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1.
“第二人生”(Second Life)是一部模拟真实的大型多人在线角色扮演游戏,它巧妙融合了联网游戏和在线虚拟社区的诸多概念,创造了一种新型的网络空间。SL为信息时代的学习、教育提供了积极的、浸润式的数字化游戏式学习环境,一些大学和教育机构已经开始使用SL,鼓励师生探索、学习和合作。基于人与人、人与对象、对象与对象三种活动方式,SL中的教育潜力可以被不断发掘出来。  相似文献   

2.
当下,许多教育研究者主张利用多用户虚拟环境辅助课堂教学。在基于多种媒介的多用户虚拟环境中,"第二人生"是最受欢迎的一种。论述美国有关职前教师对中国学生在"第二人生"三位虚拟学习环境下的英语外语教学这一研究项目的案例,集中探究职前教师在使用"第二人生"进行英语教学实践中的体会与相关讨论,并为该项目的进一步深入研究提出建议。  相似文献   

3.
"第二人生"是2003年由林登实验室开发并推出的基于因特网的三维虚拟世界。通过让学习者在模拟现实世界的情境中完成真实的任务,"第二人生"为情境学习提供了最理想的环境。在技术上,它为将情境认知与学习理论应用于EFL(英语作为外语)教学提供了实践支持。从情境认知与学习理论的视角分析,当前国内EFL学习环境中存在社会文化语境缺失的局限性。要发挥"第二人生"应用于国内EFL教学的潜能,在施行语境化外语教学时应遵循个性化学习、同步性学习、任务型学习、过程性评价等原则。  相似文献   

4.
Second Life (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by tracing the history of virtual worlds back to early multi-user online computer gaming environments and describing the current trends in the development of 3-D immersive spaces. A typology for virtual worlds is developed and the key features that have made unstructured 3-D spaces so attractive to educators are described. The popularity in use of SL is examined through three critical components of the virtual environment experience: technical, immersive and social. From here, the paper discusses the affordances that SL offers for educational activities and the types of teaching approaches that are being explored by institutions. The work concludes with a critical analysis of the barriers to successful implementation of SL as an educational tool and maps a number of developments that are underway to address these issues across virtual worlds more broadly.  相似文献   

5.
A field study focused on learning capabilities within action learning sets was used to evaluate potential opportunities between action learning and transformational learning. The use of action learning as a methodology for the acquisition, sharing and transfer of information while integrating an added perspective for transformational learning within the action learning set was investigated. There could be occurrences of transformation within action learning and critical action learning sets. However, there could be the added possibility of using action learning as a potential vehicle for an enhanced or more specific focus on transformational learning. It is useful to explore this potential, especially when there is an increased awareness regarding associations between action learning and transformational learning. Within such learning environments, there could also be the increased potential for outcomes that transform an individual, group or organization. The use of transformational elements based on discussions and resulting themes that occur within action learning sessions are discussed with the aim of encouraging personal development, enhancing skills and engaging in adult learning that could lead to organizational development. Recommendations for these environments are also presented.  相似文献   

6.
ABSTRACT

Previous studies found a relationship between performance on statistical learning (SL) tasks and reading ability and developmental dyslexia. Thus, it has been suggested that the ability to implicitly learn patterns may be important for reading acquisition. Causal mechanisms behind this relationship are unclear: Although orthographic sensitivity to letter bigrams may emerge through SL and facilitate reading, there is no empirical support for this link. We test 84 adults on two SL tasks, reading tests, and a bigram sensitivity task. We test for correlations using Bayes factors. This serves to test the prediction that SL and reading ability are correlated and to explore sensitivity to bigram legality as a potential mediator. We find no correlations between SL tasks and reading ability, SL and bigram sensitivity, or between the SL tasks. We conclude that correlating SL with reading ability may not yield replicable results, partly due to low correlations between SL tasks.  相似文献   

7.
Developing the Media Zoo in Second Life   总被引:1,自引:0,他引:1  
Second Life (SL), an immersive virtual environment, is increasingly being adopted in education for both formal and informal teaching and learning uses. This paper addresses the process of developing a demonstrator presence in SL, the potential of the system for formal teaching and some practical ideas on how to successfully integrate such emerging technologies into practice.  相似文献   

8.
As community college leaders strive for institutional efficacy, programs are needed to promote student success through the alignment of curricular objectives and community needs. To meet this objective, service learning (SL) is becoming increasingly popular in the community college. A new SL program called Drive to Employment (DTE) was developed as a means of preparing students for employment by serving unemployed and underemployed community clients. As a result, the curriculum was better connected to workplace competencies, students were prepared for employment, and the capacity of community-based partner organizations was expanded. An overview of DTE will familiarize stakeholders with SL, lessons learned, and the potential impact of similar programs on student, institutional, and community outcomes.  相似文献   

