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1.
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   

2.
开放学习环境指利用教育技术手段和资源来支持不同的学习目的和知识建构的环境。在开放学习环境中,有三个重要的成分:能够促进学生对复杂现象进行观察和实验的可视化和可操作工具;能够促进学生进行普遍原理与日常经验整合的科学性上下文;能够支持以学生为中心进行信息查询的基于资源的环境,对这三个成分的设计是开放学习环境设计的关键。  相似文献   

3.
Technology-based, open-ended learning environments (OELEs) can capture detailed information of students' interactions as they work through a task or solve a problem embedded in the environment. This information, in the form of log data, has the potential to provide important insights about the practices adopted by students for scientific inquiry and problem solving. How to parse and analyse the log data to reveal evidence of multifaceted constructs like inquiry and problem solving holds the key to making interactive learning environments useful for assessing students' higher-order competencies. In this paper, we present a systematic review of studies that used log data generated in OELEs to describe, model and assess scientific inquiry and problem solving. We identify and analyse 70 conference proceedings and journal papers published between 2012 and 2021. Our results reveal large variations in OELE and task characteristics, approaches used to extract features from log data and interpretation models used to link features to target constructs. While the educational data mining and learning analytics communities have made progress in leveraging log data to model inquiry and problem solving, multiple barriers still exist to hamper the production of representative, reproducible and generalizable results. Based on the trends identified, we lay out a set of recommendations pertaining to key aspects of the workflow that we believe will help the field develop more systematic approaches to designing and using OELEs for studying how students engage in inquiry and problem-solving practices.

Practitioner notes

What is already known about this topic
  • Research has shown that technology-based, open-ended learning environments (OELEs) that collect users' interaction data are potentially useful tools for engaging students in practice-based STEM learning.
  • More work is needed to identify generalizable principles of how to design OELE tasks to support student learning and how to analyse the log data to assess student performance.
What this paper adds
  • We identified multiple barriers to the production of sufficiently generalizable and robust results to inform practice, with respect to: (1) the design characteristics of the OELE-based tasks, (2) the target competencies measured, (3) the approaches and techniques used to extract features from log files and (4) the models used to link features to the competencies.
  • Based on this analysis, we can provide a series of specific recommendations to inform future research and facilitate the generalizability and interpretability of results:
    • Making the data available in open-access repositories, similar to the PISA tasks, for easy access and sharing.
    • Defining target practices more precisely to better align task design with target practices and to facilitate between-study comparisons.
    • More systematic evaluation of OELE and task designs to improve the psychometric properties of OELE-based measurement tasks and analysis processes.
    • Focusing more on internal and external validation of both feature generation processes and statistical models, for example with data from different samples or by systematically varying the analysis methods.
Implications for practice and/or policy
  • Using the framework of evidence-centered assessment design, we have identified relevant criteria for organizing and evaluating the diverse body of empirical studies on the topic and that policy makers and practitioners can use for their own further examinations.
  • This paper identifies promising research and development areas on the measurement and assessment of higher-order constructs with process data from OELE-based tasks that government agencies and foundations can support.
  • Researchers, technologists and assessment designers might find useful the insights and recommendations for how OELEs can enhance science assessment through thoughtful integration of learning theories, task design and data mining techniques.
  相似文献   

4.
Science Created by You (SCY) learning environments are computer-based environments in which students learn about science topics in the context of addressing a socio-scientific problem. Along their way to a solution for this problem students produce many types of intermediate products or learning objects. SCY learning environments center the entire learning process around creating, sharing, discussing, and re-using these learning objects. This instructional approach requires dedicated instructional designs, which are supplied in the form of what are called pedagogical scenarios. A SCY pedagogical scenario presents the learning process as an organized assembly of elementary learning processes, each associated with a specific learning object and a tool for creating this learning object. Designing a SCY learning environment is basically a two-step procedure: the first step is to select one of the available scenarios, and the second step is to define the domain content. The SCY technical infrastructure then handles the instantiation of the scenario as a SCY computer-based learning environment. In this article we describe the SCY pedagogical design scenarios and report on our experiences in designing four different SCY learning environments.  相似文献   

