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1.
Competition, despite its potential drawbacks, is an easily adopted and frequently used motivator in classrooms. Individual abilities, in the years of schooling, are inevitably different, and performance in competition is heavily ability dependent, resulting that more-able students always win while less-able students always lose. Students easily perceive how well they perform through the result of competition, which is termed as perceived performance in this paper. Consistently demonstrating lower perceived performance than their peers, the less-able students feel discouraged and frustrated, hardly having the same opportunity for owning the sense of achievement as the more-able students. In this study, the authors designed a computerized mechanism, equal opportunity tactic, to lessen the difference in perceived performance between more-able and less-able students. Equal opportunity tactic is incorporated into a version of a competitive learning game called AnswerMatching, in which every student is assigned an opponent with similar ability. An experiment was also conducted to preliminarily investigate the effectiveness and effects of the tactic. Results showed that equal opportunity tactic could reduce the effect of individual ability difference on the perceived performance as well as the belief about how well students could achieve. In other words, less-able students could have similar opportunity of success and build confidence similar to more-able students in a competition.  相似文献   

2.
    
This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter–sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 × 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the presence of the reward system (present vs. absent). Children's engagement was measured by session frequency and duration and through an in-game self-report survey that was presented at the end of the each session. According to the results, the children enjoyed GraphoGame but used it less frequently than expected. The reward system seemed to encourage the children to play longer sessions at the beginning of the training period, but this effect vanished after a few sessions. The level of challenge had no significant effect on children's engagement. The results suggest a need to investigate further the effectiveness of various game features in maintaining learner's engagement until the goals set for learning are achieved.  相似文献   

3.
This research aims to explore the role of physical representations in young children’s numerical learning then identify the benefits of using a graphical interface in order to understand the potential for developing interactive technologies in this domain. Three studies are reported that examined the effect of using physical representations (blocks) on children’s (aged 4–8 years) strategies in a numerical partitioning task. The first study describes the role of certain perceptual and manipulative properties of the physical materials, comparing performance with paper and no materials conditions. The study demonstrated an advantage for physical materials and identified a key property reflecting strategies: whether blocks were moved individually or as a group. This finding was investigated in the second study by comparing strategies when children were asked to constrain movements to one block at a time. Significant differences were found in strategies used although differences were reduced by children moving individual blocks quickly in succession using both hands. The final study examined the effect of constraining manipulation using a graphical user interface, where on screen squares could only be moved individually. As predicted, significant differences were found for strategies used between physical and virtual conditions. The findings suggest that differences in the manipulative properties of interfaces may affect children’s numerical strategies and are discussed with respect to the design of effective interactive technologies in this domain.  相似文献   

4.
This study explored how teacher variations in use of a web-technology of known effectiveness, affected growth in literacy. Teachers used ABRACADACABRA (ABRA) (http://grover.concordia.ca/abra/version1/abracadabra.html), in Grade 1 Language Arts classes. Children (N = 60) across three classrooms were exposed to ABRA activities and a control class followed the regular provincial literacy program. Interventions were run by briefly-trained teachers for a total of 16 h. Each teacher chose to use the program in qualitatively distinct ways that corresponded to the first three stages of Sandholtz, Ringstaff, and Dwyer’s (1997) technology integration model, namely: Entry, Adoption and Adaptation. Growth in literacy between pre- and post-test revealed significant differences associated with technology integration style across all measures of literacy and related language skills. The largest and most-widespread effects were evident for the Adaptation group that linked technology content to wider learning themes in the classroom. In terms of overall growth in standardised literacy scores across all six such measures used, Adaptation proved to be 60% more effective than Adoption. Results suggest that explorations of exactly how teachers use technology have important implications for practice as well as for the interpretation of field-based studies of the effectiveness of educational technology.  相似文献   

5.
    
Motivated by the Federal Title I program to improve the Math and Language Arts learning of underachieving students of low socioeconomic status, the Education Program for Gifted Youth (EPGY) at Stanford University has developed computer-based online Math and Language Arts courses for such students in elementary and middle schools. Using several large student samples, the four-year statistical assessment of state test performance is the focus of this report. The main statistical conclusion is that sustained and careful computer-based work, guided by motivated teachers, can be done by many, when taught on an individualized basis, at their current level of competence. The gains made by individual students are, to a large extent, monotonically increasing in their amount of net correct computer-based course work, and to an even larger extent monotonically decreasing as pre-test scores rise, a result that favors technological support of the more underachieving students.  相似文献   

6.
Although previous studies have identified various influences on course website effectiveness, the evaluation of the relative importance of these factors across different online learning experience groups has not been empirically determined. This study develops an evolution model that integrates triangular fuzzy numbers and analytic hierarchy process to develop a fuzzy evaluation model which prioritized the relative weights of course website quality factors. Firstly, this study conducts a review of the literature on course website quality to generate 16 sub-criteria along with four criteria used to measure course website quality. Secondly, a fuzzy AHP approach is adopted to determine the relative weights linking the above criteria between high and low online learning experience groups. The results indicated that there are some similarities and differences between high- and low-experience groups with regard to the evaluation of course website quality. The evaluation model and results can provide a valuable reference for system designers seeking to enhance course website effectiveness.  相似文献   

