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1.
Abstract A central aspect of designing hypertext for learning concerns the structure of the information in the hypertext and the view the learner is offered of this structure. In this study, a hypertext environment was enhanced with a graphical overview that represented the basic, inherent, structure of the domain and the layout was designed in such a way that learners were unobtrusively encouraged to follow a sequence of exploration that followed the domain structure. This so-called 'visual' lay-out was compared with two lay-outs that presented randomly positioned nodes. One of these two lay-outs contained hints (using 'highlighting') to stimulate learners to follow a domain related exploration similar to the one incorporated in the visual lay-out. The other ('control') lay-out did not provide such hints. Results showed that participants from both the 'visual' and the 'hints' conditions demonstrated a more domain-related exploration pattern than participants from the 'control' condition. Participants in the 'visual' lay-out did not show a better recall of the content of the nodes as such, but showed a significantly better acquisition of knowledge of structure than participants from the other two conditions. These data indicate that a visual display conveys knowledge in its own right and that knowledge gained does not depend on the exploration route followed in the hypertext material. 相似文献
2.
Prior research has identified two important navigation strategies that have a clear impact on hypertext comprehension: link selection and overview processing strategies. The first relate to the order in which students select hyperlinks while trying to comprehend a hypertext, whereas the second relate to when and for how long students process navigation overviews, a text device that conveys the text structure by displaying sections, titles and their relations. Most prior research in navigation strategies has been conducted with undergraduate students. We extend prior research by exploring the navigation strategies used by sixth-graders while reading a hypermedia system. We also investigate how reading skills relate to the use of navigation strategies, and how both shape students’ comprehension in hypertext. Results from an electronic reading study replicated in sixth-graders the results on navigation strategies previously found in undergraduate samples. In addition, the results revealed that reading skills predicted the use of link selection but not of overview processing strategies. We discuss our results in light of new models of electronic reading proficiency, and propose some instructional guidelines to improve children’ electronic reading proficiency. 相似文献
3.
《Behaviour & Information Technology》2012,31(2):143-154
Previous studies have shown that hypertext users generate a mental representation of the hypertext structure and content. This study examines how information organisation in hypertext affects users' comprehension of the hypertext structure and content of the text. In a 2 × 2 factorial design text interconnectedness (low vs. high) and coherence (coherent vs. incoherent) were manipulated. Users' mental representations were accessed by various tests such as card sorting, summary writing and questionnaires. Results showed that participants' representation of hypertext structure and content was better under the coherent than under the incoherent condition. Interconnectedness did not have an effect on users' representation. Recommendations for hypertext designers are discussed. 相似文献
4.
The effects of four hypertext learning environments with a hierarchical graphical overview were studied on the coherence of the node sequence, extraneous load and comprehension. Navigation patterns were influenced by the type of overview provided (i.e., dynamic, static) and whether navigation was restricted (i.e., restricted, non-restricted). It was hypothesised that redundant use of the overview for inducing a high-coherence reading sequence would result in high extraneous load and low comprehension. Coherence was higher in the dynamic than in the static conditions. Coherence was also higher in the restricted than in the non-restricted conditions. Mental effort as a measure of extraneous load was higher at the end than at the beginning of the learning phase, especially in the dynamic restricted and the static non-restricted conditions, although there was no significant interaction. Comprehension was lowest in the dynamic restricted condition and highest in the dynamic non-restricted and static restricted conditions. Low comprehension in the dynamic restricted condition indicates that overviews can become redundant for reading sequence coherence, negatively impacting comprehension. The evidence suggests that severe restriction of navigation paths should be avoided and that continuous use of overviews such as in dynamic overviews may be detrimental to learning. 相似文献
5.
This paper reports a study assessing a new computer tool for cartoon storytelling, created by the authors for a target audience in the upper half of the English and Welsh Key Stage 2 (years 5 and 6, covering ages 9–11 years). The tool attempts to provide users with more opportunities for expressive visualisation than previous educational software; its design was motivated by earlier work connecting “moving image literacy” with print literacy, and it was used here in storywriting preparation work: users first visualised a known story, then wrote their versions of it based on the cartoons they had made. The stories produced are compared with stories written using two other preparation activities, one a pencil-and-paper cartooning exercise and the other a teacher’s normal planning session, which also resulted in a retelling of a known story. 相似文献
6.
This study examined advertisements placed on popular children’s websites. A total of 117 commercial children’s websites, 933 unique ads and 813 advertising websites were included in the sample. Results show that a majority of children’s websites carried advertisements, a third of which were Google ads. Less than half (47%) of the children’s websites and about a quarter (24%) of the advertising websites complied with COPPA when they collected personal information from children. Implications for children’s online safety are discussed. 相似文献
7.
