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1.
This study adopted design and development research methodology (Richey & Klein, Design and development research: Methods, strategies, and issues, 2007) to systematically investigate the process of applying instructional design principles, human–computer interaction, and software engineering to a performance support system (PSS) for behavior management in a classroom. The purpose was to examine how a proposed instructional design framework based on Ausubel’s (The psychology of meaningful verbal learning, 1963) advance organizer theoretical approach could be used to address inherent problems of technically driven PSSs. Development data were collected from a six-phase participatory rapid prototyping process using both qualitative and quantitative methods. Findings indicated that (a) the advance organizer concept combined with a matrix design metaphor provided an effective way to illustrate conceptual connections and relations among PSS modules and their elaborated information, (b) the system served as a reference to support participants for exchanging ideas with other teachers as well as with parents of students, and (c) the rapid prototyping process established parameters that helped the project team maintain a focus on users and collect data useful for advancing to a higher phase of system development. Potential drawbacks pertaining to the proposed design strategies and their possible corrective actions are also reported and discussed.  相似文献   

2.
《学习科学杂志》2013,22(3):273-304
There has been much interest in using software tools to scaffold learners in complex tasks, that is, to provide supports that enable students to deal with more complex content and skill demands than they could otherwise handle. Many different approaches to scaffolding techniques have been presented in a broad range of software tools. I argue that two complementary mechanisms can explain how a diversity of scaffolding approaches in software act to support learners. Software tools can help structure the learning task, guiding learners through key components and supporting their planning and performance. In addition, tools can shape students' performance and understanding of the task in terms of key disciplinary content and strategies and thus problematize this important content. Although making the task more difficult in the short term, by forcing learners to engage with this complexity, such scaffolded tools make this work more productive opportunities for learning. I present arguments for these mechanisms in terms of the obstacles learners face, and I present several brief examples to illustrate their use in design guidelines. Finally, I examine how the mechanisms of structuring and problematizing are sometimes complementary and sometimes in tension in design, discuss design tradeoffs in developing scaffolded investigation tools for learners, and consider the reliance of scaffolding on a classroom system of supports.  相似文献   

3.
ABSTRACT Electronic performance support systems (EPSS) deliver relevant support information to users while they are performing tasks. The present study examined the effect of different types of EPSS on user performance, attitudes, system use and time on task. Employees at a manufacturing company were asked to complete a procedural software task and received support from either an intrinsic, extrinsic, external performance support system or no system at all. Results revealed significant differences on performance, attitudes and use between several treatment groups. The study suggests that providing any kind of EPSS to support task performance is better than having none at all. In addition, designers can improve user performance, attitudes and use by creating systems that integrate with the primary work interface.  相似文献   

4.
This paper describes how graduate students used paper-based support tools to help them acquire a complex cognitive skill during unsupervised practice, and explains why the tools were able to support the practice. The paper also explains how to design such tools and describes a comparable computer-based performance support system. Ohlsson's (1996) theory of learning from performance errors states that people learn a skill by detecting and correcting errors while performing the skill. Learners must have sufficient initial competence and an informative task environment in order to detect and correct errors and make sound decisions. The support tools were successful because they supplied learners with initial competence and an informative task environment. Tools that support learner error-trapping are more likely to help learners eventually perform without support than systems that correct errors for the learners.  相似文献   

5.
This paper reports the results of a three-stage usability test of a modeling tool designed to support learners’ deep understanding of the impacts of climate change on ecosystems. The design process involved repurposing an existing modeling technology used by professional scientists into a learning tool specifically designed for middle school students. To evaluate usability, we analyzed students’ task performance and task completion time as they worked on an activity with the repurposed modeling technology. In stage 1, we conducted remote testing of an early modeling prototype with urban middle school students (n = 84). In stages 2 and 3, we used screencasting software to record students’ mouse and keyboard movements during collaborative think-alouds (n = 22) and conducted a qualitative analysis of their peer discussions. Taken together, the study findings revealed two kinds of usability issues that interfered with students’ productive use of the tool: issues related to the use of data and information, and issues related to the use of the modeling technology. The study findings resulted in design improvements that led to stronger usability outcomes and higher task performance among students. In this paper, we describe our methods for usability testing, our research findings, and our design solutions for supporting students’ use of the modeling technology and use of data. The paper concludes with implications for the design and study of modeling technologies for science learning.  相似文献   

6.
Building an abstract model of the web application is the chief task of software test based on model, which is an efficient way for testing the web application. One problem with current web application test technologies is the lack of tools for modeling the whole web software, especially the lack of support for describing web application from the view of action and function. This paper is concerned with providing the support for development and test of the web application. The presented novel model, named component-based and tree-oriented web application development model (CBTOWADM), abstracts the web application as a tree based on its system function and business process. CBTOWADM not only simplifies the design and development of the web application, but also acts as the model middleware for software test. The basic model definition, the system framework and the application in software test of CBTOWADM is described.  相似文献   