5.
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   

6.
Learning in vocational schools and workplaces are the two main components of vocational education. Students have to develop professional competences by building meaningful relations between knowledge, skills and attitudes. There are, however, some major concerns about the combination of learning in these two learning environments, since vocational schools are primarily based on the rationales of learning and theory, while workplaces are based on the rationales of working and practice. This study therefore aims to structure empirical insights into students’ learning processes during the combination of school-based learning and workplace learning in vocational education. A review-study has been conducted in which ultimately 24 articles were analyzed thoroughly. The review shows that students’ learning processes in vocational schools and workplaces are related to six main themes: students’ expertise development, students’ learning styles, students’ integration of knowledge acquired in school and workplace, processes of knowledge development, students’ motivations for learning and students’ professional identity development. Our results show that students are novices who use specific and different learning styles and learning activities in vocational schools and workplaces. It is concluded that the enhancement of students’ learning processes needs to be adaptive and differentiated in nature. Recommendations for further research are elaborated and suggestions for the enhancement of students’ learning processes are discussed using insights from hybrid learning environments and boundary crossing via boundary objects.  相似文献   

7.
Scaffolding has proven an especially interesting and promising area for supporting teaching and learning practices. Particular interest has emerged in scaffolding student learning in technology-enhanced environments. In this paper, we discuss how scaffolding is implemented in technology-enhanced environments, provide an overview of scaffolding processes and techniques in various contexts, and then provide empirically based guidelines for designing scaffolding in technological environments. We examine current research to identify two primary design components, cognitive and interface, and suggest how scaffold design might be improved for more effective use by learners. We conclude by identifying practice and research implications.  相似文献   

8.
近年来,自主学习逐渐成为学术界的一个热点问题。然而,超媒体环境下自主英语学习的有效干预模式研究却为数不多。本研究探讨超媒体环境下扶助式学习与英语阅读的关系,某综合性高校经选取的某班30名大学本科学生被随机分为两组:即无扶助学习组(NS)及概念建构组(CS),均要求在半小时的时间内在超媒体环境下学习有关美国文化的内容。数据收集工具为有声思考法。结果显示,30分钟的自主阅读过程中,CS组的学生无论是在学习计划、学习监控,还是学习策略的使用上,都显著的高于NS组的学生;两组同学在各项学习监控指标上都呈下降趋势。研究结果还证明,有声思考法是考察超媒体环境下自主阅读过程的有效方法。  相似文献   

9.
Direct instruction approaches, as well as the design processes that support them, have been criticized for failing to reflect contemporary research and theory in teaching, learning, and technology. Learning systems are needed that encourage divergent reasoning, problem solving, and critical thinking. Student-centered learning environments have been touted as a means to support such processes. With the emergence of technology, many barriers to implementing innovative alternatives may be overcome. The purposes of this paper are to review and critically analyze research and theory related to technology-enhanced student-centered learning environments and to identify their foundations and assumptions.  相似文献   

10.
Workplace learning is considered an effective strategy for the development of vocation, career and professional identity. Dual training programs, in which learning at a vocational school and learning at work in a company are combined, are seen as strong carriers for skill formation processes. In this study we explore workplace learning in dual training programs in Dutch higher professional education. To gain an understanding of these learning environments and processes, a qualitative multiple case study was conducted in seven sectors. The findings show substantial differences in learning environments between and within sectors. However, cooperation between school and practice is minimal in all of the cases. Although students develop personal and job-related competencies that are useful for daily work routines, they acquire hardly any profound theoretical knowledge at the workplace. School fails to direct workplace learning. Given the considerable share of workplace learning in dual training programs, and the demands to higher professional education graduates in terms of being able to solve complex problems and develop new knowledge during their career as reflective practitioners, it is important that these shortcomings are resolved. More promising alternatives for workplace learning environments and questions for further research to improve workplace learning in higher professional education are discussed.  相似文献   

11.
本文阐述了汽车运用技术专业核心课程“汽车传动系统检修”的课程方案设计,是基于典型工作过程的学习情境设计,新的课程方案的设计过程是对传统学科体系的课程方案解构、重构的过程,它既涵盖了传统学科体系的知识点,以学习情境为载体使学生掌握相关知识,激发学生的兴趣和思维,从而提高学生综合职业能力。  相似文献   

