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1.
Adapted primary literature (APL) refers to an educational genre specifically designed to enable the use of research articles for learning biology in high school. The present investigation focuses on the paedagogical content knowledge (PCK) of four high‐school biology teachers who enacted an APL‐based curriculum in biotechnology. Using a constructivist qualitative research approach, we analysed those teachers' aims and beliefs, the instructional strategies they used during the enactment of the curriculum, as well as the outcomes of the enactment as perceived by the teachers and their students, and as reflected in the class observations. Some of the teachers' strategies applied during the enactment, such as the conversational model, were specifically designed for teaching APL‐based curricula. We found that the instructional strategies applied for the adapted articles were associated with cognitive and affective engagement, active learning, inquiry thinking, and understanding of the nature of science. Suitable teacher PCK promoted learning by inquiry in addition to learning on inquiry. Students' challenges were mainly linked to the comprehension of complex, multi‐stage, biotechnological processes and methods that are abundant throughout the curriculum and required the use of previous knowledge in new contexts. A complex interaction of factors, namely teachers' PCK, the APL genre, and the biotechnology content of the curriculum, shaped the instructional strategies of the new curriculum and the outcomes of its enactment  相似文献   

2.
It is important for teachers of mathematics to know how pupils react to certain mathematical situations and what these reactions imply, in order to design more effective instructional environments based on their learning needs. This study reports the development processes of a digital learning tool (Learning Tool for Elementary School Teachers (L‐TEST)) that shows children's mathematical thinking for the ages of 4–11 years across certain problem situations. L‐TEST is designed as a support tool to be used in teacher education. A case‐based instructional model was used in designing the instructional tool. Video recordings were digitised to provide a rich environment where learners observe exemplary cases. These exemplified videos included children's mathematical development in the subjects of numbers and shapes, combined with discussions in line with the current research findings. Finally, a usability test for the learning tool was carried out.  相似文献   

3.
There is a growing emphasis on utilizing a problem‐based learning [PBL] pedagogy to help instructional design students gain an understanding of the complex forces operating within an actual design environment. However, little literature exists to suggest that PBL is being used to teach the process by which instructional design firms and practitioners secure work—the Instructional Design Business Acquisition Process (IDBAP). This study outlines a conceptual framework for using an adapted problem‐based learning model for teaching the IDBAP, which consists of writing a response to a request for proposal (RFP), developing a working prototype, and orally presenting the solution. This study also examines the impact of a PBL pedagogy on students' perception of their confidence in solving instructional design problems. The results of this empirical research indicate that students who participate in a problem‐based learning pedagogy gain confidence in their abilities to solve instructional design problems, view themselves in emotional control when solving an instructional design problem, and are more inclined to approach similar problems in the future.  相似文献   

4.
This article focuses on current examples of project or design‐based learning at the secondary school level in the context of the increasing importance of creativity and innovative thinking in the twenty‐first century. The authors argue that students today learn more effectively in pedagogical practices that emphasise holistic thinking, active learning, visual media and problem‐solving. Design‐based learning presents new ways for realising long‐term goals and learning outcomes. The purpose of this article is to investigate best practices of design education in the community and to propose instructional resource examples on design to K‐12 school teachers. This article points out the importance of systemised process for the work of design‐based teachers and learners, addresses the study of design as a subject of investigation and a mode of inquiry that engages a variety of student learning styles and makes direct connections between subjects and problem‐solving in daily life. Our belief is that the case studies explored in this article represent the seeds of a new model of education based on creative and applied learning. The exemplar communities chosen for onsite research are the education department of the Cooper‐Hewitt National Design Museum in New York City and the Art Center College of Design in Pasadena, California, USA.  相似文献   

5.
6.
This study investigated whether active learning within computer‐based training courses can be measured and whether it serves as a predictor of learner‐perceived course quality. A major corporation participated in this research, providing access to internal employee training courses, training representatives, and historical course evaluation data. Twenty sample courses were subdivided into 1,884 time‐based instructional events and categorized by eight design principles for learner engagement: attend, organize, recall, practice, interact, apply, explore, and absorb. This analysis produces a quantitative pattern for the cognitive activity a course encourages within the learner, summarized as the active learning index. A regression model, with the active learning index as a predictor variable for learner‐perceived course quality, resulted in a correlation coefficient of .83 (r2=.69) and a p‐value <.0001. These results suggest a framework for quantifying the active learning components in computer‐based training courses and guiding the work of instructional designers toward higher‐quality courses.  相似文献   

7.
分布学习的教学技术   总被引:1,自引:0,他引:1  
远程通信工具加上人工智能和虚拟真实技术正在使得传统的远程教育转变为一种新的教学范例,称为分布学习。分布学习源于对分布认知科学进行的研究。该文首先简要阐述了分布学习的若干概念,之后着重对构成分布学习作为新教育方式而出现的4种新的教学技术:知识网络、虚拟共同体(社会)、综合性环境和“感官沉浸”分别作了详细探讨,结语对分布学习存在的物质条件和认知理念等作了小结。  相似文献   

