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1.
High school students’ difficulties in understanding osmosis   总被引:1,自引:0,他引:1  
Preconceptions and misconceptions of 500 secondary students in years 9‐12 regarding osmosis were studied through the use of five different kinds of instruments: prior learning inventory, self‐report knowledge inventory, true/false test, definitions and clinical interviews. Some of the major findings were: (1) The most frequent explanation offered to osmosis is ‘a desire or drive towards equalizing concentrations’. (2) Hardly any student uses the concept ‘water concentration’. (3) Most students fail to realize that in dynamic equilibrium water molecules keep moving. (4) Students have special difficulty in understanding osmotic relations in plants. (5) Many students have difficulty in grasping solute‐solvent and concentration‐quantity relations. (6) Students often perform laboratory experiments without really understanding the underlying principles. Practical and theoretical implications are discussed.  相似文献   

2.
This study used a large-scale cluster randomized longitudinal experiment (N = 719; 35 schools) to investigate the effects of online mathematics mini-games on primary school students’ multiplicative reasoning ability. The experiment included four conditions: playing at school, integrated in a lesson (Eschool), playing at home without attention at school (Ehome), playing at home with debriefing at school (Ehome-school) and, in the control group, playing at school mini-games on other mathematics topics (C). The mini-games were played in Grade 2 and Grade 3 (32 mini-games in total). Using tests at the end of each grade, effects on three aspects of multiplicative reasoning ability were measured: knowledge of multiplicative number facts, skills in multiplicative operations, and insight in multiplicative number relations and properties of multiplicative operations. Through path analyses it was found that the mini-games were most effective in the Ehome-school condition, where both students’ skills and their insight were positively affected as compared to the control group (significant ds ranging from 0.22 to 0.29). In the Eschool condition, an effect was only found for insight in Grade 2 (d = 0.35), while in the Ehome condition no significant effects were found. Students’ gameplay behavior (time and effort put in the games) was in some cases, but not always, related to their learning outcomes.  相似文献   

3.
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students?? learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning performance is often not as good as expected. Learning styles have been recognized as being an important human factor affecting students?? learning performance. Previous studies have shown that, by taking learning styles into account, learning systems can be of greater benefit to students owing to the provision of personalized learning content presentation that matches the information perceiving and processing styles of individuals. In this paper, a personalized game-based learning approach is proposed based on the sequential/global dimension of the learning style proposed by Felder and Silverman. To evaluate the effectiveness of the proposed approach, a role-playing game has been implemented based on the approach; moreover, an experiment has been conducted on an elementary school natural science course. From the experimental results, it is found that the personalized educational computer game not only promotes learning motivation, but also improves the learning achievements of the students.  相似文献   

4.
Much knowledge in chemistry exists at a molecular level, inaccessible to direct perception. Chemistry instruction should therefore include multiple visual representations, such as molecular models and symbols. This study describes the implementation and assessment of a learning unit designed for 12th grade chemistry honors students. The organic chemistry part of the unit was taught in a Computerized Molecular Modeling (CMM) learning environment, where students explored daily life organic molecules through assignments and two CMM software packages. The research objective was to investigate the effect of the CMM learning unit on students’ modeling skill and sub-skills, including (a) drawing and transferring between a molecular formula, a structural formula, and a model, and (b) transferring between symbols/models and microscopic, macroscopic, and process chemistry understanding levels. About 600 12th grade chemistry students who studied the CMM unit responded to a reflection questionnaire, and were assessed for their modeling skill and sub-skills via pre- and post-case-based questionnaires. Students indicated that the CMM environment contributed to their understanding of the four chemistry understanding levels and the links among them. Students significantly improved their scores in the five modeling sub-skills. As the complexity of the modeling assignments increased, the number of students who responded correctly and fully decreased. We present a hierarchy of modeling sub-skills, starting with understanding symbols and molecular structures, and ending with mastering the four chemistry understanding levels. We recommend that chemical educators use case-based tools to assess their students’ modeling skill and validate the initial hierarchy with a different set of questions.  相似文献   

