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1.
Authentic collaborative m-learning activities were designed, developed and implemented for a computer networking course. The effect of the activities on student engagement and motivation were analyzed using a mixed method research design. Moreover, the effect of the iterative design of the content and instructional process of authentic m-learning activities on students' engagement and motivation were analyzed in the study. The activities were implemented for two consecutive semesters and were modified based on the findings from the first semester. Student engagement survey and motivation questionnaire were used to collect quantitative data, student interview protocol was used to collect qualitative data for further investigation. The findings from the first semester indicated that the engagement categories “personal development” and “satisfaction from the course” had the highest mean scores. In the second semester, the highest mean score belonged to the “personal development” category, followed by “collaborative learning.” Comparison of the results from two semesters revealed that the improvements in the content of the activities and instructional process increased the “collaboration” among students as well as their “interaction with instructor.” Paired sample t-tests revealed a difference in indicators of student motivation within groups in both semesters. Analysis of the interview data showed that students perceived the authentic activities as an appropriate tool for enhancement in “communication” and “collaboration” opportunities.  相似文献   

2.
This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today’s teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand ways to structure games-based learning in classroom environments. Data for this study were drawn from case study research of a graduate pilot course focusing on the intersections of virtual worlds, popular culture, and literacy instruction. Findings indicate that a limited understanding of videogames and virtual worlds does not hinder practicing teachers from desiring to create engaging units of study using videogames as a schema building tool. However, teachers feel that using videogames for schema building in the classroom will lead to negative perceptions of how they are viewed as teachers. This is compounded by the perception that they will not receive adequate financial support in the form of professional development from administration, nor will they receive monies for technological support to implement within instruction. However, despite these findings, teachers desire to use games-based learning and implement it as a schema building exercises with their students.  相似文献   

3.
Blended learning (BL) is still in its infancy in the United Arab Emirates, but is gaining growing attention and acceptance. The particular university under investigation offers its nationally accredited graduate programs with a BL format that makes use of synchronous virtual classrooms, asynchronous self-study, and face-to-face sessions. The current qualitative research study investigates students' perceptions about their experience with the BL model within their relatively conservative cultural context. In addition, the project aimed at gauging their suggestions for course design considerations that would meet their needs as adult learners and enhance their learning experience. Twenty-one graduate students participated in the study, with findings indicating an overall positive perception about the BL experience with a strong positive impact on female empowerment. The most salient themes for successful instructional strategies indicated the importance of student-centered practices, particularly collaborative projects and student-led activities.  相似文献   

4.
Virtual worlds are gaining momentum as a platform for delivering simulation‐based educational experiences to students. However, a key aspect of virtual world‐based education that has received little attention is recording and analyzing students' in‐world actions. This capability is essential for assessing what students have learned through their simulation experience, and engaging the students in post‐simulation reflective learning. In this research, we present a framework for recording and analyzing students' actions in a virtual world. This framework is based upon pedagogical theories of exploratory and experiential learning, and is defined in a virtual‐world agnostic manner. The framework consists of two parts: (1) the Avatar Capabilities Model, which defines the educationally relevant actions that a student can take within a virtual world and (2) the Simulation Capture and Analysis toolkit that records and analyzes these actions, from an educational perspective. These analyses provide instructors with systematically collected evidence of the students' actions during their virtual world experience. This alleviates the need for instructors to directly observe students, thereby allowing for the scaling‐up of virtual worlds use in education. We have demonstrated the usefulness of the tool via a pilot study, with two students, in an emergency medical education context.  相似文献   

5.
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups of students participated in learning activities: the experimental group was instructed using the gaming method; and the control group was instructed using the non-gaming method. During the study, tests, a survey, and interviews were conducted with students. The evaluation results for academic performance and multimedia flow experiences show that compared to the non-gaming method, incorporating the gaming method into the learning process can enhance students' academic performance and multimedia flow experiences. The results also indicated that there is a non-significant and positive relationship between students' academic performance and multimedia flow experiences.  相似文献   

