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1.
Developing interactive history learning materials to facilitate historical thinking is one of the challenges in history teaching and learning. This study developed a web-based history educational system, which has used the acronym HES-SPATO (history educational system based on SPATO), to increase the understandability of history learning materials. SPATO (spatial, person, action/attribute, and temporal object) was designed to integrate the indispensable elements of history events such as space, person, action/attribute, and time. HES-SPATO also applied temporal logic to reason the temporal relationships between history events. Furthermore, it employed the GIS concept of information layers to develop the student interface. The findings of the experiments indicated that the use of HES-SPATO was effective in enhancing students’ history learning. The participants also showed positive attitudes toward the HES-SPATO system in terms of the perceived ease of use, perceived usefulness, attitude to use, intention to use, recall of web sites, and perceived usefulness of assistant tools. Although many functionalities have been added to the HES-SPATO system, there was no significant difference in system efficiency between HES-SPATO and the comparative system. These experimental results also guide the direction of future research. 相似文献
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Yolanda Jacobs Reimer Erin Brimhall Chen Cao Kevin OReilly 《Computers & Education》2009,52(4):893-913
The research presented in this paper reaches towards a better theoretical understanding of how students in higher education currently take notes, how this process is evolving in the digital age to include information assimilation, and the kinds of support students need to be successful with their changing academic tasks. To gain insight into these questions, we triangulated three major and distinct user studies. First we interviewed 70 university students from various disciplines across campus, and we administered questionnaires to these same students, receiving back a total of 68. Our second study was based on participant observation whereby we “shadowed” 32 university students for 2–3 h each as they went about their normal academic business around campus. Lastly, we conducted a broader-based questionnaire with 280 students from a wider campus demographic than our first survey. We sought a diverse population for our research, and were able to include students from the disciplines of Business, English, Computer Science, Chemistry, Psychology, Pharmacy and Biology in one or more of the studies. We discovered how closely students are connected to technology and how they are adapting to changing expectations, current issues they have completing their academic tasks, how they view traditional notetaking versus electronic notetaking, and evidence that they are engaging more and more in the process of information assimilation. From these results, we conclude that students in higher education might accomplish certain tasks more effectively and efficiently with a well-designed software system that provides access to a centralized set of notes from different locations on campus and beyond. After identifying functional requirements for the system we envision, we preview our initial low-fidelity prototypes, and discuss feedback we gathered on these designs from a set of user focus groups. 相似文献
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At the University of Toronto at Scarborough, we provide enhanced flexibility to our students using a blended-learning approach (i.e., the webOption) whereby students can attend lectures live, watch them online at their convenience, or both. The current research examines the use of pause and seeks features afforded by the webOption interface and how these features are related to students’ learning approaches and their performance in calculus courses. These courses emphasize the teaching of mathematical proofs; cognitive skills that are enhanced with practice (Schneider & Shiffrin, 1977). Access to online lectures allows students to re-experience the professor as they teach these skills. Given this, it was predicted that use of the webOption might be especially potent in these learning contexts. The results we report here do not confirm that prediction. Students do use and appreciate the features of the webOption, however, those students who augmented their class attendance with online viewing, and those who used the lecture-control features the most, were actually the students who performed most poorly. We interpreted the results to be due to different learning strategies and the manner in which these strategies interact with course content. Our results suggest that using the pause feature is related to a surface strategy of learning, which is in turn related to poorer performance in the course. 相似文献
4.
Harry Brenton Juan HernandezFernando Bello Paul StruttonSanjay Purkayastha Tony FirthAra Darzi 《Computers & Education》2007
Anatomy teaching is undergoing significant changes due to time constraints, limited availability of cadavers and technological developments in the areas of three-dimensional modelling and computer-assisted learning. This paper gives an overview of methods used to teach anatomy to undergraduate medical students and discusses the educational advantages and disadvantages of using three-dimensional computer models. A ‘work in progress’ account is then given of a project to develop two Web3D resources to enhance undergraduate tuition of the nervous system. Our approach is to support existing curricula using advanced modelling tools and a variety of delivery mechanisms. 相似文献
5.
Exploring the potential of computer and video games for health and physical education: A literature review 总被引:1,自引:0,他引:1
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers. 相似文献
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This study explores a teaching method for improving business students’ skills in e-commerce page evaluation and making Web design majors aware of business content issues through cooperative learning. Two groups of female students at a Japanese university studying either tourism or Web page design were assigned tasks that required cooperation to investigate whether a minimum of formal training and interaction between the two groups would result in an increase in the “design” students’ awareness of content issues in page design, and an improvement in the “tourism” students’ ability to evaluate Web pages related to tourism. The results showed only slight improvements, suggesting that either the amount of cooperative learning must be increased or some formal instruction must be introduced. 相似文献
8.
