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1.

Over the past 25 years, information and communication technologies have had a convoluted but ultimately advantageous impact on science teaching and learning. To highlight the past, present, and future of technology in science education, this paper explores the trajectories in five areas: science texts and lectures; science discussions and collaboration; data collection and representation; science visualization; and science simulation and modeling. These trajectories reflect two overall trends in technological advance. First, designers have tailored general tools to specific disciplines, offering users features specific to the topic or task. For example, developers target visualization tools to molecules, crystals, earth structures, or chemical reactions. Second, new technologies generally support user customization, enabling individuals to personalize their modeling tool, Internet portal, or discussion board. In science education, designers have tailored instructional resources based on advances in understanding of the learner. More recently, designers have created ways for teachers and students to customize learning tools to specific courses, geological formations, interests, or learning preferences.  相似文献   

2.
Abstract

The design of an effective interactive learning environment requires understanding the intricate relationships among people, tools, and problems. Many end‐users do not have the necessary skills, nor the time or patience, to compose programs from computer science‐sanctioned programming primitives. End‐users require environments that elevate the task of programming to the manipulation of components that are directly pertinent to the problems to be solved. This article introduces the Agentsheets programming substrate employed by designers to create interactive learning environments that are geared toward end‐users solving specific problems. A number of educational and industrial applications are used to illustrate the design and use of Agentsheets environments in domains such as art, artificial life, environmental design, games, kitchen design, and visual programming.  相似文献   

3.
The World Wide Web contains a number of collections of data files for molecules with limited usability and utility for users. We describe the design of a Common Molecules collection that provides interactive tools for 3-D visualization of molecules. Our organizational design is intuitive and our collection is large, growing, and provides not only structural information, but also historical and/or key information on the properties of the molecules in the collection. The use of the collection by students and the role of students in the development of the collection are also described.  相似文献   

4.
Abstract

Promoting student agency has been seen as the primary function for new generation assessment environments. In this paper, we introduce two models of self-assessment as a way to foster students’ sense of agency. A socio-cultural framework was utilised to understand the interaction between student agency and self-assessment. Through a comparative design, we investigated whether formative self-assessment and summative self-assessment, based on self-grading, would offer students different affordances for agency. The results show that while both models offered affordances for agentic learning, future-driven agency was only presented by the students studying according to the summative model. Our results shed light on the interplay of student agency and self-assessment in higher education.  相似文献   

5.
Abstract

There is a growing body of evidence which suggests that information and ccommunications technology (ICT) can support, enhance and extend learning potential. Yet this all presupposes that students are confident and competent users of technology based on assumptions that presume they are conversant with basic applications. This article seeks to explore the tensions of teaching ICT skills in ways that enable students to perceive the benefits and potential of using computers to support their work. It also considers how much direct instruction is needed in order for sufficient competence to be acquired which will subsequently enable students to learn to use other features of the application to maximise these benefits. ICT as a cognitive tool is described and the development and design of ICT resources and lessons are also considered.  相似文献   

6.
Abstract

Although it is frequently claimed that learning analytics can improve self-evaluation and self-regulated learning by students, most learning analytics tools appear to have been developed as a response to existing data rather than with a clear pedagogical model. As a result there is little evidence of impact on learning. Even fewer learning analytics tools seem to be informed by an understanding of the social context and social practices within which they would be used. As a result, there is very little evidence that learning analytics tools are actually impacting on practice. This paper draws on research in self-regulated learning and in the social practices of learning and assessment to clarify a series of design issues which should be considered by those seeking to develop learning analytics tools which are intended to improve student self-evaluation and self-regulation. It presents a case study of how these design issues influenced the development of a particular tool: the Learning Companion.  相似文献   

7.
In this paper the design and development of 3DNormalModes, an educational tool for interactive visualization and three dimensional perception of vibrational spectra data of molecules is presented. The details of the architecture of the tool and its functionality are described. Means of application in chemical education at university level are discussed. A pilot study summarizes the strengths, the educational value and the possible extensions of the system.  相似文献   

