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This paper reports on the design, implementation and assessment of a new approach course structure based on the combination of three cooperative methodologies. The main goal is to reduce the percentage of non-passed students focusing the learning process on students by offering different alternatives and motivational activities based on working in small groups on a robotic project and changing the course assessment. The microprocessor course is a subject in the undergraduate program of telecommunication engineering at the University of the Balearic Islands (UIB) in Spain. Its traditional teaching methodology was based on Lecture sessions, Problem sessions and Practical activities in the lab (L/P/P). This methodology was changed to comply with the Bologna requirements, where new skills must be addressed and learned during the educational process. Self-Directed Learning activities (SDLA) for lecture sessions and Project based learning (PjBL) for Laboratory sessions were implemented in combination with a final competition activity between groups (CnBL). This paper describes the design, implementation and results; showing the benefits of these new teaching methods, improving student’s motivation including a robotic buggy project and allowing new learning strategies based on a practical point of view and adaptability to students’ previous skills.  相似文献   

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A methodology for the validation of rule-based expert systems is presented as a multi-step process that has three central themes: (1) creation of a useful set of test inputs that cover the domain; (2) a methodology that evaluates the system's responses to the test inputs and compares it to the responses of a panel of human experts; and (3) use of the validation results for system refinement. The presented methodology is performed in a loop. The starting point is a rule base and the loop ends up in a (hopefully) better rule base. The first three steps of this process have been published as separate issues in earlier papers by the authors. Here, these issues are just outlined and references are provided for detailed information. This paper gives an overview of the entire process and describes the relation between its steps. The last step, system refinement, is the new scientific issue here and thus, presented in more detail. Here, the rules are modified according to the results of evaluating the test cases. The base of this rule base reconstruction is both a 'rule-associated validity' and the existence of a 'better rated' human solution.  相似文献   

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Few teachers include information and communication technology in the classroom, despite their potential for increasing attention and motivation for students. Educational authoring tools are intended to turn teachers into designers and deliverers of technology-enhanced educational content, and increasing the adoption of these tools is a key element for speeding up this transformation. This paper emphasizes the importance of learnability for preventing rejection or abandonment by of such an authoring tool, and how acceptance is deeply affected by the interaction paradigm and the creation metaphor used in the tool. We present an analysis comparing two design paradigms: the widespread menu-based and choice-guided interaction paradigm versus a consistent metaphor with direct manipulation. The latter was implemented in DEDOS-Editor, a novel authoring tool that allows the creation of diverse educational activities that can be performed on different devices, such as PCs, digital blackboards, tablets, and multitouch surfaces. An experimental study shows the tremendous impact that interface choices have on the tool's learning curve. The results provide the first mapping of the choice of a direct-manipulation interface and its effect on the learning curve's entry point, as well as a consistent interaction metaphor with smoother and fast-growing learning curves. This allows users to complete more tasks and gain more knowledge through experience, in contrast to menu-based interfaces. The initial use of the tool is thus made easier for users with no experience or information about the tool, and the advantages of experience and expertize in facing new challenges are facilitating. This work also highlights the appropriateness of learning curves as a tool for measuring learnability.  相似文献   

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Recent educational research from a socio-cognitive perspective has validated students’ collaborative engagement with new technologies and heightened understanding of influential factors shaping the effectiveness of peer interactions, learning contexts and computer interfaces for enhancing learning. This paper focuses on an analysis of the complexity of knowledge in student-designed, electronically created texts for what they might reveal about learning with technology. It reports on a study with 17-year-old female students whose collaborative learning process in subject English was mediated by the creation of electronic concept maps and Web files to represent their developing understanding. To analyse these electronic texts, evaluative criteria templates were developed from the Structure of Observed Learning Outcomes (SOLO) taxonomy, integrating levels of understanding with the distinctive characteristics of multimodal text production. Findings indicated not just the incremental acquisition of conceptual understanding equated with cognitive change but that the level of understanding might also be positively influenced by the students’ length of exposure to computer-mediated learning practices. As well, the criteria templates have emerged as useful evaluative tools for classroom assessment or further research when analysis of the level of complexity of student-created, electronic artefacts is required.  相似文献   

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Augmented reality (AR) is an educational medium increasingly accessible to young users such as elementary school and high school students. Although previous research has shown that AR systems have the potential to improve student learning, the educational community remains unclear regarding the educational usefulness of AR and regarding contexts in which this technology is more effective than other educational mediums. This paper addresses these topics by analyzing 26 publications that have previously compared student learning in AR versus non-AR applications. It identifies a list of positive and negative impacts of AR experiences on student learning and highlights factors that are potentially underlying these effects. This set of factors is argued to cause differences in educational effectiveness between AR and other media. Furthermore, based on the analysis, the paper presents a heuristic questionnaire generated for judging the educational potential of AR experiences.  相似文献   

