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182.
《British Journal of Educational Studies》2012,60(2):221-246
Abstract Given the instructional challenges posed by the influx of minority-language children in North America, this article attempts to examine early childhood bi- or multilingualism in one of the fastest growing ethnic minority groups in Canada, Korean-Canadians. By drawing on a Vygotskian perspective, the article focuses on the affective and social aspects of learning for culturally and linguistically diverse (CLD) children and their families. With an emphasis on the integration of language and thought, this article first identifies the instructional applications of Vygotskian perspectives and then describes iterative phases of design-based research aimed at developing technology-mediated collaborative learning environments for trilingual Korean-Canadian children. The technology-mediated collaborative learning environment supported young CLD children's affective, social and cognitive needs and created meaning-centered collaborative learning environments. The paper concludes with a consideration of implications of this technology-mediated collaborative learning environment so as to assist teachers who might be confronted with the educational needs of the growing population of CLD children. 相似文献
183.
In this study, we used the classification and regression trees (CART) method to draw relationships between student self-reported learning outcomes in 26 field trips to natural environments and various characteristics of the field trip that include variables associated with preparation and pedagogy. We wished to examine the extent to which the preparation for the field trip, its connection to the school curriculum, and the pedagogies used, affect students’ self-reported outcomes in three domains: cognitive, affective, and behavioral; and the extent the students' socioeconomic group and the guide's affiliation affect students' reported learning outcomes. Given that most of the field trips were guide-centered, the most important variable that affected the three domains of outcomes was the guide's storytelling. Other variables that showed relationships with self-reported outcomes were physical activity and making connections to everyday life—all of which we defined as pedagogical variables. We found no significant differences in student self-reported outcomes with respect to their socioeconomic group and the guide's organizational affiliation. 相似文献
184.
George Koutromanos Alivisos Sofos Lucy Avraamidou 《Educational Media International》2013,50(4):253-271
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary education. The review of the relative literature was carried out in the period 2000 to early 2014 in ScienceDirect and ERIC. The outcomes of this review illustrated a set of studies that provide evidence of positive outcomes regarding student learning. These studies, which focused mainly on the natural sciences and took place within informal learning environments, used both qualitative and quantitative data collection methods. The earliest study that was conducted about this topic used personal digital assistants, while the more recent one used smart (mobile) phones and tablets. The services of augmented reality focused on markers/quick response codes, virtual items, global positioning system services as well as on platforms for game creation. The findings of the literature review are discussed in relation to research approaches that are needed for augmented reality games to be played either in formal or informal learning environments. 相似文献
185.
Marian J. Fitz-Simons 《Journal of Experimental Education》2013,81(2):170-196
The identification and composition of four subtests constituting the major areas of competence of English as a foreign langauge is reported, largely based on a study of the literature. A 160-item, four-choice test was used to obtain a number of reliability and validity indices. It was found that grammar was the most reliable and the most valid component when based on total test scores as the criterion, where-as translation was lowest on these two measures. The opposite trend was observed with Grade Point Average as the criterion, whereas the third criterion, writing ability, was found to correlate highest with listening comprehension, which was also found to contribute to the highest unique nonchance variance of the four components. These findings and their explanation are discussed. 相似文献
186.
Pay O. Dierks Tim N. Höffler Ilka Parchmann 《Research in Science & Technological Education》2013,31(2):97-114
The investigation evaluates the effectiveness of six instructional programmes with Bahraini secondary students in the age range 13‐17. Each programme was concerned with a different aspect of a spatial task in relation to diagrams of three‐dimensional structures. Pre‐tests for each of these different tasks revealed that performance increased significantly with chronological age. All programmes brought about a significant degree of learning over all the age‐groups. However, the pre‐existing differences between the age groups remained after instruction. For the programme concerned with visualising rotations, the 17‐year olds improved their scores significantly more than the 13‐ and 15‐year olds. 相似文献
187.
Mr. Roy Minkler 《Clearing house (Menasha, Wis.)》2013,86(6):266-267
In instructional settings, educators are both the creator and the vehicle for that which seeks to be born: an academic legacy. Creating an enduring legacy begins with bringing to life the kind of academic environment that one truly wants to be a part of. Crafting a memorable legacy in the classroom requires authentic, sustainable relationships coupled with exemplary instructional practices that make a difference in lives of students including: professionalism, viewpoint diversity, impulse to learn, engaged questioning, and GRIT: “the engine of human accomplishment.” 相似文献
188.
Hani Morgan 《Clearing house (Menasha, Wis.)》2013,86(6):215-221
The number of American homeless youth has skyrocketed in the twenty-first century. In 2015, for example, this number reached a record high, becoming twice as high as it was before the recession. Educators should be concerned about this problem because homelessness is more harmful to children than to adults and interferes dramatically with their education. This article offers guidelines for educators on how to deal with this problem effectively. It also includes an example of a policy that would reduce this problem in America. 相似文献
189.
Igor Mayer Harald Warmelink Geertje Bekebrede 《European Journal of Engineering Education》2013,38(1):85-106
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students’ motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students’ learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development. 相似文献
190.
Through this study the authors investigated undergraduate students’ memory recall in three media environments with three note-taking options, following an A x B design with nine experiments. The three environments included no-distraction, auditory-distraction, and auditory–visual-distraction; while the three note-taking options included no-note-taking, taking-notes-on-paper, and taking-notes-on-computer. The results of word recalls from 21 participants showed significant interactions between media environments and note-taking options. In the no-distraction environment, the participants had better word recall taking notes on paper than taking notes on computer or not taking notes. However, in the auditory–visual-distraction environment, the participants had better word recall with no note taking than taking notes on computer or taking notes on paper. The participants’ comments provided insights for implications for learning in different media environments. 相似文献