5.
In high‐school chemistry the pre‐experimental phase of inquiry cycles often remains neglected. According to a procedural model, which is described in the text, this phase begins with an observation that stimulates students’ prior factual knowledge, the formulation of a research question for further elaboration (epistemic questions), the anticipation of a hypothetical answer, and the planning of experimental steps for deciding on the hypothetical answer. These activities were explicitly prescribed in an experimental group of 28 10th‐graders. Raising the quality of students’ epistemic research questions by providing structured help was a special focus of the intervention. Hypothesised motivational and cognitive effects were measured and compared with a group of 25 students (control group) who engaged in non‐structured pre‐experimental activities. The intervention provided to the experimental group resulted in stronger preferences for a more open and non‐recipe type of experimentation, in more intense cognitive activities (thoughts), and, most importantly, in increased skills for formulating causal epistemic questions. Supporting such procedural skills in classrooms may contribute to transforming labwork into intentional activities and students into active learners by helping them focus on further elaborating their knowledge.  相似文献   

6.
This study examined gender differences in 79 high‐school students’ attitudes towards their science classes, their perceptions of science and scientists, and their views about majoring in science. The study identified some of the subtleties underlying females’ low participation in, and interest in, science documented in previous research. Four themes emerged from responses on the rating scales and questionnaire. First, even when females planned to major in science, they were more interested than males in the people‐oriented aspects of their planned majors. Second, biology was the one exception to females’ low interest in science. Third, females often planned a science major mainly because they needed a science background in order to enter a health profession such as medicine or physical therapy. Fourth, females generally found science uninteresting and the scientific lifestyle (as perceived by them) unattractive. Implications for teaching science were discussed.  相似文献   

7.
In this paper we investigate whether computer programming has an impact on high school student’s reasoning skills, problem solving and self-efficacy in Mathematics. The quasi-experimental design was adopted to implement the study. The sample of the research comprised 66 high school students separated into two groups, the experimental and the control group according to their educational orientation. The research findings indicate that there is a significant difference in the reasoning skills of students that participated in the “programming course” compared to students that did not. Moreover, the self-efficacy indicator of students that participated in the experimental group showed a significant difference from students in the control group. The results however, failed to support the hypothesis that computer programming significantly enhances student’s problem solving skills.  相似文献   

8.
It is a widely held view that students’ epistemic beliefs influence the way they think and learn in a given context, however, in the science learning context, the relationship between sophisticated epistemic beliefs and success in scientific practice is sometimes ambiguous. Taking this inconsistency as a point of departure, we examined the relationship between students’ scientific epistemic beliefs (SEB), their epistemic practices, and their epistemic cognition in a computer simulation in classical mechanics. Tenth grade students’ manipulations of the simulation, spoken comments, and behavior were screen and video-recorded and subsequently transcribed and coded. In addition, a stimulated recall interview was undertaken to access students’ thinking and reflections on their practice, in order to understand their practice and make inferences about their process of epistemic cognition. The paper reports on the detailed analysis of the data sets for three students of widely different SEB and performance levels. Comparing the SEB, problem solutions and epistemic practices of the three students has enabled us to examine the interplay between SEB, problem-solving strategies (PS), conceptual understanding (CU), and metacognitive reflection (MCR), to see how these operate together to facilitate problem solutions. From the analysis, we can better understand how different students’ epistemic cognition is adaptive to the context. The findings have implications for teaching science and further research into epistemic cognition.  相似文献   

9.
Drawing from the findings of a qualitative study with female refugee high school students from Somalia in the US, this paper attempts to provide a window to understanding the multilayered character of newcomer students’ academic identity construction. The students’ micro‐level processes of creating spaces for belonging at school are linked to their macro‐level extra‐educational connections at the societal and global levels. The framework presented attempts to sensitise educators to increase their attention to the global‐socio‐cultural contexts of education and strive to create spaces within schools for the recognition and facilitation of students’ complex identities.  相似文献   

10.

