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1.
The aim of the study was to explore the relationship between degree of participation and learning outcomes in an e-learning course on medical informatics. Overall activity in using course materials and degree of participation in the discussion forums of an online course were studied among 39 medical students. Students were able to utilise the course material in discussion groups focusing on the lectures, quizzes and students’ own notes. Each student’s data recording of activities and individual participation in discussion in the online course was analysed in order to assess which activities predicted learning outcome. Higher course grades were associated with studying the course material frequently and also with regular participation in reading postings and replying to them. There were no connections between learning outcome and the students’ original contributions to the discussion forums. There were no statistically significant differences between male and female students in how they utilised the various components of the learning material.  相似文献   

2.
The influence of asynchronous discussion in a virtual learning environment, Blackboard, on subsequent coursework grades was examined with 166 psychology students to determine whether asking questions of the tutor online, and/or reading the questions and the given advice, influenced the grades on the report they were writing. A repeated‐measures quasiexperimental design was used, with and without Blackboard available, to control for confounding variables. The grades on the assignment with Blackboard available were significantly higher than those on the previous assignment (when Blackboard was unavailable). Students who never used Blackboard had significantly lower grades on the assignment than the students who had used it. There was a positive relationship between the number of messages read and the grade achieved on the assignment. Students who read the most discussion board posts wrote significantly better reports (up by 4%) than they had previously. No improvement in grades occurred for the people who read no posts at all. Both the students who asked questions and those who just read the questions and answers (‘lurkers’) ended up with significantly better grades than they had done before Blackboard was introduced.  相似文献   

3.
Educational technology research and development - Virtual learning environments (VLEs) are web-based software systems that enable students to interact with their teachers and classmates, access...  相似文献   

4.
The purpose of this paper was to provide information about the virtual learning environment known as PGDnet (the Spanish acronym for Plataforma de Gestión Docente or Educational Management Platform in English), which was developed by the innovative education group at the Technical University of Madrid known as “Nuevas metodologías docentes en ingeniería mecánica y fabricación” (New Teaching Methodologies in Mechanical Engineering and Manufacturing). This tool has been created on an ad hoc basis to cover specific teaching requirements for some engineering courses, which would be difficult to implement on general educational platforms such as Moodle or Blackboard. PGDnet was essentially created as an online engineering problem‐solving tool. These exercises are checked and corrected automatically, providing students with their final and partial scores, and with the solutions to these various sections. A stochastic programming model selects different exercises each time that an activity is performed and attaches the tables, graphs, figures and annexes that are needed for their resolution in each case. As is common with these types of tools, PGDnet provides effective management of publication and delivery dates for the proposed work, and contains records and databases, which allow the stored information to be processed. Its main features include ease of use, reliability and great versatility as a specific tool in the area of technical university education.  相似文献   

5.
Interaction is critical for successful teaching and learning in a virtual learning environment (VLE). This paper presents a web-based interaction-aware VLE – WebIntera-classroom – which aims to augment learning interactions by increasing the learner-to-content and learner-to-instructor interactions. We design a ubiquitous interactive interface that integrates a pen-and-paper interface with a web-based whiteboard to promote effective learner-to-content interactions. We develop a learning analytics tool that instantly shows learners’ learning interactions, with which instructors can supervise learner-to-instructor interactions. We implement a high-granularity Learning Analytics Engine (hgLAE) to broadcast, record and play a lecture recording. The hgLAE identifies hotspots in a lecture recording and raises students’ awareness of the hotspots when they watch the recording. WebIntera-classroom has been deployed in 11 universities in China. The system obtained high satisfaction in the questionnaires (N?=?464) and face-to-face interviews (N?=?60) conducted with the users from China Jiliang University. We compared the students’ performance, respectively, achieved in traditional classroom and in WebIntera-classroom at China Jiliang University during 2012–2013. The result demonstrates that the students could gain performance improvement by using WebIntera-classroom.  相似文献   

6.
Observations of pupils‐in‐action whilst carrying out investigations indicated that there was plenty of social and cooperative exchange. There was, however, infrequent discussion regarding the planning of experimental approaches, predicting outcomes, consideration of the meaning of evidence and evaluation of task solutions. These observations informed the nature of interactive in‐service programmes developed in Keele University Education Department. Professional development was designed to purposely illustrate a wide repertoire of pedagogic strategies that focused around these issues to support cognitive development of pupils. The interactive nature of the in‐service training was shown to affect widespread ‘change in teachers’ practice. These teachers, involved in experiential in‐service, reflected that they intervened more regularly in children's learning. Their engagement in in‐service training as learners in problem‐solving situations resulted in conceptual shifts in understanding the learning processes their pedagogical transformations could affect. The impact of this changed praxis on pupils' learning in investigational situations was studied after in‐service intervention. These findings were compared with the performance of pupils of the same year group carrying out the same investigations before in‐service intervention. The more interactive nature of the teachers' changed pedagogy appeared to affect change in the way pupils themselves interacted and learnt from and with each other. Explicitly sharing subjective views through exploratory talk was found to be important to affect learning through social interaction.  相似文献   

