共查询到14条相似文献,搜索用时 7 毫秒
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This study explored the effects of web-enabled pedagogies on students' involvement in learning. A series of quasi-experiments were conducted to investigate whether students' involvement increases over time if intervened, respectively, by problem-based learning (PBL), self-regulated learning (SRL), and their combinations. Two classes of 102 first-year students at a vocational school in a one-semester course were chosen for this empirical study. The results were generally supportive. The authors further discuss the implications for schools, scholars, and teachers engaged in e-learning. 相似文献
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张勇 《教学研究(河北)》2010,33(4):22-25
在国内外众多针对具体学科、具体年级自主学习实验的基础上,提出促进学生自主学习的教学指导流程。即,有利于学生自主学习的教学指导程序应是:呈现学习目标,激发学习动机,引导学生自学,自学检查,小组讨论,教师对疑难问题重点讲解,练习巩固,课堂小结等。本文认为,自主学习的教学指导流程适用的年级、学科比较广泛,能够起到"普遍参照"作用,具有一定实用和推广价值。 相似文献
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By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students’ learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of Chinese poetry, while it is difficult for students to understand why poets write these poems, resulting in learning confusion. This paper implemented a digital game-based situated learning system based on Tang Dynasty poems for learning Chinese poetry to simulate the situations of hardship encountered by poets when writing poetry in animated form to help junior high school students in Taiwan to have greater understanding when learning the content of Chinese poetry. The research results show that students who used the Gourd Tang Dynasty system in game-based instruction had significantly better learning achievements than students who underwent traditional narrative instruction. Among them, students in the low learning ability group improved in their grades significantly more than students in the high learning ability group in terms of their Tang Dynasty poetry learning. Furthermore, the authors examined the predictive relationships between perceived ease of use, perceived usefulness and behavioural intention related to the digital game-based situated learning system for Chinese language poetry. The factor of perceived usefulness was a key factor in the students’ positive attitudes towards the digital game-based situated learning system. There were no significant differences with respect to individual characteristics (i.e. gender, online game experience and digital learning experience). The results demonstrate that this type of system can be widely accepted by students with different learning experiences. 相似文献
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One of the hallmarks of adolescent and adult development of expert performance is its self regulation. This paper reviews different approaches to assessing the use of self-regulated learning (SRL) strategies in high-school and college students and their ability to predict academic performance. The current study assesses the use of SRL strategies with interviews and diaries and their relation to grade point average (GPA) in sixty upper-level college students majoring in science. Their diaries revealed that students with high, average, and low GPAs (assessed before the start of the semester) differed in overall use of SRL strategies and in the use of particular strategies during specific weeks. Methods of assessing and understanding differences in adult self-regulation and subsequent academic performance are evaluated and discussed. 相似文献
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While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as digital media, (b) video gaming as play, and (c) video gaming as family routine. Each framework brings different issues related to learning into focus, and contributes new insights into the role gaming plays in the lives of children, adults, and families as a whole. 相似文献
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Chris Beaumont Claire Moscrop Susan Canning 《Journal of Further & Higher Education》2016,40(3):331-350
High quality feedback is known to be essential for learning, yet in higher education it has been highlighted as a problem area in the UK by both the Quality Assurance Agency (QAA) and National Student Surveys. Furthermore, a recent study has shown that there is a fault-line between the highly structured guidance system that exists in schools/colleges and the culture of ‘independent’ learning that is promoted in higher education and suggests that this is a significant barrier to a successful transition. This article reports research to improve the transition for first-year undergraduates by providing a structured set of guidance activities (scaffolding) as a means of an extended induction into the assessment processes in higher education. The activities are based on the dialogic feedback cycle, which encompasses principles of feedback as dialogue, emphasising guidance at the start of and during an assignment rather than summative written feedback. The intervention was evaluated by means of a questionnaire and supported by focus groups. The questionnaire was administered to a control group and an intervention group. Results showed statistically significant improvements (p < 0.05) in students’ perceptions of their understanding of assessment tasks and criteria and increased confidence in terms of completing assessment tasks and self-regulated learning. 相似文献
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Jonathan C. Hilpert Jeffrey A. Greene Matthew Bernacki 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(5):1204-1221
Capturing evidence for dynamic changes in self-regulated learning (SRL) behaviours resulting from interventions is challenging for researchers. In the current study, we identified students who were likely to do poorly in a biology course and those who were likely to do well. Then, we randomly assigned a portion of the students predicted to perform poorly to a science of learning to learn intervention where they were taught SRL study strategies. Learning outcome and log data (257 K events) were collected from n = 226 students. We used a complex systems framework to model the differences in SRL including the amount, interrelatedness, density and regularity of engagement captured in digital trace data (ie, logs). Differences were compared between students who were predicted to (1) perform poorly (control, n = 48), (2) perform poorly and received intervention (treatment, n = 95) and (3) perform well (not flagged, n = 83). Results indicated that the regularity of students' engagement was predictive of course grade, and that the intervention group exhibited increased regularity in engagement over the control group immediately after the intervention and maintained that increase over the course of the semester. We discuss the implications of these findings in relation to the future of artificial intelligence and potential uses for monitoring student learning in online environments.
