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Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible solution for these shortcomings is to focus on separate game elements rather than on games as a whole. A second solution is to take into account students’ perceptions of instruction as they are likely to affect students’ interpretations and learning outcomes. This study investigated whether the addition of the gaming element ‘competition’ to a computer-based language learning environment is related to students’ motivation, perceptions and learning outcomes. Additionally, this study probed into the effect of instruction, i.e., the instruction of a gaming or learning environment, on students’ perceptions of the environment, their motivation and learning outcomes. 83 students participated in this study, all working in a game-based learning environment for learning business English conversation skills. The results demonstrate that competition is not significantly related to students’ learning gains and only partly related to students’ motivation. Moreover, the majority of students perceived the environment as a learning environment, even when they were instructed to be playing in a gaming environment. To conclude this paper, the practical and theoretical implications for the fields of instructional design and educational games research are discussed.  相似文献   

3.
This study proposes a model for describing the situation of Digital Teaching and Learning (TD-TaL) in Ghanaian schools using the perspectives of basic school teachers. The Digital Teaching and Learning model was developed based on the theories of Valsiner’s Zone of Free Movement (ZFM) and Zone of Promoted Action (ZPA) and Vygotsky’s Zone of Proximal Development (ZPD). The model proposes to look at the effects of ZFM in schools (comprising Digital environment factors and Personal attitudinal and Digital Culture factors) and ZPA (comprising Teacher Training factor) on the Teachers’ Digital Knowledge, Competence and Action ( TDKCA) factors to influence teachers in their Zone of Proximal Development. The model was tested in Ghana’s case using the survey data collected from 256 teachers from 45 schools across six districts in the Western Region of Ghana. The findings from Regression path analysis revealed that Personal and Digital Culture factors, but most of all teachers’ Digital Attitudes effected directly on Teachers’ Digital Activities they claimed to be doing, whereas from Environmental factors only Schools’ Digital Agenda was impacting Teachers’ Digital Action both directly and indirectly through Teachers’ Digital Training (ZPA). The model specifically highlighted that in observed Ghanaian schools the ZFM factors Digital Infrastructure and Digital Support to Digital Teaching did not associate with the ZPA factor Digital Teacher Training and overall to Teachers’ Digital Knowledge, Competence and Action factors.  相似文献   

4.
Mobile technology – such as tablets, cell phones, and wearable devices – has the potential to play a useful role in promoting academic learning. This potential motivates this special issue on “Mobile Technology, Learning, and Achievement: Advances in Understanding and Measuring the Role of Mobile Technology in Education” edited by Matthew L. Bernacki, Jeffrey Greene, and Helen Crompton. Research on learning with mobile technology should focus on three research questions: Do students learn academic content better with mobile technology than with conventional media (media comparison question)? Which instructional features afforded by mobile technology cause learning (instructional method question)? Under what conditions do students learn academic content better with mobile technology than with conventional media (boundary condition question)? A research agenda is proposed.  相似文献   

5.
This paper examines how digital technologies shape the use of space in universities with a particular focus on the implications on organisational level. In order to maximise the potential of new technologies, I argue that universities will have to reconsider their use of space. This includes addressing the impact of new technologies on pedagogies, on facilities and on students. This paper discusses seven organisational consequences, with an aim to guide estate planning and strategic investment in campus buildings and facilities.  相似文献   

6.
Retaining learners and facilitating their continuance are critical for the mobile learning providers and educators. Drawing on stimulus-organism-response framework and self-determination theory, this study examines factors that affect college students' mobile learning continuance by considering the self-determination needs and learning involvement. A research model was developed and empirically tested against data collected from 309 college students who are the mobile learning users of an online education platform in China. The results of structural equation modeling analysis showed that perceived learning support, self-management of learning and peer influence significantly influence affective learning involvement, which in turn positively affect mobile learning continuance intention. In addition, perceived learning support and peer influence also significantly influence cognitive learning involvement, which further determine mobile learning continuance intention. Theoretical and practical implications of these findings are also discussed.  相似文献   

7.
In a time of change, higher education is in the position of having to adapt to external conditions created by widespread adoption of popular technologies such as social media, social networking services and mobile devices. For faculty members, there must be opportunities for concrete experiences capable of generating a personal conviction that a given technology is worth using and an understanding of the contexts in which it is best used. The paper examines approaches to educational professional development at The Open University, including recent initiatives related to faculty development in relation to mobile learning. The paper reflects on what can be learnt from these experiences and proposes a lifelong learning perspective which can help the higher education workforce to adapt. Faculty members have to commit to lifelong learning, remembering that ‘professional role model’ to students is one of the main roles of the teacher.  相似文献   

