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Educational technology research and development - Designers of educational modules for conceptual learning often rely on procedural frameworks to chart out interaction mechanics through which users...  相似文献   

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Learning Environments Research - Universities are facing new challenges that pose various demands for developing learning environments. These challenges are related to different pedagogical...  相似文献   

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The epistemic assumptions of constructive learning are different from those of traditional instruction, so classical methods of needs and task analysis are inappropriate for designing constructivist learning environments (CLEs). This paper argues that activity theory provides an appropriate framework for analyzing needs, tasks, and outcomes for designing CLEs. Activity theory is a socio-cultural, socio-historical lens through which designers can analyze human activity systems. It focuses on the interaction of human activity and consciousness within its relevant environmental context. Since conscious learning emerges from activity (performance), not as a precursor to it, CLEs should attempt to replicate the activity structures, tools and sign systems, socio-cultural rules, and community expectations that performers must accommodate while acting on some object of learning. After explicating assumptions of activity theory and briefly describing the components of CLEs, this paper describes a process for using activity theory as a framework for describing the components of an activity system that can be modeled in CLEs.His current research focuses on designing constructivist learning environments, cognitive tools for learning, knowledge representation methods, problem solving, computer-supported collaborative argumentation, cognitive task analysis, and individual differences and learning.His current research focuses on designing constructivist learning environments, cognitive tools for learning, knowledge representation methods, problem solving, computer-supported collaborative argumentation, cognitive task analysis, and individual differences and learning.Her research interests include activity theory and structural knowledge.  相似文献   

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An instructional design framework for authentic learning environments   总被引:9,自引:0,他引:9  
The instructional technology community is in the midst of a philosophical shift from a behaviorist to a constructivist framework, a move that may begin to address the growing rift between formal school learning and real-life learning. One theory of learning that has the capacity to promote authentic learning is that of situated learning. The purpose of this three-part study was first, to identify critical characteristics of a situated learning environment from the extensive literature base on the subject; second, to operationalize the critical characteristics of a situated learning environment by designing a multimedia program that incorporated the identified characteristics; and third, to investigate students' perceptions of their experiences using a multimedia package based on a situated learning framework. The learning environment, for preservice teachers, comprised a multimedia program on assessment in mathematics together with recommended implementation conditions for the classroom. Eight students were observed and interviewed to explore their perceptions of the situated learning environment. Findings suggest that the use of the situated learning framework provided effective instructional design guidelines for the design of an environment for the acquisition of advanced knowledge. Since 1992, as a Senior Instructional Designer, she has worked principally in multimedia and Web-based projects. He has been teaching with, and researching innovative uses of, instructional technologies in secondary schools and universities for the past 20 years. The authors would like to thank Professor Tom Reeves for his encouragement and support, and to acknowledge the significant role he has played in the development of our ideas and research direction.  相似文献   

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A learner‐centered approach is a central feature of instruction based on a constructivist learning model. However, there is some confusion regarding the requirement for behavioral activity as a prerequisite for a learner‐centered environment. We offer evidence in this article that some types of behavioral activity can interfere with cognitive learning processes. We recommend that instructional professionals focus on cognitive activity and summarize evidence‐based methods that support appropriate cognitive activity in behaviorally passive and active learning environments.  相似文献   

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This paper reports on a collective case study of three blended courses taught by different instructors in a higher education institution, with the purpose of identifying the different types of blend and how the blend supports student learning. Based on the instructors’ and students’ interviews, and document analysis of course outlines, two major principles, consolidation and extension, differentiating the design of the three courses, are identified. The consolidation principle emphasises designing different types of activities for students to think again, so that their knowledge can be consolidated. The extension principle emphasises the extension of the space of learning and catering the diverse needs of students. There are also design principles commonly found, with the emphases on student autonomy, interaction and feedback, and the awareness of student diversity. The findings contribute to the design of blended learning, especially on how the face-to-face and online components can be combined.  相似文献   