Practitioner notes
What is already known about this topic- Self-regulated learning (SRL) knowledge and skills are strong predictors of postsecondary STEM student success.
- SRL is a dynamic, temporal process that leads to purposeful student engagement.
- Methods and metrics for measuring dynamic SRL behaviours in learning contexts are needed.
- A Markov process for measuring dynamic SRL processes using log data.
- Evidence that dynamic, interaction-dominant aspects of SRL predict student achievement.
- Evidence that SRL processes can be meaningfully impacted through educational intervention.
- Complexity approaches inform theory and measurement of dynamic SRL processes.
- Static representations of dynamic SRL processes are promising learning analytics metrics.
- Engineered features of LMS usage are valuable contributions to AI models.
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Irina Engeness 《Research in Science & Technological Education》2020,38(1):42-62
ABSTRACTThe study provides an insight into how teachers may facilitate students’ group learning in science with digital technology, which was examined when Norwegian lower secondary school students engaged in learning concepts of mitosis and meiosis. Quantitative and qualitative analyses of the teacher’s assistance draw on Galperin’s conceptualisation of learning.Findings reveal patterns in the teacher’s guidance: the teacher fulfilled the orienting, executive and controlling functions while assisting students in identifying the key features of mitosis and meiosis and solving the compare and contrast task. The teacher relied on and interplayed with the available mediational resources: compare and contrast task, digital animations, and collaborating peers. However, it was the compare and contrast task that demonstrated an approach to study scientific concepts which may have contributed to the development of learners’ understanding about to engage in learning in science. By adopting such an approach, learning activity has the potential to not only help students to achieve learning outcomes but it acquires a functional significance, becoming a tool in the learning process aimed at the development of students’ as learners. The digital animations, in turn, demonstrated scientific processes that were otherwise invisible for students and triggered group discussions. The study, therefore, raises questions about the need for practitioners’ awareness of the type of support the technology and other resources provide to assist both conceptual learning and enhancing students’ agency in learning to learn. 相似文献
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Yancy Toh Hyo-Jeong So Peter Seow Wenli Chen Chee-Kit Looi 《Learning, Media and Technology》2013,38(3):301-318
This paper shares the theoretical and methodological frameworks that are deployed in a 3-year study to examine how Singapore primary school students leverage on mobile technology for seamless learning. This notion of seamless learning refers to the integrated and synergistic effects of learning in both formal and informal settings, which is distributed across different learning processes (emergent or planned) as well as across different spaces (in or out of class). Drawing insights from the literature and our study, we assert that we should jettison the technology-centric view to adopt a socio-cultural framework. This move puts us in a better position to make sense of the rich complexities coalescing around the students’ in-situ use of mobile devices. We also critiqued the adequacy of our people-centred data collection method, in particular, cooperative inquiry in capturing instances of seamless learning. Challenges of operationalising the cooperative inquiry approaches are also detailed in the paper. 相似文献
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Green space offers a significant environmental resource that can improve the individual experience of health and quality of life. However, barriers exist that prevent the use of green space, and partnership (multi-agency) working has the potential to overcome these. Current public health policy aims to broaden the range of environmental public health intervention through effective partnership working. In response to this, a community development partnership project (Stepping Stones to Nature) was established in the south west of England to improve green spaces in neighbourhood communities through engagement and consultation. Integral to this project was an initiative to research the process and experience of partnership working. The aim of this paper is to report the experience of the multi-agency group guiding the research process and how they used an action learning approach to explore their experiences and guide the research process. Halfway through the project a ‘formal’ focus group discussion was arranged in order to capture the reflective thinking and learning that had taken place. The focus of this paper is on the data from that group discussion. Four main themes were evident from the data: expectation/perceptions; stakeholder involvement; tensions (at organisational and individual levels); and reflection and learning (through the partnership and research process). This paper reflects the different expectations of the research process that need to be identified early in partnership research in order that they can be appropriately managed. 相似文献