  相似文献   

13.
In an effort to enhance instruction and reach more students, educators design engaging online learning experiences, often in the form of online videos. While many instructional videos feature a picture-inpicture view of instructor, it is not clear how instructor presence influences learners' visual attention and what it contributes to learning and affect. Given this knowledge gap, this study explored the impact of instructor presence on learning, visual attention, and perceived learning in mathematics instructional videos of varying content difficulty. Thirty-six participants each viewed two 10-min-long mathematics videos (easy and difficult topics), with instructor either present or absent. Findings suggest that instructor attracted considerable visual attention, particularly when learners viewed the video on an easy topic. Although no significant difference in learning transfer was found for either topic, participants' recall of information from the video was better for easy topic when instructor was present. Finally, instructor presence positively influenced participants' perceived learning and satisfaction for both topics and led to a lower level of self-reported mental effort for difficult topic.  相似文献   

14.
With the advancement of Web technology, hypermedia learning systems are becoming more widespread in educational settings. Hypermedia learning systems present course content with non-sequential formats, so students are required to develop learning paths by themselves. Yet, empirical evidence indicates that not all students can benefit from hypermedia learning. Research into individual differences suggests that prior knowledge has significant effects on student learning in hypermedia systems, with experts and novices showing different preferences to the use of hypermedia learning systems and requiring different levels of navigation support. It is therefore essential to develop a mechanism to help designers understand the needs of experts and novices. To address this issue, this paper presents a framework to illustrate the needs of students with different levels of prior knowledge by analyzing the findings of previous research. The overall aim of this framework is to integrate students’ prior knowledge into the design of hypermedia learning systems. Finally, implications for the design of hypermedia learning systems are discussed.  相似文献   

15.
One approach to instruction based on a "learner-centered" view of learning is to provide rich environments in which learners can actually build their own knowledge. Therefore only educational software, carefully designed, can improve the efficiency of courseware. Within this framework, the World Wide Web provides a unique support for course material. Using a generalized hypermedia instructional design methodology, we integrated a hypermedia instructional module with simulation additional tools into an academic information system. This academic information system is a computer-supported environment in which collaborative discourse is the primary medium for knowledge advancement in the area of power electronics. It can be explored by learners in that they have both contextual access to knowledge displayed in a hypertext format and access to real experiences by means of simulation. In this article, we present an object-orientated approach that integrates the complete graphic user interface development.  相似文献   

16.
《Computers & Education》2001,36(2):133-150
The dialogic dimensions of a hypermedia learning package are often perceived as the interactivity of its design. However, it is not feasible for hypermedia to embody all dimensions of a human conversational dialogue. Instead, we should explore the opportunities for the dialogic dimensions of learning mediated by these packages. Based on a case study of the use of WinEcon (a hypermedia package) in an economics department, this paper shows how the human participants in the learning environment employ WinEcon to mediate the one-to-one dialogues between teachers and students, and the dialogues among students. Four processes are present in these dialogues: discussion, interaction, reflection and feedback to enhance students’ access to the economics discipline.  相似文献   

17.
The main goal of this study was to explore whether the use of multimedia in genetics instruction contributes more to students' knowledge and comprehension than other instructional modes. We were also concerned with the influence of different instructional modes on the retention of knowledge and comprehension. In a quasi‐experimental design, four comparable groups of 3rd and 4th grade high school students were taught the process of protein synthesis: group 1 was taught in the traditional lecture format (n = 112 students), group 2 only by reading text (n = 124 students), group 3 through multimedia that integrated two short computer animations (n = 115 students) and group 4 by text supplemented with illustrations (n = 117 students). All students received one pre‐test in order to estimate their prior knowledge, and two post‐tests in order to assess knowledge and comprehension immediately after learning and again after 5 weeks. Results showed that students comprising groups 3 and 4 acquired better knowledge and improved comprehension skills than the other two groups. Similar results were observed for retention of acquired knowledge and improved comprehension. These findings lead to the conclusion that better learning outcomes can be obtained by the use of animations or at least illustrations when learning genetics.  相似文献   

18.
Based on kinesthetic learning style theory and interviews regarding teachers' experiences applying traditional astronomy teaching methods, a mobile digital armillary sphere (MDAS) using augmented reality (AR) was developed for use during astronomical observation instruction. The MDAS enables visual processes and limb movements similar to those that would occur in actual outdoor experiences to be employed in the classroom, thereby overcoming existing instructional limitations. A quasi-experimental design method was adopted, and 200 fifth-grade students were selected as participants. The use of the MDAS in astronomical observation courses affected students' learning effectiveness and interest. The experimental results indicated that using the MDAS system during outdoor observation activities effectively enhanced both the students' learning of astronomical observation content and their performance of astronomical observation skills. In addition, use of the MDAS effectively increased students' interest in astronomical observations and learning, which had a substantial effect on retention.  相似文献   

19.

Background

Virtual reality (VR) is considered a promising approach to support learning. An instructional design is essential to optimize cognitive processes. Studies show that VR has unique instructional and pedagogical requirements.

Objectives

To evaluate the effectiveness and applicability of the modality principle, which was previously validated in 2D classic multimedia, for learning with VR. The modality principle states that multimedia information presented as spoken narration is superior to on-screen text.

Methods

A prospective experimental study with two compared conditions of instruction: VR-based learning guided by on-screen text (n = 34) versus spoken narration (n = 28). Students' cognitive learning experiences were captured by eye-tracking and electrodermal activity (EDA). In addition, students' knowledge was evaluated using a pre–post knowledge test.

Results and Conclusions

Overall, there was no significant difference in knowledge retention between the participants who learned with on-screen text compared to spoken narration. However, results from the eye-tracking analysis showed that students who learned with the on-screen text devoted longer visual attention toward important learning activity areas of interest, suggesting a better ability to discern between relevant and irrelevant information. Conversely, students who learned with the spoken narration expressed significantly more EDA peak responses, proposing a higher cognitive load.

Implications

This study outlines that while learning with VR was effective, the modality principle might not apply to learning with VR. Moreover, the analysis of the learning process suggests even an inverse effect, favouring the provision of instructional scaffolds as on-screen text. Future research should evaluate this effect on long-term knowledge retention.  相似文献   

20.
This study involved 20 research participants who created group concept maps on the term “hypermedia.” The purpose of the study was to determine whether groups, membership of which was based on a mixture of learning styles or a mixture of hypermedia knowledge, constructed concept maps that differed in terms of number of concepts, number of nodes, number of links, number of bidirectional links, number of multiple concept nodes, number of nodes with multiple links, and varying levels of hierarchical relationships. It was found that the group comprised of two convergers, one assimilator, and one diverger, all of whom had a high level of hypermedia knowledge, was the most productive. Of the 11 measures, they produced the most for 7 of them. We were also interested in determining the interactive dynamics that either learning style or hypermedia knowledge played as the participants constructed their group concept maps. We audiotaped their interactions and categorized their comments and actions within the learning style traits associated with being either a converger, a diverger, an assimilator, or an accommodator. Learning style seemed to explain the types of interactions more than hypermedia knowledge did.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号