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Rocci Luppicini 《Instructional Science》2007,35(2):141-185
This research review examines recent developments in computer-mediated communication (CMC) research for educational applications. The review draws on 170 recent research articles selected from 78 journals representing a wide range of disciplines. The review focuses on peer-reviewed empirical studies, but is open to a variety of methodologies. The review is divided into two sections addressing major areas of current research: (a) general CMC research in education, and (b) factors affecting computer-mediated learning. The review covers a variety of key research areas revolving around CMC in education, including, media effect and comparison, on-line courses and networks, course and program evaluations, learning and learning processes, problem solving, writing, decision-making, argumentation, group decision-making, group dynamics, peer evaluations, gender differences, anonymity, teaching practice effects, technology integration, teacher styles and characteristics, socio-cultural factors, and professional development effects. Findings suggest partial advantages of CMC in writing, task focused discussion, collaborative decision-making, group work, and active involvement in knowledge construction during group interactions. Other research findings revealed influences of peer interaction, group composition, group cohesion, goal commitment, group norm development, and process training, mixed-sex groups, and virtual cross-functional teams. Mixed-findings are revealed for performance advantages of computer-mediated versus face-to-face learning environments on various tasks and for the presence of gender differences in computer-mediated environments. 相似文献
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Feedback indicating how well students are performing during a learning task can be very stimulating. In this study with a pre- and post-test design, the effects of two types of performance feedback on learning results were compared: feedback during a learning task was either stated in terms of how well the students were performing relative to other students (social comparison feedback) or relative to an absolute criterion (criterion-based feedback). Thirty-four students in secondary vocational engineering education were randomly assigned to one of two conditions. In both conditions, students worked together in small groups. All groups completed a math learning task, during which they received either social comparison feedback or criterion-based performance feedback. The findings showed that the type of feedback had a strong effect on learning outcomes: the post-test scores and gains of students in the social comparison condition were significantly higher than those of students in the criterion-based feedback condition. 相似文献
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Paul F. Burke Sandy Schuck Peter Aubusson Matthew Kearney Bart Frischknecht 《Technology, Pedagogy and Education》2018,27(2):149-163
This research examines how the pedagogical orientations of teachers affect technology adoption in the classroom. At the same time, the authors account for the stage of concern that teachers are experiencing regarding the use of the technology, their access to the technology and the level of schooling at which they teach.The authors’ investigation of these factors occurs in the context of a contemporary technology, the interactive whiteboard (IWB), in Australian schools. A structural equation model was estimated using a reflective measure of technology usage with antecedents in the form of pedagogical-oriented beliefs and best–worst scaling derived scores for a teacher’s stage of concern regarding IWBs. Teachers with constructivist-oriented pedagogical beliefs were significantly more likely to use IWBs than transmission-oriented teachers. However, the strongest determinant of usage was whether the technology is immediately accessible or not. 相似文献
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Chih-Ming Chen Jung-Ying Wang Yong-Ting Chen Jhih-Hao Wu 《Interactive Learning Environments》2016,24(4):681-705
To reduce effectively the reading anxiety of learners while reading English articles, a C4.5 decision tree, a widely used data mining technique, was used to develop a personalized reading anxiety prediction model (PRAPM) based on individual learners' reading annotation behavior in a collaborative digital reading annotation system (CDRAS). In addition to forecasting immediately the reading anxiety levels of learners, the proposed PRAPM can be used to identify the key factors that cause reading anxiety based on the fired prediction rules determined by the developed decision tree. By understanding these key factors that cause reading anxiety, instructors can apply reading strategies to reduce reading anxiety, thus promoting English-language reading performance. To assess whether the proposed PRAPM can assist instructors in reducing the reading anxiety of learners, this study applies the quasi-experimental method to compare the learning performance of three learning groups, which are, respectively, supported by a CDRAS with individual annotations, collaborative annotations, and collaborative annotations with online instructor's support to reduce reading anxiety by the proposed PRAPM. The instructional experiment was conducted on Grade 7 students at Taipei Municipal Wan-Fang high school. Experimental results indicate that the average correct prediction rate of the proposed PRAPM in identifying the reading anxiety levels of learners was as high as 70%. Moreover, analytical results show that the collaborative annotation with online instructor's support for reducing reading anxiety by the proposed PRAPM indeed helps learners reduce reading anxiety, particularly for the male learners, showing that gender difference exists. Furthermore, based on online instructor's support for reducing reading anxiety by the proposed PRAPM, the correlation analysis also shows that the online instructor's interaction with the male learners is significantly correlated with the reading anxiety reduction. Furthermore, English-language learning performance of the three learners groups, which were given a CDRAS with different learning mechanisms, was significantly promoted. 相似文献
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Igor Mayer Harald Warmelink Geertje Bekebrede 《European Journal of Engineering Education》2013,38(1):85-106
