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1.
本文探讨了设计网络协作学习时虚拟学习环境的重要性,具体阐述了如何创设网络协作学习的虚拟学习环境.并且从三个方面提出了虚拟学习环境创设的原则。  相似文献   

2.
This paper presents the findings from one of the first empirical research studies which has investigated the impact of Inter-Life; a novel three-dimensional immersive virtual learning environment, on learning and development of social and educational life transition skills in a group of looked after and accommodated children. Drawing on social constructivism in which meaningful learning is related to context and situated in practice, we report on a series of Inter-Life workshops that enabled young people to work together and through the processes of participation in authentic learning activities contributed to the development of life transition skills such as self-confidence, empathy, negotiation and mediation skills, teamwork and active problem-solving skills. The novel affordances of the Inter-Life virtual world which contributed to the development of the learning community included the ability to personalise learner engagement and activities from the outset along with ‘co-presence’ and ‘immersion’ and the flexibility provided by the innovative, technology-enhanced Inter-Life platform. This study presents some empirical evidence to demonstrate the efficacy of new models of learning that are mediated by innovative malleable technologies that can be shaped by the learner in a participatory manner.  相似文献   

3.
The main objective of this paper is to analyse the effect of the affordances of a virtual learning environment and a personal learning environment (PLE) in the configuration of the students' personal networks in a higher education context. The results are discussed in light of the adaptation of the students to the learning network made up by two undergraduate, inter-university and online courses. Besides, we also examine the influence of this effect in the learning process. The findings reflect the effectiveness of a PLE for facilitating student participation and for assisting students in the creation of larger and more balanced personal networks with richer social capital. However, the findings do not provide evidences about a difference in the learning performance between the two environments. From a methodological point of view, this paper serves as an illustration of the analysis of personal networks on digital data collected from technology-enhanced learning environments.  相似文献   

4.
The purpose of this study was to describe and examine the environments used by teacher candidates in multi-user virtual environments. Secondary data analysis of a case study methodology was employed. Multiple data sources including interviews, surveys, observations, snapshots, course artifacts, and the researcher’s journal were used in the initial case study, while using the resulting narratives of each student’s experience for the secondary data analysis. All data were coded and reviewed iteratively to inductively deduce the key considerations for virtual world environmental design. Five assertions were derived from the data to help guide the development of virtual learning environments. These five assertions focus on: novelty, the role of realism, fantastical and outdoor environments, maneuverability, and design for movement.  相似文献   

5.
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of the learning activity (P-MQLA) for elementary school students. In this pre- and post-test experimental comparison study, data were collected from 132 fourth-graders through a Short Instructional Materials Motivation Survey. The same tasks were provided for the experimental and control groups, except that the control group’s tasks did not include the four aforementioned gaming characteristics. The non-GBL for the control group involved mainly web-based word problems such as selecting the correct answer by clicking on the potential responses. P-MQLA was improved after the intervention in both groups. There is a trend that the experimental group improved the P-MQLA more than the control group, at borderline statistical significance. The analysis of covariance also indicated a significant interaction between the group variable and the pre-intervention P-MQLA, indicating that the effect of the virtual reality-supported GBL is moderated by learners’ pre-intervention report of P-MQLA.  相似文献   

6.
This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an achievement test. The same math problem-solving tasks were provided to the experimental and control groups in the VR learning setting. Tasks for the experimental group involved the game characteristics of challenges, a storyline, immediate rewards, and the integration of game-play in the learning content. Analysis of covariance with the achievement test results indicated a significant effect of game-based learning (GBL) in the VR environment, in comparison with non-GBL in the VR environment, in promoting math knowledge test performance.  相似文献   

