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1.
计算机动画可以显示动态的变化,表达抽象的概念,因此医学教育中越来越多地应用计算机动画。然而,动画的优越性会因学习者个体差异如知识储备和空间认知能力的不同而不同,动画并非一直有效。本文介绍了相关的研究成果,描述了动画在医学教育中的应用,根据认知负荷理论为动画的设计和使用提供了原则,为未来研究提供了方案。  相似文献   

2.
Animation has great potential for improving the way people learn. A number of studies in different scientific disciplines have shown that instruction involving computer animations can facilitate the understanding of processes at the molecular level. However, using animation alone does not ensure learning. Students sometimes miss essential features when they watch only animations, mainly due to the cognitive load involved. Moreover, students seem to attribute a great deal of authority to the computer and may develop misconceptions by taking animations of abstract concepts too literally. In this study, we attempted to explore teachers’ perceptions concerning the use of animations in the classroom while studying biotechnological methods, as well as the teachers’ contribution to the enactment of animations in class. Thirty high-school biotechnology teachers participated in a professional development workshop, aimed at investigating how teachers plan for and support learning with animation while studying biotechnological methods in class. From that sample, two teachers agreed to participate in two case studies aimed at characterizing teachers’ contribution to the enactment of animations in class while studying biotechnological methods. Our findings reveal marked teacher contribution in the following three aspects: establishing the “hands-on” point of view, helping students deal with the cognitive load that accompanies the use of animation, and implementing constructivist aspects of knowledge construction while studying using animations.  相似文献   

3.

The results of three meta-analyses show that the effectiveness of learning from animations, when compared to learning from static pictures, is rather limited. A recent re-analysis of one of these meta-analyses, however, supports that learning from animations is considerably more effective than learning from static pictures if the specifics of the displayed changes need to be learned. In order to further validate this finding as well as to clarify the educational strengths and weaknesses of animations and static pictures, an experimental study with three groups was conducted. Overall, 88 university students participated in the study. One group of learners (n?=?30) watched a single picture of a gear mechanism, one group of learners (n?=?28) watched four pictures, and one group of learners (n?=?30) watched an animation. All groups had to identify specific motions and spatial arrangements covered by the gear mechanism. While learners who watched the animation exhibited the best performance with respect to the identification of motions, learners who watched the pictures showed the best performance with respect to the identification of spatial arrangements. The effect sizes are large. The results of the study help to clarify when animations and when static pictures are most suitable for learning.

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4.
This article reports on an exploration of teaching and learning through creating rudimentary stop-motion animations set up to identify how learning opportunities involving stop-motion animations can support student learning and science teacher education. Participants were student teachers, volunteers representing both secondary and primary school teacher training courses, from three universities in England. Their discussions while making an animation themselves were recorded. Six of the secondary trainees were later interviewed after having taught using animation during placement in school. Thematic analysis of the content of the recordings and interviews showed that the student teachers view the opportunities that making an animation creates for peer discussion as the most likely to promote learning. Modeling was also seen as beneficial, though no one particular activity or stage in animation creation stood out as being more effective than another. It is the holistic process of representing and re-representing one's scientific knowledge in different modes that made animation creation appear to be so useful in bringing about and supporting learning. With respect to teacher education, the student science teachers reported that making animations themselves supported them in thinking through the process of how, as teachers, they would need to communicate the underpinning science to others. (Keywords: animation, teacher education, science teaching )  相似文献   

5.
Because drawing is a highly successful strategy in learning from text, it has recently been investigated whether drawing can also improve learning from animation. Several theoretical and practical arguments, however, make drawing a questionable strategy for learning from animation. In an experimental study, we investigated the effectiveness of drawing for learning from animation. One group of 26 students had to draw what they had observed in the animation. A second group of 26 students had to reflect on what they had observed in the animation. After learning, all students had to demonstrate their understanding by making use of a physical model. The students' demonstrations were assessed by means of an event unit analysis. More extensive spatiotemporal structures were significantly less recognized by students who drew than by students who reflected. The results suggest that drawing might not be an adequate strategy for learning from visuospatially and spatiotemporally complex animations.  相似文献   

6.
Previous work has established that a narrated animation is more effective at communicating a complex biological process (signal transduction) than the equivalent graphic with figure legend. To my knowledge, no study has been done in any subject area on the effectiveness of animations versus graphics in the long-term retention of information, a primary and critical issue in studies of teaching and learning. In this study, involving 393 student responses, three different animations and two graphics—one with and one lacking a legend—were used to determine the long-term retention of information. The results show that students retain more information 21 d after viewing an animation without narration compared with an equivalent graphic whether or not that graphic had a legend. Students' comments provide additional insight into the value of animations in the pedagogical process, and suggestions for future work are proposed.  相似文献   