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In this article, I argue that we are witnessing a new phase or ‘theory turn’ in the field of educational leadership. These more critical perspectives in the field of educational leadership have typically been marginalised by the larger body of orthodox approaches due to a perceived lack of focus on best practice and ‘what works’ discourses, and especially in recent years with the rise of the school effectiveness and improvement movement. However, critical perspectives in educational leadership constitute an essential and vibrant part of educational leadership scholarship and discourse. Drawing on Michel Foucault's notion of discourse, through this article, I examine how critical perspectives have been constituted historically, with some of the main themes of research. This foregrounding also highlights a number of limitations with more orthodox and hegemonic leadership discourses. I identify a number of key writers in the field and situate them in the current theory turn, that is, an emphasis of theoretically informed research that have been prolific over the last 5–10 years.  相似文献   

9.
Teachers’ learning in a learning study   总被引:1,自引:0,他引:1  
The point of departure in this study is the question: do teachers who develop theoretical knowledge of the variation theory change the way(s) they offer their pupils the object of learning due to the theoretical framework. The aim of the study is to describe this development, i.e. to find if and how teachers developed theoretical knowledge when planning instruction, and in what way(s) this has an impact on the pupils’ learning outcome when using contrasts in the instruction. The theoretical framework is strongly content related, and by analysing the learning object’s critical aspects the teachers are guided to focus on the content in this particular way. The question “what does it take to develop knowledge about the object of learning?” has to be answered by the teachers before choice of teaching method is made. The research method used is Learning Study, a fusion between lesson study and design experiment. The teachers (6) have carried out nine research lessons in three Learning Study cycles (containing three lessons each). The pupils belong to three different classes and are between 9 and 11 years old. The result shows how the teachers gradually use the variation theory when planning instruction and how the learning outcomes shown by the pupils improve. The developed theoretical insight seems to affect the teachers’ ways of seeing the object of learning, such as subtle changes of how to organize the critical features of the learning object, are discerned. In every learning study cycle contrasts are used in one lesson, and in the analysis of the effect of the contrasts, the two remaining lessons are used as control groups. The results show the impact of contrasts in the pupils’ learning outcomes. The need to complement a lesson study with a theoretical perspective on learning is that the teachers are then given the opportunity to make use of the theory when planning instruction individually, not only in a lesson study. There again, the Learning Study model seems to be a powerful model with which to develop teachers’ understanding of the theoretical framework.  相似文献   

10.
In this study we investigated how a newly developed learning environment that integrates mobile augmented reality (AR) technology supported students’ socio-scientific reasoning (SSR). Drawing upon the reasoned action theory, we consider the roles of students’ attitudes toward SSR before learning, and their cognitive and emotional engagement during learning in the students’ actual performance of SSR. The implementation results indicate the impact of the learning environment on students’ scientific knowledge and attitude change. Moreover, we identified a significant path of how the students developed their SSR by the interactions among their attitude toward SSR, and their cognitive and emotional engagement in the mobile AR learning environment. On the other hand, the students’ post-learning attitudes toward SSR were dominated by their pre-learning attitudes. Implications and suggestions are discussed.  相似文献   

11.
Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are de riguer. In this paper, we draw on the conceptual frame of dilemmatic spaces to illuminate the dilemmas teachers encounter when attempting to reconstruct professional practice in the classroom. We worked with nine teachers who enacted the Statecraft X social studies curriculum. Drawing on coded interview data, our findings suggest that teachers are forced to wrestle with tensions engendered by misalignments that emerge from the innovation's tacit requirement for change and the system's inherent gravitation towards maintaining the status quo. A school culture that cultivates innovative practice based on greater teacher agency is needed for authentic game-based learning to find traction in the classroom.  相似文献   

12.
This paper provides an overview of John Dewey's ecological psychology and his basic concepts: experience, inquiry, and habit. The concept of habit, which is particularly relevant in understanding problem-solving strategies, is further explicated on the basis of Gross’s (2009. “A Pragmatist Theory of Social Mechanisms.” American Sociological Review 74: 358–379) conceptions of habits by way of an analysis of an action learning case study. It is argued that a deeper understanding of Dewey's ecological psychology, and the application of his concepts, may assist action learning practitioners to better understand why problems arise and how people solve them habitually, and thereby enable us to ask questions that can foster double loop learning.  相似文献   

