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1.
如何在计算机模拟情境中嵌入有效的学习支持是当前研究者关注的一个重要问题.科学发现学习活动中有三种基本活动线索:问题表征与假设生成、实验检验、自我监控与反思概括.这种学习活动可能主要受三个内在条件的制约:意义性、系统逻辑性和反思概括,据此,针对计算机模拟环境中的学习支持可以包括三个侧面:解释性支持、实验性支持和反省性支持.  相似文献   

2.
现代远程教育存在"两个远距离"。一个是教师和学习者的"物理远距离",另一个是教师和学习者共同面对的与无生命的计算机的"心理远距离"。物理和心理上的远距离导致教师和学习者、学习者与学习者之间相互沟通困难,学习者与资源之间沟通困难。这种远距离的状态使得现代远程教育缺乏传统教育中师生面对面的交互及情感交流。因此要使学习者的个性化网络学习能顺利进行必须克服这两个远距离。而克服"两个远距离"最有效的办法是为学习者的个性化自主学习提供有效支持和人文关怀。个性化网络学习支持系统是指整合了现代网络技术和个性化支持技术的网络学习支持系统,它的本质是为学习者提供个性化的学习服务,使学习者的个性化网络学习顺利进行。概括地说,个性化网络学习支持系统就是为学习者的个性化网络学习提供支持的软件系统。  相似文献   

3.
Dynamic visualisations capture aspects of scientific phenomena that are difficult to communicate in static materials and benefit from well-designed scaffolds to succeed in classrooms. We review research to clarify the impacts of dynamic visualisations and to identify instructional scaffolds that mediate their success. We use meta-analysis to synthesise 47 independent comparisons between dynamic and static materials and 76 comparisons that test the effect of specific instructional scaffolds. These studies show that dynamic visualisations are better than static visuals at promoting conceptual inferences about science, consistent with the success of inquiry instruction in science. To realise this potential of dynamic visualisations, instruction needs to help students use the dynamic visualisation to make sense of their own ideas. Scaffolds that are most successful include prompts for reflection, prompts to distinguish among parts of the visualisation, visual cues that identify salient features, multiple visualisations presented sequentially, and interactive features that govern the pacing of activities. We extract guidelines from this research to help researchers plan future studies of visualisations, designers create and refine instructional materials using visualisations, and practitioners customise instruction that features visualisations.  相似文献   

4.
Computer-based multimedia learning environments make it possible to present interactive animated pictures, which can be manipulated for active exploratory learning and which allow the dynamic behavior of complex subject matter to be displayed. Due to the large range of possibilities for exploratory interaction, such learning environments seem well suited for co-operative learning in which different learners analyse the presented subject matter from different perspectives. This paper first describes a theoretical framework for learning from texts and pictures together with an analysis of possible effects of animation and interactivity on knowledge acquisition. It then presents two empirical studies in which knowledge acquisition from interactive animated pictures was compared with knowledge acquisition from static pictures under the conditions of individual learning (Study I) and of cooperative learning (Study II). In Study I, learning with interactive animated pictures resulted in a superior encoding of detail information, but did not facilitate performance of mental simulation tasks. In Study II, learning with interactive animated pictures resulted both in inferior encoding of detail information and poorer results in mental simulations. These findings and the analysis of discourse protocols of subjects’ co-operation suggest that exploratory learning with interactive animated pictures is associated with extraneous cognitive load and that this load can be further increased by the co-ordination demands of co-operative learning. Although animated pictures may provide external support for mental simulations, they do not appear to be generally beneficial for learning, because they can prevent individuals from performing relevant cognitive processes.  相似文献   

5.
移动学习是教师将教育内容与教育服务通过无线网络技术或移动通信技术进行信息传输,学生利用便携式的智能移动设备获取学习信息、学习资源和学习服务而进行的学习方式,教师与学生可以通过移动计算技术实现交互式的学习。利用移动学习便捷、及时的特点,在分析移动学习的学习模式、课程设计的基础上,研究移动学习在高职教育教学过程中的应用。  相似文献   