The purpose of this research is to investigate factors affecting the acceptance and use of mobile technology in learning mathematics based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model. The study group comprised of 1640 students attending different types of high schools and grade levels. The results of the study revealed both direct and indirect effects of exogenous variables on Behavioral Intention and Use Behavior in mobile technology acceptance of high school students in learning mathematics. It was also found that the theoretical model was confirmed adequately based on the regression coefficients, the significance of the regression coefficients, and the goodness of fit indices obtained from the SEM analysis. The strongest predictors of Behavioral Intention were Hedonic Motivation and Habit, respectively. Exogenous variables of the study together explained 76% of the variance in Behavioral Intention and 13% of the variance in Use Behavior.

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11.
This study investigated the effects of domain-general and domain-specific scaffolds with different levels of support, continuous and faded, on learning of scientific content and problem-solving. Students’ scores on a multiple-choice pretest, posttest, and four recommendation forms were analyzed. Students’ content knowledge in all conditions significantly increased from pretest to posttest. However, the continuous domain-specific condition outperformed the other conditions on the posttest. Although domain-general scaffolds were not as effective as domain-specific scaffolds on learning content and problem representation, they helped students develop solutions, make justifications, and monitor learning. Unlike domain-specific scaffolds, domain-general scaffolds helped students transfer problem-solving skills when they were faded. Several suggestions are discussed for making improvements in the design of scaffolds to facilitate ill-structured problem solving.  相似文献   

12.
We investigated the impact of self‐assessment training on student achievement and on computer self‐efficacy in a technology‐supported learning environment (grade 9 students using Global Information Systems software). We found that self‐assessment had a positive effect on student achievement, accounting for 25% of the variance across three measures. The treatment effect was as large for females as for males and for those with low initial self‐efficacy as it was for those with higher scores. In addition, self‐efficacy increased more in the control than in the treatment group. We interpreted the self‐efficacy results to be a positive outcome of the treatment: teachers may have used self‐assessment training to depress the inflated self‐perceptions of some teenagers.  相似文献   

13.
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible solution for these shortcomings is to focus on separate game elements rather than on games as a whole. A second solution is to take into account students’ perceptions of instruction as they are likely to affect students’ interpretations and learning outcomes. This study investigated whether the addition of the gaming element ‘competition’ to a computer-based language learning environment is related to students’ motivation, perceptions and learning outcomes. Additionally, this study probed into the effect of instruction, i.e., the instruction of a gaming or learning environment, on students’ perceptions of the environment, their motivation and learning outcomes. 83 students participated in this study, all working in a game-based learning environment for learning business English conversation skills. The results demonstrate that competition is not significantly related to students’ learning gains and only partly related to students’ motivation. Moreover, the majority of students perceived the environment as a learning environment, even when they were instructed to be playing in a gaming environment. To conclude this paper, the practical and theoretical implications for the fields of instructional design and educational games research are discussed.  相似文献   

14.
Collaboration has been considered one of the key features of a successful school. However, the literature does not provide many examples of schools becoming more collaborative. This study focuses on the construction of a collaborative community among elementary school teachers in a large, public, urban school over several years. The researchers followed a group of students and teachers as they learned together through looping in kindergarten and first grade. The data suggest that collaboration requires time and conversations and that there are a number of challenges that must be overcome. The data also suggest that specific school structures result in opportunities for collaboration and that uncertainty plays a role in creating a collaborative learning community.  相似文献   

15.
In this study we investigated how a newly developed learning environment that integrates mobile augmented reality (AR) technology supported students’ socio-scientific reasoning (SSR). Drawing upon the reasoned action theory, we consider the roles of students’ attitudes toward SSR before learning, and their cognitive and emotional engagement during learning in the students’ actual performance of SSR. The implementation results indicate the impact of the learning environment on students’ scientific knowledge and attitude change. Moreover, we identified a significant path of how the students developed their SSR by the interactions among their attitude toward SSR, and their cognitive and emotional engagement in the mobile AR learning environment. On the other hand, the students’ post-learning attitudes toward SSR were dominated by their pre-learning attitudes. Implications and suggestions are discussed.  相似文献   

