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1.
An instructional design framework for authentic learning environments   总被引:9,自引:0,他引:9  
The instructional technology community is in the midst of a philosophical shift from a behaviorist to a constructivist framework, a move that may begin to address the growing rift between formal school learning and real-life learning. One theory of learning that has the capacity to promote authentic learning is that of situated learning. The purpose of this three-part study was first, to identify critical characteristics of a situated learning environment from the extensive literature base on the subject; second, to operationalize the critical characteristics of a situated learning environment by designing a multimedia program that incorporated the identified characteristics; and third, to investigate students' perceptions of their experiences using a multimedia package based on a situated learning framework. The learning environment, for preservice teachers, comprised a multimedia program on assessment in mathematics together with recommended implementation conditions for the classroom. Eight students were observed and interviewed to explore their perceptions of the situated learning environment. Findings suggest that the use of the situated learning framework provided effective instructional design guidelines for the design of an environment for the acquisition of advanced knowledge. Since 1992, as a Senior Instructional Designer, she has worked principally in multimedia and Web-based projects. He has been teaching with, and researching innovative uses of, instructional technologies in secondary schools and universities for the past 20 years. The authors would like to thank Professor Tom Reeves for his encouragement and support, and to acknowledge the significant role he has played in the development of our ideas and research direction.  相似文献   

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The paper focuses on the question of how to advance collaboration through the Web and support lifelong learning. First, the theoretical framework and architecture of a new web‐based tool, the ‘IQ Team’, is introduced. IQ Team is an interactive online assessment and support system to learn social skills needed in cooperative work, and belongs in an interactive online assessing and tutoring system, ‘IQ Form’, developed for the Finnish Virtual University. IQ Team has three main elements: (1) interactive self‐evaluation test banks, (2) online tutoring sets and (3) learning diaries. In the creation of IQ Team, the validation process was conducted with two samples (n = 259 and n = 275). The online students’ social skills in different groups were explored, and the feedback data from different user groups were analysed. The online students scored high values for social skills, and no differences were discerned between university, Open University and technical students. The qualitative data (n = 35) were collected in order to get users’ feedback of the tool. The qualitative data consisted of interviews, open‐ended questions and online discussions. The users of IQ Team reflected that the tool benefited them to become aware of their group work skills and developed their collaborative learning skills. IQ Team provides a powerful tool for online instruction and communication in higher education and in the Open University to promote joint‐regulated learning.  相似文献   

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Education and Information Technologies - In this study, the instructional design process in three-dimensional multi-user virtual environments (3D MUVEs) based on a problem-based learning approach...  相似文献   

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Science Created by You (SCY) learning environments are computer-based environments in which students learn about science topics in the context of addressing a socio-scientific problem. Along their way to a solution for this problem students produce many types of intermediate products or learning objects. SCY learning environments center the entire learning process around creating, sharing, discussing, and re-using these learning objects. This instructional approach requires dedicated instructional designs, which are supplied in the form of what are called pedagogical scenarios. A SCY pedagogical scenario presents the learning process as an organized assembly of elementary learning processes, each associated with a specific learning object and a tool for creating this learning object. Designing a SCY learning environment is basically a two-step procedure: the first step is to select one of the available scenarios, and the second step is to define the domain content. The SCY technical infrastructure then handles the instantiation of the scenario as a SCY computer-based learning environment. In this article we describe the SCY pedagogical design scenarios and report on our experiences in designing four different SCY learning environments.  相似文献   

6.
《实验技术与管理》2016,(4):169-171
在MOOC环境下的学习者有其个性化的目标和需求,这就使得其要想获得可持续性发展,并使其存在的价值最大化,因此在MOOC学习环境建设过程中就必须支持并促进学习者的自主个性化学习过程和学习结果。该文将自主个性化学习与MOOC学习环境建设相结合,深入探究MOOC学习环境设计的策略研究,以期支持并促进学习者实现自主个性化的学习,从而充分发挥MOOC最大的教育优势。  相似文献   

7.
An approach to research on distance learning   总被引:2,自引:0,他引:2  
Distance education literature contains little discussion of paradigms suitable to researching learning at a distance. This is a pity, since the existence of clearly defined paradigms can offer considerable benefits to researchers in the field. In this article, the author discusses the meaning of the term 'paradigm' and advances the value of having clearly defined paradigms, as well as outlining a hybrid paradigm for research on student learning. This builds on a socio-anthropological paradigm used in research on student learning at the tertiary level and incorporates the mediating process paradigm for teaching effectiveness research. Although the paradigm could be used to study learning in a variety of contexts, here the author explores its application in distance learning research, and, in particular, in the investigation of how distance students learn from textual material.  相似文献   

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生物教学中如何开展研究性学习   总被引:2,自引:0,他引:2  
研究性学习是国家教育部2001年1月颁布的<全日制普通高级中学课程计划(试验修订稿)>中综合实践活动板块的一项内容.它泛指学生探究问题的学习,贯穿在各学科各类学习活动中.21世纪是生物学的世纪,这是许多科学家的共识,生物科学是一门以实验为基础的科学,生物学上许多成就无不源于生物实验的探究,实验探究是生物学的重要部分.许多生物热点问题就是探究性课题,现代生物学的研究是当今世界科学研究的热点之一,是尖端科技的标志,它的发展就是一个研究性学习过程.本文拟对生物教学中开展研究性学习谈几点想法,供大家参考.  相似文献   

