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1.
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at investigating how the design features of a computer-based tool supported high school students' modeling practices in atmospheric sciences. Twenty-three 10th graders participated in 16 hours of learning activities by using the tool. We conducted a detailed analysis of students' computer activities, their use of the design features, and their building, testing, analyzing, and evaluating practices. The analysis showed that while some design features such as Variable List and Testing Variables were perceived by students and successfully afforded their enactment of building and analyzing practices, other features including Screen Shot and Edit were rarely used or not utilized in the desirable ways. Based on the findings, this study suggests that the realization of intended affordances may involve factors of learners' characteristics, the nature of learning activities, and the complexity of tasks, and constructs an affordance analysis scheme to inform the design of computer-based learning tools.  相似文献   

2.
建模软件应用于课堂教学,能够支持学生通过建模学习有关学科的知识,培养思维建模的能力。由于学习情境与专家工作情境的差异,建模学习软件应当采用"以学习者为中心"的设计,支持复杂教学情境中的学习活动。"以学习者为中心"的设计考虑学习者的目标、需要、活动以及教学情境,以友好的界面、多样化的认知工具和脚手架策略,为学生的建模活动提供支持。  相似文献   

3.
Computers have been used with science learners to teach facts, aid in information processing, facilitate problem solving, and stimulate conceptual change. The hallmark of science learning, however, is independent student inquiry. Although there is ample evidence that computers can support various aspects of students' inquiry activities, such as conducting virtual experiments and visualizing data, there has been limited discussion of how certain classes of software can facilitate learners' development, over time, from simple to sophisticated forms of inquiry. This theory-based article describes how data analysis tools, simulations, and modeling software, when used in the proper instructional contexts, provide young learners with rich intellectual environments for inquiry. Arguments from the research literature support claims that even the youngest elementary school learners have the capacity to engage in inquiry, and that special classes of software can stimulate these capacities and aid the transition from identifying basic patterns in data to conducting systematic experiments and constructing viable models of natural phenomena.  相似文献   

4.
Scientists frequently construct explanatory models based on information they read about scientific phenomena. Modeling is a complex task involving reasoning about what information from multiple texts, including verbal and visual representations, is task-relevant and how it relates to the model. In this study, ninth graders were randomly assigned to a text-based modeling task with or without an instructional tool designed to support selection and elaborative processing of relevant information. Participants completed prompted self-explanation protocols during the modeling task and a learning task afterward. Participants with the instructional tool demonstrated better model construction and learning. Self-explanation analyses indicated more elaborative processing of relevant information for those with the tool. Elaboration of relevant information significantly mediated the instructional tool effect, indicating that it is not the tool, but the forms of processing that it encouraged, that underlies better model construction and learning. Implications for science literacy instruction are discussed.  相似文献   

5.
学习情景识别是个性化学习资源推送、学习伙伴联接以及学习活动建议的前提。本文首先分析了学习情景识别所需的六种要素,即学习者模型、学习目标空间、学习活动模型、领域知识模型、时空模型与情景模型,然后提出了一个学习情景识别的概念模型,包含了信息采集、动态建模和情景推理三个模块,并在此基础上讨论了学习者建模、学习活动建模、情景推理等方面的研究进展与关键技术。  相似文献   

6.
A brief overview overview is provided of how the scaffolding metaphor has been defined in educational contexts. This includes a discussion of what theories guide decision-making regarding what to scaffold as well as considerations as to whom or what does the scaffolding (human teachers, peers and tutors or computer tutors or support tools designed for learning environments). The scaffolding construct intersects instruction and assessment in that instructors assess learners to determine what type or level of scaffold is sufficient to help learners reach their potential. Such assessments are dynamic and ongoing and can occur through dialogue and social interactions with or without the use of technology. Hence scaffolds are provided when and where necessary but they are also removed when evidence of learning exists. This article describes how the contributors to this issue have extended the scaffolding metaphor to open-ended technology based environments. Empirical studies are reviewed with regard to how they extend the scaffolding metaphor in terms of the theories that guide the design of scaffolds, the metrics designed to assess how scaffolding affects learning and in terms of teaching scaffolding techniques to others.  相似文献   

7.
软件系统建模方法分析   总被引:1,自引:0,他引:1  
软件系统建模是软件开发中极其重要的环节。软件系统建模方法有许多种,诸如:功能分解法、数据流法、信息建模法、面向对象建模法等等。其中面向对象的方法和技术能够有效地控制系统的复杂性。适应系统的多样性,得到了广泛应用。UML是一种面向对象的标准化的建模语言,它对系统模型的表达能力是面向对象的分析和设计方法中的佼佼者。  相似文献   