7.
The aim of the study was to explore the relationship between degree of participation and learning outcomes in an e-learning course on medical informatics. Overall activity in using course materials and degree of participation in the discussion forums of an online course were studied among 39 medical students. Students were able to utilise the course material in discussion groups focusing on the lectures, quizzes and students’ own notes. Each student’s data recording of activities and individual participation in discussion in the online course was analysed in order to assess which activities predicted learning outcome. Higher course grades were associated with studying the course material frequently and also with regular participation in reading postings and replying to them. There were no connections between learning outcome and the students’ original contributions to the discussion forums. There were no statistically significant differences between male and female students in how they utilised the various components of the learning material.  相似文献   

8.
In recent years, e-learning has been used in a chemical engineering subject in the final course of a mining engineering degree, a subject concerned with fuel technology. The low results obtained by students in this subject have led the teacher to search for new strategies to increase grades. Such strategies have consisted of incorporating into the existing virtual environment a dynamics of work with conceptual maps and a consideration of the different learning styles in the classroom. In an attempt to adapt teaching to the individual methods of learning for each student, various activities aimed at strengthening different learning styles have been proposed and concept maps have been used to create meaningful learning experiences. In addition, different modalities of assessment have been proposed, which can be selected by each student according to his or her particular method of learning to avoid penalising one style preference in contrast to another. This combination of e-learning, use of concept maps and catering for different learning styles has involved the implementation of the improved virtual learning environment. This has led to an increase in participation in the subject and has improved student assessment results.  相似文献   

9.
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   

10.
Abstract

How can we best facilitate students most in need of learning support, entering a challenging quantitative methods module at the start of their bachelor programme? In this empirical study into blended learning and the role of assessment for and as learning, we investigate learning processes of students with different learning profiles. Specifically, we contrast learning episodes of two cluster analysis-based profiles, one profile more directed to deep learning and self-regulation, the other profile more directed toward stepwise learning and external regulation. In a programme based on problem-based learning, where students are supposedly being primarily self-directed, this first profile is regarded as being of an adaptive type, with the second profile less adaptive. Making use of a broad spectrum of learning and learner data, collected in the framework of a dispositional learning analytics application, we compare these profiles on learning dispositions, such as learning emotions, motivation and engagement, learning performance and trace variables collected from the digital learning environments. Outcomes suggest that the blended design of the module with the digital environments offering many opportunities for assessment of learning, for learning and as learning together with actionable learning feedback, is used more intensively by students of the less adaptive profile.  相似文献   

11.
One hundred and fifty-nine doctoral students, majoring in Computing Technology in Education (CTE), were tracked during the coursework phase in a Web-based learning environment. At the beginning of the coursework, each student completed a demographic data form and Kolb's Learning Style Inventory (LSI). Due to the type of program, it was hypothesized that students would primarily fall into Kolb's Converger and Assimilator categories, and learning style would predict completion of the required courses. Results indicated 84.3% (n=134) of all students finished the required coursework. One hundred and twenty-four of the students (78%) fell into the predicted categories and, of these, 87.1% (n=108) finished the coursework. Students not falling into the predicted categories (n=35) had a 74.3% (n=26) completion rate.An examination of the means scores for both groups indicated that students with a preference for Abstract Conceptualization dropped out of the program at significantly lower rates, t(157)=1.667, p=.045(one-tailed), than students with other preferred learning strategies. The implications are clear. First, students, for the most part, are able to adapt their personal learning styles in order to succeed in a Web-based learning environment. Second, students with a preference for systematic planning and an intellectual understanding of a situation are more likely to succeed than students preferring concrete experience and interaction with other students. Institutions offering programs of this type should be prepared to address learning style issues when developing and offering such programs.  相似文献   

12.
构建网络环境下虚拟学习社区探索   总被引:9,自引:0,他引:9  
当前探讨虚拟学习社区的构建在教育上具有重要的意义。本文从虚拟学习社区的概念出发,就虚拟学习社区构建的意义、特征功能和实现方法进行了论述。  相似文献   

