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Educators, administrators, and students are reevaluating the value of animal dissection in the classroom and are taking a careful look at instructional alternatives. This research is an attempt to examine the performance, achievement, and attitudinal effects of a dissection alternative, an interactive videodiscbased (IVD) simulation, in two ways: as a substitute for dissection and as a preparatory tool used prior to dissection. Sixty-one high school students enrolled in three general-ability high school biology classes participated in this research over a 4-day period. On the substitution issue, findings suggest that the IVD simulation was at least as effective as actual dissection in promoting student learning of frog anatomy and dissection procedures. On the preparation issue, it was found that students using the IVD simulation as a preparation performed a subsequent dissection more effectively than students receiving no preparation and more effectively than students viewing a videotape as preparation. Students using the IVD simulation as preparation also learned more about frog anatomy and dissection procedures than those who dissected without preparation. Students in all groups evidenced little change in attitudes toward dissection. All students reported a significant gain in dissection self-efficacy, but no between-group differences were found. Findings are discussed relative to their implications for educational practice and future research. 相似文献
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Mable B. Kinzie M. Elizabeth Hrabe Valerie A. Larsen 《Educational technology research and development : ETR & D》1998,46(1):53-71
Cases have been recommended as an important instructional tool for developing professional knowledge across disciplines. In this paper, we begin by defining case methods, a potentially valuable instructional tool for encouraging authentic, active learning. We describe our approach to the design and use of instructional design (ID) cases, and go on to report on the design and use of a Web-based ID case in a team case competition involving six universities. Students and most officials were enthusiastic about the use of ID cases and about this event. Team collaboration and competition were noted as motivating factors for students. The findings are being used to inform ongoing research and development, which is also described.A previous version of this paper was presented at the annual meeting of the Association for Educational Communications & Technology (AECT), Albuquerque, NM, February 1997.The authors may be contacted at the Department of Educational Leadership, Foundations, and Policy, Curry School of Education, University of Virginia, Charlottesville, VA 22903-2495. Phone (804) 924-7471; fax (804) 924-0747; e-mail: Kinzie@Virginia.edu. 相似文献
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Mable B. Kinzie Dolly R. D. Joseph 《Educational technology research and development : ETR & D》2008,56(5-6):643-663
Educators and learning theorists suggest that play is one of the most important venues for learning, and games a useful educational tool. This study considers game activity preferences of middle school-aged children, so that educational games might be made more appealing to them. Based on children’s activity modes identified in our prior research, we developed the Educational Game Preferences Survey, which collects information on children’s preferences for play activity modes, their attitudes about each activity mode, and their preferences for game characters, settings, and forms of help. Survey results suggest the appeal of the Explorative mode of play for all children, especially girls. Gender differences in children’s preferences and attitudes for Active, Strategic, and Creative play modes were also found. We close with recommendations for game design to appeal to both boys and girls, as well as for boys and girls individually, to build engagement and hopefully lead to learning. 相似文献