16.
In this study we investigated the role of a dynamic online game on students’ early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10–12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the students’ online working when solving the problems. Before and after the intervention a paper-and-pencil test on early algebra was administered. The data analysis revealed that the online working contributed to the students’ early algebra performance. There was a significant gain in performance across all grades. The highest effect was found in grade 6. Out of the three strategy profile clusters that could be distinguished in the whole sample, the cluster dominated by using extreme values and the cluster characterized by the trial-and-error strategy were most influential on the gain in early algebra performance. The students’ level of online working, which was defined as a combination of online involvement and strategy use, appeared to have a marginally significant effect on the gain score for the total sample. Per grade there was no significant effect, yet the levels of online working were significantly related to grade. Free playing was mostly performed in grade 4, looking for answers in grade 5, and exploring relations slightly more in grades 5 and 6. About 17 % of the effect of grade on the gain score was mediated by the level of online working.  相似文献   

17.
This case study investigated undergraduate students’ first experience in online collaborative learning in a project‐based learning (PBL) environment in Taiwan. Data were collected through interviews of 48 students, instructor’s field notes, researchers’ online observations, students’ online discourse, and group artifacts. The findings revealed interesting phenomena as results of cultural influences as well as educational system impacts. Students experienced learning benefits from PBL in the intensive six‐week period, yet voiced serious concerns about the changed role of the instructor, as well as strong reservations on peer collaboration as a result of the competitive tradition in education. Online collaborative learning and PBL critically challenged some culturally‐rooted traditions in Taiwan. The study generates practical insights into the applications of online collaborative learning and PBL in Taiwan’s higher education as well as implications for cross‐cultural implementation of online learning.

Online‐kooperatives Lernen in einer projektbasierten Lernumgebung in Taiwan: Eine Fallstudie aus Sicht der Studenten

Diese Fallstudie untersuchte die erste Erfahrung von Studenten in Online‐kooperativem Lernen in einer projektbasierten Lern‐ (PBL) Umgebung in Taiwan. Die Daten wurden durch Interviews von 48 Studenten, den Feldnotizen, den Online‐Beobachtungen, den Online‐Diskurs‐ und Gruppenartefakten der Studenten der Forscher gesammelt. Die Ergebnisse zeigten interessante Phänomene als Ergebnisse von sowohl kulturellen Einflüssen als auch Bildungssystemwirkungen auf. Die Studenten erfuhren in den intensiven sechs Wochen den Nutzen von PBL zu kennen, trotzdem äußerten sie sowohl ernste Sorgen über die geänderte Rolle des Ausbilders als auch starke Bedenken in Bezug auf gleichrangige Kollaboration als Folge der wettbewerbsgeprägten Tradition in der Bildung aus. Online‐kooperatives Lernen und PBL forderten kritisch einige kulturell verwurzelte Traditionen in Taiwan heraus. Die Studie ermöglicht praktische Einblicke in die Bewertungen von Online‐kooperativem Lernen und PBL in Taiwans höherer Bildung wie auch Auswirkungen auf interkulturelle Durchführung des Online‐Lernens.

L’apprentissage collaboratif en ligne dans un environnement d’apprentissage fondé sur les projets à Taiwan: étude de cas sur les perspectives des étudiants de premier cycle

