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101.
Videogames and their specific devices can be used to improve learning process since they are very attractive for children. In this way, pupils increase their cognitive skills, the time dedicated to learn, their motivation for learning, their concentration and their attention while they are working/playing. The subject of “learning by play” is behind the introduction of recreational educational techniques in the classroom. If we also consider the increasing presence of new technologies in society in general and in classrooms in particular, we encounter a new way of teaching/learning. Moreover, several studies in the area of computer supported collaborative learning (CSCL) have proved that learning in a group environment (both actively and interactively) is much more productive for pupils than traditional education.Our main objective is to reduce the complexity of introducing the collaborative learning techniques into development of educational videogames. So, in this paper we analyze the use of videogames as a particular case of new technologies in the classroom and we present a set of design guidelines to enable us to incorporate the features of collaborative learning in the videogame development process. We also explore how these guidelines affect the videogame architecture and how they can be applied when designing a videogame. As a practical example of using our proposal we have designed an educational videogame with group activities which aim is to learn the vowels.  相似文献   
102.
Abstract The aim of this study is to investigate students' use of cognitive learning strategies in inquiry-based computer-supported collaborative learning (CSCL). A process-oriented interview framework on cognitive activity, self-regulation and motivation, and a coding category for analysing cognitive learning strategies and cognitive self-regulation was developed. The students of an intervention group (n=18) participating in inquiry-based CSCL and a comparison group (n=8) were interviewed six to eight times during the 3 years of the study. The results derived from the mixed-method analysis of altogether 161 interviews were compared between the two groups. The results indicate that the students who participated in the inquiry-based CSCL activities reported deeper-level cognitive strategies such as monitoring, creating representations and sharing information collaboratively. The students of the comparison group reported more surface-level strategies such as memorization. However, the findings concerning the utility of CSCL inquiry on cognitive learning strategies were not uniformly positive. It was found that the students of the comparison group reported significantly more strategies under the category of content evaluation. Nevertheless, the results suggest that computer-supported inquiry-based learning can enhance the use of cognitive strategies that support learning.  相似文献   
103.
基于CSCW的协同图形的存储技术的研究   总被引:1,自引:0,他引:1       下载免费PDF全文
由于计算机支持的协同工作(CSCW)能提高人们的工作效率,而计算机支持的协同学习(CSCL)又是CSCW思想在教育领域的一个重要应用。为此,利用JAVA与XML相结合的技术,实现了对CSCL系统中由协同图形设计(CSGD)所产生的图形学习资源的存储与管理,以保证协同学习系统的实用性、真实性和连续性。  相似文献   
104.
MOOSE Crossing is a text-based virtual reality environment (or MUD) designed to be a constructionist learning environment for children ages eight to thirteen. The constructionist philosophy of education argues that learning through designing and constructing personally meaningful projects is better than learning by being told. Children on MOOSE Crossing learn computer programming and improve their reading and writing by working on self-selected projects in a self-motivated, peer-supported fashion. In experience with over 180 children and 90 adults using the system since October 1995, we have found that the community provides essential support for the children's learning experiences. The community provides role models; situated, ubiquitous project models; emotional support to overcome technophobia; technical support; and an appreciative audience for completed work. This paper examines the nature of that support in detail, and argues that community support for learning is an essential element in collaborative work and learning on the Internet.  相似文献   
105.
Abstract The rapid advance of distance learning and networking technology has enabled universities and corporations to reach out and educate students across time and space barriers. Although this technology enables structured collaborative learning activities, online groups often do not enjoy the same benefits as face‐to‐face learners, and their instructors often do not have time to actively support and mediate the online collaboration. This article demonstrates our capacity to computationally model, analyse, and support online student interaction, in particular knowledge sharing. A unique combination of qualitative analysis and artificial intelligence methods was designed to (a) recognize when students are having trouble learning the new concepts they share with each other, and (b) understand why they are having trouble, so that we might assist an instructor or intelligent coach in mediating group knowledge‐sharing activities.  相似文献   
106.
107.
协同学习(Cooperative Learn ing,CL)是一种教学理论与策略,用于改善课堂气氛,提高学生的学业。计算机支持的协同工作(Computer Supported CooperativeW ork,CSCW)是研究如何利用计算机和网络技术在协同工作中充分发挥作用。计算机支持的协作学习(Computer Supported Cooperative Learn ing,CSCL)是CL与CSCW的交叉研究领域,它研究如何将计算机技术与网络技术运用到协同学习中,使学习小组成员能够获得良好的协作学习效果。  相似文献   
108.
计算机支持的协作学习的伙伴模型   总被引:4,自引:0,他引:4  
伙伴模型的建立是计算机支持的协作学习(CSCL)中寻找学习伙伴的关键。伙伴模型对学生分组的关键因素进行了较全面的建模。对伙伴模型进行了形式化的描述,并重点对动态协作信息的表示,如伙伴学习进度、知识水平、认知能力和协作能力进行了研究。  相似文献   
109.
The objective of the research presented here was to study the influence of two types of instruction for using an argumentation diagram during pedagogical debates over the Internet. In particular, we studied how using an argumentation diagram as a medium of debate compared to using an argumentation diagram as a way of representing a debate. Two groups of students produced an individual argument diagram, then debated in pairs in one of the two conditions, and finally revised their individual diagrams in light of their debate. We developed an original analysis method (ADAM) to evaluate the differences between the argumentation diagrams constructed collaboratively during the interactions that constituted the experimental conditions, as well as those constructed individually before and after debate. The results suggest a complementary relationship between the usage of argumentation diagrams in the framework of conceptual learning. First, students who were instructed to use the argumentation diagram to represent their debate were less inclined to take a position in relation to the same graphical element while collaborating. On the other hand, students who were instructed to use the argumentation diagram alongside a chat expressed more personal opinions while collaborating. Second, the instructions given to the participants regarding the use of the argumentation diagram during the collaborative phase (either for debate or for representing a chat debate) have a significant impact on the post-individual graphs. In the individual graphs revised after the collaborative phase, participants who used the graph to represent their debate added more examples, consequences and causes. It follows that a specific usage for an argumentation diagram can be chosen and instructions given based on pedagogical objectives for a given learning situation.  相似文献   
110.
CSCL相关理论为基础,以“教师为主导、学生为主体”为设计思想,以Visual Studio.Net为开发环境,采用ASP.NET开发语言和Microsoft SQL Server 2000数据库,设计了跨平台B/S结构的网络协同学习系统.描述了各子系统功能,并给出了实现协同学习中互动式讨论和共享机制的具体程序.  相似文献   
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