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e-ducation: research and practice   总被引:1,自引:0,他引:1  
Abstract This paper proposes an integrated approach for information technology in an educational context. The paper suggests a framework for the design of computer assisted learning activities — e-ducation. The framework captures three contemporary interrelated aspects of teaching and learning and is more pedagogical than it is analytical. The three aspects covered in the e-ducation framework are electronic, engaged and empowered. An implementation of the framework is used to illustrate how e-ducation can be applied in educational research and practice. The paper concludes that the e-ducation framework contributes to both educational research and educational practice.  相似文献   

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This paper is primarily conceptual in nature and explores issues pertaining to the interdisciplinary nature of research and practice in learning and instruction with particular emphasis on 21st technology-facilitated means and methods (e.g., modeling tools and online discussions). Examples of new concept mapping tools used to support and assess learning in complex domains are provided. A context for designing instruction that integrates new approaches and tools (model-facilitated learning) is presented, and research findings from a particular concept-mapping assessment methodology are presented. Research methods and perspectives to assist in understanding learning that is associated with online discussions are also suggested. The implications for competency development in educational technology are discussed, and suggestions for further research are provided.  相似文献   

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The impact of information and communication technology (ICT) in primary and secondary education is still an open question. Following review of the available literature, we classify the causes of the lack of impact on students' attainment in four dimensions: (1) the design and implementation of ICT in educational settings; (2) the evaluation of its impact; (3) the scaling up of these kinds of innovations; and (4) the cost‐effectiveness of technology‐enhanced learning environments. Based on this evidence, we proposed the evolutionary development model (EDM), which aims to produce a cost‐effective and sustainable ICT for education (ICT4E) programme in three steps: efficacy, effectiveness, and efficiency. In each step, one component of the programme is built and validated in real educational settings. Therefore, the resultant ICT4E programme is ready to be replicated across the school system. We also show how the EDM guided the development of a programme based on mobile computer supported collaborative learning, known as Eduinnova. Finally, we discuss how EDM can serve as an analysis tool for researchers and policy makers.  相似文献   

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Learning and teaching in a synchronous collaborative environment   总被引:3,自引:0,他引:3  
Despite obvious domination of asynchronous collaborative technologies, especially for virtual classrooms and distance education, the work presented in this paper is based on the assumption that some students will still prefer the experience of on-campus, face-to-face collaborative learning. For those students a new synchronous collaborative environment is created by combining an innovative methodology for 'same-time, same-place' interactive learning and the technology called Group Support Systems which is designed to provide not only communication but rather computer-mediated collaboration. This paper introduces this learning methodology and illustrates its potential to improve critical thinking, problem solving and communication skills of all students who are stimulated to participate as equal learners. It also describes how teachers are transformed from 'information delivery specialists' to guides and facilitators of learning.  相似文献   

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This article presents a summary analysis of a 5‐year study on the implementation of a technology‐supported distance firefighter training programme in Sweden, focused on the firefighter students' learning processes regarding challenges, contradictions and changes that occurred during the implementation period. With activity theory as the theoretical basis, three data collections were carried out. The analysis, based on interviews with firefighter students and instructors as well as observation logbooks and educational documents, identified two phases, an implementation phase and a dissemination phase. The implementation phase is characterized by the distance students developing a self‐directed and goal‐oriented learning, supported by the revised and technology‐supported training design. During the dissemination phase, when many technology‐inexperienced instructors become involved in the distance programme, a number of challenges and contradictions are identified, which, however, turn out to be a driving force for the students to develop alternative learning strategies. Finally, vocational distance training is discussed in terms of potential opportunities for developing vocational students' learning processes.  相似文献   

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ICT & learning in Chilean schools: Lessons learned   总被引:1,自引:0,他引:1  
By the early nineties a Chilean network on computers and education for public schools had emerged. There were both high expectancies that technology could revolutionize education as well as divergent voices that doubted the real impact of technology on learning. This paper presents an evaluation of the Enlaces network, a national Information and Communication Technologies (ICTs) and education initiative designed as part of a series of programs to overcome inequity and quality issues of public education in Chile, by integrating teachers and learners into the knowledge society. Data gathered and the results obtained in four major areas of educational policies – infrastructure, digital literacy, conditions of learning, and the impact on school learning of major national and international tests – are presented and fully analyzed. The strengths and weaknesses of Enlaces as a visible component of the educational system and educational reform are also discussed. Enlaces has provided basic infrastructure tools, connectivity, ICTs, and teacher training to a huge number of schools, but critical results are narrow in terms of classroom learning and no additional competencies have been observed. Data and results are limited by structural bottlenecks in the educational and social system. Finally, the lessons learned after more than 15 years of implementing technology in Chilean schools are presented and fully discussed.  相似文献   

