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1.
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   

2.
通过探索当前数字化学习和移动学习设计的原则和模型,本文试图找出设计云学习的有效方法。同时,文中还介绍了好的网络和移动电子学习产品的图像和设计特征。然而,如何更好地设计移动学习和云学习,仍然需要更多系统的研究。  相似文献   

3.
When faced with excessive detail in an online environment, typical users have difficulty processing all the elements of representation. This in turn creates cognitive overload, which narrows the user's focus to a few select items. In the context of e-learning, we translated this aspect as the learner's demand for a system that facilitates the retrieval of learning content – one in which the representation is easy to read and understand. We hypothesized that the representation of content in an e-learning system's design is an important antecedent for learner preferences. The aspects of isolation and distinctiveness were incorporated into the design of e-learning representation as an attempt to promote student cognition. Following its development, the model was empirically validated by conducting a survey of 300 university students. We found that isolation and distinctiveness in the design elements appeared to facilitate the ability of students to read and remember online learning content. This in turn was found to drive user preferences for using e-learning systems. The findings provide designers with managerial insights for enticing learners to continue using e-learning systems.  相似文献   

4.
Multi-disciplinary teams and stakeholders are involved in the production of e-learning materials and all have differing and valuable perspectives. A range of factors such as availability of new learning technologies, pedagogy or the learning market, may direct the design process. This article argues that a constructivist methodology for course design enables a project manager to build on all contributors' perspectives in a "bottom up" rather than a "top down" approach and be aware of any weaknesses and undesirable dominating influences. Concept mapping provided the basis for an e-learning development project at the University of Surrey to develop such a constructivist methodology. The design team and wider stakeholders each produced individual concept maps and were analysed to identify both commonalties and unique contributions that might influence design. The project manager then integrated the individual maps to produce an overall map of the project and found the process valuable for a more critical and holistic approach to directing the project.  相似文献   

5.
This article focuses on the design of competency-based performance assessment in e-learning. Though effort has been invested in designing powerful e-learning environments, relatively little attention has been paid to the design of valid and reliable assessments in such environments, leaving many questions to educational developers and teachers. As a solution to this problem, a systematic approach to designing performance assessments in e-learning contexts is presented, partly based on the 4C/ID model. This model enables the construction of realistic whole tasks instead of advocating education that is restricted to more isolated skills. A new assessment procedure also implies an alternative view of instructional design, learning and assessment. The requirements for the learning environment are addressed. Examples from a virtual seminar are presented to illustrate the design approach. The article concludes with the identification of possible pitfalls related to the approach and gives directions for future research.  相似文献   

6.
ABSTRACT

Collaborative design is recognised as being shaped by complex social, cognitive, material, and technical processes. In the case of design decision-making, however, the social dimension has yet to be fully understood as the product of the whole team dynamic rather than as simply the sum of the individual (cognitive) contributions. This paper examines the interactional work teams of first-time design students do that produces decisions in undergraduate engineering design projects. Close analysis of decision-making episodes, recorded in design meetings in a yearlong ethnographic study, reveals the joint social and situated work teams do to produce decisions. Students were found to do decision-making via three overlapping phases that were invariant across the database: (i) Design options emerge, (ii) teams orient to design options, and (iii) design decisions come off. This paper exemplifies these phases of decision-making as inherently – and not just incidentally – social, and illustrates how decisions are produced in novice design teams via these phases in multifarious ways. We argue for an explicit retrospective focus on the processes and consequences of team decisions following projects as an avenue for fostering the development of design judgment that engineering graduates will take into their professional practice.  相似文献   

7.
Despite recent attention to shared decision making as an approach to school reform, relatively little research has been conducted on the topic, and much of that research has relied on interviews and field notes, rather than systematic observation of team functioning. This investigation integrated systematic observations and interviews. The purpose of this study was to describe the leadership behaviors exhibited by principals, team leaders, and other team members (teachers, parents, students). We defined leadership according to team member contributions to decisions (decision content, decision-making processes, and statement function, such as initiating topics and making suggestions). This investigation used a comparative case study approach to examine the shared decision-making teams from three schools during the teams' first year. Results revealed variability in leadership across the three teams. Two teams were characterized by positive group process procedures with active involvement from a number of team members. A third team was dominated by the building principal with minimal input from most team members. This team appeared to be less productive than the other two. These findings are viewed in relationship to prior research literature concerning the ambiguity of team members' roles, lack of clarity concerning the power of shared decision-making teams, and the impact of school vision. Suggestions are made for future research.  相似文献   

