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1.
The Educational Object Economy (EOE) emerged from research on end-user authoring tools for multimedia software and, by 1997, developed into a library of over 2000 freely available interactive simulations for learning. The organization's original goals and its ongoing interest in alternative methods of software authoring led to continuing connections with component-based software development and collaborative development models. Subsequent focus on learning resource development in developing countries has led to contributions to projects in India, Turkey, Brazil, and other countries. Although the need for learning resources in these and other countries is great, component-based approaches have not yet been adopted.  相似文献   

2.
The purpose of this study was to investigate how two female students participated in science practices as they worked in a multimedia case‐based environment: interpreting simulated results, reading and writing multiple texts, role‐playing, and Internet conferencing. Using discourse analysis, the following data were analyzed: students' published web posters, Internet conferencing logs between American and Zimbabwean university students, and a focus group interview. Three constructs supported the development of these students' identities in practice: (a) multimedia cases creating emotional involvement; (b) authoring web posters, and role‐playing situated in cross‐cultural social networks; and (c) altruism associated with relevant global topics. The investigators argue that educators and developers of online learning environments consider social contexts, authoring, and opportunities for cross‐cultural interaction to support participation in science practices. © 2010 Wiley Periodicals, Inc. J Res Sci Teach 47: 1116–1136, 2010  相似文献   

3.
This research suggests utilizing collaborative learning among high school students for better performance on ecology inquiry-based projects. A case study of nine 12th grade students who participated in collaborative learning sessions in the open field and in class is examined. The results show that the students concentrated on discussing the methods of measurement and observation in the open field, rather than the known methods from class or from the laboratory. Another major part of their discussions concentrated on knowledge construction. Knowledge construction occurred between students with same or similar learning abilities. The role of the teacher in these discussions was crucial: she had to deal with and dispel misconceptions; and she had to bridge the gap between low-ability and high-ability students, for enabling meaningful learning to occur. The article ends with a number of recommendations for using collaborative learning as a tool for achieving meaningful learning in high school ecology inquiry-based projects.  相似文献   

4.
In this paper a multimedia project was incorporated into a problem‐based learning environment to examine how learning in multimedia could be enhanced through the use of problem‐based learning. Students in a second year course in the Faculty of Creative Multimedia (FCM) were assigned the problem‐based multimedia project, they worked in groups, solving the problem using the multimedia authoring process (MAP). This paper reports on the structuring of the student learning process, the impact of the problem‐based learning environment on student learning and the important skills such as creative and critical thinking, teamwork, communication, collaborative and problem‐solving skills that arose as the result of this intervention. In the process, a multimedia‐enhanced problem‐based learning (M‐PBL) model was created. The interrelationships between the teacher, students and technology in this learning mode were also established. A survey was conducted to assess the reactions and attitudes of the students towards this learning environment. The results obtained were positive and satisfactory.  相似文献   

5.
A multimedia component kit for digital electronics authoring and learning is presented. It is based on a sophisticated structuring mechanism and a flexible link management scheme. Components available on the Internet facilitate sharing and reuse of educational software during the authoring process, make possible the support of all phases of the learning process, and allow students to achieve their desired depth of understanding. Emphasis is put on the implementation of a great number of components based on simulation and animation that provide a high level of interactivity and allow some presentation difficulties inherent in the subject to be overcome. An analysis of the impact of using the kit for authoring and learning is currently being performed.  相似文献   

6.
A problem for educators and the developers of interactive multimedia is the apparent incongruity between the demands of authentic assessment and the deliverables of computer‐based assessment. Lecturers wishing to use interactive multimedia are commonly limited to assessment using multiple choice tests which are easily marked by the computer.

This article describes seven defining characteristics of authentic assessment which have been operationalized in a learning environment employing interactive multimedia. The article describes the multimedia program and its implementation with a class of pre‐service teachers. The implication of these findings for educational practice are that authentic assessment can be used within interactive multimedia learning environments, albeit not totally contained within the software itself. The qualitative study reported here showed that students responded favourably to the elements of authentic assessment; that they had a good understanding of the content of the interactive multimedia program; and that the assessment was corroborated by observation of teaching strategies used by the students in their teaching practice.  相似文献   


