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1.
    
Using virtual worlds as media for learning and teaching gives rise to the potential for many unique ethical problems. Some of these arise due to the nature of the engagement with these virtual worlds, in which the students create a virtual representation, called an avatar, which may enable a sense of embodiment, and hence exposure, within the world. Many of these environments are also not dedicated to learning and teaching but are social worlds inhabited by communities of users; learning and teaching activities may therefore more resemble those of a field trip than a classroom experience and consequently the potential for conflict and anxiety between students and this wider community. This article explores the various ethical issues of learning and teaching in virtual worlds, and draws on the examples of two case studies to illustrate these issues with students’ comments. The authors then offer their own personal responses to the ethical issues raised; rather than offering solutions the paper acknowledges that these issues are ones that need further reflection and consensus-building for the educational community.  相似文献   

2.
    
The Latvian Education Informatization System LIIS project covers the whole information grid: education content, management, information services, infrastructure and user training at several levels – schools, school boards and Ministry of Education and Science. Informatization is the maintained process of creating the technical, economical and social conditions for fulfilment of information needs. The initiative started in 1997. The strategy for education content creation for 2001–2004 is to cover all forms of cognition – rational, empirical, emotional and modelling – and several levels of skills for all levels of education. The Current LIIS results as at 2002 have been that: developed teaching aids are being used (workbooks, interactive software, tests etc) (approx. 20% of the total amount of high school programme can be taught using information and communication technologies); about 1000 sites are using LIIS school management software; 66% of all teachers are trained on ICT usage; 97% of schools have dial‐up connection to the Internet in year 2002 (44% have a permanent connection); and the number of pupils per computer has decreased from 67 (year 1997) to 20 (year 2002).

Le système d'information LIIS dans l'éducation en Lithuanie

Le projet du système LIIS du système information pour l'éducation comme toute la grile: contenu de l'éducation, management, services d'information, infrastructure et fomation des utilisateurs à divers niveaux: écoles, administrtion des écoles, Ministerie de l'Education et de la Science. Ce projet a débuté en 1997. La stratégie pour créer un contenue de l'éducation 2001–2004 doit couvrir toutes les formes de la connaissance traditionnelle, ainsi que émotionelle, proposant des modèles et divers niveaux de compétences pour tous les niveaux d'éducation. Les résultats actuels du LIIS ont été en 2002: Les moyens d'enseignement dévelpppés sont utilisés (livres, software interactif, tests, etc.) (approximaticement 20% du programme total des programmes des écoles seconfaires peuvent être enseignés en utilisant les technologies de l'information); environ 1000 titres utilisant ler software de management des écoles; 66% des maîtres ont été formé à l'emploi de TIC; 97 % des écoles ont été connectés à Internet en 2002 (44% de connection permanente); et le nombre d'élèves par ordinateur a diminué de 67 (en 1997) à 20 (en 2002)

Das lettisches Bildungsinformationssystem LIIS

Das lettische Bildungsinformationssystem, das LIIS – Projekt, umfasst das gesamte Informationsraster: Bildungsinhalt, Management, Informationsdienste, Infrastruktur sowie Nutzerausbildung auf mehreren Ebenen – Schulen, Schulkommissionen und Bildungsministerien. Die Initiative begann in 1997. Das Konzept für die Erfassung von Bildungsinhalten für 2001–2004 ist, alle Formen des Zugangs – rational, empirisch, emotional, modellierend – und mehrere Stufen von Fertigkeiten für alle Bildungsniveaus zu berücksichtigen. Das gegenwärtige Stand von LIIS (2002) ist: schon entwickelte Lehrhilfen werden benutzt (Workbooks, interaktive Software, Tests usw.) (Ca. 20% des gesamten Highschool‐Programms kann mit Hilfe von Informationstechnologie gelehrt werden); an rund 1000 Standorten wird LIS Schulmanagement‐Software genutzt; 66% aller Lehrer wurden in die Verwendung von ICT eingeführt; 97% aller Schulen haben im Jahr 2002 Wählverbindung in das Internet (36%: permanente Verbindung); die Anzahl von Schülern pro Computer hat von 67 (Jahr 1997) auf 25 (Jahr 2002) abgenommen.  相似文献   

3.
  总被引:1,自引:0,他引:1  
The following article discusses an educational simulation created within Second Life (SL) in order to assist pre‐service teachers (PSTs) in gaining more experience managing student behavior. The article discusses the development, implementation, and assessment of the simulation as well as student data on the feasibility of the approach in comparison to other methods of learning classroom management. It includes discussion of the use of artificial intelligence (AI) methods to infuse the simulation with random student behavior, much as it would arise in the classroom. Results indicated that the students found the simulation to be a useful learning experience and put them in situations that forced them to think on their feet. Recommendations for future work with the simulation and for others considering the use of SL for educational purposes are discussed.

