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1.
Designing collaborative multiplayer serious games   总被引:1,自引:0,他引:1  
The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. The combination of game-based learning concepts and collaborative learning may enable new, game-based application areas of CSCL, like collaborative multiplayer Serious Games. Designing such games, however, is very challenging as it requires to take into account traditional single player game design concepts, concepts for multiplayer game design, and concepts for Serious Game design simultaneously. Only very few examples of such games exist today. In this paper we describe an approach for the design of game-based collaborative learning scenarios using multiplayer Serious Games. Our approach aims at combining design concepts from the fields of collaborative learning and (multiplayer) game design. Our approach takes into account the requirements of traditional single player games (fun, narration, immersion, graphics, sound), challenges of multiplayer games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning are considered, like group goals, positive interdependence, and individual accountability. Our design concept was used to create a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for game-based collaborative learning in small teams. We performed a user study with eight gaming sessions and a total of 23 participants. Results showed that the game enables a collaborative gameplay and fosters collaborative behavior. This may allow us to use a game-based CSCL approach to combine the advantages of game-based learning with those of collaborative learning in future.  相似文献   

2.
Mobile learning (M-learning) is a learning paradigm that utilizes the advantages of mobility and wireless technologies in the learning and education process. It can be characterized by the ability to support and provide strong interaction between learners and instructors, offering high levels of learning motivation, collaboration, and flexibility to the learning activities. Despite the increased popularity of M-learning, there is no complete and well-defined set of educational requirements for M-learning in higher education which considers both instructional design and M-learning design. Therefore, this paper proposes a new educational requirements model for M-learning development and adoption in higher education. This set of requirements has been built from a literature study with focus on standards for learning and mobile application software quality and guidelines. This work presents the results of applying the proposed set of educational requirements on three different M-learning systems. Instructional designers and educational software developers may find the requirements useful in the development of M-learning systems. The effort described is part of an Omani-funded research project investigating the development, adoption and dissemination of M-learning in Oman.  相似文献   

3.
课程开发是STEM领域首个需要解决的问题。一个合格的STEM课程不但要以问题驱动、创中学、协作探究和设计制造为外部特征,而且还要满足目标-手段一致性、学生参与度、媒体多元性、教师自由度以及STEM整合度等指标的要求。这种STEM课程的开发需要运用课程开发技术和教学设计技术,并且需要详案设计。该文在以学习活动为中心的教学设计(Learning-Activity-Centered Instructional Design,LACID)理论基础上,构建了一个STEM课程开发过程模式,并以"设计风车"主题为例,介绍了一个STEM课程单元的设计细节。这个课程开发过程模式的主要步骤包括:创设STEM主题、知识建模、学习活动设计、设计优化、缺陷分析与修正,其中STEM主题的核心内容必须包括学生作品的功能与测试方法、学生需要解决的问题,知识建模的作用是使STEM课程知识内容的清晰化和可视化,也是后续学习活动设计的数据基础。  相似文献   

4.
在线测试分析与数据挖掘系统的设计   总被引:13,自引:0,他引:13  
本文阐述了一个在线测试分析与数据挖掘系统的设计与实现,该系统建立在经典测量理论的基础上,由数据接口、数据预处理、数据挖掘等八部分组成,系统通过对考试和作业过程中成绩数据进行科学统计分析,能够从学生的得分中提取大量的有关教学和学习的过程信息,从而为教师和学生改进教学和学习提供明确的方向和指导.同时,本系统在利用知识图分析学生的知识点掌握情况并结合对学习效果的分析,最终得出学生学习路径方面的建议.  相似文献   

5.
混合学习强调线下课堂教学和线上自主学习的混合以实现优势互补,其中学习者的在线自我调节学习能力显得异常重要。文章旨在揭示学习者的在线自我调节学习能力存在哪些潜在类别,不同类别学习者是否具有不同的在线自我调节学习行为过程模型,以及这对于在线自我调节学习环境的设计有何启示。研究首先对239名学习者的在线自我调节学习能力进行测评,然后使用潜在剖面分析方法对测评数据进行分析,发现样本学习者可以分为高、中、低三种不同水平的自我调节学习剖面类别。然后分别对三种类别学习者的在线自我调节学习行为数据进行过程挖掘,研究发现:(1)学习者的自我调节学习能力更多体现在执行阶段的行为上;(2)中高水平自我调节学习者的在线学习行为表现出更强的认知和元认知策略;(3)高水平自我调节学习者体现出更有效的时间管理策略与更强的整体规划能力。因此,在线自我调节学习环境需要引入自适应支持机制,为学习者提供适应性的过程和策略支持。  相似文献   

