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1.
When faced with excessive detail in an online environment, typical users have difficulty processing all the elements of representation. This in turn creates cognitive overload, which narrows the user's focus to a few select items. In the context of e-learning, we translated this aspect as the learner's demand for a system that facilitates the retrieval of learning content – one in which the representation is easy to read and understand. We hypothesized that the representation of content in an e-learning system's design is an important antecedent for learner preferences. The aspects of isolation and distinctiveness were incorporated into the design of e-learning representation as an attempt to promote student cognition. Following its development, the model was empirically validated by conducting a survey of 300 university students. We found that isolation and distinctiveness in the design elements appeared to facilitate the ability of students to read and remember online learning content. This in turn was found to drive user preferences for using e-learning systems. The findings provide designers with managerial insights for enticing learners to continue using e-learning systems.  相似文献   

2.
Social cohesion in school is reflected in social discrimination processes and the complementary social roles of teachers, pupils, other staff and pupils' relatives. School social cohesion varies in level from high, characterised by prosocial interactions, to low, characterised by antisocial or violent interactions. Antisocial behaviour is usually embedded in specific interaction patterns between different social actors and is based on specific motives or stereotypes that elicit or justify this behaviour. Comprehensive study of these patterns is enabled by information and communication technology (ICT). The aim of this study is to use ICT to investigate social interaction patterns between personal and school characteristics of secondary school teachers and their curricular and disciplinary characteristics and experience of violence, including the motives they perceive when they are the victim, perpetrator or witness of six types of violence, differentiated according to the complementary roles of pupils, other teachers, other school staff and pupils' relatives. Three questionnaires were developed and used in a nationwide Internet‐based survey in Dutch secondary schools. This school safety monitor was completed in 2006 by 5148 teachers, 80,770 pupils, 1749 educational support staff and 629 school managers. Data were checked for reliability, scale homogeneity and representativeness. Pearson correlation analysis was used to examine the social interaction patterns in teachers' data. The results reveal violence‐specific social behaviour and social‐mirroring processes between teachers and pupils in particular. Furthermore, teachers who are younger, female or working in low‐attainment educational settings apply more curricular differentiation and collaborate more with pupils on disciplinary matters than their respective counterparts. Teachers who work in low‐attainment schools, who work in cities, who are homosexual/lesbian or who do not feel most at home in The Netherlands experience more violent behaviour as a victim or witness than their respective counterparts. In particular, teachers attribute the following motives to violence: physical appearance, behaviour, level of school achievement, a handicap, being religious, gender, sexual preference and ways of dealing with non‐conforming behaviour or punishments. Compared to teachers, pupils gave a broad array of motives for every type of violence. The conclusion is that Internet‐based data‐collection procedures provide a more comprehensive and systematic picture of social discrimination and violence motive patterns in schools than has hitherto been customary.  相似文献   

3.
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   

4.
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS achieved superior results to those achieved using conventional teaching models. No gender bias affecting the performance of students in the experimental group was observed because each student consistently performed to a higher standard on the learning tasks compared with students in the control group, particularly in learning comprehension-related content. The IULS was more effective in enhancing the overall learning performance of students exhibiting different cognitive styles in liberal arts education courses. Furthermore, the results of a survey on Instructional Materials Motivation Survey revealed that Relevance was the most highly rated motivational factor among students who used the IULS, suggesting that students were motivated to use the IULS. Thus, we believe that a liberal arts education supplemented with the IULS yields a significant learning advantage for students by improving overall learning performance and motivation.  相似文献   

5.
Educational games can be viewed in two ways, “learning to play” or “playing to learn.” The Chinese Idiom String Up Game was specifically designed to examine the effect of “learning to play” on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL). Data from 288 subjects were validated and analyzed using confirmatory factor analysis and structural equation modeling. Results indicated that players' pre-game learning attitude (PGLA) served positively to predict participants' gameplay interest and reflected a higher level of PUPGL of learning gameplay. PGLA was negatively correlated to competitive anxiety but was not significantly associated with players' PUPGL of learning gameplay. These results implied that by enhancing players' willingness to learn before engaging in a competitive game can contribute to increased gameplay interest and reduced competitive anxiety, thereby reinforcing the benefits of educational games.  相似文献   