13.
ABSTRACT

Various responses to the ideas of a digital disconnect between home and school include the call for a more thoughtful exploration of the relationship between formal and informal uses of technologies. Studies have indicated the complex and interacting influences on patterns of technology use at home and at school, including patterns of Web 2.0 use that do not align with common assumptions about the characteristics of current students. Together, these studies indicate that we need more nuanced insights into how today’s students relate to available digital technologies if we are to build appropriately on their experiences in education. The current research investigates quantitatively mobile digital practices and literacy as well as attitudes in over 1140 school students in the first years (7–10) of secondary education in Australia in order to enrich insights into these students as learners in contemporary classrooms. The implications of the research for teaching are discussed.  相似文献   

14.
Metacognition and Learning - This special issue on early self- and co-regulation addresses a topic that is founded on a rich mix of theoretical perspectives, including self-determination theory,...  相似文献   

15.
Project-based learning is undoubtedly one of the best instructional methods for developing students’ broad learning capabilities, beyond teaching specific subject matter. However, experienced engineering teachers often tend to concentrate on merely teaching pupils the technical side of project work. This paper describes a programme aimed at fostering self-regulated learning among high schools pupils working on projects in electronics, control systems and robotics. The programme sought, for example, to promote pupils’ conceptual knowledge regarding the subjects they dealt with in their projects, enabling the learners to gain experience using simulation, laboratory testing and troubleshooting in a system that they were constructing. The change in project work also required pupils to document systematically all stages of system development and reflect on their learning by preparing a printed or web-based ePortfolio on the project. Outcomes of the in-service training course given to teachers countrywide and the first signs of change in project work in schools are reported.  相似文献   

16.
Educational technology research and development - As an emerging learning method, mobile technologies allow students to gain knowledge via both formal and informal learning. In spite of the...  相似文献   

17.
The authors consider the use of mobile learning environment ActionTrack in teacher education. Pre-service class teachers’ (N = 277) experiences of the mobile learning environment were measured with a 7-point Likert-scale questionnaire based on seven attributes of meaningful learning. Students’ ratings for different attributes were analysed quantitatively. The authors conclude that, based on this analysis, it is possible to create meaningful learning experiences using ActionTrack. All the measured attributes of meaningful learning obtained positive values. In the mobile learning events of this study, three attributes arose as the essential features: mobile learning in the outdoors was primarily considered collaborative, active and contextual.  相似文献   

18.
This study focused on the relationships between experiences with portfolio assessment, students’ approaches to learning and their assessment preferences by means of a pre- and post-test design in an authentic class setting. The participants were 138 first-year professional bachelor’s degree students in office management. They were assessed by means of portfolio assessment in a course that combined constructivist design principles and lectures. Approaches to learning and assessment preferences were measured by means of the Revised Two-Factor Study Process Questionnaire and the Assessment Preferences Inventory. Results showed that students’ preferences for student participation in examination and for permanent evaluation decreased significantly. Moreover, deep approaches were not enhanced. On the contrary, surface learning increased significantly. Notwithstanding, the surface approach proved to be a significant negative predictor of the portfolio assessment score.  相似文献   

19.
Language learning has undergone rapid changes over the past several years, from computer-assisted learning to the more recent mobile-device-assisted learning. Although mobile devices have become valuable language-learning tools, the evident substantial contribution of mobile devices to language learning have not yet been investigated. The present meta-analysis of 44 peer-reviewed journal articles and doctoral dissertations that were written over a 20-year period (1993–2013), with 9154 participants, revealed that mobile-device-assisted language instruction has produced a meaningful improvement with an overall mean effect size of 0.55. Different effect sizes for moderator variables, such as learning stages, hardware use, software used, intervention settings, teaching methods, intervention durations, learning skills, target languages, and L1/L2, were also reported. The results are discussed, together with their implications for future research and practices on the use of mobile devices in language learning.  相似文献   

20.
This article addresses learning in desktop virtual worlds where students role play for professional education. When students role play in such virtual worlds, they can learn some knowledge and skills that are useful in the physical world. However, existing learning theories do not provide a plausible explanation of how performing non-verbal virtual-world actions (e.g. performing a virtual chest examination in a virtual hospital) can lead to the learning of the physical world equivalent. Some theories are particularly implausible because they claim that students learn to perform physical world actions by acting on the virtual world in an embodied way. This is implausible because learning requires a high degree of correspondence between the learning performance and the target performance, and there is insufficient physical correspondence between the performance of a virtual-world action where students click on a mouse to make the avatar take actions and the physical-world equivalent where students perform the action with their own body. In this article, we use Austin’s speech act theory to provide a more plausible theory of learning in virtual worlds. We show how non-verbal virtual-world actions performed by avatars can function as performatives and as performatives, they can correspond sufficiently to physical world actions to explain how performing non-verbal virtual-world actions can lead to physical world learning.  相似文献   

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