7.
The effects of written feedback in a computer-based assessment for learning on students’ learning outcomes were investigated in an experiment at a Higher Education institute in the Netherlands. Students were randomly assigned to three groups, and were subjected to an assessment for learning with different kinds of feedback. These are immediate knowledge of correct response (KCR) + elaborated feedback (EF), delayed KCR + EF, and delayed knowledge of results (KR). A summative assessment was used as a post-test. No significant effect was found for the feedback condition on student achievement on the post-test. Results suggest that students paid more attention to immediate than to delayed feedback. Furthermore, the time spent reading feedback was positively influenced by students’ attitude and motivation. Students perceived immediate KCR + EF feedback to be more useful for learning than KR. Students also had a more positive attitude towards feedback in a CBA when they received KCR + EF rather than KR only.  相似文献   

8.
In recent years, fueled by the rise of mobile technology, ubiquitous learning has shown great potential in various disciplines, especially in context-aware environments. However, improper applications of this learning approach may also lead to inefficient learning and even reduced learning effectiveness. It is thus necessary to assess whether a ubiquitous learning project is able to achieve the aim of meaningful learning, so as to empower learners in scaffolding their knowledge students with different levels of achievement, especially low-achieving ones. This study aims to investigate the impact of a meaningful learning-based evaluation method on ubiquitous learning, in order to enhance the target system. A quasi-experiment is designed for this purpose, in which the post-evaluation and refined ubiquitous learning activities are adopted for the experimental group, in contrast to the control group, which works without the proposed evaluation method. The findings show that the evaluating ubiquitous learning using the meaningful learning paradigm can significantly enhance learning effectiveness, especially for low-achieving students, although the gains were not so significant for the high-achieving students, as seen in the posttest. Moreover, no significant differences in learning effectiveness were found between the experimental and control groups. The results of the posttest showed that the low-achieving students in the experimental group significantly outperformed those in the control group. This study suggests that the functions of a learning system may be need to be further enhanced to better suit the needs of low-achieving students, and that the use of a meaningful learning-based evaluation method is an effective way to find out what needs to be improved.  相似文献   

9.
This paper is an assessment of the use of CancerHelp UK, a Web site developed as a resource for people living with cancer. Attitudes to the use of the site were examined through interviews with 23 patients and relatives in a two-phase pilot study. The analysis of the data was conducted within a framework derived from activity theory which focused on individual perspectives, purposes and outcomes and the processes involved in use. Our findings show that the process of using the site and the characteristics of the medium were regarded as beneficial, although some inexperienced computer users needed some help. There were positive cognitive and affective outcomes for those who had independently chosen to use the site. However, there were differences in process and outcome between independent users and participants who had been invited to use the resource for evaluation purposes. The study raises questions about the use and evaluation of the World Wide Web for teaching and learning through an informal learning activity. The response of participants to the use of CancerHelp UK indicates that the resource is both useful and usable. The authors suggest that the availability of the Web as a means for learning about cancer may challenge the traditional transmission-based practice of the medical consultation.  相似文献   

10.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   

11.
This study evaluated 2 off-the-shelf, computer-based, mathematics intelligent-tutoring systems that provide instruction in algebra during a remedial mathematics summer program. The majority of the enrolled high school students failed to pass algebra in the previous semester. Students were randomly assigned in approximately equal proportions to work with the Carnegie Learning Algebra Cognitive Tutor or the ALEKS Algebra Course. Using the tutoring system exclusively, the students completed a 4-h-a-day, 14-day summer school high school algebra class for credit. The results revealed that both tutoring systems produced statistically and practically meaningful learning gains on measures of arithmetic and algebra knowledge.  相似文献   

12.
The aim of this paper is to present the design, implementation and evaluation of the methodology which focuses on the pedagogical utilization of Interactive Videoconferencing (IVC) in the contemporary elementary school.  相似文献   

13.
A treatment/control study (N = 773) was conducted to determine the extent to which use of interactive whiteboard technology (IWB) was associated with upper elementary students’ self-reported level of motivation in mathematics. Students in the treatment group reported higher levels of motivation relative to control students, but the effect was extremely weak. Students with teachers who were more supportive of IWB technology reported higher motivation levels (compared to students of teachers who were less supportive), but this effect also was very small. Claims about the motivation-enhancing effects of the IWB are not baseless, but they appear to be somewhat overstated. Research is needed to determine how IWB-use is associated with academic performance, and also to examine how teachers use the IWB and how this usage could be strengthened.  相似文献   

14.
This study examines the effects of a computer-assisted learning (CAL) program in which syllabic units were highlighted inside words in comparison with a CAL program in which the words were not segmented, i.e. one requiring whole word recognition. In a randomised control trial design, two separate groups of French speaking poor readers (2 * 14) in first grade were constituted. They were matched on a range of reading measures and non verbal intelligence and trained intensively over a short period (10 h over a period of 5 weeks). Three tasks were proposed using a classical pre-test/training/post-test design, written word recognition, word reading aloud and word spelling. In addition, three post-test sessions were conducted: one just after training, one after 4 months, and a last one after 9 months. The experimental group trained with the CAL using syllabic units outperformed the control group using CAL with whole word recognition in all the three tasks and there were important lasting effects. The results are discussed in the light of the self-teaching hypothesis and phonological recoding.  相似文献   

