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1.
College students had 30 min to study a 17-frame online lesson on distance learning that included navigational aids (for showing the learner’s location in the lesson), signaling aids (for highlighting the important content), both aids, or no aids. On a 30-item usability survey consisting of 8 usability scales, students who received navigational aids produced significantly higher mean ratings on each of the 8 usability scales—ease of use, satisfaction of use, awareness of lesson structure, awareness of lesson length, awareness of location, ease of navigation, lesson comprehension, and lesson learning—with effect sizes ranging from d = 0.50 to d = 1.35. Students who received signaling aids produced significantly higher ratings on 4 of the 8 usability scales—ease of use, satisfaction of use, lesson comprehension, and lesson learning with effect sizes ranging from d = 0.39 to d = 2.15. Results help to clarify the mechanism underlying previous findings showing that students learned more from e-lessons that contained navigational aids. In the present study, there was a significant positive correlation between usability rating and recall test score for 5 of the 8 usability scales (particularly for ease of use), indicating partial support for the prediction that learners’ satisfaction with an e-learning system is related to their learning outcome. Results support the predictions of the emotional design hypothesis and have implications for the design of e-learning interfaces.  相似文献   

2.
College students in the United States and in South Korea completed a 28-item multidimensional scaling (MDS) questionnaire in which they rated the similarity of 28 pairs of multimedia learning materials on a 10-point scale (e.g., narrated animation on a mobile device Vs. movie clip on a desktop computer) and a 56-item semantic differential questionnaire in which they rated their perceptions of mobile devices and desktop computers using 28 adjective pairs (e.g., active–passive) as anchors on a 7-point scale. On the MDS questionnaire students in both the USA and South Korea conceptualized multimedia learning materials in terms of a static–dynamic dimension, but they differed in terms of the second dimension in which USA students were more sensitive to whether an instructional lesson is presented on a mobile device or a desktop computer whereas South Korean students conceptualized both media as equivalent. On the semantic differential questionnaire, students in both nations viewed mobile devices as more accessible, more portable, and newer, and viewed desktop computers as more faithful, stable, concentrative, and essential. However, USA students also rated desktop computers higher than mobile devices on positive features such as being fast, sharp, meaningful, good, and realistic; whereas South Korean also rated mobile devices higher than desktop computers on positive features such as being open, attractive, changeful, stimulating, immediate, and exciting. Overall, there are cross-national differences in students' beliefs about mobile and desktop media, which may affect their learning.  相似文献   

3.
《Computers & Education》2013,60(4):1328-1338
College students in the United States and in South Korea completed a 28-item multidimensional scaling (MDS) questionnaire in which they rated the similarity of 28 pairs of multimedia learning materials on a 10-point scale (e.g., narrated animation on a mobile device Vs. movie clip on a desktop computer) and a 56-item semantic differential questionnaire in which they rated their perceptions of mobile devices and desktop computers using 28 adjective pairs (e.g., active–passive) as anchors on a 7-point scale. On the MDS questionnaire students in both the USA and South Korea conceptualized multimedia learning materials in terms of a static–dynamic dimension, but they differed in terms of the second dimension in which USA students were more sensitive to whether an instructional lesson is presented on a mobile device or a desktop computer whereas South Korean students conceptualized both media as equivalent. On the semantic differential questionnaire, students in both nations viewed mobile devices as more accessible, more portable, and newer, and viewed desktop computers as more faithful, stable, concentrative, and essential. However, USA students also rated desktop computers higher than mobile devices on positive features such as being fast, sharp, meaningful, good, and realistic; whereas South Korean also rated mobile devices higher than desktop computers on positive features such as being open, attractive, changeful, stimulating, immediate, and exciting. Overall, there are cross-national differences in students' beliefs about mobile and desktop media, which may affect their learning.  相似文献   

4.
The present study examined the effectiveness of techniques intended to reduce anxiety as students learn mathematical content from a computer-based lesson. In a between-subjects experiment, students learned statistical rules through worked examples in a computer-based learning environment that either did (treatment group) or did not (control group) include anxiety reducing features—a coping message delivered through the lesson by an online pedagogical agent concerning how to manage feelings of anxiety, and prompts for expressive writing, in which students summarize their thoughts and feelings. An independent samples t-test showed that the treatment group, which received added anxiety-reducing features, showed higher accuracy than the control group on solving practice problems (d = 0.71) and retention problems (d = 0.63) and reported higher perceived effort on learning the multimedia lesson (d = 0.66). In addition, a standard multiple linear regression found that anxiety, self-efficacy, and cognitive load as a set predicted performance (R2 = 0.56), with self-efficacy as the strongest predictor (β = 0.63). Adding anxiety-reducing features to an online lesson may encourage greater effort, which leads to better learning outcomes.  相似文献   

