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1.
In Experiment 1, 201 college students read both a literary and a technical text either in an advance organizer condition or a non-organizer control condition. Results failed to support the hypothesis that an organizing schema would help subjects with good reasoning skills compensate for poor memory skills or information overload caused by speeded reading conditions. In Experiment 2, data from a sample of 189 college subjects demonstrated that real-world distractions do cause significant learning decrements but failed to support predictions that an organizer would aid distractible students and would compensate for distracting study conditions. Findings suggest that the organizer technique does not help compensate for processing deficits related to information overload or distracting study conditions.  相似文献   

2.
Book Reviews     
This study investigated the effects of a visual advance organizer on a biology concept learning task among fifth graders. The following hypotheses were tested: (1) a visual advance organizer will facilitate the acquisition of concepts, especially when the material to be learned has visual components; (2) the organizer will be more effective in enhancing transfer than facilitating acquisition of verbal information; and (3) the organizer will produce greater benefits over long‐term retention of content. Three treatments were administered to 48 fifth graders, ranging from 10 to 11 years. In two of the treatments, subjects were exposed to a visual organizer either before or after the completion of a self‐instructional unit on ‘Fungi’. In the third treatment (control group), students were not given any organizer. Two parallel‐form post‐tests‐‐immediate and delayed‐‐were administered, consisting of three levels of learning outcomes: knowledge, comprehension and application. Results of MANCOVA on performance showed a slight but non‐significant difference in delayed post‐test scores. An interaction between the levels of learning and time of test factor also emerged. Findings of the study are discussed in terms of the assimilation theory, and aptitude‐treatment interactions observed between prior knowledge and level of instructional support.  相似文献   

3.
This study examines learner enrolment purposes, perceptions on instructional activities and their relationship to learning gains in a Massive Open Online Course (MOOC) for attitudinal change regarding human trafficking. Using an author-developed survey, learners reported their perceptions on instructional activities and learning gains within the MOOC, as well as their enrolment purposes. Motivations varied with the majority of learners wanting to formulate a viewpoint or to justify their existing viewpoint, with those taking the MOOC in order to earn a formal certification reporting the highest learning gains. Overall, learners perceived lectures and videos as the most impactful instructional strategy. However, learners who reported the personal project activity as the most effective instructional strategy showed the highest learning gain. The authors discuss the instructional design considerations based on these survey results.  相似文献   

4.
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed.  相似文献   

5.
Comics are popular with adolescents because of their features of humor, narrative, and visual imagery. The purposes of this study were to examine the learning outcomes and emotional perceptions of reading a science comic book and a science text booklet for students of different levels of achievement, and to explore the main factors of the two media which attract high-school students to learn science. A mixed-method quasi-experimental design was adopted. The participants were 697 grade ten students from eight schools with different levels of academic achievement. Two similar classes in each of the eight schools were assigned as the comic group or the text group. The results indicated that the science comic book benefited medium achievers more than the science text booklet did, but the contrary result was found for the high achievers. In comparison, the two media benefited the low achievers equally, but both had only a limited effect due to the students’ lack of prior knowledge. We conclude four kinds of evidence, including perceived difficulty of comprehension, reasons for interest/disinterest, emotional perceptions of learning science, and learning time, to support the phenomenon of the learning benefit of media specific to certain achievers’ science learning.  相似文献   

6.
The purpose of this study was to investigate how the use of CAI tutorial programs, incorporating advance organizers and involving various sizes of groups of subjects, would affect students' achievement scores, retention scores, and rates of learning. Used as subjects were 100 suburban high school physics students running interactive tutorial physics programs focusing on strobe simulation and displacement-time and velocity-time graphs. For fifty students (experimental group) an advance organizer program preceded each tutorial. The remaining fifty students (control group) had an advance non-organizer program preceding each tutorial. While pursuing the tutorials the students worked individually or together in groups of two, three, or four. Five days were allocated for the students to repeat the four tutorials until 90% competency level was attained. Achievement and retention were measured by individually administered paper-pencil teacher-made tests sampling the content of all four tutorials. Rate of learning was determined for groups by the number of times the first three tutorial programs were executed in order to attain 90% competency. In the two-way analysis of variance the only significant result at the 0.05 level pertained to group size. Results of the Tukey Test revealed that students working in groups of three and four on CAI tutorials had significantly better rates of learning than students working alone. No significant differences in achievement or retention were observed for the various groups. The implications for using CAI tutorials in physics point to grouping students in fours as a time saving and economic method of presenting material without significant loss of achievement or retention.  相似文献   

7.
网络教育形式作为教育领域的新生事物,正在日益受到人们的重视。各种学习理论成果在网络教学环境下的探讨与应用成为大家关注的热点,奥苏贝尔(D.P.Ausubel)的先行组织者教学策略在网络教学中诠释了新的含义,传统的基于先行组织者教学策略的教学过程也应重新构建为基于先行组织者教学策略的网络教学过程。  相似文献   

