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1.
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the mainshock of an earthquake. Traditionally, training approaches such as seminars, posters, videos or drills are applied to enhance preparedness. However, they are not highly engaging and have limited sensory capabilities to mimic life-threatening scenarios for the purpose of training potential participants. Immersive Virtual Reality (IVR) and Serious Games (SG) as innovative digital technologies can be used to create training tools to overcome these limitations. In this study, we propose an IVR SG-based training system to improve earthquake behavioral responses and post-earthquake evacuation preparedness. Auckland City Hospital was chosen as a case study to test our IVR SG training system. A set of training objectives based on best evacuation practice has been identified and embedded into several training scenarios of the IVR SG. Hospital staff (healthcare and administrative professionals) and visitors were recruited as participants to be exposed to these training scenarios. Participants’ preparedness has been measured along two dimensions: 1) Knowledge about best evacuation practice; 2) Self-efficacy in dealing with earthquake emergencies. Assessment results showed that there was a significant knowledge and self-efficacy increase after the training. In addition, participants acknowledged that it was easy, helpful, and engaging to learn best evacuation practice knowledge through the IVR SG training system.  相似文献   

2.
Children are vulnerable in earthquakes, but they are also essential to foster earthquake-resilient communities. It is critical to enhance the preparedness of children against earthquakes through effective education and training. Immersive virtual reality (IVR) and serious games (SGs) are innovative digital technologies that enable realistic and engaging training environments. However, little research has been made on the applications of IVR SGs for earthquake training targeting children. In order to fill this gap, this paper presents an IVR SG training system based on a problem-based gaming framework. Three instructional mechanisms within the training system, namely prior instruction, immediate feedback, and post-game assessment, were investigated to promote learning through effective reflection. A controlled experiment involving 125 secondary school students aged from 11 to 15 years old was undertaken, using leaflets as a traditional training approach for the control group and the IVR SG training system as the main intervention. Results revealed that the IVR SG training system with post-game assessment was the most effective way to train children, with greater knowledge acquisition and self-efficacy improvement observed. Possible improvements, such as increasing the time for reflection and differentiating the stimulation between positive and negative feedback, are suggested for further research.  相似文献   

3.
Earthquake emergencies require a variety of behavioral responses in order to ensure the safety of occupants, which is different from simply exiting a building in fire emergencies. This makes it more complex to train building occupants in order to acquire skills that align to best practices for immediate earthquake response and post-earthquake evacuation. In recent years, Immersive Virtual Reality (IVR) and Serious Games (SGs) have become popular as training tools for earthquake emergencies. IVR SGs have been introduced to train individuals for specific building layouts or settings with fixed training objectives. However, the lack of flexibility in existing IVR SGs makes it challenging to have widespread uptake as trainees require different training objectives, pedagogical strategies, context, and content. As a result, the effectiveness of IVR SGs training is jeopardized if the customization ability is limited. To overcome this limitation, this paper presents a customization framework for IVR SGs suited to earthquake emergency training, using the concept of adaptive game-based learning. Trainees can receive training in context by customizing virtual environments, storylines, and teaching methods. A case study was undertaken to validate the proposed framework. Results showed the potential to carry out the customization process with ease, to generate a customized training experience, and to deliver the customized training for optimum learning.  相似文献   

