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1.
为探究交互式AR教学对中学生认知能力的影响和师生对交互式AR辅助教具的接受度,文章以高中化学电解池知识点为例,进行了交互式AR辅助教具设计和教学设计,并开展了课堂对比实验。结果表明,交互式AR教学和Flash动画教学都对学生的记忆、理解、应用等认知能力有积极影响;交互式AR教学在应用维度的提升优于Flash动画教学、在记忆维度的提升弱于Flash教学,而在理解维度的提升两种教学比较相近;师生对交互式AR辅助教具的接受度较高。研究证明将交互式AR辅助教具与其他教具相结合,能够更好地解决教学重难点问题,提高学生的记忆、理解、应用等认知能力。  相似文献   

2.
基于有效教学的网络交互学习系统研究   总被引:2,自引:0,他引:2  
本文在有效教学理论的指导下,构建了一个支持协作学习、个性化学习的网络交互学习系统。系统为学生提供丰富学习资源,师生在交互平台中构建学习共同体,共同体成员协作学习,教师充分关注学生个性差异,实践证明该系统能够实现有效教学。  相似文献   

3.
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary school students. The proposed activity integrates physical and virtual learning materials, encouraging students to engage in an interactive learning environment that makes learning fun and interesting. The program introduces Taiwan’s marine ecology and water resources. To assess learners’ engagement, a quasi-experimental research design was used, where the participant pool consisted of 51 primary school students in Taiwan. Results indicate that (1) students were highly confident by the learning activities and viewed them satisfactorily, (2) students acquired the target knowledge, and (3) the innovative learning program specifically helps low academic achievers improve learning performance.  相似文献   

4.
高校排球教学采用的传统文本教材已经无法满足教学的需要,多媒体电子教材将多种媒体整合起来,形成一个综合的多媒体学习系统,可方便学生课下自学和教师课堂授课使用。电子教材充分发挥多媒体技术的教学优势,采用多媒体手段科学恰当地呈现和优化传统教学媒体难以表述的教学内容,达到学习效果最优化的目的。研究从排球多媒体电子教材建设需求分析入手,在排球技术多媒体电子教材设计思想的指导下,进行完整的教学系统设计,开发排球技术多媒体电子教材,以满足教师和学生"教"与"学"的需要。  相似文献   

5.
化学制药工艺学的知识内容多、跨度范围广、理解难度大,具有较强的专业性、实践性,当今教学中通常采用多媒体教学。在介绍互动教学及其必要性的基础上,针对化学制药工艺学多媒体教学互动性能差,探索并实践了其互动教学模式。化学制药工艺学课程的多媒体互动教学措施的实施是一个系统的教学过程,包括课前课件准备、课中具体实施,两部分需要有机结合,且师生双方的参与、互动贯穿整个教学过程始终。  相似文献   

6.
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   

7.
随着计算机技术的发展及互联网在现代教学中的应用,基于互联网的虚拟学习社区在课程教学中将得到广泛应用.为了提高高校信息技术课程的教学效果,采用PHP与MySQL开发了基于高校信息技术课程的虚拟学习社区,该社区以论坛为主模式,具有发帖与回帖、提问与交流、教学资料与课程资源呈现等功能.虚拟学习社区在课程教学中的应用改变了传统教学中以教师为中心的"灌输式"教学手段,让学生主动参与到课程学习中,并在教师的指导下完成建构学习、自主学习和交流互动,并直接参与社区课程资源的构建,增强学生的学习积极性与主动性,提高教学效果.  相似文献   

8.
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   

9.
随着学习化社会的到来,在师生准永久性分离的情况下,研究网络课件的交互实现方式对以网络为基本教学媒体的教学活动具有十分重要的意义。本文分析了网络课件交互性的特点,从交互实施角度论述网络课件中的交互实现方式及其特征。  相似文献   

10.
根据主体间性、媒体间性和文化间性,指出数字化英语写作教学需要遵循的交互性、多模态化、生态化等原则;进而提出数字化英语写作课堂教学设计的原则模型MAP(MultimodalApple PIE,或称"多模态苹果派"),并分析讨论了MAP模型应用中应予重视的三个问题:首先,强化主体互动,追求有效教学;其次,加强MAP课堂教学设计,实施多模态教学;最后,整合"三多"(多媒体、多模态、多元识读),推动社团实践,创新英语写作学习文化。  相似文献   

11.
智慧教室是一种典型的智慧学习环境,是学校信息化发展到一定阶段的内在诉求,是当今智慧学习时代的必然选择。本文首先分析了当前多媒体及网络教室面临的教学困境,认为重构教室环境、创建适合学生学习和教师教学的新型教室环境是一种必然趋势,充分利用传感技术、人工智能技术、网络技术、富媒体技术等来装备教室和改善学习环境成为一个必然选择。其后,本文提出智慧教室的智慧性应体现在内容呈现(Showing)、环境管理(Manageable)、资源获取(Accessible)、及时互动(Real-time Interactive)和情境感知(Testing)五个方面;最后,文章分析了"高清晰"、"深体验"和"强交互"三种典型智慧教室的特征。  相似文献   