8.
本文以当代教育心理学的研究成果为基础,结合笔者的教学实践,提出通过设计"先行组织者",来提高成人院校非数学专业高等数学课的课堂教学效率.实践证明,高等数学教学中设计"先行组织者"的尝试取得了很好的教学效果.  相似文献   

9.
Forty-four published research studies involving advance organizers were reviewed. Twenty-seven studies included an advance organizer vs. a control group (standard advance organizer study) and 17 studies included an advance organizer vs. a post organizer group (modified advance organizer study). Results of the studies were compared to the predictions of several theories. In addition, four specific predictions of assimilation theory were evaluated: that advance organizers should have a stronger effect for poorly organized text than for well organized text, that advance organizers should have a stronger positive effect for learners lacking prerequisite knowledge, that advance organizers should have a stronger effect for learners lacking prerequisite abilities, and that advance organizers should have an especially strong effect on measures of transfer rather than retention.  相似文献   

10.
Teacher appraisal procedures may lead to formative (teacher development and improvement of teaching) and summative (managerial decision) outcomes. Elementary school teachers in Hong Kong (N=527) responded to survey items on formative outcomes, summative outcomes, perceived purposes of appraisal, overall effectiveness of appraisal, and summative purposes such as promotion and dismissal of staff. Principal components analysis and confirmatory factor analysis yielded the two a priori outcome factors, each of which was significantly correlated with perceived overall effectiveness of appraisal. Analysis of variance found that senior teachers appraised by the school principal (SP) perceived that appraisal had formative purposes and this perception was stronger than for those teachers appraised by senior staff (TS). Teachers in the TS group did not perceive the importance of the promotion purpose as did the other groups. Teachers appraised by the principal (TP) perceived that appraisal had dismissal purposes whereas teachers in the TS group did not. Although the three groups did not differ in their perceptions of formative outcomes, summative outcomes, or overall effectiveness of teacher appraisal, the appraiser-appraisee combination did make a significant difference in teacher perceptions of the purposes and appropriateness of the appraisal.  相似文献   

11.
弱智儿童语文教学中先行组织者作用的实验研究   总被引:1,自引:0,他引:1  
奥苏贝尔提出的“先行组织者”是一种有效的教学辅助手段 ,其作用已被多项实验研究所证实。本研究的主要目的是探讨先行组织者在高年级弱智儿童语文教学这一特殊的教学环境中应用的可行性和有效性。同时也研究和探讨不同组织形式的先行组织者 ,在弱智儿童语文教学中的作用的异同之处。  相似文献   

12.
The purpose of this study was to investigate associations between students' perceptions of their biology teachers' interpersonal behavior and their laboratory learning environments and their attitudinal, achievement, and performance outcomes. A sample of 489 students from 28 senior biology classes in eight schools in Tasmania, Australia completed the Questionnaire on Teacher Interaction (QTI) and the Science Laboratory Environment Inventory (SLEI). Responses to two attitude questionnaires, achievement on an external written examination, and performance in laboratory practical tests were used as student outcome measures. Statistical analyses supported the reliability and validity of the QTI and the SLEI when used with senior secondary biology students. We investigated associations between students' perceptions of teacher behavior and their laboratory learning environment with student outcomes, including the unique and common contributions of the QTI and SLEI to variance in student outcomes. Associations with students' perceptions of the learning environment were stronger for the attitudinal outcomes than for the cognitive or practical skills outcomes. Some commonality between the QTI and SLEI scales was found in their contributions to the variance in attitudinal outcomes, but not in their contributions to variance in cognitive and practical skill outcomes. © 1999 John Wiley & Sons, Inc. J Res Sci Teach 37: 26–43, 2000  相似文献   

13.
It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off‐the‐shelf computer game on children's mental computation skills and on aspects of self‐perceptions. A pre–post design was employed. The participants were 71 primary school children (10–11 years old) from three classes. In School 1, a class of 21 children used a games console for 20 minutes each day, running a ‘brain training’ game. Two comparison groups were used. In School 2, 31 children used ‘Brain Gym’ techniques in their class over the treatment period. In school three, a class of 19 children acted as no‐treatment controls. The treatment period was 10 weeks. Significant pre–post gains were found in the games console group for both accuracy and speed of calculations, while results for the two comparison groups were mixed. The games console group showed significant gains in global self‐esteem, but not in other aspects of self‐concept. The comparison groups showed no significant gains in any area of self‐perceptions. There is a need now for upscaling to investigate generalisability.  相似文献   

