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1.
Recent studies have tested the addition of worked examples to tutored problem solving, a more effective instructional approach than the untutored problem solving used in prior worked example research. These studies involved Cognitive Tutors, software designed to support problem solving while minimizing extraneous cognitive load by providing prompts for problem sub-goals, step-based immediate feedback, and context-sensitive hints. Results across eight studies in three different domains indicate that adding examples to Cognitive Tutors is beneficial, particularly for decreasing the instructional time needed and perhaps also for achieving more robust learning outcomes. These studies bolster the practical importance of examples in learning, but are also of theoretical interest. By using a stronger control condition than previous studies, these studies provide a basis for refining Cognitive Load Theory explanations of the benefits of examples. Perhaps, in addition to other reasons, examples may help simply because they more quickly provide novices with information needed to induce generalized knowledge.  相似文献   

2.
When teachers or instructors create computer-based learning environments, they often solely consider technical aspects of interactivity. As a consequence, learners’ main role is to respond to requests of the learning environment (e.g. by answering multiple-choice questions). This aspect of interactivity is, however, not sufficient to understand the complex benefits of interactivity for learners’ knowledge acquisition. In order to create a higher level of interactivity, an instructional task that encourages learners to design learning materials for fellow learners is used in this paper. We will show that this instructional task can induce interactive elements because learners are encouraged to take not only their own perspective into account when designing. In addition, we investigated if the quality of source material affects knowledge acquisition in design tasks. In a two-by-two design, students (n?=?108) had to design either a learning environment for others (i.e. to perform perspective-shifting), or a representation of acquired knowledge for themselves (no perspective-shifting) with less or more coherent information sources. Results indicate that performing perspective-shifting can be a powerful technique for eliciting interactive learning behavior and, thus, for learning. The quality of information sources does not influence knowledge acquisition to a great extent.  相似文献   

3.
Increasingly, telematics is being used for distance education in Australia. Two forms of telematics, audiographics and live interactive television, are described. Audiographics involves two telecommunications links, one which connects computers via modems and a second link which provides an audioconferencing medium through a normal telephone connection. Live interactive television involves the combination of a one-way television signal with a toll-free callback telephone enabling students to communicate directly with the teacher during program transmission. Research and evaluation studies indicate that the interactivity currently implemented via telematics is minimal and that it does not support higher-order cognition among students. In light of our investigations and contemporary cognitive learning theory, a number of dimensions of effective interactive learning with telematics are suggested: (a) collaboration, (b) generative learning, (c) contextual engagement, (d) personal autonomy, and (e) motivation. His research interests include instructional technologies and developing effective learning environments for open learning and distance education. His specialist areas include evaluating technology-rich learning environments, electronic user performance support systems and interactive learning systems.  相似文献   

4.
Multimedia technology offers instructional designers an unprecedented opportunity to create richly interactive learning environments. With greater design freedom comes complexity. The standard answer to the problems of too much choice, disorientation, and complex navigation is thought to lie in the way we design the interactivity in a system. Unfortunately, the theory of interactivity is at an early stage of development. After critiquing the decision cycle model of interaction – the received theory in human computer interaction – I present arguments and observational data to show that humans have several ways of interacting with their environments which resist accommodation in the decision cycle model. These additional ways of interacting include: preparing the environment, maintaining the environment, and reshaping the cognitive congeniality of the environment. Understanding how these actions simplify the computational complexity of our mental processes is the first step in designing the right sort of resources and scaffolding necessary for tractable learner controlled learning environments.  相似文献   

5.
This concluding paper summarizes the main points and recommendations of the previous papers in this Special issue within a conceptual framework of cognitive load theory. Design of efficient interactive learning environments should take into account main features and limitations of our cognitive architecture. The paper provides a brief overview of this architecture and sources of cognitive load, considers their instructional implications for interactive e-learning environments, and analyzes methods for managing cognitive load and enhancing instructional efficiency of such environments.  相似文献   

