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In this paper, we explore how the application of multimedia design principles may inform the development of educational multi-user virtual environments (MUVEs). We look at design principles that have been shown to help learners manage cognitive load within multimedia environments and conduct a conjectural analysis of the extent to which such principles can help manage cognitive load in the highly immersive “beyond multimedia” environments that 3-D educational MUVEs represent. We frame our discussion as a design practice analysis of the River City MUVE, a science inquiry environment that has middle school students collaborating to develop and test hypotheses regarding illnesses sweeping a virtual town. We analyze the current River City interface design using a framework describing cognitive overload scenarios and associated approaches to manage cognitive load. We also discuss the potential difficulties that may be seen as multimedia principles are applied to 3-D MUVEs. Our discussion describes a blueprint for research implementations that we are undertaking to systematically investigate the effect of an educational MUVE interface design based on multimedia principles—implementations that we hope will provide an action framework for other MUVE researchers to use in their own studies.  相似文献   

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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   

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ABSTRACT

Many science curricula and standards emphasise that students should learn both scientific knowledge and the skills associated with the construction of this knowledge. One way to achieve this goal is to use inquiry-learning activities that embed the use of science process skills. We investigated the influence of scientific reasoning skills (i.e. conceptual and procedural knowledge of the control-of-variables strategy) on students’ conceptual learning gains in physics during an inquiry-learning activity. Eighth graders (n?=?189) answered research questions about variables that influence the force of electromagnets and the brightness of light bulbs by designing, running, and interpreting experiments. We measured knowledge of electricity and electromagnets, scientific reasoning skills, and cognitive skills (analogical reasoning and reading ability). Using structural equation modelling we found no direct effects of cognitive skills on students’ content knowledge learning gains; however, there were direct effects of scientific reasoning skills on content knowledge learning gains. Our results show that cognitive skills are not sufficient; students require specific scientific reasoning skills to learn science content from inquiry activities. Furthermore, our findings illustrate that what students learn during guided inquiry activities becomes visible when we examine both the skills used during inquiry learning and the process of knowledge construction. The implications of these findings for science teaching and research are discussed.  相似文献   

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Recently, researchers have demonstrated the benefits of technology-enhanced science inquiry activities. To improve students’ self-regulation and assist them in controlling their own learning pace through inquiry activities, in this study, a self-regulated science inquiry approach was developed to assist them in organizing information from their real-world exploration. A quasi-experimental design was conducted in an elementary school natural science course to evaluate the students’ performance using the proposed learning approach. One class assigned as the treatment group learned with the self-regulated science inquiry approach, while the other class assigned as the control group learned with the conventional science inquiry approach. The students’ learning achievement, tendency of information help seeking, tendency of self-regulation, and self-efficacy were evaluated. The results of the study revealed that the self-regulated science inquiry approach improved the students’ learning achievement, especially for those students with higher self-regulation. In addition, the students who conducted inquiry with the self-regulated learning strategy increased their tendency of information help seeking, self-efficacy, and several aspects of self-regulation, including time management, help seeking, and self-evaluation. Accordingly, this study demonstrated the effectiveness of the self-regulated learning strategy, an approach with high learner control, in terms of improving students’ learning achievement and their self-regulation.  相似文献   

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The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was to compare lecture-based and immersive VR-based multimedia instruction, in terms of declarative knowledge acquisition (i.e. learning) of basic corrosion prevention and control with military personnel. Participants were randomly assigned to the control group (N?=?115) or investigational group (N?=?25) and tested immediately before and after training. The author accessed learning outcomes from the pre-exam and post-exam scores and VR system usability from exit questionnaires. Results indicate that both forms of instruction will increase learning. VR-based did produce higher gain scores and there was a statistically significant interaction between instruction type and time.  相似文献   

