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1.
Advancements in information and communications technology and the rapid expansion of the Internet have changed the nature and the mode of the presentation and delivery of teaching and learning resources. This paper discusses the results of a study aimed at investigating how five teachers planned to integrate online resources in their teaching of science topics in the primary curriculum. Based on the findings obtained from the content analysis of the teaching designs created by the participating teachers, and insights gained from the pre- and post-lesson implementation interviews with them, a resource-based e-learning environments (RBeLEs) framework is proposed as an outcome which could be of reference as a planning tool for teachers who wish to integrate the Internet into their classroom teaching.  相似文献   

2.
During the 1970s, student-centred instruction—that is, “play orientation in physics education” (Spielorientierter Unterricht)—was at the centre of curriculum development at the Institute of Physics Education in Bremen. During the past decade, we investigated this kind of instruction with a particular focus on students' learning processes using a situated cognition perspective. Our research group at the Institute conducted several empirical studies of physics learning for different age groups. The aim of these case studies was to construct detailed understandings of how individual learning processes unfold. On the basis of these studies, we attempt to design physics lessons more effectively than they have been in the past. This paper exemplifies our approach providing information about the theoretical and methodological frameworks, the main outcomes of our studies; and reflections about the possibilities for “more effective” student-centred instruction.  相似文献   

3.
Measuring perceived social presence in distributed learning groups   总被引:1,自引:0,他引:1  
Social presence—the degree to which ‘the other’ in a communication appears to be a ‘real’ person—has captured the attention of those dealing with learning in groups through computer-supported collaborative learning environments. The concept is important because it affects participation and social interaction, both necessary for effective collaboration and knowledge construction. This article reports on the construction and validation of a self-reporting (Dutch-language) Social Presence Scale to determine perceived social presence in distributed learning groups using computer-supported collaborative learning environments. The result is a one-dimensional scale consisting of five items with an internal consistency of .81. We used a nomological network of similar constructs for further validation. The findings suggest that the Social Presence Scale has potential to be useful as a measure for social presence.  相似文献   

4.
Geek learning     
Conclusion The 1914 definition of geek reads: (1) a person, often of an intellectual bent, who is disapproved of, (2) a carnival performer often billed as a wild man whose act usually includes biting the head off a live chicken or snake (Merriam-Webster, 1997). Nowadays geeks rule. Geeks are now enmeshed at a very high level in every facet of the information age that is changing the world spinning under our feet. Geeks are literally building this new information world by producing the software and hardware that make it run. Geeks get work, geeks are becoming attractive partners, and geeks are actually cool! The times they are a changin” ! Perhaps a new definition in the year 2000 might read: ( 1 ) a person prone to energetic acceptance of emerging technology, esp. computers and the Internet, (2) one whose act includes selfdirected learning of such technology. Geek learning is basically self-directed learning with a heavy dash of exploratory learning thrown in for good measure. However, support for selfdirected learning in higher education has been shown to be very low (Wilcox, 1996). This low level of support is evidence of the resistance to the new information age, a natural but dangerous reaction to chaos. I believe that the chaotic and decentralized nature of the exploding information age demands a reexamination of theories such as “self-directed” and “exploratory” learning— terms coined by non-geeks to describe things geeks do naturally. In these times, teachers and instructional designers grappling with how to facilitate technology learning should heed the advice of the old expression, “When in Rome ...” and just let it go, and G.E.E.K.O.U.T!  相似文献   

5.
Designing electronic collaborative learning environments   总被引:1,自引:3,他引:1  
Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues.  相似文献   

6.
The aim of the reported eye-tracking study was to investigate whether learners integrate information presented on several pages within a digital learning environment and whether the underlying processes differ between a purely text-based and a multi-modal digital learning environment. Participants (N = 97) learned about the development of tornados. Picture presentation (yes vs. no) and presentation of inconsistent information between pages (yes vs. no) was varied between-subjects. Results showed that inconsistent information led to more intense gaze behavior. This indicates that learners re-activated information presented on previous pages to integrate it with the actual information, enabling them to detect the inconsistencies. Furthermore, the data pattern for text-related gaze behavior was not influenced by picture presentation, indicating that cognitive processes in purely text based or multi-modal learning environments are much the same. Comprehension outcomes did not differ between groups. The implications of these results are discussed.  相似文献   

7.
A Social-Cognitive Framework for Pedagogical Agents as Learning Companions   总被引:1,自引:0,他引:1  
Teaching and learning are highly social activities. Seminal psychologists such as Vygotsky, Piaget, and Bandura have theorized that social interaction is a key mechanism in the process of learning and development. In particular, the benefits of peer interaction for learning and motivation in classrooms have been broadly demonstrated through empirical studies. Hence, it would be valuable if computer-based environments could support a mechanism for a peer interaction. Though no claim of peer equivalence is made, pedagogical agents as learning companions (PALs)—animated digital characters functioning to simulate human-peer-like interaction—might provide an opportunity to simulate such social interaction in computer-based learning. In this article we ground the instructional potential of PALs in several social-cognitive theories, including distributed cognition, social interaction, and Bandura’s social-cognitive theory. We discuss how specific concepts of the theories might support various instructional functions of PALs, acknowledging concepts that PALs cannot address. Based on the theoretical perspectives, we suggest key constituents for designing PALs that in human-peer interactions have proven significant. Finally, we review the current status of PAL research with respect to these constituents and suggest where further empirical research is necessary.  相似文献   