12.
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   

13.
In this study, the concept of ‘community of learners’ was used to improve initial vocational education. The framework of a ‘community of learners for vocational orientation’ that we present offers both a theoretical understanding of teaching–learning processes in initial vocational education and heuristics for the design of innovative learning environments for optimising these processes. In a design research study, we investigated if, and how, learning environments designed on the basis of these heuristics fostered communities of learners for vocational orientation, in which students experience to learn in a shared, meaningful, reflective and transfer-oriented way. We examined students’ perceptions of the learning environment and their learning activities during eight curriculum units specifically designed to foster the communities of learners. During almost all of the units that we designed, students found themselves learning in a more shared, meaningful, reflective and transfer-oriented way than during regular units. We conclude that the proposed heuristics had been useful starting points for the design of innovative learning environments that foster communities of learners for vocational orientation. In addition, we show how the heuristics can be elaborated for a particular school, based on practical and pedagogical content knowledge of teachers, as well as students’ perceptions of the learning environment and their learning activities.  相似文献   

14.
Through profiling and matching processes, technology provides individuals with information that becomes redundant to their previous beliefs, attitudes and preferences. The emergence of informational redundancies encouraged by some technologies is likely to influence the way knowledge is constructed by individuals in these settings. In this paper, we present a theoretical basis, rooted in cognitivist and socio-constructivist educational psychology, to characterize such knowledge-construction processes in informal settings. Learning processes in these environments are defined as cumulative: on the individual level, the most likely form of learning is through accretion of knowledge into previous schemata; on the social level, these environments foster learning through cumulative talk. We highlight the challenges that this might pose to education systems and suggest possible educational responses.  相似文献   

15.
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   

16.
17.
Concerns persist regarding science classroom learning environments and the lack of development of students’ metacognition and reasoning processes within such environments. Means of shaping learning environments so that students are encouraged to develop their metacognition are required in order to enhance students’ reasoning and learning. Interventions should account for the nature of the subject material to be learned. This study employed a mixed-methods approach to investigate the efforts of university researchers and a classroom teacher to change the learning environment of a year 11 chemistry classroom. Changes in participants’ perceptions of their learning environment and corresponding changes in their metacognition and associated reasoning are documented. The teacher’s use of language that explicitly targeted students’ metacognitive knowledge altered their metacognition. Students reported changes in their learning environment and an increased awareness of how they considered chemistry might be learned. Classroom environment instruments can act as reliable indicators for monitoring changes in psychosocial dimensions of classroom environments that can be directly related to students’ metacognition.  相似文献   

18.
A major challenge for education and educational research is to build on our present understanding of learning for designing environments for education that are conducive to fostering in students self-regulatory and cooperative learning skills, transferable knowledge, and a disposition toward competent thinking and problem solving. Taking into account inquiry-based knowledge on learning and recent instructional research, this article presents the CLIA-model (Competence, Learning, Intervention, Assessment) as a framework for the design of learning environments aimed to be powerful in eliciting in students learning processes that facilitate the acquisition of productive knowledge and competent learning and thinking skills. Next, two intervention studies are described that embody major components of this framework, one focussing on mathematical problem solving in primary school, and a second one relating to self-regulatory skills in university freshmen. Both studies were carried out in parallel with the development of the framework, and were instrumental in identifying and specifying the different components of the model. They yielded both promising initial support for the model by showing that CLIA-based learning environments are indeed powerful in facilitating in students the acquisition of high-literacy learning results, especially the acquisition and transfer of self-regulation skills for learning and problem solving.  相似文献   

19.
20.
真实学习的理论观点和实践主张强调学生通过解决真实世界的问题进行学习,从而逐步发展信息时代所需要的多种能力。真实学习涉及学习者面对的问题和任务、结果或者产品、环境和过程等多个层面的真实性,因而给学校教育情境中的实现带来了巨大挑战。为应对这些挑战,教师在教学设计和实施过程中,可以采用重构学习单元、聚焦核心知识的理解与建构、将真实活动结构化、设计清晰的支持系统等策略,设计真实学习活动和学习支持系统。通过分析人如何与现代信息技术共存,将为运用信息技术促进真实学习的实现及整个学校学习的革新提供基础。  相似文献   

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