7.
This study investigates relationships between self-efficacy, self-regulated learning strategy use and academic performance. Participants were 96 undergraduate students working on projects with three subtasks (idea generation task, methodical task and data collection) in a blended learning environment. Task self-efficacy was measured with self-reports administered during each subtask. Learning strategies were assessed by counting each instance of strategy use as it occurred in peer-to-peer conversations typed into a computer software system. Results showed that for each subtask, learners with higher task self-efficacy had higher task performance. Those who used more learning strategies on each subtask also had higher performance. In turn, high performance was associated with high self-efficacy on subsequent subtasks. Surprisingly, results showed that task self-efficacy and learning strategy use were not significantly related during any subtask. Overall, results imply that task self-efficacy, learning strategy use and past performance are important predictors of task performance.  相似文献   

8.
Presented are variables and conditions for design of a computer‐based adaptive instructional system. The design strategy uses Bayes’ theory of conditional probability to determine an instructional sequence according to individual student characteristics and needs. The adaptive strategy uses prior estimates based on student pretask and on‐task performance in an algorithm that makes selections of instructional sequence from a table of generated values. The computer system provides a dynamic environment which updates each students on‐task learning progress and modifies the instructional sequence accordingly. The purpose of this adaptive strategy is to improve the effectiveness of the learning environment, resulting in reductions in student learning time while improving task acquisition.  相似文献   

9.
In this paper, a framework to support an object‐oriented approach to performance analysis is described. The framework includes the use of collaboration, automation, visual modeling, and reusable repositories of analysis knowledge. The need for a new framework is related to the increasing concern with the cost effectiveness of student and employee development. Efforts to improve the return‐on‐investment in such development have been hindered by a craft orientation to the design and construction of learning and performance support materials. One solution to this problem has been to enhance the reuse of such materials. Rather than build every new system from scratch in a craft‐oriented manner, it is envisioned that systems will be constructed largely of standardized, reusable objects shared through Web‐based repositories. Currently, the main focus is on the technological framework necessary for an object‐based approach to learning system development. There appears to be little consideration of the changes in analysis and design thinking required for the move towards object‐based systems. Such systems should still be required to be directly linked to performance problems and opportunities at both the organizational and individual system levels.  相似文献   

10.
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement the “jigsaw strategy” within educational videogames. We conducted an experiment with sixty participants to compare conditions with or without increased task interdependence through the jigsaw strategy (i.e., the distribution of game elements and essential information). The participants had to rebuild a house from the 1894 novel Effi Briest within an adjusted version of the “sandbox” game Minecraft. The results show increased play performance, and learning outcomes with increased task interdependence. We conducted mediator and moderator analysis, which revealed a strong impact of play performance on learning outcomes. Additional analyses of mental effort, cognitive load, and efficiency allowed for deep insights into the playing and learning process. These insights enrich current theories about collaboration, mental strain, and the working memory effect and highlight the applicability of collaborative mechanics within educational videogames.  相似文献   

11.
Knowledge Management (KM) and knowledge sharing are important factors that support lifelong learning, and enable people to continue developing throughout their careers. The concept of a Community of Practice ( Wenger, 2000 ) is attractive in drawing together people whose work shares similar aspects, and consideration is given here to how technology can be used to develop and support such a community. In this paper, concepts from the Community of Practice literature are used to consider the development of a software environment for people working as a community in the area of lifelong learning. The intention was to design the system in an evolutionary way, using a minimal set of essential elements which would be elaborated according to user feedback. Three key design questions are considered: Who can contribute resources to such a system? What happens to existing practices? How is the community engaged? We conclude that, in lifelong learning, knowledge management supported by a software environment offers a good way to bring together communities, resources and experience, but to achieve these benefits, great care needs to be exerted in introducing the system and maintaining existing work practices.  相似文献   

12.
Conclusion By implementing knowledge management features in an EPSS-like structure, the WRCC provided a more effective performance solution that was in alignment with the firm’s business objectives, making sure that both the employees’ learning and performance needs and the firm’s needs were addressed (Stone & Villachica, 2003). The activity of building a WRCC helped the software engineers learn about new tools and languages in the software engineering domain, while constructing a knowledge base to support their future learning and professional development in that domain. In addition, their work on the WRCC helped software engineers strengthen their connections to the larger software engineering communities of practice while they developed a local learning community that encouraged sharing, coaching and mentoring. Ultimately, the firm was able to reduce their reliance on conventional training by 70% - their original goal — by allowing the software engineers to create and use an on-the-job learning architecture that was more situated, social, transparent, open, flexible and respectful of their workplace learning and professional development needs.  相似文献   

13.
This article takes a reflective stance on the development of practice in scaffolding and mediating for creativity and potentially better performance in gymnastics. The pedagogical approach outlined illustrates how an experienced practitioner can adopt mediational (rather than meddling) and scaffolding techniques to focus on supporting the development of creativity. Various teaching tactics and their influences on the nature and direction of learning are described. Dialogic reflections from the students as well as examples of task outcomes offer insight into the impact of this approach on learning processes and performance outcomes. Reflections-in-action, on-action and post-action from this study offer suggestions about how a learning programme could be re-focused, tasks structured and mediational approaches adapted to support more creativity in the teaching and learning of gymnastics specifically and in learning in general.  相似文献   