5.
The multimedia principle states that adding graphics to text can improve student learning (Mayer, 2009), but all graphics are not equally effective. In the present study, students studied a short online lesson on distance education that contained instructive graphics (i.e., directly relevant to the instructional goal), seductive graphics (i.e., highly interesting but not directly relevant to the instructional goal), decorative graphics (i.e., neutral but not directly relevant to the instructional goal), or no graphics. Following instruction, students who received any kind of graphic produced significantly higher satisfaction ratings than the no graphics group, indicating that adding any kind of graphic greatly improves positive feelings. However, on a recall posttest, students who received instructive graphics performed significantly better than the other three groups, indicating that the relevance of graphics affects learning outcomes. The three kinds of graphics had similar effects on affective measures but different effects on cognitive measures. Thus, the multimedia effect is qualified by a version of the coherence principle: Adding relevant graphics to words helps learning but adding irrelevant graphics does not.  相似文献   

6.
Mobile technology opens the door for a new kind of learning called here and now learning that occurs when learners have access to information anytime and anywhere to perform authentic activities in the context of their learning. The purpose of this study was to investigate the effects of here and now mobile learning on student achievement and attitude. The research questions addressed were (1) Does “Here and Now” mobile learning significantly improve student achievement when compared with Computer based Instruction? (2) Does “Here and Now” mobile learning significantly improve student attitude when compared with Computer based Instruction? (3) Are there differences in student achievement and attitudes when “Here and Now” mobile learning is delivered using a tablet versus ipod? 109 undergraduate students enrolled in preservice instructional design and instructional technology courses at a regional southeastern university participated in the study. Participants took a pretest at the beginning of the study, and then were assigned to one of the versions of an art lesson (CBI version and iPad/iPod version) which were developed using Lectora Inspire incorporating information on five different paintings in the education building. After the lesson, they completed the posttest and an attitude survey. ANOVA was conducted on data obtained from the achievement posttest and on the attitude survey results for the Likert type items (Items 1–12). Analyses on achievement and attitude data revealed positive significant differences. The CBI treatment achieved positive posttest scores on the posttest while the iPad/iPod treatments had positive attitudes. This study has implications for those designing and implementing mobile learning.  相似文献   

7.
8.
Several studies have shown that adding seductive details to instructional materials has a detrimental effect on learning. However, other studies have shown non-significant findings. The present study uses cognitive load theory as a theoretical framework to explain these controversial results in seductive details research. Using a 2 × 2 experimental design we asked a group of high-school students (N = 100) to learn about biology with a multimedia environment that manipulated the presence of seductive details (with vs. without) and the modality of the verbal information (high load, on-screen text vs. low load, narration). The findings showed that students’ learning performance was significantly higher when seductive details were presented under the low load condition (narration) as compared to all other conditions. The theoretical implications for understanding the effects of non-redundant and interesting, but irrelevant learning material are discussed and future research directions are presented.  相似文献   

9.
This study explored the effects of 2D- versus 3D-based media representations on the influence of the spatial visualization ability of undergraduate science majors. A pre-test/post-test comparison-group experiment was conducted with 23 participants involved in the study. Participating students were randomly assigned either to the interactive 3D media representation group (n = 13) or the conventional 2D media representation group (n = 10); learning materials in both groups deliver the same information to students, but employ different media representations. All the activities were performed in a self-paced, web-based instructional system. The results of ANCOVA analysis showed statistically insignificant difference between groups in terms of students’ post-test scores on the spatial visualization ability test with the students’ pre-test scores as the covariate. However, a medium effect size was observed in favor of the 3D group in terms of practical significance. As a pilot study with a small sample size aiming to probe the research direction of this problem, the result of medium-sized effect magnitude is likely to implicate that the discrepancy of different representational design on students’ performance of spatial ability assessment is noteworthy. Future study of this nature appears to merit further replications and investigations.  相似文献   