8.
One of the characteristics of collaborative learning is that it offers opportunities for learners to reflect and justify their work, to compare, understand and criticize their peers' work, and to iterate through these processes as needed. This paper presents a design of a system that supports learners in taking advantage of these collaboration affordances in the context of collaborative modeling. The main focus is the automatic generation of adaptive interventions for the process of qualitative modeling of physical phenomena. Students interact with the learning environment by running a simulation, using visual tools for qualitative modeling, and communicating with each other through special tools and free text. The system tracks and analyses learners' activities that relate to the subject matter tasks as well as to the communication between the learners and generates interventions accordingly. The layered interventions are designed also to integrate communication and content issues.  相似文献   

9.
10.
Making is a rapidly emerging form of educational practice that involves the design, construction, testing, and revision of a wide variety of objects, using high and low technologies, and integrating a range of disciplines including art, science, engineering, and mathematics. It has garnered widespread interest and support in both policy and education circles because of the ways it has been shown to link science learning to creativity and investigation. Making has taken root in out-of-school settings, such as museums, science festivals, and afterschool and library programmes; and there is now growing interest from primary and secondary educators in how it might be incorporated into the classroom. Making expands on traditions associated with Technology Education and Design-Based Learning, but differs in ways that can potentially broaden participation in science and STEM learning to include learners from communities historically underrepresented in STEM fields. STEM-Rich Making is centrally organised around design and engineering practices, typically integrating digital tools and computational practices, and positions scientific and mathematical concepts and phenomena as the materials for design. This paper takes a critical view of the claims about Making as a productive form of science teaching and learning, and reviews the current research literature’s substantiation of the ways in which Making supports students’ agency, promotes active participation in science and engineering practices, and leverages learners’ cultural resources.  相似文献   

11.
12.
Elementary teachers play a crucial role in supporting and scaffolding students’ model-based reasoning about natural phenomena, particularly complex systems such as the water cycle. However, little research exists to inform efforts in supporting elementary teachers’ learning to foster model-centered, science learning environments. To address this need, we conducted an exploratory multiple-case study using qualitative research methods to investigate six 3rd-grade teachers’ pedagogical reasoning and classroom instruction around modeling practices (construct, use, evaluate, and revise) and epistemic considerations of scientific modeling (generality/abstraction, evidence, mechanism, and audience). Study findings show that all teachers emphasized a subset of modeling practices—construction and use—and the epistemic consideration of generality/abstraction. There was observable consistency between teachers’ articulated conceptions of scientific modeling and their classroom practices. Results also show a subset of the teachers more strongly emphasized additional epistemic considerations and, as a result, better supported students to use models as sense-making tools as well as representations. These findings provide important evidence for developing elementary teacher supports to scaffold students’ engagement in scientific modeling.  相似文献   

13.
We describe a recent project that explored combined use of Internet client-server technology and interactive computer modeling software for improving secondary science teaching. We envisioned a constructivist network in which teachers make contributions to the resources available. The purpose of the network was to promote the emerging field of computer modeling in high school science. Our approach coupled the networking and curricular initiatives with evaluation of changes in classroom core practices—those which have a traceable impact on student learning. Distribution of work, ideology of science, teaching styles, and curricular goals come together dynamically to influence teachers' use of modeling technology in the high school science classroom. A combination of Internet tools, each affording a different contribution to the spread of innovation, provides the best promise for future networks of this kind.  相似文献   

14.
Current interactive learning environments cannot be accessed by learners with disabilities, in particular for students with vision disabilities. Modeling techniques are necessary to map real-world experiences to virtual worlds by using 3D auditory representations of objects for blind people. In this paper, a model to design multimedia software for blind learners is presented. The model was validated with existing educational software for these users. We describe the modeling of the real world including cognitive usability testing tasks by considering not only the representation of the real world but also modeling the learner’s knowledge of the virtual world. The software architecture is also described by using this model, displaying the components needed to impact learning. Finally, we analyze critical issues in designing software for learners with visual disabilities and propose some recommendations and guidelines.  相似文献   