14.
In this paper, we report on a study to quantify the impact on student learning and on student assessment literacy of a brief assessment literacy intervention. We first define ‘assessment literacy’ then report on the development and validation of an assessment literacy measurement instrument. Using a pseudo-experimental design, we quantified the impact of an assessment literacy-building intervention on students’ assessment literacy levels and on their subsequent performance on an assessment task. The intervention involved students in the experimental condition analysing, discussing and applying an assessment rubric to actual examples of student work that exemplified extremes of standards of performance on the task (e.g. poor, excellent). Results showed that such a procedure could be expected to impact positively on assessment literacy levels and on student performance (on a similar or related task). Regression analyses indicated that the greatest predictor of enhanced student marks (on the assessment task that was the subject of the experiment), was the development of their ability to judge standards of performance on student work created in response to a similar task. The intervention took just 50 minutes indicating a good educational return on the pedagogical investment.  相似文献   

15.
Field News     
Abstract

The effects of increased environmental stimulation on the performance of hyperactive children appear to depend on the locus of that stimulation. Laboratory research has suggested that increased distal and peripheral stimulation reduce activity and may improve performance; the effects of increased within-task stimulation have not been conclusive. The present study sought to test the effects of within-task stimulation on activity and on performance of an academic spelling task in a classroom setting. Hyperactive and normal children learned a set of spelling words with or without added color, movement, and increased size in a repeated measures design. The results support the view that (a) hyperactive children have more difficulty than normals separating the relevant aspects of a task from additional within-task stimulation and so show a slower adjustment to high levels of within-task stimulation (i.e., make more errors initially), and (b) high levels of activity during learning predict later performance deficits for both hyperactive and normal children. The increased activity during learning acquisition brought about by added within-task stimulation can be interpreted as incipient support for Keogh’s hypothesis that motor activity may disrupt information acquisition in hyperactive children (23).  相似文献   

16.
高普及度、便携易用的智能手持设备是能够体现增强现实价值的重要平台,增强现实创新了移动应用模式,为移动学习提供了新的学习支持。文章在概述增强现实软硬件系统的基础上,基于Hype Cycle模型与地平线报告分析,阐述了移动学习与增强现实的发展现状与前景。分析了基于增强现实的移动学习的已有研究与应用案例,探讨了Specht的增强现实学习模式,并构建了增强现实学习系统的设计与开发模型。  相似文献   

17.
The importance of adopting technology‐supported performance systems for on‐the‐job learning and training is well‐recognized in a networked economy. In this study, we present a performance support system (PSS) designed to support technology integration for lesson design. The goal is to support educators in the development of appropriate and effective technology integration strategies for learning and training events. The system is based on the PSS design architecture created by Hung and Chao (2007) called Matrix‐Aided Performance System (MAPS). MAPS was created to minimize navigational confusion and enhance users' comprehension and synthesis of information gathered from the PSS. Fifteen educators and instructional technologists were invited to evaluate the system's readiness as well as to identify potential practical constraints that might hinder its use in a real‐world setting. Findings from a perception survey and focus group interviews confirm the beneficial effects of the unified interface on navigation and orientation of content materials. Feedback provided by participants to improve the system interaction and functionality are also reported to further validate the design architecture of MAPS.  相似文献   

18.
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   

19.
The effectiveness of demonstration-based training (DBT) videos for software training has been investigated for a Western audience. These studies have generally found that the demonstration videos significantly enhanced self-efficacy and task performance, but also that there was a gap between task practice and learning with the latter lagging behind. The present study investigated the effectiveness of DBT-videos for software training of Chinese students. The control condition presented demonstrations only. In the experimental condition demonstrations were preceded with advance organizers that aimed to enhance learning. The 61 participants (mean age 11.8 years) came from a middle school in China. Data analyses revealed that self-efficacy significantly improved in both conditions. Task performance success also increased significantly over time. The familiar gap between task practice and learning was found between task practice and outcomes on an immediate post-test. However, on the delayed post-test this difference had disappeared. An effect of the advance organizer was found for accuracy of the self-efficacy appraisals, and for gain scores from pretest to delayed post-test. It is concluded that DBT-based demonstration videos are moderately effective for software training of Chinese students, and that it can be beneficial to precede these with advance organizers.  相似文献   

20.
张志鹏  赵迪 《成人教育》2021,41(2):31-36
构建服务全民终身学习的教育体系是中国教育现代化的一项重要任务。社区教育作为服务全民终身学习的重要依托,近年来取得了多方面的新进展。学习型自组织成为社区教育的新兴主体,一方面通过学习型自组织可以将资源转变为社区教育供给;另一方面通过学习型自组织能够开发居民终身学习需求。在学习型自组织发展的推动下,社区层面初步形成了服务全民终身学习的教育体系。为进一步促进社区教育的发展,应将发展学习型自组织作为社区治理绩效考核的重要内容之一;在社区终身学习中采取志愿服务“银行”活动;在条件成熟的社区积极开办社区学院;促进社区教育与学校教育、远程教育等有效衔接。  相似文献   

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