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1.
Abstract

The aim of this paper is to analyze the impact of trust perceptions on teachers’ intention to continue using e-learning technology in higher education. Drawing on the model of organizational trust and the information systems continuance model, a new research model is developed and tested using data from a university college based on a survey of 401 university teachers. We find that teachers’ perceptions of system-based trust and trust in management exerted strong direct effects on intention to continue using an e-learning system. Additionally, system-based trust affects perceived usefulness, and thus fully mediates the influence of perceived usefulness on teachers’ intentions to use e-learning technology. Our findings clarify the relationship between trust and teachers continued use of e-learning technology and have implications, theoretical as well as practical, for trust-building structures that could improve the implementation of e-learning technologies in higher educational settings.  相似文献   

2.
New technologies are a large part of the educational landscape in the 21st century. Emergent technologies are implemented in the classroom at an exponential rate. The newest technology to be added to the daily classroom is the tablet computer. Understanding students' and teachers' perceptions about the role of tablet computers is important as this can provide information for future development and implementation of table technologies in the classroom. To gather users' perceptions, observations of eight classrooms and interviews with 23 students and three teachers were performed in a middle school that implemented 1:1 iPad program, toward the end of the first-year implementation. Themes elicited from the interviews included like/dislike of the iPad, iPad as an educational tool, iPad for play, iPad as a distraction and responsibility, and favorite apps and projects. Although most participants did like having the iPads and considered them useful for education, there were a number of concerns, particularly with learning to use the tablet technology and distractions created by having the device. The apps used in the classroom were limited, with the majority having been productivity apps. The need for teacher training for effective classroom applications of mobile devices is discussed. (Keywords: 1:1 iPad program, instructional use of tablets, student perceptions, tablet technology, teacher perceptions)  相似文献   

3.
There has been extensive investigation into factors affecting digital technology integration in learning and teaching, but the complexity of integration continues to elude understanding. Thus, questions about how digital technologies can be best used to support learning persist. This paper argues that methods designed to address complex systems are needed to understand the interplay between teaching, learning and digital technologies. Starting with a developing system model of teachers' technology integration, this study revises the model to include factors of students' experience using digital technologies and beliefs about learning. The revised model is then used to demonstrate possible effects of student experiences in a technologically integrated group learning task. Analysis draws on data from a large-scale Australian study of technology innovation (N = 7406). Data mining techniques are used to identify patterns of students' technology use and perceptions of group work. Findings inform revision of the model to include factors of students' experience and learning and their effects on teachers' practice. Implications for learning design and students' learning experiences are explored.  相似文献   

4.
5.
The twenty-first century has seen unprecedented investment from governments around the world in educational technologies in schools. This paper investigates Australian teachers’ adoption and use of a popular technology that has been extensively supported by governments and school systems: the interactive whiteboard (IWB). The study suggests that a number of the barriers identified in the early days of adoption and use of this technology, such as professional support and access, still remain for many teachers, thereby impeding effective practices. The research also found that primary school teachers were using the technology in diverse ways, in contrast to secondary teachers who were using the IWB mainly for instructionist, presentational purposes. We conclude by considering various ways of reducing the effect of the identified barriers to support implementation of educational technologies in the classroom, especially the next generation of technologies promoted by governments and systems.  相似文献   

6.
A preliminary evaluation of classroom use of CD-I and CDTV in five schools is described. Information is provided on the pedagogical, operational, and logistical characteristics of these interactive media technologies compared to interactive video. A number of benefits are described, but it is suggested that poorly designed or inappropriate software and technology fatigue amongst teachers contribute to the low take-up of these systems in the classroom.  相似文献   

7.
A literature review on perceptions of the interactive whiteboard during the teaching practicum shows that there has been insufficient analysis of student teachers’ perceptions of Information and Communication Technology (ICT). However, these perceptions are highly useful to create a full picture of the effectiveness – and indeed the drawbacks – of using ICT in the classroom. In this study, we examine and analyse evidence from teaching practica to assess the success of ICT – specifically the interactive whiteboard – as a teaching tool, using a qualitative method. The accounts are first-hand, scientific reflections made by student teachers from La Serena, Chile, during their teaching practicum in primary schools; for this reason they are extremely useful in analysing this teaching tool’s effectiveness in the classroom. Among the main results for students’ perceptions of incorporating technology as part of their training, we found a set of variables for good practice when using the interactive whiteboard, including: incorporating technology as an engaging didactic resource; making the most of technology for improving learning; determining when best to use the whiteboard; and identifying any limiting factors together with students’ suggestions for improvement.  相似文献   