8.
9.
This paper reports findings from a phenomenographic investigation into blended university teaching using virtual learning environments (VLEs). Interviews with 25 Computer Science teachers in Greek universities illuminated a spectrum of teachers’ conceptions and approaches from ‘teacher-focused and content-oriented’, through ‘student-focused and content-oriented’, to ‘student-focused and process-oriented’. Using VLEs was described as a means of supporting: A—information transfer; B—application and clarification of concepts; C—exchange and development of ideas, and resource exploration and sharing; D—collaborative knowledge-creation, and development of process awareness and skills. The study suggests that pedagogical beliefs and circumstances underpinning face-to-face teaching are more influential in shaping approaches to blended VLE use than VLE system features. The authors propose that the findings could be used to inform educational enhancement initiatives and that there is a need for further discipline-focused research on blended teaching.  相似文献   

10.
ABSTRACT

Background: The importance of digital technologies for enhancing learning in formal education settings has been widely acknowledged. In the light of this expectation, it is important to investigate the effects of these technologies on students’ learning and development.

Purpose: This study explores longitudinal empirical research on digital learning in the context of primary and secondary education. By focusing on a small selection of the peer-reviewed literature, the aim is to examine the kinds of longitudinal study published on this topic during the period 2012–2017 and, thorough categorisation, to bring together insights about the reported influences of digital technology use on students’ learning.

Design and methods: The databases searched for the purposes of this review were Scopus and Web of Science. Of 1,989 articles, 13 were finally included in the review. Using qualitative content analysis, these were analysed, coded and categorised.

Results: The reviewed studies were found to have approached digital learning in different ways: they varied, for example, in terms of research methods and design and the digital technologies used. The studies addressed different aspects of learning, which we assigned to six categories: affection, attitude, and motivation; subject-specific knowledge and skills; transversal skills; learning experience; elements of the learning environment; and identity. We identified both positive and negative influences of technology on learning.

Conclusions: This review offers a snapshot of the variety of research in this fast-moving area. The studies we explored were found to approach digital learning from several different perspectives, and no straightforward conclusions can be drawn about the influences of digital technology use on students’ learning. We conclude that further longitudinal studies of digital learning are needed, and this study assists by highlighting gaps in the existing literature.  相似文献   

11.
Recently, the relationship between identity and learning has come front and center in discussions about how to design successful learning environments for youth who struggle in mainstream institutions. In this essay, I explore the role identity development plays in constructing learning environments for traditionally marginalized youth. While I agree with DeGennaro and Brown on the importance of identity development for learning, I stretch the relationship between these two constructs in several ways: First, I will argue that how we define “technology” and what that means for marginalized youth, particularly those who are assumed to be victims of the “digital divide” is a crucial aspect of the design of successful digital learning environments. Second, I discuss how identity is represented in these digital learning spaces, and analyze how meaning is constructed in multimodal spaces such as websites. Finally, I reflect on DeGennaro and Brown’s notion of “emergent design,” as a positive contribution to design research, and propose the idea of incorporating youths’ already existing competencies into the emergent design process.
Erica Rosenfeld HalversonEmail:
  相似文献   

12.
“自带设备”(BYOD:Bring Your Own Device)是美国中小学近两年兴起的一种新型教育信息服务模式。该模式具有用户驱动性、信息设备多样性和情境整合性等关键特征,其实质在于转变师生在教育资源建设与应用中的角色,实现信息技术与教育教学的个性化整合。美国中小学推行BYOD的基本理念是充分把握21世纪学习的本质——学生是信息的生产者而不仅仅是消费者,使学校正确认识“自带设备”对于学生学习与成长的价值,为学生提供必要的资源与环境支持及策略,给予学生充分利用“自带设备”的权利和自由,培养信息时代数字公民的素养。我国学校教育信息化建设应进一步明确学校教育信息化的本质目标是技术整合,在这一进程中师生应该完成从使用者到建设者的角色转变,并最终实现学习方式的变革,培养学生信息化环境下的学习能力。  相似文献   

13.
ABSTRACT—The digital age offers transformative opportunities for individualization of learning. First, modern imaging technologies have changed our understanding of learning and the sources and ranges of its diversity. Second, digital technologies make it possible to design learning environments that are responsive to individual differences. We draw on CAST's research and development on universal design for learning to suggest the potential of digital reading environments that are designed to support learning and engagement by addressing the diversity in learners' representation, strategic and affective networks. Optimal customization depends on continued advances in the digital tools of the neurosciences and the design and enactment of digital learning environments.  相似文献   

