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1.
This study investigated the effect of computer‐mediated corrective feedback types in an English as a foreign language (EFL) intact class over time. The participants were 64 English majors who were assigned randomly into three treatment conditions that gave and received computer‐mediated corrective feedback while writing (track changes, word processor, and track changes and word processor) and one control group that neither gave nor received writing corrective feedback. Students sat to a pre‐test (week 1), immediate post‐test (week 8) and delayed post‐test (week 12) in writing. Results showed decrease in mean error and mean feedback in students' writing performance related to correcting 11 major error types on immediate and delayed post‐tests, indicating that there was a significant effect for feedback type in favour of the group that used a combination of track changes and word processor. There was also a significant effect for the computer‐mediated corrective feedback over the control group. Moreover, results showed that both mean error and mean feedback decreased significantly from pre‐test to post‐test (week 1–week 8), indicating that overall, there was a significant change over time.  相似文献   

2.
With the advent of computer technology, researchers and instructors are attempting to devise computer support for effective collaborative technical writing. In this study, a computer-supported environment for collaborative technical writing was developed. This system (Process-Writing Wizard) provides process-oriented scaffolds and a synchronous online chat room to facilitate real-time collaborative writing practice. It allows multiple students to work synchronously on collaborative writing tasks via the Internet. It also helps develop collaborative writing strategies, such as creating team agendas, brainstorming, creating team outlines, and generating team articles. An experiment was conducted to examine the effect of the system on EFL (English as a Foreign Language) students’ collaborative writing experiences. First, an attitude questionnaire was used to evaluate learners’ perceptions, acceptance, attitudes, and continuing motivation toward the functionalities and guidance provided by the system. Second, students’ writing products were examined to evaluate the effect of the system on EFL students’ collaborative writing quality, especially on content and organization. Finally, this study analyzed and coded students’ synchronous chats with three categories (article-related interactions, social interactions, and system operation-related interactions) to evaluate the effect of the system on students’ interactions. The results of the experiment showed: (1) the students had positive attitudes toward the system and continuing motivation to use the system in future writing tasks; (2) analysis of writing products suggested that students produced better content and organization with the support of the system; (3) the procedural facilitation provided by the system successfully scaffolded students to converse more in the category of article-related interactions. Limitations and future research directions are also discussed.  相似文献   

3.
With the increased use of digital materials, undergraduate writers in English as a foreign language (EFL) contexts have become more susceptible to plagiarism. In this study, the researchers designed a blended English writing course with an online writing tutorial system entitled DWright. The study examined the effectiveness of the online writing tool for helping a group of EFL sophomores in Taiwan develop plagiarism avoidance knowledge, paraphrasing skills, and citation abilities. Mixed‐method data included pretest, posttest, and delayed test, a feedback sheet, writing assignments, interviews, and a post‐course questionnaire, which reported increased awareness on plagiarism avoidance with evidence such as qualitative paraphrasing improvement and positive feedback on the use of DWright for developing plagiarism avoidance knowledge and citation competence. Pedagogical implications for researchers and instructors interested in blending online writing tutorials into their courses for plagiarism avoidance were also discussed.  相似文献   

4.
The current study investigated the application and effectiveness of computer assisted language learning (CALL) in teaching academic writing to Iranian EFL (English as a Foreign Language) learners by means of Microsoft Word Office. To this end, 44 sophomore intermediate university students majoring in English Language and Literature at an Iranian university who had enrolled in a course called Advanced Writing were randomly divided into two groups. As a pre‐test, a pen‐and‐paper writing task was given to both groups at the beginning of the semester. The control group including 24 male and female students was taught based on traditional approach while the experimental group including 20 male and female students was taught based on CALL. At the end of one semester, a pen‐and‐paper writing task was given to both groups. The results of the post‐test revealed that the students who were exposed to computer‐based instruction outperformed their counterparts in terms of using appropriate articles, tense, plural forms and spelling. Moreover, the students in the experimental group produced paragraphs of higher quality. The findings of this study confirmed the efficacy of computer‐based instruction in the development of EFL learners' writing skills.  相似文献   

5.
英语学习者书面语法错误检测和修改系统可为作文自动评分提供参数,评测作文整体质量;也可用于计算机辅助英语教学,为学生提供书面纠错反馈,促进其二语写作能力的发展。该文概述了近十年来自然语言处理技术在英语学习者语法错误自动检测研究中的应用,首先介绍了基于大规模本族语和学习者语料库的三种数据驱动的系统设计方法,然后讨论了语误检测系统的评测标准,最后提出了提高现有系统准确率的一些建议。  相似文献   

