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1.
The purpose of this study was to explore the effects of modality on learning from multimedia instruction. This study utilized a factorial between‐subject design to examine the effects of modality on student learning outcomes, study patterns and mental effort. An interactive computer‐presented diagram was developed to teach the places of articulation in human speech. A total of 151 undergraduate students at a large southwestern university in USA participated in this study. Participants were randomly assigned to one of two modality conditions (ie, written text and spoken text). Data were obtained through surveys, student logs and knowledge tests. Findings revealed a reverse modality effect, wherein participants who studied with written text outperformed those who studied with spoken text.  相似文献   

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Students can learn better from instruction after first engaging in activities that prepare them to learn (Kapur, 2016; Loibl, Roll, & Rummel, 2017; Schwartz & Bransford, 1998). In this study, we compare the effectiveness of four activities that prepare university students to learn from instruction. We use productive failure, an established instructional design, as the baseline preparatory condition. In productive failure, students generate solutions to challenging but accessible problems, which serves as preparation for formal instruction. We compare this approach with three alternative preparatory activities: contrasting a correct and an incorrect solution, sensemaking of the correct solution only, and studying a fully worked-out example of the correct solution. Despite the differences in preparatory activities, participants on average performed nearly identically on most of the process and outcome measures. In universities, or with similarly advanced learners, a variety of activities may be equally effective at preparing students to learn from instruction.  相似文献   

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This study investigated the effects of cognitive and metacognitive strategy instruction on the mathematical problem solving of six middle school students with learning disabilities. Conditions of the multiple baseline, across-subjects design included baseline, two levels of treatment, setting and temporal generalization, and retraining. For Treatment 1, subjects received either cognitive or metacognitive strategy instruction. Treatment 2 consisted of instruction in the complementary component of the instructional program so that all subjects eventually received both cognitive and metacognitive strategy instruction. This design allowed a componential analysis of the content as well as sequence of instruction. Generally, subjects improved their mathematical problem solving as measured by performance on one-, two-, and three-step word problems. Discussion focused on effectiveness of treatment, acquisition and application of strategic knowledge, error pattern analysis, and the need to tailor instruction to the learner's individual characteristics.  相似文献   

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This article argues that research and educational practices relating to gifted students can highly benefit by linking up more closely with the mainstream of research on learning and instruction. The CLIA-model for the design of powerful learning environments that consists of four interconnected components (Competence, Learning, Intervention, and Assessment) is thereby used as a framework. The kind of learning processes needed to acquire adaptive competence are well in tune with features of exceptional performance, namely active, constructive, self-regulated and goal-oriented learning. Therefore gifted students should be taught in powerful learning environments that induce in them learning processes that embody those characteristics. Interventions focused on gifted students such as acceleration, grouping and differentiated instruction can benefit from taking into account the components and characteristics of the CLIA-model.  相似文献   

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Within the cognitive load theory framework, we designed and compared three alternative instructional solution formats that can be derived from a common static hierarchical network representation depicting problem structure. The interactive-solution format permitted students to search in self-controlled manner for solution steps, static-solution format displayed all solutions steps, and no-solution format did not have solution steps. When we matched instructional time across the formats, in relation to the complex molarity problems rather than the dilution problems, differential transfer performance existed between the static-solution or no-solution formats and the interactive-solution format, but not between the static-solution format and no-solution format. The manner in which learners interact with the static-solution and no-solution formats depends on their level of expertise in the chemistry domain. With considerable learner expertise, provision of solution steps may be redundant incurring extraneous cognitive load. Absence of the solution steps may not have left sufficient cognitive capacity for germane cognitive load as some beginning learners lacked the prior knowledge to deduce the solution steps. Searching for solution steps presumably incurred extraneous cognitive load which interfered with learning and hence, in the interactive-solution format, it outweighed the benefit of engaging in self-regulated interaction with the content. Hence, cognitive load theory is a promising tool to predict the mental load associated with learning from the three alternative computer-based instructional formats.  相似文献   

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Double-coding refers to the simultaneous holding in declarative and procedural memory stores of information concerning the performance of a skill. Skill acquisition typically terminates in a stage of automatization during which declarative coding of skill-relevant information is lost or becomes irretrievable. It is argued that maintenance of both declarative and procedural knowledge relevant to skills and their performance permits unique metacognitive capabilities. It is argued further that these metacognitive capabilities are basic to constructive generation and utilization of such skill-relevant knowledge. Speculation is entertained concerning instructional means of helping learners to maintain double-coding of skill-relevant information, thus maximizing the constructive, metacognitive capabilities presumed to issue from such double-coding.  相似文献   

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Relations were examined between epistemic profiles, regulation of cognition, and mathematics problem solving. Two hundred sixty-eight students were sampled from undergraduate mathematics and statistics courses. Students completed inventories reflecting their epistemic profiles and learning strategies, and were profiled as rational, empirical, or both. Based on their profiles, 24 students participated in two problem-solving sessions. Episodes were coded for planning, monitoring, control, use of empirical and rational argumentation, and justification for solutions. For both self-reported metacognitive self-regulation and regulation of cognition during problem solving, students profiled as rational had the highest self-reported mean and actual frequency of regulation of cognition compared to students profiled as predominantly empirical. Moreover, students profiled as predominantly rational correctly solved more problems than the other two groups. Finally, students’ approaches to problem solving were consistent with their epistemic profiles. Relations are discussed in the context of various theoretical frameworks.  相似文献   

