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1.
This study investigated the effects of digital storytelling on student achievement, social presence, and attitude in online collaborative learning environments. Students in one middle school course were randomly assigned to one of the two treatment groups after they received initial general instruction regarding teamwork skills. The “digital storytelling-based online collaborative learning (DST-OCL)” and the “general online collaborative learning (G-OCL)” groups received subsequent associated skills training. The overall results indicated that after each group took part in the treatment during online collaborative learning activities, the “DST-OCL” groups had significantly higher social presence than the “G-OCL” groups. Specifically, using “DST-OCL” strategies was significantly more effective than using “G-OCL” strategies for improving the “online communication,” “interactivity,” and “privacy” components of students’ social presence in online collaborative learning environments. There was no significant difference between the two groups regarding student achievement and attitude. The findings of this study offer an insight into methods for using digital storytelling as an instructional strategy for improving online collaborative learning effectiveness.  相似文献   

2.
This study investigated the effect of class practices on students’ learning gains in reading comprehension in the 5th grade. A sample of 4,344 students in 283 classes in 176 schools was studied. Several class practices that have previously been demonstrated to be effective were tested while controlling for student characteristics and socioeconomic and ethnic class composition. Differential effects were tested to identify class practices that can contribute to narrowing the achievement gap between high- and low-risk students. Most class practices turned out to have a similar effect for both low- and high-risk students. However, “discovery learning” and “well-organised and attractive instruction” appeared to be more beneficial for low-risk than for high-risk students. Group composition in terms of social and ethnic background turned out to have no significant effect on learning gains in reading comprehension.  相似文献   

3.
The study investigated the benefits of a matching model of instruction for students enrolled in ninth grade physical science classes in one high school in a small, urban school district. Based on social learning theory, three independent variables were identified for purposes of matching: need level, cognitive style, and locus of control; attitude and achievement outcomes served as the dependent variables. Results of separate analyses of covariance revealed that attitude toward science in general improved with matching, but achievement, attitude toward physical science, attitude toward instruction, and attitude toward the teacher did not improve. Recommendations for subsequent “matching” experiments are discussed in light of the findings in this investigation.  相似文献   

4.
通过对教育信息技术的发展分析,指出现代信息技术在体育教学中的应用,改变了体育教学的传统模式,改变了学生的学习态度,极大地推进和创新了体育教学方式和方法,提高了教学效果;同时指出现代信息技术仍是体育教学的辅助手段,学校体育教学的最终目的仍是培养学生健康的身心素质。  相似文献   

5.
Due to apartheid policies, Black African learners in South Africa have been severely disadvantaged in school science. Despite policy changes to redress these historical imbalances, Black African learners continue to underperform in science. Previous research has identified motivation as a key factor that impacts performance. Achievement goal orientation is a construct of motivation that explains learning behaviour. In an attempt to address the problem of learner motivation, this study investigated the effect of inquiry‐based learning on the achievement goal‐orientation of grade 10 physical sciences learners at historically disadvantaged township schools in South Africa. In South Africa, the term “township” usually refers to under‐developed urban areas that were historically created for “non‐whites” during the apartheid era. The findings showed that the experiment group of learners who experienced inquiry‐based learning significantly gained in mastery goal orientation, while the control that were taught through a traditional direct didactic approach had an insignificant change in their mastery goal orientation. From these results, it can be concluded that inquiry‐based learning does support a mastery goal orientation in learners. This orientation is regarded as desirable because mastery approach goals could support positive outcomes in conceptual learning, leading to an improvement in science achievement of learners.  相似文献   

6.
目的:探讨大学生学习适应状况及其与学业成就的关系。方法:采用自编大学生学习适应状况量表和绩效评价量表对813名在校大学生进行测评,并进行相关和回归分析。结果:大学生学习适应总体状况存在显著性的年级和专业差异,表现为随着年级的升高呈现先下降后上升的趋势;大学生学习适应状况与学业成就之间存在显著性相关;学习方法、学习态度与学习动力对大学生学业成就具有较好的预测作用,学习方法对学业成就的预测能力最强。结论:大学生学习适应状况与其学业成就水平密切相关,而且对其学业成就水平有一定的预测作用。  相似文献   

