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1.
Increasingly, telematics is being used for distance education in Australia. Two forms of telematics, audiographics and live interactive television, are described. Audiographics involves two telecommunications links, one which connects computers via modems and a second link which provides an audioconferencing medium through a normal telephone connection. Live interactive television involves the combination of a one-way television signal with a toll-free callback telephone enabling students to communicate directly with the teacher during program transmission. Research and evaluation studies indicate that the interactivity currently implemented via telematics is minimal and that it does not support higher-order cognition among students. In light of our investigations and contemporary cognitive learning theory, a number of dimensions of effective interactive learning with telematics are suggested: (a) collaboration, (b) generative learning, (c) contextual engagement, (d) personal autonomy, and (e) motivation. His research interests include instructional technologies and developing effective learning environments for open learning and distance education. His specialist areas include evaluating technology-rich learning environments, electronic user performance support systems and interactive learning systems.  相似文献   

2.
The discourse of flexible and online learning echoes with terms such as communication, collaboration, engagement and interactivity. Of these, interactivity is frequently used to refer to an inherent quality of the medium and learning environment, with an underlying assumption that the interactive characteristics of communication with other learners or content objects is beneficial to the learning process. However, interactivity as a concept has received comparatively little research attention. To provide further insights into the dynamics of interactivity, this study reports on an investigation to ascertain the different ways people perceive interactivity, and the extent to which that interactivity adds value to the learning process. Based on a qualitative analysis of responses from 68 participants, it was found that participants indeed had specific expectations of interactivity that were not only consistent with theoretical frameworks of learning but also provided insights for the design of online collaborative learning environments.  相似文献   

3.
In this study of a management writing course delivered via interactive television (ITV) and video streaming (VS), we examine the impact of video-based media on the instructor's pedagogy. Using grounded theory as a methodological lens, we arrive at two core categories, contact and interactivity, and four subcategories, presence, control, dialogue, and liveliness. After a careful analysis of these categories, we claim that video-based delivery deserves attention because it represents a promising component of distance learning writing instruction. Video allows an instructor to reintroduce talking as a means of learning into the arena of distance education, which tends to be dominated by text-heavy, Web-based methods of delivery. In fact, the emergence of liveliness as a category suggests that, for distant students, active learning occurs during spontaneous discussions made possible by video components. Video-based media that complement text-based interactivity can support social constructionist pedagogy in distance learning.  相似文献   

4.
Do students learn to model OR/MS problems better by using computer‐based interactive tutorials and, if so, does increased interactivity in the tutorials lead to better learning? In order to determine the effect of different levels of interactivity on student learning, we used screen capture technology to design interactive support materials for modeling and solving the transportation problem in a spreadsheet. A controlled experiment was carried out and the results indicate a general support for the effectiveness of interactive tutorials in enhancing students’ learning of modeling concepts. However, the study also found that excessive interactivity increased the cognitive load for the students and hindered their learning by making it difficult for them to consolidate concepts, integrate previous knowledge, and create meaningful mental models of the process.  相似文献   

5.
Web多媒体或多模态语料库作为第四代语料库,其建设与研究已成为研究热点。多媒体语料库具有文本、声音、视频等多种媒体共存、关联、互动的特点和优势,非常适合应用于英语听力教学实践。建立为听力教学服务的Web多媒体语料库除需要有丰富的多媒体数据库,确定语料库结构,并按照一定的标准进行格式化入库等常规建库操作之外,还需设计适于听力教学的辅助功能,如在线练习自动生成,词汇难度列表,语料可读性分析、听力新闻专有名词提取等。具备教学功能的Web多媒体语料库,使语料库教学实施更具灵活性、广适性和可操作性,有利于学习者利用语料库进行移动学习、自主学习和研究性学习,提高英语听力教学效率和效果。  相似文献   

6.
The effects of systematically varied interactivity on learning from interactive video were studied. A total of 98 high-school students served as subjects. Four increasingly interactive versions of instruction were used. After receiving the instruction, students took a 23-item recall test. Recall was significantly affected by the amount and type of interactivity provided. The fully interactive version yielded the greatest recall but took longer to complete than any of the other presentations. Time to complete the instruction was shortest, and the resulting rate of learning was greatest, for the simple linear video presentation. An erratum to this article is available at .  相似文献   

7.
网络环境中多媒体课件交互性研究及案例分析   总被引:2,自引:0,他引:2  
杜婧  李绯 《现代教育技术》2008,18(11):85-88
文章针对网络学习环境的特征,对多媒体网络课件的交互性理论进行综述,总结出了交互性理论随着学习理论的发展,逐渐从交互过程帮助学习者控制学习行为的观点演变到了交互过程通过反馈的方式对学习者的内在响应和知识的有意义建构发生作用的观点。通过对SkillSoft公司开发的网络交互课件的分析,提出了交互性设计不仅要考虑界面呈现方式、结构链接方式和内容组织方式等方面,也要关注课件的交互性对用户认知发展、情感因素产生的影响  相似文献   

