首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Abstract

This study investigates the effects on learning‐disabled students of embedding a drill and practice task within an arcade game‐like context. We identified 30 learning‐disabled and 30 nondisabled students who had conceptual understanding of addition but had not achieved automaticity in addition facts. We trained students on either a drill‐and‐practice game or an unadorned, straightforward drill (i.e., “plain vanilla") program. We assessed automaticity in three modes of responding—oral, computer keyboard, and written response. There was a significant interaction effect indicating that the learning‐disabled students were relatively disadvantaged by repeated practice in the game format. We infer learning‐disabled students' lower performance is attributed to attentional difficulties, particularly selective attention problems, when potentially distracting elements of a game environment are present.  相似文献   

2.
ABSTRACT

Facilitating students’ deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students’ science learning approaches, learning achievements and problem-solving awareness as well as the learning behavioral patterns of the students with different learning achievements, a quasi-experiment was conducted in an elementary school geoscience course. The participants were two classes of sixth graders. One class was the experimental group who learned with the 3D experiential game, and the other was the control group who learned with the conventional technology-enhanced learning approach. The experimental results showed that the students learning with the 3D experiential gaming system showed better learning achievements, problem-solving tendency, deep learning strategies, and deep learning motive than those who learned with the conventional technology-enhanced learning approach. Moreover, the higher-achievement students showed more behavioral patterns of deep learning strategies than the lower-achievement students. The findings of this study provide a good reference for helping lower-achievement students improve their learning performance.  相似文献   

3.
Abstract

This mixed methods study examined how engagement in robotics and game design influenced students’ self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students’ self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that computer programing was challenging, but students enjoyed the tasks, added elements of culture in some cases, and valued the agency the tasks provided. Focal students were also able to make connections to STEM-related careers. Observational data demonstrated that focal students exhibited substantive CT during robotics and moderate CT during game design. Results support the idea that robotics and game design may be used to broaden underrepresented students’ participation in STEM.  相似文献   

4.
ABSTRACT

Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played Newton's Playground for about 4 hr over the course of 1.5 weeks. Findings include significant pretest–posttest physics gains, and significant relations between in-game indicators and learning.  相似文献   

5.
Abstract

The emerging literature related to feedback literacy has hitherto focused primarily on students’ engagement with feedback, and yet an analysis of academics’ feedback literacy is also of interest to those seeking to understand effective strategies to engage with feedback. Data from concept map-mediated interviews and reflections, with a team of six colleagues, surface academics’ responses to receiving critical feedback via scholarly peer review. Our findings reveal that feedback can be visceral and affecting, but that academics employ a number of strategies to engage with this process. This process can lead to actions that are both instrumental, enabling academics to more effectively ‘play the game’ of publication, as well as to learning that is more positively and holistically developmental. This study thus aims to open up a dialogue with colleagues internationally about the role of feedback literacy, for both academics and students. By openly sharing our own experiences we seek to normalise the difficulties academics routinely experience whilst engaging with critical feedback, to share the learning and strategies which can result from peer review feedback, and to explore how academics may occupy a comparable role to students who also receive evaluation of their work.  相似文献   

6.
ABSTRACT

The purpose of the current study was to investigate students’ overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was developed on a web-based game platform. A total of 15 second-grade students from a public elementary school in Taiwan used tablet computers to engage in problem-solving tasks in the EERG. In the second stage, five schoolteachers from other elementary schools who had adopted similar EERGs in their classrooms in the previous academic year participated in the study to share their instructional experiences. The results indicated that students actively collaborated with their team members to address problem-solving tasks during the EERG activity. Positive collaborative learning experiences and learning attitudes towards the EERG were identified in the students’ self-reflection worksheets.  相似文献   

7.
Abstract

The selection of career paths and making of academic choices is a difficult and often confusing task for young people. The impact on their lives, however, is enormous as it can determine entire future career possibilities. In India, a general remedy to this stress is that instead of choosing a field of study tailored to individual preferences and strengths, topics are chosen that align with the choices of the students’ families or their friends. This can have the effect of entrenching patterns of intergenerational inequity. The aim of this research is to give students greater access to the knowledge capital which will help them make better choices. This is achieved by engaging students in the career planning process, in order to convey information in a likeable and credible way. The COMPCAT (Competency and Career Assessment Tool) game engine combines the use of learning analytics and real time, interactive computer simulations designed to gain insights into the students’ engagement in the making of these complex decisions. This paper presents the conceptual architecture of the game and demonstrates its role in enhancing the learning effectiveness of the students.  相似文献   

8.