8.
《学习科学杂志》2013,22(1):65-105
The complexities of building educational software can be reduced by relying on appropriate tools for adapting and re-using similar, previous applications. Although researchers have been creating tools for automating some aspects of software design, most of these tools typically aim for generality, attempting to cover a broad class of interactive programs in many domains. However, this approach may not be effective for building complex interactive systems, and fails to re-apply the instruction and design expertise implicit within prior software applications. An alternative is to provide tools which use specialized, rather than general, task models, tailored specifically to a target category of software. In addition, an understanding of the authoring task itself can inform the design of such specialized authoring environments. This article presents a prototype authoring tool for interactive educational software, called IDLE-Tool. Investigate and Decide Learning Environments (IDLE) is introduced as the task model around which the tool is based, and a model of the authoring process, called Guided Case Adaptation, is offered as an approach to employing the model and an exemplar in tandem to effectively support the design process.  相似文献   

9.
Abstract

This paper and the accompanying tool are intended to complement existing supports for conducting power analysis tools by offering a tool based on the framework of Minimum Detectable Effect Sizes (MDES) formulae that can be used in determining sample size requirements and in estimating minimum detectable effect sizes for a range of individual- and group-random assignment design studies and for common quasi-experimental design studies. The paper and accompanying tool cover computation of minimum detectable effect sizes under the following study designs: individual random assignment designs, hierarchical random assignment designs (2-4 levels), block random assignment designs (2-4 levels), regression discontinuity designs (6 types), and short interrupted time-series designs. In each case, the discussion and accompanying tool consider the key factors associated with statistical power and minimum detectable effect sizes, including the level at which treatment occurs and the statistical models (e.g., fixed effect and random effect) used in the analysis. The tool also includes a module that estimates for one and two level random assignment design studies the minimum sample sizes required in order for studies to attain user-defined minimum detectable effect sizes.  相似文献   

10.
ABSTRACT

Although often labelled obsolete and ethically dubious, twentieth-century behaviourist principles of learning have been central to the development of instructional technology and the design of modern learning environments. Using Andrew Pickering’s philosophy, this article addresses behaviourism as a mangle of practice to highlight the conceptual and non-human agency involved in research on learning, and to analyse how these forms of agency allow scientific knowledge to travel from experimental research settings to teaching.  相似文献   

11.
ABSTRACT

Datafication of student learning has carved out an influential space for public and private actors who design technologies for visualizing data. As data visualizations shape how teachers’ interpret data, they are powerful devices. This paper examines how teachers get configured as data users in the making of Danish national test data visualizations for municipal primary and lower secondary schools. The paper is based on a qualitative study of the Danish Ministry of Education, which develops the official visualizations, and NordicMetrics, a private consultancy offering a supplementing visualization of student progression. We draw on science and technology studies (STS) to theorize techno-organizational dynamics of developing visualizations. We propose to understand data visualizations as contingent, situated and socio-material achievements that configure teacher as data users. Comparing two institutions’ respective negotiations of different concerns when developing data visualizations enables us to consider the otherwise ‘hidden’ data mediators and the entwined relations between public and private data mediators.  相似文献   

12.
ABSTRACT

This case study examined how the agency of a fifth-grade pupil appeared across different learning environments in the primary school context. In this study, agency is defined as the initiatives taken by an individual in interactive situations. The research question is: how does a pupil’s agency manifest and vary through taking initiatives across different learning environments within curriculum-based education? The empirical data consist of 50 video episodes including learning activities in a classroom, in a vegetable garden and on a nearby farm. The findings show that the pupil’s agency varied across learning environments, manifesting itself through complementing, supportive, constructive and challenging initiatives. When developing pedagogy that supports learning across formal and informal learning environments, it is essential to enable pupils to take different kinds of initiatives and to exercise their agency in versatile contexts.  相似文献   

13.
Abstract

The use of technology to support learning is becoming ubiquitous in Africa. However, technology is more often used to distribute information rather than as a tool to mediate learning. The work presented here on a programme for Zambian community school teachers (non-traditional students) illustrates how learning design allied to appropriate theoretical concepts make use of technology to mediate learning. The objective of this course was to support Zambian community school teachers, with little formal teacher education, to use interactive methods to support their teaching practices. The research makes use of a constructivist-hermeneutic-interpretivist-qualitative paradigm to critically evaluate the learning design by experts. A social constructivist framework for learning design and technology mediation was used to create and evaluate learning resources. The work illustrates how a distance education paper-based course design is enhanced by the use of contemporary learning theory and digital technology to model good interactive classroom practice.  相似文献   

14.
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   

15.

