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1.
In recent years, the flipped classroom has become prevalent in many educational settings. Flipped classroom adopts a pedagogical model in which short video lectures are viewed by students at home before class so that the teacher can lead students to participate in activities, problem‐solving, and discussions. Yet the design or use of technology that employs planned instructional strategies with sustainable support of self‐regulation is scant. We propose a technology‐enhanced flipped language learning system (Flip2Learn) that provides facilitation and guidance for learning performance and self‐regulation. A quasi‐experimental study was carried out to examine whether Flip2Learn could enhance college students' self‐regulatory skills and later contribute to the learning performance in the flipped classrooms. The results showed that Flip2Learn not only better prepared students for flipped classrooms but also better promoted learning performance compared to the conventional flipped classrooms. The results of this research advanced our understanding of the dynamics of flipped classrooms and represented a revolutionary new approach to the technology‐enhanced learning for flipped classrooms.  相似文献   

2.
The idea of utilizing the rich potential of today's computer games for educational purposes excites educators, scientists and technicians. Despite the significant hype over digital game‐based learning, the genre is currently at an early stage. One of the most significant challenges for research and development in this area is establishing intelligent mechanisms to support and guide the learner, and to realize a subtle balance between learning and gaming, and between challenge and ability on an individual basis. In contrast to traditional approaches of adaptive and intelligent tutoring, the key advantage of games is their immersive and motivational potential. Because of this, the psycho‐pedagogical and didactic measures must not compromise gaming experience, immersion and flow. In the present paper, we introduce the concept of micro‐adaptivity, an approach that enables an educational game to intelligently monitor and interpret the learner's behaviour in the game's virtual world in a non‐invasive manner. On this basis, micro‐adaptivity enables interventions, support, guidance or feedback in a meaningful, personalized way that is embedded in the game's flow. The presented approach was developed in the context of the European Enhanced Learning Experience and Knowledge TRAnsfer project. This project also realized a prototype game, demonstrating the capabilities, strengths and weaknesses of micro‐adaptivity.  相似文献   

3.
Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We randomly assigned 87 8th‐grade students to game instruction (digital game before class and lecture‐based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture‐based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL‐strategy students achieved better overall learning outcomes than their lecture‐based peers. Our observation of similar overall outcomes between the cooperative learning and lecture‐based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.  相似文献   

4.
Following a preliminary evaluation of the Web‐mediated School for All in 2002, this study further examines the online teacher role and explores the possible pedagogical models in this Web‐based informal lifelong learning context through a long‐term innovative e‐learning project over a 2‐year period. The author documents the educational rationale, reviews related literature on Web‐based instructional design, and presents longitudinal in‐depth study results based on empirical data collected from the four Web‐course contests held over 2 years from the perspective of outstanding online teachers. Significantly, three categories of six Web‐based pedagogical models induced from this research project are presented, and the rationale for how and why teachers would prefer to use certain teaching models is discussed. In addition, the characteristics of the outstanding online teachers and issues inherent in this alternative mode of a Web‐based informal educational setting are discussed. Finally, more research issues, questions, and possibilities for future research work are raised or identified for further study.  相似文献   

5.
Abstract There is a need to incorporate constructivist environments in the pedagogical practice. A constructivist learning environment allows students to build up their own knowledge (based on previous one) while working jointly among them in a reflexive process directed by the teacher. Wireless interconnected handhelds can introduce a space that favours constructivism and collaboration in order to achieve creation of new knowledge. We have developed a constructivist learning environment supported by handhelds, for the teaching of reading for first graders. This environment was compared to an equivalent constructivist environment without technological support, obtaining significant different learning results.  相似文献   

6.
随着计算机及网络的普及,数字化出版成为知识的组织和出版的重要形式。文章尝试利用本体技术,通过扩展标准本体的概念关系集,用于建模教育教学领域的教育资源,将各类教育相关的资源整合成本体知识库,为数字化出版引擎奠定知识基础,实现教育知识和资源的按需聚合与出版。  相似文献   