6.
To test the suitability of an automatic system for emotional management in the classroom following the control-value theory of achievement emotions (CVT) framework, the performance of an emotional expression recognition software of our creation is evaluated in an online synchronous context. Sixty students from the Faculty of Education at the University of Alicante participated in 16 educational activities recording close-ups of their faces and completing the AEQ emotional self-report, as well as detailed reports from the subsequent review of their videos. In addition, they completed the VCQ-36 test to measure their volitional competencies and relate their influence on their emotional response. The results indicate a high coherence between the emotional expressions detected by the automatic system and the detailed emotional self-reports, but insufficient precision to meet the CVT requirements. On the other hand, both the AEQ test results and the emotion expression recognition software suggest students' preference for participative activities as opposed to passive ones. Meanwhile, statistical analysis results indicate that volitional competencies seem to influence the emotional response of students in the educational context, although the AI system does not show sufficient sensitivity in this field. Implications and limitations of this study for future work are discussed.

Practitioner notes

What is already known about this topic

  • Student motivation and involvement in the learning process are highly related to appropriate emotional regulation, which can be associated with particular educational activities, strategies and methodologies.
  • Deep learning technology based on convolutional neural networks feeds automatic systems focused on facial expression recognition from image analysis.

What this paper adds

  • There is high coherence between the emotional expressions detected by the AI system and the students' emotional self-reports, but the AI system provides just emotional valences, insufficient to meet the CVT framework.
  • Both emotional self-reports and the emotion recognition software suggest students' preference for active educational activities as opposed to passive ones.
  • Volitional competencies seem to influence the emotional response of students in the educational context.

Implications for practice and/or policy

  • It is possible to use automatic systems to effectively monitor the emotional response of students in the learning process.
  • Only if sensitivity improved, a real-time, easy-to-interpret emotional expression recognition software interface could be implemented to assist teachers with the emotional management of their classes within the CVT framework, maximizing their motivation and engagement.
  相似文献   

7.
Interactive learning environments (ILEs) are increasingly used to support and enhance instruction and learning experiences. ILEs maintain and display information, allowing learners to interact with this information. One important method of interacting with information is navigation. Often, learners are required to navigate through the information space of an ILE, a process which can be quite difficult and cognitively exacting as the information space becomes very large and complex. Proper design can make this process less exacting and, at the same time, facilitate better learning of the information space. However, this is not easy to do, especially for ILEs. Frameworks can assist in the effective analysis and design of interactive environments. However, there is lack of conceptual frameworks for guiding the analysis and design of navigation in ILEs. This paper tries to address this issue by presenting a framework which can be used to characterize navigation within ILEs. To create this framework, this paper brings together research from various disciplines, such as human-computer interaction design, educational multimedia design, cognitive technologies and learning sciences. This framework prescribes a three-stage process for designing and analyzing navigation: 1. content structuring; 2. information navigation modeling; 3. interface presentation structuring. By bringing these three stages together, it is intended to provide a conceptual framework to assist and guide designers in the proper analysis and design of navigation in ILEs.  相似文献   

8.
Personal computer assembly courses have been recognized as being essential in helping students understand computer structure as well as the functionality of each computer component. In this study, a context-aware ubiquitous learning approach is proposed for providing instant assistance to individual students in the learning activity of a computer-assembly course. In addition to comparing the learning achievements and learning satisfaction of the students who learned with context-aware ubiquitous learning and conventional technology-enhanced instruction, the computer-assembling performance, cognitive load, learning perceptions, as well as the learning attitudes of the students are also discussed. It was found that those students utilizing context-aware ubiquitous learning achieved better effects than those with conventional technology-enhanced learning. Moreover, with context-aware ubiquitous learning, the field-independent students presented higher acceptance of cognitive load, and more positive learning experience, learning perceptions, learning satisfaction, and learning attitudes than the field-dependent students.  相似文献   