Eladio Gutiérrez María A. Trenas Julián Ramos Francisco Corbera Sergio Romero 《Computers & Education》2010
This work describes a new Moodle module developed to give support to the practical content of a basic computer organization course. This module goes beyond the mere hosting of resources and assignments. It makes use of an automatic checking and verification engine that works on the VHDL designs submitted by the students. The module automatically keeps up to date information about their state, and significantly reduces the overload that a continuous assessment demands to the teacher. Additionally, this new module is oriented to promote a collaborative teamwork allowing to define student teams in a more operative way than built-in Moodle groups. The module has been designed according to the Moodle philosophy and its application can be extended to other similar subjects. 相似文献
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Supporting learning using external representations 总被引:1,自引:0,他引:1
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Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training purposes, by allowing one to circumvent physical, safety, and cost constraints. Unfortunately, EVEs often leave to the user the onus of taking the initiative both in exploring the environment and interacting with its parts. A possible solution to this problem is the exploitation of virtual humans acting as informal coaches or more formal instructors. For example, virtual humans can be employed to show and explain maintenance procedures, allowing learners to receive more practical explanations which are easier to understand. However, virtual humans are rarely used in Web3D EVEs, since the programming effort to develop and re-use them in different environments can be considerable. In this paper, we present a general architecture that allows content creators to easily integrate virtual humans into Web3D EVEs. To test the generality of our solution, we present two practical examples showing how the proposed architecture has been used in different educational contexts. 相似文献
11.
As it happens in other fields of engineering, blended learning is widely used to teach process control topics. In this paper, the inclusion of a reactive element – a Fuzzy Logic based controller – is proposed for a blended learning approach in an introductory control engineering course. This controller has been designed in order to regulate the workload for each student, according to his activity and performance. The proposed course is based on a web tool called ControlWeb, which includes a complete vision of control topics and is used intensively along the course. The results of the evaluation of the methodology attest its efficiency in terms of learning degree and performance of the students. 相似文献
12.
Sally Jordan 《Computers & Education》2012,58(2):818-834
Students were observed directly, in a usability laboratory, and indirectly, by means of an extensive evaluation of responses, as they attempted interactive computer-marked assessment questions that required free-text responses of up to 20 words and as they amended their responses after receiving feedback. This provided more general insight into the way in which students actually engage with assessment and feedback, which is not necessarily the same as their self-reported behaviour. Response length and type varied with whether the question was in summative, purely formative, or diagnostic use, with the question itself, and most significantly with students’ interpretation of what the question author was looking for. Feedback was most effective when it was understood by the student, tailored to the mistakes that they had made and when it prompted students rather than giving the answer. On some occasions, students appeared to respond to the computer as if it was a human marker, supporting the ‘computers as social actors’ hypothesis, whilst on other occasions students seemed very aware that they were being marked by a machine. 相似文献
13.
The academic e-learning practice has to deal with various participation patterns and types of online learners with different support needs. The online instructors are challenged to recognize these and react accordingly. Among the participation patterns, special attention is requested by dropouts, which can perturbate online collaboration. Therefore we are in search of a method of early identification of participation patterns and prediction of dropouts. To do this, we use a quantitative view of participation that takes into account only observable variables. On this background we identify in a field study the participation indicators that are relevant for the course completion, i.e. produce significant differences between the completion and dropout sub-groups. Further we identify through cluster analysis four participation patterns with different support needs. One of them is the dropout cluster that could be predicted with an accuracy of nearly 80%. As a practical consequence, this study recommends a simple, easy-to-implement prediction method for dropouts, which can improve online teaching. As a theoretical consequence, we underline the role of the course didactics for the definition of participation, and call for refining previous attrition models. 相似文献
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The effects of four different identity revelation modes (three fixed modes: real-name, anonymity, nickname and one dynamic user self-choice mode) on participants’ perceptions toward their assessors, classroom climate, and past experience with the learning activity in which they were engaged were examined. A pretest–posttest quasi-experimental research design was adopted. Eight fifth-grade classes (age 10–11, N = 243) were randomly assigned to four different identity revelation modes in order for them to participate in the study. An online learning system that allows students to contribute to and benefit from the process of question-generation and peer-assessment was adopted. Data analysis confirmed that different identity modes lead participants to view their assessors differently. Specifically, participants assigned to the self-choice and real-name identity revelation modes tended to view their assessors more favorably than those in the anonymity and nickname groups. The empirical significance of the study as well as suggestions for learning system development, instructional implementation and future study are provided. 相似文献
15.
