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Computer simulation and animation (CSA) has been receiving growing attention and wide application in engineering education in recent years. A new interactive CSA module was developed in the present study to improve student learning of particle kinetics in an undergraduate engineering dynamics course. The unique feature of this CSA module is that it integrates computer visualization with mathematical modeling, so students can directly connect engineering dynamics phenomena to underlying mathematics. A quasi‐experimental pretest–post‐test research design including a comparison group (n = 65) and an intervention group (n = 77) was implemented to assess to what extent the developed CSA module improved student learning. The results show that this new CSA module increased students' class‐average conceptual and procedural learning gains by 29% and 37% respectively. The difference in learning gains between the two groups is statistically significant (Z = ?4.526, p = 0.000) based on a nonparametric statistical Mann–Whitney U test. It is found that the improvement of students' conceptual understanding and the improvement of their procedural skills are asymmetrical in this CSA learning environment. The CSA module can serve as an excellent tool to supplement traditional lectures, but cannot fully replace human teachers or tutors in teaching.  相似文献   

3.
Computational thinking (CT) plays a vital role in the fields of science, technology, engineering and mathematics (STEM). However, whether students' learning attitude towards STEM is related to their CT skills remains unknown. Two studies were conducted to address this knowledge gap. In Study 1, we validated a newly developed STEM learning attitude scale among a sample of Chinese primary school students (N = 489). Exploratory and confirmatory factor analysis results revealed that the scale which consisted of three factors (mathematics, science and information technology) could sufficiently measure primary school students' STEM learning attitude in the current sample. In Study 2, we explored the association between students' STEM learning attitude and their CT skills. Evidence revealed that learning attitude towards STEM significantly predicted CT skills. We also found that girls had a more positive learning attitude towards STEM than boys, and the fourth grade might be the key period for the development of CT skills. Implications for promoting primary school students' STEM learning and CT skills were also discussed.  相似文献   

4.

Background

While a number of learner factors have been identified to impact students' collaborative learning, there has been little systematic research into how patterns of students' collaborative learning may differ by their learning orientations.

Objectives

This study aimed to investigate: (1) variations in students' learning orientations by their conceptions, approaches, and perceptions; (2) the patterns of students' collaborations by variations in their learning orientations and (3) the contribution of patterns of collaborations to academic achievement.

Methods

A cohort of 174 Chinese undergraduates in a blended engineering course were surveyed for their conceptions of learning, approaches to learning and to using online learning technologies, and perceptions of e-learning, to identify variations in their learning orientations. Students' collaborations and mode of collaborations were collected through an open-ended social network analysis (SNA) questionnaire.

Results and Conclusions

A hierarchical cluster analysis identified an ‘understanding’ and ‘reproducing’ learning orientations. Based on students' learning orientations and their choices to collaborate, students were categorized into three mutually exclusive collaborative group, namely Understanding Collaborative group, Reproducing Collaborative group and Mixed Collaborative group. SNA centrality measures demonstrated that students in the Understanding Collaborative group had more collaborations and stayed in a better position in terms of capacity to gather information. Both students' approaches to learning and students' average collaborations significantly contributed to their academic achievement, explaining 3% and 4% of variance in their academic achievement respectively. The results suggest that fostering a desirable learning orientation may help improve students' collaborative learning.  相似文献   

5.
Contemporary evidence on the effectiveness of concrete and abstract representations in science education is based solely on studies conducted in college context. There it has been found that learning with abstract representations produces predominantly better outcomes than learning with concrete representations and combining the representations can be even more productive. In the present study, 52 elementary school students used a computer simulation to discover the basic principles of electric circuits. The perceptual concreteness of simulation elements either remained concrete or switched from concrete to abstract during the learning. In order to compare the relative effectiveness of the learning conditions and assess the changes in students' conceptual understanding, the students completed a subject knowledge assessment questionnaire before and after learning with the simulation. According to the results, the students gained a better understanding of the circuits by learning with constantly concrete simulation elements than switching from concrete to abstract elements during the learning. Constantly concrete elements also enhanced the learning process by reducing the learning times. The outcomes of the study suggest that the effects of concrete and abstract representations in science education are notably different in elementary school context as compared with college contexts.  相似文献   