6.
Multimedia and the changing experience of the learner   总被引:1,自引:0,他引:1  
This paper argues for a pedagogical analysis of what the new multimedia systems can offer that will impose on them a more ambitious objective than they currently have. It begins by summarising a framework for analysing educational media, in terms of how well they each support the teaching-learning process. The different types of media are then related to different 'modes' of learning: via the narrative media which support learning through acquisition, the discursive media which support learning through discussion, the interactive media, which support learning by discovery, and adaptive media which can be used to support 'guided discovery'. Multimedia is sometimes seen as a way of re-purposing material originally developed for narrative media. Because it can be (even should be) an adaptive medium, this requires the learning objectives to be re-constructed if the new medium is to achieve its pedagogical potential and offer a new kind of learning experience to students.  相似文献   

7.
网络教育的迅猛发展,使其质量的提升成为新的热点问题。提升网络教’育中毕业设计阶段的学习支持服务质量应从平台建设着手,以活动理论为依托,充分挖掘网络教育毕业设计(论文)辅助平台的设计需求。综合各方面的需求,设计并构建一个以学生为中心的辅助平台,保障网络教育学生毕业设计工作有效进行。  相似文献   

8.
Currently, most of the educational approaches applied to higher education combine face-to-face (F2F) and computer-mediated instruction in a Blended-Learning (B-Learning) approach. One of the main challenges of these approaches is fully integrating the traditional brick-and-mortar classes with online learning environments in an efficient and flexible way. In this paper, we present a set of requirements to be met by a computer system in order to adequately support both students and teachers in a B-Learning context. Then, it defines a suitable conceptual architecture to meet the requirements, and the multi-agent implementation of the architecture. Next, it presents the evaluation of the functionality implemented. Finally some conclusions are drawn.  相似文献   

9.
Self-regulated learning (SRL) research has conventionally relied on measures, which treat SRL as an aptitude. To study self-regulation and motivation in learning contexts as an ongoing adaptive process, situation-specific methods are needed in addition to static measures. This article presents an ‘Adaptive Instrument for Regulation of Emotions’ aimed at accessing students’ experiences of individual and socially shared regulation of emotions in a socially challenging learning situation. The instrument, grounded in self-regulated and socially regulated learning theory, comprises four interrelated components: the socio-emotional challenges experienced in a collaborative learning situation; individual and group-level attempts to regulate the immediate emotions evoked by the challenges; the personal goals; and goal attainment pursued in that situation. The theoretical foundation of the instrument and its components are outlined and some reliability issues illustrated. The limitations but also educational potential of the instrument to understand regulation of emotions in socially challenging learning situations are discussed.  相似文献   

10.
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   

11.
Tomorrow's professionals will require an enhanced capacity for collaboration, cooperation and creative thinking. Markauskaite and Goodyear (Markauskaite, L., and P. Goodyear. 2016. Epistemic Fluency and Professional Education: Innovation, Knowledgeable Action and Actionable Knowledge. Springer) have posited epistemic fluency as the pedagogical approach necessary to prepare graduates for increasingly complex challenges. They have provided a framework for creating epistemic learning environments but not a clear implementation strategy. This paper draws parallels between epistemic fluency and design thinking to position the design studio as a relevant pedagogical model with an established set of strategies for facilitating epistemic fluency. A series of experiments undertaken to optimise the studio environment for the development of epistemic fluency will be drawn on to illustrate its suitability. The intent is to provide guidance for how studio learning could be adapted for use within other disciplines and to highlight the challenges teachers need to address within this process; particularly, that epistemic environments require the continuous exercise of design thinking by both teacher and learner.  相似文献   

12.
王晗 《教育技术导刊》2019,18(11):183-185
以微信为应用平台,进行移动学习资源设计。运用文献调研法,在阐述相关概念的基础上,总结国内基于微信的移动学习相关研究,充分阐释了微信作为移动学习资源设计应用平台的设计要求、设计原则以及设计策略,得出基于微信平台的移动学习资源设计流程,并结合具体案例加以分析,表明其具有较强的可操作性。  相似文献   

13.
There has been a considerable growth in the use of flexible methods of delivery for workplace learning and development. However, in designing programmes of flexible learning there is often the assumption that learners will exhibit uniformity in the ways in which they process and organise information (cognitive style), in their predispositions towards particular learning formats and media (instructional preferences) and the conscious actions they employ to deal with the demands of specific learning situations (learning strategies). In adopting such a stance one runs the risk of ignoring important aspects of individual differences in styles, preferences and strategies. Our purpose in this paper will be to: (i) consider some aspects of individual difference that are pertinent to the delivery of flexible learning in the workplace; (ii) identify some of the challenges that extant differences in styles and preferences between individuals may raise for instructional designers and learning facilitators; (iii) suggest ways in which models of flexible learning design and delivery may acknowledge and accommodate individual differences in styles and preferences through the use of an appropriate range of instructional design, learning and support strategies.  相似文献   