Statistical quality control – SQC (consisting of Statistical Process Control, Process Capability Studies, Acceptance Sampling and Design of Experiments) is a very important tool to obtain, maintain and improve the Quality level of goods and services produced by an organization. Despite its importance, and the fact that it is taught in technical and college courses, as well as in companies’ training sectors, SQC has been largely misused. An inappropriate teaching approach may be the cause of such problem; therefore it has motivated the development of a model for SQC teaching, allowing its learners to correctly apply SQC techniques. After a survey regarding the concept needed to correctly apply SQC, its use and teaching/training methods, the model’s contents and methodology were defined. We also realized the opportunity of incorporating a computer environment for the model, permitting the practice of the needed SQC concepts and skills. An Artificial Intelligence approach was used to develop the computer environment, resulting in an Intelligent Tutoring System, the STCEQ. The paper discusses the main characteristics of the system, its functioning, benefits of using such a system and the results we obtained while using this system. 相似文献
16.
The explosive growth of the Internet has made the knowledge and skills for creating Web pages into general subjects that all students should learn. It is now common to teach the technical side of the production of Web pages and many teaching materials have been developed. However teaching the aesthetic side of Web page design has been neglected, and students not in art or design majors are normally confronted with difficulties when they do expressive design of Web pages. 相似文献
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The rapid advance of information and communication technologies (ICT) has important impacts on teaching and learning, as well as on the educational assessment. Teachers may create assessments utilizing some developed assessment software or test authoring tools. However, problems could occur, such as neglecting key concepts in the curriculum or having disproportionate course topics distribution, when teachers create assessments or test items. This study proposes a novel approach, which uses knowledge map with appraisal of concept weights and other ICTs, and implements an assessment system KMAAS to help primary school teachers in Taiwan, or elsewhere, create educational assessments properly. When compiling an assessment, KMAAS ensures that teachers can include all important course concepts intended for assessing and maintain correct balance between course concepts among test items. It does so first by analyzing course material of the assessment range and displaying a concept-weight-annotated knowledge map which concretize and visualize the importance of and the relationships among concepts in the range. It then analyzes the test sheet which is being complied and displays another similar real-time updated knowledge map containing balance between course concepts among the test items. Teachers may cross-refer to these maps to help them adjust concept balances and even select appropriate test items from test banks. The system has being evaluated in both the accuracy of learning concepts extraction and the degree of user satisfaction, as measured by questionnaires given to the teachers who tested the system. The promising results confirm the feasibility of this system in helping teachers compile their educational assessments easily and precisely. Other results of the formative evaluations on techniques have being used to improve the system in order to make it more effective and efficient. The methodology and technologies KMAAS employed are all well developed and are domain independent, which makes it highly flexible to transfer to other course subject domain too. 相似文献
19.
Assessments, embedded with teachers’ implicit (i.e. tacit) domain knowledge, play an important role in evaluating ’comprehension of a subject. The knowledge on the importance of both the concepts and their relationships of a subject, if captured, made explicit, and shared around, may greatly help teachers construct more effective assessments. This study establishes a methodology to accumulate tacit knowledge of specific topics from collected assessments by using an implicit knowledge extraction mechanism and, visualises the overall importance distribution of concepts by using knowledge maps for helping teachers compile their assessments. Several two stage experiments, scheduled for one semester, were conducted in the third grade natural science courses at elementary schools in Taiwan. Eighteen teachers who actually teach the courses participated in the experiments, and thirty students were in each course. In the first stage, teachers compiled assessments without using IKMAAS’s knowledge map features while in the second stage, they did use them. System usage records, questionnaires and interview results were used for evaluating the usability of the methodology and the satisfaction of using IKMAAS. The results indicate the potential of the methodology, as each of the teachers agreed that the visualised assessment knowledge helped them to comprehend the proportions of concepts they intended to test easily and, additionally, helped them to clearly notice concepts they may have ignored. Yet the results in this study also show the potential of using knowledge maps and knowledge accumulating methodology in pedagogy paradigm. 相似文献
20.
The construction of the European Higher Education Area has been an adaptation challenge for Spanish universities. New methodologies require a more active role on the students' part and come into conflict with the previous educational model characterised by a high student/professor ratio, a lecture-based teaching methodology and a summative assessment. The use of computers is a key factor to face this situation. In previous works, the authors found that e-assessment was a helpful tool for the diagnostic and formative assessment of mechanics in engineering when working with large groups. The aim of this work was to put forward a global proposal for the assessment of mechanics in engineering with overcrowded groups based on the use of e-assessment in all the diagnostic, formative and summative stages of the assessment process and, in particular, to analyse the extent to which e-assessment could successfully replace the traditional assessment of mechanics in engineering. Sixty students participated in an experiment by answering both a computer multiple-choice e-test and a traditional paper-based problem-solving examination. The results obtained by comparing the two assessment methodologies highlight the idea that both can be considered alternatives from a global perspective, as a significant correlation was observed between the global grades obtained through both tests. However, no equivalent assessment of specific competences was observed, which could be attributed to the fact that the tests evaluated different aspects of the same learning outcome. This work proposes a new assessment approach that considers a combination of traditional and computer-based online activities to achieve a more complete and fair students' evaluation. Furthermore, the new proposal implies a considerably lighter workload for lecturers. 相似文献