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1.
Business games constitute a relevant e-learning method in management training. Their use and application has grown progressively, especially in business schools, universities and professional associations all over the world. The main reason for their popularity is that business games are seen as learning tools that allow students to acquire certain skills and competences above and beyond the skills fostered by other online or face-to-face methodologies. This study aims to analyse the relationship between generic competences and the learning results perceived by students in a business game. Analysis of the skills acquired using business simulators provides a wide field for potential future experimentation. The design of education plans is based entirely on the developing these skills. This study helps identify and assess which competencies are most linked to achieving the best learning outcomes, based on the value that students place on them, their satisfaction with them and their expectations of them. Only 16 of the 23 generic skills have a significant impact on achieving any of the objectives of the study variables.  相似文献   

2.
The authors work as online tutors for a BSc (Hons) physiotherapy programme at Coventry University in the United Kingdom. This paper represents a stage in our developing understanding, over a 3 year period, of the impact of group dynamics on online interaction among physiotherapy students engaged in sharing with their peers their first experiences of clinical practice. The literature exploring online interaction tends to situate meaning either in theories borrowed from conventional face-to-face interaction or on virtual interaction. Research focusing on ‘blended learning’ that combines face-to-face and online interaction is limited in terms of considering how group dynamics impact groups that are constituted and reconstituted in the two very different learning contexts. Using a case study approach, the authors consider how group dynamics change as groups move from face-to-face to online collaboration in pursuit of learning objectives. We characterize typical features of the cases and draw conclusions based on similarities and differences. Findings suggest that group learning is linked to group cohesion, which appears to be mediated by social and cognitive factors that students bring with them. Social presence appears vital to positive group dynamics and is a precursor to cognitive presence, which develops when groups rise above their desire to be sociable and supportive. Group dynamics, whether positive or negative, and their consequent impact on interaction appear to be relatively stable across contexts once the group scene is set through face-to-face interaction. Engagement and interaction of individual students, however, can alter when face-to-face interaction moves online.  相似文献   

3.
This exploratory study analyzes how students use different communication modes to share information, negotiate meaning and construct knowledge in the process of doing a group learning activity in a Primary Grade 5 blended learning environment in Singapore. Small groups of students interacted face-to-face over a computer-mediated communication (CMC) technology called Group Scribbles (GS) to jointly complete a learning task. The lesson designers attempted to optimize the use of CMC technology and face-to-face (F2F) discussion in students’ collaborative learning, with the aim of harnessing the specific features of each medium. Building on notions from communication studies and from interaction analysis, we observed the construction and evolution of the interactions through analyzing the artifacts that were produced by a group of students – in verbal talk, gestures, and sketches drawn and text inscribed in GS. F2F and GS interactions intertwined to support collaborative learning. The findings from this study could inform design aspects concerning integrating and reinforcing the strengths of both communication modes when introducing computer-assisted collaborative learning (CSCL) in a F2F classroom.  相似文献   

4.
为了解决现有智慧教育学习环境中教育者与学习者缺乏实时互动,从而造成学习效率低下的问题,在研究了动态和交互式的智慧学习环境中自我调节机制对信息质量、系统质量、服务质量、通信质量、用户满意程度相互影响的基础上,提出了一种具有自我调节机制的智慧教育策略.利用自我调节机制,可对学习者进行充分的个人特质分析,并根据个人的学习进度...  相似文献   

5.
In today’s globalized environment, universities and business schools need to incorporate elements and tools to obtain high-performance capabilities. Curricular schooling can benefit from the usage of educational business games. We analyzed the evolution and performance of two group of students who have followed a business simulation during some academic semesters. Data from a questionnaire answered by 146 students were analysed and compared with the European Tuning Project competence ranking. The results showed that the level of generic and specific competences obtained using business games is quite high. Moreover, the study have found that the assessment of competences acquired by students with a business game is not the same in the case of on-campus students than in the case of online students, in most cases the online group values specific competences higher than the face-to-face group. Our results suggest that the use of business games and can be considered a useful tool to improve student’s achievements and to foster a good level of competences.  相似文献   

6.
This study aimed to compare the efficacy of collaborative learning in face-to-face and online university courses in developing professional skills and social capital. One hundred and sixty-six psychology majors learnt professional skills in seminars taught by the same teacher online and face-to-face. The different groups of participants achieved similar growth in level of professional knowledge, social self-efficacy, self-efficacy for problem solving and empowerment. Instead, online students were top performers on competence-based tasks. Follow-up evaluation after 9 months showed that social ties, formed initially more in the face-to-face groups, lasted more among online students. Our results indicate that Computer Assisted Collaborative Learning could provide educational opportunities to new groups of learners as well as to more traditional campus-based students.  相似文献   

