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821.
自主学习模式下高校图书馆服务特征探讨   总被引:4,自引:0,他引:4  
自主学习模式作为一种以学生为主体的现行教育改革模式,改变了高校图书馆在学校教育中的地位.作者在阐述自主学习内涵、特征的基础上,指出了自主学习模式下高校图书馆服务应具备的特征.  相似文献   
822.
高校图书馆是学习、教学与科研的信息资源服务中心,在辅助学生成功方面起着重要作用。国外无论研究型大学还是以教学为主的大学,为本科生培养服务是图书馆的一个重要任务。本文采用文献回顾、互联网信息调研及实地考察等方法,以多伦多大学图书馆为例,分析了为本科生提供的课程资源的分配导航、课业后续跟踪指导、课程学术拓展等课堂教学支持服务,以及图书馆与学校其他部门合作开展的以基础技能培训、专业研究导航、学术写作指导为主的体系化、综合性的科研支持服务。文章最后从战略规划制定、服务理念落实、管理体系建立、信息资源融合、智能服务系统开发等方面探讨了其对我国高校图书馆如何为本科生服务的启示。  相似文献   
823.
824.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
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