Der Gebrauch von Second Life zur Verbesserung von Unterrichtsmanagement in der Lehrerbildung

Im folgenden Beitrag wird über eine im Second Life (SL) erstellte Ausbildungssimulation zur Unterstützung von auszubildenden Lehrern (PSTs) beim Erwerb von Kompetenzen beim Steuern von Schülerverhalten berichtet. Der Artikel beschreibt die Entwicklung, die Einführung und Bewertung der Simulation ebenso wie die Studentendaten bei der Umsetzung der Annäherung im Vergleich zu anderen Methoden des, lernenden Klassenzimmer \"…Managements”. Es schließt Diskussionen über die Nutzung von Methoden künstlicher Intelligenz (KI) zur Einführung der Simulation mit zufälligem Schülerverhalten in der Art, wie es im Unterricht entstehen könnte, ein. Die Ergebnisse zeigen, dass die Studenten die Simulation als nützliche Lernerfahrung ansahen und und die sie auch in Situationen benutzen, in denen sie zu grundsätzlichen Überlegungen aufgefordert waren. Empfehlungen für zukünftige Arbeit mit Simulationen und für andere Überlegungen des Gebrauchs von Second Life für pädagogische Zwecke werden angestellt.

L’utilisation de Second Life pour renforcer la pratique de la gestion de classe dans la formation des enseignants

L’article qui suit fait le bilan d’une simulation éducative crée au sein de Second Life (SL) dans le but d’aider les enseignants en formation (PSTs) à acquérir davantage d’expérience de la gestion des conduites d’élèves. Cet article examine le développement, la mise en place et l’évaluation de la simulation ainsi que les données provenant des étudiants sur la viabilité de ce mode d’approche par comparaison avec les autres méthodes d’étude de la gestion de classe. On y inclut une discussion sur l’usage des méthodes d’intelligence artificielle (IA) pour intégrer la stimulation avec le comportement aléatoire des élèves tel qu’il peut se produire en situation de classe. Les résultats ont indiqué que les enseignants en formation ont trouvé que la simulation était une expérience d’apprentissage utile et qu’elle les plaçait dans une situation qui les forçait à penser debout sur leurs pieds. On présente des recommandations en vue de travaux futurs avec la simulation et d’autres portant sur l’usage possible de Second Life à des fins éducatives.

El uso de Second Life para mejorar las prácticas de la gestión de aulas en la formación de los profesores

El artículo abajo trata de una simulación educativa creada dentro de Second Life (SL) para ayudar a los futuros profesores (PSTs) a adquirir más experiencia en el manejo de la conducta de los alumnos. El artículo examina el desarrollo, la puesta en práctica y la evaluación de la simulación además de los datos procedentes de los alumnos acerca de la factibilidad de este abordaje en comparación con otros métodos de estudio de la gestión de aulas. Se incluye también un estudio del uso de los métodos de (IA) inteligencia artificial para dotar la simulación de conductas estudiantiles aleatorias, parecidas a lo que ocurre en aulas reales. Los resultados han mostrado que los futuros profesores opinan que la simulación fue una experiencia de aprendizaje útil, poniendoles en situaciones que les obligaban a pensar « de pie ». Se hace también recomendaciones para otros trabajos, unos con la simulación y otros sobre los usos posibles de Second Life con fines educativos.  相似文献   

4.
    
This paper discusses a small, exploratory study introducing students to case management using role-plays conducted in a virtual world. Data from pre- and posttest questionnaires (to assess self-efficacy regarding a range of case management tasks) suggest students felt more confident in their abilities after virtual role-play participation. Also discussed is preparing students for learning in a virtual world, some best practices to consider when developing virtual world experience, and larger contextual issues of increased broadband access to avoid exacerbating educational disparities.  相似文献   

5.
    
We aimed to study the characteristics and usage patterns of 3D virtual worlds in the context of teaching and learning. To achieve this, we organised a full‐day workshop to explore, discuss and investigate the educational use of 3D virtual worlds. Thirty participants took part in the workshop. All conversations were recorded and transcribed for analysis. Thematic analysis was carried out to identify prominent issues and topics. We found that to fully utilise 3D virtual worlds for teaching and learning, students, tutors and educational institutions face a number of socio‐psychological, pedagogical and technological challenges. The paper highlights and discusses the issues that emerged from the workshop, supporting them with real life experiences and case studies provided by the workshop participants.