7.
The current study investigates the effectiveness of learning words while displaying meaning congruent animations. We explore whether learning words with animation is sensitive to properties known to influence action understanding. We apply an embodied cognition framework and predictions from a recent theory about language and action (Action-Based Language theory, Glenberg & Gallese, 2012). The current study aims to investigate whether dynamic animations add to word learning (Experiment 1) and what the linguistic relation between the dynamic animation and the word learning is (Experiment 2). Results indicate that meaning congruent animations improved verb learning compared to meaning incongruent animations when measured by a recognition task. When measured by an active recall task, congruent animations led to better learning than static pictures. In both measures, meaning congruent animations support word learning. Experiment 2 replicates and extends this and suggests that highlighting conceptual information related to the dynamic action (such as the goal) improves word learning further. The findings are in line with Action-Based Language theory, which suggests that children are able to make better simulations of an action during learning when supported by meaning congruent animations. Highlighting conceptual information additionally supports this learning process.  相似文献   

8.
计算机三维动画在中小学及高校的学科教学中发挥着重要的作用,以往的教学三维动画的画面大多采用写实的风格,随着技术的发展,出现了反真实(卡通型)材质,它突出简约的色彩层次和鲜明的轮廓线条,为创作二维动画风格的三维动画提供了条件。本文探讨的就是如何利用反真实(卡通)材质的特点,设计风格新颖的教学动画。  相似文献   

9.
To address the different learning styles of students, and because students can access animation from off-campus computers, the use of digital animation in teaching cell biology has become increasingly popular. Sample processes from cell biology that are more clearly presented in animation than in static illustrations are identified. The value of animation is evaluated on whether the process being taught involves motion, cellular location, or sequential order of numerous events. Computer programs for developing animation and animations associated with cell biology textbooks are reviewed, and links to specific examples of animation are given. Finally, future teaching tools for all fields of biology will increasingly benefit from an expansion of animation to the use of simulation. One purpose of this review is to encourage the widespread use of animations in biology teaching by discussing the nature of digital animation.  相似文献   

10.
Recent studies exploring the effects of instructional animations on learning compared to static graphics have yielded mixed results. Few studies have explored their effectiveness in portraying procedural-motor information. Opportunities exist within an applied (manufacturing) context for instructional animations to be used to facilitate build performance on an assembly line. The present study compares build time performance across successive builds when using animation, static diagrams or text instructions to convey an assembly sequence for a handheld device. Although an immediate facilitating effect of animation was found, yielding a significantly faster build time for Build 1, this advantage had disappeared by Build 3.  相似文献   

11.
There is accumulating evidence that animations aid learning of dynamic concepts in cell biology. However, existing animation packages are expensive and difficult to learn, and the subsequent production of even short animations can take weeks to months. Here I outline the principles and sequence of steps for producing high-quality PowerPoint animations in less than a day that are suitable for teaching in high school through college/university. After developing the animation it can be easily converted to any appropriate movie file format using Camtasia Studio for Internet or classroom presentations. Thus anyone who can use PowerPoint has the potential to make animations. Students who viewed the approximately 3-min PowerPoint/Camtasia Studio animation "Calcium and the Dual Signalling Pathway" over 15 min scored significantly higher marks on a subsequent quiz than those who had viewed still graphics with text for an equivalent time. In addition, results from student evaluations provided some data validating the use of such animations in cell biology teaching with some interesting caveats. Information is also provided on how such animations can be modified or updated easily or shared with others who can modify them to fit their own needs.  相似文献   

12.
Research has identified the value of students constructing their own representations of science concepts using modes such as writing, diagrams, 2-D and 3-D models, images or speech to communicate meaning. ??Slowmation?? (abbreviated from ??Slow Animation??) is a simplified way for students, such as preservice teachers, to make a narrated animation using a combination of modes. In this study, 13 preservice primary teachers learned how to create a slowmation during a two-hour class in a science methods course and then created one about an allocated science topic as an assignment. The research question that guided this study was, ??What are the preservice teachers?? perceptions of making a slowmation and how was the science concept represented in the animation??? Data included pre and post individual interviews, concept maps constructed during the interviews and the animations as artifacts. Three case studies provide a window into the perceptions of preservice teachers making a slowmation and show how they represented their concept. Slowmation is a new form of student-generated representation which enables them to use their own technology to construct a narrated animation as a multimodal representation to explain a science concept.  相似文献   

13.
14.
The effects of both computer animations of microscopic chemical processes occurring in a galvanic cell and conceptual change instruction based on chemical demonstrations on students' conceptions of current flow in electrolyte solutions were investigated. Preliminary results for verbal conceptual questions suggest that conceptual change instruction was effective at dispelling student misconceptions that electrons flow in aqueous solutions of electrochemical cells. Computer animations did not appear to have an effect on students' responses to visual or verbal conceptual questions. An animation/conceptual change interaction for verbal conceptual questions suggests that animations may prove distacting when the questions do not require students to visualize. Data from this study also suggests that lecture attendance and recitation participations helped students answer visual questions.  相似文献   