7.
Researchers have indicated that the collaborative problem‐solving space afforded by the collaborative systems significantly impact the problem‐solving process. However, recent investigations into collaborative simulations, which allow a group of students to jointly manipulate a problem in a shared problem space, have yielded divergent results regarding their effects on collaborative learning. Hence, this study analysed how students solved a physics problem using individual‐based and collaborative simulations to understand their effects on science learning. Multiple data sources including group discourse, problem‐solving activities, learning test scores, and questionnaire feedback were analysed. Lag sequential analysis on the data found that students using the two simulations collaborated with peers to solve the problem in significantly different patterns. The students using the collaborative simulations demonstrated active engagement in the collaborative activity; however, they did not transform discussions into workable problem‐solving activities. The students using the individual‐based simulation showed a lower level of collaboration engagement, starting with individual exploration of the problem with the simulation, followed by group reflection. The two groups also showed significant differences in their learning test scores. The findings and pedagogical suggestions are discussed in the hope of addressing critical activity design issues in using computer simulations for facilitating collaborative learning.  相似文献   

8.
Implementing instructional interventions to accommodate learner differences has received considerable attention. Among these individual difference variables, the empirical evidence regarding the pedagogical value of learning styles has been questioned, but the research on the issue continues. Recent developments in Web-based implementations have led scholars to reconsider the learning style research in adaptive systems. The current study involved a content analysis of recent studies on adaptive educational hypermedia (AEH) which addressed learning styles. After an extensive search on electronic databases, seventy studies were selected and exposed to a document analysis. Study features were classified under several themes such as the research purposes, methodology, features of adaptive interventions and student modeling, and findings. The analysis revealed that the majority of studies proposed a framework or model for adaptivity whereas few studies addressed the effectiveness of learning style-based AEH. Scales were used for learning style identification more than automatic student modeling. One third of the studies provided a framework without empirical evaluation with students. Findings on concrete learning outcomes were not strong enough; however, several studies revealed that suggested models influenced student satisfaction and success. Current trends, potential research gaps and implications were discussed.  相似文献   

9.
This study investigated the role of content knowledge in conversations of kindergarten teachers during collaborative curriculum design of learning material for technology‐enhanced learning. Two teams of teachers received support from an early literacy expert during these design activities. Resulting conversations were analyzed on technological pedagogical content knowledge, explicated reasoning, and the contributions of expert support. This study found that in explicating content knowledge and pedagogical content knowledge, teachers set goals and deliberated on strategies and activities that would be most appropriate for their students. Technological content knowledge and technological pedagogical content knowledge were explicated most during deliberations on practical concerns; these mainly revolved around optimizing the affordances of technology. This study contributes to understanding and supporting the pedagogical design capacity of teachers.  相似文献   

10.
An active e‐course is an open, self‐representable and self‐organizable media mechanism. Its kernel idea is to organize learning materials in a concept space rather than in a page space. The tailored content and flexible structure of the e‐courses can be dynamically formed to cater for different learners with different backgrounds, capabilities and expectations, at different times and venues. The active e‐course can also assess learners' learning performances and give appropriate suggestions to guide them in further learning. An authoring tool for constructing course ontology and a system prototype have been developed to support an active e‐course, enabling a learner‐centred, highly interactive and adaptive learning approach. The results of an empirical study show that the system can help enhance the effectiveness and efficiency of learning. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

11.
As technological advancements continue to revolutionize teaching, the use of technology in both college/university and K‐12 classrooms is making flipped learning a trending instructional model. “Flipping” the classroom reverses a traditional model of in‐class lecture followed by practice and homework. The roles and responsibilities of instructors and students often require a new or enhanced skill set where the instructor designs intentional learning experiences to engage students outside of the classroom. The learner is accountable for exploring materials outside of class in a self‐directed manner, attempting to gain foundational knowledge before class, and then actively applying it in the classroom. This review analyses the research on flipped learning and flipped classrooms in higher education from a variety of aspects including implementation, efficacy, and quality.  相似文献   