8.
We discuss the development of an instructional design model, WisCom (Wisdom Communities), based on socio‐constructivist and sociocultural learning philosophies and distance education principles for the development of online wisdom communities, and the application and evaluation of the model in an online graduate course in the USA. The WisCom model aims to facilitate transformational learning by fostering the development of a wisdom community, knowledge innovation, and mentoring and learner support in an online learning environment, based on a “Cycle of Inquiry” module design, and a “Spiral of Inquiry” program design. Extending beyond current instructional design practice, WisCom provides both a new model for teaching that builds upon the inherent capacity of networked communication to support the growth and intellectual development of communities of practice, and a new model of learning where learners engage in the process of scholarly inquiry that supports individual and collective learning. Evaluation and research data support the WisCom model's ability to design a learning community engaged in the collaborative construction of knowledge.  相似文献   

9.
The demands of an increasingly knowledge‐based society and the dramatic advances in mobile phone technology are combining to spur the growth of mobile learning (mLearning). However, for mLearning to attain its full potential, it is essential to develop pedagogy and instructional design tailored to the needs of this new learning environment. At present, there is a lack of research on message design for mLearning. Towards these ends, this paper explores the principles and processes of message design for mLearning, including the influence of learning and cognitive theories, human–computer interaction principles, devices and methodologies. And it presents a number of practical guidelines for designing instructional messages for mLearning.  相似文献   

10.
Many theorists and practitioners are calling for more authentically based teaching approaches in the preparation of instructional designers and performance technologists to address the complexity of the field's practice. Although many innovative methods have been incorporated into the study of instructional design and development and human performance technology, including case studies and applied experiences with collaborative groups, among others, the majority of teaching approaches are limited to the time constraints and format of the traditional university classroom setting. This paper discusses an alternative teaching approach that incorporates action learning principles along with authentic project‐based methods into the full‐time study of instructional design. The paper reviews action learning principles and highlights the commonalties between these principles and the application of the practice and teaching of the instructional design process in an authentic manner. Finally, the implementation of action learning principles within a graduate program in instructional technology is described. Action learning principles may be applied to many content areas; however, the highly complementary nature of this specific methodology to the teaching and practice of instructional design may have the potential to improve greatly our preparation of professionals in the complex work environments characteristic of this and related disciplines. As a valuable component of performance technology skills, training in instructional design methods based on an action learning approach may have broad implications for both the preparation of instructional designers and performance technologists.  相似文献   

11.
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate statistical and qualitative findings on student performance, completion time, student intrinsic motivation, as well as desirable, undesirable, helpful and hindering aspects of serious game‐based and nongame‐based courses. Students in the game‐based course were found to have performed significantly better and to have taken significantly longer. Students and teachers in the game‐based course provided more reasons for student motivation along with more desirable, more helpful and less hindering aspects compared to students and teachers in the non‐game‐based course. In addition, students and teachers in both courses provided an equal number of undesirable aspects. The results from this study inform instructional designers, teachers, education stakeholders and educational game designers by providing research‐based evidence related to the learning experiences and outcomes of the serious game‐based online course.  相似文献   

12.
The purpose of this article was twofold: (1) to explore the feasibility of the regression discontinuity design (RDD) in response‐to‐intervention implementation research and (2) to expand upon the limited research on vocabulary instruction for kindergarten students who are at risk for reading failure due to limited vocabularies. This pilot study employed an abbreviated, prototypical tiered instructional model to deliver vocabulary instruction to both at‐risk kindergarten students and students not at risk for reading failure. The study was designed using RDD and the data were analyzed using a regression‐based analytic model. The pros and cons of this research design, specifically in regards to learning disabilities research, is examined.  相似文献   

13.
Modern education emphasizes the need to flexibly personalize learning tasks to individual learners. This article discusses a personalized task-selection model with shared instructional control based on two current tendencies for the dynamic sequencing of learning tasks: (1) personalization by an instructional agent which makes sequencing decisions on the basis of learner’s expertise, and (2) personalization by the learner who is given control over – final – task selection. The model combines both trends in a model with shared instructional control. From all available learning tasks, an instructional agent selects a subset of tasks based on the learner’s performance scores and invested mental effort (i.e., system-control). Subsequently, this subset is presented to the learner who makes the final decision (i.e., learner control). A computer-assisted instructional program has been developed to put the model into practice and preliminary results are discussed. The model can be used to increase the efficiency and effectiveness of instruction and to make it more appealing by providing the learner an optimal level of control over task selection. This research project is funded by the Netherlands Organization for Scientific Research (NWO, The Hague, project No. 411-02-107-V).  相似文献   

