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61.
This article addresses the use of a massively multiplayer online role‐playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course. The authors delineate the definition and history of massively multiplayer online games (MMOGs), and describe current uses of MMORPGs in education, including their experiences with constructing and using the MMORPG Second Life. In addition, the authors detail with practical examples the process of using MMORPGs to support cooperative learning activities, and explore future uses and research questions for using MMORPGs in education and training. 相似文献
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Max Jerman 《Educational Studies in Mathematics》1973,5(2):109-123
Of five structural variables that in previous studies accounted for a significant amount of the observed variance in the error rate in verbal arithmetic problems, the length variable (number of words in the problem statement) apparently was more important in the upper grades than in the lower grades. In this study three forms of a verbal problem set in which the number of words in the problem statements were systematically varied were administered to classes of students in Grades 4–9. Using regression analysis, the investigator found that although the length variable did not measure a significant amount of variance between two of the forms, with the third it did.This study was begun while the author was a staff member of The Institute for Mathematical Studies in the Social Sciences at Stanford University. The research was partially supported by National Science Foundation grant G18709. 相似文献
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Dependency theory in comparative education: The new simplicitude 总被引:2,自引:0,他引:2
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The Brisbane Media Map is both an online resource and a tertiary-level authentic learning project. The Brisbane Media Map
is an online database which provides a detailed overview of about 600 media industry organizations in Brisbane, Australia.
In addition to providing contact details and synopses for each organization’s profile, the Brisbane Media Map also includes
supplementary information on current issues, trends, and individuals in the media and communication industry sectors. This
resource is produced and updated annually by final-year undergraduate Media and Communication students. This article introduces
the Brisbane Media Map, its functionality and systems design approach, as well as its alignment with key learning infrastructures.
It examines authentic learning as the pedagogical framework underpinning the ongoing development work of the resource and
highlights some synergies of this framework with participatory design principles. The Brisbane Media Map is a useful example
of an authentic learning approach that successfully engages students of non-traditional and non-design areas of study in human–computer
interaction, usability, and participatory design activities. 相似文献
68.
In this paper we explore the phenomenon of writing online. We ask, 'Is writing by means of online technologies affected in a manner that differs significantly from the older technologies of pen on paper, typewriter, or even the word processor in an off-line environment?' In writing online, the author is engaged in a spatial complexity of physical, temporal, imaginal, and virtual experience: the writing space, the space of the text, cyber space, etc. At times, these may provide a conduit to a writerly understanding of human phenomena. We propose that an examination of the phenomenological features of online writing may contribute to a more pedagogically sensitive understanding of the experiences of online seminars, teaching and learning. 相似文献
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世界经济结构正经历巨大的转型,具体表现为农业所占GDP的比例显著下降,而制造业,尤其是服务业则不断提高.中国、澳大利亚与美国是3个具有代表性的国家,经济上的这种变化对教育以及数学课程都产生了影响,反映了当今社会中对人们所需的"数学素养"的全新要求.中国、澳大利亚与美国义务教育阶段国家级数学课程都强调了"统计思想"与"关系性思维"这两个重要内容. 相似文献