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1.
The purpose of the present study was to examine how college students’ help seeking behavior varied across different instructional learning environments. Four hundred and seventy four (N = 472) students enrolled in distance, distributed, and traditional classes were queried about their help seeking preferences, help seeking tendencies, personal threat in seeking help, and academic self-efficacy. It was hypothesized that students enrolled in courses with an online computer component would report (a) higher instances of help seeking behavior, particularly from instructors; and (b) feel less threatened to seek help than students in traditional learning environments. It was also expected that student achievement would be significantly correlated with formal help seeking, academic self-efficacy, and perceived threat to seek help. Lastly, it was postulated that students would report that they prefer to use electronic means to seek help and that they find it more effective. Overall the hypotheses of this study were supported. Educational implications and recommendations are provided regarding the type of technological tools that college instructors might consider using in their courses to promote help seeking.  相似文献   

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This study investigates the effect of E-learning (EL), blended learning (BL) and flipped learning (FL) approaches on the mathematics achievement, self-regulation and mathematics self-efficacy. Participants consist of 163 first-year students attending an associate degree program (a 2-year program) of a state university. The EL, BL and FL settings in the research were designed based on Merrill's ‘First Principles of Instruction Design Theory’. In the research in which a quasi-experimental pre-test–post-test research design was used, the data were obtained by means of mathematics achievement test, self-regulation and self-efficacy questionnaires. The experimental results showed that the mathematics achievement post-test scores of FL students were significantly higher than those of the students of EL and BL. No significant difference was found between BL and EL settings. In addition, FL students showed significantly higher self-regulation and mathematics self-efficacy than the other groups' students. According to these results, it can be said that the usage of FL approach in mathematics courses has a positive effect on the learning process of students. It is expected that the findings will be helpful in the future design and implementation of mathematics courses at vocational colleges.  相似文献   

4.
This study investigates the effectiveness digital game-based learning (DGBL) on students’ problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a total of 44 students (15–16 years old), were randomly assigned to one of two conditions: an experimental group (incorporating DGBL) and a comparison group (taught using traditional instruction). Two-way mixed ANOVA was employed to evaluate changes in problem solving ability and compare the effectiveness the two strategies, while ANCOVA was used to analyze the effects on learning motivation and academic achievement. The results of this study are summarized as follows: (1) The DGBL strategy was clearly effective in promoting students’ problem solving skills, while the control group showed no improvement. Additionally, data from the mid-test and post-test demonstrate that, as a higher order thinking skill, problem-solving requires a full semester to develop. (2). DGBL resulted in better learning motivation for students in the experimental group as compared to learners receiving TI. (3) Contrary to some suggestions that digital games could inhibit academic achievement, no statistically significant difference was found between the two groups. Most importantly, the quantitative improvement in problem-solving and learning motivation suggest that DGBL can be exploited as a useful and productive tool to support students in effective learning while enhancing the classroom atmosphere. Future research in DGBL should emphasize the evaluation of other higher order elements of the cognitive domain in terms of academic achievement outcomes and skills, such as critical and creative thinking.  相似文献   

5.
The current study investigates a case where the online learning procedure in three-dimensional (3D) technologically-advanced environments of the Web 2.0 is growing at an exponential rate. In this occasion it is highly imperative need to understand students’ interactions in this innovative mode of e-Education that requires from educators and scholars not only analysis conceptually, but also an empirically-driven optimization. The community of inquiry (CoI) model (or framework) consists to be as one of the most prominent multi-dimensional constructs that it is widely used to represent several distinct dimensions of social presence, teaching presence and cognitive presence, as a unique and fundamental theoretical concept to measure students’ interactions in contemporary electronic environments. Although, the effectiveness of these multi-dimensional constructs creates a dilemma to researchers who want the breadth and comprehensiveness of this model for the precision and clarity of users’ (instructors and students) dimensions with other motivational and learning variables. To address this dilemma, the current empirical study presents statistical analyses from the “trinity” constructs of the CoI model by utilizing correlation and hierarchical regression analyses with two fundamental motivational (computer self-efficacy and situational interest) and another one learning (academic self-concept) variables. This study goes one step further and introduces the conspicuously indisputable intervention of a virtual (V)CoI and its utilization in multi-user virtual worlds, like Second Life (SL). The study findings of one hundred thirty-five (135) participants who enrolled in several online sessions unveiled that the situational interest was the only significant predictor of social presence. The computer self-efficacy was not a significant predictor of the CoI model, while on the other hand academic self-concept was a significant predictor in a revamped attempt to validate the strong relationship among constructs within it. According to the aforementioned reasons, it can be surmised that the successful combination of the VCoI in Second Life, surpassing irrefutable and inherent shortcomings to a future-driven sustainable use and growth.  相似文献   