10.
A crucial challenge for instructional designers is to determine the amount of support that is most beneficial for learning. This experiment investigated effects of different ratios of worked solution steps (high assistance) and to-be-solved problem steps (low assistance) on cognitive skill acquisition in geometry. High-school students (N = 125) worked on a geometry lesson in a Cognitive Tutor under five different ratios (from zero worked steps and five to-be-solved steps to four worked steps and one to-be-solved step). Effects on cognitive load and learning outcomes were assessed. We expected the effectiveness of different ratios to vary with the type of learning outcomes (i.e., procedural vs. conceptual knowledge) and the difficulty of the to-be-learned principles. Results showed that for procedural knowledge (but not for conceptual knowledge) problem solving alone was most beneficial for the acquisition of procedural knowledge related to an easy principle. For a difficult principle, no ratio of worked steps and problem solving showed an advantage over another. Problem solving induced more extraneous load than studying worked examples. Thus, in determining optimal amounts of guidance type of knowledge and difficulty of the single to-be learned knowledge chunks should be considered.  相似文献   

11.
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt learning by increasing distraction, thereby disrupting cognitive learning processes and leading to poorer learning outcomes. In a media comparison study, students viewed a biology lesson either as an interactive animated journey in IVR or as a slideshow on a desktop monitor. Those who viewed the IVR lesson performed significantly worse on transfer tests, reported higher emotional arousal, reported more extraneous cognitive load and showed less engagement based on EEG measures than those who viewed the slideshow lesson, with or without practice questions added to the lessons. Mediational analyses showed that the lower retention scores for the IVR lesson were related to an increase in self-reported extraneous cognitive load and emotional arousal. These results support the notion that immersive environments create high affective and cognitive distraction, which leads to poorer learning outcomes than desktop environments.  相似文献   

12.
Group coordination is a crucial component for successful collaborative learning, but is hard to achieve in an online learning environment. A web-based group coordination tool was developed based on metacognitive scaffolding principles for the study. The tool was implemented in an online course for a group project and its effects were investigated. A total of 59 students formed into 20 groups participated in and completed a project while being guided with the tool. Based on response rate to metacognitive prompts of the tool, groups were categorized as Active Metacognitive Team (AMT, n = 30) or Passive Metacognitive Team (PMT, n = 29). AMT showed higher positive interdependence than PMT at the end of the project. AMT perceived reciprocal help among group members while PMT did not. AMT also evaluated its group process higher than PMT did. These results show that groups who more actively used the coordination support tool established positive interdependence, engaged in positive interactions, and had enhanced group productivity.  相似文献   

13.
The purpose of this study was to integrate asynchronous learning technology with teaching strategies on observation and writing into a teacher education method course. The research questions were to explore the effects of the innovative teaching method and to compare it with the traditional teaching method. There were 134 preservice teachers involved in this study. This study used a mixed method design, incorporating both quantitative and qualitative techniques. The main data included questionnaires, observation reports, and on-line information. According to the findings, there were significant differences in the “teaching and learning interaction” and “application of technology and theories” (F = 9.728, P < 0.01, and F = 16.88, P < 0.001, respectively.), but there were no significant differences in the other aspects. The results also showed the experimental teaching method combined the effect of both traditional classroom and online teaching, and reinforced the integration of teaching theories and practices. The preservice teachers reflected that they had learned how to integrate technologies with teaching through the learning environment of the asynchronous learning network and teaching observation. The interactive teaching and learning of this study could supplement the any existing deficiencies in traditional teaching. Therefore, the experimental teaching method is not only a way to construct knowledge, theories and experiences of teaching, but also a good strategy to promote the utilization of instructional technology within teaching for preservice teachers. The limitations in the asynchronous learning technology and the difficulties associated with the preservice teachers’ learning processes were also discussed.  相似文献   

14.
Currently, there is a focus on authentic tasks as the driving force for learning in integrated e-learning systems. This sets new criteria for instructional software, which should become much more flexible and allow for domain modeling and pedagogical modeling. A theoretical analysis and a survey (n = 37) amongst experienced developers show that current development methods are insufficient to develop such instructional software. New development methods such as “lean production” promise to satisfy the new criteria as they emphasize mass-customization by rigorously applying a pull-principle throughout the whole development process. However, a potential bottleneck is the lack of design languages to transfer the design outcomes to the production phase. Three building-block solutions are proposed to overcome this transition problem: (1) a 3D-model to support designers in stratifying, elaborating, and formalizing design documents, (2) instructional software templates to support designers in producing software themselves, and (3) an integrative approach to support designers in reusing learning objects.  相似文献   

15.
A novel instructional computer simulation that incorporates a dynamic analogy to represent Le Chatelier’s Principle was designed to investigate the contribution of this feature to students’ understanding. Two groups of 12th grade Chemistry students (n = 15) interacted with the computer simulation during the study. Both groups did the same pre-instructional and simulation activities except one of the groups interacted with the analogical example in the simulation and the other group was asked to recall an analogy that was presented in the form of text and pictures. A statistical analysis of the tests administered at the end of the study suggested that analogies that are dynamic, interactive, and integrated in a computer simulation may have a stronger effect on learning outcomes than analogies which are presented in the form of text and static pictures. The implication of this study for science educators is that dynamic computer-based analogies can enhance student learning of unobservable phenomena in science.  相似文献   