7.
近年来,我国高等教育由注重“教”逐渐转向注重“学”,学生的学习过程和学习结果越来越受到重视。以建构主义学习理论关于学习过程的假设为基础,探讨在大学生群体结构日趋多元化和复杂化的背景下,学业准备与学业收获的关系,分析人际互动与学业自我效能感在两者间的中介效应。采用整群抽样对某大学484名大学生进行调查的结果显示:大学生的学业准备情况整体良好,但是学习态度的准备水平不高;学业准备可以显著预测大学生的人际互动、学业自我效能感及学业收获;学业准备通过人际互动、学业自我效能感的链式中介作用影响学业收获,间接效应占总效应的43%。  相似文献   

8.
在校大学生学习适应性的调查研究   总被引:1,自引:1,他引:0  
以河北省邢台学院的300名在校大学生作为被试,从学习动机、学习能力、学习态度、教学模式、环境因素及身心健康等六个维度对学习适应性问题进行了研究.结果表明:(1)大学生的学习适应性水平总体上不乐观,处于偏低水平,尤其是在教学模式适应和学习态度适应方面.(2)男生和女生在学习适应上没有显著差异.(3)本专科生在学习适应性上差异不显著.(4)独生子女与非独生子女在学习适应性上没有显著差异.在学习能力方面,独生子女与非独生子女存在着显著差异,非独生子女明显好于独生子女.在学习态度方面,独生子女与非独生子女存在着显著差异,独生子女明显好于非独生子女.(5)大学生适应性在居住地城乡上没有显著差异.(6)各个专业的学生在学习适应性上存在着极其显著差异.各个专业在环境适应、教学模式适应方面存在着极其显著差异,在学习动机、身心健康方面存在着显著差异.(7)各个年级在学习适应性上没有显著差异.各个年级在环境适应方面存在着显著差异,在其他方面差异不显著.  相似文献   

9.
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning could be limited. Therefore, this study aims to develop a microworld-based educational game, which provides simulated contexts encouraging students to explore, discover, and solve practical problems using the mathematics knowledge gained in the class. A quasi-experimental design was implemented in the learning activity of the “Speedy World” unit in an elementary school mathematics course to examine the effectiveness of the proposed approach. A total of 107 sixth graders participated in the experiment. The experimental results showed that the students who learned with the microworld-based gaming approach had better learning achievement and motivation in the mathematics course than those who learned with the conventional technology-enhanced learning approach. In addition, the students also showed that they highly accepted the microworld-based game for learning mathematics. The findings of this study provide good evidence for the importance and necessity of associating authentic applied contexts with gaming contexts in developing computer educational games for mathematics.  相似文献   

10.
The present study compares the effects of the cooperative jigsaw II method and traditional teacher-centred teaching method on improving vocabulary knowledge and active–passive voice in English as a foreign language for engineering students and the students' attitudes towards learning English. Jigsaw is a cooperative learning model that involves small groups of 5–6 students teaching each other subject matter with success dependent upon student cooperation. Sixty-six engineering students participated in the study and a pre-test–post-test control group experimental design was employed. The students were randomly assigned into two groups: an experimental group and a control group. The experimental group used cooperative Jigsaw II as an instruction method while the control group used traditional teacher-centred instruction. The groups were administered an achievement test, as a pre-, post- and delayed post-test. The results revealed statistically significant differences in favour of the experimental group on the dependent variables of improving vocabulary knowledge and learning active–passive voice in English. The attitude scale results showed that the cooperative learning experience had a significant positive effect on engineering students' attitudes towards learning English and promoted better interactions among students as well.  相似文献   

11.
In this study, a peer assessment-based game development approach is proposed for improving students’ learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in the experiment, 82 of whom were assigned to the experimental group and learned with the peer assessment-based game development approach, while 85 students were in the control group and learned with the conventional game development approach. From the empirical results, it was found that the proposed approach could effectively promote students’ learning achievement, learning motivation, problem-solving skills, as well as their perceptions of the use of educational computer games. Moreover, it was found from the open-ended questions that most of the students perceived peer assessment-based game development as an effective learning strategy that helped them improve their deep learning status in terms of “in-depth thinking,” “creativity,” and “motivation.”  相似文献   