This paper is a retrospective restorying of an instructional design project in which members of a large urban school board collaborated with faculty members of a large university to design and produce an interactive videodisc. This story has been told from a number of perspectives, but is reframed in this paper as a process of culture building in which the design family is the basis of meaning and action. Conversation-based design is suggested as the tool and the content of the family culture. In particular, conversation is a cultural artifact revealing stories of tensionalities in the design process that frame the theoretical constructs in this collaborative model.  相似文献   

16.
《学校用计算机》2013,30(3-4):125-137
ABSTRACT

In spite of their apparent benefits, learning management systems can be regarded as a hindrance to effective online learning. Their design, functionality, complexity, price, and value are beginning to be questioned by some users. As a new generation of Web-based tools and approaches evolves, Web-based learning management systems are becoming better suited to meet the need for dynamic online learning, interaction, collaboration, and networking. The new tools and collaborative approaches these systems provide allow learners to take proactive control of their own learning. In June 2004 a consortium of New Zealand Tertiary Institutions led by the Waikato Institute of Technology secured a one-year Ministry of Education grant to support the “Open Source Courseware Initiative New Zealand” (OSCINZ). The OSCINZ project focused on the development and implementation of “Moodle” (Modular Object-Oriented Dynamic Learning Environment) to create a uniquely New Zealand learning management system, based on quality open source code developed and tested by leading educational providers. This paper describes the response of faculty in three of the project's partner tertiary institutions to the implementation of Moodle in their institutions.  相似文献   

17.
ABSTRACT

With increasing demand for improved medical equipment and healthcare, next-generation biomedical engineers need strong design skills. Equipping biomedical engineering students with tools for idea generation and development can increase student design success. Design Heuristics are an ideation tool developed through empirical studies of product designs. While identified in the mechanical engineering space, Design Heuristics may be applicable in biomedical engineering design. In our study, we implemented a Design Heuristics session during upper-level undergraduate and first-year graduate biomedical engineering design courses. We examined the applicability of Design Heuristics within individual and team concept generation contexts. The findings demonstrated that biomedical engineering students were able to use Design Heuristics to generate multiple concepts, and that initial concepts produced using Design Heuristics were carried over into final team design. The results support the applicability of Design Heuristics to student idea generation in biomedical engineering design.  相似文献   

18.
This paper proposes a design framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called Science Learning Activities Model (SLAM). The development of this design framework started as a response to complex changes in society and education (e.g. high turnover rate of knowledge, changing labour market), which require a more creative response of learners to the world problems that surround them. Many of these challenges are related to science and it would be expected that students are attracted to science, however the contrary is the case. One of the origins of this disinterest can be found in the way science is taught. Therefore, after reviewing the relevant literature we propose the SLAM framework as a tool to aid the design of science courses with high motivational impact on students. The framework is concerned with the assumption that science learning activities should be applicable and relevant to contemporary life and transferable to ‘real-world’ situations. The design framework proposes three design dimensions: context, technology and pedagogy, and aims at integrating learning in formal and informal contexts through blended learning scenarios by using today’s flexible, interactive and immersive technologies (e.g. mobile, augmented reality, virtual reality).  相似文献   

19.
Abstract

This paper addresses the design and development of an interactive video lesson developed as an independent study project in the doctoral programme at the University of Central Florida, Orlando, Florida, for students in grades six through nine in Central Florida schools. The program consists of a $49.00 repurposed videodisc, authored with HyperCard?. (HyperCard is a trademark of Apple Computer Inc.) The basic premise is that the production of an interactive videodisc is possible and effective without a large production budget.

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20.

Choices in science--allocation of research funds, selection of research topics, interaction with research subjects (animals, environment, other humans), etc.--often, if not always, include some ethical considerations. Future scientists need skills to deal with and discuss ethical problems, and for that reason we have developed and evaluated one approach to including ethics in a life science curriculum. Our aim has been to support the development of students' ethical sensitivity. The key element in our teaching choices has been the importance of nurturing students' personal moral agency, i.e. their individual skills and responsibilities in moral decision-making, with an interactive teaching approach. The ethics programme was evaluated by extensive course evaluation and using three moral development measures: TESS, DIT and Perry questionnaire. The short ethics programme of three discussions was found to support the development of students' ethical sensitivity.  相似文献   

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