Probleme und Herausforderungen des Unterrichtens und Lernens in virtuellen 3D Welten: “echte” Lebensfallstudien

Wir hatten zum Ziel, die Eigenschaften und die Gebrauchsweise von 3D‐virtuellen Welten im Zusammenhang mit Unterricht und Lernen zu studieren. Dazu organisierten wir einen ganztägigen Workshop, um den Gebrauch von 3D virtuellen Welten im Bildungsbereich zu erforschen, zu besprechen und zu untersuchen. Dreißig Teilnehmer nahmen an diesem Workshop teil. Alle Gespräche wurden aufgezeichnet und für die Analyse transskribiert. Eine thematische Analyse wurde ausgeführt, um gängige Probleme und Themen herauszufinden. Wir meinen, dass, um virtuelle 3D‐Welten komplett zu verwerten, um darin zu unterrichten und Erfahrungen zu sammeln, Studenten, Tutoren und Bildungseinrichtungen mehreren sozialpsychologischen, pädagogischen und technologischen Herausforderungen gegenüberstehen. Dieser Beitrag beleuchtet und bespricht die Probleme, die innerhalb des Workshops auftauchten und unterstützt ihr Verständnis durch von den Workshopteilnehmern selbst zur Verfügung gestellten Lebenserfahrungen und Fallstudien.

Problèmes et défis de l’enseignement/apprentissage dans des mondes virtuels en 3D: des études de cas empruntés à la vie réelle

Nous avions pour but d’étudier les caractéristiques et les schémas d’usage des mondes virtuels en 3D dans un contexte d’enseignement et apprentissage. Pour y parvenir, nous avons organisé un atelier d’une journée entière pour débattre, explorer et mener une recherche sur l’emploi éducatif des mondes virtuels en 3D. L’atelier a accueilli 30 participants. Toutes les conversations ont été enregistrées et transcrites à des fins d’analyse. On a effectué une analyse thématique pour identifier les problèmes et les thèmes les plus marquants. Nous avons découvert que pour utiliser à fond les mondes virtuels en 3D pour l’enseignement et l’apprentissage, les étudiants, les tuteurs et les institutions éducatives doivent faire face à un certain nombre de défis socio‐psychologiques, pédagogiques et technologiques. Dans cet article l’accent et le débat portent sur les questions qui sont apparues au cours de l’atelier, le tout appuyé sur des expériences de la vie réelle et sur des études de cas fournies par les participants à l’atelier.

Problemas y desafíos de la enseñanza/aprendizaje en mundos virtuales 3D: estudios de casos de la vida real

Nuestro propósito era el estudio de las características y de los esquemas de uso de los mundos virtuales 3D dentro del contexto de la enseñanza/aprendizaje. Para llevar esto a cabo hemos organizado un taller de un día completo para explorar, discutir y investigar el uso educativo de los mundos virtuales 3D. Treinta personas participaron en el taller. Todas las conversaciones fueron grabadas y transcribidas para ser analizadas. Un análisis temático fué realizado para identificar los temas y problemas más destacados. Hemos descubierto que para aprovechar plenamente los mundos virtuales 3D para la enseñanza/aprendizaje, los alumnos, los tutores y las instituciones educativas tienen que hacer frente a un número de desafíos socio‐psicológicos, pedagógicos y tecnológicos. En el artículo los autores destacan y discuten los problemas que han surgido del taller, apoyandoles con experiencias de la vida real y estudios de casos suministrados por los participantes del taller.  相似文献   

6.
    
Virtual worlds for adults (e.g. Second Life), youth (e.g. Habbo) and children (e.g. Whyville) have a great potential for learning and teaching practices for enriching wider public and engendering collective experience and collaboration. Informal learning environments such as virtual worlds offer children and adults various intellectual and sensory activities or flow experiences according to Csikszentmihalyi. Virtual worlds promote social interaction and offer visitors an opportunity for various interactive activities which can sometimes not be realized in real life education. Children and adults can explore and learn in a different way and from a different perspective, also with educational games. The paper deals with learning possibilities and opportunities in educational virtual worlds. Virtual worlds can introduce quality learning environment and offer new challenges in the educational field.  相似文献   

7.
文化再制不会因为虚拟世界的介入而销声匿迹,恰恰相反,对于在现实与虚拟中不 断跃迁的教育而言,文化再制策略将更隐蔽、更温和,也更容易以误认为前提被确认。教育公平 论域扩展的同时可能也是文化再生产扩展的继续,话语和话语权的复杂与不确定,主动参与式的 权力再生产,文化任意性的施加,都可能使教育公平以及与之相关的公共教育政策遭遇质疑,并 进而获得一种重新解读。  相似文献   

8.
    