9.
In this article, I develop a perspective on learning as multilayered phenomena. I take a socio-genetic approach in order to understand human activity and to show how categories are a fundamental part of learning in a specific type of institutional practice. In the empirical section, student dialogue is analysed in relation to a set of categories taken from scientific discourse. The analysis illustrates how categories in the progressive inquiry model could guide students towards a more systematic orientation to problem solving.  相似文献   

10.
The benefits of using online exercises have been analysed in terms of distance learning, automatic assessment and self-regulated learning. In this study, we have not found a direct proportional relationship between student performance in the course exercises that use online technologies and the exam grades. We see that the average submission rate to these online exercises is not positively correlated with the exercise points. Yet, our results confirm that doing exercises along supports student learning and skill accumulation equipping them with the knowledge of programming. While the student performance in programming courses is affected by factors such as prior background in programming, cognitive skills and the quality of teaching, completing the course exercises via learning-by-doing is an indispensable part of teaching. Based on the student feedback from the course survey, the students are highly satisfied with using online technologies as part of learning.  相似文献   

11.
This paper aims to stress the potential use of executive support systems (ESS) in the formulation of university objectives and strategies. A strategic planning methodology based on different university experiences is proposed, along with an ESS that we have designed and developed to support the strategic process. We present the methodology and show how to put it into practice by using our application. Finally, we discuss some results obtained at the University of Las Palmas de Gran Canaria, as well as the major obstacles and resistance raised both to the strategic planning and to the computerization of the process  相似文献   

12.
This study analyses the pedagogical ideas underpinning teachers' accounts of the successful use of computer-based tools and resources to support the teaching and learning of mathematics. These accounts were elicited through group interviews with the mathematics departments in seven English secondary schools, conducted in the first half of 2000. The central themes are organised to form a pedagogical model, capable of informing use of such technologies in classroom teaching, and of generating theoretical conjectures for future research. The thematic components of the model are summarised and related to prior research into computer use in mainstream schooling.This revised version was published online in September 2005 with corrections to the Cover Date.  相似文献   

13.
This paper provides a systematic review of instruments that have the potential to measure the quality of project-based science and technology (S&T) learning environments in elementary school. To this end, a comprehensive literature search was undertaken for the large field of S&T learning environments. We conducted a horizontal bottom-up analysis of the aspects measured by the retrieved instruments and their operationalisation. We distinguish 11 components. The most frequently evaluated components are prior knowledge and backgrounds, connection with reality, science as inquiry and level of initiative and group work. Overall, the results suggest a considerable diversity in the operationalisation of the components found. Particularly, for connection with reality, science as inquiry and level of initiative and group work, this is related to (1) the object of measurement (e.g. variety in aspects evaluated) and (2) the extent to which the used concepts are clarified. Consequently, some scales, items and questions were found to be a closer fit with aspects of project-based learning environments than others. Additionally, most of the retrieved instruments cover science and not technology or project-based education. This review can be used when searching for a scale, item or question to measure particular aspects of S&T learning environments.  相似文献   

14.
This paper reports the results of a qualitative study on the process of learning complex concepts in chemistry by four students as they worked with FLiPS (Flexible Learning in the Periodic System), a cognitive flexibility multi-media hypertext for learning about the periodic system of elements. A wide range of probes (think-alouds; navigation logs; observational notes, interviews; pre- and post-tests; epistemic beliefs survey; and background questionnaire) produced a rich data set for analysis. This data was analyzed to construct rich narrative case- and cross-case narratives of the participants' process of working and learning in this complex hypertext environment. This multi-level analysis offers insight both into the fine-grained process of use as well as the larger issues of the pedagogical significance of FLiPS. Our analysis reveals a complex relationship between epistemic beliefs, student motivation, prior knowledge, and process of learning from hypertext. We offer implications for future research, design and the application of pedagogical hypertexts. Requests for reprints should be sent to Punya Mishra, Learning, Technology, and Culture Program, Michigan State University, 509A Erickson Hall, East Lansing, MI 48824. E-mail: punya@msu.edu  相似文献   