6.
In recent years, researchers have conducted various studies on applying wireless networking technology and mobile devices in education settings. However, research on behavioral patterns in learners' online asynchronous discussions with mobile devices is limited. The purposes of this study are to develop a mobile learning system, mobile interactive teaching feedback system (MITFS), linked to both mobile devices and the internet, to support learners with online asynchronous discussion, and combine content analysis and sequential analysis to compare and contrast the social knowledge construction behavioral patterns of problem-based asynchronous discussion in e-learning and m-learning environments. This study investigated four weeks of online discussions in an “Introduction to Computer Science” course involving forty first year university students. The control group (online asynchronous discussion without mobile devices) and the experimental group (online asynchronous discussion with mobile devices) in the group discussions were explored. By using content analysis and sequential analysis for the problem-based online asynchronous discussion of the behavioral patterns and differences between students in control and experimental group, the results showed that using mobile devices in online asynchronous discussion influenced students' learning performance. Some interesting results were found. Firstly, when the students used mobile devices in discussion situations, they could more engage in reflecting thinking, sharing more information, and further facilitating social knowledge construction among group members. Secondly, the experimental group performed better than the control group in terms of participation and diversity in knowledge construction behavioral patterns. Finally, based upon the findings, some implications are proposed for further research.  相似文献   

7.
In this paper, a personalized recommendation-based mobile language learning approach is proposed. A mobile learning system has been developed based on the approach by providing a reading material recommendation mechanism for guiding EFL (English as Foreign Language) students to read articles that match their preferences and knowledge levels, and a reading annotation module that enables students to take notes of English vocabulary translations for the reading content in individual or shared annotation mode. To evaluate the effectiveness of the proposed approach, an experiment was conducted on a senior high school English course by assigning three classes of students to two experimental groups and a control group. One experimental group learned with the recommendation system with the individual annotation function, the other experimental group learned with the recommendation system with the shared annotation function, while the students in the control group learned with the individual annotation function, but without the recommendation system. The experimental results show that both experimental groups outperformed the control group, but there was no difference in learning outcome between the two experimental groups in terms of learning achievements.  相似文献   

8.
This study focused on the use of reflective learning e-journals in a university web-based English as a foreign language (EFL) course. In the study, a multimedia-based English programme comprising fifteen different units was delivered online as a one-semester instructional course. Ninety-eight undergraduate students participated, and they were divided into two groups: the treatment group used reflective learning e-journals, while the control group completed content-related exercises. The study investigated the effects of reflective learning e-journals and how students used them to aid learning. Results show that when learning from web-based instruction, students who used reflective learning e-journals outperformed students who did not do so in terms of reading comprehension. Using reflective e-journals improved the academic performance of learners in the online course. In addition, journal writing students claimed that they also improved their organisational skills and writing abilities through their reflective learning e-journal writing and found the journal writing to be a very helpful tool in reviewing the course and preparing for the exam.  相似文献   

9.
This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p = .002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills.  相似文献   

10.
This study developed a web‐based multimedia assessment system (WMA system) and applied it to science laboratory instruction. The goal was to improve students' knowledge acquisition under science laboratory instruction. The developed system enabled learners to perform self‐assessments by responding to multimedia technology test items online. The system recorded each learner's complete answer history and provided the students with personalized learning resources. This study adopted a quasi‐experimental research design. The learning content was an “experiment on separating mixtures.” Students participating in the research were divided into a typical science laboratory instruction group (TI group; n = 25) and a group that received instruction through the WMA system (WMA group; n = 26). Before instruction, all the students completed the conceptual knowledge and experimental knowledge pretests. During instruction, the TI group watched the teacher's demonstration experiment, and the students then performed the experiment in a real laboratory. In the WMA group, after learning through the WMA system, the students also performed the experiment in a real laboratory. After instruction, all the students completed the conceptual knowledge and experimental knowledge posttests. The findings indicated that the students in the WMA group showed significantly higher improvements in their scientific conceptual knowledge and experimental knowledge.  相似文献   