6.
The rapid growth of online courses in higher education has led to developments in the field of e-assessment. This paper presents a study, which examined the quality of online academic courses using a multidimensional assessment of students' activities and perceptions, using educational data mining and an online questionnaire. The assessment focused on four aspects: instructional, communication, course workload and overall learning experience. The course instructional model was found well-structured. The video lectures, assignments and materials designed for the online course were the most used and contributing learning resources. However, the number of students who entered the video lectures decreased as the course progressed. Low activity was found in the discussion forums. Students perceived the course workload as low. Overall, the learning experience was high and the students were highly satisfied. These findings provide insights that may assist in improving the quality of future online courses.  相似文献   

7.
Online three‐dimensional (3D) virtual worlds are emerging technologies that offer unique learning opportunities for traditional and distributed education. One of the more popular 3D virtual worlds, Active Worlds, is currently being used as a medium for synchronous and asynchronous distance learning. This investigation presents two exploratory case studies of different, but exemplary educational activities using Active Worlds for formal and informal education. The focus of each case study is to investigate how Active Worlds is being used for distance learning and to determine the type of learning experiences afforded by this 3D virtual environment. Whilst more research is necessary to explore fully the potential of 3D virtual worlds for learning, this initial investigation illustrates how Active Worlds affords opportunities for experiential learning and situated learning within a collaboration learning environment.  相似文献   

8.
Photographs     

Although the literature is replete with claims of the benefits of case-based instruction, few researchers have examined how individual students respond to and approach learning from this instructional method. In this paper we paint a picture of the contrasting experiences of two students enrolled in a case-based biochemistry laboratory course. These experiences are highlighted to support and extend knowledge gained from the first author's study of the responses and approaches of a freshman class of veterinary students recently introduced to case-based instruction. In the primary study, nine students were interviewed three times during the semester to explore their initial and changing responses and approaches to the case method. Using a constant comparative analysis method, three common themes were identified. In this paper we illustrate these themes by contrasting two students' responses and approaches to the same casebased course.  相似文献   

9.
In STEM education, a thorough understanding of the interaction of self-efficacy and metacognitive monitoring behaviors is needed to refine theories and inform the design of instructional supports for students with varying levels of motivation and self-regulation skills. We examined how students' (n = 1063) exam scores in an undergraduate life science course were influenced by their self-efficacy and online metacognitive monitoring behaviors by integrating variable-centered and person-centered approaches. In a semester-long study, students' self-efficacy judgements made at the end of the semester were stronger predictors of students' final exam performance than those made at the beginning of the semester. Results further suggested that the influence of self-efficacy on exam scores decreased as online monitoring behaviors increased. Students’ prior GPA predicted membership in three latent profiles indicated by 1) high self-efficacy with high metacognitive monitoring activity; 2) high self-efficacy with low metacognitive monitoring activity; and 3) low self-efficacy with low metacognitive monitoring activity. Learners with high self-efficacy and high monitoring activity outperformed those with high self-efficacy and low monitoring, who outperformed those with low self-efficacy and low monitoring on exams.  相似文献   

10.
The adoption of virtual microscopy at the University of Turku, Finland, created a unique real‐world laboratory for exploring ways of reforming the learning environment. The purpose of this study was to evaluate the students' reactions and the impact of a set of measures designed to boost an experimental group's understanding of abnormal histology through an emphasis on knowledge of normal cells and tissues. The set of measures included (1) digital resources to review normal structures and an entrance examination for enforcement, (2) digital course slides highlighting normal and abnormal tissues, and (3) self‐diagnostic quizzes. The performance of historical controls was used as a baseline, as previous students had never been exposed to the above‐mentioned measures. The students' understanding of normal histology was assessed in the beginning of the module to determine the impact of the first set of measures, whereas that of abnormal histology was assessed at the end of the module to determine the impact of the whole set of measures. The students' reactions to the instructional measures were assessed by course evaluation data. Additionally, four students were interviewed. Results confirmed that the experimental group significantly outperformed the historical controls in understanding normal histology. The students held favorable opinions on the idea of emphasizing normal structures. However, with regards to abnormal histology, the historical controls outperformed the experimental group. In conclusion, allowing students access to high‐quality digitized materials and boosting prerequisite skills are clearly not sufficient to boost final competence. Instead, the solution may lie in making students externally accountable for their learning throughout their training. Anat Sci Educ 6: 73–80. © 2012 American Association of Anatomists.  相似文献   