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   

9.
当前学习文化领域对社会叙事研究的漠视,可能导致人工智能学习文化走向异化的深渊。基于此,文章首先分析了社会叙事视角下文化生成的一般原理,即在个体层面,社会叙事为人们提供了感悟生活境遇、理解新技术内涵的基础;在群体层面,建构集体记忆能够将个体的语言行为提升为广泛的文化现象。接着,文章从社会叙事的传播学、语言学、发生学三种生成机制,阐释了其对人工智能学习文化成型的推动作用。随后,文章揭示了社会叙事影响下人工智能学习文化在技术和文化方面蕴藏的潜在危机。最后,文章指出学习者可从技术工具、资源环境、学习方式和学习理念四个层面调整未来学习文化的基调,消解叙事泡沫的负面影响。文章的研究不仅能帮助学界厘清学习文化生成及其问题产生的社会根源,而且可以促进教育人工智能及其学习文化的合理发展。  相似文献   

10.
Imaginary worlds have been devised by artists and commentators for centuries to focus satirical attention on society’s problems. The increasing sophistication of three‐dimensional graphics software is generating comparable ‘virtual worlds’ for educational usage. Can such worlds play a satirical role suggesting developments in distance education practice and policy? The article examines the emergence of Hinterlife, a cartoon world run by a disarmingly despotic academic known to the real world only by his virtual name, Professor Horace. This article suggests that a healthy dose of satire can help distance education to overcome the problems generated in difficult economic times.  相似文献   

11.
This article addresses learning in desktop virtual worlds where students role play for professional education. When students role play in such virtual worlds, they can learn some knowledge and skills that are useful in the physical world. However, existing learning theories do not provide a plausible explanation of how performing non-verbal virtual-world actions (e.g. performing a virtual chest examination in a virtual hospital) can lead to the learning of the physical world equivalent. Some theories are particularly implausible because they claim that students learn to perform physical world actions by acting on the virtual world in an embodied way. This is implausible because learning requires a high degree of correspondence between the learning performance and the target performance, and there is insufficient physical correspondence between the performance of a virtual-world action where students click on a mouse to make the avatar take actions and the physical-world equivalent where students perform the action with their own body. In this article, we use Austin’s speech act theory to provide a more plausible theory of learning in virtual worlds. We show how non-verbal virtual-world actions performed by avatars can function as performatives and as performatives, they can correspond sufficiently to physical world actions to explain how performing non-verbal virtual-world actions can lead to physical world learning.  相似文献   

12.
近年来,随着因特网在我国的迅速发展,越来越多的人意识到了网络学习的重要性。教师被期望成为指导者和设计者,课堂则设计为以学生为中心。教师应具备在虚拟环境下英语自主、合作、探究式学习的足够知识。  相似文献   

13.
Recent research on student learning has given close attention to how students experiences and actions are mediated by the whole university learning–teaching environment in which they find themselves. The current article pursues this focus on learning–teaching environments in two stages. Guided by socio-cultural perspectives on learning, the first part:
•  examines issues surrounding how best to conceptualise university learning–teaching environments,
•  highlights the need to take account of central disciplinary purposes and
•  presents a framework for representing disciplinary practices within higher education.
The second part of the article then engages with the task of illustrating how this general framework (which foregrounds disciplinary concerns) can be applied within a specific subject. The framework is employed to structure an account of the insights gained from an ongoing research study concerning:
•  the ways in which the values and central practices that characterise the disciplinary community of history relate to teaching and learning practices,
•  how, taking account of local constraints and affordances, students active engagement with these disciplinary purposes can be fostered.
  相似文献   

14.
文章对教育领域的"三个世界"及其智能虚拟映射进行了认识切割,在此基础上提出了三个新的智能虚拟世界:代表数字化教育事实和存在的世界一’、代表人工智能教育认识的世界二’、代表人工智能教育思想和知识库的世界三’。文章指出,这三个新的智能虚拟世界是教育领域的"三个世界"在人工智能环境下的智能虚拟映射,扩展了传统教育研究的本体论假设,进而导致认识论的全方位变革。此外,文章还从认识主体、研究对象、研究范式、推理思维、知识表征等五个方面的变化,阐明了教育研究的认识论变革所引发的方法论转变。文章的研究有助于理解智能时代教育的过程与本质,并为教育人工智能系统的设计、开发与应用提供理论依据。  相似文献   