This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method research approach was applied to collect, process and analyze the research data in which undergraduate students who had some prior knowledge or had taken algorithm courses were instructed to test the mobile game learning application. This study exhibits the idea of integrating learning with contextual mobile game as an effective approach in understanding the influence of games towards cognitive achievements of students in computing education. In addition, there are no major requirements for the use of this application (can be maintained in resource-constrained contexts such as Nepal), which makes it expressively satisfying and useful for students who are relentlessly using mobile devices. Besides, this study evaluated the influence of BaghLearn towards learning of the design and analysis of algorithm course, which is a compulsory course for most undergraduate computing education program. Furthermore, the study findings can be used as a guideline for developing learning solutions and usability evaluation of such solutions, especially for infrastructure-constrained contexts. Students using the BaghLearn opined that the application is easy to use, supportive and lead to improved learning satisfaction.

  相似文献   

9.
ABSTRACT

This paper presents a revised learning progression for the energy concept and initial findings on diverse progressions among subgroups of sample students. The revised learning progression describes how students progress towards an understanding of the energy concept along two progress variables identified from previous studies – key ideas about energy and levels of conceptual development. To assess students understanding with respect to the revised learning progression, we created a specific instrument, the Energy Concept Progression Assessment (ECPA) based on previous work on assessing students’ understanding of energy. After iteratively refining the instrument in two pilot studies, the ECPA was administered to a total of 4550 students (Grades 8–12) from schools in two districts in a major city in Mainland China. Rasch analysis was used to examine the validity of the revised learning progression and explore factors explaining different progressions. Our results confirm the validity of the four conceptual development levels. In addition, we found that although following a similar progression pattern, students’ progression rate was significantly influenced by environmental factors such as school type. In the discussion of our findings, we address the non-linear and complex nature of students’ progression in understanding energy. We conclude with illuminating our research's implication for curriculum design and energy teaching.  相似文献   

10.
Background: There are some theoretical evidences that explain the relationships between core beliefs (i.e., epistemological beliefs) and peripheral beliefs (self-efficacy in learning) in the literature. The close relationships of such type of beliefs with attitudes are also discussed by some researchers. Constructing a model that investigates these relationships by considering theoretical and empirical evidences can empower researchers to discuss these relationships more comprehensively.

Purpose: The purpose of this study is to explore the relationships among Turkish high school students’ scientific epistemological beliefs, self-efficacy in learning physics and their attitudes toward physics.

Sample: A total of 632 high school students participated in this study; however, 269 female and 229 male (a total of 498) high school students’ data were used.

Design and methods: Three distinct instruments that measure scientific epistemological beliefs, self-efficacy in learning physics and attitudes toward physics were combined into a unique questionnaire form and it was distributed to high school students. To explore the relationships among these variables, structural equation modeling was used.

Results: The results showed that scientific epistemological belief dimensions uncovered by the nature of knowing (source and justification) significantly and positively related to both self-efficacy in learning physics and attitudes toward other important physics dimensions. Additionally, self-efficacy in learning physics significantly and positively predicted attitudes toward multiple physics dimensions (importance, comprehension and requirement). However, epistemological belief dimensions related to the nature of knowledge (certainty and development) did not have significant impact on self-efficacy in learning physics or attitudes toward physics.