15.
An evaluation study was conducted to investigate the effect of the use of a computer-supported cognitive tool (CT) in the one-to-one classroom setting on student engagement, attainment and perceptions in learning common fractions. Two Primary 4 classes with 68 students participated in this study based on 11 teaching sessions lasting 455 min in total. The students in the experimental group learned the target topic with the use of CT in a one-to-one classroom, while the students in the control group learned the target topic under the traditional teaching approach. The results of a time allocation analysis showed that the use of CT in a one-to-one classroom enhanced student engagement in terms of time-on-task for learning exploration during class time. The results of the post-attainment test indicated that students in the experimental group performed better than those in the control group. Moreover, the questionnaire survey results indicated that students liked to learn the target topic with the use of CT in a one-to-one classroom. This study reveals the potential of the use of CT in a one-to-one classroom to promote classroom-based dialogic interaction in mathematics lessons. It also implies a need for a longitudinal study to investigate suitable pedagogical designs for the use of CT for promoting knowledge transfer in learning challenging mathematics topics.  相似文献   

16.
The aim of the present research was to compare the use of multiple-choice questions (MCQs) as an examination method against the oral examination (OE) method. MCQs are widely used and their importance seems likely to grow, due to their inherent suitability for electronic assessment. However, MCQs are influenced by the tendency of examinees to guess answers, warranting research concerning scoring rules different from the simple positive-grades-only scores rule. Alternatively, OE is used in tertiary education, since it enables the assessment of intellectual capabilities and personal traits to a level not found in most other examination formats. However, the significant resource requirements of OE, especially in structured forms, might excessively strain the resources of academic institutions. In the present study, an MCQ test was given to examinees, in the framework of a computer-based learning system. The same examinees took also an OE possessing elements of structure, with three examiners concurrently and independently grading each of the examinees. In the MCQs examination a set of pairs of MCQs was composed. The MCQs in each pair were similar concerning the same topic, but this similarity was not evident for an examinee that did not possess adequate knowledge on the topic addressed in the questions of the pair. The scoring of the paired questions avoided the procedure of mixed-scoring, i.e., both positive and negative markings, while at the same time a pair-wise bonus/penalty scoring rule was adopted. The results of the “paired” MCQs examination, when using the pair-wise scoring rule, were statistically indistinguishable with the grades produced by the OE, when made to the same sample of students, on the same topics and with the same levels of difficult. Both the results of the paired MCQs examination, when using the pair-wise scoring rule, and the OE results differed significantly from those obtained by scoring the same MCQs using a positive-grades-only scoring rule that ignored the pairing of MCQs.  相似文献   

17.
The aim of the present research was to compare the use of multiple-choice questions (MCQs) as an examination method, to the examination based on constructed-response questions (CRQs). Despite that MCQs have an advantage concerning objectivity in the grading process and speed in production of results, they also introduce an error in the final formulation of the score. The error is traced to the probability of answering a question by chance or based on an instinctive feeling, which does not enable the ascertainment of the knowledge of the whole background included in the question. In the present study, both MCQ and CRQ tests were given to examinees, in the framework of a computer-based learning system. Avoiding the procedure of mixed scoring, e.g. both positive and negative markings, a set of pairs of MCQs was composed. The MCQs in each pair were similar concerning the same topic, but this similarity was not evident for an examinee that did not possess adequate knowledge on the topic addressed in the questions of the pair. The examination based on these “paired” MCQs, by using a suitable scoring rule, when made to the same sample of students, οn the same topics and with the same levels of difficulty, gave results that were statistically indistinguishable with the grades produced by an examination based on CRQs, while both the “paired” MCQ test results and the CRQ test results differed significantly from those obtained from a MCQ test using positive-only scoring rule.  相似文献   

18.
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for the uptake of games and simulations particularly in formal learning contexts. This paper addresses this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation-based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice.  相似文献   

19.
A meta-analysis was performed to assess the Effect Size (ES) from randomized studies comparing the effect of educational interventions in which Virtual patients (VPs) were used either as an alternative method or additive to usual curriculum versus interventions based on more traditional methods.  相似文献   

20.
While there is evidence that access to computers in schools has increased, there remain questions about whether low socio-economic status (SES) schools provide students with equitable supports for achieving information communication technology (ICT) literacy. This research first presents a theoretical model to examine the digital divide within schools. Using this model, this research uses statewide data from four school years to investigate significant trends in ICT integration by school level and SES in Florida. Multilevel models for repeated measures analysis were used to compare models for predicting trends on nine different aspects of school technology integration. Results show statistically significant differences between high and low SES schools at every level in terms of student access to software, student use of software, teacher use of software, and the level of technology support. This research provides evidence of the existence of the digital divide among Florida’s K-12 schools.  相似文献   

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