14.
Knowledge management tools for instructional design   总被引:1,自引:0,他引:1  
Advances in computer technology typically find their way into education after a short generation of success in other settings. This is an elaboration of one such technology—knowledge management systems (KMS)—and its application to instructional design. An examination of the development of KMS from information systems. computer-supported collaborative work environments and object-oriented systems, leads to a discussion of reusability. The focus is on the use of KMS by instructional designers. A conceptual framework for distributed instructional design is provided along with examples of support tools. These tools and the associated design framework are in use, and anecdotal evidence of effects and impact is provided. As such tools become more widely used to support the planning, implementation and management of instructional systems and learning environments, it is reasonable to expect the nature of instructional design practice to change.  相似文献   

15.
The concept of blended learning has begun to change the nature of all teaching and learning in higher education. Information and communication technologies have impacted by providing a means of access to digital resources and interactive communication for all courses and the blending of pedagogy and technology has produced a range of approaches to teaching and learning. This paper discusses the research literature and the writers’ research, defining what they have concluded are teaching practices that use the concept of blended learning effectively. In investigating how ICT can add variation for student learning, they analyze this from two dominant modes of pedagogy, learning environment and pedagogy through both on-campus and distance education. In both modes, students acknowledged the power and effectiveness of blended learning.  相似文献   

16.
Comprehension of science topics occurs when learners meaningfully generate relationships and conceptions about what they read. In this generation process, learners’ cognitive and metacognitive regulation is one of the most critical factors influencing learning. However, learners are not always successful in regulating their own learning, especially in computer-based learning environments (CBLEs) where they are alone. Based on this rationale, the present study was designed to examine the effects of two scaffolding strategies—generative learning strategy prompts and metacognitive feedback—on learners’ comprehension and self-regulation while learning the human heart system in a CBLE. Participants were 223 undergraduate student volunteers. Structural Equation Modeling (SEM) was employed to conceptualize and empirically test a model that explains mediating processes among variables. Results revealed that the combination of generative learning strategy prompts with metacognitive feedback improved learners’ recall and comprehension by enhancing learners’ self-regulation and better use of highlighting and summarizing as generative learning strategies.  相似文献   

17.
As we move towards distributed, self‐organised learning networks for lifelong learning to which multiple providers contribute content, there is a need to develop new techniques to determine where learners can be positioned in these networks. Positioning requires us to map characteristics of the learner onto characteristics of learning materials and curricula. Considering the nature of the network envisaged, maintaining data on these characteristics and ensuring their integrity are difficult tasks. In this article we review the usability of Latent Semantic Analysis (LSA) to generate a common semantic framework for characteristics of the learner, learning materials and curricula. Although LSA is a promising technique we identify several research topics that must be addressed before it can be used for learner positioning.  相似文献   

18.
Research on learning science in informal settings and the formal (sometimes experimental) study of learning in classrooms or psychological laboratories tend to be separate domains, even drawing on different theories and methods. These differences make it difficult to compare knowing and learning observed in one paradigm/context with those observed in the other. Even more interestingly, the scientists studying science learning rarely consider their own learning in relation to the phenomena they study. A dialectical, reflexive approach to learning, however, would theorize the movement of an educational science (its learning and development) as a special and general case—subject matter and method—of the phenomenon of learning (in/of) science. In the dialectical approach to the study of science learning, therefore, subject matter, method, and theory fall together. This allows for a perspective in which not only disparate fields of study—school science learning and learning in everyday life—are integrated but also where the progress in the science of science learning coincides with its topic. Following the articulation of a contradictory situation on comparing learning in different settings, I describe the dialectical approach. As a way of providing a concrete example, I then trace the historical movement of my own research group as it simultaneously and alternately studied science learning in formal and informal settings. I conclude by recommending cultural-historical, dialectical approaches to learning and interaction analysis as a context for fruitful interdisciplinary research on science learning within and across different settings.  相似文献   

19.
Most ubiquitous learning researchers use resource recommendation and retrieving based on context to provide contextualized learning resources, but it is the kind of one-way context matching. Learners always obtain fixed digital learning resources, which present all learning contents in any context. This study proposed a dynamic ubiquitous learning resource model with context. The model has context information and a flexible content structure that allows contents to be adjusted dynamically in different contexts, thus providing learners the contextualized resources that best match their contexts. In order to verify the effects of the contextualized resources, a contrast experiment was carried out in a vocational school in China. The experimental results showed that the contextualized resources could better improve learners' learning achievement and efficiency, improve their self-learning efficiency while reducing their cognitive load. Learners thought the ubiquitous learning system which provided contextualized resources was more useful.  相似文献   

20.
Collegial sharing and reflection about practice has been widely suggested as an effective form of teacher professional learning. Information and communications technology (ICT) has the potential to foster this professional learning through online community environments. Whilst the potential of self-sustaining online teacher communities to support professional learning through reflective sharing of practice is recognised, the journey to realising this potential is not straightforward. This paper identifies two key aspects of school culture that are acting as barriers on the journey—schools do not adequately value collegial reflective sharing of practice, and classroom teachers do not use online communications tools as an integral part of their professional practices. The paper suggests a framework for maximising participation in online teacher communities.  相似文献   

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