6.
Do students learn to model OR/MS problems better by using computer‐based interactive tutorials and, if so, does increased interactivity in the tutorials lead to better learning? In order to determine the effect of different levels of interactivity on student learning, we used screen capture technology to design interactive support materials for modeling and solving the transportation problem in a spreadsheet. A controlled experiment was carried out and the results indicate a general support for the effectiveness of interactive tutorials in enhancing students’ learning of modeling concepts. However, the study also found that excessive interactivity increased the cognitive load for the students and hindered their learning by making it difficult for them to consolidate concepts, integrate previous knowledge, and create meaningful mental models of the process.  相似文献   

7.
Many students now are receiving instruction in online environments created by universities, museums, corporations, and even students. What features of a given online course contribute to its effectiveness? This paper addresses that query by proposing and applying an analytic framework to five online introductory chemistry courses. Introductory chemistry was chosen because, as the central science, chemistry is a core component of scientific literacy as well as a long-established prerequisite for science, engineering, and medical fields. An online instructional delivery system has the potential to overcome the limitations of the traditionally large and passive lecture format characteristic of an introductory chemistry course by providing students with opportunities for active engagement and support in the learning process via self-pacing, dynamic expositions, interactive problem solving, and open ended or scaffolded explorations of new information. The proposed framework for addressing the effectiveness of online chemistry courses is informed by both cognitive and chemistry education research on examples, tasks, and explorations and includes a catalog of possible online resources. As a demonstration of the framework, an analysis was conducted on each course’s instruction in stoichiometry, a tool that is both challenging to students and fundamental to the solution-chemistry topics addressed during subsequent coursework. The application of this framework revealed characteristics of the courses that could affect their instructional effectiveness as well as students’ impressions of what it means to “do chemistry.”  相似文献   

8.
The new guidelines for science education emphasize the need to introduce computers and digital technologies as a means of enabling visualization and data collection and analysis. This requires science teachers to bring advanced technologies into the classroom and use them wisely. Hence, the goal of this study was twofold: to examine the application of web-based technologies in science teacher preparation courses and to examine pre-service teachers’ perceptions of “cloud pedagogy”—an instructional framework that applies technologies for the promotion of social constructivist learning. The study included university teachers (N = 48) and pre-service science teachers (N = 73). Data were collected from an online survey, written reflections, and interviews. The findings indicated that university teachers use technologies mainly for information management and the distribution of learning materials and less for applying social constructivist pedagogy. University teachers expect their students (i.e., pre-service science teachers) to use digital tools in their future classroom to a greater extent than they themselves do. The findings also indicated that the “cloud pedagogy” was perceived as an appropriate instructional framework for contemporary science education. The application of the cloud pedagogy fosters four attributes: the ability to adapt to frequent changes and uncertain situations, the ability to collaborate and communicate in decentralized environments, the ability to generate data and manage it, and the ability to explore new venous.  相似文献   

9.
We recently developed the Framework of Achievement Bests to explain the importance of effective functioning, personal growth, and enrichment of well-being experiences. This framework postulates a concept known as optimal achievement best, which stipulates the idea that individuals may, in general, strive to achieve personal outcomes, reflecting their maximum capabilities. Realistic achievement best, in contrast, indicates personal functioning that may show moderate capability without any aspiration, motivation, and/or effort expenditure. Furthermore, our conceptualization indicates the process of optimization, which involves the optimization of achievement of optimal best from realistic best.In this article, we explore the Framework of Achievement Bests by situating it within the context of student motivation. In our discussion of this theoretical orientation, we explore in detail the impact of instructional designs for effective mathematics learning as an optimizer of optimal achievement best. Our focus of examination of instructional designs is based, to a large extent, on cognitive load paradigm, theorized by Sweller and his colleagues. We contend that, in this case, cognitive load imposition plays a central role in the structure of instructional designs for effective learning, which could in turn influence individuals’ achievements of optimal best. This article, conceptual in nature, explores varying efficiencies of different instructional approaches, taking into consideration the potency of cognitive load imposition. Focusing on mathematical problem solving, we discuss the potentials for instructional approaches to influence individuals’ striving of optimal best from realistic best.  相似文献   