14.
An evaluation was conducted of teachers’ attitudinal perceptions of their confidence for implementation, stages of innovation adoption, and satisfaction, as a result of participating in the International Society for Technology in Education's National Educational Technology Standards-Teachers (ISTE NETS*T) Certificate of Proficiency Capstone Program. The Self-Efficacy and Stages of Concern instruments provide insight into the attitudinal progression of program participants. Data were collected at pre, mid, post, and follow-up points. Results showed that the capstone program is effective; participants were clearly more confident that they could implement the technology-based/enhanced teaching/learning strategies in their schools; had far fewer concerns about their level of preparedness; were anxious to work with others in their schools; and believed their school/classroom climate was conducive to and supportive of technology integration. Additionally, participants’ principals and/or supervisors were asked to provide data on their perception of the influence the capstone courses had on their teachers.  相似文献   

15.
浅谈"先行组织者"教学策略的实验研究   总被引:3,自引:0,他引:3  
“先行组织者”教学策略是教育心理学家奥苏伯尔提出的一个重要概念。在教学中运用“先行组织者”可以帮助学生通过建立新旧知识的联系而更好地理解言语知识。本研究采用自然实验法在公共心理学课教学中进行研究。选取大学生为被试,心理学知识为材料。研究结果表明:实验班的平均进步优于控制班,这种结果主要是通过提高学生的理解能力而达到的。  相似文献   

16.
Teachers around the world are using YouTube movies for different purposes. This mixed-methods study was a preliminary investigation of United Arab Emirates teachers’ perceptions about YouTube's advantages in the classroom, current practices, and major challenges faced. Forty-five teachers completed an open-ended questionnaire. Results indicated that perceived advantages included supporting the learning process, increasing interest and efficiency, and enriching content. Moreover, findings revealed that the majority of participants were using videos for presentation purposes in teacher-led classrooms. Connectivity, technical issues, appropriateness of content, and administrative support were perceived as major challenges.  相似文献   

17.
An investigation of relationships between students’ attitudes towards chemistry and their perceived laboratory environments was carried out using a sample of 1592 final year secondary school students in 56 chemistry classes in 28 randomly selected co‐educational government schools. This study is distinctive in that it marks the beginning of science classroom environment research in Singapore and because it pioneers the use of the Hierarchical Linear Model (HLM) in learning environment research. The Chemistry Laboratory Environment Inventory (CLEI), a modified version of the Science Laboratory Environment Inventory, was used to assess students’ perceptions of the learning environment in chemistry laboratory classes. Students’ chemistry‐related attitudes were assessed using the Questionnaire on Chemistry‐related Attitudes (QOCRA), which is based on the Test of Science‐related Attitudes. Environment‐attitude relationships were examined using conventional multiple regression analysis and the more rigorous HLM. Positive associations emerged between the nature of the chemistry laboratory classroom environment and the students’ attitudinal outcomes  相似文献   

18.
Previous studies have offered indications that the way pre-adolescents (fifth and sixth graders) structure their perceptions of their teacher’s interaction in terms of Agency and Communion differs from adolescents. The purpose of this study was to delineate previous findings by thoroughly examining the structure of pre-adolescents’ perceptions of their teacher’s interpersonal behaviour, and by investigating the extent to which this structure relates to pre-adolescents’ learning outcomes. A mixed methods research design was implemented including a qualitative instrument adaptation procedure followed by a quantitative large-scale administration. Participants for the latter were a random sample of 504 pre-adolescents (from 10 to 13 years old) and 36 teachers. Results showed that participants placed significantly more emphasis on their teachers’ Communion behavioural dimension and this emphasis was illustrated on the association of perceived teacher interaction and students’ learning outcomes. Implications for theory, research and practice are discussed.  相似文献   

19.
Abstract

The purpose of this study was to examine student perceptions of the learning environment in their program major and general education classrooms. The participants were 870 undergraduate students majoring in engineering, fine arts, education, economics and nursing programs at a university in Thailand. We found significant differences in the perceptions of the classroom learning environment across various disciplines. Engineering and economics students perceived the learning environment in general education classrooms as more cooperative than the learning environment in program major classrooms. Fine arts and nursing students perceived greater involvement among students in the program major classrooms than in the general education classrooms. Our findings contribute to the body of research on inter-disciplinary differences in classroom learning environments in universities and the ways in which these differences may impact student learning outcomes.  相似文献   

20.
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible solution for these shortcomings is to focus on separate game elements rather than on games as a whole. A second solution is to take into account students’ perceptions of instruction as they are likely to affect students’ interpretations and learning outcomes. This study investigated whether the addition of the gaming element ‘competition’ to a computer-based language learning environment is related to students’ motivation, perceptions and learning outcomes. Additionally, this study probed into the effect of instruction, i.e., the instruction of a gaming or learning environment, on students’ perceptions of the environment, their motivation and learning outcomes. 83 students participated in this study, all working in a game-based learning environment for learning business English conversation skills. The results demonstrate that competition is not significantly related to students’ learning gains and only partly related to students’ motivation. Moreover, the majority of students perceived the environment as a learning environment, even when they were instructed to be playing in a gaming environment. To conclude this paper, the practical and theoretical implications for the fields of instructional design and educational games research are discussed.  相似文献   

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