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The adoption of technology has created a major impact in the field of education at all levels. Technology-supported classroom learning environments, involving modern information and communication technologies, are also entering the Indian educational system in general and the schools in Jammu region (Jammu & Kashmir State, India) in particular. This study, which is the first of its kind in India, reports the use of a modified form of Technology-Rich Outcomes-Focused Learning Environment Inventory (TROFLEI) for assessing students?? perceptions of their learning environments in technology-supported science classrooms. Analysis of data from 705 students from 15 classes provided evidence for the reliability and validity of the questionnaire in Indian science classroom settings. The same data also were used for studying gender differences and associations between students?? perceptions of their technology-supported learning environments and three learner outcomes (attitude towards science, academic efficacy and academic achievement).  相似文献   

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This article on secondary schools science laboratories in Portugal focuses on how school space functions as a pedagogical and political instrument by contributing to shape the conditions for teaching and learning dynamics. The article places the impact of changes to school layouts within the larger context of a public school renovation programme, discussing how school space functions as a pedagogical and political instrument. The focus is on science laboratories as a particular learning environment for science education. The study, conducted between 2010 and 2011 in 13 renovated schools within the framework of the Portuguese Secondary School Modernisation Programme, drew on document analysis, interviews, pupil and teacher surveys and site-specific focus groups. One of the main findings is that teachers found that science laboratories were the most controversial and debated of all the renovated learning spaces. Considering that the science laboratory layout was intended to be universal across all schools, there was little intervention by the architects responsible for the renovation of the schools. Focusing on the analysis of the decision to change the science laboratory design within the aims of the education policy, this article discusses how teachers’ criticisms were a response to some of the educational policy goals underlying the renovation of school buildings and the potential impact on science education, namely, the relationship between flexibility of space organisation and pedagogical approaches.  相似文献   

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This paper reports a novel perspective of integrating digital media in education. In a research and development project we developed and tested a new tool (eLogg) aimed for use in primary and lower secondary schools. Strongly influenced by popular technologies, such as weblogs and wikis, eLogg was built on different assumptions and ideas of how to facilitate learning and communication than traditional learning management systems (LMS). After an initial phase of participatory design and development, eLogg was tested in different school settings. Part of this use was observed, and the preliminary results are reported here. Our analysis shows that the open aspects of eLogg lead pupils to hold conversations with each other as well as opening for building on others’ writings in their online learning activities. The specific activity types we identified in this study were peer conversations, resource sharing, lurking, project work, and assignments. We end the paper by relating these findings to what we have found in a second case study, where we observed the use of an LMS. On these grounds we conclude that there are important differences, and that we always should keep in mind that the technologies we use are inscribed with assumptions about what learning is and how it should be supported.  相似文献   

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The purpose of this study was to explore a new learning environment instrument which could be used by teaching practitioners and other educators to measure the language learning environment in the secondary science classroom. The science teacher is central in creating science classrooms conductive to the language needs of students and should be promoting the learning of language in the science curriculum and in the teaching strategies with English as second language learners. The data in this study were collected using a structured self-administered survey with a sample of 240 secondary school students from eight science classrooms. Factor analysis identified five dimensions, namely, Teacher Support, Vocabulary Development, Assessment, Motivation and Language for Learning Science. These five dimensions explained 56.9% of the variance in the language learning environment instrument. The internal reliability of the dimensions using Cronbach’s α ranged from 0.603 to 0.830. The study revealed significant differences in the dimensions of the language learning environment between what the students perceived to actually be occurring to what they would prefer. Implications from this preliminary research include the ability for measuring the language learning environment in the secondary science class and the potential for practitioners to use the information to develop teaching strategies conducive to learning for all students.  相似文献   

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Designers of interactive learning environments face the issue of managing the learner's cognitive load, reducing irrelevant sources while optimizing useful sources of load. I propose a conceptual framework aimed at organizing the contributions of the papers presented in this special issue. The framework identifies three main dimensions, namely individual, task and environment, which may have specific or combined effects on the amount and type of cognitive load experienced during learning activities. I summarize some of the findings presented in the special issue with respect to each of these dimensions. Then I discuss some limitations of the studies and some perspectives for further research in the domain. I emphasize the need to control learners’ level of familiarity with the task setting and environment features, not just their prior knowledge of the content area, in order to obtain reliable assessments of cognitive load and learning outcomes.  相似文献   