This study is an attempt to investigate the effects of document structure and knowledge level of the reader on reading comprehension, browsing, and perceived control. Four types of texts are distinguished, differing in structure (linear text, hierarchical hypertext, mixed hypertext, and generative text). All the materials were on a PC. In all conditions, participants were allowed 1 h to read through the document. After completing the reading part of the experiment, they were asked to fill out the perceived control questionnaire followed by the reading comprehension test. As far as reading comprehension was concerned, knowledgeable participants had higher reading comprehension scores than non-knowledgeable participants only in the linear text. In addition, there were no significant differences in terms of the reading comprehension scores of the knowledgeable participants among the four topologies. However, the performance of non-knowledgeable participants differed with respect to the type of the topology. In particular, non-knowledgeable participants in the hierarchical and generative conditions performed better than those in the other two conditions. With respect to perceived control, the performance of knowledgeable and non-knowledgeable participants was equivalent in all four conditions. The results are discussed in terms of their implications for the computer-based learning. 相似文献
8.
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
9.
The present study sought to examine the effect of nonhuman’s external regulation on children’s self-regulation to regulate their own process of learning and to what extent did children succeed in terms of application when they talk and think while act alone with nonhuman’s external regulator. The Aginian’s methodology (, , , and ) that used an isolated, computer-based learning system and acts as a standalone learning environment with special set of tasks was used by hundred healthy preschool children. The results showed that young children were able to regulate their own process of learning and engage with their full free-will without the need of their real teacher’s regulation. The conclusion provided evidence that the verbalization of thinking aloud should occur spontaneously by nature, the nonhuman’s external regulation has a positive effect on young children’s development when they act with their full free-will, and has a positive effect on their behavior either. 相似文献
10.
Adel M. AginaAuthor Vitae 《Computers in human behavior》2011,27(3):1129-1142
Because of several analytical and methodological critiques on the findings and contexts of children’s private speech (PS), self-regulation learning (SRL), and thinking aloud (TA), the present study was conducted to shed new light on the effect of the nonhuman’s/computer’s versus human’s/teacher’s intervention (C-Condition versus T-Condition) on young children’s speech use, SRL, and satisfaction during learning tasks. Four developmental measurements with novel criteria were used to measure: (1) speech analysis, (3) SRL as a function of task level selection, (3) SRL as a function of task precision, and (4) a friendly-chat questionnaire to measure children’s satisfaction. Two types of intervention (enacted versus verbal encouragement) were applied through computer-based learning environment and investigated by forty preschool children divided by their teachers between the two conditions equivalently. It was hypothesized that children who acted alone (C-Condition) were more PS productive, manifested higher SRL, task performance, and satisfaction. The results confirmed the hypothesis with no significant differential effect of the gender on performance, showed that the injudicious use of encouragement hindered the children’s regulation behavior, and proved that PS and TA elicitation were fully different. However, the results were not confirmed Vygotsky’s view and simultaneously not fully inline with Piaget’s view of self-regulation development. 相似文献
11.
The present study was conducted to explore the effect of nonhuman’s external regulation on children’s natural development process of creative thinking, the degree of the manifested creative thinking, the influence of children’s verbalization on their creative thinking, and the extent the stimulus material was usable for children during learning math tasks. The Aginian’s methodology (, , , and ) that relied on an isolated, computer-based learning system that acts as a standalone learning environment, with special child-simple-calculator was used by 100 healthy preschool children. The results showed that children were fluctuated between negative and positive creative thinkers, children’s verbalization has no effect on their creative thinking, and the relation between the children’s verbalization of thinking aloud and their creative thinking is a reverse relationship. The usability analysis concluded that, fun is not a key element of the usability as it can only be a feature that could facilitate usability. The mathematical analysis showed that the computer, as a nonhuman external regulator, can integrate the net signed of children’s creative thinking through embedding mathematics integration. 相似文献
12.
The present study explored the effect of nonhuman’s external regulation on children’s natural development of self-regulation and the effect of each natural developed class on children’s spontaneous thinking aloud and satisfaction. The Aginian’s methodology (Agina et al., 2011a) that relied on special computer agents for the external regulation, measuring self-regulation and children’s satisfaction, and producing the final results in points was used with 40 preschool children, which were divided into classes based on their natural development of self-regulation during learning tasks. The results showed that children who followed Piagetian’s view were outperforming children who followed Vygotskyian’s view and Aginian’s view, which is a new psychological view generated by computer indicates that the child either followed unknown class of self-regulation’s natural development or the child holds an ambiguous psychological problem. The results also showed that the relationship between children’s spontaneous thinking aloud and children’s self-regulation is a reverse. The supplemental analysis showed that computer, as a nonhuman external regulator, can identify those children who hold psychological problems and can integrate the net signed of self-regulation of each child at each task through embedding the mathematics integration where the computer becomes fully conscious with all the occurrences of children’s behavioral regulation. 相似文献
13.
Ralph D. Korthauer Richard J. Koubek 《International journal of human-computer interaction》2013,29(4):373-390
In an effort to reduce navigation difficulties, recent research suggests that user characteristics need to be considered when designing a hypertext document. This study evaluated the effects of an individual's cognitive characteristics in conjunction with the nature of the hypertext task. Subjects of varying levels of knowledge and cognitive style, specifically field independence/field dependence, utilized a hypertext document to answer explicitly and inherently structured questions. Among other findings, experienced field‐dependent subjects’ performance was less than that of experienced field‐independent subjects’, specifically when explicit structure was provided. The results suggest that the existing knowledge structure of experienced field‐dependent subjects may conflict with explicitly structured hypertext. Implications for the appropriate design of hypertext systems are discussed. 相似文献
14.