11.
How to design learning environments leading to learning-, thinking, collaboration- and regulation skills which can be applied to transferable, knowledge oriented learning outcomes is still controversial. We studied the designs of learning environments in innovative higher professional education more closely. To characterize learning environments we identify designable elements and position them on a scale ranging from specified, to emergent elements. Next, the main problems with the designs are identified. We introduce adaptive elements as a potential solution. We observed participants adapting such elements to suit their own needs or the needs of others. The designable and adaptive elements fulfill a dual function: they should offer contextual clues that would be available in professional practice and scaffold learners in need of support.  相似文献   

12.
Current interactive learning environments cannot be accessed by learners with disabilities, in particular for students with vision disabilities. Modeling techniques are necessary to map real-world experiences to virtual worlds by using 3D auditory representations of objects for blind people. In this paper, a model to design multimedia software for blind learners is presented. The model was validated with existing educational software for these users. We describe the modeling of the real world including cognitive usability testing tasks by considering not only the representation of the real world but also modeling the learner’s knowledge of the virtual world. The software architecture is also described by using this model, displaying the components needed to impact learning. Finally, we analyze critical issues in designing software for learners with visual disabilities and propose some recommendations and guidelines.  相似文献   

13.
Information technology (IT) is becoming increasingly important in K-12 (from kindergarten to senior high school) education. Teachers face growing pressure to interact with their students via networks. However, most teachers require IT assistance to establish a network learning environment. In this study, an approach named “Educational Applications Providers Platform” (EAPP), which clearly separates system developers and users, is designed to help teachers easily apply IT to build network learning communities based on existing physical learning communities, and designed to increase interaction frequency and quality both during and after class. Additionally, EAPP assists teachers in integrating physical and network learning communities to proceed with community-based learning. A system named “EduTowns” is implemented to realize the EAPP concept. The analytical results demonstrate that the EduTowns system is effective in Taiwanese schools, regardless of whether they are in urban or rural areas. Moreover, the survey results demonstrate that the EAPP is helpful to many teachers. Even teachers with low IT abilities can use the EduTowns system to build and organize hybrid physical and network community-based learning environments. The survey also indicates that teachers use the EduTowns system both at school and at home.  相似文献   

14.
Grounded practice and the design of constructivist learning environments   总被引:7,自引:11,他引:7  
A variety of instructional approaches has been studied and implemented across educational and training settings. Vastly different design practices have been proposed that reflect fundamentally different philosophies, beliefs, and biases. Yet, evidence of mismatched frameworks and methods are widespread. This has become particularly problematic in advancing emerging constructivist learning environments. In this paper, we advance the concept of grounded design, a process that involves linking the practices of learning systems design with related theory and research. The purposes of this paper are to introduce the fundamentals of grounded design, to describe how underlying foundations and assumptions can be aligned with the corresponding methods, and to introduce examples of grounded constructivist learning environments.  相似文献   

15.
This article charts the development of three literacy research frameworks: multiliteracies, new literacies, and popular literacies. By reviewing the literature surrounding three current conceptions of literacy, an attempt is made to form an integrative grouping that captures the most relevant elements of each for learning environments design. Rather than showcasing the merits and weaknesses of each perspective (resulting in theoretical ‘winners and losers’), the frameworks are used to derive a core set of principles which might inform the design of interventions and artifacts to promote learning within informal learning environments for youth. These principles include exploring lifeworlds, recognising sources of power, multimodality, intertextuality, play and popular culture, design and production, and changing roles for adults.  相似文献   

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Learning Environments Research - The design of learning environments is being increasingly investigated, largely as a result of higher-education providers being challenged by both societal and...  相似文献   

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Educational technology research and development - Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case...  相似文献   

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This work reports on the results obtained from the application of learning environments on the basis of one integrative problem and a series of other smaller problems that limit the contents to be investigated and learned by the students. This methodology, which is a variation to traditional problem-based learning approaches, is here illustrated in terms of its application in an engineering economics course, a subject that is taught in most engineering programs. The purpose of this methodology is to improve students’ learning, which is measured through the students’ academic performance and their learning strategies, and to characterise them as a function of these variables. The results obtained after the systematic application of this methodology are positive. The surveyed students showed significant changes in the examined variables as well as in their satisfaction and motivation level, and in their commitment to learning.  相似文献   

20.
Salient characteristics associated with Piagetian cognitive stages served as the basis for developing a linguistic taxonomy of causal semantic relations. Causal statements from adults with learning disabilities and normally achieving adults were analyzed and organized within this taxonomy. A relationship between Piagetian cognitive stages and verbal expressions of causality was identified. Based on this relationship, principles of Piagetian cognitive theory were used to design assessment and intervention plans for adults with learning disabilities.  相似文献   

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