12.
The study examined the differences in cognitive styles between two comparable groups of students at the Grade 9 (Secondary 3) level, namely the LSS (Lower Secondary Science) group who had been exposed to the practical-based, inquiry-oriented type of science and the non-LSS group of students who had studied the more traditional type of science in the “old” science curriculum. Their differences in science achievement are measured by the common IEA Science Paper-Pencil, Multiple Choice Criterion Test and also, by the Science Process or Practical Test (which measured three levels of process skills, such as the observation/manipulation, reasoning and investigation skills). Variance in science achievement thus measured is examined against the 4 cognitive preference styles of the students, (measured by the Combined Cognitive Preference Inventory) namely the “recall”, “principles”, “applications” and “questioning” modes of thinking. The findings indicated that (a) the attainment of the science process or practical skills was characterised by the type of science curriculum (LSS or non-LSS) and it was significantly associated with the achievement level of students, (b) the cognitive preference pattern covaried according to the students' level of science achievement and the type of curriculum and (c) the weak but significant relationship between performance in the science practical skills and the students' modes of cognitive style have important implications for teachers who are concerned about the intended effects of changes in the science curriculum on the consequent learning behaviour or cognitive outcome of their students.  相似文献   

13.
In this study, a spreadsheet-based visualized Mindtool was developed for improving students’ learning performance when finding relationships between numerical variables by engaging them in reasoning and decision-making activities. To evaluate the effectiveness of the proposed approach, an experiment was conducted on the “phenomena of climate on earth” unit of an elementary school geography course. The experimental results showed that the spreadsheet-based visualized Mindtool significantly benefited the students in terms of improving their learning achievement and promoting their learning attitudes and satisfaction. Moreover, the cognitive load of the students was significantly decreased, indicating the effectiveness of this approach in helping students comprehend, learn content and organize their knowledge. To further investigate the learning behaviors of high-achievement and low-achievement students in using the spreadsheet-based Mindtool, a learning pattern analysis was conducted by coding the students’ behaviors recorded on video.  相似文献   

14.
Due to the pandemic conditions, hands-on courses in architectural education were conducted remotely and their presentation had to be reconsidered. Hands-on courses, by their nature, support learning and learner-instructor interaction in the classroom environment. It was necessary to develop innovative solutions to ensure this interaction in virtual classrooms. This study discusses a method we experienced in the 2021–2022 spring semester of the “Principles of Digital Design and Fabrication in Architecture” course given at Gazi University. To combat potential interaction deficits, “problem-based learning (PBL)” and “learning by doing (LBD)” teaching methods were applied. While reflecting on foreseen problems in the curriculum on the students, we determined the distance education process causes different reflections on students in terms of digital modelling and fabrication techniques. All constraints and problem determinations obtained by the students were classified and a way to solve these problems developed with the LBD style. By the end of the course, the students, who were expected to design a small 3D object, first designed the mould then realised their fabrication of the object. In this process, while the foreseen problems and curriculum determined at the beginning overlapped, other problem determinations and their reflections formed an important base for the future curriculum.  相似文献   

15.
“对质”一词来源于法学学科,但巧妙地回答了教育科学中对学生“要我学”至“我要学”转变后关于“我该如何学”的持续追问。“学习对质”是深化学生思考的重要方法,能够达成学生以思考为核心目的之学习,可回应新时代育智问题,助力新时代学生学习。通过系统阐述“学习对质”的概念、内容、形式和结果,可进一步厘清“学习对质”的独特内涵。而梳理当前学习理论和实践变革发展需要,可肯定“学习对质”作为学习方法存在的意义。此外,要实现“学习对质”,应发挥教师“学习对质”的引导作用和发展学生的“学习对质”精神、能力,使学生在教师的引导下更好地掌握学习方法,有效开展“学习对质”,“解构”并“重构”广义知识,积极扩展思维界限,不断提升终身学习能力,不断实现自我发展、自我成就、自我超越。  相似文献   