16.
The overall aim for the present study was to analyze the consequences for reading ability among the children of a computer supported self-regulated learning environment in grade two. By means of a quasi-experimental design in a natural setting, an experimental group (n = 39) was compared to a control group from a national sample (n = 3409) on reading comprehension. The statistical analyses showed that the experimental group achieved better on reading comprehension both as a group (p < .001) as well as girls (p < .001) and boys (p < .05) separately. The proportion of high achievers was higher, and the proportion of low achievers was lower in the experimental group. In order to explain the level of reading comprehension in the experimental group Structural Equation Modelling (SEM) was used. The main explanatory factor for reading comprehension was writing with β = .44. As a tentative conclusion it was suggested that the extended writing in combination with the self-regulated learning environment can promote reading comprehension in grade two, whereas home literacy had no impact on reading comprehension in this context.  相似文献   

17.
Incorporating electronic learning (eLearning) system into professional experimental programs such as pharmacy internships is a challenge. However, none of the current systems can fully support the unique needs of clinical pharmacy internship. In this study we enhanced a commercial eLearning system for clinical pharmacy internship (The Clinical Pharmacy Internship eLearning System, CPIES). The KAP questionnaire was used to evaluate the performance of group A with the traditional teaching model and group B with the CPIES teaching model. The CPIES teaching model showed significant improvement in interns’ knowledge and practice (p = 0.002 and 0.031, respectively). The traditional teaching model only demonstrated significant improvement in practice (p = 0.011). Moreover, professionalism, such as attitudes on cooperating with other health professionals, is developed by learning from a good mentor. The on-line teaching and traditional teaching methods should undoubtedly be blended in a complete teaching model in order to improve learners’ professional knowledge, facilitate correct attitude, and influence good practice.  相似文献   

18.
Collaborative slide image viewing systems are becoming increasingly important in pathology applications such as telepathology and E‐learning. Despite rapid advances in computing and imaging technology, current digital pathology systems have limited performance with respect to remote viewing of whole slide images on desktop or mobile computing devices. In this paper we present a novel digital pathology client–server system that supports collaborative viewing of multi‐plane whole slide images over standard networks using multi‐touch‐enabled clients. Our system is built upon a standard HTTP web server and a MySQL database to allow multiple clients to exchange image and metadata concurrently. We introduce a domain‐specific image‐stack compression method that leverages real‐time hardware decoding on mobile devices. It adaptively encodes image stacks in a decorrelated colour space to achieve extremely low bitrates (0.8 bpp) with very low loss of image quality. We evaluate the image quality of our compression method and the performance of our system for diagnosis with an in‐depth user study.  相似文献   

19.
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is replaced with game-based learning. Keeping the total lesson time (40 min) identical, the control group (N = 33) received traditional instruction, and the experimental group (N = 32) was presented with a blended learning approach spending half of the class time (20 min) playing tablet-based fraction games, where each of the learners had their own tablet. The results suggested that in the posttest, the experimental group achieved similar learning gains to the control group and appear to have achieved better performance in the transfer test than the control group. This paper also discusses the efficiency of game-based learning, the mechanism of how fraction games might enhance learning, and the potential of integrating game-based learning in educational settings.  相似文献   

20.
The purpose of this study was to explore sequences of social regulatory processes during a computer-supported collaborative learning task and their relationship to group performance. Analogous to self-regulation during individual learning, we conceptualized social regulation both as individual and as collaborative activities of analyzing, planning, monitoring and evaluating cognitive and motivational aspects during collaborative learning. We analyzed the data of 42 participants working together in dyads. They had 90 min to develop a common handout on a statistical topic while communicating only via chat and common editor. The log files of chat and editor were coded regarding activities of social regulation. Results show that participants in dyads with higher group performance (N = 20) did not differ from participants with lower group performance (N = 22) in the frequencies of regulatory activities. In an exploratory way, we used process mining to identify process patterns for high versus low group performance dyads. The resulting models show clear parallels between high and low achieving dyads in a double loop of working on the task, monitoring, and coordinating. Moreover, there are no major differences in the process of high versus low achieving dyads. Both results are discussed with regard to theoretical and empirical issues. Furthermore, the method of process mining is discussed.  相似文献   

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