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1.
Change and complexity are creating a need for increasing levels of literacy in science and technology. Presently, we are beginning to provide students with clear contexts in which to learn, including clearly written text, visual displays and maps, and more effective instruction. We are also beginning to give students tools that promote their own literacy by helping them to interact with the learning context. These tools include peer-group skills as well as strategies to analyze text and to indicate comprehension by way of text summaries and concept maps. Even with these tools, more appears to be needed. Disparate backgrounds and languages interfere with the comprehension and the sharing of knowledge. To meet this need, two new tools are proposed. The first tool fractures language ontologically, giving all learners who use it a language to talk about what has, and what has not, been uttered in text or talk about the world. The second fractures language epistemologically, giving those involved in working with text or on the world around them a way to talk about what they have done and what remains to be done. Together, these tools operate as a two- tiered knowledge representation of knowledge. This representation promotes both an individual meta-cognitive and a social meta-cognitive approach to what is known and to what is not known, both ontologically and epistemologically. Two hypotheses guide the presentation: If the tools are taught during early childhood, children will be prepared to master science and technology content. If the tools are used by both students and those who design and deliver instruction, the learning of such content will be accelerated.  相似文献   

2.
Children construct knowledge about print from what they see in the environment. They also develop early literacy from good children's literature. There are now many books which incorporate environmental print, combining both ecological text and the printed page.  相似文献   

3.
Presenting lessons effectively on the screen is one of the central problems in computer- assisted learning. Yet the literature on the design of screen layout to maximize comprehension, and, hence, learning in computer-assisted learning, is very small. In this paper that literature is reviewed as far as it pertains mainly to text screens. The somewhat more extensive literature on the design of instructional text is also examined in order to extrapolate principles which may also apply to screen design. Information is presented both about the presentation of text and about the design of screen layouts as a whole.  相似文献   

4.
语义图是一种简单明了的学习技巧。该技巧有助于解决语篇的直线性与阅读过程的循环性之间的矛盾,培养学生自主、合作学习的能力,提高学生的综合技能及整体理解语篇的能力;读前激活语义图,在学生的新旧知识之间搭建了一座桥梁,对将要阅读的材料主题有一个初步的认识;读中构建语义图,让学生概括地、整体地理解语篇,提高了认知能力;读后运用语义图,帮助学生巩固和记忆所学知识并达到灵活运用的目的。  相似文献   

5.
Present instructional trends in science indicate a need to reexamine a traditional concern in science education: the readability of science textbooks. An area of reading research not well documented is the effect of color, visuals, and page layout on readability of science materials. Using the cloze readability method, the present study explored the relationships between page format, grade level, sex, content, and elementary school students ability to read science material. Significant relationships were found between cloze scores and both grade level and content, and there was a significant interaction effect between grade and sex in favor of older males. No significant relationships could be attributed to page format and sex. In the area of science content, biological materials were most difficult in terms of readability followed by earth science and physical science. Grade level data indicated that grade five materials were more difficult for that level than either grade four or grade six materials were for students at each respective level. In eight of nine cases, the science text materials would be classified at or near the frustration level of readability. The implications for textbook writers and publishers are that science reading materials need to be produced with greater attention to readability and known design principles regarding visual supplements. The implication for teachers is that students need direct instruction in using visual materials to increase their learning from text material. Present visual materials appear to neither help nor hinder the student to gain information from text material.  相似文献   

6.
从网页艺术设计的内容、原则和特点三个方面入手,比较研究了网页艺术设计与其他艺术设计形式;围绕“网页艺术设计是艺术与技术的高度统一”这一中心,提出了一套网页艺术设计的初步方法。  相似文献   

7.
西北地区新数学课程实验跟踪调查研究   总被引:4,自引:1,他引:4  
新数学课程实验使教师的知识观、学生观、教学观、教学方式均发生变化,这对发挥学生主体性有着积极作用.新数学课程实施中存在以下问题:教师对学生的课堂参与机会分配不公,课堂教学存在形式化,对数学探究教学存在误解,教师对教科书的认识不到位.进一步推广新数学课程实施应从数学活动教学、教师教材观、合作学习方式、双基观、多元文化课程与教学研究、探究教学设计、教师参与课程改革等7个方面进行。  相似文献   

