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1.
混合学习强调线下课堂教学和线上自主学习的混合以实现优势互补,其中学习者的在线自我调节学习能力显得异常重要。文章旨在揭示学习者的在线自我调节学习能力存在哪些潜在类别,不同类别学习者是否具有不同的在线自我调节学习行为过程模型,以及这对于在线自我调节学习环境的设计有何启示。研究首先对239名学习者的在线自我调节学习能力进行测评,然后使用潜在剖面分析方法对测评数据进行分析,发现样本学习者可以分为高、中、低三种不同水平的自我调节学习剖面类别。然后分别对三种类别学习者的在线自我调节学习行为数据进行过程挖掘,研究发现:(1)学习者的自我调节学习能力更多体现在执行阶段的行为上;(2)中高水平自我调节学习者的在线学习行为表现出更强的认知和元认知策略;(3)高水平自我调节学习者体现出更有效的时间管理策略与更强的整体规划能力。因此,在线自我调节学习环境需要引入自适应支持机制,为学习者提供适应性的过程和策略支持。  相似文献   

2.
Many institutions use a one-size-fits-all approach to faculty development for online teaching, which does not meet the needs of faculty who often have different levels of experience, skill, and self-efficacy in online teaching and learning. To address these issues, the [university name removed] [center name removed] designed and implemented an online teaching readiness self-assessment. The instrument was developed based on key attributes and skills needed for proficiency in online teaching, in three areas: online teaching experience and attitudes, learning management system proficiency, and access to technology. The self-assessment was distributed through a web-based survey tool to faculty who were identified to develop new online courses. Individual results were used to create personalized frameworks of professional development offerings (workshops, institutes, videos, and consultations) and just-in-time resources to support faculty in their development process.  相似文献   

3.
Adventure Learning: Transformative hybrid online education   总被引:2,自引:2,他引:2  
Adventure learning (AL) is a hybrid distance education approach that provides students with opportunities to explore real‐world issues through authentic learning experiences within collaborative learning environments. This article defines this online distance education approach, outlines an AL framework, and showcases an AL archetype. In AL environments, classroom teachers are not positioned in the role of teacher/facilitator/designer in the online learning spaces. AL online spaces are collaborative spaces where students, teachers, subject experts, and AL team members interact with one another; these are community spaces where traditional hierarchical classroom roles are blurred. Students' roles transform due to the flexibility and design of the AL learning environments as they move from student to reflective practitioner, providing for new ways of learning and teaching.  相似文献   

4.
Teamwork skills such as conflict resolution and communication strategies are challenging to teach. The use of stories may help develop these complex skills. Although engagement is generally seen as a key component of learning environments, what constitutes engagement has not been fully explored. The purpose of this study was to examine how graduate instructional design students engage with and learn from stories in an online environment. This WisdomTools Scenario (Scenario) was designed specifically to facilitate the development of teamwork skills. Students followed the experiences of two fictitious student teams and discussed what happened asynchronously with small dialogue groups. Through a qualitative case study analysis, four themes emerged which captured how students engaged with and learned from this environment. First, engagement was evident through students’ emotional reactions to the characters. Second, this engagement was affected by perceived credibility and relevance of the scenes. Third, students often reflected on their prior experiences and demonstrated an increased awareness of teamwork issues. Fourth, students reported various degrees of application of what they learned to their team practice. Implications for the design of story-based learning environments are explored.  相似文献   

5.
The use of collaborative learning strategies continues to grow in online environments. The ability to collaborate may, therefore, present epistemic challenges for the students and hinder their capacity to trust their own and their fellow students’ ability to help them learn, and the capacity of the group (as a whole) to grow and develop. The purpose of this study is to: examine the students’ experiences in OCG groups to understand the ways trust issues manifest in the OCG; the ways these trust issues reflect epistemic challenges; and the strategies that the students use to resolve the trust issues. The study uses a phenomenographic approach, a qualitative interpretative research approach that seeks to illuminate people’s understandings and ideas about the world or their experiences of it. The data analysis revealed that trust—especially as it related to ability—was a persistent issue for the groups with regard to two epistemic challenges: trusting their own capacity to accomplish the task; and trusting the knowledge and skills of their peers.  相似文献   