15.
针对目前现代教育技术公共课教学中存在的问题,该文探讨了基于设计的学习及其逆向思维过程操作模型,并将基于设计的学习运用于现代教育技术公共课的教学活动中,使学生在"做中学,学中做",对高校现代教育技术课程改革进行了探索。  相似文献   

16.
17.
Learning management systems (LMSs) contain hidden costs, unclear user environments, bulky developer and administration manuals, and limitations with regard to interoperability, integration, localization, and bandwidth requirements. Careful evaluation is required in selecting the most appropriate LMS for use, and this is a general problem in web-based education. One possibility is to automate this evaluation process using computer-aided techniques. In this article, the researcher has focused on the idea of automating the evaluation process and has developed a computer-aided system named Easy Way to Evaluate LMSs (EW-LMS), for the quick and efficient evaluation of LMSs, especially for developing countries, where the idea of using an LMS may be relatively new. The investigation described in this article was carried out with 88 voluntary higher education instructors to test the usefulness of the developed system. Two types of quantitative questionnaires were used during the study. The results obtained indicate that the instructors were highly satisfied using the developed system, and the EW-LMS is technically sound and well developed. Theevaluation system can help instructors to select the best LMS appropriate to their educational needs and their type of usage in the shortest possible time, with little effort, without any specialized technical knowledge/training and by following simple, user-friendly steps. The system is oriented to anyone interested in evaluating and using an LMS in web-based education. Those individuals who may be interested in using this software are instructors, students, or anyone else who may have an interest in LMSs, and educational organizations such as universities, schools, and institutes.  相似文献   

18.
Early-warning intervention for students at risk of failing their online courses is increasingly important for higher education institutions. Students who show high levels of engagement appear less likely to be at risk of failing, and how engaged a student is in their online experience can be characterized as factors contributing to their social presence. Social presence begins with teacher-student and student-student interaction in online courses. Fortunately, student interaction data can be gleaned from learning management systems, used to model and predict at-risk students at an early stage. This research addresses an existing model for predicting at-risk students to test a previous hypothesis that a holiday effect is a contributor for failure. A new analysis then presents an alternative approach, one that tests the frequency of student interaction rather than amount of interaction as a preferable indicator.  相似文献   

19.
ABSTRACT

The capabilities students need for success during and beyond higher education extend far beyond specific discipline skills to include the development of productive mindsets, the management of life circumstances and the way they relate to others and identify with their profession. The provision of support for these capabilities at university can be both diverse in scope and diffuse in delivery. Consequently, the development of streamlined and integrated evaluation strategies to measure the extent to which these capabilities are being successfully delivered can be challenging. This paper describes how one Australian university used a collaborative process to design an evaluation framework for student learning services. The framework, a first for this university, represents the breadth of student support, including a typology of support for learning: connectedness, mindsets, self-management, professional identity and academic capabilities. These terms, coined as dimensions, form the scaffold of university-wide delivery of support for learning initiatives.  相似文献   

20.
During recent years, many schools have started to implement information and communication technologies (ICTs)-based learning devices (such as laptops, tablets, mobile phones, and active boards) in the classroom settings in order to increase learning outcomes. The aim of this study is to find which activities and outcomes are evident in the usages of computing devices and how those devices aid elementary-level students in their learning activities. The study includes five overt participant observations at some schools in a Swedish municipality including unstructured interviews and explains the findings through activity theory and the Alberta Education Framework for Student Learning . The major activities found were dealing with the (1) educational application assignments, (2) storytelling, (3) report writing and (4) practical interaction assignments. We concluded that ICTs aid students in becoming more concentrated, focus driven, engaged and amused, thus learning becomes more interesting.  相似文献   

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