11.
E-portfolios show great promise for supporting students' writing performance and facilitating peer feedback, but empirical research of their use in primary education is limited. To address this gap, a yearlong study was conducted in a 4th grade primary class in Cyprus implementing e-portfolios (n = 20) to help students document their progress and send feedback to peers. A generic, open source weblog tool localized into Greek was used as an e-portfolio tool. Data sources included 176 student-essays, 1306 instances of peer feedback, students pre- and post-tests on writing performance, nine videotaped student interviews and one teacher interview. A paired samples t-test analysis showed that there was a statistically significant difference between students' pre-test (M = 62.6, SD = 9.82, n = 20) and post-test (M = 76.5, SD = 12.6, n = 20) on writing performance (t (19) = −8.03, p < .01). A repeated measures analysis of variance on e-portfolio artifacts showed that there were learning gains with respect to students' writing performance over time [F(4.01, 76.25) = 31.59, p < .01, η2 = 0.89]. A qualitative analysis of students' comments showed that students provided more thorough peer feedback over time and became gradually more capable of providing corrective feedback. The qualitative analysis of student interviews provided evidence that students valued peer feedback in their portfolios. The analysis of the teacher interview showed that average and high-ability students benefited the most from peer feedback. This study provided evidence that e-portfolios can support the development of students' writing performance and peer feedback skills in the context of primary school essay writing. Instructional implications for portfolio implementation are offered.  相似文献   

12.
In modern business environments, work and tasks have become more complex and require more interdisciplinary skills to complete, including collaborative and computing skills for website design. However, the computing education in Taiwan can hardly be recognised as effective in developing and transforming students into competitive employees. In this regard, the author adopted collaborative learning (CL) with initiation and self-regulated learning (SRL) with feedback to develop students' collaborative skills and regular learning habits and further contribute to practical computing skills for website design. This study comprised an experiment that included 279 second-year university students from five class sections, including four experimental groups (CISF group, n = 57; CIS group, n = 53; CI group, n = 68; C group, n = 68), and a control group (T group, n = 33). The results reveal that students who received the combined treatment of online CL with initiation and SRL with feedback attained the best grades for their computing skills for website design among the five groups. The author further discusses the implications for teachers, schools and educators who plan to design practical scenarios and online learning activities for their students.  相似文献   

13.
This essay treats the proliferation of online collaboration as a rationale for rethinking human subjects ethics in composition. Specifically, I argue that the Conference on College Composition and Communication's research guidelines for the ethical treatment of students and student writing are grounded in an individualist ethos that is an inadequate frame for researching contemporary writing pedagogy. As a result, teacher-researchers who seek students’ informed consent for participation in a research study may inadvertently encourage students to view their writing as individual property, a vision of authorship not representative of the field's discursive values. As a corrective, I propose that composition scholars develop a guideline for soliciting students’ collaborative consent. In addition to addressing a practical concern regarding the study of collaborative production in virtual and print contexts, collaborative consent has the potential to do important ideological work by sanctioning collaboration and validating students’ extracurricular digital literacies.  相似文献   

14.
We have observed that many computer‐supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game‐based learning into the writing environment may be a practical approach that can facilitate student participation, not only helping students learn how to write, but also sustaining their willingness to write. In this study, we investigate the effects of the game‐based writing environment on improving students' participation, performance, and interest in writing. An experiment was conducted to compare the effectiveness of 2 approaches to writing in language arts at an elementary school. Two hundred forty‐five third grade students participated in the experiment over a period of 1 year. One hundred thirty‐nine students were assigned to an experimental group and learned with a game‐based writing environment, and 106 students were in the contrast group and learned with an online writing environment. The empirical results show that the game‐based writing environment can effectively promote students' writing participation, writing performance, interest in writing, as well as their perceptions of the use of educational self‐management games. Some implications of the experimental results are also discussed.  相似文献   

15.
This study investigated how the students' pseudoscientific beliefs could be lessened by using online argumentation. With the aid of an online argumentation system for argumentation instruction and activities for students during the experiment, 77 Taiwanese university students together with 71 Taiwanese high school students (148 students in total) took part in this study. A quasi-experimental design was adopted and quantitative analyses were conducted. The results showed that using an online argumentation system for argumentation instruction and activities could lessen students' pseudoscientific beliefs. The experimental group students were lower than their counterparts in terms of mean pseudoscientific beliefs in the post-test and delayed test. After the experimental group students went through the online argumentation, changes in the percentage of students believing in four out of ten pseudoscientific items reached significance. However, as pseudoscientific beliefs are dependent on the cultural background, generalization of the results in this present study may be limited by cultural context. Finally, this study proposed suggestions related to argumentation research and science instruction counteracting students' pseudoscientific beliefs.  相似文献   