7.
This usability study evaluated users' perceptions of a multimedia prototype for a new e‐learning tool: Anatomy of the Central Nervous System: A Multimedia Course. Usability testing is a collection of formative evaluation methods that inform the developmental design of e‐learning tools to maximize user acceptance, satisfaction, and adoption. Sixty‐two study participants piloted the prototype and completed a usability questionnaire designed to measure two usability properties: program need and program applicability. Statistical analyses were used to test the hypothesis that the multimedia prototype was well designed and highly usable, it was perceived as: (1) highly needed across a spectrum of educational contexts, (2) highly applicable in supporting the pedagogical processes of teaching and learning neuroanatomy, and (3) was highly usable by all types of users. Three independent variables represented user differences: level of expertise (faculty vs. student), age, and gender. Analysis of the results supports the research hypotheses that the prototype was designed well for different types of users in various educational contexts and for supporting the pedagogy of neuroanatomy. In addition, the results suggest that the multimedia program will be most useful as a neuroanatomy review tool for health‐professions students preparing for licensing or board exams. This study demonstrates the importance of integrating quality properties of usability with principles of human learning during the instructional design process for multimedia products. Anat Sci Ed 2008. © 2008 American Association of Anatomists.  相似文献   

8.
The current study aimed at examining the efficacy of technological projects as learning tools by exploring the following questions: the extent to which projects in technology develop students as independent learners; the types of knowledge the students deal with in working on their projects; the role of problem-solving in technological projects; and how projects integrate into traditional schooling. The subjects were 53 high school (12th grade) students who prepared graduating projects in technology under the supervision of nine teachers. Data were collected by observing the students in the laboratory, administrating two questionnaires to both the students and the teachers, and analyzing 25 portfolios prepared by the students of their projects. The findings indicate that projects in technology provide a good opportunity to engage students in challenging tasks that enhance their learning skills. To maximize this potential, it is necessary to employ the project method from the early stages of learning technology. It is especially important that teachers having a strong engineering orientation also acquire pedagogical knowledge on issues such as fostering independent learning, creativity, peer learning and reflective practice in the technological classroom.  相似文献   

9.
The use of inquiry‐based laboratory in college science classes is on the rise. This study investigated how five nonmajor biology students learned from an inquiry‐based laboratory experience. Using interpretive data analysis, the five students' conceptual ecologies, learning beliefs, and science epistemologies were explored. Findings indicated that students with constructivist learning beliefs tended to add more meaningful conceptual understandings during inquiry labs than students with positivist learning beliefs. All students improved their understanding of experiment in biology. Implications for the teaching of biology labs are discussed. © 2003 Wiley Periodicals, Inc. J Res Sci Teach 40: 986–1024, 2003  相似文献   

10.
Computer systems, interactive technologies, and the software tools for authoring multimedia programs have evolved over the past several decades. The evolution of multimedia technology is discussed and current alternatives for authoring multimedia programs are described. Issues related to analyzing authoring tool requirements and selecting software are presented and trends in the evolution of authoring tools are identified. Many factors affecting the selection and use of authoring software are exogenous to the technology itself. Both technological trends and market forces must be considered.  相似文献   

11.
12.
现代化教学手段的发展和普及,使多媒体技术在课堂教学中广泛应用,而选择合适的课件制作软件尤为重要。本文对照三种基本课件类型,就目前常用的多媒体课件制作软件进行分析对比,以便根据课程内容和教学目的灵活地选用课件制作软件。  相似文献   

13.
This study analyses to what extent teachers recognise which interactive multimedia software is efficient and which is not. The results are based on two correlation studies. The first study was carried out with 35 different pieces of interactive multimedia software for secondary students, and 34 pieces of interactive multimedia software for primary students were used in the second study. The teachers of special subject and class-teachers participated in these studies. The correlations between the teachers' evaluations about the interactive multimedia software and students' learning outcomes were found. The present study revealed that primary teachers' evaluations were not related to or negatively correlated with students' learning outcomes. Teachers of special subjects were more able to recognise the efficiency of educational software, but not in the case of all features and all groups of students.  相似文献   

14.
This study examined the thinking processes used by 16 eighth grade science writers during laboratory report writing and explored the possibility that writing can contribute directly to science learning. Using Bereiter and Scardamalia's ( 1987 ) knowledge‐transformation model of writing as a theoretical lens, the study characterized specific content and rhetorical thinking engaged in by the students using think‐aloud protocols and qualitative data analysis methodologies. Thinking aloud was also related to the quality of the students' written products. Five of the 16 students exhibited no mental reflection during writing, recording information straight from memory into the composition. Two students engaged primarily in rhetorical planning, specifying the sequencing and organization of their writing in advance. Nine students demonstrated scientific problem solving including hypothesis and evidence generation, examining patterns in the data, and making general knowledge claims in response to the need to generate content for writing, indicating that the act of report writing can stimulate science learning directly. However, thinking during writing was not necessary to compose a report that contained hypotheses and supporting evidence. © 2000 John Wiley & Sons, Inc. J Res Sci Teach 37: 676–690, 2000  相似文献   

