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1.
This paper investigates how the organization or structure of information and resources in shared workspaces influences team sharing and design learning. Two groupware products, BSCW and TikiWiki, were configured so that teams could structure and share resources. In BSCW the resources were structured hierarchically using folders and subfolders whereas in TikiWiki resources were structured using interlinked wiki pages (like web pages). The results showed that the groupware technology used, the collaborative task set and opportunities to reflect all influenced the way teams structured resources and that well‐structured resources facilitated team collaboration and design learning. The discussion focuses on the need to help students develop information literacy skills and on why asking students to structure resources might help develop their design expertise.  相似文献   

2.
This is a paper about knowledge, learning and the idea of community in what we call “hybrid workspaces”. Hybrid workspaces “bring together physical place and cyber place” in communication networks (Castells, 2001, p. 131). Many people work in various kinds of hybrid workspaces. A person working on a production line might have real-time co-workers in their own town, just as a colleague might work in a hybrid workspace and rely upon others who communicate asynchronously via a website to help them solve problems. Hybrid workspaces, like most workspaces, are centrally concerned with the global production and diffusion of certain kinds of routine and innovative working knowledge. In this paper we think about knowledge as social action that is generated, mediated, negotiated and traded among people in the politically charged dynamic of hybrid workspace communities. We consider the ways people adopt, modify and are changed by the technologies they implement in these workspaces. We are especially interested in what people have to learn to know, and to be, to operate effectively in these hybrid communities, and what role formal, informal and non-formal education has to play in negotiating what counts as knowledge, and who can say so, in virtual workspaces.  相似文献   

3.
《师资教育杂志》2012,38(3):279-281

Today, a variety of web-based learning environments have been developed for educational purposes, especially in higher education and continuing education courses. At the same time many studies have reported how networked interaction in many learning projects results in superficial and experience-based discussion, and does not reach the level of theory-based reflections and argumentation [e.g. W.F. Admiraal, D. Lockhorst, T. Wubbels, F.A.J. Korthagen & W. Veen (1998) Computer-mediated communication in teacher education: computer conferencing and the supervision of student teachers, Journal of Learning Environment Research , 1(1), pp. 59-74]. Challenged by this, this research project investigates social construction of knowledge in Computer-Supported Collaborative Learning settings, especially the possibilities and problems of shared virtual environments in supporting learning and interaction. The first of two related sub-projects is focused on using shared workspaces and cognitive tools to support co-construction of understanding in complex science and civic phenomena in secondary school settings. The other project aims to develop the kind of pedagogical models for teacher training purposes that would facilitate deeper-level interaction and argumentation in networked communication.  相似文献   

4.
Most Australian Universities offer a selection of research-intensive pathways at the graduate level, which provides opportunities for independent inquiry and intellectual autonomy. Undergraduate students, however, are somewhat short-changed in their experience in research. They are exposed to a variety of areas and disciplines, which forms a general cluster of knowledge, but students graduate without obtaining the skills associated with research and inquiry. Digital communication networks and the ways in which information is disseminated in modern society play an important role in the way people live and learn. At the same time, younger generations are emerging with greater skills in digital literacy, which bears an impact on how knowledge is produced and information is shared. This prompts to question, are undergraduate students acquiring the generic attributes that will help them to cope with the complexities of an information-driven society? The following article is based on the premise that undergraduate students need to be empowered to construct their own knowledge as potential producers rather than mere consumers of knowledge. It provides a synthesis of cross-disciplinary perspectives and educational debates that support the argument for, and benefits of, providing research-enriched learning for undergraduate students. This article adopts a framework for the dimensions of research in undergraduate learning. The different models presented in this article aim to illustrate the various ways that research can be integrated with teaching to benefit learning.  相似文献   

5.
Current cultural, social, and economic trends challenge traditional concepts of learning and lifelong learning. This paper draws on the twofold nature of learning in a knowledge society and explores options for technological support. The concept of Second‐Order Learning Objects is introduced as a potential means to foster generative learning. Generative learning goes beyond that what is already known and extends or transforms the socially shared knowledge including its artefacts and practices. According to the notion of individual and social learning as a process of reflective action, the role of strategies and media for reflection and inquiry is stressed. This paper outlines the use of schematically represented strategies for learning and reflection and sketches important features of a pursuant modelling approach.  相似文献   