8.
Formative peer assessment is an instructional method that offers many opportunities to foster students’ learning with respect to both the domain of the core task and students’ assessment skills. The contributions to this special issue effectively address earlier calls for more research into instructional scaffolds and the implementation of dialogic features in formative peer assessment. However, open issues remain regarding the role of assessment criteria, the benefit of formative peer assessment for transferable knowledge and skills, the role of metacognitive and cognitive processes in the provision and reception of peer feedback, and the proposed benefit of more interactive forms of formative peer assessment. Addressing the latter issue in particular, a framework of three dimensions of increasing interactivity is proposed in order to guide future research. These three dimensions comprise the learner’s engagement with the core task (low interactivity), the provision and reception of peer feedback (medium interactivity), and the learner’s engagement with argumentation, tutoring, and co-construction in dialogue with peers (high interactivity).  相似文献   

9.
The educational policy in Morocco is aimed at promoting the wide use of Information and Communication Technologies in Education and the adoption of interactive and autonomous digital resources for distance teaching and self-learning. The objective of this research is to evaluate the suitability of the existing digital educational resources for distance learning purposes by analysing their interactivity and autonomy. The study of the contents of 190 existing products for teaching and learning Life and Earth Sciences in high schools has revealed the existence of weaknesses related to interactivity and autonomy. The results have been used to set down guidelines for designers of future interactive and autonomous digital educational resources for distance learning use.  相似文献   

10.
This case study is the first iteration of a large‐scale design‐based research project to improve Pepper, an interactive discussion‐based learning environment. In this phase, we designed and implemented two social features to scaffold positive learner interactivity behaviors: a “Like” button and linking tool. A mixed‐methods approach was used to examine communicative and cognitive characteristics of notes. Additionally, we develop and apply a new metric for cognitive complexity that acknowledges a range of cognitive behavior valuable to a learning community. The findings suggest that the Like and linking functions positively cultivated and sustained interactive behaviors among students, which also led to an increase in the cognitive complexity of student contributions to the online discussion. Suggestions for future iterations of this project are offered.  相似文献   

11.
Many current Web-based learning environments facilitate the theoretical teaching of a subject but this may not be sufficient for those disciplines that require a significant use of graphic mechanisms to resolve problems. This research study looks at the use of an environment that can help students learn engineering drawing with Web-based CAD tools, including a self-correction component. A comparative study of 121 students was carried out. The students were divided into two experimental groups using Web-based interactive CAD tools and into two control groups using traditional learning tools. A statistical analysis of all the samples was carried out in order to study student behavior during the research and the effectiveness of these self-study tools in the learning process. The results showed that a greater number of students in the experimental groups passed the test and improved their test scores. Therefore, the use Web-based graphic interactive tools to learn engineering drawing can be considered a significant improvement in the teaching of this kind of academic discipline.  相似文献   

12.
When teachers or instructors create computer-based learning environments, they often solely consider technical aspects of interactivity. As a consequence, learners’ main role is to respond to requests of the learning environment (e.g. by answering multiple-choice questions). This aspect of interactivity is, however, not sufficient to understand the complex benefits of interactivity for learners’ knowledge acquisition. In order to create a higher level of interactivity, an instructional task that encourages learners to design learning materials for fellow learners is used in this paper. We will show that this instructional task can induce interactive elements because learners are encouraged to take not only their own perspective into account when designing. In addition, we investigated if the quality of source material affects knowledge acquisition in design tasks. In a two-by-two design, students (n?=?108) had to design either a learning environment for others (i.e. to perform perspective-shifting), or a representation of acquired knowledge for themselves (no perspective-shifting) with less or more coherent information sources. Results indicate that performing perspective-shifting can be a powerful technique for eliciting interactive learning behavior and, thus, for learning. The quality of information sources does not influence knowledge acquisition to a great extent.  相似文献   

13.
国外基于网络学习的社会交互研究透视   总被引:2,自引:0,他引:2  
网络学习需要社会交互,其交互的特点与面对面交互相比较,具有不同的思维与语言特征。交互过程的研究和与面对面交往比较的研究构成了国外网络学习社会交互研究的特点。  相似文献   

14.
Abstract

A common theme in the distance education literature is that delivery technologies with the potential for real‐time interactivity will improve both the image and practice of distance education. Although there appears to be a growing acceptance of a causal relationship between system interactivity and instructional interaction, neither concept has been clearly or functionally defined. This article discusses several systems models and relates them to the contexts of instructional delivery, instructional design, instructional theory, and learning theory in an attempt to establish conceptual parameters for the function of interaction.  相似文献   

