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201.
案例分析法在《电子商务概论》教学中的应用研究   总被引:1,自引:0,他引:1  
案例教学法因其教学效果显著,得到了教育和培训机构的重视。本文首先介绍了案例分析法的一般知识,然后深入讨论了案例分析法在《电子商务概论》教学中的具体应用,给出了具体的步骤,并总结了注意的问题。  相似文献   
202.
高频电子线路是电子通信专业学生的一门重要的专业基础课,其实践性和理论性都很强。本文结合高频电子线路的教学实践,分析了高频电子线路课程在教学时的特点及困难之处,并从教学内容、方法及手段等方面提出了相应的建议。  相似文献   
203.
在网络技术高速发展的今天,上网成了人们日常生活中不可或缺的一部分。而网络环境下网页是信息的载体,所以网页的设计与制作就成了计算机教学的一项主要内容。那么作为教师如何引导学生们对网页制作感兴趣、如何提高学生网页制作的技能就成了我们需要探讨的问题。  相似文献   
204.
《计算机网络技术》实验教学的优化方案研究   总被引:1,自引:0,他引:1  
根据<计算机网络技术>实验教学的特点,在总结目前<计算机网络技术>实验教学现状的基础上,从实验项目、实验过程以及实验考核方式三个方面进行优化研究,以培养学生对<网络技术>的综合实践技能运用和设计创新能力,并提高实验教学质量和效果.  相似文献   
205.
大学非计算机专业计算机基础教学改革思路   总被引:4,自引:0,他引:4  
"Intel Atom处理器+Intel GMA 950集显+160GB硬盘+1GB/2GB内存",读者可能对这一配置很眼熟,对,它就是上网本的标准配置。这种普通上网本的"孱弱"性能并不能让人满意,10英寸的小屏幕和键盘使用起来也并不舒服。因此,市面上逐渐出现了上网本的差异化产品。这些"另类"上网本可以用来干啥?有什么特别的优势?笔者将为你一一点评。  相似文献   
206.
Studies have demonstrated that students prefer PowerPoint and respond favorably to classes when it is used. Few studies have addressed the physical structure of PowerPoint. In this study, students enrolled in several psychology classes on two campuses completed a 36 item questionnaire regarding their preferences for the use of PowerPoint in the classroom. Students preferred the use of key phrase outlines, pictures and graphs, slides to be built line by line, sounds from popular media or that support the pictures or graphics on the slide, color backgrounds, and to have the lights dimmed. It is recommended that professors pay attention to the physical aspects of PowerPoint slides and handouts to further enhance students’ educational experience.  相似文献   
207.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   
208.
Fengfeng Ke   《Computers & Education》2008,51(4):1609-1620
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders’ cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students’ cognitive test performance or metacognitive awareness development. The in-field observation and students’ think-aloud protocol informed that not every computer math drill game would engage children in committed learning. The study findings have highlighted the value of situating learning activities within the game story, making games pleasantly challenging, scaffolding reflections, and designing suitable off-computer activities.  相似文献   
209.
The widespread availability of digital learning resources in a variety of media formats offers the possibility to make a profound difference in education. This potential has not been fully realised for range of interrelated reasons. In this paper we study the key characteristics of learning resources that have proved effective in changing learning and teaching, and relate them to existing frameworks for understanding resources. We outline the relationships between resources, their users, and the way they are used, and explore issues that influence practitioners in choosing a particular resource. Our study is based on a review of resources for e-learning and chemistry in post-compulsory education, undertaken for the UK Joint Information Systems Committees (JISC), as part of a wider study examining ‘The Effectiveness of Resources, Tools and Support Services used by Tutors in Designing and Delivering E-Learning Activities’.  相似文献   
210.
Computer-based testing – is an effective teacher’s tool, intended to optimize course goals and assessment techniques in a comparatively short time. However, this is accomplished only if we deal with high-quality tests. It is strange, but despite the 100-year history of Testing Theory (see, Anastasi, A., Urbina, S. (1997). Psychological testing. Upper Saddle River, NJ: Prentice-Hall) there still exist some misconceptions. Modern wide-spread systems for computer based course management and testing reveal a set of problems corresponding to certain features of testing methods.  相似文献   
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