16.
This article describes the design, evaluation, and results of an innovative undergraduate engineering course at the U.S. Air Force Academy (USAFA). The course, ENGR 110 — Introduction to Engineering, is a problem‐based learning environment in which freshmen students work in teams to solve problems integral to a “mission to Mars”, that is, getting to Mars, constructing a research site on Mars, and developing a renewable power source there. In addition to traditional knowledge and skill objectives, the course focuses on “higher order” outcomes such as: framing and resolving ill‐defined problems; communicating via multiple media; exhibiting intellectual curiosity; and developing a rich conceptualisation of engineering. The course is described in terms of a set of pedagogical dimensions for problem‐based learning environments. Several cognitive assessment methods were used to assess student achievement and evaluate the effectiveness of the course. Results included statistically and educationally significant differences in “problem‐solving” between two classes of ENGR 110 students and two control classes of sophomore engineering students.  相似文献   

17.
通过构建家庭环境影响小学生学习表现的基本机制并运用结构方程模型、多元线性回归分析等方法对770名参与新教育实验“家校合作共育”行动和726名未参与这一行动的小学生进行配对抽样并分析,结果发现:家庭环境通过学生学习投入、学校环境等中介变量对小学生学习表现产生显著作用,学校环境能够直接对小学生的学习投入和学习表现产生显著的正向作用,家校合作共育能够显著改善小学生学习表现。新教育实验学校学生的家庭藏书量显著高于非新教育实验学校的学生,新教育实验学校学生在阅读表现和数学表现上存在显著优势。学校参与新教育实验“家校合作共育”行动的时间越长,其学生的阅读表现和数学表现明显更好。为强化家庭环境对小学生学习表现的积极影响,在兼顾学生性别、年龄以及学校所在地区等因素的同时,可通过打造家庭书屋、创建书香校园、推进每月一事、优化家校合作等方式强化家庭环境对小学生学习表现的积极影响。  相似文献   

18.
文章阐述了"创造性学习"的内涵,明确了构建汉语言文学专业创意学课程群的背景、目标和课程设置内容。认为:构建"创造性学习"模式需要在教学内容设计上进一步加强学生学习主体性行为;在教学过程中重视学生的过程性学习阶段,发挥学习小组的作用,重视师生和生生交流;建立立体的学生成绩评价体系;在实践中鼓励学生创造贴近生活的原创性作品。反思教学改革,为提高学生创造性能力,培养创新人格提供一定的教学经验和借鉴。  相似文献   

19.
The aim of the present work was to see if storytelling in a clinical dental anatomy course would increase student satisfaction. We enhanced teaching by spontaneous storytelling in problem‐based learning, in half of the third‐year dentistry class. At the end of the course, we administered an anonymous questionnaire to the students in the class, consisting of 12 questions that students had to answer on a Likert scale of 1–5. An overall satisfaction score was obtained and we used a linear mixed model to compare differences in satisfaction between the two groups, with “group” as the fixed effect. We also conducted an exploratory factor analysis of the responses to investigate whether there were distinct constructs within the data. Overall satisfaction is high, with students “with stories” having higher satisfaction than those “without stories.” The former group consistently gives higher satisfaction scores, regardless of which question is being asked. Factor analysis provides evidence that storytelling nurtures reflective learning, while students work on their clinical anatomy problems. Anat Sci Ed 1:84–89, 2008. © 2008 American Association of Anatomists.  相似文献   

20.
Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based environment to facilitate students' learning of historical events and their organization during the gaming process. With this approach, students can easily learn the precedence relationships among the historical events that occurred in different time periods with the time sequence-oriented concept map. To evaluate the effectiveness of the proposed approach, a historical role-playing game has been developed for an elementary school history course to examine the students' performance in terms of learning motivation, self-efficacy and learning achievements. A subject unit, the “Siege of Fort Zeelandia by Zheng Cheng-Gong,” was chosen as the history topic. The results show that the proposed approach can significantly enhance the students' learning achievement, but did not affect their learning motivation or self-efficacy for the history course. As a consequence, it is concluded that students can benefit from concept maps in terms of enhancing their learning achievement, but they do not necessarily enjoy using concept maps in game-based learning activities.  相似文献   

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