6.
This study focuses upon the effectiveness of project-based learning on primary school pupils regarding their content knowledge and attitudes towards self-efficacy, task value, group work, teaching methods applied and peers from diverse ethnic backgrounds. A cross-curricular project was implemented within the curriculum area of environmental studies under the title of ‘sea animals’. The methodology applied in this study was the quasi-experimental research design. The findings of the present study support the view that pupils can gain benefits through project-based learning in obtaining content knowledge and group work skills and that they became less favourable to traditional teaching versus experiential learning. Motivation (self-efficacy and task value in terms of environmental studies) and developing positive attitudes towards peers from a different ethnic background were changed in moderate levels after the project.  相似文献   

7.
This paper focuses on theory and research issues associated with the use of hypermedia technologies in education. It is proposed that viewing hypermedia technologies as an enabling infrastructure for tools to support learning—in particular learning in problem-based pedagogical environments involving cases—has particular promise. After considering research issues with problem-based learning related to knowledge transfer and conceptual change, a design framework is discussed for a hypermedia system with scaffolding features intended to support and enhance problem-based learning with cases. Preliminary results are reported of research involving a new version of this hypermedia design approach with special ontological scaffolding to explore conceptual change and far knowledge transfer issues related to learning advanced scientific knowledge involving complex systems as well as the use of the system in a graduate seminar class. Overall, it is hoped that this program of research will stimulate further work on learning and cognitive sciences theoretical and research issues, on the characteristics of design features for robust and educationally powerful hypermedia systems, on ways that hypermedia systems might be used to support innovative pedagogical approaches being used in the schools, and on how particular designs for learning technologies might foster learning of conceptually difficult knowledge and skills that are increasingly necessary in the 21st century.
Michael J. JacobsonEmail:

Michael J. Jacobson   Ph.D., is a faculty researcher at the Singapore Learning Sciences Laboratory and an Associate Professor in the Learning Sciences and Technology Academic Group at the National Institute of Education (NIE), Nanyang Technological University in Singapore. His research has focused on the design of learning technologies such as 3D multi-user virtual environments and hypermedia to foster deep conceptual understanding, conceptual change, and knowledge transfer in challenging conceptual domains. Most recently, his work has explored cognitive and learning issues related to the design of learning technologies to help students understand new scientific perspectives emerging from the study of complex and dynamical systems.  相似文献   

8.
ABSTRACT

While higher education teachers are able to use information in sophisticated ways to learn and communicate within their disciplines, they may not be accustomed to teaching their students to use information creatively and reflectively to support their work in a course. This article introduces informed learning design, a curriculum design model by which teachers specifically enable students to learn course content through intentional engagement with information. Drawing from informed learning pedagogy and the variation theory of learning, the design model outlines an instructional pattern for enabling student awareness of critical aspects and features of the object being studied related to both information use and course content.  相似文献   

9.
This article examines the learning of different types of graphic information by subjects with different levels of education and knowledge of the content represented. Three levels of graphic information learning were distinguished (explicit, implicit, and conceptual information processing) and two experiments were conducted, looking at graph and geographical map learning. The graph study (Experiment 1) examined the influence of the variables' numerical relationship structure on adolescent students with different levels of education and knowledge of social sciences and also assessed their proportional reasoning skills. The map study (Experiment 2) looked at the learning of a geographical map studied spontaneously by secondary school and university students with different geographical knowledge (experts and novices) and also assessed their spatial skills. The results of both studies show that graph and map learning performance improves with the subjects' educational level. The groups' differential performance varied according to the type of information involved (explicit, implicit, or conceptual). The subjects' knowledge of the domain in question determined the level at which they processed the information. Verbal and superficial processing of graphic information were also found to predominate. This has important educational implications, suggesting the need for differential treatment in teaching different types of information. The results of the study also raise interesting issues regarding the type of expertise involved in learning graphic information: expertise related to the content represented, to knowledge of the syntax (graphicacy), and/or the system of knowledge graphically represented – spatial in the case of maps, numerical in the case of graphs.  相似文献   