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students’ motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students’ learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development. 相似文献
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Jon-Chao Hong Nien-Chen Wu Ying-Luan Huang Pei-Hsin Lin Yi-Ling Chen 《Interactive Learning Environments》2016,24(3):572-589
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a hypothetical-deductive model. The aim of the study was to examine the changes in students' blended learning interest and reasoning ability in a time series experimental design. After playing the game with the 10 initial scenarios during the first week of the study, participants were subjected to five blended learning sessions that required them to discuss the consequences of one of the 10 scenarios using hypothetical-deductive reasoning. After six weeks, the data from the 110 participants were analyzed using time series statistics. The results indicated that players were highly interested in the game, although their interest had a tendency to decrease slightly over time. Repetitive game play (i.e. practice) was positively associated with the players' moral reasoning performance. The study results may lend support to the design of a game with additional or more highly complex content for players to further develop students' consequential reasoning ability. 相似文献
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《The Journal of educational research》2012,105(5):352-359
AbstractIn a replication of a multivariate investigation based on Atkinson’s model of the dynamics of cumulative achievement, the amount of variance explained in achievement as defined by the final grade in a course was encouraging, but the lack of evidence of effect of some of the personality variables in the model indicated that some of them may have to be operationalized differently. On the other hand, the importance of some of the environmental variables was highlighted by the results. Not surprisingly, previous performance was the best single predictor of performance. 相似文献
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Gwo-Dong Chen Nurkhamid Su-Hang Yang Wei-Yuan Lu Chih-Kai Chang 《Interactive Learning Environments》2013,21(2):172-183
This study proposes a platform to provide a near-authentic environment, context, and situation for task-based learning. The platform includes two projection screens (a vertical and a horizontal screen) combined for situated or authentic learning. The horizontal screen extends the vertical screen scene to form a space for learning activities and performance. The platform creates learning situations using robots as surrogates of students to accomplish real-life tasks. Kolb's four-stage experiential learning cyclical model was adopted in the learning design. A simple practice was developed to examine the effect on teaching children English as a foreign language. The results reveal that children could engage deeply and feel more enjoyment using the system. Moreover, as surrogates for students to imagine that they are accomplishing real-life missions, robots could be a vital element of authentic learning in future classrooms. 相似文献
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The aim of this study was to explore the opinions, perceptions and evaluations of students about their experiences with a question–answer system used on mobile devices in a lecture-based course. Basic qualitative research method was employed in this study to understand how students made sense of their experiences during the instruction. The participants of the study were 25 of 42 students enrolled in a Computer Hardware course, who were interviewed in five sessions of focus-groups. Data analysis was done based on the six steps of inductive analysis. The results showed that students mostly ascribed the meaning of their engagement to the observable behaviors about academic challenge. Concerning inhibiting factors for participating in a lecture, they stressed the constraints of lecture method. As inhibiting factors for asking questions, they mostly stated shyness as a reason. The results of the research were discussed reflectively to investigate the constructed meanings of participants about the context and to make suggestions for further studies. 相似文献
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Educational institutions are required to find new pedagogical and cognitive models and practices to cope with the challenges of an emerging knowledge society. In creating a theoretical and practical model for future education, Scardamalia and Bereiter have proposed the concept of knowledge building. An early implementation of this idea was in the networked classroom software and ancillary structures known as Computer-Supported Intentional Learning Environment (CSILE). The present study aimed to explore the indicators of knowledge building in computer-mediated discourse among 26 11-year-old Finnish students. The data were collected during a four-week course on Energy, and consisted of students' postings stored in the CSILE database. Analysis revealed three pedagogically and cognitively different modes of discourse: social-oriented, fact-oriented, and explanation-oriented. These modes differed essentially from each other in the nature of the knowledge which students constructed during discourse and in the object and focus of students' communication. During explanation-oriented discourse, students actively used abstract and scientific concepts and the objects of their comments were theories, ideas and methods of research. Such activity is a component of knowledge building. This revised version was published online in July 2006 with corrections to the Cover Date. 相似文献
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This study examines the effects of the activity of building systems models for school-based problems on problem solving and on conceptual change in elementary science classes. During a unit on the water cycle in an Asian elementary school, students constructed systems models of the water cycle. We found that representing ill-structured problems as system models improves problem solving as well as creating beneficial conceptual change related to the topic. 相似文献
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Nazir Hawi 《美中教育评论》2010,7(9):47-57