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The future of educational technology rests on the ability of educators to interpret and implement sound educational theory into creative and innovative uses of educational technology. Historically, as new technologies are introduced educators have debated their relevance to instructional methodology. They have asked this two part question: “Does technology improve learning?”, and if so “By how much?”. The purpose of this article is not to answer the question, but to elaborate on it and to offer a view that is at the same time a yes and a no. The problem seems not to be the technology, but the failure of proponents to adequately trace the variables of their respective technology techniques to clearly defined learning processes. This article discusses six basic educational components necessary to trace technology variables directly to specific learning processes. The purpose of this article is not to explain in detail all of the components, but to propose that an answer to the question on technology and improved learning can be done in part by showing the direct linkage of technological variables to specific learning conditions and processes.  相似文献   

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This paper presents a methodology developed for a study to evaluate the state of the art of automated map generalization in commercial software without applying any customization. The objectives of this study are to learn more about generic and specific requirements for automated map generalization, to show possibilities and limitations of commercial generalization software, and to identify areas for further research. The methodology had to consider all types of heterogeneity to guarantee independent testing and evaluation of available generalization solutions. The paper presents the two main steps of the methodology. The first step is the analysis of map requirements for automated generalization, which consisted of sourcing representative test cases, defining map specifications in generalization constraints, harmonizing constraints across the test cases, and analyzing the types of constraints that were defined. The second step of the methodology is the evaluation of generalized outputs. In this step, three evaluation methods were integrated to balance between human and machine evaluation and to expose possible inconsistencies. In the discussion the applied methodology is evaluated and areas for further research are identified.  相似文献   

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A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation for producing graduates who are inappropriately prepared for applying their skills in real life software engineering scenarios, it suggests that traditional educational techniques such as role-play, live-through case studies and paper-based case studies are insufficient preparation and that other approaches are required. To attempt to combat this problem we have developed a games-based learning application to teach requirements collection and analysis at tertiary education level as games-based learning is seen as a highly motivating, engaging form of media and is a rapidly expanding field. This paper will describe the evaluation of the requirements collection and analysis game particularly from a pedagogical perspective. The game will be compared to traditional methods of software engineering education using a pre-test/post-test, control group/experimental group design to assess if the game can act as a suitable supplement to traditional techniques and assess if it can potentially overcome shortcomings. The game will be evaluated in five separate experiments at tertiary education level.  相似文献   

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Formal learning on networking basics can reduce motivation and expectations for students who aim to become future professionals on wireless networks. To address this shortcoming, this paper presents an educational methodology to enhance learning by conducting cases studies on Wi-Fi network design. The proposed methodology is supported by a new educational simulation tool, namely WiFiSim, aimed at the generic study of IEEE 802.11-based WLANs in a disciplined way. The interest of this tool, which has been developed by the authors, lies in its ability to simulate realistic and customizable WLAN environments, high interactivity and user-friendly interface, and intuitive and easy-to-interpret 3D graphic results. These help students in wireless network modeling and deployment with improved reach and realism. In order to validate this basis, we tested WiFiSim under different simulation conditions. As a result, the teaching experience has demonstrated the effectiveness of the followed methodology and significantly reduced the gap between theory and practice.  相似文献   

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Studying and evaluating real experiences that promote active and collaborative learning is a crucial field in CSCL. Major issues that remain unsolved deal with the merging of qualitative and quantitative methods and data, especially in educational settings that involve both physical and computer-supported collaboration. In this paper we present a mixed evaluation method that combines traditional sources of data with computer logs, and integrates quantitative statistics, qualitative data analysis and social network analysis in an overall interpretative approach. Several computer tools have been developed to assist in this process, integrated with generic software for qualitative analysis. The evaluation method and tools have been incrementally applied and validated in the context of an educational and research project that has been going on during the last three years. The use of the method is illustrated in this paper by an example consisting of the evaluation of a particular category within this project. The proposed method and tools aim at giving an answer to the need of innovative techniques for the study of new forms of interaction emerging in CSCL; at increasing the efficiency of the traditionally demanding qualitative methods, so that they can be used by teachers in curriculum-based experiences; and at the definition of a set of guidelines for bridging different data sources and analysis perspectives.  相似文献   

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