6.
In traditional face–to–face classrooms, collaborative learning has been endorsed as an effective pedagogy that fosters skills of analysis, communication and higher order thinking. Increasingly, as online learning environments for tertiary learners make use of course support systems, there is greater recognition of the potential of communications technologies to foster dialogue, networking and team skills among learners. Such skills are now among the recognised core attributes that graduates are expected to develop. In face–to–face classroom students learn the skills of collaboration and teamwork by engaging in tasks defined and supervised by a teacher. In online environments teacher presence is often limited to task definition, management and feedback functions. Team skills and collaboration therefore need to be supported though different pedagogies and processes such as establishing a climate of trust and openness, communication protocols, resolution of conflict and group processes that provide sanctions and support. In this paper we describe an innovative approach to building the skills of decision–making and conflict resolution, leadership and clarity in goal setting and communication. A case study of tertiary learners illustrates how the essential aspects of task definition, resources to support group learning and integrated online assessment foster team skills.  相似文献   

7.
8.
In this article we describe a three-year study that was conducted in three phases to evaluate the feasibility of assessing digitized portfolios of student creative work for high-stakes purposes. The first two phases suggested that creative work could be digitized with adequate fidelity, and that students could submit their own work from schools to an online portfolio system. These portfolios were assessed using online tools to facilitate both an analytical and comparative judgment method of scoring, with the latter appearing to be the more reliable. In the final phase this approach was evaluated to facilitate moderation and professional learning of standards with rural teachers. The study showed that comparative judgment is a viable and reliable method for assessing digitized creative products and coupled with online communication systems provides an effective and efficient approach to scoring, moderation and teacher professional development, particularly in rural locations.  相似文献   

9.
The issues of metacognitive scaffolding in science education (MSiSE) have become increasingly popular and important. Differing from previous content reviews, this study proposes a series of quantitative computer-based analyses by integrating document co-citation analysis, social network analysis, and exploratory factor analysis to explore the intellectual structure of the MSiSE literature (i.e. the relationships within and between subfields of MSiSE). Co-citation refers to any two articles that are jointly referenced in other articles. After the computation of co-citation analysis, 27 articles that have been co-cited at least once by follow-up studies as references were identified as the final set of core articles. The whole co-citation profile of 27 cores with the 434 links was then visualized in a network through social network analysis, representing an overview for the intellectual structure of core MSiSE studies. The most cross-referenced underpinnings in the network focused on adaptive scaffolding for self-regulated learning to enhance students’ conceptual understanding and on younger students’ metacognition in online science inquiry learning environments. Furthermore, two emerging topics in the network were identified through an exploratory factor analysis as “non-technological metacognitive scaffolding media,” and “behavior patterns & task analysis in technology-infused environments.” Overall, the study provides an innovative review method of scholarly communication in the MSiSE literature.  相似文献   

10.
This study investigated the effects of digital storytelling on student achievement, social presence, and attitude in online collaborative learning environments. Students in one middle school course were randomly assigned to one of the two treatment groups after they received initial general instruction regarding teamwork skills. The “digital storytelling-based online collaborative learning (DST-OCL)” and the “general online collaborative learning (G-OCL)” groups received subsequent associated skills training. The overall results indicated that after each group took part in the treatment during online collaborative learning activities, the “DST-OCL” groups had significantly higher social presence than the “G-OCL” groups. Specifically, using “DST-OCL” strategies was significantly more effective than using “G-OCL” strategies for improving the “online communication,” “interactivity,” and “privacy” components of students’ social presence in online collaborative learning environments. There was no significant difference between the two groups regarding student achievement and attitude. The findings of this study offer an insight into methods for using digital storytelling as an instructional strategy for improving online collaborative learning effectiveness.  相似文献   