14.
Presented are variables and conditions for design of a computer‐based adaptive instructional system. The design strategy uses Bayes’ theory of conditional probability to determine an instructional sequence according to individual student characteristics and needs. The adaptive strategy uses prior estimates based on student pretask and on‐task performance in an algorithm that makes selections of instructional sequence from a table of generated values. The computer system provides a dynamic environment which updates each students on‐task learning progress and modifies the instructional sequence accordingly. The purpose of this adaptive strategy is to improve the effectiveness of the learning environment, resulting in reductions in student learning time while improving task acquisition.  相似文献   

15.
远程学习支持新发展与知识工程   总被引:2,自引:2,他引:2  
随着网络等双向通信技术在远程教育中的应用,交互逐渐成为远程学习的重要因素,这种变化使得原来以支持独立学习为主的学习支持难以满足远程学习的需求,实践发展需要一种具有智能性和交互性特征的,支持交互、协作和社区化的学习支持,因此,这就需要借鉴和吸收其他学科的理论和方法。知识工程是源于专家系统而形成的一门研究人类智能及人类知识的机理,以及如何用机器模拟人的智能并促进人类知识发展的学科,该领域的研究为学习支持在交互和智能化方面的研究提供了重要的技术和方法基础。因此,本提出远程学习支持的新特征和关键研究领域,并重点探讨了知识工程有关领域在支持未来远程学习支持相关技术的研究和开发方面的潜力。作希望本能够对远程学习支持的理论和研究提供新的视角。  相似文献   

16.
This two‐year school‐wide initiative to improve teachers’ pedagogical skills in inquiry‐based science instruction using a constructivist sociocultural professional development model involved 30 elementary teachers from one school, three university faculty, and two central office content supervisors. Research was conducted for investigating the impact of the professional development activities on teachers’ practices, documenting changes in their philosophies, instruction, and the learning environment. This report includes teachers’ accounts of philosophical as well as instructional changes and how these changes shaped the learning environment. For the teachers in this study, examining their teaching practices in learner‐centered collaborative group settings encouraged them to critically analyze their instructional practices, challenging their preconceived ideas on inquiry‐based strategies. Additionally, other factors affecting teachers’ understanding and use of inquiry‐based strategies were highlighted, such as self‐efficacy beliefs, prior experiences as students in science classrooms, teacher preparation programs, and expectations due to federal, state, and local mandates. These factors were discussed and reconciled, as they constructed new understandings and adapted their strategies to become more student‐centered and inquiry‐based.  相似文献   

17.
A learner‐centered approach is a central feature of instruction based on a constructivist learning model. However, there is some confusion regarding the requirement for behavioral activity as a prerequisite for a learner‐centered environment. We offer evidence in this article that some types of behavioral activity can interfere with cognitive learning processes. We recommend that instructional professionals focus on cognitive activity and summarize evidence‐based methods that support appropriate cognitive activity in behaviorally passive and active learning environments.  相似文献   

18.
This article provides an overview of the programmes, the faculty, and the instructional model of International University. This institution delivers all its courses and degree programmes using multiple media. As IU has a “virtual campus”, Internet e‐mail and course‐specific Web pages serve as the primary instructional tools for interaction between faculty members and students. All the content and media components are developed exclusively to provide an instructional model that requires faculty to contemplate their roles as teachers. The article further describes a new multi‐tiered faculty structure, the instructional design and delivery of content, the providing of student and faculty services in an on‐line environment, and the development of pedagogy to facilitate teaching and learning on‐line.  相似文献   

19.
Abstract. This article presents three in‐depth case studies focused on supporting students with learning challenges to learn math strategically. Participants were three eighth‐grade students enrolled in a learning assistance classroom who were of at least average intelligence but who were performing significantly below grade level in mathematics. These case studies document the processes by which these students were supported to self‐regulate their learning in mathematics more effectively. We begin by outlining important instructional foci in mathematics education for intermediate or secondary students with learning disabilities, along with what research indicates are effective instructional processes. In that context, we introduce the theoretical principles underlying the instructional model used here—Strategic Content Learning (SCL). Based on analyses of case study data, we describe how SCL instruction was structured to promote strategic learning. Throughout the discussion, intervention processes are described in sufficient detail to be of use to practitioners.  相似文献   

20.
This paper presents a two‐dimensional model for measuring individual teachers' progression in ICT integration and for guiding them toward higher integration levels. There are four levels in the pedagogy dimension: direct teaching, cognitively active learning, constructive learning, and social learning. These levels are defined based on four factors: teacher pedagogical beliefs, instructional strategies used, teacher‐student interactions, and the types of tasks students are expected to carry out. The technology dimension contains eight levels, ranging from Level 0 (nonuse) to Level 7 (implementing sophisticated instructional applications). The eight levels are defined based on three factors: whether a teacher is a passive consumer or an active producer of the ICT‐based resources, sophistication of the ICT tools that a teacher uses, and richness of functionality of an ICT‐based product developed by a teacher. To validate the proposed model in terms of its applicability and practicability, three case studies were conducted. The results showed that this model was able to adapt to individual preferences of the three participating teachers as well as guide their progressions in ICT integration.  相似文献   

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