6.
基于Krashen的输入假说,通过信息技术与英语阅读课堂的整合应用,讨论《伦敦》一文的教学设计与教学过程。这种基于计算机和网络的交互式英语阅读自主学习模式创设了丰富生动的教学资源,增强了学生对英语阅读的兴趣,拓展了学生的视野,从而培养了学生的自主学习能力和合作能力。  相似文献   

7.
When teachers or instructors create computer-based learning environments, they often solely consider technical aspects of interactivity. As a consequence, learners’ main role is to respond to requests of the learning environment (e.g. by answering multiple-choice questions). This aspect of interactivity is, however, not sufficient to understand the complex benefits of interactivity for learners’ knowledge acquisition. In order to create a higher level of interactivity, an instructional task that encourages learners to design learning materials for fellow learners is used in this paper. We will show that this instructional task can induce interactive elements because learners are encouraged to take not only their own perspective into account when designing. In addition, we investigated if the quality of source material affects knowledge acquisition in design tasks. In a two-by-two design, students (n?=?108) had to design either a learning environment for others (i.e. to perform perspective-shifting), or a representation of acquired knowledge for themselves (no perspective-shifting) with less or more coherent information sources. Results indicate that performing perspective-shifting can be a powerful technique for eliciting interactive learning behavior and, thus, for learning. The quality of information sources does not influence knowledge acquisition to a great extent.  相似文献   

8.
Interactive learning environments (ILEs) are increasingly used to support and enhance instruction and learning experiences. ILEs maintain and display information, allowing learners to interact with this information. One important method of interacting with information is navigation. Often, learners are required to navigate through the information space of an ILE, a process which can be quite difficult and cognitively exacting as the information space becomes very large and complex. Proper design can make this process less exacting and, at the same time, facilitate better learning of the information space. However, this is not easy to do, especially for ILEs. Frameworks can assist in the effective analysis and design of interactive environments. However, there is lack of conceptual frameworks for guiding the analysis and design of navigation in ILEs. This paper tries to address this issue by presenting a framework which can be used to characterize navigation within ILEs. To create this framework, this paper brings together research from various disciplines, such as human-computer interaction design, educational multimedia design, cognitive technologies and learning sciences. This framework prescribes a three-stage process for designing and analyzing navigation: 1. content structuring; 2. information navigation modeling; 3. interface presentation structuring. By bringing these three stages together, it is intended to provide a conceptual framework to assist and guide designers in the proper analysis and design of navigation in ILEs.  相似文献   

9.
院校研究与学习分析在学习研究方面同异并存,皆利用大数据探寻学生学习的优劣。院校研究主要依赖大学的管理和调查数据,学习分析主要使用学习管理系统收集的数据。院校研究聚焦于帮助大学"知己知彼",学习分析旨在助力"知学生""知学习""知教育"。院校研究为学校层面决策提供实证研究证据,学习分析识别学生个体学习行为从而支持个性化学习。二者有效融合可互助互利,更全面挖掘教育特征,提升学生学习成果。院校研究可利用决策支持服务经验,倡导和组建学习分析治理体系,为学习分析整合数据、从事学习分析的实践人员提供技术和方法支持,利用学习分析结果推动全校性教学改革。学习分析是耗资昂贵的项目,实施大学层面学习分析须考虑的问题:院校研究组织智能可否提供有效学习分析支持?是否做好了通过学习分析进行教学变革的准备?是否制定了学习分析目标?如是,各层面的目标认知程度如何?  相似文献   

