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1.
Recent curriculum changes at McGill University include a mandatory 4-week clerkship for third-year medical students. The basis of this clerkship is the assessment and management of frail elderly who have a combination of complex acute and chronic medical problems and functional disabilities. It includes the understanding of the need for continuity of care across settings and the transition from hospital to the community. Our main purpose is to offer students a learning experience based upon self-reflection, access to technology, interactive learning and permanent feedback. To accomplish the technological goals, didactic sessions were mostly electronic-based with two main components: web-based interactive modules that include the contents in seven web-based interactive lectures complemented with pre- and post-tests, and an electronic portfolio to assess students' acquisition of skills and attitudes. We expect that implementation of this model of clinical clerkship will prepare future physicians, not only for the practice of geriatric medicine, but also for different medical and surgical specialties, and will enhance the attitudes, knowledge, and skills practitioners need to care for older people.  相似文献   

2.
Learning is most effective when intrinsically motivated through personal interest, and situated in a supportive socio-cultural context. This paper reports on findings from a study that explored implications for design of interactive learning environments through 18 months of ethnographic observations of people's interactions at “Hack The Evening” (HTE). HTE is a meetup group initiated at the State Library of Queensland in Brisbane, Australia, and dedicated to provide visitors with opportunities for connected learning in relation to hacking, making and do-it-yourself technology. The results provide insights into factors that contributed to HTE as a social, interactive and participatory environment for learning – knowledge is created and co-created through uncoordinated interactions among participants that come from a diversity of backgrounds, skills and areas of expertise. The insights also reveal challenges and barriers that the HTE group faced in regards to connected learning. Four dimensions of design opportunities are presented to overcome those challenges and barriers towards improving connected learning in library buildings and other free-choice-learning environments that seek to embody a more interactive and participatory culture among their users. The insights are relevant for librarians as well as designers, managers and decision-makers of other interactive and free-choice-learning environments.  相似文献   

3.
As part of the formative evaluation of Alabama's pilot of its virtual schooling system (the Alabama ACCESS Distance Learning Program), the Alabama State Department of Education examined outcome data from courses offered in the two distance delivery systems: web-based course management and interactive videoconferencing (IVC). In light of Bernard et al's. [Bernard, R., Abrami, P., Lou, Y., Borokhovski, E., Wade, A., Wozney, L., et al. (2004). How does distance learning compare with classroom instruction? A meta-analysis of the empirical literature. Review of Educational Research, 74(3), 379–434] recent meta-analysis finding that asynchronous distance environments generally had more positive outcomes than synchronous ones, a comparison of online (asynchronous) and IVC (synchronous) platforms provided an opportunity to explore and shed more light on outcome comparisons between synchronous and asynchronous platforms. Though there were some outcome differences, the dominant finding was of no differences between platforms.  相似文献   

4.
Clinical resources in nursing schools are always insufficient for satisfying the practice requirements of each student at the same time during a formal course session. Although several studies have applied information and communication technology to develop computer-based learning tools for addressing this problem, most of these developments lack appropriate interactive and diagnostic services to assist students in bridging theory–practice gaps and realizing individual flaws in their nursing skills. Therefore, this study aims to develop an interactive clinical learning and diagnosis system that provides a web-based interactive learning environment and personalized diagnostic service for nursing education. An experiment was conducted in a foundations of nursing course at a nursing college in Taiwan. The experimental results show that the proposed approach is helpful to students in improving their learning motivation, performance, and attitude. Moreover, it was also found that most students showed positive perceptions toward the usage of the proposed system.  相似文献   