7.
Educational technology research and development - Inquiry-based representation-focused approaches in science education have shown promising outcomes when students engage in knowledge building via...  相似文献   

8.
This paper presents the findings from one of the first empirical research studies which has investigated the impact of Inter-Life; a novel three-dimensional immersive virtual learning environment, on learning and development of social and educational life transition skills in a group of looked after and accommodated children. Drawing on social constructivism in which meaningful learning is related to context and situated in practice, we report on a series of Inter-Life workshops that enabled young people to work together and through the processes of participation in authentic learning activities contributed to the development of life transition skills such as self-confidence, empathy, negotiation and mediation skills, teamwork and active problem-solving skills. The novel affordances of the Inter-Life virtual world which contributed to the development of the learning community included the ability to personalise learner engagement and activities from the outset along with ‘co-presence’ and ‘immersion’ and the flexibility provided by the innovative, technology-enhanced Inter-Life platform. This study presents some empirical evidence to demonstrate the efficacy of new models of learning that are mediated by innovative malleable technologies that can be shaped by the learner in a participatory manner.  相似文献   

9.
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang??s (2012) paper, Science games and the development of possible selves. In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on the application of various components of the sociocultural perspective of learning in classroom environments and the potential for applying them in virtual worlds. I propose that research in science education should explore the processes underlying cognitive apprenticeship and determine how these processes can be used in virtual environments to help students learn science successfully.  相似文献   

10.
Classroom communication often involves interactions between students and teachers from dissimilar cultures, which influence classroom learning because of their dissimilar communication styles influenced by their cultures. It is therefore important to study the influence of culture on classroom communication that influences the classroom verbal and nonverbal interactions. The purpose of this study was to develop and validate a new instrument to assess eight scales of students?? classroom communication learning environment: Body Language, Communication Rate, Communication Loudness, Eye Contact, English Usage, Verbal Support, Intra-gender Communication and Inter-gender Communication. The instrument was administered to 1,723 upper-secondary biology students in Brunei government schools. The alpha reliability (0.58?C0.91) and discrimination validity (0.08?C0.13) coefficients for these scales were within acceptable ranges. Statistically significant ??2 coefficients suggested that the instrument was able to differentiate between participating biology classes. Students perceived a low level verbal support and sometimes higher teacher communication rate in their classes. Dialects other than English, which is the medium of instruction, have been used in biology classes to some extent. There is a strong tendency for intra-gender than inter-gender communications in classes, which could limit the effectiveness of teaching and learning in constructivist classes  相似文献   

11.
When inquiry-based learning is designed for a collaborative context, the interactions that arise in the learning environment can become fairly complex. While the learning effectiveness of such learning environments has been reported in the literature, there have been fewer studies on the students’ learning processes. To address this, the article presents a study of science learning in a computer-supported learning environment called Collaborative Science Inquiry (CSI), which integrates guided inquiry principles for activity design, employs modelling and visualisation tools for promoting conceptual understanding and incorporates key computer-supported collaborative learning (CSCL) elements for enabling students’ collaboration. With the aim of understanding the process of students’ conceptual changes supported by the CSI learning environment as used in a secondary school, data on students’ test achievements, responses to learning tasks and peer discussions in collaboration were collected, analysed and discussed. The results of the qualitative and quantitative data analysis indicated that guided inquiry coupled with CSCL elements facilitated by the CSI system can engage students in inquiry activities and promote their conceptual understanding in a progressive way.  相似文献   

12.
University staff are now encouraged to supplement their classroom activity with computer‐based tools and resources accessible through virtual learning environments (VLEs). Meanwhile, university students increasingly make recreational use of computer networks in the form of various social software applications. This paper explores tensions of presentation and communication between these two contexts. Through analysing a large number of course websites, the teaching voice in VLEs is shown to be in a very different register than the voice of communication in social networking environments. Yet isolated examples demonstrate that learning platforms can support materials conveying a similar kind of conviviality. It is suggested that the educational practice of university teachers could move closer to this communicative style and reasons are considered as to why this has not yet happened.  相似文献   