10.
An animation can have an informational advantage over a static picture by depicting dynamic features. The aim of this study was to investigate whether the provision of prerequisite knowledge can help learners infer dynamic features from a static picture. It was assumed that this supposedly more active processing with a static picture would result in longer lasting knowledge representations. A 2 × 2 × 2 between-subjects design with visualization format (static picture vs. animation), prerequisite knowledge (provided vs. not provided), and time of testing (immediate vs. one week later) was used (N = 260). The results of a transfer test showed that learners with low prerequisite knowledge benefited from the animation, but this was not the case for learners with high prerequisite knowledge. Time of testing had no influence. In line with the expertise reversal effect, prerequisite knowledge not only fostered learning with the static picture but also hindered learning with the animation.  相似文献   

11.
在线学习投入程度影响在线学习质量,探究在线学习投入影响因素对于改善在线学习效果具有重要意义。将解释结构模型(ISM)和层次分析法(AHP)相结合,在文献研究与专家访谈基础上建立在线学习投入影响因素多层次结构,确定各层级因素的综合权重系数。研究结果表明:学习动机、自我效能感和教学方法是最直接影响因素,网络技术环境、学习动机、自我效能感、教师参与度、学习支持服务和在线交互环境为最主要影响因素。提出引导和激励在线学习者,提供良好的情感支持;提升教师存在感和参与度,提供充足的教师支持;营造积极的在线交互环境,提供多元的学习支持等策略,提升学习者在线学习投入。  相似文献   

12.
Animations may facilitate learning by providing external support for visual–spatial mental processing. Facilitation is challenged by findings that demonstrate involvement of spatial abilities in learning from animations, because this involvement indicates active internal visual–spatial processing. In the present study, learners attended to a system-paced multimedia presentation in which a verbal–auditory explanation was concurrently synchronized either with animation, with static core pictures, or with enriched static pictures that showed additional intermediate steps and arrows indicating motion. Results demonstrated better learning success with animations and with enriched static pictures than with static pictures. Spatial abilities were not substantively related to learning success with animations or with static pictures, but they played a crucial role for learning success with enriched static pictures. It is concluded that active visual–spatial processing was recruited with enriched static pictures. With animations, learning was truly facilitated by external support for visual–spatial mental processing.  相似文献   

13.
协作学习投入面临多维、动态数据采集与多元数据融合分析的挑战,而多模态交互分析能够提取并融合动态、多维度的投入信息,对表征协作学习交互过程具有重要价值。基于此,文章构建了基于多模态交互信息的协作学习投入分析指导框架,并从投入水平的整体性表征、投入状态的多维性分析和投入信息的时序性挖掘等角度,阐述了协作学习投入分析应考虑的关键问题。此外,文章还提出了包含多模态信息采集、多模态特征提取、多模态特征融合分析等三大模块构成的多模态交互信息分析路径。研究结论显示,多模态交互信息能实现对协作交互过程全方位、细粒度地记录,进而对小组协作学习投入的状态进行动态表征与持续分析。未来研究可能的方向在于基于智能语音处理技术的交互会话分析、基于仪表盘的投入信息可视化呈现以及基于智能代理的协作投入适应性支持。  相似文献   

14.
Discovery-based learning designs incorporating active exploration are common within instructional software. However, researchers have highlighted empirical evidence showing that “pure” discovery learning is of limited value and strategies which reduce complexity and provide guidance to learners are important if potential learning benefits are to be achieved. One approach to reducing complexity in discovery learning is limiting the range of possible actions for the learner to ensure that they do not undertake exploratory activities leading to confusion. This article reports on a study in which the learning outcomes from two learning conditions using computer-based simulations were compared. One condition allowed exploration through manipulation of simulation parameters, while the other allowed observation of simulation output from preset parameters, the latter condition designed to limit the complexity of the task. Learning outcomes for the 158 university student participants were assessed via pre-tests and post-tests of conceptual understanding. Students’ exploration activities were recorded and their strategies subsequently coded as either systematic or unsystematic. The results showed that when compared with observation, systematic exploration resulted in learning benefits, while unsystematic exploration did not. These results have implications for the design of discovery learning tasks and instructional guidance within computer-based simulations.  相似文献   