7.
8.
Computer‐assisted instruction (CAI) programs are considered as a way to improve learning outcomes of students. However, little is known on the schools who implement such programs as well as on the effectiveness of similar information and communication technology programs. We provide a literature review that pays special attention to the existing causal evidence of computer‐assisted programs on learning outcomes. The paper relies on a rich data set consisting of (i) pupil‐level information on the use of a Dutch computer‐assisted program and (ii) detailed school‐level information on, among others, outcomes on national exams. The results suggest that schools with lower educational attainments use more frequently CAI programs. This suggests that they use CAI programs to catch up on learning outcomes. Moreover, using an instrumental variable design, we argue that given the participation in the CAI program, making more exercises leads to higher test results. Working with a CAI program seems therefore effective.  相似文献   

9.
In team-based project courses, collaborative learning is the dominant learning mode. Collaborative learning has been shown to increase individual learning through co-construction and personal reflection. Rapid adoption of web-based communication and mobile computing by students provide opportunities to take advantage of computer-supported collaboration for engineering education. We present preliminary findings on a computer environment, the Kiva Web, that supports the activities of group collaboration for interdisciplinary engineering design teams. We have employed methods from human–computer interaction (HCI) to iterate on the design in the context of use. In this paper, we discuss the evolution of the Kiva Web and the implications for both student design teams and professional design teams.  相似文献   

10.
In team-based project courses, collaborative learning is the dominant learning mode. Collaborative learning has been shown to increase individual learning through co-construction and personal reflection. Rapid adoption of web-based communication and mobile computing by students provide opportunities to take advantage of computer-supported collaboration for engineering education. We present preliminary findings on a computer environment, the Kiva Web, that supports the activities of group collaboration for interdisciplinary engineering design teams. We have employed methods from human–computer interaction (HCI) to iterate on the design in the context of use. In this paper, we discuss the evolution of the Kiva Web and the implications for both student design teams and professional design teams.  相似文献   

11.
Team development and group processes of virtual learning teams   总被引:2,自引:0,他引:2  
This study describes the community building process of virtual learning teams as they form, establish roles and group norms, and address conflict. Students enrolled in an HRD masters program taught entirely online were studied to determine (1) how virtual learning teams develop their group process, and (2) what process and strategies they use as they work through the stages of group development. Both quantitative and qualitative methods of inquiry were used to capture the dynamic interaction within groups and the underlying factors that guided group process and decision-making. The results show that virtual learning groups can collaborate effectively from a distance to accomplish group tasks. The development of virtual learning teams is closely connected to the timeline for their class projects. Virtual teams are also similar in terms of their task process and the use of communication technologies. In contrast to face-to-face teams, the leadership role of virtual teams is shared among team members. Recommendations are discussed in order to facilitate peak integration of virtual learning teams into Internet-based training courses.  相似文献   

12.
Promoting creative thinking through the use of ICT   总被引:1,自引:0,他引:1  
Abstract A great deal has been written about the use of web-based technologies such as the Internet in promoting learning in education. In schools, research has focused primarily on social interaction and group work, student achievement levels and curriculum development. Very little study seems to have been brought to bear upon the promotion of creative thinking by the use of online technologies, and this paper attempts to contribute to this field of study. This paper reports on a pilot study which has investigated the creative impact of information and communication technology (ICT) in a rural primary school in South-west England. The school is unique because it provides a personal networked computer for each of its 41 Year 6 students (aged 10–11 years). A small group of students were interviewed about the learning activities they engaged in over the year, and this paper reports on initial findings with a special emphasis on creative working and thinking ( n  = 6). A model of creativity is presented with three discrete but related modes of activity — problem solving, creative cognition, and social interaction. The paper provides new findings about the nature of creativity in the context of computer based learning environments.  相似文献   

13.
An increasing awareness of the scientific and technological value of the automatic understanding of face-to-face social interaction has motivated in the past few years a surge of interest in the devising of computational techniques for conversational analysis. As an alternative to existing linguistic approaches for the automatic analysis of conversations, a relatively recent domain is using findings in social cognition, social psychology, and communication that have established the key role that nonverbal communication plays in the formation, maintenance, and evolution of a number of fundamental social constructs, which emerge from face-to-face interactions in time scales that range from short glimpses all the way to long-term encounters. Small group conversations are a specific case on which much of this work has been conducted. This paper reviews the existing literature on automatic analysis of small group conversations using nonverbal communication, and aims at bridging the current fragmentation of the work in this domain, currently split among half a dozen technical communities. The review is organized around the main themes studied in the literature and discusses, in a comparative fashion, about 100 works addressing problems related to the computational modeling of interaction management, internal states, personality traits, and social relationships in small group conversations, along with pointers to the relevant literature in social science. Some of the many open challenges and opportunities in this domain are also discussed.  相似文献   