8.
Cases have been recommended as an important instructional tool for developing professional knowledge across disciplines. In this paper, we begin by defining case methods, a potentially valuable instructional tool for encouraging authentic, active learning. We describe our approach to the design and use of instructional design (ID) cases, and go on to report on the design and use of a Web-based ID case in a team case competition involving six universities. Students and most officials were enthusiastic about the use of ID cases and about this event. Team collaboration and competition were noted as motivating factors for students. The findings are being used to inform ongoing research and development, which is also described.A previous version of this paper was presented at the annual meeting of the Association for Educational Communications & Technology (AECT), Albuquerque, NM, February 1997.The authors may be contacted at the Department of Educational Leadership, Foundations, and Policy, Curry School of Education, University of Virginia, Charlottesville, VA 22903-2495. Phone (804) 924-7471; fax (804) 924-0747; e-mail: Kinzie@Virginia.edu.  相似文献   

9.
10.
Decision-making in interdisciplinary treatment teams   总被引:1,自引:0,他引:1  
Interdisciplinary teams for the treatment of child abuse and neglect are becoming more common. Studies have shown that decisions made by groups who have had the opportunity to discuss their perspectives are more accurate than judgments made by individuals. Why this may be true is not clear. The purpose of the present study was to discover the procedures an interdisciplinary treatment team uses in making decisions. A single interdisciplinary incest treatment team was observed over a 15-month period. Open-ended interviews with team members also were conducted. Findings show that the interdisciplinary treatment team made its decisions using procedures analogous to procedures used in social research to establish reliability and validity. The decision-making process of the team was characterized by multiple observations of family members by multiple observers in multiple settings over time. This decision-making process is similar to processes used by many other treatment teams. The findings of the present research, then, are likely to be generalizable to other teams whose decision-making processes are similar.  相似文献   

11.
ABSTRACT

The goal of the current study was to explore the role and importance of the facilitator in teacher design teams. The study took place in the context of a pre-service teacher education institution in Belgium, where teacher design teams were set up to facilitate the professional development of teacher educators. The findings from focus-group discussions with team members and semi-structured interviews with facilitators confirm that the perceived importance of a facilitator depends on several factors, such as team characteristics and the design phase. Moreover, we found that a facilitator can fulfil three roles in a dynamic way: (a) providing logistic support, (b) scaffolding the design process, and (c) monitoring the design process. The discussion centres on how these results can be used to support facilitators for successful Teacher Design Teams.  相似文献   

12.
Although there are numerous models to practive instructional design (ID), few instructional models to teach instructional design have been documented. This article documents a five-year study of two instructors who collaborated on formally studying their teaching of a master's level instructional design course. A reflexive instructional approach was used, in which the teachers examined their teaching while students were being prompted to reflect on their learning of instructional design through a course-long ID project. In this article we summarize our views on learning, teaching, and instructional design. A design and development framework from developmental research (Richey & Nelson, 1996) was used to describe our teaching in terms of the design decisions, model implementation, and model evaluation across six deliveries of the ID course from 1994–1998.  相似文献   

13.
Researchers have long noted the correlation of various personality traits and team performance. Studies relating aggregate team personality traits to team performance are scattered in the literature and may not always be relevant to engineering design teams. This paper synthesizes the results from applicable Five-Factor Model (FFM)-based personality studies related to engineering design team performance, into a form that can be readily used by non-experts—engineering faculty and students. In addition, an approach is presented where aggregate data is visually presented to recognize patterns that correspond to strength and existence of personality traits within the team as measured by the FFM model while maintaining student confidentiality. With this approach, identification of team strengths and weaknesses stemming from the personality trait distribution is simplified. An assessment of the usability of the approach—completed in two first-year engineering courses—is presented to demonstrate its potential.  相似文献   

14.
The health promotion laboratory (HPL – Canada) is a public health professional development program building on a collaborative learning approach in order to support long-term practice change in local health services teams. This study aims to analyse the collaborative learning processes of two teams involved in the program during the first year of implementation. Based on a multiple case study design involving observations, interviews, and documentary sources, the study: (1) describes the learning process by which each team built a common understanding of the problem at hand and developed an intervention to address it; (2) identifies factors that facilitated or hindered these processes; and (3) proposes a cross-case explanation of the collaborative learning process in the HPL. The results demonstrate that the two teams learned by expanding their repertoire of actions, albeit experiencing different processes. Results point to the central role of shared mental models and key influencing factors, such as commitment and participation (team cohesion), team climate (psychological safety), and leadership style. Unlike previous studies on team learning that concentrated on existing teams in organisations, the current research studied purposely created teams working at transforming their practices and showed that they can successfully learn if specific conditions are achieved.  相似文献   