6.
The study was conducted to investigate the relation of adolescent students' mathematics motivation and achievement to their appropriate help‐seeking and inappropriate guessing behaviour while using instructional software. High school students (n = 90) completed brief assessments of mathematics motivation and then worked with software for geometry instruction. Students' actions with the software were machine‐classified to identify instances of appropriate help‐seeking and inappropriate guessing. Mathematics teachers provided information about students' achievement (high, average or at risk of failing math class). Results indicated that students with low math self‐concept were most likely to engage in inappropriate guessing behaviour. Students with low math achievement were most likely to engage in appropriate help‐seeking while working with the software.  相似文献   

7.
Educational blogs are currently gaining in popularity in schools and higher education institutions, and they are widely promoted as collaborative tools supporting students' active learning. However, literature review on educational blogging revealed a lack of a complete and consistent framework for studying and assessing students' engagement and the impact of blogging on students' learning. This study reports on the application of an analysis framework for evaluating blogging learning activities, based on two well‐documented models, those of Community of Inquiry (CoI) and Social Network Analysis. The framework proposed is examined through an empirical study involving 21 K‐9 students, coming from two classes, in Greece. This investigation shed light into the different ways of students' engagement in a blog‐based project, namely their social and cognitive presence that supported the development of a CoI and learning. The results suggest that the students, through their different roles in the blog, achieved higher thinking and cognitive levels.  相似文献   

8.
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall, we found positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material. Although students who played and identified variously with recreational games were more alike than not, we did uncover one notable difference with respect to how students' gaming frequency impacted their engagement in the course. Nongamers expressed somewhat less motivation to do well in the course than frequent gamers. For all other measures of engagement, however, nongamers appeared to be equally engaged by the gamified format of the course as gamers. There were virtually no differences between male and female students' perceptions of gamification. This study contributes new insight into the conditions under which gamification succeeds or fails in educational settings. These insights will be useful to designers and instructors of gamified learning environments as they seek to engage and support a variety of learners.  相似文献   

9.
Nowadays, students often practice problem-solving skills in online learning environments with the help of examples and problems. This requires them to self-regulate their learning. It is questionable how novices self-regulate their learning from examples and problems and whether they need support. The present study investigated the open questions (1) to what extent students' (novices) task selections align with instructional design principles and (2) whether informing them about these principles would improve their task selections, learning outcomes, and motivation. Higher education students (N = 150) learned a problem-solving procedure by fixed sequences of examples and problems (FS-condition), or by self-regulated learning (SRL). The SRL participants selected tasks from a database, varying in format, complexity, and cover story, either with (ISRL-condition) or without (SRL-condition) watching a video detailing the instructional design principles. Students' task-selection patterns in both SRL conditions largely corresponded to the principles, although tasks were built up in complexity more often in the ISRL-condition than in the SRL-condition. Moreover, there was still room for improvement in students' task selections after solving practice problems. The video instruction helped students to better apply certain principles, but did not enhance learning and motivation. Finally, there were no test performance or motivational differences among conditions. Although these findings might suggest it is relatively ‘safe’ to allow students to independently start learning new problems-solving tasks using examples and problems, caution is warranted: It is unclear whether these findings generalize to other student populations, as the students participating in this study have had some experience with similar tasks or learning with examples. Moreover, as there was still room for improvement in students' task selections, follow-up research should investigate how we can further improve self-regulated learning from examples and practice problems.  相似文献   

10.
ABSTRACT

In this article, we review published literature that draws on autobiographical accounts of students' experiences learning mathematics. We summarize the main findings of the target literature and present recommendations for further research that will extend this field. Our review indicates that autobiographical and narrative methodological approaches have the potential to occasion important advances in our knowledge of students' experiences learning mathematics. However, relative to accounts of preservice teacher learning, there is a paucity of published research that documents the mathematics learning experiences of kindergarten to Grade 12 students.  相似文献   