La présente étude de cas porte sur la première expérience d’apprentissage collaboratif en ligne qu’ont eue des étudiants de premier cycle dans le cadre d’un environnement d’apprentissage (AFP) fondé sur les projets. On a rassemblé des données grâce à des entretiens avec 48 étudiants, grâce aux notes de terrain des professeurs, grâce aux observations en ligne des chercheurs, grâce au discours en ligne des étudiants et aux productions de groupe. Les résultats obtenus ont fait apparaître des phénomènes intéressants, résultant des influences culturelles et du poids d’un système éducatif. Les étudiants ont vécu une progression de leur apprentissage grâce à l’AFP au cours de la période intensive de 6 semaines mais ils ont toutefois fait part de l’inquiétude sérieuse que suscitait le changement de rôle du professeur et de leurs fortes réticences sur la collaboration entre étudiants du fait de la tradition de concurrence en éducation. L’apprentissage collaboratif en ligne et l’AFP représentaient un défi critique pour certaines traditions enracinées dans la culture de Taiwan. La présente étude ouvre des perspectives pratiques sur les applications de l’apprentissage collaboratif en ligne et l’AFP dans l’enseignement supérieur à Taiwan avec des conséquences pour la mise en place de l’apprentissage en ligne dans un cadre transculturel.

El aprendizaje colaborativo en línea dentro de un entorno de aprendizaje basado en proyectos, en Taiwan: un estudio de caso sobre las perspectivas para los estudiantes de primer ciclo

El presente estudio de caso trata de la primera experiencia de estudiantes de primero ciclo con el aprendizaje colaborativo en línea dentro de un entorno de aprendizaje basado en proyectos (ABP) en Taiwan. Los datos han sido recaudados a través de entrevistas con 48 estudiantes, a través de los apuntes de terreno de los profesores, de las observaciones en línea de los investigadores, del discurso en línea de los estudiantes y de las producciones de grupo. Los resultados han arrojado fenómenos interesantes que son el resultado tanto de las influencias culturales como del impacto del sistema educativo. Los estudiantes han experimentado los beneficios del aprendizaje ABP durante la sesión intensiva de 6 semanas pero han expresado inquietudes serias sobre el cambio de papel del profesor y fuertes reservas acerca de la colaboración entre alumnos como consecuencia de la tradición competitiva en educación. El aprendizaje colaborativo en línea y ABP representan desafíos críticos para algunas tradiciones con fuertes raices en Taiwan. Este estudio abre perspectivas prácticas sobre las aplicaciones del aprendizaje colaborativo en línea y el ABP en la enseñanza superior de Taiwan además de implicaciones para la puesta en práctica transcultural del aprendizaje en línea.  相似文献   

18.
The study aimed to investigate how students in an introductory educational sciences course experienced and understood their own actorship during the course, in relation to conditions for learning created by the teachers. The analyses were based on students’ answers to an evaluation questionnaire that produced both quantitative and qualitative data. Those students who experienced opportunities to influence the course activities also stated that they had contributed to the development of the course to a greater extent than did those who experienced no such opportunities. There was no correlation between not feeling informed about the conditions for the course and seeking complementary information. The analysis also generated five different categories based on how the students viewed their own actorship, varying from ‘no actorship since it is not meaningful’ to ‘Real actorship exists’. The results are discussed in relation to methodological reflections and as implications for increasing students’ actorship.  相似文献   

19.
Recent studies in learning programming have largely focused on high school and college students; less is known about how young children learn to program. From video data of 20 students using a graphical programming interface, we identified ideas that were shared and evolved through an elementary school classroom. In mapping these ideas and their resulting changes in programs and outputs, we were able to identify the contextual features which contributed to how ideas moved through the classroom as students learned. We suggest this process of idea mapping in visual programming environments as a viable method for understanding collaborative, constructivist learning as well as a context under which experiences can be developed to improve student learning.  相似文献   

20.
Abstract

The purpose of this study was to examine the views of high school students with regard to food chains and food webs. This investigation included 96 randomly selected students from three countries (32 from each country): the USA, Australia and Canada. Each subject was individually interviewed using the interviews about events method. During each interview, the investigators asked the subject a set of standard questions that was developed prior to the beginning of this study. The investigators found that most of the students from all three countries had some difficulty in providing a complete explanation of the complex feeding relationship that occurs within a food web and that some of these students revealed one or more misconceptions about these relationships.  相似文献   

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