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1.
This evaluation examines the impact on student success rates related to changes in instructional programmes in undergraduate mathematics and statistics courses. Success for students taking courses with a computer-based homework component was compared with success of students who took the course in prior semesters without the computer-based component. Graphical and analytical tools are used to compare results. Results come from multiple semesters of each type of homework application, for both pre-calculus algebra and business statistics courses. Students whose performance is utilised in this study are undergraduate students taking introductory level college mathematics or business statistics courses, with mostly no prior instruction at this level. Comparing the success of the intervention group with the success of the baseline control group, findings support that the students using the computer-based homework instruction are just as successful as those using the traditional method of homework instruction. Utilising the online homework applications, provide several important advantages in today’s universities, including the reduced time for faculty grading, consistency of graded assignments across all sections of a course and most importantly, immediate feedback for students.  相似文献   

2.
Although considerable research has been conducted on both learner control and feedback, very little research has addressed the effect of giving learners control over the feedback that they receive. The purpose of this study was to examine the effect of learner control over feedback in a CAI lesson. Subjects used one of four CAI programs which provided either program control or learner control over verification or elaboration feedback. Results indicated that subjects who received elaboration feedback during instruction performed better than students who received verification feedback. Type of control did not have a significant influence on performance. However, when subjects selected feedback for items answered incorrectly during instruction, subjects under learner control/elaboration performed better on the posttest than subjects under learner control/verification. Implications for the design of CAI are discussed.  相似文献   

3.
Computerized learning environments offer several possibilities that can be used to improve the teaching of content along with the process. Research indicates that students benefit from additional guidance, particularly when computer-based instruction requires active construction of knowledge. This study examines the relative effectiveness of guided versus unguided computer-based instruction with respect to regular instruction in improving content knowledge and process skills among students with low and high chemistry achievement levels. The results indicate that the effectiveness of computer-based instruction increases when learning is supported by teacher-directed guidance. Computer-based instruction (with or without guidance) was observed to be more effective than regular instruction in improving process skills particularly for students with high chemistry achievement. However, although the students who received regular or guided computer-based instruction showed significant gains in content knowledge, students under unguided condition failed to construct the expected content knowledge.  相似文献   

4.
We investigated the effects of studying alone or in cooperative-learning groups on the performance of high and low achievers, using either learner- or program-controlled computer-based instruction. A total of 92 sixth-grade students were classified by Stanford Achievement Test scores and randomly assigned to group or individual treatments, stratified by achievement scores. Both high and low achievers in the cooperative treatment performed better and had more positive attitudes toward grouping than did students working individually, on both program-controlled and learner-controlled computer lessons. In addition, the cooperative-learning group exhibited significantly greater improvement from immediate to delayed post-test than did the individual-learning group. For low achievers, the greatest improvement was in the program-controlled condition, and for the high achievers, in the learner-controlled condition. The learner-controlled cooperative-learning group, compared to the learner-controlled individual-learning group, chose to check its concept learning more often and spent more time interacting with the computer-based tutorial. These results suggest that cooperative learning provides beneficial effects, and imply a need for software designers to adapt computer-based instruction for cooperative learning to the different learning styles of high-and low-achieving students.  相似文献   

5.
The proposition that learner control of instruction can be facilitated by directly affecting the student’s perception of learning need was investigated. Students in one experimental condition were continuously advised during instruction of their learning performance and needs (amount and sequence of content) in relationship to the desired acquisition of rules at a given mastery criterion and were allowed to make instructional decisions. It was hypothesized that this condition would prove more effective on posttest performance than conditions without advisement — either partial learner control or conventional learner control. Results are discussed in reference to an information-processing approach to the design of computer-based instruction.  相似文献   

6.
Middle school students with learning disabilities often struggle with reading and literacy skills, including vocabulary, and require support in content-area classes such as mathematics where weak vocabulary knowledge can negatively affect learning, achievement, and deep understanding. However, in general, middle school mathematics teachers do not receive training in literacy instruction, much less in explicit vocabulary instruction. Additionally, relatively few studies have examined content-area vocabulary instruction at the middle or secondary school level. This study addressed these gaps in the research by examining the effect of a performance feedback and coaching intervention on middle school mathematics teachers’ use of explicit mathematics vocabulary instruction. Results of the study indicate that performance feedback and coaching had moderately positive effects on teachers’ use and quality of explicit mathematics vocabulary instruction.  相似文献   

7.
Definitions of formative assessment include assessment, feedback and differentiated instruction as key components. We investigated the effects of prepared teaching materials designed to support teachers using learning progress assessment (LPA) to give feedback and adapt differentiated instruction. We also examined to what extend this modular approach can be implemented in regular reading lessons in third grade. In a three-group design all teachers (N?=?44, N?=?945 students) employed a computer-based LPA tool, while teachers in two conditions additionally received prepared feedback material (FB) or feedback and reading instruction material (FB+FM), to support the implementation of the different components of formative assessment. Over the course of one schoolyear, we assessed the implementation outcomes using questionnaires as well as students’ reading achievement and further student outcomes. While acceptability is high, teacher ratings of feasibility are low. In comparison to the LPA group, the additional support in form of prepared materials had no effects on student outcomes. Results are discussed regarding the question of how teachers can optimally be supported in using formative assessment.  相似文献   