4.
OBJECTIVE: This study examined the effectiveness of collaborative training for individuals with low pretraining self-efficacy versus individuals with high pretraining self-efficacy regarding the acquisition of a complex skill that involved strong cognitive and psychomotor demands. BACKGROUND: Despite support for collaborative learning from the educational literature and the similarities between collaborative learning and interventions designed to remediate low self-efficacy, no research has addressed how self-efficacy and collaborative learning interact in contexts concerning complex skills and human-machine interactions. METHOD: One hundred fifty-five young male adults trained either individually or collaboratively with a more experienced partner on a complex computer task that simulated the demands of a dynamic aviation environment. Participants also completed a task-specific measure of self-efficacy before, during, and after training. RESULTS: Collaborative training enhanced skill acquisition significantly more for individuals with low pretraining self-efficacy than for individuals with high pretraining self-efficacy. However, collaborative training did not bring the skill acquisition levels of those persons with low pretraining self-efficacy to the levels found for persons with high pretraining self-efficacy. Moreover, tests of mediation suggested that collaborative training may have enhanced appropriate skill development strategies without actually raising self-efficacy. CONCLUSION: Although collaborative training can facilitate the skill acquisition process for trainees with low self-efficacy, future research is needed that examines how the negative effects of low pretraining self-efficacy on complex skill acquisition can be more fully remediated. APPLICATION: The differential effects of collaborative training as a function of self-efficacy highlight the importance of person analysis and tailoring training to meet differing trainee needs.  相似文献   

5.
Personalization and intelligent tutor are two key factors in the research on learning environment. Intelligent tutoring system (ITS), which can imitate the human teachers' actions to implement one-to-one personalized teaching to some extent, is an effective tool for training the ability of problem solving. This research firstly discusses the concepts and methods of designing problem solving oriented ITS, and then develops the current iTutor based on the extended model of ITS. At last, the research adopts a quasi-experimental design to investigate the effectiveness of iTutor in skills acquisition. The results indicate that students in iTutor group experience better learning effectiveness than those in the control group. iTutor is found to be effective in improving the learning effectiveness of students with low-level prior knowledge.  相似文献   

6.
This research investigated the application of knowledge maps in e-learning materials design and hypothesized that knowledge maps would be more effective than e-learning in general at improving the performance and satisfaction of e-learning. In order to test the hypotheses, we conducted an experiment with 175 participants and randomly assigned them into knowledge map-based and browse-based groups. Both groups of participants needed to acquire specific skills and knowledge to write the target ADO.NET program. In the end of each training session subjects received an assessment to understand their learning score, satisfaction level, and computer self-efficacy. Our statistical analysis result showed that knowledge map-based learning group outperformed browse-based group in these three measurements. Thus, the proposed hypotheses were supported. We concluded that if knowledge map-based materials design approach were employed novice users would acquire the ADO.NET programming in a more effective manner. In addition, the satisfaction and computer self-efficacy of users could be improved substantially as a result of knowledge map-based materials design approach.  相似文献   

7.
Web-based technology has a dramatic impact on learning and teaching. A framework that delineates the relationships between learner control and learning effectiveness is absent. This study aims to fill this void. Our work focuses on the effectiveness of a technology-mediated virtual learning environment (TVLE) in the context of basic information technology skills training. Grounded in the technology-mediated learning literature, this study presents a framework that addresses the relationship between the learner control and learning effectiveness, which contains four categories: learning achievement, self-efficacy, satisfaction, and learning climate. In order to compare the learning effectiveness under traditional classroom and TVLE, we conducted a field experiment. Data were collected from a junior high school of Taiwan. A total of 210 usable responses were analysed. We identified four results from this study. (1) Students in the TVLE environment achieve better learning performance than their counterparts in the traditional environment; (2) Students in the TVLE environment report higher levels of computer self-efficacy than their counterparts in the traditional environment; (3) Students in the TVLE environment report higher levels of satisfaction than students in the traditional environment; and (4) Students in the TVLE environment report higher levels of learning climate than their counterparts in the traditional environment. The implications of this study are discussed, and further research directions are proposed.  相似文献   