8.
Preparing Instructional Designers for Game-Based Learning: Part 1   总被引:1,自引:0,他引:1  
《TechTrends》2010,54(3):27-37
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game developers may know little about training, education and instructional design. In this three part series of articles, four recognized and emerging experts in instructional game design discuss their perspectives on preparing instructional designers to optimize game-based learning. In Part I, we set the context for the series of articles and one of four faculty members who teach a graduate level course on game design discusses what he believes instructional designers should know about instructional game design based on his experiences. Part II will present alternative perspectives from two additional faculty members who teach courses in instructional game design, and Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

9.
We investigated the collaborative writing actions carried out by 60 Open University of Israel graduate students as they built a wiki glossary of key course concepts. These actions were analysed using a taxonomy of collaborative writing actions (i.e. adding, editing and deleting information) in order to find out what students do and what they do not do when writing collaboratively. Two main findings were reported: in accord with previous research, students most frequently add content to a wiki rather than delete existing text; and contrary to previous research, students modify existing texts to a greater extent than previously reported. These findings may help teachers design collaborative learning activities. Teachers should be aware of the difficulties faced by students when writing collaboratively and should design collaborative learning activities in ways that overcome or circumvent these difficulties.  相似文献   

10.
张瑞 《科教导刊》2021,(3):144-145
"一页设计"对提升学生学习能力及整体素质都具有重要意义.以"一页纸"贯彻课堂,将课内与课外、讲授与自主学习,思考与合作训练相结合,充分发挥学生的主体性.本文结合"高职实用语文"课程中"语音与诵读"专题展开"一页教学设计",让学生转变角色,由被动学习向主动学习转变,体会到学习的乐趣.  相似文献   

11.
网页素材要根据网页栏目,内容设计,链接结构设计,首页布局结构及导航页面结构进行准备。学生要能够判断网页需要什么样的素材,懂得如何去获取这些素材,对搜集到的素材能够正确评价和有效利用。为此,学生必须具备一定的信息素养,最终才能够制作出内容丰富、创意新颖、设计独特的网页来。  相似文献   

12.
Self-regulated learning has been described as an adaptive process: students adapt their learning strategies for attaining different learning goals. In order to be adaptive, students must have a clear notion of what the task requirements consist of. Both trace data and questionnaire data indicate that students adapt study strategies in limited ways and that their awareness of task demands seems to be low. In the present think-aloud study we examined task awareness of tenth-graders who selected text fragments in three different selection tasks. Students’ task awareness was analysed at a global and a local task level. Awareness at the global task level refers to processing the instruction and reflecting about general selection goals; awareness at the local task level includes spontaneous reasoning about selecting specific text fragments. On either level, students showed difficulties in verbalizing task demands. In line with previous work, tenth-graders apparently experience a limited awareness of task demands.  相似文献   

13.
视频研究是学习科学研究中倡导的运用视频技术探究学习、教学与教育过程的一种重要方法。通过研究者运用视频研究促进在职教师的学习与专业发展的一个案例,具体描述了该案例中面向4位教师的视频研究活动的设计与实施,并基于对教师视频研究活动中的话语分析,发现有效的视频研究活动设计能够促进教师:(1)转变原有观念,发展教学理解与专长;(2)主动参与学习,对新知的获得持积极倾向;(3)发展视频研究的意识,获得视频研究的方法和策略。最后就视频研究在教师学习与专业发展中的有效设计与运用问题进行了讨论。  相似文献   

14.
Design research is strongly associated with the learning sciences community, and in the 2 decades since its conception it has become broadly accepted. Yet within and without the learning sciences there remains confusion about how to do design research, with most scholarship on the approach describing what it is rather than how to do it. This article describes a technique for mapping conjectures through a learning environment design, distinguishing conjectures about how the design should function from theoretical conjectures that explain how that function produces intended outcomes.  相似文献   