15.
The Biology Workbench (BW) is a web‐based tool enabling scientists to search a wide array of protein and nucleic acid sequence databases with integrated access to a variety of analysis and modeling tools. The present study examined the development of this scientific tool and its consequent adoption into the context of high school science teaching in the form of the Biology Student Workbench (BSW). Participants included scientists, programmers, science educators, and science teachers who played key roles along the pathway of the design and development of BW, and/or the adaptation and implementation of BSW in high school science classrooms. Participants also included four teachers who, with their students, continue to use BSW. Data sources included interviews, classroom observations, and relevant artifacts. Contrary to what often is advocated as a major benefit accruing from the integration of authentic scientific tools into precollege science teaching, classroom enactments of BSW lacked elements of inquiry and were teacher‐centered with prescribed convergent activities. Students mostly were preoccupied with following instructions and a focus on science content. The desired and actual realizations of BSW fell on two extremes that reflected the disparity between scientists' and educators' views on science, inquiry science teaching, and the related roles of technological tools. Research on large‐scale adoptions of technological tools into precollege science classrooms needs to expand beyond its current focus on teacher knowledge, skills, beliefs, and practices to examine the role of the scientists, researchers, and teacher educators who often are involved in such adoptions. © 2010 Wiley Periodicals, Inc. J Res Sci Teach 48: 37–70, 2011  相似文献   

16.
This paper describes the use of an activity theory (AT) framework to analyze the ways that distance part time learners and mobile workers adapted and appropriated mobile devices for their activities and in turn how their use of these new tools changed the ways that they carried out their learning or their work. It is argued that there are two key strengths in using an activity theory framework in this context. The first strength is the emphasis activity theory places on tools, including computer artefacts, as mediators of activity. This emphasis focuses attention on the activity itself rather than, for example, simply the interaction between the human and the computer. The focus is on the learner or user’s objectives and activities and the computer is the tool through which the user achieves her objectives. The second strength was referred to briefly above. The AT perspective also enabled analysis of an interactive dynamic process of users or learners and their tools—in this case personal digital assistants (PDAs). It revealed a two way process in which the user adapts the tools they use according to their everyday practice and preferences in order to carry out their activities; and how, in turn, the tools themselves also modify the activities that the user is engaged in. Three case studies illustrate these processes. The first case study is of distance learners’ use of e‐books on PDAs, to supplement their access to other static media such as books and computers. The second case study investigated how mobile workers in the energy industry used mobile devices to access information when away from the office. The third and final case study investigated the use of mobile devices in an art gallery. The paper concludes with a discussion of the information access needs that are apparent in each of these learning contexts, and highlights the pertinent issues in the use of mobile technologies to support lifelong learners’ information needs.  相似文献   

17.
基于UML系统建模的研究与实践   总被引:1,自引:1,他引:0  
统一建模语言(UML)是面向对象分析和设计过程中重要的建模工具.以高校学生成绩管理系统为例。基于UML对系统进行较为完整的建模,建立了包括用例图、类图、顺序图、状态图、活动图、部署图的系统静态结构模型、动态行为模型和物理模型,使系统具备实用性、规范性和有效性.  相似文献   

18.
Modeling is becoming increasingly important both as a way to learn science and mathematics, and as a useful cognitive skill. Although many learning activities qualify as “modeling”, this article focuses on activities where (1) students construct a model rather than explore a given model, (2) the model is expressed in a formal language rather than drawings, physical objects or natural language texts and (3) the model's predictions are generated by executing it on a computer. Most research on such learning activities has focused on getting students to successfully construct models, which they find very difficult to do. In the hope that new research can find ways to remove this bottleneck, this article attempts to list all the major ideas that have appeared in the literature and might be useful to those developing new learning activities involving model construction. The ideas are organized into a design space with five dimensions: (1) modeling language types, (2) ways for describing the systems that students should model, (3) instructional objectives and their corresponding assessments, (4) common student difficulties and (5) types of scaffolding.  相似文献   

19.
20.
Previous research and development with cognitive tools has been limited by an inadequate conceptualization of the complexity underlying their nature and affordances for supporting learning and performance. This paper provides a new perspective on cognitive tools through the lens of the theories of distributed cognition and expertise. The learner, tool, and activity form a joint learning system, and the expertise in the world should be reflected not only in the tool but also in the learning activity within which learners make use of the tool. This enhanced perspective is used to clarify the nature of cognitive tools and distinguish them from other types of computer tools used in learning contexts. We have classified cognitive tools considering how expertise is classified: domain-independent (general) cognitive tools, domain-generic cognitive tools, and domain-specific cognitive tools. The implications are presented in reference to research, development, and practice of cognitive tools. The capabilities of cognitive tools should be differentiated from those of the human, but regarded as part of the system of expertise. Cognitive tools should be accompanied by appropriate learning activities, and relevant learner performance should then be assessed in the context of tool use.  相似文献   

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