14.
Customer service can be provided over various communication modes, such as face-to-face, telephone, email or websites. In this paper we examine a setting where a service, such as travel planning, is provided to a customer through a human agent, either face-to-face or via telephone. Specifically, the setting requires three entities, a customer who has approached a business, a representative for the organisation and a computer which the representative uses to support the task. Two experiments were conducted to investigate how the two human entities interact over two different communication modes (face-to-face and telephone) when there is also a computer involved in the interaction. The results showed a significantly shorter task completion time via telephone. There was also a difference in the style of communication, with face-to-face having more single activities (such as talking only), while when using the telephone there was more doubling up in activities (talking while also searching on the computer). There was only a small difference in subjective satisfaction. The results suggest that telephone interaction, although containing fewer communication cues (such as body language), is not necessarily an impoverished mode. Telephone interaction is less time consuming and more task-focused.  相似文献   

15.
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   

16.
Abstract  There has been an increasing interest in the use of computer-mediated communication (CMC) in problem-based learning. One line of research has been to introduce synchronous, or simultaneous, communication attempting to create text-based digital real-time interaction. Compared with face-to-face (F2F) communication, CMC may be a poorer medium regarding coordination of the activity. Still, we are in need for more knowledge on the possible advantages and problems regarding such digital communication processes. In the present study, we compared activities in digital and F2F problem-based learning (PBL) regarding the content of the communication, turn-taking processes and the emergence of learning issues. The results indicate that when students discussed in the digital learning environment, they focused more on technical and organizational questions, produced relatively more initiatives but less responses, and produced less elaborated and specified learning issues than when they participated in F2F meetings.  相似文献   

17.
In the past, the term e-learning referred to any method of learning that used electronic delivery methods. With the advent of the Internet however, e-learning has evolved and the term is now most commonly used to refer to online courses. A multitude of systems are now available to manage and deliver learning content online. While these have proved popular, they are often single-user learning environments which provide little in the way of interaction or stimulation for the student. As the concept of lifelong learning now becomes a reality and thus more and more people are partaking in online courses, researchers are constantly exploring innovative techniques to motivate online students and enhance the e-learning experience. This article presents our research in this area and the resulting development of CLEV-R, a Collaborative Learning Environment with Virtual Reality. This web-based system uses Virtual Reality (VR) and multimedia and provides communication tools to support collaboration among students. In this article, we describe the features of CLEV-R, its adaptation for mobile devices and present the findings from an initial evaluation.  相似文献   

18.
This study measured how student interactions (as captured by Transactional Distance dialogue (Moore, 1993)) in online and blended learning environments impacted student learning outcomes, as measured by student satisfaction and student grades. Dialogue was measured as student interactions with other students (student–student interaction), the technologies used (student–technology interaction), the instructors (student–teacher interaction), and the course contents (student–content interaction). In addition, moderating effects of media and modality of interactions and individual differences on student learning outcomes were also measured. Data was obtained from 342 online and blended students between 2010 and 2013. Findings indicate that student–content interaction had a larger effect on student learning outcomes than other forms of dialogue. Implications for educational policies that require teacher-presence (student–teacher) and student–student interactions in distance learning environments are also discussed.  相似文献   

19.
基于本体的多主体网络协作学习模型研究   总被引:4,自引:0,他引:4  
协作学习是一种组学习方式,强调的是组成员之间的交流与合作,因此成员间的信息理解对协作的效率影响很大,本体论是概念化的明确表示和描述,因此本体可对学习资源进行语义标注.采用本体提供交流资源的统一语义描述,使学习者在语义基础上进行交流和查询,本体的引入保证了网络协作学习中知识理解和运用的一致性、精确性、不变性、可重用性和共享性.设计了基于本体的多主体网络协作学习模型,该模型不仅具有语义互操作性而且能有效支持知识的重用和共享,从而提高协作学习效率.  相似文献   

20.
The benefits of teamwork and collaboration have long been advocated by many educational theories, such as constructivist and social learning models. Among the various applications of collaborative learning, the iterative team-based learning (TBL) process proposed by Michaelsen, Fink, and Knight (2002) has been successfully used in the classroom without computer support. This paper describes the implementation and evaluation results of a classroom application of the TBL process, which was modified to include computer mediation. We call this process computer-supported team-based learning (CS-TBL). This work extends learning in small teams from the traditional classroom to the hybrid classroom where students meet both face-to-face and online by emphasizing the importance of online team interactions. The outcomes are assessed through an evaluation model that considers the impact of motivation, enjoyment and team contributions on learning outcomes. The study results indicate that motivation influences the relationship between team interactions and perceived learning. Enjoyment is affected by motivation and perceptions of team members’ contributions, with the implication that students who perceive that the team interactions are adding value to their education will better enjoy learning and will experience higher-level learning outcomes.  相似文献   

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