11.
In this paper we present a modern approach of teaching mathematics based on the computer supported collaborative learning (CSCL) of calculus contents. The collaborative learning was used in calculus course at the University of Novi Sad, Serbia, for examining functions and drawing their graphs. In 2012 the authors decided to improve the collaborative learning introducing GeoGebra application. Small four member groups were formed by using Kagan's (1994) principles. Two groups of students, the experimental, and the control one were observed. The students in the experimental group learned with the help of GeoGebra, and the students in the control group learned without using GeoGebra.Comparison between those two groups of the first year calculus students, regarding their way of learning and the results achieved, is described below. Before the students' collaborative learning, they were tested with a pre-test and their knowledge necessary for examining functions was verified. The pre-test showed that there was no significant statistical difference between the experimental and the control group. The experimental group worked with the help of the computer and the control one without it. After the collaborative learning, the students were tested with a test (colloquium) and the results of the experimental group were significantly better than the results of students in the control group. At the end of the course the students did their exams (post-test), and the results of the experimental group were significantly better than the results of students in the control group.Some students from the experimental group had to answer questions in an interview related to the use of GeoGebra during their collaborative learning. In order to see the students' difficulties in solving problems, students in the experimental group were asked to cross out incorrect parts of solutions, not to erase them. The teachers reviewed the students' tasks done during the collaborative learning and after that the students who had corrected their mistakes were invited for an interview about using GeoGebra for overcoming their difficulties. Based on the students' results in the tests, answers in the questionnaire and in the interview, it can be concluded that GeoGebra has enabled an easier learning of this material. The GeoGebra package enables the students to check whether each step in the process of solving a task was correctly done or not. The results of our research show that GeoGebra can help those students having insufficient knowledge (necessary for solving those tasks) to improve it.We can say that our research shows that the students' learning achievement in examining functions and drawing their graphs is better when they use GeoGebra, working in collaborative groups than without using it. Also, GeoGebra enables creation of effective learning environment for examining functions and drawing their graphs.  相似文献   

12.
Research on mobile-based assessment systems is still an emerging topic in the mobile learning field. Current research has demonstrated that the use of mobile-based assessment systems seems to have a positive impact on students' learning outcomes and motivation. The paper identifies some factors that influence student engagement with mobile-based formative assessment in a language learning course. Survival analysis of the interaction of N = 86 students from eight English as a Foreign Language (EFL) courses over 5 weeks showed that students with higher levels of self-reported effort and perceived importance engaged for longer periods of time. Perceived ease of use, perceived usefulness and behavioural intention to use were all predictors of the longer use of mobile-based assessment systems. We found that within the first 25–50 min of use, about half of the students might disengage from using a mobile-based assessment application.  相似文献   

13.
Elaborative feedback (EF) containing explanations on students' responses benefits learning. Computer-based environments provide learners with EF in different ways, for example, on an immediate question-by-question basis or after answering a set of questions. Recent findings also suggest that delaying EF enhances learning. However, it is unclear to what extent different types of delayed-EF favour students' performance. This study examines whether and how two types of delayed-EF (question-based vs. summative) influence students' question-answering performance and final learning over immediate-EF. One hundred thirty-three secondary-school students read a scientific text and answered 12 multiple-choice questions in a computer-based environment. A day later, students completed a final learning test with 20 open-ended questions. Results showed that neither question-based delayed EF nor summative delayed EF outperformed immediate EF. However, EF moderated the relationship between students' prior knowledge and their performance outcomes, suggesting that students with higher levels of prior knowledge receiving summative delayed EF benefited more.  相似文献   

14.
Inquiry-based learning, an effective instructional strategy, can be in the form of a problem or task for triggering student engagement. However, how to situate students in meaningful inquiry activities remains to be settled, especially for social studies courses. In this study, a contextual educational computer game is developed to improve students' learning performance based on an inquiry-based learning strategy. An experiment has been conducted on an elementary school social studies course to evaluate the effects of the proposed approach on the inquiry-based learning performances of students with different learning styles. The experimental results indicate that the proposed approach effectively enhanced the students' learning effects in terms of their learning achievement, learning motivation, satisfaction degree and flow state. Furthermore, it is also found that the proposed approach benefited the “active” learning style students more than the “reflective” style students in terms of learning achievement. This suggests the need to provide additional supports to students with particular learning styles in the future.  相似文献   