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The paper presents an evaluation of student and tutor experiences in the introductory module of a European Masters programme in e‐Learning, Multimedia and Consultancy. The aims and outline of the Masters programme are described, together with the pedagogical approach adopted in the introductory module which explores open and flexible learning environments with students and tutors from four European countries. The second part of the paper evaluates the success of the teaching and learning that occurred in this unit, from the perspective of both the students and tutors. Data collected include student and tutor written evaluations, reflections on the authors’ own roles in the programme, and analysis of the products contained in the environment. The paper concludes by detailing future developments in the Masters programme that have been influenced by this cycle of evaluation.  相似文献   

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The present study shows how the mixed-methods approach can be used in capturing and organising learning environment (LE) characteristics for the participatory design of psychosocial and physical LEs involving learners. Theoretical constructs were tested and further elaborated on in the analysis of two similar educational design research studies: one conducted with 7- to 14-year-old learners in Finland (n = 80); and the other in Spain (n = 76). Cross-analysis of the numeric, visuospatial and verbal data collected, combined with theoretical and practical considerations, was used to develop a conceptual framework for LE co-design, which draws attention to the importance of balancing communality with individuality, comfort with health, and novelty with conventionality. In line with other studies, in this conceptualisation, flexibility and functionality are seen as central enablers for quality twenty-first century LEs. The knowledge exchange between two countries and the constructs developed in this cross-cultural analysis contribute to the creation of shared content-related design principles for future learning environments.  相似文献   

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学习障碍在特殊学生中十分常见,目前虽无治愈方法,却可通过辅助技术在教学中的运用降低其影响。具有辅助技术功能的教育APP为学习障碍学生提供了多样化的参与、表征和表达方式,这正好与通用学习设计的理念相契合,有助于他们在融合班级中获得平等的受教育机会。这些学习障碍相关APP可划分为文字转语音、语音识别、单词预测、文字处理、计划与组织、数学运算等6种类型。一方面,作为能力补偿工具和学习支持工具,学习障碍相关APP能够在阅读、写作和数学学习中为学习障碍学生提供多元化、可参与的学习环境;另一方面,作为一种新型的教学工具,学习障碍相关APP也可能给学习障碍学生带来诸如注意力分散、学习情绪消极等负面影响。因此,其作用机制和在教学中的有效性仍有待明确。未来我国在学习障碍相关APP的研究与实践方面还需做到:推进通用学习设计理念在学习障碍学生教育中的应用与实践,为其学习提供适宜的环境和支持;完善特殊教育辅助技术相关法律和政策,确保各类特殊学生能够获得更专业的支持;加强学习障碍相关APP的开发与研究,使其能够更有效地应用于现实教学情景;建立教育APP的评价体系和支持系统,提升学习障碍相关APP的应用效果。  相似文献   

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Science learning in virtual environments: a descriptive study   总被引:3,自引:0,他引:3  
Usually, students learn more if the method of instruction matches their learning style. Since Physics and Chemistry deal with three–dimensional (3–D) objects, the ability to visualize and mentally manipulate shapes is very helpful in their learning. In fact, much of what Physics and Chemistry students know takes the form of images. However, little attention has been given to the pedagogical effectiveness of visual stimuli in those disciplines. Computers are being increasingly used as teaching tools. The new approaches include simulations, multimedia presentations and, more recently, virtual environments. Computer–based worlds are useful to visualize physical and chemical processes allowing for better conceptual understanding. Since 3–D virtual environments need to be explored and evaluated in science education, we have created a virtual environment ( Virtual Water ) for studying phases of matter, phase transitions and atomic orbitals at the final year of high school and first year of university levels. Based on that work, we discuss the implications of visual learning in designing strategies to cater for differences in learning modes. Our study indicates that 3–D virtual environments may help students with high spatial aptitude to acquire better conceptual understandings. However, only some parameters (interactivity, navigation and 3–D perception) have shown to be relevant and only for some topics. On the other hand, stereoscopic visualizations do not seem to be relevant, with the exception of crystalline structures.  相似文献   

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Learning environment designs at the boundary of school and work can be characterised as integrative because they integrate features from the contexts of school and work. Many different manifestations of such integrative learning environments are found in current vocational education, both in senior secondary education and higher professional education. However, limited research has focused on how to design these learning environments and not much is known about their designable elements (i.e. the epistemic, spatial, instrumental, temporal and social elements that constitute the learning environments). The purpose of this study was to examine manifestations of two categories of integrative learning environment designs: designs based on incorporation; and designs based on hybridisation. Cross-case analysis of six cases in senior secondary vocational education and higher professional education in the Netherlands led to insights into the designable elements of both categories of designs. We report findings about the epistemic, spatial, instrumental, temporal and social elements of the studied cases. Specific characteristics of designs based on incorporation and designs based on hybridisation were identified and links between the designable elements became apparent, thus contributing to a deeper understanding of the design of learning environments that aim to connect the contexts of school and work.

