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The purpose of this study was (a) to develop an instructional design model for preservice teachers’ learning of technological pedagogical content knowledge (TPACK) in multidisciplinary technology integration courses and (b) to apply the model to investigate its effects when used in a preservice teacher education setting. The model was applied in a technology integration course with fifteen participants from diverse majors. Data included individual participants’ written materials and TPACK survey responses, group lesson plans, and the researchers’ field notes. The data analysis results revealed that: (1) the participants had difficulties understanding pedagogical knowledge (PK), which hindered their learning of integrated knowledge of TPACK and (2) their learning of TPACK was the combination rather than the integration of PK, technological knowledge, and content knowledge. Suggestions and implications for refining the model and future research possibilities are discussed.  相似文献   

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The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors -namely Physical Education and Sport Science (PESS) undergraduate students- hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions were elicited through a written questionnaire. The data analysis revealed scientifically acceptable perceptions as well as various empirical, vague, incomplete and erroneous perceptions. Second, those students’ prior knowledge was utilized to design and implement an Educational Computer Card Game (ECCG) aimed at helping PESS students overcome their conceptual difficulties and approach the aforementioned CL issues in a scientifically consistent manner. The ECCG was designed taking into account basic digital game-based learning principles in combination with basic aspects of social and constructivist perspectives to learning. The ECCG was also pilot-tested in the field with real students, and the results were encouraging.  相似文献   

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林雯  栾舒惠 《高教论坛》2004,(4):134-136
本文结合《摄影技术基础》网络课程的设计和制作,探讨网络课程开发中的教学设计问题。  相似文献   

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Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay.” These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation presents a review of game design strategies and the implications of appropriating these strategies for instructional design. Specifically, this study presents an overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design. A comparison of engagement strategies in popular games and characteristics of engaged learning is also presented to examine how strategies of game design might be integrated into the existing framework of engaged learning. The preparation of this article was supported in part by the Proctor & Gamble Interactive Media Fellows grant. The ideas expressed in this paper do not necessarily reflect the position of the grant agency. R Thanks to the ETR&D Development Editor, J. Michael Spector, and the reviewers for their insightful comments and suggestions. Thanks, too, to John C. Belland and Keith A. Hall for their advice and mentoring.  相似文献   

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This article describes a study of learning when students used interactive spreadsheet‐based computer tutorials in a mathematical literacy course. It foregrounds theories relating to the role of computer technology (and specifically spreadsheets) as a mediator for learning of mathematics. It outlines the application of quantitative methods involving pre‐ and post‐testing of students, both in the computer laboratory and in the lecture sessions, and discusses factors constraining the experimental design and the usefulness of the results. There are indications that the data reveal real differences between the learning experiences in the lecture sessions and the computer laboratories. It appears that in some respects the computer tutorials were more effective in conveying the concepts than the lecture sessions were. A method of analysing and representing the data, that tracks the extent of learning of concepts through the pre‐ and post‐tests, was developed. It allows for the performance of sub‐groups of students to be examined separately. This analysis shows that simple definitions of disadvantage (such as having English as a second language) are inadequate to account for the poor performance of students in the lower quartile.  相似文献   

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本在阐述了网络课程的教学设计理论及教学设计方法的基础上,通过对《工程力学》网络课程进行总体策划和教学设计,论述了以正确的教学思想为指导、分析学习的特征、分析教学内容、选择教学媒体等设计理念及设计方法,介绍了《工程力学》网络课程的基本情况、功能模块和设计开发具有仿真性、交互性和实践性的网络课程的方法。  相似文献   

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INTUITEL is a research project aiming to offer a personalized learning environment. The INTUITEL approach includes an Intelligent Tutoring System that gives students recommendations and feedback about what the best learning path is for them according to their profile, learning progress, context and environmental influences. INTUITEL combines efficient pedagogical-based recommendations with freedom of choice and it introduces this tutoring support in different Learning Management Systems. During the INTUITEL project various software and pedagogical testing procedures were defined to provide the development teams with feedback, both summative and formative. The current paper describes the initial user test, which was conducted at the University of Valladolid for the course “Network Design”. The experiment was focused on real learners’ reactions to INTUITEL recommendations received by an INTUITEL-enabled LMS. Nineteen students participated in a two phase testing procedure in order to analyze the learners’ behavior with INTUITEL, as well as obtaining information about how learners perceive the influence and usefulness of the tutoring system in online learning courses. Results show that students with INTUITEL follow learning paths that are more suitable for them. Besides, the general satisfaction level of participants is high. Most learners appreciate INTUITEL, would follow its recommendations and consider the messages shown by INTUITEL as useful and caring.  相似文献   

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从教学实践出发,针对计算机专业数字电路课程的特点与教学现状,探讨了该课程的相关教学内容和教学方法.  相似文献   

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分析了教育技术公共课的现状,提出混合学习能解决当前存在的问题,可以较好地实现该课程的教学目标,并详细地从学习者分析、环境分析、教学目标分析、教学策略和资源的设计、学习评价的设计5个方面阐述了如何在该课程中进行混合学习的设计。  相似文献   

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基于高职院校培养职业技术型人才的要求,探讨了计算机应用基础课程的教学改革。首先结合学生的专业方向以及计算机应用基础课程的特点提出了教学内容的改革方案;接着提出了以学生需求为主导的教学方式改革;最后提出考核方式的改革方案。  相似文献   

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通过对平面设计实验课的教学设计,以强化实践教学为目的,阐述了案例教学模式的实施方法及教学策略,补充了与该课程相关的其他学科的基础知识.通过学生作品分析和作业设计环节,注重培养学生的动手能力和创新能力.实践证明:这是一种符合学生认知规律,提高学生学习兴趣,促进学生思考的有效实验教学方法.  相似文献   

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There is strong interest in the field of instructional design in building expert systems that can provide advice to inexperienced instructional designers. This paper questions whether the expert systems model to advice-giving is in fact appropriate for a design process such as instructional design. An alternate approach based on case-based reasoning and the critic approach to advice-giving is considered to be better adapted to the cognitive needs of this task. The cognitive constraints of the task are used to orient the design of an instructional design workbench. The concept of an ID workbench illustrates the direct application of cognitive science to a complex practical task in the area of design.  相似文献   

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以物理学科核心素养为目标,通过任务分解、情境创设和问题设计,引导学生在实验和实例中认识波的形成过程和传播规律,将物理观念、科学思维、科学探究、科学态度与责任等学科核心素养目标落实在具体的学习活动中。  相似文献   

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This paper presents the third version of a technological pedagogical content knowledge (TPACK) based instructional design model that incorporates the distinctive, transformative, and integrative views of TPACK into a comprehensive actionable framework. Strategies of relating TPACK domains to real-life learning experiences, role-playing, and teachers as designers were developed based on the three views and integrated into the third version of the model. The model was then applied in a teacher education undergraduate course on technology integration. A case study approach was used. Data were collected from the participants’ discussion worksheets, lesson designs, and the researchers’ field observation notes. Data analysis results suggest that the strategies integrated into the model helped the participants deepen their understanding of student-centered technology applications and practice TPACK. Findings, implications, and future research possibilities are discussed.  相似文献   

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