15.
Our main goal in this study was to determine whether the use of computer animation and illustration activities in high school can contribute to student achievement in molecular genetics. Three comparable groups of eleventh‐ and twelfth‐grade students participated: the control group (116 students) was taught in the traditional lecture format, whereas the experimental groups received instructions that integrated a computer animation (61 students) or illustration (71 students) activities. We used three research instruments: a multiple‐choice questionnaire; an open‐ended, written questionnaire; and personal interviews. Five of the multiple‐choice questions were also given to students before they received their genetics instruction (pretest). We found that students who participate in the experimental groups improved their knowledge in molecular genetics compared with the control group. However, the open‐ended questions revealed that the computer animation activity was significantly more effective than the illustration activity. On the basis of these findings, we conclude that it is advisable to use computer animations in molecular genetics, especially when teaching about dynamic processes; however, engaging students in illustration activities can still improve their achievement in comparison to traditional instruction. © 2007 Wiley Periodicals, Inc. J Res Sci Teach 45: 273–292, 2008  相似文献   

16.
The effectiveness of animations containing two novel forms of animation cueing that target relations between event units rather than individual entities was compared with that of animations containing conventional entity-based cueing or no cues. These relational event unit cues (progressive path and local coordinated cues) were specifically designed to support key learning processes posited by the Animation Processing Model (Lowe & Boucheix, 2008). Four groups of undergraduates (N = 84) studied a user-controllable animation of a piano mechanism and then were assessed for mental model quality (via a written comprehension test) and knowledge of the mechanism's dynamics (via a novel non-verbal manipulation test). Time-locked eye tracking was used to characterize participants' obedience to cues (initial engagement versus ongoing loyalty) across the learning period. For both output measures, participants in the two relational event unit cueing conditions were superior to those in the entity-based and uncued conditions. Time-locked eye tracking analysis of cue obedience revealed that initial cue engagement did not guarantee ongoing cue loyalty. The findings suggest that the Animation Processing Model provides a principled basis for designing more effective animation support.  相似文献   

17.
Abstract

In this article, the practicability of introduction of computer multimedia as an educational tool was compared with the traditional approach for training sugarcane growers in ratoon management practices in three villages of Tamil Nadu state, India using pre-test, post-test control group experimental design.

A CD-ROM was developed as a multimedia resource to support the training process using Macromedia Flash as the authorware. Three modes of message delivery—traditional lecture alone, lecture followed by multimedia and multimedia alone were analyzed for their effectiveness in terms of knowledge gain, learning index and extent of adoption. The group which was exposed to lecture followed by multimedia had better knowledge gain and learning index. Farmers perceived that the use of different multimedia building blocks made it an interesting and educative tool. The message, when given through lecture alone was perceived as boring and monotonous with limited attention span. The extent of adoption of ratoon management practices was almost on par; however the group which had received instructions through lecture followed by computer multimedia had a better adoption rate. Such a comparative analysis is an opportunity for a better understanding of the role that multimedia could play in technology transfer to farmers.  相似文献   

18.
动画设计是我们在各种语言中都能够实现的一种常见程序,VB中提供的计时器控件能够方便的实现通过时间控制图象而形成的简单动画的设计。根据动画的不同特性,将VB中的动画设计分成单帧位移、多帧无位移、多帧位移等几种类别,由浅入深地总结讨论了VB中动画的设计方法。  相似文献   

19.
INTRODUCTION In the competitive field of animation, sound is an essential element for one to stand out from the others. With sound, we perceive a unique meaning from the frame. Imagine a simple bouncing ball scene—we can apply the sound of “a pingpong hitting on a table” or “a basketball hitting on a gymnasium floor”. It tells us a different narrative of the ball. Without sound, we lose an effective portrayal on its storytelling. Besides, sound also affects our perception of an anim…  相似文献   

20.
自从动画艺术诞生,文学一直作为其渊薮而结伴同行。文学为动画提供了无数再创作的素材与可能,许多动画经典也因此而产生。作为神魔小说代表作的《西游记》一直是我国动画改编创作的一个重点。在历次不同社会文化历史语境下,《西游记》的动画改编经由故事的改写和情节的重构,孙悟空的形象也开始了属于他自己的72变,他由"神"与"猴"的共同体逐渐成为了一个在现实生活中被赋予了一切基本情感的人。通过叙述的转向和元素的重构来对比《西游记》的动画创作与原著小说的异同,是探究文学作品改编成动画艺术过程中继承和嬗变潜在规律的一种途径,其中孙悟空形象的变迁也正标志着中国动画发展的历程。  相似文献   

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