10.
Intelligent Tutoring Systems have been shown to be very effective in supporting learning in domains such as mathematics, physics, computer programming, etc. However, they are yet to achieve similar success in tutoring metacognition. While an increasing number of educational technology systems support productive metacognitive behavior within the scope of the system, few attempt to teach skills students need to become better future learners. To that end, we offer a set of empirically-based design principles for metacognitive tutoring. Our starting point is a set of design principles put forward by Anderson et al. (Journal of the Learning Sciences, 4:167–207, 1995) regarding Cognitive Tutors, a family of Intelligent Tutoring Systems. We evaluate the relevance of these principles to the tutoring of help-seeking skills, based on our ongoing empirical work with the Help Tutor. This auxiliary tutor agent is designed to help students learn to make effective use of the help facilities offered by a Cognitive Tutor. While most of Anderson’s principles are relevant to the tutoring of help seeking, a number of differences emerge as a result of the nature of metacognitive knowledge and of the need to combine metacognitive and domain-level tutoring. We compare our approach to other metacognitive tutoring systems, and, where appropriate, propose new guidelines to promote the discussion regarding the nature and design of metacognitive tutoring within scaffolded problem-solving environments.  相似文献   

11.
The potential of informal sources of science learning to supplement and interact with formal classroom science is receiving increasing recognition and attention in the research literature. In this study, a phenomenographic approach was used to determine changes in levels of understanding of 27 grade 7 primary school children as a result of a visit to an interactive science centre. The results showed that most students did change their levels of understanding of aspects of the concept “sound”. The study also provides information which will be of assistance to teachers on the levels of understanding displayed by students on this concept. Specializations: informal science learning, science curriculum Specializations: science education, science teacher education, conceptual change, learning environments.  相似文献   

12.
Understanding science involves the mastery of complex networks of concepts. To design effective computer based systems for learning science it is essential to adequately characterize the nature of those conceptual networks, so that clear and appropriate instructional goals can be defined and fed into the design process. This paper considers a novel class of representations for science instruction — Law Encoding Diagrams (LEDs) — and describes the nature of scientific understanding based on these representations. A framework of four classes of schemas has been proposed to characterizes problem solving and learning with LEDs. How the framework encompasses complex networks of concepts is discussed and the implications for the design of computer based learning environments based on LEDs are considered.  相似文献   

13.
The concept of interactivity and its implications for Web-based learning system design is re-examined. The author reviews the literature on the interactivity concept from the perspectives of communication, computer-assisted instruction, distance education, and interactive dimensions and functions for Web systems. A proposal is then made for a technical framework for including such dimensions and functions in Web-based learning systems. To enhance the framework's ease-of-use and overall effectiveness, each interactive function was submitted to two panels of experts for assessment and evaluation in terms of instructional necessity and programming difficulty. A discussion of the panels’ feedback and the potential for future research concludes the article.  相似文献   

14.
Intelligent computer-assisted instructional systems have been constructed and applied within a wide range of fields. Very few of these systems make explicit a central or set of core learning theories or learning environments upon which a system is based. However, many of these systems have implicitly employed learning theories and environments. This paper looks at a variety of intelligent computer-assisted systems with a view towards uncovering the latent learning theories they employ. The interplay of the various learning theories needed to realise a student-initiated learning environment are discussed. The central features required for such an environment to function and the limitations of realising such a learning environment due to the state of the art of present day systems are also discussed. Specializations: physics education; computer education; intelligent computer-assisted instructional systems; physics problem solving. Specializations: chemical education, technology education, history and philosophy of science, learning theories.  相似文献   

15.
Contrary to system-controlled multimedia learning environments, hypermedia systems are characterized by a high level of interactivity. This interactivity is referred to as learner control in the respective literature. For several reasons this learner control is seen as a major advantage of hypermedia for learning and instruction. For instance, learner control might increase students’ interest and motivation, facilitate adaptive instruction, or provide affordances for active and constructive information processing. In this paper we analyze the instructional potentials of learner-controlled hypermedia environments as well as possible reasons for the ambiguous results of studies that have aimed at determining the effectiveness of hypermedia learning. According to our analysis, the potential effectiveness of self-controlled learning with hypermedia might be difficult to demonstrate due to (1) usability problems (i.e., disorientation, distraction, cognitive overload), (2) moderating learner characteristics (i.e., prior knowledge, self-regulatory skills, cognitive styles, and attitudes towards learning), (3) a lack of conceptual foundations, and (4) methodological shortcomings of many hypermedia studies. The findings reviewed in this paper and the corresponding claim that hypermedia may be effective only if used in a sensible way are used to derive a couple of guidelines for further research on hypermedia learning.  相似文献   

