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Research on the utilization of the Web for complex fine motor skill learning that involves whole body movements is still scarce. The aim of this study was to evaluate the impact of the introduction of a multimedia web-based learning environment, which was targeted at a rhythmic gymnastics routine consisting of eight fine motor skills, into an undergraduate course in a physical education department, as a complementary tool to campus-based instruction. The impact was evaluated in terms of: acquisition of knowledge regarding the routine skills by students, improvement of students’ ability to execute the routine, and students’ responses to the environment. The study followed a pretest/posttest experimental design and involved 76 students randomly split into two groups: The Multimedia Web-based Learning Group (MWLG) students (N?=?38), who attended campus-based instruction on the routine and also used the environment in their own space and time, and the Traditional On-site Instruction Group (TOIG) students (N?=?38), who only attended campus-based instruction. The research data were gathered through student questionnaires and ratings of students’ performances. It was found that the use of the environment as a supplement to campus-based instruction increased the effectiveness of this instruction as regards the cognitive component of motor skill learning (i.e. acquisition of knowledge regarding the routine skills) and was well-accepted by the students, although it did not have any significant contribution to the physical component of motor skill learning (i.e. performance of the routine skills). These findings partially support the future wider adoption of multimedia web-based learning environments within physical education and other academic disciplines that involve complex fine motor skill learning. Relevant implications are discussed.  相似文献   
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This paper reports on a project‐based learning (PBL) environment targeted towards introducing student teachers to the design and development of educational web sites. The participants were 46 student teachers who constructed 16 web sites for primary school. A survey of their views, before and after the projects, and an evaluation of the web sites created by them were conducted with a view to assessing their responses to the learning environment, its impact on them, as well as the challenges faced during web site creation. The results showed that the PBL approach has been motivational and effective regarding the acquisition of web site design and development skills. The participants demystified the process of educational web site creation and became more interested in and self‐confident about it, although they encountered certain difficulties in image processing, file management and design of navigational structures.  相似文献   
3.
This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students’ knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.  相似文献   
4.
The increasing importance that Information and Communication Technologies (ICT) have been gaining for Physical Education (PE) and sports pedagogy has generated the need to prepare ICT-proficient prospective PE teachers within PE and sport science university departments. This study was aimed at: (a) the design and implementation of two project-based elective courses on ICT in education (entitled ‘Informatics in Education’ and ‘Computers in Physical Education Teaching’) for the undergraduate students of a PE and sport science department, and (b) the investigation of students’ responses to the courses and instructor’s experiences from organizing and imparting the courses. The courses were focused on educational multimedia and web development for PE. Twenty-three students that had attended ‘Informatics in Education’ and 13 students that had attended ‘Computers in Physical Education Teaching’ participated in the study. Research data were collected through student questionnaires and instructor’s notes. It was found that students were helped to acquire basic multimedia and web development skills for educational purposes, and that their responses to the courses were positive overall. The courses fulfilled students’ expectations and were successful in equipping students with self-confidence in their ability to make use of ICT in PE courses and to construct multimedia and web-based learning materials. Furthermore, students were provided with opportunities to express their creativity and improve their future instructional practices. However, the study also brought to light the various difficulties and challenges of training prospective PE teachers in the didactical utilization of ICT at undergraduate level.  相似文献   
5.
This study’s aim is the creation of a web-based multimedia course for Physical Education (PE) students’ familiarization with the teaching of basketball, and the evaluation of its use as a complementary tool to conventional instruction, in terms of learning effectiveness and student acceptance. The course includes multimedia learning material as well as interactive learning activities and quizzes on the cognitive components of basic basketball skills and on other basketball-related topics (history of the sport, referee’s signals, training aids, basketball court). The study involved 88 undergraduate students during one semester. They were randomly assigned to two groups: a group that used the web-based multimedia course and also attended a conventional face-to-face course on the teaching of basketball (N?=?45), and another group that only attended the conventional face-to-face course (N?=?43). A pretest/posttest research design was followed. For both groups basketball knowledge was measured at the beginning and at the end of the semester through written questionnaires. The responses of the students of the first group towards the web-based course were also assessed, at the end of the semester, through a written feedback questionnaire. Within both groups, significant increases in students’ basketball knowledge were found. However, the web-based multimedia course in combination with conventional face-to-face instruction was significantly more effective than conventional face-to-face instruction alone in increasing students’ cognitive learning regarding the sport of basketball, at the same time being well-accepted by the students. These findings support the effectiveness of blended learning for PE at higher education level as well as the acceptance of this mode of learning by PE students.  相似文献   
6.
The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors -namely Physical Education and Sport Science (PESS) undergraduate students- hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions were elicited through a written questionnaire. The data analysis revealed scientifically acceptable perceptions as well as various empirical, vague, incomplete and erroneous perceptions. Second, those students’ prior knowledge was utilized to design and implement an Educational Computer Card Game (ECCG) aimed at helping PESS students overcome their conceptual difficulties and approach the aforementioned CL issues in a scientifically consistent manner. The ECCG was designed taking into account basic digital game-based learning principles in combination with basic aspects of social and constructivist perspectives to learning. The ECCG was also pilot-tested in the field with real students, and the results were encouraging.  相似文献   
7.
Education and Information Technologies - The aim of this study was twofold: (a) the design and development of a set of open, interactive, digital Learning Objects (LOs) for high school Physical...  相似文献   
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