Adel M. AginaAuthor Vitae 《Computers in human behavior》2011,27(3):1118-1128
The present study was conducted to explore the effect of the absence of the external regulators on children’s use of speech (private/social), task performance, and self-regulation during learning tasks. A novel methodology was employed through a computer-based learning environment that proposed three types/units of encouragement with only two sequences of instructional conditions, Verbal-Gesture-Silent (VGS) versus Silent-Gesture-Verbal (SGV). The Knowledge of response (KR) was applied as: verbal KR feedback with verbal encouragement during the verbal unit, visualization-representation of KR without verbal encouragement during the gesture unit, and no KR feedback without any encouragement during the silent unit. Three measurements were used: speech analysis, novel criteria to measure self-regulation and task performance, and a computer-based friendly chat questionnaire to measure children’s satisfaction. Forty preschool children were divided by their teachers between the two conditions equivalently. It was hypothesized that children in the VGS condition were more speech productive, manifested higher self-regulation, task performance, and satisfaction. The results showed significant differential effect on the speech intensity and manifested self-regulation with no significant differential effect on task performance and satisfaction during learning tasks. However, the results were not confirmed Vygotsky’s view as it were supported (neutralizing, at best) to Piaget’s view of self-regulation development. 相似文献
15.
The introduction of Internet content filtering software (ICFS) has led to intense debate among civil liberties groups. This paper explores the relationship between membership in five previously established adopter categories and users’ adoption of ICFS. The study also investigates how membership in the five adopter categories (innovators, early adopters, early majority adopters, late majority adopters, and laggards) affects user perceptions of and satisfaction with the software as well as parental attitudes towards their children’s Internet use. 相似文献
16.
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in accordance to the criteria. Tasks in the game context are inter-related to each other so that players need to critically and creatively think about problem solutions. Learners’ task analyses are performed to observe four elementary learners’ gaming paths, behaviors and cognitive activities, individually and collaboratively. System documentation, video recording, researcher observation, and interviews are conducted to analyze learners’ learning strategies and their cognitive performance during the gaming process. 相似文献
17.
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
18.
Forty eight family child care providers and 37 center-based providers completed surveys about the availability and use of computers for children in their care. In addition, the providers were asked about their attitudes towards technology and their own computer skills. The impact of setting type on computer placement and rules about their use did not differ very much by setting type. Several factors were associated with the amount of time children were reported to use the computers. Overall, it appears that child care providers had developmentally sensitive guidelines for fostering computer use in both child care settings. 相似文献
19.
Automated knowledge acquisition for design and manufacturing: The case of micromachined atomizer 总被引:2,自引:0,他引:2
In order to remain competitive in the global market, original equipment manufacturers (OEMs) are developing a process-based, knowledge-driven product development environment with emphasis on the acquisition, storing, and utilization of manufacturing knowledge. This is usually achieved by using the symbolic artificial intelligence (AI) approach. Specifically, knowledge-based expert systems are developed to capture human expertise, mostly in terms of IF–THEN production rules. It has been recognized that the development of symbolic knowledge-based expert systems suffers from the so-called knowledge acquisition bottleneck. Knowledge acquisition is the process of collecting domain knowledge and transforming the knowledge into a computerized representation. It is a challenging and time-consuming process due to the difficulties involved in eliciting knowledge from human experts. This paper presents an automated approach for knowledge acquisition by integrating neural networks learning ability and fuzzy logics structured knowledge representation. Using this approach, knowledge is automatically acquired from data and represented using humanly intelligible fuzzy rules. The approach is applied to a case study of the design and manufacturing of micromachined atomizers for gas turbine engine. The influence of geometric features on the performance of the atomizers is investigated. The results are then compared with those obtained using traditional regression analysis approach (abstract mathematical models). It was found that the automated approach provides an efficient means for knowledge acquisition. Since the fuzzy rules extracted are easy to understand, they can be used to allow more clear specification of manufacturing processes and to shorten learning curves for novice manufacturing engineers. 相似文献
20.
This study investigated how persuasive messages integrated in an online game affects children’s cognitive, affective, and conative responses to the brand, as well as their attitude toward the game itself. An experiment conducted among 2453 girls between the ages of 11 and 17 demonstrated that confrontation with interactive brand placement in the game resulted in more positive attitudes toward the game, higher top of mind awareness of the brand, more positive brand images, and more favorable behavioral intentions. In addition, consistent with persuasion literature and theories on child development, this study showed that there was a three-way interaction effect between exposure to the brand placement, age, and prior brand use for behavioral intentions. The youngest girls who had no prior experience with the brand were more strongly influenced by the brand placement than the oldest girls who had no prior brand experience. 相似文献