5.
Interactive learning is beneficial to students in that it allows the continual development and testing of many skills. An interactive approach enables students to improve their technical capabilities, as well as developing both verbal and written communicative ability. Problem solving and communication skills are vital for engineering students; in the workplace they will be required to communicate with people of varying technical abilities and from different linguistic and engineering backgrounds. In this paper, a case study is presented that discusses how the traditional method of teaching control systems can be improved. ‘Control systems’ is a complex engineering topic requiring students to process an extended amount of mathematical formulae. MATLAB software, which enables students to interactively compare a range of possible combinations and analyse the optimal solution, is used to this end. It was found that students became more enthusiastic and interested when given ownership of their learning objectives. As well as improving the students’ technical knowledge, other important engineering skills are also improved by introducing an interactive method of teaching.  相似文献   

6.
Rich-media representations of teaching using animated cartoons can be effective at stimulating teachers' discussion about practice and hence help them learn productively from one another about their profession. Our research aims to design web-based interactive rich-media virtual settings for teachers to learn to do the practice of teaching. For that purpose, we seek a set of operational design principles that could be used to optimally exploit web-based interactive rich-media technologies. By operational design principles, we mean guidelines that facilitate decision making in the creation of learning conditions. In this article, we report on a study of the effect of embedded animated clips of instructional practice in online interactive forum/chat to support teachers in learning to notice and interpret critical events of classroom interactions. The study showed that both novice and experienced teachers actively participated in discussion and effectively noticed important events of teaching practice. The main findings include the following: (a) Embedding animated representations of teaching in forum/chat, by serving as a common point of reference, helps both novice and experienced teachers effectively notice and discuss noteworthy events in teaching practice; (b) forum suits novice teachers better than chat; and (c) both forum and chat suit experienced teachers in different ways. This study is a critical step in a design-based research agenda toward the building of more complex virtual settings for teacher education.  相似文献   

7.
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to greatest effect. This research describes the use of high performance real-time interactive software (VR4MAX) to build a prototype 3D VR learning system. A questionnaire survey was distributed to 167 university students to investigate learner attitudes toward learning via VR applications. Experimental results show that immersion and imagination features of VR-mediated course contents have a positive impact on perceived usefulness, and can also predict perceived ease of use, both of which contributors to behavioral intention of learners to use VR learning systems. Overall, this research validates the relationship between three features of VR and learners' behavioral intention to use VR learning. The results could prove helpful in guiding future research related to VR learning.  相似文献   

8.
Digital learning environments are increasingly popular in higher education and professional training. Teaching and learning via webinars, and web conferencing more broadly, represents one widely used approach. Webinars are defined as web-based seminars, in which participants and facilitators communicate live over the Internet across distant geographical locations using shared virtual platforms and interact ubiquitously and synchronously in real time via voice over IP technology and web camera equipment. In the past, studies have reported mixed evidence concerning the effectiveness of webinars in promoting student achievement. As a remedy, this systematic literature review and meta-analysis cumulates observed effect sizes from previously published randomized controlled trials and corrects artifactual variance induced by sampling error. The research questions were: How effective are webinars in promoting student achievement? And which characteristics moderate webinar effectiveness? The findings suggest that webinars were slightly more effective than control conditions (online asynchronous learning management systems and offline face-to-face classroom instruction), but the differences were trivial in size. Differences were moderated by webinar, participant, achievement, and publication characteristics. This meta-analysis is the first to systematically review and meta-analyze the best evidence available for evaluating the effectiveness of webinars and video conferences in promoting student knowledge and skills. The implications of the study's findings can inform school teachers, lecturers, trainers, technologists, and theorists interested in the computer-supported design, implementation, delivery, tutoring, and assessment of webinar-based learning environments.  相似文献   

9.
Electronic performance support systems (EPSSs) are the software programs commonly used in commercial environments since the early 1990s. These software programs are generally called performance-based systems and focus on the complete job rather than providing individual development. For that reason, the usage of these systems in learning environments has not been sufficiently investigated. In this empirical study, availability of using EPSS software for learning processes was investigated in order to contribute to the literature. An EPSS software was developed for undergraduate students to use in programming language courses and the effects of the software on students' self-regulation based learning skills were investigated. During the treatment process, while the experimental group was supported with EPSS, traditional teaching continued in the control group. The results of the study showed that there was no statistically significant difference between the groups in terms of motivational beliefs; however, there were significant differences in terms of cognitive, metacognitive, and resource management strategies.  相似文献   