The author has undergone a major shift in the way of teaching his undergraduate computer programming courses. In the classroom, the teacher's computer is connected to a splitter and a video projector that display the computer's screen to the entire class. Using this technology, the programming language itself is used live in class to help the students learn how to program. The students are learning in a context by far livelier than those of previous methods. Teaching computer programming is not achieved by lecturing and writing the program instructions on board or by displaying program instructions to the class on transparencies or slides of electronic presentations. With the implementation of student-centered approaches, the students migrated from the state of passive receivers to constructors of computer programming concepts. Students are coached to develop a sense of exploration, individuality and autonomous thinking. The enthusiasm for technology has been facilitating and supporting the learner-centered approach. Everyone in this approach is a learner, including the teacher. 相似文献
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Although computer-supported collaborative learning has been successfully applied in educational settings to improve group learning performance, most such systems still lack effective strategies for knowledge representation which could help reduce discussion time. In this study, concept mapping, already applied as a tool to help visualize and organize existing or newly learned knowledge, is incorporated to address this problem in a newly developed concept map and computer-supported collaborative learning system (CMCLS). It was designed as a quasi-experiment study and was carried out with 77 university students. The system was first used by the groups of students to illustrate their knowledge and achieve consensus during a learning activity, after which their performance and feelings of satisfaction with this innovative approach were evaluated. Patterns of learning within the proposed framework were explored. The learning behaviors, including the actions and interactions with peers of the participants during the learning activity were recorded. Finally, lag-sequential analysis was used to compare the interactions and the differences in the behavior patterns of the two groups, one using the newly developed CMCLS consensus map-embedded approach and a control group which did not use this approach. The results showed significant improvement in the learning achievement of students using the novel approach, as well as a higher degree of perceived usefulness and satisfaction. The novel consensus map-embedded approach was useful for knowledge construction and for assisting with integration of the team members’ results to produce the final ER diagram. 相似文献
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Electronic discussion tools can have several advantages over classroom discussion to support productive learning conversations in science. This paper describes how an electronic collaborative discussion tool called the Multimedia Forum Kiosk (MFK) enabled equitable learning opportunities in scientific discourse: generating explanations, revising ideas of others, and asking questions. Studies compared gender differences in participation between class discussion and MFK discussion, as well as examined three different formats for electronic discussion: anonymous, attributed, and attributed with authority participation. Results indicate that in all discussions, 78% of the students contributed in electronic discussion compared to only 15.3% participation in class discussion. Females participated more than males in electronic discussion, and less than males in classroom discussion. Girls report feeling less stifled when participating in an electronic medium where anonymity is an option. All electronic discussions were characterized by high levels of scientific conceptual content, elaborations, and question-asking. Students generated a repertoire of models for phenomena, asked content-focusing questions, and provided causal explanations using MFK. Implications for future research and design of electronic discussion tools are discussed. 相似文献
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Joel K. Kiboss Mwangi Ndirangu Eric W. Wekesa 《Journal of Science Education and Technology》2004,13(2):207-213
Biology knowledge and understanding is important not only for the conversion of the loftiest dreams into reality for a better life of individuals but also for preparing secondary pupils for such fields as agriculture, medicine, biotechnology, and genetic engineering. But a recent study has revealed that many aspects of school science (biology included) pose problems of understanding for pupils, simply because of the teaching methods used and the lack of adequate instructional resources. Nevertheless, a program was designed to incorporate the use of computer technology innovation called the computer-mediated simulations (CMS) program to enhance pupils' learning outcomes in school biology. The study was carried out in a real biology classroom setting. It involved comparisons between the treatment and control groups. A Solomon-Three Group quasi-experimental design was employed to involve three secondary schools situated along Njoro-Mau Narok and Elburgon-Molo roads in Nakuru district that were purposively sampled on the basis of easy accessibility and the availability of IBM compatible computers. A total of 102 pupils enrolled in three intact classes were exposed to the same content on cell division for a period of 3 weeks. Three dependent measures—the Biology Achievement Test (BAT), the Biology Classroom Environment Questionnaire (BCEQ), and the Pupil Attitude Questionnaire (PAQ)—were used to assess the effectiveness of the program on the pupils' academic achievement in cell theory, their perception of the classroom environment, and attitudes towards the biology course on cell theory. The findings of the study affirmed the impact of the CMS program on the pupils' learning outcomes in that the mean gains of the participants in the treatment groups were significantly higher than that of their counterparts in the regular program. Also, the results indicated that the mean differences between the experimental group and the true control group were statistically significant in favor of the treatment group. The findings also showed no relationship between the participants' gender and their learning outcomes. The study concludes that the use of the CMS program to augment conventional biology teaching has major implications for secondary biology instruction in this area. 相似文献