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In this paper, we present a mobile technology-assisted seamless learning process design where students were facilitated to develop their personalized and diversified understanding in a primary school??s science topic of the life cycles of various living things. A goal-based approach to experiential learning model was adopted as the pedagogical design to support the student??s personalized learning process. We chose to report the student??s inquiry into the life cycles of the spinach plant and the butterfly to pinpoint the how the student??s personalized learning was fostered in the experiential learning. The learning process consisted of (a) in-class enculturation and question posing; (b) out-of-class field trip observation; (c) on site reflection after observation; (c) data collection and conceptualization of life cycles in the field trip; (d) the hands-on experimentation of growing the spinach plant and rearing a butterfly after the trip at home; (e) creation of animations and composition based on the hands-on experience individually either at home or in class to re-conceptualize the life cycles of the spinach plant and the butterfly, and (f) sharing and evaluation of their work in class. Each student was assigned a smartphone on a 1:1, 24?×?7 basis, which was used by individuals to mediate their seamless learning experience across multiple contexts. Through our analysis of the learning content, processes and products, we illuminate how the goal-based approach applied to mobile-assisted experiential learning facilitates students?? personalized learning and helps them to fulfill their agency in such learning experiences.  相似文献   

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Science learning in virtual environments: a descriptive study   总被引:3,自引:0,他引:3  
Usually, students learn more if the method of instruction matches their learning style. Since Physics and Chemistry deal with three–dimensional (3–D) objects, the ability to visualize and mentally manipulate shapes is very helpful in their learning. In fact, much of what Physics and Chemistry students know takes the form of images. However, little attention has been given to the pedagogical effectiveness of visual stimuli in those disciplines. Computers are being increasingly used as teaching tools. The new approaches include simulations, multimedia presentations and, more recently, virtual environments. Computer–based worlds are useful to visualize physical and chemical processes allowing for better conceptual understanding. Since 3–D virtual environments need to be explored and evaluated in science education, we have created a virtual environment ( Virtual Water ) for studying phases of matter, phase transitions and atomic orbitals at the final year of high school and first year of university levels. Based on that work, we discuss the implications of visual learning in designing strategies to cater for differences in learning modes. Our study indicates that 3–D virtual environments may help students with high spatial aptitude to acquire better conceptual understandings. However, only some parameters (interactivity, navigation and 3–D perception) have shown to be relevant and only for some topics. On the other hand, stereoscopic visualizations do not seem to be relevant, with the exception of crystalline structures.  相似文献   

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Various methods and tools have been proposed to overcome the learning obstacles for Object-Oriented Programming (OOP). However, it remains difficult especially for novice learners. The problem may be not only adopting an instructional method, but also an Integrated Development Environment (IDE). Learners employ IDEs as a means to solve programming problems and an inappropriate IDE may impose additional cognitive load. Therefore, this quasi-experimental study tried to identify the cognitive effects of a more visually supportive and functional IDE. It was explored by the functional near-infrared spectroscopy method, which is a relatively new physiological tool for measuring cognitive load. Novice students participated in the study in two experimental groups and they were required to write a Java application using two different IDEs. The results indicated a significant difference between the experimental groups and the findings are discussed in view of the principles of Cognitive Load Theory and Multimedia Learning.  相似文献   

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In this research, a survey method utilising questionnaires and focus group interviews was employed to determine correlations between students’ learning styles and each of the presences in the CoI Framework across disciplines as well as students’ blended learning experience. To this end, the linear regression model was the statistical approach used to explore the correlation between each of the presences and the learning styles after controlling for the disciplines. Consequently, a three–way cross-tab using Chi-square statistics was the statistical method used to discover the variations of the students’ experience of blended learning under different disciplines and learning styles. A total of 12 lecturers and 377 students from three private institutions were involved in this study. The results show that among the four discipline categories, only the soft-applied has a significant effect on the linear regression model. In this particular discipline, the Kinesthetic variable alone has a significant effect on all the three presences in the CoI Framework. The R-squared values are rather small. Further investigation should be directed towards an inclusion of a larger number of postgraduate participants, more courses in the soft-pure and hard-pure categories, and the learning styles of lecturers.  相似文献   

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