11.
This article describes an implementation of interactive virtual environments that have been designed for supporting the education of technical skills in material processing technology. The developed web-based systems provide the capability to train students in the technical skills of material processing technology without the need to work on actual machines in the laboratory. The effect of the developed system was examined both quantitatively and qualitatively. Generally, our results indicated that incorporating online interactive virtual environments into engineering courses can enhance students' technical skills in the operation ofinstruments, process planning and justification of process parameters. Findings also showed that the developed semantic web-based systems were able to facilitate investigation of material processing technology. The results also showed that there were significant improvements in the participants' motivation and learning.  相似文献   

12.
Netnography is an approach to studying online communities and cultures to arrive at an ethnographic understanding. Drawing on our own experiences and methodological choices in a netnography of a multi-site online community of practice of English language teachers, known as Webheads in Action, this article illustrates how ethnographic fieldwork practices change when carried out with communities that exist primarily online. Focusing on illustrative examples from our 10-month netnographic fieldwork data, we argue that concepts of ‘the field, participant observation, interviews, and researcher survival skills’ are experienced in fundamentally different ways in netnography as opposed to in-person ethnography, which calls for reconceptualisation of fieldwork practices in online communities because of the dynamics of online environments and the use of web-based technologies.  相似文献   

13.
Emotion and emotion regulation are increasingly viewed as critical issues in online learning environments. Online collaborative environments in particular create novel challenges for emotion regulation. Few studies, however, have focused on a range of factors that may influence students’ efforts to manage their emotion in online collaborative environments. This study examines the factors influencing the emotion management in online groupwork for Chinese students. The participants were 307 undergraduate students from 80 online study groups in China. Results from the multilevel analyses revealed that emotion management was positively associated with feedback and learning-oriented reasons at the group level. At the student level, emotion management was positively related to monitoring motivation, learning-oriented reasons, feedback, peer-oriented reasons, arranging the environment, and the number of previous online courses. The findings were discussed in relation to the previous studies in the field, and in the context of societal differences.  相似文献   

14.
Metacognition and self-regulation are important for developing effective learning in the classroom and beyond, but novice learners often lack effective metacognitive and self-regulatory skills. However, researchers have demonstrated that metacognitive processes can be developed through practice and appropriate scaffolding. Betty’s Brain, an open-ended computer-based learning environment, helps students practice their cognitive skills and develop related metacognitive strategies as they learn science topics. In this paper, we analyze students’ activity sequences in a study that compared different categories of adaptive scaffolding in Betty’s Brain. The analysis techniques for measuring students’ cognitive and metacognitive processes extend our previous work on using sequence mining methods to discover students’ frequently-used behavior patterns by (i) developing a systematic approach for interpreting derived behavior patterns using a cognitive/metacognitive task model and (ii) analyzing the evolution of students’ frequent behavior patterns over time. Our results show that it is possible to identify students’ learning behaviors and analyze their evolution as they work in the Betty’s Brain environment. Further, the results illustrate that changes in student behavior were generally consistent with the scaffolding provided, suggesting that these metacognitive strategies can be taught to middle school students in computer-based learning environments.  相似文献   

15.
Understanding social presence in text‐based online learning environments   总被引:2,自引:2,他引:0  
This article reports on key aspects of a theory generative study into social presence in text‐based online learning environments. The focus of the article is the nature of social presence as experienced by online learners in those environments. Employing a collective case study design, the study accessed online learners’ experience‐based heuristic knowledge through a multi‐phase dialogical process which functioned as an extended interview. Among the key findings was (a) a definition of social presence drawn from learners’ experiences; (b) explication of the nature of social presence in online learning environments; (c) suggestions for the creation and sustenance of social presence in those environments; and (d) support for a relational view of social presence which emphasizes human agency in mediated social processes and foreshadows a role for social presence as a critical element of online learning environments.  相似文献   

16.
Curriculum design in higher education environments, namely the consideration of aims, learning outcomes, syllabus, pedagogy and assessment, can often be ad hoc and driven by informal cultural habits. Academics with disciplinary expertise may be resistant to (or ignorant of) pedagogical approaches beyond existing practice. In an environment where there is a need to develop online activities for students, one way to counter this friction is through a team-based approach underpinned by design-thinking. A design-thinking team brings together content, pedagogical and technical expertise to examine and resolve curriculum design issues. This paper explores a number of case studies in which such teams developed units of study and programmes for online delivery. The paper looks at the possibilities that the team approach can be a vehicle to instigate cultural change within and beyond the team; that is, from an individualist to a collective approach and ownership of the curriculum and its design, maintenance and continuous improvement.  相似文献   