15.
为了解目前中国及海外大学对外汉语教学课程设计发展状况,总结使用中教材的经验,检讨不足,为今后编写出更好的教材做准备,文章认为有必要对流通在市场上的对外汉语教学教材进行调查。本调查的对象为中国内地高等院校对外汉语课程教材以及海外大学的中文课程教材。文章在众多现有的对外汉语教材中,选取了6个具影响力、有代表性、来自不同国家和地区的教材,对其中的初级教学部分进行了调查。调查包括:(1)教材的使用对象及使用环境;(2)教学时间;(3)课文形式;(4)课程内容。这四项都具体体现出课程设计者的语言教学理念和语言课程设计宗旨,反映出设计者对语言学习的观点。本调查的结果让我们看到教材设计者的语言学习的观点,以及这些观点在教材中的具体表现。  相似文献   

16.
Preparing Instructional Designers for Game-Based Learning: Part 2   总被引:2,自引:0,他引:2  
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

17.
《教育心理学家》2013,48(4):269-292
Most text, because of its arrangement, implies a sequential order. Despite efforts to convey content structure, readers access most text in serial order. Because cognitive principles of learning suggest that we all construct knowledge differently, hypertext breaks the sequential processing tendency by allowing readers to modify the sequence as well as the appearance of the text they are reading. Readers may decide what information is relevant to them and what sequence produces the most meaningful learning. In this article, hypertext is defined and types and examples of both print and electronic hypertext are described. A rationale, based on web learning and generative learning hypotheses, is presented. Finally, three levels for implementing hypertext are described, with emphasis on electronic (especially microcomputer) applications.  相似文献   

18.
FrontPage以其功能强大、容易上手、界面亲切而著称。它采用即编即看的方武编辑网页,利用FrontPage可以很轻松的组织、编辑网页并将其发布到指定的站点上。本文通过对FrontPage的简单介绍,使用户对FrontPage有一定的了解,并能利用FrontPage制作一些简单的网页。  相似文献   

19.
Refutation text is potentially more effective than standard text for conceptual change. Learning from text and graphic is also potentially superior to learning from text alone. In two studies, we investigated the effectiveness of both a refutation text and a refutation graphic for promoting high school students’ conceptual change learning about season change, as well as their metacognitive awareness of conceptual conflict and knowledge revision. In both studies, participants were randomly assigned to one of four conditions: (1) standard text with standard graphic, (2) standard text with refutation graphic, (3) refutation text with standard graphic, or (4) refutation text with refutation graphic. Both studies had a pretest, immediate post-test, and delayed post-test design and involved students with an initial common misconception about the causes of season change. In Study 2, explicit relevance instructions to observe the important illustration were given to the participants. In both studies, refutation text with refutation graphic was not more beneficial than other instructional materials, either at immediate or delayed post-test. In Study 1, more stable conceptual change learning emerged in readers of the refutation text with standard graphic compared to readers in the control condition. In Study 2, readers of the standard text with refutation graphic performed as well as readers of the refutation text with standard graphic. In addition, more readers of the refutation text with either graphic showed metacognitive awareness of their knowledge change compared to readers in the control condition. Educational implications underline the importance of relevance instructions for guiding readers toward the graphic and of the design of text-graphic pairing to sustain knowledge revision.  相似文献   

20.
This article begins this special issue of ETR&D-Development by discussing what the cognitive approach to instructional design (ID) is and how ID practitioners can design training differently using the approach. Following some introductory comments about purpose, scope and perspective, the article is in two parts. The first part describes why the cognitive approach to ID is important and how the current approach to instructional design and training development is different from the cognitive approach. It then explains how learning occurs according to the cognitive point of view, and the different categories of learning according to one type of cognitive psychology. The second part describes a model that synthesizes and summarizes the components of a well-designed lesson, and describes what is different about this model from the current approach to ID. This model relates what learners have to do to learn to what instructional designers have to do to help them do so. It presents and briefly explains and exemplifies a general framework for instructional design based on cognitive psychology. Finally, it presents a table that can be used as a job aid to design training.  相似文献   

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