8.
Interactive instructional technologies, such as computer-assisted interactive video, appear to offer unique capabilities. However, little research exists to support the instructional applications of interactive video. The purposes of this paper are: a) to evaluate the relevance of existing research in the component technologies to interactive video; b) to describe several important assumptions and issues associated with the use of interactive video; and c) to propose a propositional framework for use in the study of computer-assisted interactive video.  相似文献   

9.
In recent years, the use of mobile technologies has increased in a number of fields such as banking, economy, tourism, entertainment, library research, etc. These developments have also led to the use of mobile technologies for educational purposes. The successful integration of mobile learning (m‐learning) technologies in education primarily demands that teachers' and students' adequacy and perceptions of such technology should be determined. Therefore, the aim of this study was to compare teachers' and students' abilities and perceptions concerning m‐learning. Research data for the analysis were obtained from a sample of 467 teachers and 1556 students from 32 schools that were surveyed in Northern Cyprus. Based on our results, we conclude that teachers and students want to use m‐learning in education. Their perceptions are positive but their m‐learning adequacy levels are not sufficient.  相似文献   

10.
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to greatest effect. This research describes the use of high performance real-time interactive software (VR4MAX) to build a prototype 3D VR learning system. A questionnaire survey was distributed to 167 university students to investigate learner attitudes toward learning via VR applications. Experimental results show that immersion and imagination features of VR-mediated course contents have a positive impact on perceived usefulness, and can also predict perceived ease of use, both of which contributors to behavioral intention of learners to use VR learning systems. Overall, this research validates the relationship between three features of VR and learners' behavioral intention to use VR learning. The results could prove helpful in guiding future research related to VR learning.  相似文献   

11.
The research, theory and practice of educational technology over the past 75 years provide convincing evidence that this process offers a comprehensive and integrated approach to solving educational and social problems. The use of media and technology in development has shifted from an emphasis on mass media to personal media. A variety of electronic delivery systems are being used and are usually coordinated by centralized governmental agencies. There are no patterns of use since the problems vary and the medium used is responsive to the problem. Computers are used most frequently and satellite telecommunication networks follow. The effective use of these and other technologies requires a long-term commitment to financial support and training of personnel. The extension model of face-to-face contact still prevails in developing nations whether in agriculture, education or rural development. Low-cost technologies are being used in local projects while major regional and national companies use radio, film and related video technologies. The use of all available and cost-effective media and technologies make possible appropriate communications for specific goals with specific audiences. There appears to be no conflict among proponents of various media formats. Development in education and other sectors has much to gain from old and new communication technologies and has hardly been tapped. Several new educational technology developments are discussed as potential contributors to formal and nonformal education.  相似文献   

12.
13.
This design-based research project is concerned with the design, development and deployment of interactive technological learning environments to support contemporary education. The use of technologies in education often replicates instructivist positions and practices. However, the use of Cultural Historical Activity Theory (C), authentic learning (A), and educational technologies as tools (T) to mediate learning provides an integrated CAT framework to design and use learning experiences that transform not only individuals but also their world view. The work reports on the design, redesign, and evaluation of an honors course on the use of information communication technologies in teaching and learning. Analyses identified a number of design principles useful in conceiving learning tasks to support the theoretical framework. The CAT framework fosters the use of learning mediation through the use of educational tools that support collective knowledge construction of individuals and their communities, rather than replicate the use of technology for instruction.  相似文献   

14.
Computer systems, interactive technologies, and the software tools for authoring multimedia programs have evolved over the past several decades. The evolution of multimedia technology is discussed and current alternatives for authoring multimedia programs are described. Issues related to analyzing authoring tool requirements and selecting software are presented and trends in the evolution of authoring tools are identified. Many factors affecting the selection and use of authoring software are exogenous to the technology itself. Both technological trends and market forces must be considered.  相似文献   

