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1.
信息迅猛发展的今天,多媒体计算机辅助教学已深入课堂,现代教育技术班班通的巧妙运用,更是打破了"一个黑板+一只粉笔"的原有的传统教学模式。"班班通"是通过多媒体使学校每个班级具备了与外界进行交流的能力,实现信息技术与学科日常教学的有效整合,促进教师语文教学方式和学生语文学习方式的变革,最终促进学生的发展。利用班班通网络资源与语文课堂学习相结合具有创设特定情境,激发学生的学习兴趣、化繁为简,化难为易,让学生轻松快乐学习、阅读速度加快,阅读量增多、学生深入理解文本等优势,本文结合语文阅读教学、作文教学、读写教学总结了在探索中运用"班班通"的经验和做法,创造了师生双赢的局面。  相似文献   

2.
本文阐述了作者根据项目教学理论和课程情况,在"平面图像设计与制作"课程中设计了9个创意项目,并创设了项目活动情境的教学过程。在教师的引导下,学生以小组为单位自主学习、自主操作完成项目,通过项目评价实现了再认识、再实践的过程,加强了团队意识,提高了实践学习能力,迸发了艺术创造力。  相似文献   

3.
Although learning through discourse activities seems well-documented, it is unclear which mechanisms and behavioral variables are involved. What exactly contributes to learning when two or more learners interact in online learning environments? To analyze interrelations between central discourse activities and individual learning outcomes at the level of constructs, we applied structural equation modeling to data collected from 160 dyads engaging in written online learning discourses within a series of homogeneous experiments. We analyzed three theory-based indicators of conceptual elaboration activities during online discourse: the number of questions asked to receive information and expand knowledge, the number of explanations formulated to express individual knowledge, and the amount of on-task discourse. Individual conceptual understanding was represented by objective learning parameters that varied in each particular experimental task. These measured general understanding of the topic addressed and particular understanding of conceptual terms, complemented by the gain in individual self-assessed knowledge. Results of structural equation modeling revealed a strong effect of dyadic conceptual elaboration on individual understanding at the construct level, demonstrating that dyadic elaboration fosters the development of an elaborated individual understanding of specialist concepts and general content knowledge. Moreover, conceptual elaboration was best measured by the number of explanations during discourse. Implications regarding which features of collaborative learning settings promote mutual conceptual elaboration are discussed.  相似文献   

4.
随着教学方法改革的深入,改进本校《计算机导论》传统纯理论式的教学方式势在必行,教师可运用多种方法 创设不同的情境,引导学生在各种情境中体验获取知识的轻松感、成功感,从而激发学生学习知识的兴趣。实践证明,引入了 情境教学法的课程,更能促进学生积极思考,提高学生的学习兴趣,取得更好的学习效果。  相似文献   

5.
中职计算机课堂,基础教学倡导以培养学生的实践动手能力和综合职能技能为主,是计算机专业教学中针对 合格计算机人才的有效教学形式。在中职课堂开展高效的计算机基础教学,教师要明确课程教学目标,理论联系实际,提高学 生的职业技能,创新教学模式,锻炼学生对于知识的提炼能力,提高学生的动手能力,模拟与实训相结合,完善校企合作,实现 学生实训操作和模拟演练同步进行,引导学生的学习能力真正达到专业岗位需要。  相似文献   

6.
Abstract  The purpose of this study was to investigate value of combining Real Experimentation (RE) with Virtual Experimentation (VE) with respect to changes in students' conceptual understanding of electric circuits. To achieve this, a pre–post comparison study design was used that involved 88 undergraduate students. The participants were randomly assigned to an experimental (45 students) and a control group (43 students). Each group attended a one semester course in physics for preservice elementary school teachers. Both groups used the same inquiry-based curriculum materials. Participants in the control group used RE to conduct the study's experiments, whereas, participants in the experimental group used RE in the first part of the curriculum and VE in another part. Conceptual tests were administered to assess students' understanding of electric circuits before, during and after the teaching intervention. Results indicated that the combination of RE and VE enhanced students' conceptual understanding more than the use of RE alone. A further analysis showed that differences between groups on that part of the curriculum in which the experimental group used VE and the control group RE, in favour of VE.  相似文献   

7.
Pre-laboratory activities have been known to improve students’ preparation before their practical work as they assist students to make available more working memory capacity for actual learning during the laboratory. The aim of this investigation was to compare two different teaching approaches which supported a pre-laboratory session by using the same simulation program. The investigation was conducted in two countries (Greece and UK). The Greek students attended the course in a computer cluster, where the teacher and the students had a face-to-face communication, while the English students participated in the on-line WebCT course, where there was an on-line asynchronous discussion. A crucial point which emerged from this investigation was that the simulation program in the two different pre-laboratory training sessions gave the same learning outcome; however, the learning characteristics and the teacher’s effort were different. Thus, the teacher could adopt both the two teaching approaches depending on the university facilities, the staff’s time and the students’ familiarity with virtual learning environments. However, in each case of students followed a different way (collaboration or/and independent learning) to obtain the similar learning outcome. In all cases after their pre-laboratory training session they entered the laboratory performing the experiments without any further instructions. Additionally, the teacher’s role was slight difference in the two teaching approaches. In the computer cluster, the teacher had a more active role guiding students to obtain the expected learning outcome through face-to-face discussion and interaction, whereas in the case of the virtual learning environment (WebCT), the teacher had a more of a facilitator role focused on posing questions to the students and collecting the resources promoting the independent learning.  相似文献   