10.
Many studies have identified web-based cooperative learning as an increasingly popular educational paradigm with potential to increase learner satisfaction and interactions. However, peer-to-peer interaction often suffers barriers owing to a failure to explore useful social interaction information in web-based cooperative learning environments. This easily leads to learners being unable to seek appropriate learning partners for facilitating effective cooperative learning. This problem frequently causes poor learning effectiveness in web-based cooperative learning environments. Generally, instructor assigned or learner selected learning peers cannot ensure to compose suitable learning partners for individual learners in cooperative learning environments. A suitable learning partner can help the learner, who is learning in the personal way and encounters the difficulty, to solve problems. Inappropriate learning partners cannot only easily lead to poor learning interaction and achievement, but can also lead to the meaning of cooperative learning being lost. Although many web-based learning systems have already been developed to assist cooperative learning, supporting peer-to-peer interaction in computer-supported cooperative learning (CSCL) is still immature. As a result, this study presents a novel scheme for recommending appropriate learning partners for individual learners utilizing mining of learning interactive social networks in a cooperative problem-based learning (PBL) environment. Results of this study show that the proposed scheme helps encourage learners to interact with learning peers more actively and positively, and facilitates learning performance in a cooperative PBL environment.  相似文献   

11.
Active learning facilitated through interactive and adaptive learning environments differs substantially from traditional instructor-oriented, classroom-based teaching. We present a web-based e-learning environment that integrates knowledge learning and skills training. How these tools are used most effectively is still an open question. We propose knowledge-level interaction and adaptive feedback and guidance as central features. We discuss these features and evaluate the effectiveness of this web-based environment, focusing on different aspects of learning behaviour and tool usage. Motivation, acceptance of the approach, learning organisation and actual tool usage are aspects of behaviour that require different evaluation techniques to be used.  相似文献   

12.

The role of tutors has changed over time, depending on models of learning and on the technology available. This article discusses the evolution of the tutor role and presents a new model concerning the tutoring functions in a synchronous virtual community. The definition of a virtual community starts from a theory of communities of learning and takes the features of the virtual environment into account. A project set in order to verify the tutors' features in a synchronous virtual community with an educational aim will be described in detail. The chats on-line are analyzed combining two analysis systems: (a) a category system describing the tutor's on-line functions; and (b) a discourse analysis exploring the dialogical and interactive dimensions of the tutor interventions. Results gathered from this study highlight typical features of tutoring on-line a virtual community. On-line tutorship appears to be a fluid, situated and dynamic process of meaning negotiation. Tutors are able to take over each others' specific roles and students act as tutors to each other.  相似文献   

13.

Action learning is a central part of many work-based learning programmes, and, to be effective, requires the learner to engage in reflective learning. This article looks at how the reflective learning cycle can be integrated with action learning processes to create the dynamic of enhanced business effectiveness and individual understanding. Through a case study of a university‐corporate partnership, the article explores how a virtual learning environment (web-based materials and interactive forum) can be integrated effectively into the action learning-reflection cycle. It is suggested that the combination of action learning and virtual technology has the potential for enhancing learning, providing data for interactive discussions, and a means of disseminating new knowledge and management best practice within organisations.  相似文献   

14.
以机械制造与自动化专业的高级技术人才培养目标为起点,结合企业工作岗位所需的知识、素质与技能,以典型的机械零部件为载体,合理选择教学内容,设计学习情境,探索基于工作过程系统化的《机械加工工艺方案设计与实施》教材的开发思路、开发原则、以及在实际教学过程中取得的成效。  相似文献   