Conclusions: This study concludes that there are positive and significant relationships among Turkish high school students’ scientific epistemological beliefs, self-efficacy in learning physics and their attitudes toward physics.  相似文献   

11.
ABSTRACT

Context-based learning aims to make learning more meaningful by raising meaningful problems. However, these types of problems often require reflection and thinking processes that are more complex and thus more difficult for students, putting high demands on students’ problem-solving capabilities. In this paper, students’ approaches when solving context-based chemistry problems and effects of systematic scaffolds are analysed based on the Model of Hierarchical Complexity. Most answers were initially assigned to the lowest level of the model; higher levels were reached without scaffolds only by few students and by most students with scaffolds. The results are discussed with regard to practical implications in terms of how teachers could make use of context-based tasks and aligned scaffolds to help students in this activity.  相似文献   

12.
ABSTRACT

Dance courses aim to not only intensify learners’ dance skills, but also cultivate their personal dancing features, self-confidence, self-reflection ability, creative power, appreciation ability, to name just a few, in order to attain much higher level artistic performance. In the present study, an approach which integrates mobile peer assessment into flipped learning is proposed. Moreover, a 9-week experiment was conducted to explore the effects of the approach on students’ dance skills, self-efficacy, and learning satisfaction. The results indicated that the students learning with the integrated mobile peer assessment and flipped learning approach had better dance skills than those learning with the conventional flipped learning approach and traditional instruction. In terms of self-efficacy, the students learning with the conventional flipped learning approach outperformed those learning with the proposed approach and traditional instruction. In terms of learning satisfaction, the conventional flipped learning approach outperformed the traditional instruction. Discussion and suggestions are provided accordingly. It is suggested that teachers who want to incorporate flipped learning into dance courses may decide whether to combine peer assessment according to the teaching objectives.  相似文献   

13.
ABSTRACT

Much research has been conducted to investigate the effects of inquiry-based learning on students’ attitude towards science and future involvement in the science field, but few of them conducted in-depth studies including young learners’ socio-cognitive background to explore mechanisms which explain how inquiry experiences influence on career choices. Hence, the aim of this study was to investigate in what ways and to what extent the inquiry learning experiences in school science affect students’ future career orientation in the context of socio-cognitive mechanisms based on socio-cognitive career theory(SCCT). For the purpose, Programme for International Student Assessment (PISA) 2015 data were used focusing on science literacy, and the sample of Finnish 15-year-old students (N?=?5782) was analysed by structural equation modelling with the hypothesised Inquiry-SCCT model. The results of the study showed that inquiry learning experiences were indicated as a positive predictor for the students’ career aspiration, and most of its effects were mediated by outcome expectations. Indeed, although self-efficacy and interest in learning science indicated positive correlations with future aspiration, outcome expectation presented the highest correlation with the science-related career. Gender differences were found in the model, but girls indicated higher outcome expectation and career aspiration than boys in Finland.  相似文献   

14.
ABSTRACT

This study aimed to explore the features of mobile learning behaviors among Chinese elementary school students, and relationships between mobile learning behaviors and personal characteristics in mobile learning environment. The current study designed and developed a game-based educational mobile environment and conducted an experimental research. Eighty-three elementary students participated in this study. The results revealed the features of elementary school students’ mobile learning behavior including: 1) the students had reasonable login frequencies and learning time duration with appropriate guidance from the teachers, and satisfying learning performance by self-learning; 2) higher grade, learning style with active information processing and higher test scores in the conventional Chinese subject course had positive impacts on the mobile learning behaviors, but no gender difference was found. Regrettably, students showed more digital consuming than digital creating in the current study. The results could provide necessary suggestions on mobile learning for young learners.  相似文献   

15.
ABSTRACT

In this study, we explore the issues and challenges involved in supporting students’ learning to discern relevant and critical aspects of determining oxidation states of atoms in complex molecules. We present a detailed case of an interaction between three students and a tutor during a problem-solving class, using the analytical tool of practical epistemology analysis (PEA). The results show that the ability to make relevant distinctions between the different parts of a molecule for solving the problem, even with the guidance of the tutor, seemed to be challenging for students. These shifts were connected to both purposes that were specific for solving the problem at hand, and additional purposes for general learning of the subject matter, in this case how to assign oxidation states in molecules. The students sometimes could not follow the additional purposes introduced by the tutor, which made the related distinctions more confusing. Our results indicate that in order to provide adequate support and guidance for students the tutor needs to consider how to sequence, move between, and productively connect the different purposes introduced in a tutor-student interaction. One way of doing that is by first pursuing the purposes for solving the problem and then successively introduce additional, more general purposes for developing students’ learning of the subject matter studied. Further recommendations drawn from this study are discussed as well.  相似文献   

