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The present study investigated the effects on students’ learning experience of adding a video of a teacher to an e-learning module. A total of 43 undergraduates were asked to learn the content of a pedagogical document either with or without a teacher video on the screen. Although video captures of teachers are increasingly being integrated into online courses, few studies have investigated their impact and the best way of optimizing them. According to the social-cue hypothesis, the presence of a teacher (face and gestures) positively influences learners’ motivation and engagement in their learning. By contrast, the interference hypothesis holds that the teacher’s presence can lead to poor performances, as it acts as a source of visual interference that diverts students’ attention away from the relevant information. By assessing subjective ratings and learning outcomes, the present study tended to support the social-cue hypothesis, as it showed that adding a teacher video on screen significantly improved students’ retention of the spoken explanations, without disturbing either their performances on diagram and transfer problems or the time needed to process the document. Eye-tracking data showed that students spent 25% of their time watching the teacher video. Adding this video had no significant observable effects on the subjective ratings (i.e., social presence, evaluation of the teacher’s motivational skills, situational interest, cognitive load). These results suggest that videos of teachers can be used to improve social cues in multimedia learning without creating interference effects.  相似文献   
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In addition to serving summative assessment purposes, testing has turned out to be a powerful learning tool. However, while the beneficial effect of testing on learning performances has been confirmed in a large body of literature, the question of exactly how testing influences cognitive and metacognitive processes remains unclear. We therefore set out to investigate the effect of testing on self-regulated learning (SRL) processes. We hypothesized that by recalibrating metacognitive monitoring, regular practice testing can trigger efficient SRL processes and, in turn, foster learning. To test this hypothesis, we exposed first-year undergraduates to a complex neurology module. Participants were randomly assigned to either the practice testing group or a control group. The testing group underwent multiple practice tests during the neurology module, whereas the control group only underwent the multiple practice tests after the course. To assess the impact of practice testing on SRL processes, we combined a think aloud protocol with a metacognitive monitoring self-report measure. Results showed that, compared with controls, participants in the practice testing group were significantly less overconfident in their ability to recall recently learned information and performed better on a posttest questionnaire. Furthermore, mediation analyses confirmed that enhanced learning performance was explained by the use of efficient SRL processes. Therefore, these results allow us to extend the testing effect to SRL, and empirically underscore the central role of monitoring in SRL. Contributions to the fields of practice testing and SRL are discussed.  相似文献   
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The present study was intended to deepen current knowledge about the impact of graphic organizers (GOs) on students’ learning in a computer-based learning environment, by evaluating the effects of successive versus simultaneous presentation of a GO and an explanatory text. Based on the previous studies, we hypothesized that simultaneous display of a GO improves learning performances for the information it highlights (represented elements), but impairs those for nonrepresented elements, owing to a focused processing effect during text reading. We predicted that staggering the display of the document and the GO would avoid this effect and enhance the learning of both represented and nonrepresented elements. We compared three groups: students who studied a multimedia document without a GO (control group); students who viewed the same multimedia document accompanied by a GO that was displayed simultaneously (simultaneous GO group); and students who viewed the document and were then shown the GO (successive GO group). In line with previous research on GOs, results showed that adding a GO to the multimedia document increased students’ memorization of the represented elements and their comprehension. Interestingly, students in the successive GO group exhibited enhanced memorization of the nonrepresented elements and had the highest comprehension scores. These original results indicate that delaying the display of the GO can lead students to process the overall information more deeply and, in turn, improve their learning.  相似文献   
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Instructional Science - We compared performances on a learning task in which students (N?=?81) viewed a pedagogical multimedia document without (control group) or with a readymade...  相似文献   
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The purpose of this study was to examine the redundancy effects obtained when spoken information was duplicated in writing during the learning of a multimedia document. Documents consisting of diagrams and spoken information on the development of memory models were presented to three groups of students. In the first group, no written text was presented. In the second, written sentences redundant with the spoken information were progressively presented on the screen while in the third group, these written sentences were presented together. The results show that whatever the type of text presentation (sequential or static), the duplication of information in the written mode led to a substantial impairment in subsequent retention and transfer tests as well as in a task in which the memorization of diagrams was evaluated. This last result supports the hypothesis that the visual channel is overloaded as the cognitive theory of multimedia learning suggests.  相似文献   
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Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: mastery-goal instructions, which prompt learners to develop skills or master new knowledge, and performance-goal instructions, which are frequently used in game environments and which encourage individuals to demonstrate their ability to succeed, particularly by surpassing others. Results showed that a mastery-goal instruction elicited deeper learning (as assessed with a transfer task) than a performance-goal instruction. No effect of instruction was observed on either learning (demonstration consultation) times at the start of the game or on training task (solving riddles) performances during it. These results are discussed in terms of learning processes. This study demonstrates that mastery goal-oriented instructions can promote active processing of educational content in a serious game environment.  相似文献   
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