15.
A recent powerful idea in the design of Web-based learning environments is the usage of virtual places. The employment of interface metaphors is one of the approaches enabling inexperienced users to feel comfortable in such virtual environments. We have designed a Virtual Environment for Distance Education and Training (VEDET), which provides basic virtual spaces, resources, and services. In this paper we discuss the user interface of two Web-based distance learning courses Business on the Internet and Business English, developed on the basis of VEDET. A web-based learning environment has been implemented to support the delivery of these courses. Two examples of interface metaphors have been developed and adopted, each presenting a coherent image of the environment. © IFIP, published by Kluwer Academic Publishers  相似文献   

16.
The introduced study represents methodology and results of research focused on utilization of interactive whiteboard as didactic technology mediating information through multimedia worksheets applied in education process in pre-primary education. Its aim was to determine whether it can significantly increase the level of children’s acquired knowledge in the field of technical skills education and whether it can positively influence the development of children’s creative skills as a sign of their motivation. We observe that this issue in the way it is theoretically and practically established in this study can contribute by proposing education standards and set of multimedia worksheets in the technical field in Slovak pre-primary education.  相似文献   

17.
This research investigated, via quasi-experiments, the effects of web-based co-regulated learning (CRL) on developing students' computing skills. Two classes of 68 undergraduates in a one-semester course titled “Applied Information Technology: Data Processing” were chosen for this research. The first class (CRL group, n = 38) received the intervention of web-based CRL teaching methods, while the second one (control group, n = 30) received a traditional teaching method for computing education. The results in this study show that students who received the web-based CRL attained significantly better computing skills than those who received the traditional teaching method. This study provides a design and illustration of web-based CRL for teachers, educators, and schools which place importance on improving students' computing skills and pay attention to development of online courses.  相似文献   

18.
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   

19.
Computer‐based clinical simulations are a powerful teaching and learning tool because of their ability to expand healthcare students' clinical experience by providing practice‐based learning. Despite the benefits of traditional computer‐based clinical simulations, there are significant issues that arise when incorporating them into a flexible, co‐operative and collaborative learning environment. Unlike traditional technologies; immersive multi‐user virtual environments such as Second Life can incorporate comprehensive learning materials with effective learning strategies, allowing healthcare students to obtain a simulated clinical experience in an immersive social environment. The purpose of this research was to investigate how a simulation could be optimised in Second Life to encourage teamwork and collaborative problem solving based on the habits, experiences and perceptions of nursing students towards Second Life as a simulation platform. The research was conducted by placing groups of nursing students in separate locations and exposing them to a series of clinical simulation developed in Second Life. The simulation involved a series of problem‐based scenarios, which incorporated concepts of technical skills, patient interaction, teamwork and situational awareness. Using qualitative feedback from a series of evaluative case studies, the study determined good practices and issues involved with a virtual computer‐based clinical simulation. A common theme which emerged from this research, which is discussed in this paper, was the student's ability to work in an artificial social structure where they could actively co‐construct mental models of technical and interpersonal skills through experiencing human interaction in a computer‐based simulated environment.  相似文献   

20.
This paper presents how 'teaching and learning with technologies' may improve academic education and corporate training for engineering sciences. It particularly details examples of web-based learning tools for control and open distance learning experiments developed at the Grenoble National Polytechnic Institute (INPG, France). The paper describes the observed improvements brought by information and communication technologies in the academic context at different levels: the academic institution, the teacher and finally the user. Then it presents four significant approaches to web-based learning developed at the INPG. The first three approaches are intended to enrich and complete the traditional face-to-face teaching and learning in control with highly interactive, self-learning tools, including hypertext, exercise bases, simulations, and virtual and remote laboratories. The fourth approach is seen as a substitution for traditional face-toface teaching and learning, providing open distance learning in the context of continuing education. The benefits and limits of the four approaches are discussed. Prospective developments in university teacher status and staff evolution are explored and the role of university in the international context is discussed in a generic context. Finally, advantages of distance learning for industry are presented. Benefits of e.learning are shown from the point of view of the individual and the company.  相似文献   

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