16.
Prior research shows that representational competencies that enable students to use graphical representations to reason and solve tasks is key to learning in many science, technology, engineering, and mathematics domains. We focus on two types of representational competencies: (1) sense making of connections by verbally explaining how different representations map to one another, and (2) perceptual fluency that allows students to fast and effortlessly use perceptual features to make connections among representations. Because these different competencies are acquired via different types of learning processes, they require different types of instructional support: sense-making activities and fluency-building activities. In a prior experiment, we showed benefits for combining sense-making activities and fluency-building activities. In the current work, we test how to combine these two forms of instructional support, specifically, whether students should first work on sense-making activities or on fluency-building activities. This comparison allows us to investigate whether sense-making competencies enhance students’ acquisition of perceptual fluency (sense-making-first hypothesis) or whether perceptual fluency enhances students’ acquisition of sense-making competencies (fluency-first hypothesis). We conducted a lab experiment with 74 students from grades 3–5 working with an intelligent tutoring system for fractions. We assessed learning processes and learning outcomes related to representational competencies and domain knowledge. Overall, our results support the sense-making-first hypothesis, but not the fluency-first hypothesis.  相似文献   

17.
认知负荷理论把工作记忆的限制性看作学习的主要障碍。在英国文学课程教学内容的内在认知负荷相对固定的前提下,应该在多媒体教学手段的设计和使用中减少外在认知负荷,增加相关认知负荷,从而改善学习效果。  相似文献   

18.
This paper presents a methodology for characterizing computer-based learning environments, focusing on the cognitive, pedagogical, and interactive features. The framework for this characterization is explained in relation to the relevant theories and findings in cognitive and instructional research. The methodology is illustrated by a characterization of computer-based learning environments developed by student teachers and professionals. The usability of these environments is analyzed along the dimensions of the framework presented. The results showed that this methodology can systematically and precisely characterize the cognitive, pedagogical, and interactive features of computer-based learning environments. It can be used to predict and explain the success or failure that a given software program promotes for learning particular types of knowledge. The applications of this methodology for the evaluation and design of computer-based learning environments, for instructional research in various instructional contexts, as well as for the study of expertise in the development of computer-based learning environments, are discussed.  相似文献   

19.
Formative peer assessment is an instructional method that offers many opportunities to foster students’ learning with respect to both the domain of the core task and students’ assessment skills. The contributions to this special issue effectively address earlier calls for more research into instructional scaffolds and the implementation of dialogic features in formative peer assessment. However, open issues remain regarding the role of assessment criteria, the benefit of formative peer assessment for transferable knowledge and skills, the role of metacognitive and cognitive processes in the provision and reception of peer feedback, and the proposed benefit of more interactive forms of formative peer assessment. Addressing the latter issue in particular, a framework of three dimensions of increasing interactivity is proposed in order to guide future research. These three dimensions comprise the learner’s engagement with the core task (low interactivity), the provision and reception of peer feedback (medium interactivity), and the learner’s engagement with argumentation, tutoring, and co-construction in dialogue with peers (high interactivity).  相似文献   

20.
Beliefs about knowledge have been found to relate to a variety of student outcomes and to vary across educational domains and instructional contexts. However, there are limited data on students’ beliefs about information and truth, vis-à-vis knowledge (i.e., epistemic beliefs) and how these beliefs differ across instructional settings. Undergraduates from two educational contexts, in the USA (n?=?240) and the Netherlands (n?=?72), participated in this study. While students in the USA were enrolled primarily in lecture and discussion classes, students in the Netherlands followed a problem-based learning curriculum. Beliefs about knowledge, information, and truth and their interrelations were examined across these two contexts through graphical and written justification tasks. Results from this exploratory study indicate that Dutch students were more likely than American students to depict knowledge, information, and truth as subjective and to define knowledge and information as synonymous. Commonalities and differences associated with educational backgrounds are considered in relation to instructional implications.  相似文献   

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