16.
Moderators play an important role within a computer supported collaborative learning environment, and thus facilitative strategies and communication technology are nowadays used to enhance students’ learning. This study proposed facilitative strategies as a guide for students’ learning, and explored the influence of these strategies on the students’ online synchronous discussion. A total of 331 senior high school students from eight computer classes in northern Taiwan were recruited to participate in this study. They were randomly assigned into an experimental condition, with the moderators’ facilitation to complete online learning tasks, and the control condition without moderators’ support. To fulfill the goal of the research, four strategies—helping students focus on the main topic, facilitating students’ making argumentation, giving students positive feedback, and helping students sustain threaded discussion—were adopted to facilitate the online synchronous discussion in the experimental condition. According to the results of the content analysis, four group discussion patterns were revealed, including collaboration, centralization, partial contribution, and non-interaction. The findings suggest that the moderator helped enhance the collaboration pattern and increase the online participation rate. In addition, it was found that the strategies of helping students focus on the main topic and giving students positive feedback were frequently employed.  相似文献   

17.
This paper focuses on the design and evaluation of a theory‐based computer‐assisted summary writing learning environment called Summary Writing‐PAL (SW‐PAL). The SW‐PAL was developed based on four aspects: summarizing strategies, learning theories, prior knowledge, and cognitive load. A quasi‐experiment that involved 58 undergraduates majoring in Computer Science was conducted to examine the effectiveness of SW‐PAL in writing summaries. Two intact classes were selected with 28 and 30 students in control and experimental groups, respectively. The conventional teaching approach was employed in the control group, whereas the SW‐PAL was introduced to the experimental group. Pretest and posttest were administrated to both groups. The findings indicated that SW‐PAL improved students' summary writing performance. A significant variance was noted between intrinsic and extraneous cognitive load among students with varying levels of English proficiency in the experimental group, signifying that the SW‐PAL is more suitable for students with lower language proficiency.  相似文献   

18.
This article describes Cantonese-speaking EFL undergraduates writing on a LAN and in traditional writing classes at a Hong Kong university. The study was conducted over a 3-week period during three semesters, and it compared the holistic scores of first drafts and final versions of students’ papers. The aim of the study was to determine which context—LANs or traditional writing classes—produced better writing and more improvement in writing. Although first drafts in LAN classes were qualitatively higher than in traditional classes, final drafts in traditional classes were of a higher quality. Further, drafts in traditional classes improved more. The overwhelming quantity of writing produced and the disjointed nature of LAN discussions were seen as obstacles to the enhancement of EFL students’ writing on LANs.  相似文献   

19.
Summary writing is a useful instructional tool for learning. However, summary writing is a challenge to many students. This mixed-method study examined the potential of the Student Mental Model Analyzer for Research and Teaching (SMART) system to help students produce summaries that reflect key concepts and relations in a text. SMART uses the students' summary to generate a multi-dimensional 3S (surface, structure, semantic) evaluation of the students' mental model. This model is then used to drive feedback to help students revise their summary. The current study is an initial investigation examining whether writing and revising in SMART improves students' summary quality. Students (n = 38) in a graduate-level online course used SMART for seven reading assignments. The 38 students submitted a total of 357 summaries in response to the seven readings. In 47 cases, students produced both an initial draft and a modified revision. These 47 cases were selected for analysis. In the quantitative phase, MANOVA results indicated that students' summaries improved along the 3S dimensions from initial draft to revision. In the qualitative phase, inspection of exemplar cases revealed how students' mental models changed towards more robust and cohesive knowledge structure for texts.  相似文献   

20.
This study proposed an online learning system for energy education, modifying the typical rules of tic-tac-toe and incorporating multiple choice tests into the game in order to develop a game-based formative assessment tool for an online learning course. In order to explore how different gaming modes and feedback types in this game-based formative assessment affect knowledge acquisition effectiveness and participation perceptions, a tic-tac-toe quiz game (TRIS-Q) with two gaming modes: single-player online game (SOG) and multi-player online game (MOG), and two feedback types: immediate elaborated feedback (IEF) and no immediate elaborated feedback (no IEF), were developed. A 2(SOG vs. MOG) × 2(IEF vs. no IEF) between-subject experiment was also conducted to investigate the effects on 109 ninth-grade students from four junior high school classes. The research findings indicated that different gaming modes of TRIS-Q did not affect the effectiveness of knowledge acquisition; providing IEF for each question answered in the game facilitated the enhancement of both energy knowledge acquisition and student tic-tac-toe ability when comparing it with the no IEF type. Additionally, the different gaming modes and feedback types did not affect participation perceptions.  相似文献   

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