15.
This paper discusses an emerging development methodology, Performance Support Engineering, that can be used to design and build performance support systems. It introduces a new model called the Organizational Performance/Learning Cycle that describes the dynamics of the organizational learning process and provides a framework for thinking about the technologies (Ariel 1994) and methodologies that enable that process. The author argues that previous definitions of EPSS were too limited and restricted in their scope and expands on these earlier definitions to take into account this new model of organizational learning. The new dofinition clparly distinguishes EPSS from traditional systems development, which focuses on data, not on knowledge, and from expert systems development, which focuses on knowledge rather than on enabling performance. This new view of EPSS offers a clear opportunity for organizations to recognize the strategic importance of managing their knowledge assets. Most of the current methodologies in use by different functional groups are limited in their capability to enable this model and the expanded definition of EPSS. The author describes how the emerging Performance Support Engineering methodology overcomes those limitations.  相似文献   

16.
This paper discusses an emerging development methodology, Performance Support Engineering, that can be used to design and build performance support systems. It introduces a new model called the Organizational Performance/Learning Cycle that describes the dynamics of the organizational learning process and provides a framework for thinking about the technologies (Ariel 1994) and methodologies that enable that process. The author argues that previous definitions of EPSS were too limited and restricted in their scope and expands on these earlier definitions to take into account this new model of organizational learning. The new definition clearly distinguishes EPSS from traditional systems development, which focuses on data, not on knowledge, and from expert systems development, which focuses on knowledge rather than on enabling performance. This new view of EPSS offers a clear opportunity for organizations to recognize the strategic importance of managing their knowledge assets. Most of the current methodologies in use by different functional groups are limited in their capability to enable this model and the expanded definition of EPSS. The author describes how the emerging Performance Support Engineering methodology overcomes these limitations.  相似文献   

17.
This study evaluated young children's understanding of and ability to use an input device of the type associated with home-entertainment systems (like videogame players, DVD's, and other interactive systems that connect to a television set). These systems have the potential to serve as a powerful platform for delivering interactive educational programming to young children. However, the input controllers for these systems have proven extremely difficult for young children to use, as they typically require use of very small buttons that are close together, and arrow-based keys or joystick-like devices. To examine the potential for enabling young children to use such hardware devices, three adapted software interfaces were implemented. Eighty-four children, ranging in age from 36 to 59 months and from lower to lower-middle socio-economic status, participated in this study, using one of the three software interfaces to make simple on-screen choices. The results demonstrate that it is possible to enable preschool children to use home-entertainment system control devices, by implementing adapted software interfaces which limit the kinds of inputs and choices that are required. In addition, this study describes and documents a process for conducting usability research with young children using home-entertainment interactive media systems.  相似文献   

18.
This paper describes a professional development program using an interactive multimedia program to develop teachers' understanding of a constructivist epistemology in science education. The aim of this study was to describe teachers' reflections on and perceptions of a series of professional development workshops and how teachers changed their classroom practices after having participated in the workshops. The software, developed with the cooperation of teachers and students, is based on the Birds of Antarctica database (Maor & Phillips, 1996). This database was designed as an interactive program which requires teachers to use a constructivist-oriented approach to teaching and learning in order to promote the development of inquiry skills particularly higher-order thinking skills. A series of workshops for teachers was conducted to empower them to become comfortable with using computers in science classrooms and to enable them to enhance their understanding of, and ability to use, personal and social constructivist approaches. Teachers' perceptions of the process of learning with the multimedia program and their reactions to their experiences were assessed using a new instrument, the Constructivist Multimedia Learning Environment Survey (CMLES). The results of the study suggest that teachers who participated as learners in the professional development program became familiar with a constructivist-oriented multimedia learning environment; understood the context, problems, and issues faced by students in the classroom; and were better able to facilitate students' needs and understanding in this learning environment. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

19.
This article investigates very young children's use of a stylus‐driven, electronic painting and drawing on the tablet PC. The authors compare their development in the use of this device with their use of other mark‐making media, including those which derive from pencil and paper technologies and also with mouse‐driven electronic paintbox programs. After experience of using of electronic paint, two of the children were introduced to simple programming software. The authors wanted to find out how the introduction of electronic, digital, interactive devices impact upon children's development in semiotic understanding.  相似文献   

20.
随着多媒体技术和网络技术的飞速发展,以计算机为媒介的个性化、开放式交互教学逐渐替代了课本内容数字化的单向灌输。针对现有教学软件的不足,根据建构主义理论,设计交互型多媒体辅助语言教学(MCALL)软件.  相似文献   

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