15.
传统远程教学系统与传统课堂教学环境比较,缺乏其交互性和同步性,这是传统远程教学系统的主要弊端,本文讨论了基于Internet的实时交互远程教学系统的功能,并进一步讨论了使用多路广播协议改进传输效率的问题。  相似文献   

16.
Many new methods have contributed to the learning of anatomy, including several interactive methods, increasing the effectiveness of educational programs. The effectiveness of an educational program involving several interactive learning methods such as problem-based learning and reciprocal peer teaching was researched in this study. A quasi-experimental before–after study on three consecutive groups of second-year students at the Grenoble School of Medicine was conducted. The lectures were replaced by an educational program based on the problem-based learning method and reciprocal peer teaching. The first session was dedicated to reading clinical cases illustrating the medical concept, so that the learning objectives for the second session could be set. Then, after viewing digital courses, the second session was dedicated to a synthetic presentation by the students themselves, followed by an interactive summary with the teacher. The analysis of 630 students showed a significant increase in the theory test results for those who took part in the intervention: 9.71 versus 9.19 (β = 0.57, P = 0.036). Moreover, satisfaction was high after the intervention (mean = 4.5/5), and when comparing the two pedagogical approaches the students showed a clear preference for the program implemented with the concepts highlighted such as interactivity, in-depth work, group work, and autonomy. A multifaceted interactive pedagogy program could have a significant impact on the results of the theoretical concepts presented and on satisfaction as well as increased investment by students in learning anatomy.  相似文献   

17.
New technologies enable flexible combinations of text and interactive or non-interactive pictures. The aim of the present study was to investigate (a) whether adding pictures to texts is generally beneficial for learning or whether it can also have detrimental effects, (b) how interactivity of pictures affects learning, (c) whether the visualization format of pictures affects the structure of the learner's mental model, and (d) whether the visualization format modifies the effects of interactivity. One hundred university students were randomly assigned to five groups. In four groups, a text about the different daytimes and days on the earth was combined with interactive or non-interactive pictures of different visualization formats. In the fifth group, the text was presented without pictures. According to the results, adding pictures to text was neither beneficial nor harmful for learning. In terms of learning efficiency, however, learning from text only was more successful than learning from text and pictures. Interactivity was beneficial for one learning task, but not for the other task. The visualization format affected participants’ interaction with pictures, but not the learning outcomes; however this effect was not influenced by interactivity. Implications for multimedia design and for further research are pointed out.  相似文献   

18.
《College Teaching》2013,61(1):190-193
Abstract. The number of online courses being offered by postsecondary institutions has increased dramatically and consequently an increasing number of faculty are faced with teaching online courses. Students demonstrate more positive attitudes and higher levels of performance when online classes are highly interactive, but many faculty about to embark in online teaching are not aware of the techniques available to increase the level of interactivity in online courses. This article describes how to establish an interactive online learning environment and provides strategies for increasing student interactivity.  相似文献   

19.
This paper provides a classification, review, and critical analysis of current Web-based interactive programming environments and tools that facilitate learning programming languages and concepts. The focal point of the paper is based on (1) categorizing available programming systems and tools into classes according to their pedagogical approaches; (2) reviewing individual systems; and (3) critically analyzing them according to established standards for instructional design. The paper is intended to provide those seeking to use these resources with a comprehensive survey of the available systems, their succinct evaluation, and their effectiveness.  相似文献   

20.
This study examined the impact of e-book interactivity design on the learning of Chinese characters by fourth graders (10-year-old children). This study was guided by two main questions: (1) Are there any differences in achievements (Chinese character writing, lexical comprehension, and lexical usage) between groups of young learners who read e-books with different interactivity levels? and (2) Are there any differences in motivation (attention, confidence, relevance, and satisfaction) between groups of young learners who read e-books with different interactivity levels? This study was an experimental design where the independent variable was the interactivity design of digital books. A sample of 99 fourth graders participated in the study and participants were randomly assigned into these two groups, with one group reading an e-book with a low level of interactivity (pace-control only) and the other reading an e-book with a high level of interactivity (sequence- and media-control). Participants were asked to complete a pre-test first, and then they read their assigned e-books for 30 minutes. After they finished reading, they were given a post-test. The results showed a reverse interactivity effect, that is, the group reading the e-book with the low level of interactivity (pace-control only) performed significantly better in Chinese character writing, attention, and satisfaction. This might be due to young learners' limited cognitive capacity and processing ability for learning with hypermedia. This study aims to expand on existing theories on interactive learning for young learners and serves as a reference for elementary school teachers and e-book publishers.  相似文献   

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