11.
This study was designed to examine performance as a function of grade and course satisfaction in online undergraduate level courses, specifically students' self-efficacy for online technologies and self-regulated learning strategies. This research included a sample (N = 815) of community college students enrolled in liberal arts online courses during a single semester. The results of this study showed that online technologies self-efficacy scores were not correlated with student performance. Of the Motivated Strategies for Learning Questionnaire subscales, time and study environment and effort regulation were significantly related to performance. Students who scored higher on these subscales received higher final grades. In addition, rehearsal, elaboration, metacognitive self-regulation, and time and study environment were significantly positively correlated with levels of satisfaction.  相似文献   

12.
Abstract

The potential differences in the effectiveness of problem-based learning (PBL) and traditional instructional approaches regarding high school students' attainment of economics concepts and principles and attitude toward learning economics were examined. The authors also considered potential interactions between learning outcomes in PBL and traditional instructional contexts and differences in students' academic ability, entering knowledge of economics, attitude toward economics, negative feelings after failure, preferred level of task difficulty, and behavioral response to failure. No differences between PBL and traditional classes were found regarding unit-specific student learning outcomes, although there was a difference in changes in general economics knowledge measured at the beginning and end of the semester, with the traditional classes learning more.  相似文献   

13.
In this paper we present results of the impact diagnostic testing and associated context-specific workshops have on students' written communication skills in a graduate-level accounting course. We find that students who undertook diagnostic testing performed better in their first semester accounting subject. This improvement is positively associated with student attendance at context-specific writing skills-based workshops. When we extend the analysis to examine the long-term benefits of participation in the academic development program, there is evidence that diagnostic testing has led to sustained improvement in students' writing ability within their final semester accounting subject.  相似文献   

14.
The majority of studies utilised the cross‐sectional method to measure students' intention to learn and investigate their corresponding learning behaviours. Only a few studies have measured the process of change in students' learning behaviour in the context of time. The main purpose of this study is to determine the effects of using a Facebook group as an e‐Learning tool based on students' longitudinal perceptions to address the aforementioned literature gap. We surveyed 170 students in a business statistics course. We also measured changes that occurred in the students' intention to use and use of e‐Learning at three different stages. The model was tested at the beginning, middle and end of the semester using structural equation modelling. The results show that students' perceptions when using e‐Learning via Facebook changed when they interacted and explored the system. Students were more familiar with the usability of the Facebook group after learning for a few weeks, and their intention to use and use of e‐Learning via Facebook subsequently increased. The results indicated that social network sites such as Facebook can be used as complementary tools to expose students to course‐related links and documents, which will create extra time for learning, when they plan to spend time on Social network sites (Facebook) and interact and communicate with friends.  相似文献   

15.
This study proposes a Wiki-based collaborative writing approach to the writing process for EFL (English as a foreign language) learners. A five-stage computer-mediated collaborative writing project including collaborative planning, partitioned drafting, peer-revising, peer-editing, and individual publishing was blended with on-campus English composition course. Fifty-one L2 learners at a university in central Taiwan participated in this project. Procedural scaffolding and collective scaffolding were provided to promote students' self-regulation and thus to foster the development of students' writing skills. A cross-referencing questionnaire survey was adopted to investigate students' perceptions of Wiki-based collaborative writing and students' perceptions of their work in each stage of collaborative writing. As the results indicated, a high percentage of students' satisfaction showed positive perceptions of this Wiki-based collaborative writing environment, and the instructional design of implementing a Wiki-based collaborative writing project with a five-stage writing process does assist EFL learners to accomplish a collaborative writing task on the internet with less limitation of time. This article also points to new possibilities for future research.  相似文献   

16.
Interactive digital video provides students with control of computer visualization techniques and allows them to collect, analyze, and model two-dimensional motion data. Activities that use these techniques were developed for students to investigate the concept of frames of reference in various real-life situations. This investigation examines the effect on student learning and attitudes of using these materials in an introductory college physics course. The study measured students' computer attitudes and found improvement in students' feelings of comfort in using computers after completion of the activities. We found students' prior computer experience did not influence their perceptions of the activities. The majority of participants perceived discussion and the computer visualization techniques as being very effective in helping them learn, Students' understanding of the physics concepts were assessed and the participants' scores were compared with nonparticipants' scores. Although analysis of variance statistical procedures revealed no significant differences between the two groups, the results of this study indicate that sophisticated instructional video software can be perceived as easy to use and effective by students who are novices and experts in using computers. Thus, interactive digital video tools and activities have the potential to provide physics teachers with the latest technology to bring the active process of learning physics to their classroom. © 1997 John Wiley & Sons, Inc. J Res Sci Teach 34: 467–489, 1997.  相似文献   