8.
Designing interactive learning environments   总被引:1,自引:0,他引:1  
Abstract As computers become more prominent in classroom instruction their modes of use are extending, for example as surrogate teachers in tutoring or as curriculum enrichment in simulation applications where students are more investigative in their learning methods. However, within the classroom such programs often have effects and are used in ways that were not always anticipated by their designers. This argues for computer assisted learning (CAL) environments in which the software is interactive but is able to adapt to different styles of learning and teaching. This paper argues for and describes the design principles of such environments, taking as illustration an application in the fraction domain. Following its implementation, initial evaluation data taken from school-children showed marked performance improvements, and indicated how design features of the system ( FRACTIONLAB ) contributed to their understanding.  相似文献   

9.
The purpose of this study was to (1) examine the effects of a storyline on learners' factual, conceptual and application knowledge with the use of a simulation for teaching introductory statistical skills and to (2) explore students' subjective enjoyment of various learning activities often used in statistics education. In order to conduct the study, two versions of a simulation were developed that differed in the presence or absence of a storyline attribute. Sixty‐four graduate students were randomly assigned to one of the two intervention conditions. Both intervention groups demonstrated significantly higher learning gains after interacting with the simulation. Particularly, both simulation‐based interventions had a positive significant effect on the acquisition of application knowledge and skills. However, no significant differences between the intervention groups on any learning outcome explored in the study were found. Results also showed that students rated the simulation used in the study as a more enjoyable learning activity in comparison to reading a textbook, lecture or teamwork. Students from the simulation without a storyline intervention reported higher enjoyment than the other intervention group. Implications of the findings for understanding the instructional benefits and shortcomings of embedding a storyline in digital learning content are discussed.  相似文献   

10.
Contemporary evidence on the effectiveness of concrete and abstract representations in science education is based solely on studies conducted in college context. There it has been found that learning with abstract representations produces predominantly better outcomes than learning with concrete representations and combining the representations can be even more productive. In the present study, 52 elementary school students used a computer simulation to discover the basic principles of electric circuits. The perceptual concreteness of simulation elements either remained concrete or switched from concrete to abstract during the learning. In order to compare the relative effectiveness of the learning conditions and assess the changes in students' conceptual understanding, the students completed a subject knowledge assessment questionnaire before and after learning with the simulation. According to the results, the students gained a better understanding of the circuits by learning with constantly concrete simulation elements than switching from concrete to abstract elements during the learning. Constantly concrete elements also enhanced the learning process by reducing the learning times. The outcomes of the study suggest that the effects of concrete and abstract representations in science education are notably different in elementary school context as compared with college contexts.  相似文献   

11.
The present study investigates the impact of utilizing virtual laboratory environments combining dynamically linked concrete and abstract representations in investigative activities on the ability of students to comprehend simple and complex phenomena in the field of electric circuits. Forty‐two 16‐ to 17‐year‐old high school students participated in a guided‐inquiry‐based teaching intervention utilizing a virtual laboratory environment and were assigned to three conditions: functional dynamically linked concrete and abstract representations of objects (CA approach), functional concrete representations of objects alone (C approach) and functional abstract representations of objects alone (A approach). All conditions used the same instructor, instructional method and materials. A pretest–post‐test scheme was used to assess the students' conceptual evolution. A repeated measures multivariate analysis of variance of the results indicates that after instruction all groups show a similar significant improvement in comprehending simple phenomena in electric circuits. However, for complex phenomena, the CA approach significantly outperforms the other two. It seems, therefore, that in the field of electric circuits, investigative activities utilizing virtual laboratory environments with dynamically linked concrete and abstract representations of objects may foster enhanced understanding of phenomena with a high degree of complexity for high school students.  相似文献   

12.
根据职业教育发展的需要,提高职学生的计算机素养,促进高职学生综合素质已是刻不容缓之事。但是,高职学生基础差,学习兴趣冷淡。本文先分析学情,然后给出了应对之策。用以激发学生的学习兴趣,提高教学效果。  相似文献   

13.
为了充分发掘中职学生的创造潜能,提高学生解决实际问题的综合能力,从《网页设计》教学出发,尝试使用项目教学法,通过实施一个完整的项目进行教学活动,把学生融入有意义的任务完成的过程中,让学生发挥更多的主动性去学习和创作。实践证明,教学效果良好,学生的学习兴趣大大提高,并积极参与项目锻炼,专业技能得到了提升。  相似文献   

14.
学习动机是推动、引导和维持人们进行学习活动的一种内部心理过程,是激励、指引学生学习的强大动力。文章论述我院通过对成就动机理论的理解与分析,将其应用于C语言程序设计课程教学,提出"以问题为引导,实施启发式教学;以成功为目标,作业设置循序渐进;以发展为思路,适度扩展所学内容"的教学方法并给出具体示例。通过教学实践,学生学习动机有较大提高,取得了良好的学习效果。  相似文献   