8.
The computer self-efficacy of teachers contributes positively to their technology integration self-efficacy. Many studies have examined instructional strategies that foster computer self-efficacy but not their corresponding impact on teachers’ technology integration self-efficacy. This study investigated the instructional strategies used for pre-service teacher computer skills instruction and their corresponding impact on teacher computer self-efficacy and technology integration self-efficacy. Using a multiple case-study approach, video recordings were made of the class sessions of three participating instructors throughout a semester. Content analysis of these video recordings found the instructors using three approaches of computer skills instruction: Extensive behavioral modeling, targeted behavioral modeling, and independent problem-solving. Analysis of pre and post-study student survey responses also found that the three instructional approaches raised their perceived computer self-efficacy. However, the effect sizes were largest when the independent problem-solving approach was used. This approach was also found to have had better motivational effects on students than the extensive behavioral modeling approach. On the other hand, computer skills instruction increased students’ technology integration self-efficacy only when instructors modeled teaching-related examples and provided students with multiple mastery experiences of technology integration practices. The applications of the three computer skills instructional approaches for teacher education are discussed.  相似文献   

9.
Virtual Reality (VR)-based training has gained attention from the scientific community in the Architecture, Engineering, and Construction (AEC) industry as a cost-effective and safe method that eliminates the safety risks that may impose on workers during the training compared to traditional training methods (e.g., in-person hands-on training, apprenticeship). Although researchers have developed VR-based training for construction workers, some have recruited students rather than workers to understand the effect of their VR-based training. However, students are different from construction workers in many ways, which can threaten the validity of such studies. Hence, research is needed to investigate the extent to which the findings of a VR-based training study are contingent on whether students or construction workers were used as the study sample. This paper strives to compare the effectiveness of VR-based training on university students’ and construction workers’ knowledge acquisition, trust in the robot, and robot operation self-efficacy in remote operation of a construction robot. Twenty-five construction workers and twenty-five graduate construction engineering students were recruited to complete a VR-based training for remote operating a demolition robot. We used quantitative analyses to answer our research questions. Our study shows that the results are dependent on the target sample in that students gained more knowledge, whereas construction workers gained more trust in the robot and more self-efficacy in robot operation. These findings suggest that the effectiveness of VR-based training on students may not necessarily associate with its effectiveness on construction workers.  相似文献   

10.
The COVID-19 outbreak severely affected formal face-to-face classroom teaching and learning. ICT-based online education and training can be a useful measure during the pandemic. In the Pakistani educational context, the use of ICT-based online training is generally sporadic and often unavailable, especially for developing English-language instructors’ listening comprehension skills. The major factors affecting availability include insufficient IT resources and infrastructure, a lack of proper online training for speech and listening, instructors with inadequate academic backgrounds, and an unfavorable environment for ICT-based training for listening comprehension. This study evaluated the effectiveness of ICT-based training for developing secondary-level English-language instructors’ listening comprehension skills. To this end, collaborative online training was undertaken using random sampling. Specifically, 60 private-school instructors in Chakwal District, Pakistan, were randomly selected to receive online-listening training sessions using English dialogs. The experimental group achieved significant scores in the posttest analysis. Specifically, there were substantial improvements in the participants’ listening skills via online training. Given the unavailability of face-to-face learning during COVID-19, this study recommends using ICT-based online training to enhance listening comprehension skills. Education policymakers should revise curricula based on online teaching methods and modules.  相似文献   

11.
The social cognitive perspective of self-regulated learning suggests that effective learning is determined by the interactions among personal, behavioral, and environmental influences; particularly, high self-regulated learners hold higher motivation (personal), apply better learning strategies (behavioral) and respond to environmental demand more appropriately (environmental). The study thus uses the social cognitive perspective to explore the role of self-efficacy (personal), student feedback behavior, use of learning strategies (behavioral), performance and receiving feedback (environmental) in Web-based learning. There were 76 university students participated in this study. Both quantitative and qualitative methods were applied for data analysis. The results supported that self-efficacy predicted student use of learning strategies and related to elaborated feedback behavior (personal → behavioral). High self-efficacy students applied more high-level learning strategies, such as elaborative strategy and critical thinking. Students who provided elaborated feedback also had higher self-efficacy than those who did not. Moreover, receiving elaborative feedback significantly promoted student self-efficacy (environmental → personal), while receiving knowledge of correct response improved student performance. However, the results indicated that feedback behaviors did not predict academic performance, which may be interfered by modeling effects.  相似文献   