6.
Some researchers claim that animations may hinder students’ meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students’ learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered: Science thinking skills and Motivation to learn science. Students’ overall achievement in science was examined by their report card scores. The research population (N = 1335) was divided into experimental (N = 926) and control (N = 409) groups from 11 elementary schools. Findings indicated that the use of animated movies promoted students’ explanation ability and their understanding of scientific concepts. Findings also indicated that students who studied science with the use of animated movies developed higher motivation to learn science, in terms of: self-efficacy, interest and enjoyment, connection to daily life, and importance to their future, compared to the control students. Following the definition of multimedia, the students who study with the use of animated movies, applied all three learning styles: visual, auditory and kinesthetic. The use of multimedia and the fact that the students were engaged in exploring new concepts, that were relevant to their daily life experiences, can explain the positive results.  相似文献   

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New information and communication technologies (ICTs) provide educators and learners with an innovative learning environment to stimulate and enhance the teaching and learning process. In this context, novel educational concepts such as blended learning are being developed. In the present paper, we present the results obtained from a blended learning experience carried out at the University of Granada. A total of 17 groups took part, with 1431 students registered for the 2009–2010 academic year. In this study, we use objective outcomes and the students’ perceptions regarding the blended learning activities performed. The study shows that the use of blended learning has a positive effect in reducing dropout rates and in improving exam marks. Moreover, the students’ perceptions on blended learning are interrelated, with their final marks depending on the blended learning activities, and on the students’ age, background and class attendance rate.  相似文献   

8.
Although computers and the internet, indispensable tools in people’s lives today, facilitate life on the one hand, they have brought new risks with them on the other. Internet dependency, or problematic internet use, has emerged as a new concept of addiction. Parallel to this increasing in society in general, it is also on the rise among university students and is widely believed to have a negative impact on their lives. The aim of this study was to investigate whether academic self-efficacy and academic procrastination can act as predictors of problematic internet use among university students. The study group consisted of 398 students attending education, medicine, architecture and economics programs at the Karadeniz Technical University in Turkey. The Problematic Internet Use Scale, Academic Self-efficacy Scale, Academic Procrastination Scale and a Personal Data Form were used as scaling instruments. Pearson’s correlation coefficient, multiple regression analysis, independent samples t-test and one-way ANOVA were used to analyze the data collected. The results show a significant negative correlation between academic self-efficacy and problematic internet use, while the relation between problematic internet use and academic procrastination was not statistically significant. Furthermore, academic self-efficacy was determined to be a significant predictor of problematic internet use. The results also show a significant difference in problematic internet use in terms of students’ programs, though levels of problematic internet use did not differ in terms of sex or ownership of a computer. These findings are discussed in the light of the relevant literature and some new directions for further studies are suggested.  相似文献   