10.
Abstract

A cultural-psychological view of knowledge and learning is presented. Its concerns are defined by comparative discussion of other theoretical traditions in psychology. The cultural view frames intelligent action as something that is mediated. This renders knowledge as participatory, distributed, and socially guided. It is argued that adoption of this perspective has implications for the support of learning and the design of resources, such as those associated with educational technology. It is suggested that a number of innovations of computer use within education implicitly endorse this cultural view of knowing. However, the cultural-psychological emphasis on social aspects of learning urges more careful protection of some educational practices from unplanned consequences of re-mediations with information and communications technology – particularly as these may arise within networked learning. Four traditional arenas for educational practice are analysed in order to illustrate the subtle nature of such social grounding  相似文献   

11.
This design-based research project is concerned with the design, development and deployment of interactive technological learning environments to support contemporary education. The use of technologies in education often replicates instructivist positions and practices. However, the use of Cultural Historical Activity Theory (C), authentic learning (A), and educational technologies as tools (T) to mediate learning provides an integrated CAT framework to design and use learning experiences that transform not only individuals but also their world view. The work reports on the design, redesign, and evaluation of an honors course on the use of information communication technologies in teaching and learning. Analyses identified a number of design principles useful in conceiving learning tasks to support the theoretical framework. The CAT framework fosters the use of learning mediation through the use of educational tools that support collective knowledge construction of individuals and their communities, rather than replicate the use of technology for instruction.  相似文献   

12.
The article presents a reusable online support system, in which an open-ended learning environment is created to scaffold complex, real-world problem solving activities. The major learning components of the system are specifically described, and the internal interactions between different components within the system and the external interactions among the system, learners (who also interact with one another among themselves), instructors, and administrators are demonstrated. The learning theories and the assumptions underpinning the system design framework are discussed in terms of each of the system components: case library with real-world cases, question prompts, peer review, expert modelling, and self-reflection mechanisms. In conclusion, initial findings about the support system are shared, and issues regarding reusability, adaptivity, and generativity of the system are addressed focusing on developing novice learners' problem solving skills in various domains and contexts. The article proposes a cognitive model for contextualizing learning scenarios to support real-world problem solving, which has implications for designing e-learning.  相似文献   

13.
With the support of various personal and institutional mobile technologies, numerous physical and virtual spaces can be turned into interesting and motivating hybrid learning settings. By its nature, outdoor mobile learning happens on the move is connected to specific locations and settings inviting learners to study their surroundings, inquire about natural phenomena and solve complex real-life problems. This poses challenges for teachers to design meaningful, contextualized and comprehensive learning experiences. The paper aims to explore what kind of mobile learning scenarios K-12 teachers create and what are the limitations and development perspectives of these scenarios. Content analysis of 25 location-based outdoor learning tracks with 465 questions and tasks was carried out. The results demonstrate that designing and implementing learning activities outside the safe, familiar classroom environment in new hybrid learning spaces is a challenging task for the teachers on many different levels. Taking Bloom’s revised taxonomy, types of contextualization and integrated learning models as frameworks for content analysis of the learning scenarios, the study shows that the teachers do not perceive the potential hybrid spaces and mobile technologies offer in order to design consistent learning experiences that emphasize higher order thinking levels, encompass contextual information and integrate knowledge from multiple disciplinary sources. The paper concludes that there is a need for more teacher training and systemic interventions into current teaching practices that encourage teachers to step outside of their existing teaching paradigms to acknowledge the pedagogical potential of hybrid learning spaces as well as the technological affordances.  相似文献   

