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1.
本文从概率论的基础知识入手,通过对若干有代表性的例题的分析和解答,介绍解题的思路及解答各类型题的具体规律,并提供一些常用的解题技能和技巧.  相似文献   

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在基础教育中,如何通过对知识的联想来采集信息,解决问题是一种提高教学的有效途径。  相似文献   

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谈如何解决贫困大学生的心理问题   总被引:1,自引:0,他引:1  
针对目前高校贫困大学生人数的不断增加和贫困大学生心理问题的出现,探讨通过心理健康教育、心理咨询、助学等方法来解决这些问题,从而使他们顺利完成学业,成为社会主义现代化的建设者和接班人。  相似文献   

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利用几道典型图像法解题的实例,分析图像法解题的好处及具体过程要求,图像法解物理问题形象直观,利于学生更好的学习和掌握物理概念和规律,利于培养学生的能力。  相似文献   

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韦妙 《海外英语》2011,(9):62-65
Listening is the foundation of four basic skills.It is one of the most difficult parts for students.There are a lot of problems in English listening comprehension.How to solve the problems and increase students listening ability? This paper analyses students’ problems in English listening and advances some corresponding solutions and strategies.  相似文献   

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In response to a call for theories of instructional design that are grounded in practice, I conducted a naturalistic study of the instructional design process for three permanent museum exhibits. An analysis of the data indicated that design involves a series of decisions, each of which has 4 components: • Design goals: principles to be achieved through the decision process and that must be realized before the choice is considered complete. • Design resources: the materials–both physical and intellectual–available to present information. • Design techniques: the strategies for achieving the goals using the design resources available. • Constraints: outside influences such as budget and schedule that limit the use of resources and techniques to achieve a goal. Each phase in the design process is characterized by certain types of decisions in which one of the four components dominates. Design team members participate to different extents in design decisions based on their roles. In theory, the model should transfer from museum exhibition design to instructional design. Further study would indicate the extent as well as which design decisions are guided by research, theory, or instinct, so we might understand and ultimately improve decisions about instructional programs.  相似文献   

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Two studies were carried out with expert educational designers at Arthur Andersen and the Open University of the Netherlands to determine the priorities they employed when designing competence‐based learning environments. Designers in a university context and in a business context agree almost completely on what principles are important, the most important being that one should start a design enterprise from the needs of the learners, instead of the content structure of the learning do main. The main difference between the two groups is that university designers find it extremely important to consider alternative solutions during the whole design process; something that is considerably less important by business designers. University designers also tend to focus on the project plan and the desired characteristics of the instructional blueprint whereas business designers were much more client‐oriented and stressed the importance of “buying in” the client early in the process.  相似文献   

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Preparing Instructional Designers for Game-Based Learning: Part 2   总被引:2,自引:0,他引:2  
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

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The purpose of this study was to learn about the use of task analysis procedures by instructional designers. Task analysis is regarded by many to be the most integral part of the instructional design process and the most technical aspect of the instructional designer's job. It is also thought to be the most ambiguous of the instructional design, processes. A questionnaire was developed that surveyed 164 members of the International Society for Performance Improvement (ISPI) and the Association for Educational Communications and Technology (AECT) with instructional design responsibilities. This research learned what instructional design activities designers associate with task analysis and the percentage of time instructional designers devote to task analysis. It also learned what task analysis methods are most and least often used by instructional designers and identified those task analysis methods not known by instructional designers. Finally, this study determined how instructional designers learn to conduct task analyses and the factors that impact task analysis practices.  相似文献   

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Preparing Instructional Designers for Game-Based Learning: Part 1   总被引:1,自引:0,他引:1  
《TechTrends》2010,54(3):27-37
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game developers may know little about training, education and instructional design. In this three part series of articles, four recognized and emerging experts in instructional game design discuss their perspectives on preparing instructional designers to optimize game-based learning. In Part I, we set the context for the series of articles and one of four faculty members who teach a graduate level course on game design discusses what he believes instructional designers should know about instructional game design based on his experiences. Part II will present alternative perspectives from two additional faculty members who teach courses in instructional game design, and Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

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近年来,开放型试题已经成为推动同学们创造发展的热点。所谓开放型试题是指题目给定的条件不完备,解题的方法不固定,答案、结论不惟一的题目。1条件开放型试题此类试题给出的条件是不完备的、隐含的,或给出多余的干扰条件等。例1图1,A、B是一块厚度均匀的金属片上裁下的两小片,其中A是正方形的,B片的形状不规则,请你用三种方法较准确地测出B片的面积  相似文献   

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Although it is clearly established that an effective instructional systems design (ISD) process requires evaluation, previous studies provide evidence to show that everyday practices of instructional designers do not include sufficient or appropriate evaluation. Research suggests that organizational barriers and lack of support for evaluation are a leading cause of its inadequate usage. Without appropriate and sufficient evaluation practices, it is impossible to maintain the integrity of the systematic quality of ISD and threatens to undermine the entire concept of instructional design. This article first examines the purposes and importance of evaluation. Second, it reviews research that describes the less‐than‐optimal performance of practitioners as it relates to conducting evaluation, along with identifying causes for this performance deficiency. Third, it proposes using a model of human performance technology for improving the environment leading to implementation of evaluation.  相似文献   

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In this paper, we sought to address the following research question: What knowledge and skills are needed by instructional designers in higher education to be successful in their roles? We interviewed eight instructional designers from across the United States, all working for institutions of higher education. Using the constant comparative method, we analyzed our data to identify relevant themes. Our results suggest that instructional designers in higher education must have a solid foundation in instructional design and learning theory, possess soft skills and technical skills, and have a willingness to learn on the job. Most instructional designers felt their academic backgrounds assisted them with their job roles, and, in particular, valued their professional experiences. Instructional designers in higher education must also keep abreast of multiple emerging information and communication technologies. We provide a discussion to synthesize our findings. The findings are relevant to professionals, professional academic programs, and professional associations.  相似文献   

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波利亚的"怎样解题表"体现了朴素的元认知思想.文章对解题表中的元认知进行剖析,并指出其局限性.  相似文献   

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学习数学,与学习其它课程的最大区别就在于,它一定要通过学习者本身解题的实践才能学到,即我们常说的"通过问题学解题".在我们的教学中,对待解题采取不同的态度和不同的方法,其效果是大不相同的.  相似文献   

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笔者不久前以书面问卷的形式对学生不喜欢听力课的原因进行了调查。通过对问卷调查的对比分析,提出大学英语听力课教学相关的对策。  相似文献   

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大学是人生发展的关键时期,也是人生观、世界观和价值观形成的关键时间.成功的大学是人生成功的一半,而成功的大一是成功大学的一半.但是在大一新生进校后,面对陌生的环境,陌生的同学和陌生的生活方式,学习方式,很多同学不同程度、不同方面表现出不适应.老师和同学都应该积极重视,调整心态,正确面对理想和现实的落差,正识自我,找准目标,积极适应大学生活.  相似文献   

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