9.
This study investigated Greek high school students’ intentions and motivation towards and against pursuing academic studies in Computer Science (CS), the influence of the family and the scholastic environment on students’ career choices, students’ perceptions of CS and the Information Technology (IT) profession as well as students’ attendance at CS courses at school, computer use in the home and self-efficacy beliefs regarding computers. Gender differences were examined with a view to identifying factors that may affect boys’ and girls’ career choices. The participants were 358 students of both sexes who completed an anonymous questionnaire. The data analysis showed that girls are less likely than boys to pursue a CS degree, and when they do so, it is mainly because of extrinsic reasons rather than personal interest in CS. Lack of opportunities for early familiarization with computing in the home and the scholastic environment is the factor that mainly differentiates boys’ and girls’ motivation against studying CS, having a greater impact on girls. Misconceptions of CS were detected in students of both genders. Girls view CS as a self-referencing, machine- and programming-oriented discipline to a greater extent than boys do, and hold less positive views of the IT profession. Boys view CS as more human- and application-oriented than girls do. They also have greater computer self-efficacy and more sex-stereotypical views of CS and IT as male domains. Appropriate actions to increase girls’ interest and participation in CS studies are proposed according to the findings.  相似文献   

10.
The main idea behind this study was to explore the educational potential of multimedia blogging for academic disciplines such as Physical Education (PE) that are not heavily based on written discourse and where multiple representations are important in learning. A class blog was utilized as a means for PE students to reflect on and showcase their performances of four specific basketball skills, through creating multimedia posts on these skills and receiving comments from their instructors, peers and an external expert. The effectiveness of multimedia blogging was evaluated, in terms of the acquisition of knowledge of the specific basketball skills and the self-efficacy in Information and Communication Technologies (ICT), as compared to that of an equivalent multimedia website which lacked the blogging component. Students’ responses to the blogging activity were also investigated. The sample were 70 undergraduate PE students who were assigned to two groups, one of which used the class blog (Group A, N = 35) and the other one the website (Group B, N = 35), both for 11 weeks. The study followed a pretest/posttest experimental design, taking before and after measurements of each group through written questionnaires. Participation in the blogging activity did have a positive impact on students’ ICT self-efficacy, given that Group A students exhibited significant gains in Internet self-efficacy as well as in multimedia processing and blogging self-efficacy, whereas those of Group B did not. Students’ responses to the blogging activity were also positive. However, within both groups no significant increase was found in students’ knowledge of the basketball skills. The implications of the findings for higher education and future research are discussed.  相似文献   

11.
This study presents the findings from the first-year evaluation of the Round Rock Independent School District’s (ISD) Digital Learning Classroom project, an initiative focused on the improvement of English Language Learners’ (ELL) learning using interactive whiteboard (IWB) technology. An objective of the evaluation was to determine the extent IWB technology could foster performance parity in academic achievement between ELL and regular students, that is, reduce the student achievement gap between these two student groups in 3rd and 5th grade mathematics and reading. These grade levels and subjects were the primary focus of the project because students in grades 3 and 5 that do not pass the state’s standardized assessments in mathematics and reading cannot be promoted to the next grade level and therefore, these are “high stakes” tests for students. A second evaluation objective was to determine whether and the extent to which the Digital Learning Classroom could increase ELL students’ academic learning relative to that of ELL students in traditional classrooms (i.e., without IWBs). Using a quasi-experimental design, the results strongly indicate that IWBs can foster performance parity thereby closing the achievement gap between ELL and regular students while increasing ELL student achievement. Pedagogical implications for teachers of ELL students within the context of Digital Learning Classroom project implementation are presented, as well as recommendations for future study of the Digital Learning Classroom in ELL classroom settings.  相似文献   

12.
The study investigates the effect of e‐learning, blended learning and classroom learning on students’ achievement. Two experimental groups together with a control group from Umm Al‐Qura University in Saudi Arabia were identified randomly. To assess students’ achievement in the different groups, pre‐ and post‐achievement tests were used. The results of the study (N = 148) show that there was a statistically significant difference between the three methods in terms of students’ achievement favouring the blended learning method (n = 55) with a substantial effect size of 1.34 (Hedges’ g). No significant difference was found between the e‐learning (n = 43) and traditional learning groups (n = 50) in terms of students’ achievement and with a negligible effect size of 0.02.  相似文献   