12.
The limited understanding of the surrounding environment still restricts the capabilities of robotic systems in real world applications. Specifically, the acquisition of knowledge about the environment typically relies only on perception, which requires intensive ad hoc training and is not sufficiently reliable in a general setting. In this paper, we aim at integrating new acquisition devices, such as tangible user interfaces, speech technologies and vision-based systems, with established AI methodologies, to present a novel and effective knowledge acquisition approach. A natural interaction paradigm is presented, where humans move within the environment with the robot and easily acquire information by selecting relevant spots, objects, or other relevant landmarks. The synergy between novel interaction technologies and semantic knowledge leverages humans’ cognitive skills to support robots in acquiring and grounding knowledge about the environment; such richer representation can be exploited in the realization of robot autonomous skills for task accomplishment.  相似文献   

13.
Hale KS  Stanney KM  Malone L 《Ergonomics》2009,52(2):187-203
Haptic interaction has been successfully incorporated into a variety of virtual environment (VE) systems, yet designing multimodal VE training systems remains challenging as each cue incorporated during training should maximise learning and training transfer. This study examined the impact of incorporating two independent, spatialised tactile cues and vestibular cues into a military VE training environment with the goal of empirically examining whether such cues could enhance performance within the training environment and also that knowledge and skills gained during training could transfer to another environment. The results showed that tactile cues enhanced spatial awareness and performance during both repeated training and within a transfer environment, yet there were costs associated when two independent tactile cues were presented during training. In addition, results suggest that spatial awareness benefits from a tactile point indicator may be impacted by vestibular cues, as performance benefits were seen when tactile cues were paired with head tracking. To fully realise training potential, it is essential to determine how best to leverage multimodal capacity of VE training systems by identifying how multimodal training cues may advance knowledge, skills and attitudes of trainees. Results from this study provide design guidelines for incorporating tactile cues in VE training environments to enhance spatial awareness.  相似文献   

14.
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   

15.
《Computers & Education》2009,52(4):1589-1598
The social cognitive perspective of self-regulated learning suggests that effective learning is determined by the interactions among personal, behavioral, and environmental influences; particularly, high self-regulated learners hold higher motivation (personal), apply better learning strategies (behavioral) and respond to environmental demand more appropriately (environmental). The study thus uses the social cognitive perspective to explore the role of self-efficacy (personal), student feedback behavior, use of learning strategies (behavioral), performance and receiving feedback (environmental) in Web-based learning. There were 76 university students participated in this study. Both quantitative and qualitative methods were applied for data analysis. The results supported that self-efficacy predicted student use of learning strategies and related to elaborated feedback behavior (personal  behavioral). High self-efficacy students applied more high-level learning strategies, such as elaborative strategy and critical thinking. Students who provided elaborated feedback also had higher self-efficacy than those who did not. Moreover, receiving elaborative feedback significantly promoted student self-efficacy (environmental  personal), while receiving knowledge of correct response improved student performance. However, the results indicated that feedback behaviors did not predict academic performance, which may be interfered by modeling effects.  相似文献   

16.
Active learning and training is a particularly effective form of education. In various domains, skills are equally important to knowledge. We present an automated learning and skills training system for a database programming environment that promotes procedural knowledge acquisition and skills training. The system provides meaningful knowledge-level feedback such as correction of student solutions and personalized guidance through recommendations. Specifically, we address automated synchronous feedback and recommendations based on personalized performance assessment. At the core of the tutoring system is a pattern-based error classification and correction component that analyzes student input in order to provide immediate feedback and in order to diagnose student weaknesses and suggest further study material. A syntax-driven approach based on grammars and syntax trees provides the solution for a semantic analysis technique. Syntax tree abstractions and comparison techniques based on equivalence rules and pattern matching are specific approaches.  相似文献   