13.
After a decade of virtual learning environments (VLEs) in higher education, many teachers still use only a minimum of its affordances. This study looked at how academic staff interacted with a new and unknown VLE in order to understand how technology acceptance and support materials influence (perceived and actual) task performance. In an experimental design, 36 participants were split into a control (online help) and experimental (instructor video) condition and completed five common teaching tasks in a new VLE. In contrast to most technology acceptance model research, this study found that perceived usefulness of the VLE was not related to (perceived) task performance. Perceived ease of use was related to intentions and actual behaviour in the VLE. Furthermore, no significant difference was found between the two conditions, although the experimental condition led to a (marginal) increase in time to complete the tasks.  相似文献   

14.
With the widespread use of learning analytics (LA), ethical concerns about fairness have been raised. Research shows that LA models may be biased against students of certain demographic subgroups. Although fairness has gained significant attention in the broader machine learning (ML) community in the last decade, it is only recently that attention has been paid to fairness in LA. Furthermore, the decision on which unfairness mitigation algorithm or metric to use in a particular context remains largely unknown. On this premise, we performed a comparative evaluation of some selected unfairness mitigation algorithms regarded in the fair ML community to have shown promising results. Using a 3-year program dropout data from an Australian university, we comparatively evaluated how the unfairness mitigation algorithms contribute to ethical LA by testing for some hypotheses across fairness and performance metrics. Interestingly, our results show how data bias does not always necessarily result in predictive bias. Perhaps not surprisingly, our test for fairness-utility tradeoff shows how ensuring fairness does not always lead to drop in utility. Indeed, our results show that ensuring fairness might lead to enhanced utility under specific circumstances. Our findings may to some extent, guide fairness algorithm and metric selection for a given context.

Practitioner notes

What is already known about this topic
  • LA is increasingly being used to leverage actionable insights about students and drive student success.
  • LA models have been found to make discriminatory decisions against certain student demographic subgroups—therefore, raising ethical concerns.
  • Fairness in education is nascent. Only a few works have examined fairness in LA and consequently followed up with ensuring fair LA models.
What this paper adds
  • A juxtaposition of unfairness mitigation algorithms across the entire LA pipeline showing how they compare and how each of them contributes to fair LA.
  • Ensuring ethical LA does not always lead to a dip in performance. Sometimes, it actually improves performance as well.
  • Fairness in LA has only focused on some form of outcome equality, however equality of outcome may be possible only when the playing field is levelled.
Implications for practice and/or policy
  • Based on desired notion of fairness and which segment of the LA pipeline is accessible, a fairness-minded decision maker may be able to decide which algorithm to use in order to achieve their ethical goals.
  • LA practitioners can carefully aim for more ethical LA models without trading significant utility by selecting algorithms that find the right balance between the two objectives.
  • Fairness enhancing technologies should be cautiously used as guides—not final decision makers. Human domain experts must be kept in the loop to handle the dynamics of transcending fair LA beyond equality to equitable LA.
  相似文献   

15.
Research has shown that the continuation of education by chronically ill adolescents is an important way to avoid social isolation, psychosocial problems and the accumulation of learning difficulties. In this light, virtual learning environments (VLEs), which connect sick adolescents to their schools, play an important role in ensuring that the sick adolescents continue their education, and in contributing to their mental well-being. This study investigated the extent to which a VLE supports the continuation of education and school interactions among sick adolescents and how it is related to their mental well-being. The results show that the VLE had a positive impact on supporting the continuation of education and school interactions among chronically sick adolescents and was considered very helpful to their mental well-being.  相似文献   

16.
The purpose of this study was to investigate the influence of immersive virtual field trips (VFTs) with head-mounted displays (HMDs) on the presence and perceived learning. A mixed-method approach was used to obtain an overall understanding of students' experiences with this immersive technology in an elementary classroom. Both quantitative and qualitative data were collected from 27 elementary-school students through presence surveys and reflection papers. Statistical analyses were performed to compare immersive VFTs with traditional VFTs regarding students' virtual presence. Further, an inductive content analysis was performed to analyze reflection papers. The results showed an overall enhancement in virtual presence with the use of immersive VFTs. However, students felt that learning was not favorable with HMDs. The result of this study provides practical implications for the use of immersive VFTs in classroom settings.  相似文献   

