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1.
媒体多任务通常被认为是影响在线学习的主要负面因素之一,而这种消极影响可能取决于多任务处理的频率。文章通过即时信息干扰数学视频学习的实验,对54名八年级学生在不同干扰条件下的学习效果进行了比较,结果发现:多任务处理频率是影响在线学习效果的关键条件,媒体多任务经验是影响在线学习效果的重要条件;对于媒体多任务经验丰富者来说,一定范围内的即时消息干扰并不影响学习效果,但当多任务处理超过一定范围时,学习效果将显著降低。基于实验分析结果,文章指出学习者可适当进行媒体多任务训练,以适应在线学习环境;在线学习过程中,教育工作者需注意将多任务处理频率控制在一定的范围内。  相似文献   

2.
While multitasking is not a new concept, it has received increasing attention in recent years with the development of new media and technologies. Recent trends appear to suggest that multitasking is on the rise among the younger generation. The purpose of the study is to determine if students obtain more or less information in multitasking conditions. We examined the relationships of multitasking to attention, cognitive load and media with 130 college student participants. In this study, participants were given a timed (16 minutes) reading comprehension test in three conditions: Silence (only reading), Background multitasking (reading with a non-tested video shown simultaneously), and Test multitasking (reading with a tested video shown simultaneously) conditions. Our findings indicated that: (1) participants in the Background condition performed as well as those in the Silence condition, and (2) when participants were tested on their video comprehension, the group in the Test condition performed significantly better than the group in the Background condition. The results of this study suggest that cognitive load plays an important role in determining how much information is retained when students perform more than one task at a time.  相似文献   

3.
The use of a second screen can enhance information processing and the execution of search tasks within a given period. In this study, we examined the learner's attentional shift (AS) between two screens and controlled secondary tasks (STs) in the media multitasking setting and its effect on the learning process. In particular, we analyzed how cognitive and emotional learning effects can be explored depending on the role of this setting. A between-subject experiment was conducted with 69 participants (simultaneous vs. sequential use of a second screen in terms of open versus closed STs). The findings showed that there was a greater difference in emotional learning effects than in cognitive learning effects for participants who used a second screen. In terms of estimated emotional learning effects of media multitasking, participants engaged in sequential use demonstrated lower anxiety levels and higher competence beliefs during learning compared to participants who were engaged in simultaneous use. Moreover, an interaction effect occurred in the AS between the two screens and in controlled STs of recognition memory. These results indicate that attentional change and controlled STs are key predictors of learning effects in the media multitasking environment.  相似文献   

4.
A recent and pervasive “urban legend” in education describes contemporary students as digital natives and effective multitaskers. The current study investigated the effects of sequential and concurrent multitasking scenarios on content retention and topic interest in a multimedia learning environment. Five hundred and seventy two undergraduate students were randomly assigned to one of the seven conditions in which either sequential or concurrent multitasking scenarios were simulated through a web-based system. While the sequential conditions either required switching between instructional and distractive videos or between two instructional videos, the concurrent multitasking scenarios involved online chatting while watching the videos. The relationships between digital device experience, daily media exposure, current multitasking habits, working memory components, and content retention were also investigated. Findings revealed that sequential multitasking did not interfere with retention whereas concurrent multitasking interfered with both retention and topic interest. Digital device experience and daily multitasking habits were not related with retention. Furthermore, daily media exposure was negatively associated with the retention, particularly in the longer sequential multitasking scenarios. Finally, different types of multitasking were related with different working memory constructs.  相似文献   

5.
Using a secondary device while viewing a primary device (i.e. TV), or media multitasking, is now common. Numerous researchers and practitioners have attempted to introduce secondary devices into education as a new learning environment providing additional information to the user. However, the learning-related effects of using a second screen remain controversial. This study examined the effects of second-screen-application use on attention, learning performance, and user experience per content relevance for three primary contents (PC; i.e. videos) requiring different amounts of cognitive load: low, medium, and high. Second-screen use reduced learning performance and user satisfaction when the PC required high cognitive load. However, participants exhibited increased learning performance, concentration, and satisfaction with the PC requiring medium-cognitive-load when highly relevant information was presented on the secondary screen simultaneously. Based on these findings, guidelines were suggested for designing a second-screen application without degrading users’ learning and experience.  相似文献   

6.
The characteristic profile of Millennial Generation students, driving many educational reforms, can be challenged by research in a number of fields including cognition, learning style, neurology, and psychology. This evidence suggests that the current aggregate view of the Millennial student may be less than accurate. Statistics show that Millennial students are considerably diverse in backgrounds, personalities, and learning styles. Data are presented regarding technological predilection, multitasking, reading, critical thinking, professional behaviors, and learning styles, which indicate that students in the Millennial Generation may not be as homogenous in fundamental learning strategies and attitudes as is regularly proposed. Although their common character traits have implications for instruction, no available evidence demonstrates that these traits impact their fundamental process of learning. Many curricular strategies have been implemented to address alleged changes in the manner by which Millennial students learn. None has clearly shown superior outcomes in academic accomplishments or developing expertise for graduating students and concerns persist related to the successful engagement of Millennial students in the process of learning. Four factors for consideration in general curricular design are proposed to address student engagement and optimal knowledge acquisition for 21st century learners.  相似文献   