13.
Cyberbullying, as a serious kind of repeated, intentional, and harmful aggressive behavior, cannot be ignored. In light of the limited studies and inconsistent findings on the matter, this study explores cyberbullying’s frequency and other factors (gender, academic achievement, types of technologies used, and anonymity) relevant to both the issue itself and the East Asian context. The interrelationship of different roles (bullies, victims, and bystanders) in cyberbullying is also examined. A survey was conducted with 545 Taiwan junior high school students. The results indicate that male students were more likely to bully others in cyberspace and that cyberbullying was not affected by one’s level of academic achievement. Regarding the various technologies and various country-specific cyberbullying forms pertinent to technology users, instant messenger (IM) users experienced significantly more cyberbullying than users of other technologies. The survey results also indicate that the anonymity of cyberbullying was not a pertinent factor. The study found that the dominant attitude toward cyberbullying was indifference, raising alarms about the lack of cyberbullying prevention. Peers, who were the people most teenagers would likely turn to when experiencing cyberbullying, usually took no action because of their tendency to avoid conflicts and to maintain group harmony. In its interpretation of the findings, this study emphasizes Taiwan’s context, including Confucian philosophy.  相似文献   

14.
Extensive development in universities’ provision of computer facilities may have negative consequences for students prone to computer avoidance. In the present study, undergraduates (N = 363) completed self-report measures on computer phobia and self-efficacy. Results demonstrate that many students follow previous trends by continuing to report levels of computer phobia within the higher parameters of self-report measures. Students who reported either high computer phobia or low computer self-efficacy were less likely to maximise their use of university computer facilities. Moreover, a range of background measures – initial computer experience, regular home use, successful completion of a computer course and introductory tutor’s characteristics – all impacted statistically on self-report responses. Results are discussed with reference to the increasing responsibility placed on students to acquire ICT skills.  相似文献   

15.
This study was conducted in an authentic university setting with fourth-year Educational Sciences’ students operating as online peer tutors to facilitate freshman tutees’ online collaboration and knowledge construction in a blended “Instructional Sciences” course. Taking into account prior research uncovering weaknesses in online peer tutor behaviour, the aim of the study was to explore the possibility to optimise the quality and the nature of online peer support. In this respect, the study examined the impact of three tutor training conditions (multidimensional support, model/coach, and control condition) on peer tutors’ actual tutor behaviour in asynchronous discussion groups and on tutors’ self-efficacy beliefs, perceived collective efficacy, and training evaluation. Quantitative content analysis was applied to study online peer tutor behaviour. More specifically, two coding schemes were used focusing respectively on the occurrence of different e-moderating activities and on the evolution from modeling to coaching behaviour. Tutors’ self-efficacy beliefs, perceived collective efficacy, and training evaluation were assessed by means of questionnaires.  相似文献   

16.
通过对计算机专业470位大学生学业成绩的统计分析,探讨计算机专业大学生学业中的性别差异及其对教育工作的启示。结果表明,计算机专业女生学业状况明显优于男生,其中专业理论课程优势较大,设计实习课程优势较小。此外,还发现在平时表现、成绩走向等方面也存在性别差异。文章分析了差异形成的原因,并对教学提出了一些建议。  相似文献   

17.
Although researchers tend to agree that Internet is a good source for learning and research, little empirical data has substantiated this claim by specifically linking time and effort spent on the Internet for school related information seeking to academic performances. This research investigates the relationship between vocational high school students’ information seeking activities on the Internet, academic self-efficacy, and academic performance. We propose that academic self-efficacy both mediates and moderates the relationship between Internet information seeking and academic performance. Using survey data from 295 vocational high school students in Taiwan, we found that the positive effect of Internet information seeking to students’ academic performance is mediated through academic self-efficacy. Academic self-efficacy, at the same time, moderates the relationship between Internet information seeking to academic performance such that students’ with low academic self-efficacy benefit more from Internet information seeking in regard to their academic performance. We discussed the implications of our findings and provided future directions for research.  相似文献   