15.
In this study, the authors investigate the impact of authoring hypermedia on English as a second language sixth- and seventh-grade students' academic English vocabulary and underlying-concept development. Analysis of data showed that students participating in hypermedia projects, as opposed to traditional science or social science curriculum, were better able to acquire content-specific concept terms. Interview data revealed that students found projects worthwhile because they allowed students to personalize their learning and accomplishments.  相似文献   

16.
This paper presents a virtual lab for the contents of an Engineering project, for designing an agro-industrial building, which is also useful for a range of different transversal courses in Engineering sciences. The aims of this tool are to analyse the most important contents of a project-document (calculation, regulations, drawings and budgets), as well as their relationship with the activities which make up the work and the schedule. The design criteria we considered were: its online applications and their compatibility with Moodle; the inclusion of different learning approaches, such as exploratory learning and inquiry-based learning; its interactivity, and the use of multimedia elements for visualisation and direct analysis on material common to Engineering subjects. The students’ perceptions of the improvements brought by the virtual lab were analysed statistically through a series of questions over two academic years. The results of the questionnaires suggested that most of those who had used the e-learning tool valued positively its overall suitability for reaching the objectives in their subject as well as the way it improved the working methodology. The practical knowledge acquired by the students was also highly valued. In addition, the lack of constraints commonly related to field trips (expenses, time and complexity) illustrates the utility of self-access learning tools in key transversal disciplines such as Engineering projects.  相似文献   

17.
This paper reports on the findings of a case study set up to explore the possible benefits that dyslexic learners might have when engaging in the creation of their own multimedia project. Two children with specific learning difficulties worked with the author to develop a multimedia presentation. The children developed authoring skills (such as planning and drafting, composition, revision and reflection, proof reading and presentation) and became active, motivated learners. It is believed that the open-ended character of a multimedia authoring package can encourage creative thinking and interest for content and style of presentation.  相似文献   

18.
This paper draws from research conducted as part of an Australian Research Council funded Linkage Project ‘Teaching effective 3D authoring in the middle years: multimedia grammatical design and multimedia authoring pedagogy’, which is a collaboration between the University of New England, the University of Tasmania and the Australian Children's Television Foundation. This project is being conducted in over 20 schools around Australia. The data presented in this paper focuses on one such school, located in Tasmania. It explores one school's endeavour in the teaching and learning of multimodal narrative. Data includes interviews from students and multimodal analysis of student narratives. The paper showcases the kinds of semiotic choices the children are making for their stories, and includes excerpts from the interviews to illustrate how they are able to articulate justifications for their choices. In particular, it focuses on how children are establishing literary concepts such as genre, characterisation and point of view using all semiotic resources. In doing so, it considers the pedagogy behind the creations to explore how effectively it works as children create new kinds of texts which are innovative, critical, creative and ‘of quality’.  相似文献   

19.
Many authoring tools have been proposed in an attempt to find more effective ways to face the challenge of developing educational software. However, most of them are reported to be restrictive, since they are strongly connected to a specific educational software development methodology. The AIDA (Ambiente Integrado para o Desenvolvimento de Aplicações educacionais) authoring environment was developed at the University of Coimbra having as its main objectives the support of most of the activities involved in authoring and making educational software development easier. The AIDA system is based on a design module, i.e. a prototyping tool allowing the creation of Windows-based software, including multimedia features. The system assists evaluation activities and it caters also for support on translation and cultural adaptation, as well as on the reutilization of educational materials. The use of the AIDA environment is illustrated by three small examples using different development methodologies.  相似文献   

20.
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups of students participated in learning activities: the experimental group was instructed using the gaming method; and the control group was instructed using the non-gaming method. During the study, tests, a survey, and interviews were conducted with students. The evaluation results for academic performance and multimedia flow experiences show that compared to the non-gaming method, incorporating the gaming method into the learning process can enhance students' academic performance and multimedia flow experiences. The results also indicated that there is a non-significant and positive relationship between students' academic performance and multimedia flow experiences.  相似文献   

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