17.
The purpose of this research study was to (a) describe how concept mapping can be used as an integral instructional strategy for teaching a college course on evolution, (b) evaluate the utility of incorporating concept mapping in a college course on evolution, (c) determine whether students' concept maps reveal “critical junctures” in learning as the course unfolds, and (d) assess the impact of concept mapping on students' study practices and on students' understanding of course content. Key findings include: (a) Critical junctures in learning evolution can be identified by monitoring the degree of concordance of superordinate concepts appearing on the class set of concept maps submitted after each of the course lectures; (b) students who made concept maps reported spending an average of 37% more study time on this college biology course than on their previous biology courses; and (c) the use of “seed concepts,” “micromapping,” a standard concept map format, and a standard concept map checklist made the strategy feasible for the instructor to implement and for the student to adopt. A concept map performance index formulas was also developed for this research study in order to assess students' overall mapping performance.  相似文献   

18.
The contemporary era provides several challenges which extend from the reconstitution of an innovative knowledge domain and curricula to candidate learning platforms that support online course delivery methods. Educators and scholars on these demands have recently started to rethink alternative ways for the assimilation of the experiential knowledge in three-dimensional (3D) technologically advanced environments, like 3D multi-user virtual worlds. In spite the widespread dissemination and proliferation of novel educational implications by utilizing 3D multi-user virtual worlds combined with the 2D interface of LMS (Learning Management Systems) and the assessment of the effectiveness based on the online course delivery method in a long-term usability is still absent from the international academic literature. This study presents interoperability issues focused on the utilization of the virtual world Open Simulator (Open Sim) in conjunction with Sloodle (Simulation Linked Object Oriented Dynamic Learning Environment) as a free plug-in module. The evaluation of this online learning process according to an empirical research method became possible with the assistance of ninety-five (95) students by two different academic sectors that participated in this project and measured the capabilities and instructional affordances of this platform. The evaluation process was focused on four multi-dimensional parameters (psychological-pedagogical, technical-operational, organizational-financial, and socio-cultural). The study findings based on students’ experiences revealed that both platforms could be sufficiently connected as a unique platform which can increase the users’ learning abilities. This “hybrid” platform can adequately convert the ordinary multi-user virtual world of Open Sim and Sloodle in a common “incubator” of knowledge for online courses at university level. At the end, the instructional affordances and implications for future-driven directions are also discussed.  相似文献   

19.
The purpose of this study is to examine the impact of the use of an online discussion board as an assessment item on students learning performance in relation to group work based on Social Learning Theory. The study uses survey questionnaires at the beginning and end of semester together with student grade information. The data analysis consists of (1) a regression analysis to explore the relationship between student interaction and performance and (2) a repeated measures ANOVA to explore changes in attitude and perceived encouragement. Student's perceptions at the outset were found to be important as was the use of the online discussion board as a learning tool even when it is not assessed. Further, students' attitude to the online discussion board improved through the semester however the online assessment task did not encourage domestic students to be more engaged in group-based activities. In contrast, international students were more encouraged to participate in group-based activities at the end of the semester. The study has implications for online group activities in education.  相似文献   

20.
The authors examined the implementation of written reflections in a Grade 4 mathematics classroom over the course of 8 weeks. Students in this case study engaged in a workshop modeled after Calkin's Writers' Workshop and within this workshop the use of writing as a reflective tool in mathematics was introduced. The authors explore how students used writing to evaluate their learning and how the teacher used the students' written reflections as a formative assessment for instructional purposes. Students' written reflections were coded and these codes were used to conduct an inductive thematic analysis. Analysis of written reflections via constant-comparison analysis was used for further differentiation. The findings show students' ability to accurately self-evaluate their problem-solving skills and highlighted students' confidence level with certain mathematical concepts. Teachers were able to use students' reflections as a place to begin conferring with a student for further clarification. The written reflections aided in instructional decisions and increased individual instruction when needed. The authors include implications for teacher practice and areas for future research.  相似文献   

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