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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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Cognitive requirements for learning with open-ended learning environments   总被引:9,自引:0,他引:9  
Open-ended learning environments (OELEs) use the capabilities of technology to provide students with opportunities to engage in authentic problem solving; generate, test, and revise hypotheses; explore and manipulate concepts; and reflect on what they know. By design, such environments require sophisticated levels of cognitive functioning. The purpose of this paper is to critically analyze assumptions underlying learner-centered, technology-based environments in light of how well learners appear to meet the cognitive demands for engaging them. Implications for design include the following considerations: (a) direct learner attention to key variables and visual cues; (b) prompt and guide connections to prior knowledge; and (c) provide explicit scaffolding of metacognition and teaching-learning strategies.  相似文献   

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Instructional Science - Education is under a radical transformation in the current innovation-driven knowledge age. The instructor-student collaborative partnership has the potential to transform...  相似文献   

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Educational technology research and development - This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D...  相似文献   

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This article brings together the fields of action learning and operations strategy. It presents a case of action learning focused on strategic operations improvement in the extended manufacturing enterprise. As the third article in the set of explorations in this journal within the fields of action learning, operations strategy and collaborative improvement, it steps inside an inter-organisational action learning programme and exploits an operations strategy perspective on the improvement process and outcome. Through distinguishing between puzzles and problems, the article extends the scope of the operations improvement cycle and illustrates how the action learning approach can accommodate and enable engagement with the issues in potentially insightful practical and theoretical ways.  相似文献   

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This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of the learning principles proposed by Paul Gee and the game mechanics to propose a game structure. Data was collected from students in the 2nd cycle of the Portuguese Educational System (n = 508) through a questionnaire. Finally, we describe the game, that was developed based on those findings, related to a Portuguese historical event - the Republic Implementation in 1910.  相似文献   

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在新课程标准的感召下,作为教师认真思考,希望通过一些途径使孩子们因乐学而好学,并在游戏中培养学习的主动性,拓展学生思维,培养学习兴趣。  相似文献   

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Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well worth studying. This study adopts an Input–Process–Outcome DGBL model to develop a DGBL system with a diagnostic mechanism strategy for a primary school mathematics course. In addition to exploring the impact of different learning methods on learning performance, this study further analyzes the learning methods in terms of learner anxiety about mathematics, learning motivation and learning satisfaction from the perspective of Attention, Relevance, Confidence-building, and Satisfaction (ARCS) motivation theory. The diagnostic mechanism strategy demonstrates the advantages of the DGBL system for mathematics learning. During the learning process, the ARCS questionnaire revealed that students who engage in learning through the DGBL method are positively motivated. The findings of this study suggest that centering on the daily life experiences of learners, integrating a proper game model into mathematics learning and providing a diagnostic mechanism prompt can effectively enhance interest in learning mathematics and reduce anxiety. When anxiety is mitigated, both learning motivation and learning performance are enhanced.  相似文献   

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This exploratory case study examined in depth the studying activities of eight students across two studying episodes, and compared traces of actual studying activities to self-reports of self-regulated learning. Students participated in a 2-hour activity using our gStudy software to complete a course assignment. We used log file data to construct profiles of self-regulated learning activity in four ways: (a) frequency of studying events, (b) patterns of studying activity, (c) timing and sequencing of events, and (d) content analyses of students’ notes and summaries. Findings indicate that students’ self-reports may not calibrate to actual studying activity. Analyses of log file traces of studying activities provide important information for defining strategies and sequences of fine-grained studying actions. We contrast these analytic methods and illustrate how trace-based profiles of students’ self-regulated studying inform models of metacognitive monitoring, evaluation, and self-regulated adaptation.  相似文献   

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Consistent with social agency theory, we hypothesized that learners who studied a set of worked-out examples involving proportional reasoning narrated by an animated agent with a human voice would perform better on near and far transfer tests and rate the speaker more positively compared to learners who studied the same set of examples narrated by an agent with a machine synthesized voice. This hypothesis was supported across two experiments, including one conducted in a high school computer classroom. Overall, the results are consistent with social agency theory that posits that social cues in multimedia messages, including the type of voice, can affect how much students like the speaker and how hard students try to understand the presented material.  相似文献   

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远程学习者学习动机、需要及动力的研究   总被引:15,自引:0,他引:15  
通过问卷调查,对学生的学习动机、需要、动力进行研究,得出如下结论:一是学生的学习动机是健康的,追求知识的欲望比较强烈;二是学生的远程学习需要是多样的、复杂的;三是学生学习的动力较为充足,学生参加学习的社会支持度很高。围绕结论,文章作了进一步的讨论。  相似文献   

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Educational technology research and development - Prior research has focused extensively on how emotion tendencies (e.g., duration, frequency, intensity, and valence) affect students’...  相似文献   

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从2006年6月9日起一个月内全世界将高唱同一首歌,这就是世界杯主题曲。动人的弦律、激昂的歌声一定会打动全世界人民的心,给他们留下永恒的回忆。  相似文献   

19.
Limited research has been conducted on how to incorporate computer-supported collaborative learning into translation instruction despite the potential benefits. A study was conducted with a group of college English majors in China to examine the effects of using a social annotation tool to encourage student interaction during translation activities. The results showed that students made greater improvement when they completed the translation assignments with the support of a social annotation tool than when they completed the assignments in the traditional way. In addition, students had a positive attitude toward the use of the social annotation tool.  相似文献   

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