8.
The effects of studying alone or in cooperative learning groups on high- and average-ability students were investigated. Also examined were the effects of completing computer-based instruction using either a learner- or program-control version of a lesson. A total of 175 fourth-grade students were classified as being of high or average ability and randomly assigned to paired or individual treatments stratified by ability. Students completed training to enhance small-group interaction before completing a computer-based tutorial and a posttest. Following cooperative learning, students demonstrated increased achievement and efficiency as well as better attitudes toward both the computer lesson and grouping. Students completed more practice items and examples in program-control treatments than in learner-control treatments. However, the form of lesson control did not affect students' achievement or attitudes.  相似文献   

9.
This study investigated the effects of cooperative group composition, student ability, and learning accountability on achievement, interaction, and instructional efficiency during computer-based instruction. A total of 125 sixth- and seventh-grade students were randomly assigned to heterogeneous or homogeneous dyads. Groups were designated as having either group or individual account-ability for mastery of lesson content. Cooperative dyads completed a tutorial on a novel symbolic mathematics topic, featuring basic symbol learning and application of the symbols. Indicators of ongoing cooperation were collected during instruction. Five days later, students completed a posttest. Low-ability students interacted more and completed the instruction more efficiently in heterogeneous than in homogeneous groups. High-ability students completed the instruction more efficiently in homogeneous than in heterogeneous groups. Cooperation was significantly related to achievement for heterogeneous ability groups, but not for either homogeneous high- or low-ability students.  相似文献   

10.
This investigation considers the effects of feedback on memory with an emphasis on retention of initial error responses. Based on a connectionist model (Clariana, 1999a), this study hypothesized that delayed-retention memory of initial lesson responses would be greater for delayed feedback compared to immediate feedback, that feedback effects will be greatest with difficult items, and that there would be a disordinal interaction of feedback timing and item difficulty. High school students (n = 52) completed a computer-based lesson with either delayed feedback, single-try immediate feedback, or multiple-try immediate feedback. There was a significant difference for type of feedback, with retention test memory of initial lesson responses greater under delayed feedback than under immediate feedback. Also, instructional feedback effects varied depending on lesson item difficulty. The findings indicate that a connectionist model can explain instructional feedback effects.  相似文献   

11.
Recent research suggests that loss of control by students interferes with the quality of instruction in the college classroom. The present study examined how four types of feedback affected perceived control and student achievement in different instruction settings. College students wrote an aptitude test which provided either contingent, low noncontingent failure, high noncontingent failure, or no-performance feedback. The amount of feedback was varied by modifying the length of the test: short, medium, long. The students then observed a videotaped lecture, presented by a low or high expressive instructor, and completed a postlecture achievement test. High noncontingent failure feedback reduced students' perceived control over their performance and created an external attribution profile. For expressive instruction, achievement deteriorated in accordance with the severity of students' uncontrollability. Implications are discussed regarding loss of control and effective instruction.Parts of this work were presented at the American Psychological Association annual meeting, Los Angeles, August 1981.  相似文献   

12.
Should computer-based study tasks use multiple-choice or constructed-response question format? It was hypothesized that a constructucted-response study task (CR) with feedback would be superior to multiple-choice study tasks that allowed either single or multiple tries (STF and MTF). Two additional recognition study task treatments were included that required an overt constructed response after feedback (STF+OR and MTF+OR) in order to control for possible confounding caused by response form mismatch between the recognition study task and recall posttest. Graduate students (N=133) were randomly assigned to one of the five computer-delivered treatments. Relative to STF, posttest effect sizes were: STF 相似文献   

13.
The purpose of this study was to investigate the effects of verbal interaction cues and ability grouping within a cooperative learning computer-based program. We blocked 231 eighth graders in a required science class by ability and randomly assigned them to homogeneous lower-ability, homogeneous higher-ability, or heterogeneous mixed-ability dyads. Each dyad was randomly assigned to a computer program that either did or did not contain verbal interaction cues designed to facilitate summarizing and explaining between partners. Results indicated that students using the cued version of the program performed significantly better on the posttest than students using the noncued version. Direct observation of student interaction indicated that students in cued dyads exhibited significantly more summarizing and helping behaviors than noncued students. Furthermore, higher-ability dyads exhibited significantly less off-task behavior than the other dyads. Implications for designing computer-based instruction for cooperative settings are provided.  相似文献   

14.
This article applied meta-analytic methodology to integrate findings from 22 comparisons of the effectiveness of student-rating feedback at the college level. On the average, feedback had a modest but significant effect on improving instruction. Instructors receiving mid-semester feedback averaged. 16 of a rating point higher on end-of-semester overall ratings than did instructors receiving no mid-semester feedback. This corresponded to a gain of over one-third of a standard-deviation unit, or a percentile gain of 15 points. The effects of student-rating feedback were accentuated when augmentation or consultation accompanied the ratings. Other study features, such as the length of time available to implement changes and the use of normative data, did not produce different effect sizes.The research reported here was conducted while the author was at the Center for Research on Learning and Teaching, The University of Michigan.  相似文献   