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《Africa Education Review》2013,10(3):548-568
Abstract “Technology”, the buzz word for the last ten to fifteen years in South Africa. Technology availability is quite often mistaken for technology adoption and use. Technology has been made available to almost all tertiary institutions and at least some public schools. However, in most tertiary institutions many professors still refuse to use technology to enhance their lectures and many educators in schools have not yet “come on board” in a manner of speaking. The South African government has indicated its intention to ensure that every school has access to a wide choice of diverse, high quality communication services that will benefit all learners and local communities (DOE 2004). It is important that the Department of Basic Education recognizes that regardless of the amount of technology and its sophistication, technology will not be used unless educators have the skills, knowledge and attitudes necessary to infuse it into the curriculum. The aim of this paper is to determine educators’ attitudes towards technology and thus technology adoption in teaching and learning. In doing so, this study attempted to determine what educators’ attitudes/perceptions (used synonymously) are towards constructs (e.g. relative advantage, perceived behavioural control, complexity) extracted from the different information systems (IS) technology adoption models. Thereafter, regression analysis was used to determine the best predictor of educators’ attitudes and thus technology adoption. The findings of this study suggest that overall the educators perceptions are somewhat positive across most IS constructs with the notable exception of Perceived Behavioural Control and Facilitating Conditions where the mean are below 3.5. The analysis suggests that the independent variables explaining the greatest amount of variance in computer attitudes are in order of predicative value: extrinsic motivation, perceived usefulness, complexity, perceived behavioural control and relative advantage. The results point to the importance of educators’ vision of technology itself, their experiences with it, their perceptions towards computer attributes and the conditions that surround its introduction into schools in shaping their attitudes towards technology and its subsequent diffusion into their educational practice. 相似文献
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When learners explore dynamic and interactive visualisations they are often not able to interact with them in a systematic and goal-oriented way. Frequently, even supporting learners in processes of discovery learning does not lead to better learning outcomes. This can be due to missing pre-requisite knowledge such as the coherent mental integration of the pictorial and symbolic sources of information. In order to support learners in this process, we encouraged them to interactively and externally relate different static sources of information to each other before exploring dynamic and interactive visualisations. We evaluated the benefit of this instructional support in two experimental studies concerning the domains of statistics and mechanics. It revealed that the active integration of static representations before processing dynamic visualisations resulted in better performance and can provide a basis for a more systematic and goal-oriented experimentation behaviour during simulation-based discovery learning.in final form: 16 November 2004 相似文献
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Two hundred and eighty undergraduates from universities in two countries were asked to read didactic material, and then think and write about potential solutions to an ill-defined problem. The writing was conducted within a synchronous or asynchronous computer-mediated communication (CMC) environment. Asynchronous CMC took the form of email exchanges between American learners only, Southern European learners only, and American and Southern European learners together. Synchronous CMC was restricted to dyads consisting of American–American, Southern European–Southern European, and American–Southern European students dialoguing. Additionally, a number of Americans and Southern Europeans were each paired with a content-“mirroring” computer-generated partner to account of the effect of thinking with an unresponsive partner in synchronous CMC. Results revealed that dyadic learners in asynchronous CMC used significantly more reasoning skills to think about solutions to the problem, while dyadic learners in synchronous CMC exchanged significantly more personal knowledge and features of emotion. However, the tendency among dyadic learners to include emotional features in their dialogues was mediated by their cultural background. 相似文献
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The Effects of Gender Interaction Patterns on Student Participation in Computer-Supported Collaborative Argumentation 总被引:2,自引:0,他引:2
Allan Jeong Gayle V. Davidson-Shivers 《Educational technology research and development : ETR & D》2006,54(6):543-568
In this study we examined response patterns in exchanges between males and females and their effects on gender participation in five online debates. Students classified messages into arguments, evidence, critiques, and elaborations while posting messages to the debates to facilitate argumentation and the sequential analysis of message-response sequences. The findings revealed no differences in number of critiques posted in response to arguments because females were just as likely as males to critique messages from both males and females, and because females responded to males with critiques at a higher than expected frequency. Posthoc analysis revealed strong indications that females posted fewer rebuttals to the critiques of females than males, and males posted more rebuttals to the critiques of females than females. The methods used in this study illustrate a process-oriented approach to explain and predict gender differences in participation and serve as a framework for future research on gender participation, group interaction, and strategies for facilitating collaborative argumentation and problem solving. 相似文献