15.
Scientific Habits of Mind in Virtual Worlds   总被引:2,自引:6,他引:2  
In today’s increasingly “flat” world of globalization (Friedman 2005), the need for a scientifically literate citizenry has grown more urgent. Yet, by some measures, we have done a poor job at fostering scientific habits of mind in schools. Recent research on informal games-based learning indicates that such technologies and the communities they evoke may be one viable alternative—not as a substitute for teachers and classrooms, but as an alternative to textbooks and science labs. This paper presents empirical evidence about the potential of games for fostering scientific habits of mind. In particular, we examine the scientific habits of mind and dispositions that characterize online discussion forums of the massively multiplayer online game World of Warcraft. Eighty-six percent of the forum discussions were posts engaged in “social knowledge construction” rather than social banter. Over half of the posts evidenced systems based reasoning, one in ten evidenced model-based reasoning, and 65% displayed an evaluative epistemology in which knowledge is treated as an open-ended process of evaluation and argument.  相似文献   

16.
论机器学习     
机器学习是一门人工智能的科学,同时也是实现人工智能的一个重要途径。相应地,机器学习的研究目的有两个:一是用于提高机器人的性能;二是从数据库中发现新的知识。机器学习的研究队伍可以分为两个科学共同体:一个群体用于分类算法的改进;另一个群体主要进行从事计算学习理论的分析。  相似文献   

17.
论机器学习     
机器学习是一门人工智能的科学,同时也是实现人工智能的一个重要途径。相应地,机器学习的研究目的有两个:一是用于提高机器人的性能;二是从数据库中发现新的知识。机器学习的研究队伍可以分为两个科学共同体:一个群体用于分类算法的改进;另一个群体主要进行从事计算学习理论的分析。  相似文献   

18.
智适应学习系统究竟是否会对学习效果产生积极影响?哪些关键因素会影响智适应学习系统的学习效果?研究采用量化元分析的方法,对近20年来国际上有关智适应学习系统的学习效果的60项实验与准实验研究进行分析和评价.研究发现:(1)智适应学习系统提升学习效果的综合效应值为0.560,即智适应学习系统对学习具有中等程度的正向促进作用...  相似文献   

19.
The Internet has become widely available in higher educationinstitutions all over the world offering new possibilities incommunication, collaboration and delivery. This paper examines theprospects for using the Internet in the context of collaborative designeducation with China, using the School of Design of the Hong KongPolytechnic University as a case study. The critical success factors arediscussed. These involve serious investment of resources and changes atgovernment, institutional and personal levels on both sides of thecollaborative institutions. It is important to look into theinfrastructure and policy issues, access to information technology,curriculum adaptation and instructional design as well as staff andstudent attitudes in order to achieve the collaborative objectivesthrough an Internet supported strategy. Although the Internet is a costeffective delivery mechanism, the School does not intend to deliver itsdesign course materials to China purely online. Pedagogically, theSchool believes in a dynamic interaction between real and virtuallearning environments for quality student learning. Technically, thereare many impediments to overcome before teaching staff and students arefamiliar with the use of information technology and it will take sometime before most people in China can make full access of the Internet toconnect freely to electronic education. Therefore, a hybrid approach isproposed to train design educators and practitioners in Mainland Chinaby utilising traditional face-to-face teaching method and establishedtechnologies while developing the use of the Internetgradually.  相似文献   

20.
文章以Web of Science数据库2010~2020年收录的学习投入度方面的1355条文献数据为样本,通过知识图谱进行可视化分析,探究国际教育领域学习投入度研究的焦点与未来转向,结果发现:国际教育领域学习投入度研究主要围绕学习投入度内涵分析和本质探索、学习投入度作用机制的实证研究、提升学习投入度的方式和路径探究、学习投入度的测量和评估四个焦点问题;随着学习科学、脑科学、智能技术等的兴起,学习投入度研究将转向寻求学习投入度研究的跨学科与本土化平衡、人工智能技术赋能学习投入度的研究、重视学习投入度多源数据分析及其影响因素研究等三个方面。研究有助于从整体上了解教育领域学习投入度的国际进展和前沿趋势,以期为我国教育领域的学习投入度创新发展提供参考。  相似文献   

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