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Information Technology brings about rapid changes in working environment, quickly rendering skills and knowledge gained in formal learning institutions obsolete. Even as they prepare students for their first career, institutions also need to equip students with skills necessary for lifelong learning. The Nanyang Technological University (NTU), Singapore has accordingly structured its curricula into Academic Studies and General Studies where the former focuses on core subjects (broad based knowledge-specific studies), and the latter on general knowledge (multi-disciplines catering to various interests for lifelong benefits). A 12-week course, ‘Introduction to Tao for Effective Action Learning’ which focuses on learning processes was developed and has been taught by the author, for undergraduates at NTU since July 2001. The course materials were derived from the author's Ph.D. thesis ‘The Tao of Action Learning’ (Sam, 2000). This paper explains the nature of the action learning programme at NTU and includes one account from participant students.  相似文献   

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The increase in the use of technology-enhanced learning in higher education has included a growing interest in new approaches to enhance the quality of feedback given to students. Audio feedback is one method that has become more popular, yet evaluating its role in feedback delivery is still an emerging area for research. This paper is based on a small-scale study which examined the perceptions of first and final-year undergraduates who received feedback from tutors in audio form and considers the impact of this method of feedback delivery as a formative process. The paper examines the extent to which students respond to and engage with audio feedback, and how the method might facilitate a better understanding of the role of feedback amongst teachers and students alike. The two cohorts in the study express differences, but also commonalities in what they require from audio feedback. A conceptual framework is developed from the study’s findings, which highlights best practice and guides practitioners in their effective utilisation of this form of feedback.  相似文献   

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This qualitative case study focused on the nature of science learning through open-ended problem solving. Twelve eighth graders were asked to find, frame, and resolve subproblems associated with structural failures resulting from earthquakes. Coded interviews, artifacts, and observations from the four-week study suggested students only partially derived accurate mental models about earthquake engineering problems. Recommendations for improving student problem understanding in open-ended environments include the explication of student hypotheses related to problems, and the continual testing of belief via analogical reasoning, research, communication, and tool use.  相似文献   

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A major challenge for education and educational research is to build on our present understanding of learning for designing environments for education that are conducive to fostering in students self-regulatory and cooperative learning skills, transferable knowledge, and a disposition toward competent thinking and problem solving. Taking into account inquiry-based knowledge on learning and recent instructional research, this article presents the CLIA-model (Competence, Learning, Intervention, Assessment) as a framework for the design of learning environments aimed to be powerful in eliciting in students learning processes that facilitate the acquisition of productive knowledge and competent learning and thinking skills. Next, two intervention studies are described that embody major components of this framework, one focussing on mathematical problem solving in primary school, and a second one relating to self-regulatory skills in university freshmen. Both studies were carried out in parallel with the development of the framework, and were instrumental in identifying and specifying the different components of the model. They yielded both promising initial support for the model by showing that CLIA-based learning environments are indeed powerful in facilitating in students the acquisition of high-literacy learning results, especially the acquisition and transfer of self-regulation skills for learning and problem solving.  相似文献   

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The main objective of this paper is to analyse the effect of the affordances of a virtual learning environment and a personal learning environment (PLE) in the configuration of the students' personal networks in a higher education context. The results are discussed in light of the adaptation of the students to the learning network made up by two undergraduate, inter-university and online courses. Besides, we also examine the influence of this effect in the learning process. The findings reflect the effectiveness of a PLE for facilitating student participation and for assisting students in the creation of larger and more balanced personal networks with richer social capital. However, the findings do not provide evidences about a difference in the learning performance between the two environments. From a methodological point of view, this paper serves as an illustration of the analysis of personal networks on digital data collected from technology-enhanced learning environments.  相似文献   

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