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学习型社会里,高等函授教育是一种重要的办学形式。本文主要描述当前高等函授教育教学督导的发展现状,包括取得的成就和还存在的问题,对存在的问题进行原因分析,在此基础上,提出了改革高等函授教育教学督导体系的策略,包括督导主体及其职能,评价指标体系,信息反馈系统,督导队伍建设以及督导工作的再评价等方面的改革。  相似文献   

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This article reports a theoretical examination of several parallels between contemporary instructional technology (as manifest in one of its most current manifestations, online learning) and one of its direct predecessors, programmed instruction. We place particular focus on the unterlying assumptions of the two movements. Our analysis suggests that four assumptions that contributed to the historical demise of programmed instruction—(a) ontological determinisms, (b) materialism (c) social efficiency, and (d) technological determinism—also underlie contemporary instructional technology theory and practice and threaten its long-term viability as an educational resource. Based on this examination, we offer several recommendations for practicing instructional technologists and make a call for innovative assumptions and make a call for innovative assumptions and theories not widely visible in the field of instructional technology.  相似文献   

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Cooperative learning and computer-based instruction   总被引:1,自引:0,他引:1  
Much published research focuses on the benefits of learning in small groups. However, little research has differentiated small-group learning methods or considered the implications of related research for designing instructional software. In this article, the origins of small-group learning are traced, and one method, cooperative learning, is distinguished from other small-group learning methods. The instructional and social benefits of cooperative learning are examined and theoretical explanations for the effects of grouping are presented. Finally, issues relevant to designing instructional software for cooperative learning are examined and suggestions for future research are made.Thanks are extended to Jim Klein for his review of an earlier version of this paper.  相似文献   

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Instructional Science - The Productive Failure (PF) approach prompts students to attempt to solve a problem prior to instruction – at which point they typically fail. Yet, research on PF...  相似文献   

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The effects of different approaches to learning Chinese characters were investigated. Ninety-two high-school students were randomly assigned to one of five treatment groups: translation, verbal mnemonics, visual mnemonics, dual coding mnemonics, or self-generated mnemonics. All groups received instruction and completed posttests in a computer-based environment. The results indicate that participants who generated their own mnemonics demonstrated higher posttest performance than those in visual coding, verbal coding, and translation groups; subjects in the dual coding group scored higher than those in the translation group. Those who generated their own mnemonics spent more time on task than any other group, and those in the verbal coding group took more time than those in the translation group. Survey and qualitative data suggest that learners' interpretations of the Chinese characters were rooted in their cultural backgrounds and personal experiences.  相似文献   

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This study investigates relations between cognitive, interpersonal, and intrapersonal opportunities, noncognitive outcomes, and student achievement in 1,096 students from 20 high schools (10 Deeper Learning [DL] network, 10 control) who participated in the Study of DL (SDL). DL is an umbrella term used to encompass the cognitive, interpersonal, and intrapersonal skills and knowledge that students need to be successful in school and the workforce. Structural equation modeling (SEM) was used to test a theoretical model that hypothesizes plausible pathways between DL opportunities to interpersonal, intrapersonal, and cognitive outcomes. Further, a multigroup structural equation modeling examined differences in these relations between DL and matched nonnetwork schools. Cognitive and intrapersonal opportunities were related to both interpersonal and intrapersonal outcomes. Further, cognitive opportunities were indirectly related to student achievement through interpersonal outcomes. Similar patterns of relations were found in DL and control schools. This study helps to build a stronger understanding of how types of DL opportunities and strategies can best develop the complex skills that students need to be successful in school and can also be used to inform future intervention designs and research studies.  相似文献   

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Educational researchers have indicated that although computer games have the potential to promote students’ motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers’ acquisition of light and shadow concepts. The participants were randomly assigned to either an experimental group or a control group and played a computer game with or without self-explanation prompts individually as a treatment. Students’ conceptual understanding was evaluated through a pretest and a posttest administered right after the treatment. The results revealed that by controlling the pretest scores, students who played the game with self-explanation features did not outperform those who played the game without any prompts in the posttest. Further analyses of the experimental group students’ responses to the self-explanation prompts also indicated that the students with more correct responses to the prompts did not perform better than those with lower accuracy rates. The deficits in the use of self-explanation prompts are identified, and possible improvements to enhance the function of self-explanation in educational games are proposed.  相似文献   

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The paper deals with the problem of designing flexible learning and instruction. Flexibility is considered both from the learner's and the designer's perspective. The potential of telematics in the design, development and implementation of flexible and distance learning is discussed. A Method for flexible instructional modules development is presented which aims at assisting the educational designers in the development of flexible instructional modules, ie, modules, which are easily adaptable to different learner's needs, allow learner's choices and different delivery platforms, including distance delivery. Examples of Method applications and current development of a software system to facilitate the Method's implementation are reported.  相似文献   

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