17.
Non-technical skills in high-reliability industries include decision making, interpersonal communication and personal resilience. It has been argued that these skills are key to effective performance, safety and welfare. However, there is no agreed upon set of such skills or formal means to identify and assess them for incident commanders in the UK fire and rescue service (FRS). The aim of this research was to identify the non-technical skills that underpin effective incident command in the UK FRS, and to develop a behavioural marker system that captures these skills. Our research assessed the current range of training offered in non-technical skills across the UK FRS, and identified the non-technical skills of incident command within the UK FRS through interviews with incident commanders, and workshops with subject-matter experts. The six non-technical skills were: assertive, effective and safe leadership; effective decision making and planning; interpersonal communication; personal resilience; situational awareness; and teamwork and interoperability. A bespoke behavioural marker system, called THINCS, was developed with exemplary behaviours for each skill.  相似文献   

18.
Up to 95% of teens and young adults in western societies are online, and research shows striking evidence that users suffering from social fears use the Internet more frequently. Social phobia (SP) is one of the most common anxiety disorders, characterized by early onset and more frequent histories of childhood and adolescent shyness. SP is often untreated because adolescent sufferers hesitate to talk to teachers or attend any face-to-face treatment. Furthermore, teachers and caregivers, responsible for educating these young adults, often lack the clinical-psychological knowledge to help. Therefore, we developed an online training for providing educative knowledge about social skills, social fears and body relaxation methods (including evidence-based cognitive-behavioural therapy (CBT) elements combined with elements from social skills trainings (SST)). Until now, no such online tool was readily available for teachers and caregivers in Europe's German-speaking areas. In addition, the transformation of a well-evaluated (offline) SST with CBT elements into an attractive online form rendered a definite challenge. To assist teachers and caregivers, we developed an online-based self-administered SST with CBT elements especially for adolescents and young adults. The novelty of the project was its development in close cooperation with target groups to ensure usability and acceptance. This multi-stage program for the prevention of social fears and social phobia includes the promotion of social skills moreover cognitive restructuring. Fourteen text- and comic-based sessions (one session per week, each session takes 30–40 min) provide knowledge about social fears and social skills. The effectiveness was evaluated using pre- and post-tests with 61 training participants and 47 control group students. Preliminary results showed promising and significant effects in the intervention group: a decrease of social fears as well as an increase of social skills. These findings suggest that our self-administered online training is effective preventing social fears, and may be considered as an educative tool for teachers and caregivers (providing evidence-based information about social fears, social skills and body relaxation methods).  相似文献   

19.
The question ‘What stimulates teachers to integrate Information and Communication Technologies (ICTs) in their pedagogical practices?’ was addressed in the context of teachers’ usage of digital learning materials (DLMs). We adopted Fishbein’s Integrative Model of Behavior Prediction (IMBP), to investigate the various relationships between distal and proximal variables and intention. Mediation analysis revealed that the proximal variables attitude, subjective norm, and self-efficacy towards DLMs were significant predictors of teachers’ intention to use DLMs. The contribution of subjective norm, however, was modest. Attitude, subjective norm and self-efficacy mediated the effects of the following three distal variables on intention: previous use of DLMs, perceived knowledge and skills to use DLMs, and colleagues’ usage of DLMs. Persuasive communication and skills based training seem, therefore, appropriate interventions to promote a positive attitude towards DLMs and improve self-efficacy in using DLMs.  相似文献   

20.
要使完全没有色彩知识与造型意识的高等职业学校的学生,在不多的色彩课时计划内比较全面地了解和初步掌握色彩的基本表现技法,授课教师不但要有较深的色彩理论知识和过硬的色彩造型功底,还必须具有灵活多样的教学方法与实训指导技巧,更需要进行强化有效的实训教学手段。  相似文献   

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