12.
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   

13.
This paper explores the use and integration of experiential learning into the problem-based learning (PBL) approach enhanced by interactive multimedia in the teaching of project management. A specific emphasis is placed on failing situations and the way in which this should be taught to students. Experiential learning places the emphasis on active participation, interactive and applied learning in a real situation. PBL places the emphasis on a real-world problem that is presented as the starting-point for the learning experience. The combined effect these concepts have on the learning experience is outlined in a framework called PIE. The conclusions drawn in the paper are the following: the combination of PBL, interactive multimedia and experiential learning will support and enhance teaching about escalation situations.  相似文献   

14.
This study aims to explore how high school students collaboratively solve problems in a web problem-based learning (WPBL) system in an 8-week digital logic course using discourse analysis. Employing in-depth interviews, this study also investigated the students' attitudes toward the WPBL system. The number of teaching assistants' responses had a negative relationship with the number of peer responses. Regarding dialogue quality, extended questions and brainstorming stimulated each other. Elaboration facilitated problem solving, whereas organizing knowledge from books or websites decreased reflection. Students affirmed the usefulness and effectiveness of the web system because it created an interactive, flexible, comfortable and collaborative learning environment.  相似文献   

15.
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.  相似文献   

16.
The implementation of interactive courseware within a task-based learning (TBL) approach was conducted for English Writing for Business to Chinese students in an applied foreign languages department housed in a university of technology. The development of the interactive courseware is based on Mayer’s multimedia learning theory, which allows learners to construct verbal and visual cognitive representations and integrate them; its language learning focus is keyed to Chapelle’s suggested criteria for development of multimedia CALL (computer assisted language learning). According to the curriculum, students had to accomplish three tasks rooted in the real world workplace: inquiry, negotiation, and complaint. Evaluation of the interactive ESP courseware into TBL instruction was based upon data from students’ pre- and post-writing performance measured by three different types of online computational assessments. In addition, a questionnaire survey about learning satisfaction was administered. The results indicate that students had significantly better post-writing performance and showed greater satisfaction after self-studying with the courseware-implemented instruction, which effectively integrated content knowledge, integrative English skills and writing practices embedded in the courseware. This instruction could be a potentially useful for teaching business writing by providing both content knowledge and its related integrative language practice.  相似文献   

17.
课题组提出了计算机支持的运动认知学习策略,并实现"教师-学生-多媒体"多元互动学习。设计开发了共享式体育多媒体教学系统。系统教学资源一部分适用于网络自主与协作学习,一部分适用于体育馆同步辅助学习,为学生自主与协作学习提供了广泛的教学资源。  相似文献   

18.
多媒体技术具有集成性、交互性和数字化等基本特征。在掌握这些特征的基础上,把多媒体技术应用于特殊教育英语教学,可以有效地弥补聋哑学生的听觉障碍,克服他们英语学习中的自卑心理,发展学生的逻辑思维能力。多媒体技术通过延伸学生的视觉器官,突出直观教学的作用,为英语学习创设数字化的学习环境,从而提高学生的自学能力。但在运用多媒体技术优化教学手段,提高学生学习兴趣的同时,要注意避免多媒体技术带来的一些不利影响。  相似文献   

19.
Anatomy is shifting toward a greater focus on adopting digital delivery. To advance digital and authentic learning in anatomy, a flipped classroom model integrating multimodal digital resources and a multimedia group assignment was designed and implemented for first-year neuroanatomy and third-year regional anatomy curricula. A five-point Likert scale learning and teaching survey was conducted for a total of 145 undergraduate health science students to evaluate students' perception of the flipped classroom model and digital resources. This study revealed that over two-thirds of participants strongly agreed or agreed that the flipped classroom model helped their independent learning and understanding of difficult anatomy concepts. The response showed students consistently enjoyed their experience of using multimodal digital anatomy resources. Both first-year (75%) and third-year (88%) students strongly agreed or agreed that digital tools are very valuable and interactive for studying anatomy. Most students strongly agreed or agreed that digital anatomy tools increased their learning experience (~80%) and confidence (> 70%). The third-year students rated the value of digital anatomy tools significantly higher than the first-year students (p = 0.0038). A taxonomy-based assessment strategy revealed that the third-year students, but not the first-year, demonstrated improved performance in assessments relating to clinical application (p = 0.045). In summary, a flipped anatomy classroom integrating multimodal digital approaches exerted positive impact upon learning experience of both junior and senior students, the latter of whom demonstrated improved learning performance. This study extends the pedagogy innovation of flipped classroom teaching, which will advance future anatomy curriculum development, pertinent to post-pandemic education.  相似文献   

20.
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   

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