14.
When the University of Glamorgan embarked upon an ambitious e‐learning development project, it quickly became clear that before teaching online, academic staff would need a training programme, which could introduce them to the pedagogy associated with this very different form of teaching and learning. This paper addresses the challenges for the staff development process when delivered in a blended learning environment. The paper is presented in three sections, the first outlines the development process of an e‐learning initiative, the second examines the model of teaching and learning, and the final section outlines the challenges to change encountered along the way. The paper concludes that a blended learning environment lends itself well to staff development for e‐learning initiatives. The authors also explore future developments including further module and course development inspired by this successful model.  相似文献   

15.
Designing educational resources for disadvantaged groups living in rural and remote communities presents a number of challenges. In this paper, the design processes involved in the development of an online unit for Indigenous Australian learners preparing to enter university are outlined. Several design issues that impact on the creation of learning tasks and styles of communication to promote equity and access are described including ownership of learning, cultural inclusivity and community based learning. The paper argues for cultural maintenance, which means incorporating the values, styles of learning and cognitive preferences of the client group in decision making. It also means going beyond surface‐level design considerations to achieving ownership of learning and the creation of multiple perspectives that anchor learners both to their local community and to other global networks. Examples of tasks, activities and forms of community‐based learning are provided in the context of a multiple‐cultural model of learning that recognises inclusivity and different orientations to learning. It is recommended that when creating WWW‐based course sites to achieve equity and access, systematic attention must be given to particular design issues that recognise diversity, utilise an appropriate instructional design approach and involve community input in the design process  相似文献   

16.
随着我国高校教学改革的不断深入,高校教师专业素养的提升越来越引起广泛关注。如何加强高校英语教师自身的专业发展不仅更加符合教学改革的精神,也让教师能更好地迎接新形势下的教学挑战,也对更引起广大的大学英语课程的学习者的学习兴趣起到决定性的作用。结合当前的大学英语教师发展现状和面临的问题,从教师专业发展的内涵出发,本文从教学前,教学中和教学后三个方面阐述了促进大学英语教师专业发展的基本途径。  相似文献   

17.
Academics are facing significant challenges in preparing indigenous students for employment in the multicultural working environment of hospitality and tourism organisations. In dealing with the impact of the new skills and flexibilities demanded by increasing globalisation, the indigenous workforce needs to possess a multicultural perspective and the adaptive skills and mindsets to integrate more inclusively in diverse work settings. This article explores the nature of cultural diversity within the Irish hospitality and tourism workforce (in both Northern Ireland and the Republic of Ireland). An attempt is made to identify the challenges that hospitality and tourism educators face in implementing education for cultural diversity within the curriculum in order to prepare indigenous students (and indeed local industry staff) for employment within a multicultural workforce. The main themes analysed include: training requirements; educators’ requirements; programme content and learning outcomes; assessment methods; and methods of programme delivery.  相似文献   

18.
Summary The goal of this article has been to discuss next generation learning environments and next generation training technologies as well as the learning and design challenges faced in using these. Specifically, we discuss theoretical and design principles of constructivist learning environments and how advanced technologies can potentially support meeting these principles as well as the challenges they may pose to various types of designers, instructional, game, graphic and programming. To address methods for designing complex environments, we also address the use of methodologies and authoring systems with various tools to support the design process. In this context, to illustrate how tools can be used to help instructional design teams manage the complexities of developing for these environments. As an example, we discuss one tool,IIPI CREATE, that supports this process and organizes the development process  相似文献   

19.
We investigated the use of adaptive comparative judgment to evaluate the middle school student learning, engagement, and experience with the design process in an open-ended problem assigned in a technology and engineering education course. Our results indicate that the adaptive comparative judgment tool effectively facilitated the grading of the students’ products and improved the judges’ understanding of the processes the students used to arrive at their solutions. We found the reliability and validity of the tool to be acceptable and the outcomes of our study suggest that there is justification for the use of the adaptive comparative judgment method to assess student learning outcomes at multiple levels of Science, Technology, Engineering, and Math (STEM) education.  相似文献   

20.
如何确保在线直播课程的教学成效,是当下在线教学亟待解决的问题。文章以师范生“中职课程设计与开发”课程为例,遵循学生中心、行动导向、工作过程导向和工作成果导向的基本理念,借鉴探究社区模型理论和学习环境设计相关理论,结合行动导向教学的要求,从学习环境(物理环境、心理环境)、学习内容(学习任务、学习活动)两方面展开在线直播课程设计,以提升学生的学习体验和学习参与度,确保在线直播课程的学习成效。文章的研究可为在线直播教学和混合学习的教学设计实践提供参考,并有助于推动教学改革。  相似文献   

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