16.
ABSTRACT

The authors examined the relation of school-year teaching practices to SES and race/ethnic score gaps in mathematics by fitting an individual growth model with a representative sample drawn from the Early Childhood Longitudinal Study Kindergarten Cohort data. There were mixed findings. Teaching practices had uniform effects for all students, increasing their scores equally during the school year. Teaching mattered in maintaining proficiency during summer, although modestly. Specifically, practices emphasizing analytical and reasoning skills, thought among mathematics reformers to be most effective, were positively associated with summer learning among low-SES students. The authors explore possible reasons for the weak association between teaching practices and mathematics scores.  相似文献   

17.
ABSTRACT

Children with Autism Spectrum Disorder (ASD) perform poorly in complex fine motor skills and recognition, and they have difficulties in learning complex and multistep motor skills. Gestures-based games, which enable users to get timely feedback, to learn from failure, to engage in games at every moment, and to interact with computers intuitively have become promising tools. However, relevant empirical research on using gesture-based games to assist the learning of children with ASD is limited. With a case study method, we aim to examine the effects of using gesture-based games on the learning of children with ASD. Two gesture-based matching games were developed to improve the performance of children with ASD with respect to fine motor skills and recognition, and three young children with ASD participated in a three-week experiment. By comparing the participants’ performance before and after the treatment, we found that the participants’ performance in playing the gesture-based games improved greatly during the intervention, and intervention helped improve their performance regarding fine motor skills and recognition. Also, they were able to transfer the rules and skills they had learnt from the first game to completing the tasks in the second game. The findings above suggest the usefulness of using gesture-based games in assisting the learning of children with ASD. Some suggestions and implications for the development of the gesture-based games and future work are also discussed.  相似文献   

18.

The cheap and powerful personal computer (PC) has become an important and efficient tool for supporting engineering education. In this paper a PC‐based training module, AIROBOT,is presented. The purpose of this module is to provide a platform for students to develop and experiment with artificial intelligence techniques.

The training module, AIROBOT,utilizes an electronic noughts and crosses game board which is interfaced to the Scorbot‐ER VII robot and a PC. The development and implementation of the module are discussed. Two techniques developed by the students are presented to illustrate the utilization of the module. The first technique involves searching a game tree data structure. The learning involves the on‐line generation of the game tree as the games are played. An evaluation function is used to facilitate the search. The other technique is based on the artificial neural network approach using the backpropagation paradigm. The structure of the neural networks, training and performances are presented. The PC‐based training module has the potential to enhance the student understanding through the practical application of artificial intelligence. It is envisaged that similar modules can be easily integrated into most engineering undergraduate robotics courses.  相似文献   

19.
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of activity frames and stancetaking, focusing on the social organization of the game design activity. Building on video data from one 6th grade class and one 7th grade class designing computer games based on their social studies curriculum, this article shows that tensions arise when students fail to agree on what the activity they are doing is really about: The academic content and what students commonly perceive as school activities, or a game design activity informed by their leisure time. The main argument is that the students position themselves as students, game designers or characters, and that this may cause tensions in the students’ social interactions.  相似文献   

20.
Assessing Farmer Innovations in Agroforestry in Eastern Zambia   总被引:1,自引:0,他引:1  
Abstract

An interactive group‐based farm simulation game used in Australia for farming‐systems education is described. The computer‐aided game is the main feature of a facilitated one‐day workshop. The game and the workshop are designed to feature fun and learning for farming systems. Responses of game players are collated to reveal their perceptions and experiences of the game. Player feedback indicates that they find the game challenging, entertaining and effective in conveying a range of farming systems issues. The Australian experience shows that it is possible to design a game package that harnesses the beneficial elements of fun, group activity, facilitation, computer simulation and peer competition; with the outcome of stimulating and facilitating people's learning about fanning systems.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号