9.
Interest in the instructional application of virtual worlds, such as Second Life (SL), has grown substantially. However, little information is available about effective instructional activities using virtual worlds. This case study illustrates lessons learned from a pilot integrating SL into a two-semester English course at a large southwestern US university. A building activity was implemented in the first semester, and based on qualitative and quantitative formative evaluation results and additional planning, the instructional activity for the second semester was modified. These changes substantially enhanced students' learning experiences. Eight general and five discussion/debate-specific best practices discussed for implementing SL in college-level courses include capitalising on social interactions and establishing a clear connection of activities with learning objectives. This study demonstrates the importance of combining careful instructional design with ongoing assessment when implementing emerging technologies. It also indicates that course learning goals and students' needs should be considered first and foremost when adopting new technologies for instruction.  相似文献   

10.
Second Life虚拟世界自2003年问世,获得了语言学、商业、医学、教育学等众多领域研究者青睐,成为其理论与实践研究的创新视角。当前国内外SL教育应用现状及其功能的研究成果主要聚焦于5个方面:(1)SL可作为多学科教育教学的实践环境;(2)SL提供不同学习情境体验与能力迁移;(3)SL可作为网络学习社区;(4)SL提供多样化教学实践形式;(5)SL提供创新性教学活动设计。当然SL教育应用研究也存在一定缺陷,如技术门槛、硬件需求、活动设计以及资源创设等方面。未来的SL教育应用研究将会在研究方法、呈现工具、技术强度以及沉浸体验等方面获得更多的关注。  相似文献   

11.
This paper discusses the potential of learning technologies to foster competence development of students. It aims to improve understanding of pedagogical conditions that have to be met to establish a competence orientation in e‐learning. We review the literature to summarise recent changes in e‐learning, identify attributes of web 2.0 technologies, revisit the concept of competence and specify implications for the competence‐oriented design of learning environments. By referring to Kolb's learning cycle, we illustrate this view with a case study on the use of Google Apps as collaborative learning environment and recommend how competence‐oriented e‐learning activities can be created. Our findings reinforce the position that web 2.0 tools enable a shift from a distributive to a more collaborative mode in e‐learning. In particular, the ease of use and intuition of web 2.0 technologies allow creating learning environments, which realise activity‐rich pedagogical models and facilitate competence development of students. The paper concludes that, despite the demand of firms for versatile graduates and the obvious potential of learning technologies to foster competence development of students, universities need to establish institutional strategies to make this pedagogical change happen.  相似文献   

12.
Scientific literacy (SL) and critical thinking (CT) are key components of science education aiming to prepare students to think and to function as responsible citizens in a world increasingly affected by science and technology (S&T). Therefore, students should be given opportunities in their science classes to be engaged in learning experiences that promote SL and CT, which may trigger the need to build and develop knowledge, attitudes/values, thinking abilities, and standards/criteria in an integrated way, resulting in their ability to know how to take responsible action in contexts and situations of personal and social relevance. This paper reports on a study to design, implement, and assess science learning experiences focused on CT toward SL goal. Results support the conclusion that the learning experiences developed and implemented in a grade 6 science classroom had a significant influence on the students’ CT and SL. Within this elementary school context, the theoretical framework used appears to be a relevant and practical aid for developing learning experiences that promote CT/SL and in supporting teaching practices that are more in line with the goals of critical scientific literacy.  相似文献   

13.
This paper reports findings of a pilot study that examined the pedagogical potential of Second Life (SL), a popular three‐dimensional multi‐user virtual environment (3‐D MUVE) developed by the Linden Lab. The study is part of a 1‐year research and development project titled ‘Modelling of Secondlife Environments’ ( http://www.le.ac.uk/moose ) funded by the UK Joint Information Systems Committee. The research question addressed in this paper is: how can learning activities that facilitate social presence and foster socialisation among distance learners for collaborative learning be developed in SL, a 3‐D MUVE? The study was carried out at the University of Leicester (UoL) within an undergraduate module on Archaeological Theory, where two tutors and four students took part in four learning activities designed to take place in SL within the UoL Media Zoo island. The learning activities and training in SL were based on Salmon's five‐stage model of online learning. Students’ engagement in SL was studied through interviews, observations and records of chat logs. The data analysis offers four key findings in relation to the nature and pattern of in‐world ‘socialisation’ and its impact on real‐world network building; the pattern of in‐world ‘socialisation’ stage in Salmon's 5‐stage model; perspectives on students’ progress in‐world through the first stage of the model—‘access and motivation’—and perspectives on their entry into, and progress through, the second stage of the model—‘socialisation’—and the role of identity presented through avatars in the process of socialisation. The paper offers implications for research and practice in the light of these findings.  相似文献   

14.
ABSTRACT

The processes underlying word reading are shaped by statistical properties of the writing system. According to some theoretical perspectives, reading acquisition should be understood as an exercise in statistical learning (SL). SL involves the extraction of organizing principles from a set of inputs. Several lines of research provide convergent evidence supporting the connection between SL and reading acquisition. An obstacle to fully appreciating the theoretical and educational implications of these findings is that SL is itself not well understood. In this article, we review the current literature on SL with a particular focus on organizing this literature by grounding it in theories of learning and memory more generally. This approach can clarify the nature of SL and provide a framework for understanding its role in reading, reading acquisition, and reading disorders.  相似文献   