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16.
Serious or educational games gain increasing research interest as tools to augment traditional instructional approaches on scholastic learning, especially in mathematics education. In this study, we investigated whether game-based approaches may not only be useful to foster numerical learning but may also be valid as an assessment tool. To measure their conceptual knowledge of fractions eleven-year-old students played a math game on tablet computers using tilt-control to navigate an avatar along a number line for a total of 30 min. Findings indicated that hallmark effects of fraction magnitude processing typically observed in basic research, such as the numerical distance effect, were successfully replicated using the game-based assessment. Moreover, fraction comparison performance as well as fraction estimation accuracy correlated significantly with students' math grades. Therefore, the results of the current study suggest that game-based learning environments for fraction education (even using tilt-control) may also allow for a valid assessment of students’ fraction knowledge.  相似文献   

17.
Using survey data collected from a sample of high school students in the United States (N = 504), this study examined how different types of social capital associated with parents, close friends, and Facebook Friends were related to students' confidence about their knowledge of the college application process and their expectations about succeeding in college. We found that social media use plays a significant role only for first-generation students – students whose parents did not graduate from college. For first-generation students, finding information about college through social media was associated with higher levels of efficacy about college application procedures. Having access via social media to a broader network of people who could actively answer questions and provide informational support was positively related with first-generation students' expectations about their ability to be successful in college, but was not the case for non first-generations.  相似文献   

18.
While it is clear that the use of computer simulations has a beneficial effect on learning when compared to instruction without computer simulations, there is still room for improvement to fully realize their benefits for learning. Haptic technologies can fulfill the educational potential of computer simulations by adding the sense of touch. Visuohaptic simulations may not only help students visualize these concepts, but they may also have the capability of enriching the learning experience and enhancing retention. To provide additional insights about how students conceptualize abstract and difficult concepts in science, this study proposes a sequencing approach. The research questions are: (1) what are undergraduate students' ways of conceptualizing electric fields through haptic feedback? And (2) what are undergraduate students' perceptions of using visuohaptic simulations for their learning of electric force concepts? Participants included nine undergraduate students who participated in a think aloud procedure. Data were analysed qualitatively using open coding followed by axial coding. The results suggest that students' conceptualized electric force concepts through embodied haptic experiences by inferring force–distance relationship, sign inference, shape of field and indirectly inferring the concept of electric potential. Students also perceived the value of using visual plus haptic simulations to help them understand and retain concepts.  相似文献   

19.
On-line discussion forums constitute communities of people learning from each other, which not only inform the students about their peers' doubts and problems but can also inform instructors about their students' knowledge of the course contents. In fact, nowadays there is increasing interest in the use of discussion forums as an indicator of student performance. In this respect, this paper proposes the use of different data mining approaches for improving prediction of students' final performance starting from participation indicators in both quantitative, qualitative and social network forums. Our objective is to determine how the selection of instances and attributes, the use of different classification algorithms and the date when data is gathered affect the accuracy and comprehensibility of the prediction. A new Moodle's module for gathering forum indicators was developed and different executions were carried out using real data from 114 university students during a first-year course in computer science. A representative set of traditional classification algorithms have been used and compared versus classification via clustering algorithms for predicting whether students will pass or fail the course on the basis of data about their forum usage. The results obtained indicate the suitability of performing both a final prediction at the end of the course and an early prediction before the end of the course; of applying clustering plus class association rules mining instead of traditional classification for obtaining highly interpretable student performance models; and of using a subset of attributes instead of all available attributes, and not all forum messages but only students' messages with content related to the subject of the course for improving classification accuracy.  相似文献   

20.
Abstract An important challenge faced by many teachers as they involve students in science investigations is measuring (‘assessing’) students' progress. Our detailed requirements analysis in a particular school district led to the idea that what teachers need most are ways to increase the quality of the information they have about what students know and can do, not automation of typical assessment practices. We see handheld computers as promising tools for addressing this need because they can give students and teachers frequent, integral access to new ways of expressing and communicating what they know and can do. Our requirements analysis has led us to emphasize a need for handheld-based tools that ‘informate’ science instruction by:
  • • Being oriented to the needs of teachers in transition to inquiry-oriented pedagogy;
  • • expanding the range of assessment tasks through a new representational medium and communication infrastructure;
  • • creating new roles for students in expressing what they know and can do; and
  • • focusing both students' and teachers' attention on scientific concepts.
  相似文献   

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