13.
本文探讨了设计网络协作学习时虚拟学习环境的重要性,具体阐述了如何创设网络协作学习的虚拟学习环境.并且从三个方面提出了虚拟学习环境创设的原则。  相似文献   

14.
This paper reports findings of a pilot study that examined the pedagogical potential of Second Life (SL), a popular three‐dimensional multi‐user virtual environment (3‐D MUVE) developed by the Linden Lab. The study is part of a 1‐year research and development project titled ‘Modelling of Secondlife Environments’ ( http://www.le.ac.uk/moose ) funded by the UK Joint Information Systems Committee. The research question addressed in this paper is: how can learning activities that facilitate social presence and foster socialisation among distance learners for collaborative learning be developed in SL, a 3‐D MUVE? The study was carried out at the University of Leicester (UoL) within an undergraduate module on Archaeological Theory, where two tutors and four students took part in four learning activities designed to take place in SL within the UoL Media Zoo island. The learning activities and training in SL were based on Salmon's five‐stage model of online learning. Students’ engagement in SL was studied through interviews, observations and records of chat logs. The data analysis offers four key findings in relation to the nature and pattern of in‐world ‘socialisation’ and its impact on real‐world network building; the pattern of in‐world ‘socialisation’ stage in Salmon's 5‐stage model; perspectives on students’ progress in‐world through the first stage of the model—‘access and motivation’—and perspectives on their entry into, and progress through, the second stage of the model—‘socialisation’—and the role of identity presented through avatars in the process of socialisation. The paper offers implications for research and practice in the light of these findings.  相似文献   

15.
This article presents an overview of the science/mathematics reform movement in the secondary/elementary schools and higher education institutions of the United States. It describes the research and views of educational practitioners regarding the need for change, as well as the particular changes which appear to be required. Emphasis is placed on the roles of interactive learning and technology in meeting reform goals.
Details of a recently completed curricular innovation project in science and mathematics are provided. Funded by the National Science Foundation, the project brought five faculty in the natural sciences together with a learning theorist at Florida Community College at Jacksonville, a large, multi-campus, public institution. The group developed and taught two basic integrated science/mathematics courses in which cooperative and discovery learning, supported by multimedia technology and distance learning, were major components. Details of results are provided as they relate to meeting the goals of the reform movement.  相似文献   

16.
In product concept design, not only designers with professional CAD skills, but also final customers take part in the design and evaluation of product shape styling. Because customers usually lack surface modelling background and are not familiar with concrete operations of commercial CAD systems, it is difficult for them to express their change intentions of product shape through professional CAD tools if they are not satisfied with the current shape design. This paper puts forward a method for creating, dragging and manipulating constraint and load represented in form of icon entity in interactive sculpting of product shape in virtual environment. The method supports customers manipulation of sculpting constraints or loads on sculpting shapes in virtual reality interaction to control the deformation of product shape. Constraints management based on icon entity is similar to spline lofting operation that is familiar to engineers, so users do not need to know surface details or have any professional knowledge of surface modelling, by only using their physical and engineering experience, they can manipulate the sculpting of product shape intuitively.  相似文献   

17.
This paper attempts to shed light on the competencies a university teacher must have in order to teach in virtual learning environments. A teacher training experience was designed by taking into account the methodological criteria established in line with previous theoretical principles. The main objective of our analysis was to identify the achievements and difficulties in a specific formative experience in order to assess the suitability of this conceptual-methodological framework for the design of training proposals aiming to develop teachers’ competencies for virtual environments in higher education.  相似文献   

18.
This paper considers distance learning at all levels, learning that can occur anywhere. Most education today in schools, universities, and companies is dependent on students being at a particular location, such as a university. The major distance learning institutions today are in Europe, but the potential for this type of learning is great as we reach out to serve greater numbers of students. The following factors are critical in forming a distance learning institute today: the quality of learning provided to each student; whether courses work for very large numbers of students; and the cost per student hour, for both development and delivery. Many delivery technologies are possible today. We examine them from the standpoint of these factors. The conclusion is that highly interactive multimedia learning units, either CD ROMs or (in the near future) broadband networks, provide the best delivery system today for distance learning. The paper concludes with a brief review of strategies for developing the curriculum units needed to support distance learning.  相似文献   

19.
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of the learning activity (P-MQLA) for elementary school students. In this pre- and post-test experimental comparison study, data were collected from 132 fourth-graders through a Short Instructional Materials Motivation Survey. The same tasks were provided for the experimental and control groups, except that the control group’s tasks did not include the four aforementioned gaming characteristics. The non-GBL for the control group involved mainly web-based word problems such as selecting the correct answer by clicking on the potential responses. P-MQLA was improved after the intervention in both groups. There is a trend that the experimental group improved the P-MQLA more than the control group, at borderline statistical significance. The analysis of covariance also indicated a significant interaction between the group variable and the pre-intervention P-MQLA, indicating that the effect of the virtual reality-supported GBL is moderated by learners’ pre-intervention report of P-MQLA.  相似文献   

20.
Two studies analyzed impacts of writing and receiving web-mediated peer reviews on revision of research reports by undergraduate science students. After conducting toxicology experiments, 77 students posted draft reports and exchanged double-blind reviews. The first study randomly assigned students to four groups representing full, partial, or no peer review. Students engaging in any aspect of peer review made more revisions than students confined to reviewing their own reports. In the second study, all students engaged in peer review, and the influence of writing versus receiving critiques was analyzed using linear regression. Both studies showed receiving reviews to be more significant than writing them in terms of triggering report revisions. Students valued the peer review experience and credited it with giving them insights about their work. Conclusions address implications for optimal design of online peer review systems and for further research into student learning gains.
Nancy M. TrautmannEmail:
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