15.
This article reports large item effects in a study of computer-based learning of neuroanatomy. Outcome measures of the efficiency of learning, transfer of learning, and generalization of knowledge diverged by a wide margin across test items, with certain sets of items emerging as particularly difficult to master. In addition, the outcomes of comparisons between instructional methods changed with the difficulty of the items to be learned. More challenging items better differentiated between instructional methods. This set of results is important for two reasons. First, it suggests that instruction may be more efficient if sets of consistently difficult items are the targets of instructional methods particularly suited to them. Second, there is wide variation in the published literature regarding the outcomes of empirical evaluations of computer-based instruction. As a consequence, many questions arise as to the factors that may affect such evaluations. The present article demonstrates that the level of challenge in the material that is presented to learners is an important factor to consider in the evaluation of a computer-based instructional system.  相似文献   

16.
New approaches to instruction are increasingly being advocated to meet the needs of diverse learners. Educational researchers have identified the further development and application of computer-based instruction technologies for managing differentiated learning for all students as essential for shifting to a learner-centered paradigm of instruction in future schools. This study examines how a disadvantaged alternative high school implemented technology use and computer-based instruction to support a learner-centered culture of learning. Based on findings, the study looks for implications and future directions to better support learner-centered instruction for diverse students.  相似文献   

17.
This experimental study was conducted to examine the efficacy of repeated reading and wide reading practice interventions for high school students with severe reading disabilities. Effects on comprehension, fluency, and word reading were evaluated. Participants were 96 students with reading disabilities in grades 9–12. Students were paired within classes and pairs were randomly assigned to one of three groups: repeated reading ( N  = 33), wide reading ( N  = 34), or typical instruction ( N  = 29). Intervention was provided daily for approximately 15–20 minutes for 10 weeks. Results indicated no overall statistically significant differences for any condition, with effect sizes ranging from −.31 to .27. Findings do not support either approach for severely impaired readers at the high school level. We hypothesize that these students require more intensive interventions that include direct and explicit instruction in word- and text-level skills as well as engaged reading practice with effective feedback.  相似文献   

18.
19.
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited research around the relationship between prior knowledge, instruction and feedback in the context of learning games. This paper presents an empirical study exploring the influence of prior knowledge on response to feedback, in two conditions: with or without instruction. Thirty-six primary children (age 8–11) with reading difficulties participated: each child was assessed for their prior knowledge of two suffix types—noun and adjective suffixes. They subsequently received additional instruction for one suffix type and then played two rounds of a literacy game—one round for each suffix type. Our analysis shows that prior knowledge predicted initial success rates and performance after a verbal hint differently, depending on whether instruction was provided. These results are discussed with regards to learning game feedback design and the impact on different types of knowledge involved in gameplay, as well as other game design elements that might support knowledge building during gameplay.

Practitioner notes

What is already known about this topic
  • Instructional supports, such as elaborative feedback, are a key feature of learning games.
  • To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge.
  • Prior knowledge is an important moderator to consider in the context of elaborative feedback.
What this paper adds
  • Providing additional instruction (eg, pre-training) may act as a knowledge enhancer building on children's existing disciplinary expertise, whereas the inclusion of elaborative feedback (eg, a hint) could be seen as a knowledge equaliser enabling children regardless of their prior knowledge to use the pre-training within their gameplay.
  • Highlights the importance of children's preferred learning strategies within the design of pre-training and feedback to ensure children are able to use the instructional support provided within the game.
  • Possible implications for pre-training and feedback design within literacy games, as well as highlighting areas for further research.
Implications for practice and/or policy
  • Pre-training for literacy games should highlight key features of the learning content and explicitly make connections with the target learning objective as well as elaborative feedback.
  • Pre-training should be combined with different types of in-game feedback for different types of learners (eg, level of prior knowledge) or depending on the type of knowledge that designers want to build (eg, metalinguistic vs. epilinguistic).
  • Modality, content and timing of the feedback should be considered carefully to match the specific needs of the intended target audience and the interaction between them given the primary goal of the game.
  相似文献   

20.
The purpose of this study was to explore how users interact and learn during a computer-based simulation given graphical and textual forms of feedback. In two experiments, university students interacted with a simple simulation that modeled the relationship between acceleration and velocity. Subjects interacted with the computer simulation using a discovery-based approach: no formal instruction on the science concepts was presented. Subjects had control over the acceleration of a simple screen object—a ball—in a game-like context. Three simulation conditions were studied, each differing on how feedback of the ball's speed, direction, and position was represented: graphical feedback, textual feedback, and graphical plus textual feedback. Results showed that subjects learned more tacit knowledge when provided with animated graphical feedback than with textual feedback, although gains in explicit understanding of these science principles did not depend on the way the feedback was represented. Patterns of interactivity and frustration are also discussed. Reiber says, “I thank Mack Smith and Faris Spahi for their help with various parts of this research.”  相似文献   

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