15.
微世界是一种面向科学发现学习的虚拟仿真学习环境。然而,科学发现学习本身的复杂性和现有微世界软件对这种学习方式缺乏支持,阻碍了微世界的有效应用。为此,在关于科学发现的已有研究基础上,将科学发现学习的活动结构划分为执行层与元策略层。进而,依据科学发现学习的活动结构,建立了以学生模型、活动模型和情境模型为核心的,面向科学发现学习的微世界概念模型。  相似文献   

16.
Computer visualizations are increasingly common in education across a range of subject disciplines, including anatomy. Despite optimism about their educational potential, students sometime have difficulty learning from these visualizations. The purpose of this study was to explore a range of factors that influence spatial anatomy comprehension before and after instruction with different computer visualizations. Three major factors were considered: (1) visualization ability (VZ) of learners, (2) dynamism of the visual display, and (3) interactivity of the system. Participants (N = 60) of differing VZs (high, low) studied a group of anatomical structures in one of three visual conditions (control, static, dynamic) and one of two interactive conditions (interactive, non-interactive). Before and after the study phase, participants' comprehension of spatial anatomical information was assessed using a multiple-choice spatial anatomy task (SAT) involving the mental rotation of the anatomical structures, identification of the structures in 2D cross-sections, and localization of planes corresponding to given cross-sections. Results indicate that VZ had a positive influence on SAT performance but instruction with different computer visualizations could modulate the effect of VZ on task performance.  相似文献   

17.
未来课堂的设计与应用已经成为教育技术学研究的一个新领域,智能性是未来课堂的重要特性之一。未来课堂应为课堂主体而建,终极目标在于促进学习者的个体学习和社会化学习,以促进学习者的发展,它是一个充分发挥课堂主体的主动性、能动性,和谐、自由发展的教与学环境与活动的智慧学习环境。未来课堂不仅是一个智能化的学习空间,还应体现出对课堂主体教与学活动支持的智慧性。智慧性主要体现技术层面、环境层面和资源和服务层面等方面,其实现技术主要包括硬件技术和软件技术两个层面,其中硬件技术主要包括所有设备之间的智能互联技术、多功能交互设备技术;软件技术则主要是指各主体间的信息传输技术、控制技术及信息的推理技术等。  相似文献   

18.
论远程学习者的目标管理   总被引:1,自引:0,他引:1  
从目标管理的定义和意义入手,探讨了远程学习者设置、实施、反馈学习目标的策略和工具,试图为远程学习者通过自我目标管理,提高学习绩效提供有益思路。  相似文献   

19.
This review describes parts of our research program on example-based learning that relates to recent efforts to incorporate interactive elements into learning environments designed to support learning from worked-out examples. Since most learners spontaneously study or process examples in a very passive or superficial manner, this review focuses on how a variety of specific interactive elements in example-based leaning environments are capable of encouraging learners to actively process the examples. The review begins with an overview of the literature on worked examples and the associated self-explanation, which is important given that the quality of self-explanation is a major factor in determining whether learners benefit from studying examples. The review notes that example-based learning environments tend to be effective but often promote passive processing. It then highlights the strengths and limitations of three types interactivity introduced to example-based learning environments. The review concludes with a discussion of the role that these interactive elements play in these learning environments.  相似文献   

20.
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: mastery-goal instructions, which prompt learners to develop skills or master new knowledge, and performance-goal instructions, which are frequently used in game environments and which encourage individuals to demonstrate their ability to succeed, particularly by surpassing others. Results showed that a mastery-goal instruction elicited deeper learning (as assessed with a transfer task) than a performance-goal instruction. No effect of instruction was observed on either learning (demonstration consultation) times at the start of the game or on training task (solving riddles) performances during it. These results are discussed in terms of learning processes. This study demonstrates that mastery goal-oriented instructions can promote active processing of educational content in a serious game environment.  相似文献   

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