18.
This study aims to investigate students’ perceptions of three aspects of learning - collaboration, self-regulated learning (SRL), and information seeking (IS) in both Internet-based and traditional face-to-face learning contexts. A multi-dimensional questionnaire was designed to evaluate each aspect in terms of perceived capability, experience, and interest. The analyses explore (1) potential differences of students’ perceptions between Internet-based and face-to-face learning environments and (2) potential differences in the three aspects in relation to learners’ attributes and the use of the Internet and enrollment in online courses. This study surveyed students in a higher education institute who had had experiences with Internet-based and face-to-face learning. The results showed that students perceived higher levels of collaboration (capability only), SRL (capability and experience) and IS (capability, interest, and experience) in Internet-based learning than in traditional learning environments. In terms of students’ education level, graduate students perceived higher levels of capabilities and interests in some of the aspects, than undergraduate students. In addition, for Internet-based learning, significant differences in collaboration and SRL were found derived from time spent on the Internet related to learning; and students’ perceptions of collaboration, SRL, and IS were all positively correlated to students’ online course-taking experience. Implications for online learning practices and instructor’s facilitation are discussed.  相似文献   

19.
Students' opinions about the degree of impact, status, and socio-cognitive viability with the utilization of the emerging three-dimensional (3D) computer-generated technologies may vary. Indisputably, 3D technology-enhanced environments have provided considerable benefits and affordances to the contemporary e-Education. In these circumstances, virtual worlds (VWs) like second life (SL) have generally intensified with an extensive perpetuation and penetration of innovative performances that encapsulated or enacted from the vast majority of higher education fields. At the same time, there is growing widespread recognition of reasons affecting the high or low degree of students' engagement in online and blended course delivery methods held in 3D VWs. Notwithstanding that most notable studies have disclosed SL functional capabilities from a plethora of pilot case studies, however, it is still lacking an experiential-based research approach to determine the degree of students' engagement in blended and online courses at university level through SL. The present comparative study explores students' engagement overall as a multidimensional construct consisting of emotional, behavioral, and cognitive factors. One hundred and thirty-five undergraduate and postgraduate students in almost identical blended and online instructional conditions held in SL took part in this project. Preliminary results have decoded students' satisfaction for both methods, despite the fact that the voluntary sample composed of different educational disciplines. The quantitative analysis showed that postgraduate students of the online course had more positive results and the degree of engagement significantly increased compared to those who enrolled with the blended course delivery method. The instructional affordances from the utilization of SL were the collaborative climate between users (instructor and students) who eliminated various intractable boundaries which were predominantly observed by several conventional methods. Specifically it was revealed that the online course delivery method engaged more students with the collaborative activities. Educational implications and recommendations for future research are also included.  相似文献   

20.
The purpose of this study was to investigate the effects of using a dynamic geometry environment (DGE) together with inquiry-based explorations on the sixth grade students’ achievements in polygons and congruency and similarity of polygons. Two groups of sixth grade students were selected for this study: an experimental group composed of 66 students (34 boys and 32 girls); and a control group composed of 68 students (35 boys and 33 girls). The students in the experimental group taught with a DGE, while the students in the control group received textbook-based direct instruction. An achievement test was administered as pre-test, post-test, and delayed post-test in both groups. Qualitative data were collected through videotaped classroom observations. The results showed that the DGE together with open-ended explorations significantly improved students’ performances in polygons and congruency and similarity of polygons. Furthermore, students in the experimental group showed greater interest and motivation toward learning geometry compared to those in the control group whom often showed lack of interest and curiosity. Also, students’ comments and interpretations during lessons and tests were more accurate and advanced in the experimental group as they engage more in the DGE. Moreover, qualitative data suggested that boys showed greater interest in the computer-based learning environment than girls in the experimental groups although no significant gender effect on achievement was found.  相似文献   

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