15.
This paper describes a structural equation modeling(SEM) analysis of factors influencing architects’ trust in project design teams. We undertook a survey of architects,during which we distributed 193 questionnaires in 29 A-level architectural design institutes selected radomly from the altogether 59 ones in Shenzhen,P. R. China,and received 130 valid questionnaires. We used Amos 6.0 for SEM to identify significant personal construct based factors affecting interpersonal trust. The results show that only soc...  相似文献   

16.
Evidence suggests that experienced instructional designers often use heuristics and adapted models when engaged in the instructional design problem-solving process. This study used the Delphi technique to identify a core set of heuristics designers reported as being important to the success of the design process. The overarching purpose of the study was: (1) to examine and describe the heuristics that guided instructional designers’ practice and (2) to identify the relationship between these heuristics and key competencies of the discipline, as outlined by the International Board of Standards for Training, Performance, and Instruction. Sixty-one heuristics were ultimately identified (reached consensus). All 61 aligned with at least one of the four categories of IBSTPI, with some aligning with more than one. More specifically, 17 heuristics aligned with Professional Foundations competencies, 17 aligned with Planning and Analysis competencies, 18 aligned with Design and Development competencies and 10 aligned with Implementation and Management competencies. By examining instructional design heuristics, we hope to better understand the potential genesis and/or future application of each heuristic. Results provide insights into the specific heuristics experienced designers perceive as being effective during the ID process.  相似文献   

17.
18.
This study focused on the role of collaboration in a comprehensive programme design process in inclusive education. The participants were six members of an inclusive education team and an educational designer who together comprised the design team. The study examined whether collaboration was evident in the practice of programme design and associated institutional processes. This was determined through an examination of institutional documents and reflections on collaborative practice provided by design team members in semi-structured interviews about their experiences. The study found that designing the programme collaboratively was more time intensive and at times challenging but ultimately produced a more coherent programme with transparent design, structure and content for students and teachers.  相似文献   

19.
Educational design research yields design knowledge, often in the form of design principles or guidelines that provide the rationale or ‘know-why’ for the design of educational interventions. As such, design principles can be utilized by designers in contexts other than the research context in which they were generated. Although research has shown that quality support is important for design success, less is known about processes that promote utilization of design principles as the rationale for instructional design. In this study we therefore explored an intervention for promoting the utilization of a set of research-based design principles in educational practice. This intervention aimed to promote utilization through enhancing perceived usefulness of the design principles by design teams in various contexts. The set of design principles that was utilized by the design teams in this study underpins the design of so-called hybrid learning configurations that are situated at the interface between school and workplace. The intervention was developed from the perspective of boundary crossing theory and was conducted with four different design teams. It was evaluated by way of a questionnaire and a dialogue with members of the design teams. This boundary crossing intervention appeared to bring about the desired outcomes. Most of the design team members considered the set of design principles useful in several different ways and they expected that utilization of the principles would lead to an improved learning configuration.  相似文献   

20.
In the past technology products created to overcome accessibility and usability issues experienced by individuals with special needs have also resulted in greater usability for the wider population. Technology is increasingly being seen as a key component within the education of children with special needs and recently researchers have developed tailored approaches to involving this population in designing the technology. However, it is not known if these approaches could also benefit participation in a wider population. This paper investigates the potential benefits of using a new structured and supportive participatory design (PD) approach IDEAS, tailored to the specific needs of children with autism spectrum disorders (ASD), for mainstream schoolchildren. The development of this new approach is guided by the TEACCH program and additionally draws on ideas from existing PD approaches for children. A study has been undertaken to trial this approach with four design teams, two teams including children with ASD and two teams including mainstream schoolchildren. Their design task was to develop a mathematics game over a series of six design sessions following the IDEAS approach. The findings reveal that a structured and supportive PD approach can benefit both children with ASD and mainstream children. However, these benefits varied between and within different groups, with some children requiring the additional structure/support more than others. Future work intends to build upon these findings to develop a PD toolbox for a broader child population, enabling researchers to provide appropriate tailored support based on children’s individual characteristics and needs.  相似文献   

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