17.
This study was conducted with first-year teachers. It provided insight into two key research questions: (1) What were the perceptions of new teachers regarding a standards-based performance appraisal system as it was implemented on their campus? (2) What factors contributed to the perceptions of new teachers regarding this system as it was implemented on their campus? This study was conducted in two phases. The first phase was an online survey consisting of 24 Likert-type, 4-point items designed to elicit responses regarding the individual teachers?? experience with the standards-based evaluation. These survey scores were then totaled and ranked to determine the top and bottom scoring participants. Extreme scoring respondents participated in individual interviews regarding the specific contributing factors behind their perceptions of the evaluation in the second phase. Interview data were then read and phenomena were coded to develop broad themes and subthemes of information that occurred during each interview. These patterns were analyzed to reveal factors that contributed to the negative and positive perceptions. This study found that the value a teacher placed on the evaluation process was influenced by the principal. In addition, teachers who felt well-prepared and well-supported by their peers and their principal viewed the experience positively, and teachers also placed a higher value on the process when they felt they received meaningful and timely feedback and/or were provided opportunity for self-reflection. Finally, this study found that the relationship teachers have with principals is not always a factor in their perception of the standards-based appraisal process.  相似文献   

18.
To know whether students' achievements are the result of online interaction and not just a consequence of individual differences themselves, it seems essential to link the cognitive results to the students' online behavior (technological presence). In technological presence, interaction is based on the degree in which the online student senses the availability of, and connectedness with, other students, the teacher, and the context. Cognitive presence as a part of the interaction process of teaching and learning reflects the level of accomplishment in online learning environments (cognitive attainment). The purpose of this article is to show some evidence of the mutual influence of the students' technological behaviors and the students' cognitive factors in online learning environments – including teacher and instructional design factors. Two thousand one-hundred thirty written computer-mediated communications from 88 participants in four prototypical online learning activities have been analyzed for this purpose. The analysis shows the influence of technological presence on the quality of learning results of the online knowledge construction process. The conclusions point out the importance of considering technological presence as a new and complementary type of presence as it provides relevant information for instructional and technological design.  相似文献   

19.
School closures due to the COVID-19 pandemic uncovered the overriding need to create engaging online learning environments to facilitate students' learning. This paper focuses on the online evaluation of Own-Voice Intensive Phonics (OVIP) approach, a computer-assisted instruction programme used during the COVID restrictions to help 15 pupils aged 7–12 with reading difficulties improve their reading. Analysis of Single Word Reading pre-and-post-test revealed a 3.2-year mean word reading age gain over a 19- to 22-week period. Questionnaire data from pupils and parents and the end of OVIP session and parent-reported data at a one-year follow-up demonstrated an overall increase in pupil reading skills and self-confidence that transferred into wider confidence and engagement for some pupils. Findings indicate that OVIP might be an effective teacher-mediated programme in supporting pupils with reading difficulties to enhance their reading skills through online tutoring. Further research is necessary to compare teacher-mediated own voice approaches to unmediated programmes, using a larger sample.  相似文献   

20.
Research findingsThe study focused on 90 five-year-olds from fifteen Dutch schools. The children scored among the 30% lowest on literacy tests. Half were randomly assigned to a phonological skills program on the computer, the other half to a book program. Both programs consisted of 15 ten-minute sessions. During the phonological skills program children's mouse behavior was registered every tenth of a second. Intelligence, phoneme skills, and regulatory skills were tested. Children scoring average on regulatory skills benefited from teacher-free encounters with the phonological skills program, children scoring low or high did not. Typically, the lowest-scoring children showed more meaningless mouse activity and more random clicking.Practice or policyComputer programs can be used to stimulate early phoneme skills of poorly performing kindergarten children, but not for all children. Children with poor regulatory skills did not benefit from the intervention program.  相似文献   

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