15.
As visual connectivity improves, an opportunity to enrich and rethink the place of learning design in online and distance education is presenting itself. The opportunity is derived from the increasing scope for personalised synchronous interaction which has been missing in computer mediated communications (CMC) and previous generations of distance education. This paper presents a model which distinguishes between planned learner‐content interaction and learner‐learner interaction and suggests that a blend of planned and non‐planned learner‐learner interaction is worthwhile. It concentrates on technology enhanced learning using video communications which provide opportunities for more authentic online collaborative learning, formally and informally. This conceptualisation is underpinned by beliefs which promote constructivist and transformative learning in the hope of stimulating debate as universities focus more towards quality learning. The intent is to explore the implications of learning in higher education becoming enhanced in online environments as learner‐learner dialogue occurs ‘face‐to‐face’, thus, extending the potential of online learner‐content environments.  相似文献   

16.
Phonological awareness (PA) and rapid automatised naming (RAN) skills in relation to reading acquisition were examined using two languages, one with a deep orthography (English) and the other with a shallow orthography (Korean). Participants were 50 Korean American children who spoke English as a dominant language (DL) and were learning to read Korean as a sequential language (SL). Parallel measures in English and Korean assessed PA, RAN and reading skills. The results showed the similarities and differences between the DL and SL acquisition patterns for PA and RAN. While PA skills of the DL were a dominant predictor in SL reading achievement, RAN became important for the children with the higher level of SL reading performance. This cross‐sectional study indicates that proficiencies of PA and RAN in the DL are the pathway to reading success in an SL. This suggests that a universal thread exists in learning dual languages, despite dissimilar orthography, phonology and writing systems.  相似文献   

17.
Much of the work in the Learning Sciences and Computer-Supported Collaborated Learning communities have focused on understanding and designing for learning in collaborative spaces. This work utilizes methods such as Interaction Analysis and has attended to multiple dimensions and timescales of learning. It has redefined ideas about knowledge and competence and how they are acquired, thus providing important insights into the process of learning and the design of learning environments. However, we have not in the same way advanced our knowledge of teacher learning. Our understanding of the process and mechanism of teacher learning in in collaborative professional development (PD) environments is still quite thin. In this paper, we discuss how utilizing methods from Interaction Analysis, in particular, can offer insight into the process of teacher learning in these contexts. We illustrate how adopting a lens that shifts away from asking whether teachers are progressing toward a researcher-defined goal, toward one that asks how learning occurs in the moments of interaction, and the meaning it has for participants as they work to achieve PD goals, has the potential to shed new light on learning in teacher PD.  相似文献   

18.
This paper presents a methodology for characterizing computer-based learning environments, focusing on the cognitive, pedagogical, and interactive features. The framework for this characterization is explained in relation to the relevant theories and findings in cognitive and instructional research. The methodology is illustrated by a characterization of computer-based learning environments developed by student teachers and professionals. The usability of these environments is analyzed along the dimensions of the framework presented. The results showed that this methodology can systematically and precisely characterize the cognitive, pedagogical, and interactive features of computer-based learning environments. It can be used to predict and explain the success or failure that a given software program promotes for learning particular types of knowledge. The applications of this methodology for the evaluation and design of computer-based learning environments, for instructional research in various instructional contexts, as well as for the study of expertise in the development of computer-based learning environments, are discussed.  相似文献   

19.
Social networks have become popular communication and interaction environments recently. As digital environments, so as ecosystems, they have potential in terms of networked learning as they fulfill some roles such as mediating an environment for digital identity formation and providing social and emotional presence. Based on this phenomenon, the importance of identity formation as a sociological and psychological process was explained throughout this study. Following that, social networks as digital social ecosystems and learning environments in which self-actualization, self-presentation, and self-disclosure of the individuals were discussed and their necessity as well as their potential for social and emotional presence was explained to better understand social networks. Besides, social networks and “Facebook” as a case were examined. Within this perspective, the purpose of this study was to explore online social networks with an emphasis on learning; to put forward its educational premises; and to analyze digital identity formation, social presence, and emotional presence in social networks.  相似文献   

20.
ABSTRACT

There is growing interest in the link between implicit statistical learning (SL) and reading ability. Although learning to read involves both auditory and visual modalities, it is not known whether reading skills might be more strongly associated with auditory SL or visual SL. Here we assessed SL across both modalities in 36 typically developing children and 36 healthy adults using the classic triplet-learning paradigm. Auditory SL was significantly associated with sentence reading fluency (Woodcock Johnson III Test of Achievement) in the combined sample of children and adults after controlling for age and nonverbal intelligence. In further analysis of the child data, auditory SL was significantly associated with nonword reading accuracy (Woodcock Reading Mastery Test), a relationship which appeared to be mediated by phonological processing abilities (Comprehensive Test of Phonological Processing). These findings suggest that auditory SL might contribute more strongly to certain aspects of reading development compared to visual SL.  相似文献   

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