15.
This paper reports on a qualitative study of students' engagement with a Web-based inquiry environment aimed at prompting student reflection in processes of scientific inquiry. In order to demonstrate how prompts become structuring resources for students' scientific inquiry, detailed analyses of students' interaction processes are conducted. The students' written responses to the reflection prompts indicated a widespread use of a 'copy and paste' strategy. The analyses of student interaction deepen this finding and show that instead of participating in reflection activities, the students make use of these 'copy and paste' strategies in order to come up with 'correct' answers to the prompts. Further, the analyses indicate that the students' employment of these strategies can be seen as a response to what can be termed the institutional practices of schooling embedded within the design of the prompts. These findings are discussed and explored in accordance with findings from previous studies on prompting students' reflection in Web-based inquiry environments. The study demonstrates the value of a socio-cultural perspective for gaining a deeper understanding of students' engagement with Web-based learning environments. Such a perspective can give valuable insight into how to (re)design prompts, and how prompts can be productive parts of students' learning.  相似文献   

16.
Digital Logic is a fundamental course of majors in electronic information. The simulation experiment is an essential measure to help students understand the principles of digital logic. It can improve the efficiency of physical experiments and decrease instrument damage caused by operating errors. CircuitVerse is an open-source and Web-based tool of circuit design and simulation for teaching purposes. And now, teachers and students in many colleges and universities use it to assist teaching and learning. Firstly, through a particular example, the features of CircuitVerse and its usage are explained. Secondly, we briefly introduce the application of CircuitVerse in our teaching as well as the following development plans. We believe that our introduction can help teachers understand the software and how to make full use of this tool.  相似文献   

17.
There is a growing understanding of the unique ways that tabletops support effective collaboration; however, this research mostly focuses on environments in which learners work towards a single shared goal. Underpinning this perspective, either implicitly or explicitly, is the theory that collaborative learning is a process of attaining convergent conceptual change. However, this model of collaboration may not apply to all scenarios where learners are working together. In particular, informal, open-ended exploratory environments support (and often promote) shared activities where the goal may not be for all participants to emerge with a single, shared understanding. There is increased interest in understanding the efficacy of designs that support (and encourage) learners to collaborate while seeking divergent goals, ideas, and conceptions. This paper advances a framework (Divergent Collaboration Learning Mechanisms - DCLM) for recognizing and coding collaboration and divergent learning in such environments. We apply the DCLM framework to an informal tabletop environment (Oztoc) as a means of highlighting how DCLM may reveal new productive interactions environments that support divergent forms of collaboration, mentorship, and learning. Analysis of participants’ interactions within Oztoc revealed that participants who have non-aligned goals can still productively collaborate, and in many cases can provide insight and feedback that would not be possible in shared-goal activities. We conclude with an examination of how open-ended exploratory environments can support communities of practice and legitimate peripheral participation, and the importance of divergent inquiry and divergent conceptual change across a range of learning environments.  相似文献   

18.
Abstract Physics education should take the chance to link research about students' alternative frameworks and new teaching strategies with the use of modern information technology tools. The article shows how iconic model building software like STELLA can be used to help students gain a deeper qualitative conceptual understanding.  相似文献   

19.
《Computers & Education》1988,12(1):119-124
In the light of current staffing problems in Universities there is a need to examine to what extent the principles of computer aided learning can be applied objectively in small group activities where repetitive tuition is necessary. In the Engineering curricula this approach is particularly relevant to laboratory classes where much of the information to be communicated often relates to the use of complex testing equipment and where it is desirable that a full understanding of the instrumentation is obtained before testing commences. Such stringent requirements lead to the concept of an un-manned supervising computer, with which the students interact, and which can monitor learning rates and reiterate instructions if wrong responses are obtained.This paper examines current teaching psychology and concludes that there are certain vital elements in CAL. Firstly a need to recognise that students are individuals and learn at different rates, and, in particular, need to be motivated to learn. Secondly that the design of instructions should take into proper account the level of entry from previous knowledge.The laboratory experiment chosen was the uniaxial tensile testing of different engineering materials to obtain comparative data on strengths, ductility and modes of failure.A comprehensive software package was developed to run on a BBC micro-computer. The program contains all the information previously included in laboratory handouts together with question and answer routines which test understanding and control the rate of progress. Extensive use is made of graphics to represent the instrumentation in symbolic form and the computer monitors the behaviour of the apparatus and warns of improper use. Plotting of data is performed automatically.The effectiveness of the new teaching technique was examined quantitatively by obtaining critical reactions from individual students.It is concluded that student understanding and report quality is greatly improved within the original time slot for the experiment by the use of CAL techniques and that considerable savings in staff time could be obtained if such techniques were applied across the board.  相似文献   

20.
本文研究了Blog辅助C语言教学的应用与优势。这种教学模式能够激发学生学习C语言的兴趣.为学生提供丰富的学习资源.促进师生的交流.提高教学质量。是一种值得推广的教学辅助模式。  相似文献   

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