12.
In web-based educational systems the structure of learning domain and content are usually presented in the static way, without taking into account the learners’ goals, their experiences, their existing knowledge, their ability (known as insufficient flexibility), and without interactivity (means there is less opportunity for receiving instant responses or feedbacks from the instructor when learners need support). Therefore, considering personalization and interactivity will increase the quality of learning. In the other side, among numerous components of e-learning, assessment is an important part. Generally, the process of instruction completes with the assessment and it is used to evaluate learners’ learning efficiency, skill and knowledge. But in web-based educational systems there is less attention on adaptive and personalized assessment. Having considered the importance of tests, this paper proposes a personalized multi-agent e-learning system based on item response theory (IRT) and artificial neural network (ANN) which presents adaptive tests (based on IRT) and personalized recommendations (based on ANN). These agents add adaptivity and interactivity to the learning environment and act as a human instructor which guides the learners in a friendly and personalized teaching environment.  相似文献   

13.
We have developed and integrated software agents with two educational groupware systems (TeamWave Workplace and FLE), using evolutionary prototyping and empirical-based design as development techniques. The resulting prototypes of pedagogical agents (CoPAS, SA-Agent and RuleEditor) provide learners and teachers with increasingly domain-specific support for distributed collaborative learning activities. Employing the evolutionary approach has enabled us to build and evaluate early prototypes of complex systems with cost-effective techniques and involving users in this process helped us to constrain the design space and direct further development. CoPAS is a simulation experiment carried out with the Wizard of Oz technique, SA-Agent is a pedagogical agent integrated with an open-source learning environment, and RuleEditor is a customizer for the SA-Agent. The agents collect statistical information on user activity and analyze that information based on principles of collaboration and knowledge building. The results are presented as advice in the user interface of the learning environments to promote students' reflection on their collaboration and knowledge-building activities. If instructors disagree about the phrasing of the advice or the frequency of intervention, they can change it using the RuleEditor agent customizer.  相似文献   

14.
In this study, the researcher aimed to develop a mobile‐assisted learning system and to investigate whether it could promote teenage learners' classical Chinese learning through the flipped classroom approach. The researcher first proposed the structure of the Cross‐device Mobile‐Assisted Classical Chinese (CMACC) system according to the pilot survey and reviewed literature, and then adopted a quasi‐experimental design to understand whether the developed system could promote and support flipped classroom learning for classical Chinese. A total of 56 eleventh graders from two classes participated in the experiment. The learners in the experimental group learned classical Chinese with the flipped classroom learning strategy with the assistance of the CMACC system, while the control group adopted the flipped classroom learning strategy without using the CMACC system. The results reveal that all of the students improved their Chinese performance, but it was noticeable that the learners who used the CMACC system showed better motivation in terms of self‐directed preview learning, while those who only learned with the traditional textbooks tended to be more passive. In sum, the mobile‐assisted learning system added value in providing learners with opportunities to achieve anytime and anywhere flipped classroom learning. The integration of ubiquitous mobile learning technology and the flipped classroom strategy can be viewed as a critical factor leading to students achieving self‐regulated learning. It is also suggested that instructors should carefully take the targeted learners' cultural background and the availability of supporting learning devices into consideration so as to prevent the flipped classroom from exacerbating the digital divide. Other suggestions for educators and instructional designers are also proposed.  相似文献   

15.
The article presents a proposal, design and implementation of a new approach to adaptive e-learning systems. First, a proposal of a model is presented. This model aims at introducing adaptivity to current e-learning systems, which are rigid and limited in offering a truly personalised learning to individual students. Many of current e-learning systems enable personalised learning. However, in this paper, there is a new, innovative approach proposed for an adaptive personalised e-learning system. The primary area of our research is English as a second language (ESL). Adaptivity in our view is considered as an ability of the system to adapt to student's knowledge and characteristics. This pedagogical perspective requires introduction of such processes that enable to work the pedagogical aspects of teaching/learning. The required processes are of informatics nature. The proposed model was subsequently designed into a real application. Finally, the application was implemented and verified on a real data set. The results are also provided.  相似文献   