14.
This paper reports on the development of the “MobLearn@Work” App, which emerged from a study of informal learning among five employees at different companies in China. The purpose of the study was to develop a strategy for the design of mobile learning support tools that would enhance informal learning in the workplace. The App was developed by creating a platform to support informal learning through the integration of two sets of issues that emerged in the study: (a) affordances of contemporary Web 2.0 tools identified from the literature and by exploration of the participants’ mobile technology uses, and (b) informal learning activities of the participants that emerged in the context of their work. Consideration of these issues led to the conclusion that an effective App for informal learning should include functionalities such as really simple syndication, podcasting, Web-searching and microblogging, all of which were integrated into the “MobLearn@Work” App. The implementation of the App in these five cases over a six-month period yielded a further set of design recommendations, which are discussed in the paper.  相似文献   

15.
This article examines the significance of how learning objects have come to be conceptualized and utilized, particularly in higher education. While many articles critique the term and its origins, an examination of the role metaphor plays in our conceptualization of ‘data’, ‘information’ and ‘learning objects’ helps us move beyond a fixation on the term to its promise and challenges. Although much has been written about how learning objects should be developed, accessed and stored, much less has been written about how they should be designed and used. This quest for understanding of the role learning objects will play in the future of learning leads to new strategies which encompass such issues as a reusability, knowledge management, efficient infrastructure design and innovative course design.  相似文献   

16.
The latest developments of information and communication technologies (ICT) and its large penetration in different sectors of our society pose new challenges and demands in the field of education. This special issue entitled “Designing Nordic technology-enhanced learning (TEL)”, presents and discusses how researchers in the Nordic countries are currently framing and thinking about issues that are related to pedagogical design of learning spaces, digital literacies, educational professional development, design of tools engaging students in collaborative inquiry learning as well as design-oriented multimodal understandings of learning.The objective pursued with the special issue has been to reflect upon current problems that educational institutions, practitioners and TEL researchers are facing in the Nordic countries as regards the acknowledgment of young people's ICT practices within formal education. Such analytical work has led us to identify and elaborate on what we believe constitute forthcoming research challenges for learning and education in the Nordic countries.  相似文献   

17.
18.
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners’ academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available research are diverse. One prominent explanation is the lack of established guidelines. This paper addresses the issues of game design guidelines through a qualitative phenomenographic perspective of the experience of a group of students designing an educational game utilizing an adapted instructional design (ID) model – the gentry model. The results revealed the participants benefited from the process primarily in two capacities: a significant growth in their knowledge of game design and content knowledge; and great enjoyment and high motivation in the learning process. We conclude ID models with proper adaption and adjustment are effective to provide guidance and improve the efficacy of game-based learning if more ID models will be examined.  相似文献   

19.
Learning on and through social media is becoming a cornerstone of lifelong learning, creating places not only for accessing information, but also for finding other self-motivated learners. Such is the case for Reddit, the online news sharing site that is also a forum for asking and answering questions. We studied learning practices found in ‘Ask’ subreddits AskScience, Ask_Politics, AskAcademia, and AskHistorians to develop a coding schema for informal learning. This paper describes the process of evaluating and defining a workable coding schema, one that started with attention to learning processes associated with discourse, exploratory talk, and conversational dialogue, and ended with including norms and practices on Reddit and the support of communities of inquiry. Our ‘learning in the wild’ coding schema contributes a content analysis schema for learning through social media, and an understanding of how knowledge, ideas, and resources are shared in open, online learning forums.  相似文献   

20.
A computer-mediated support system for project-based learning   总被引:4,自引:0,他引:4  
Project-based learning places demands on learners and instructors that challenge the traditional practices and support structures of schools. Learning from doing complex, challenging, and authentic projects requires resourcefulness and planning by the student, new forms of knowledge representation in school, expanded mechanisms for collaboration and communication, and support for reflection and authentic assessment. This article describes a computer-mediated learning-support system designed as a suite of integrated, internet-based client-server tools to provide (a) intelligent support both for the processes of doing a project and for learning from doing a project, and (b) a shared dynamic knowledge base for working and learning in a community supporting project-based education. The article describes the architecture of the system, its current state of development, and findings from an initial deployment. This articulation of the system components and findings can benefit several groups. It can help (a) educators envisioning the role of technology in augmenting authentic forms of learning, (b) developers of other support systems as they compare features and implications, and (c) researchers as they frame questions about human-computer interactions in learning systems.  相似文献   

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