17.
学习分析自从2011年出现以来,不管是作为一个研究重点还是实践领域,它一直在发展,从某种程度上讲已经成熟了。学习分析不但在增进我们对学生坚持学习和顺利完成学业的了解以及提高我们教学策略的效果等方面有巨大潜能,它还能帮助学生在更加知情的情况下做出选择。然而,学习分析在多大程度上影响学生学习?它在什么条件下能够充分发挥其潜能?这些问题引起一些关注。我们在这篇概念性文章中提出从生态系统观的角度理解学习分析,或是把它视为某一个生态系统的一部分,或是把它当成一个生态系统,这个系统由各种人为和非人为因素(行动者)组成,包含一系列相互交叉、常常互相依存且又是彼此一部分的变量。鉴于学习分析有提高学习效果的潜能,我们基于学习的社会批判视角提出学习分析的生态系统观。我们从机构和机构以外社会层面的微观、中观和宏观因素出发对学习分析进行阐述。学习分析的生态系统观不认为学生对自己的学习可以免责,而是更加细致入微地了解促成(或妨碍)学习发生的因素(行动者)。  相似文献   

18.
Higher education institutions are trying to provide more flexibility and individualization, which is mainly realized through the use of new technologies and implemented in online or blended learning designs. This systematic review aims to investigate the impact of replacing classroom time with an online learning environment. The meta-analysis (k = 21 effect sizes) applied strict inclusion criteria concerning research design, measurement of learning outcomes and implementation of blended learning. The estimated effect size (Hedge's g) was positive, although not significantly different from zero and the confidence interval [-0.13, 0.25], suggesting that overall differences between blended and conventional classroom learning are small, and, at best, very small negative or moderate positive effects are plausible. This means that despite a reduction in classroom time between 30 and 79 per cent, equivalent learning outcomes were found. Consequently, blended learning with reduced classroom time is not systematically more or less effective than conventional classroom learning.  相似文献   

19.
This paper discusses a requirements engineering process that exemplifies teacher-led design in the case of an envisioned system for adaptive learning. Such a design poses various challenges and still remains an open research issue in the field of adaptive learning. Starting from a scenario-based elicitation method, the whole process was highly participatory, with requirements validation in iterative cycles. The contribution of the paper is twofold: (a) it exposes the design of an environment which addresses the related challenges mentioned by the participants and the literature and (b) it suggests a methodology of framing key requirements into a set of critical success factors for meeting the end-users’ expectations. The latter could be crucial in cases where the available resources are limited, but the quality of the product must not be sacrificed.  相似文献   

20.
Increasing number of medical students and limited availability of cadavers have led to a reduction in anatomy teaching through human cadaveric dissection. These changes triggered the emergence of innovative teaching and learning strategies in order to maximize students learning of anatomy. An alternative approach to traditional dissection was presented in an effort to improve content delivery and student satisfaction. The objective of this study is to acquire three-dimensional (3D) anatomical data using structured-light surface scanning to create a dynamic four-dimensional (4D) dissection tool of four regions: neck, male inguinal and femoral areas, female perineum, and brachial plexus. At each dissection step, identified anatomical structures were scanned using a 3D surface scanner (Artec Spider™). Resulting 3D color meshes were overlaid to create a 4D (3D+time) environment. An educational interface was created for neck dissection. Its implementation in the visualization platform allowed 4D virtual dissection by navigating from surface to deep layers and vice versa. A group of 28 second-year medical students and 17 first-year surgery residents completed a satisfaction survey. A majority of medical students (96.4%) and 100% of surgery residents said that they would recommend this tool to their colleagues. According to surgery residents, the main elements of this virtual tool were the realistic high-quality of 3D acquisitions and possibility to focus on each anatomical structure. As for medical students, major elements were the interactivity and entertainment aspect, precision, and accuracy of anatomical structures. This approach proves that innovative solutions to anatomy education can be found to help to maintain critical content and student satisfaction in anatomy curriculum.  相似文献   

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