16.
This paper presents a course-centered ontology for assisting learning support systems to embody the relations among knowledge points and also among the learning materials for those knowledge points. An “individual-class-individual” ontology design (first an individual-class design, then an innovative design about relations among bottom individuals), was applied to the construction of a course-centered ontology for an existing Japanese grammar course. Furthermore, a customizable language learning support system was built to manipulate the course-centered ontology to provide an interface for the learning objects arrangement which displays the visual representation of knowledge points and their relations. The intention underlying the development of the system is to encourage instructors to orient their teaching materials to specific knowledge points and even directly to relations between knowledge points. With these orientations, the learning support system is able to provide an environment in which learners can readily distinguish between related knowledge points. Finally, based on the result of a preliminary evaluation, a study to explore the impact of learning styles and learning habits on learning performance was conducted to further evaluate our ontology-based learning support system. The results of the study suggest three main points: (a) the experimental students who learned with our system achieved significantly better learning achievement than those who just did self-study with textbooks after studying the same target contents for 60 mins; (b) the learning achievement of experimental group was not related to either their learning style in Sequential/Global dimension or their habit of “learning from comparison”; (c) in terms of the learning perception of experimental group, compared to “Sequential learners”, most “Global learners” had a stronger feeling that the comparison function is useful in improving their learning performance, and the learners who don't habitually “learning from comparison” were more likely to suffer from lack of the attention and feel more pressure than those who do habitually “learning from comparison”.  相似文献   

17.
This paper reports on the investigation of the possibilities of enhancing the formal e‐learning process by harnessing the potential of informal game‐based learning on social networks. The goal of the research is to improve the outcomes of the formal learning process through the design and implementation of an educational game on a social network and its integration with a learning management system (LMS) of an educational institution. As a proof of concept, a Facebook educational game that enables students to learn and test their knowledge was developed. Furthermore, the game was integrated with the Moodle LMS and the evaluation was performed within the e‐learning system at the Faculty of Organizational Sciences, University of Belgrade. The results show that the application of social network edutainment in an e‐learning ecosystem has a positive impact on both the students' results and their satisfaction with the learning process as a whole.  相似文献   

18.
Abstract Learning support studies involving simulation‐based scientific discovery learning have tended to adopt an ad hoc strategies‐oriented approach in which the support strategies are typically pre‐specified according to learners' difficulties in particular activities. This article proposes a more integrated approach, a triple scheme for learning support design on the basis of the systematic analysis of the internal conditions of scientific discovery learning. The triple learning support scheme involves: (a) interpretative support that helps learners with knowledge access and the generation of meaningful and integrative understandings; (b) experimental support that scaffolds learners in systematic and valid experimental activities; and (c) reflective support that increases learners' self‐awareness of the discovery processes and prompts their reflective abstraction and integration. Two experiments were conducted with eighth graders (13‐year‐olds) to examine the effects of these learning supports embedded into a simulation program on floating and sinking. The overall results support the main hypotheses that learning supports in a simulation environment should be directed towards the three perspectives to invite meaningful, systematic, and reflective discovery learning.  相似文献   

19.
蒋黎黎  梁坤  叶爽 《计算机应用研究》2012,29(10):3697-3700
为了解决分布和多源知识的融合与创新问题,提出受控分众分类法,分类结果提高了知识资源的标注精度,降低了知识组织成本。此外,为了消除本体模块间的异构,构建语义一致的领域本体,将粒度计算理论引入知识融合领域,提出微商空间法,对本体模块进行分解与重构,结果使得构建的领域本体更加简洁和语义一致。最后,采用实证分析的研究方法,利用Protégé本体编辑工具对提出的方法进行验证,结论表明该方法是有效的。  相似文献   

20.
翻转课堂带来了教学流程的逆序,但我们对翻转课堂的认识不能只停留在流程的逆序层面,需要从知识内化的角度看是否真正地发生了知识的内化。自主学习能力在翻转课堂中起到了重要的作用,着重从知识内化的角度提出了翻转课堂中提升学生自主学习能力的策略,从宏观和微观两个层面进行了论述,主要包括学校课程的总体设计、微视频、学生基本情况分析、教学策略的选择等方面。  相似文献   

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