7.
信息技术和媒体技术的快速发展催生了多样化的数字阅读方式。学习者的阅读策略选择、过程管理与控制等关系到阅读成效的元认知要素日益受到教育与心理领域研究者的关注。然而,面对自然的阅读过程,尚缺乏伴随式、无涉性的元认知监测与分析方法支持。研究依据学习投入理论,从学习投入的方式、力度和调控三个维度构建数字阅读元认知投入分析框架;结合数字足迹研究方法,挖掘数字标记隐含的注意力保持和控制、阅读速度与策略等特质,提出基于标记足迹的元认知投入分析方法。大学生数字文献阅读活动研究发现,在开放的学习情境下,自主阅读是学习者元认知投入的主要方式,注意力保持时间和干扰控制反映出学习者不同的元认知投入力度,阅读速度和时间管理是学习者元认知投入调控的直接体现。最后,讨论了基于数字足迹的元认知投入分析对阅读实践和相关研究的启示和局限。  相似文献   

8.
在使用社交媒体的人群中,大学生群体对社交媒体的多任务使用与其学业成绩之间有着怎样的内在关联属性,对其社会资本的积累产生怎样的影响是本文的研究问题所在。对研究问题的原因进行探索性分析,研究发现,出于学习或娱乐目的的社交媒体多任务使用对大学生的学业成绩呈现负相关,不利于其学业成绩的提高,阻碍学习进程健康、科学开展,不利于其社会资本的正向积累。  相似文献   

9.
在协作学习中学习投入与学习成效紧密相关,是学生进行有效参与和深度学习的必要条件。但目前的研究大多针对个人学习投入,缺乏在协作学习中小组学习投入的相关研究。在前人研究基础上,本研究从认知投入、行为投入、社会投入、情感投入四个维度构建了在线协作学习中小组学习投入的分析模型,并通过实证研究进一步探索小组投入分析模型各维度与小组学习成绩之间的关系。结果表明,在小组学习投入中行为投入、社交投入与小组成绩呈显著正相关关系,而积极、消极、困惑三类情感投入则与小组成绩呈负相关关系。研究同时发现,高分组在中立情感投入、认知投入的问题和元认知维度中的均值都高于低分组。最后,通过分析在线小组学习投入与成绩之间的关系,为今后优化学习支持服务以及提高小组成员协作质量提供了依据。  相似文献   

10.
The use of multimedia story applications on touch-interactive mobile devices has become prevalent in early education settings. However, despite the promise of multimedia story applications for early learning outcomes, there has been a dearth of research on the educational benefits of such tools, and whether their effects can be strengthened with the integration of questioning strategies. This study investigated the effects of multimedia story reading and questioning on children’s literacy skills, including vocabulary learning, story comprehension and reading engagement. Using a 2 (multimedia vs. paper) × 2 (question vs. no question) design, a total of 72 participants were randomly assigned to one of four conditions: multimedia story reading, multimedia story reading with questioning, paper story reading, and paper story with questioning. To identify the effects of Media and Questioning on children’s vocabulary learning, story comprehension, and reading engagement, we conducted a series of two-way ANCOVAs, controlling for different covariates as appropriate. The results showed significant interaction of media and questioning on target vocabulary and significant main effect of media for engagement, but the results showed no significant main effects of either media or questioning for comprehension. This study demonstrated research tools to examine children’s learning and engagement with interactive mobile devices, and suggested potential benefits of multimedia story reading and questioning for learning. We discuss implications of these findings for the design and use of multimedia storybooks.  相似文献   

11.
在全球基础教育教学方式不断重组改变的今天,教育游戏作为一种新兴的教学媒体,其寓教于乐的作用受到了相关领域专家、教师以及家长的广泛关注.游戏化学习或基于游戏的学习,尤其是使用移动应用程序和增强现实游戏,已经成为许多教育研究领域的主题.本文首先阐述了学习行为投入的概念和构成维度,并结合体验学习、动机—活动以及自我调节学习理...  相似文献   

12.
Student engagement has become problematic following the rise of mass and universal forms of higher education. Significant attention has been devoted to identifying factors that are associated with higher levels of engagement, but it remains the case that the underlying reasons for student engagement and, indeed, the notion itself of ‘student engagement’ remain weakly theorised. In this article, we seek to develop the theoretical basis for student engagement in a way that highlights the student's own contribution. We explore how learning involves students taking responsibility for action in the face of uncertainty, whether in pursuit of personal or communal concerns. Drawing on perspectives primarily from realist social theory, we suggest that student engagement may be shaped by extended, restricted and fractured modes of reflexivity and co‐reflexivity. In this way student engagement in higher education is theorised as a form of distributed agency, with the impact of a learning environment on this agency mediated by reflexivity. Reflexivity itself is further influenced by the tasks and social relations encountered by students in a given learning environment. The role that social relations play in students' responses to learning specifically offers a means to strengthen the moral basis for education. Our account provides an explanation as to why specific educational practices, such as those termed ‘high impact’, might lead to higher levels of student engagement within the wider context of a knowledge society. We thus offer insights towards new forms of educational practice and relations that have the potential to engage students more fully.  相似文献   

13.

Game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning models. Herein, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical perspective of cognitive-affective theory of learning with media, Bandura’s motivation theory and community of inquiry model, self-report measure was used to verify the effect of students’ scientific self-efficacy and cognitive anxiety on science engagement. A total of 357 valid questionnaires were used for structural equation model research. The results indicated that two types of scientific self-efficacy, as indicated by scientific learning ability and scientific learning behavior, were negatively associated with cognitive anxiety. In addition, cognitive anxiety was also negatively correlated to four types of science engagement, as indicated by cognitive engagement, emotional engagement, behavioral engagement, and social engagement through smartphone interactions. These findings provide further evidence for game-based learning promoted by smart phones, contributing to a deeper understanding of the associations between scientific self-efficacy, cognitive anxiety, and science engagement. This study points out that the QODE model is suitable for implementing smart mobile devices to students’ science learning.

  相似文献   

14.
Higher education institutions are seeking greater community engagement through academic, social and civic activity. In response, researcher attention has turned to impacts on students’ education, and benefits to both university and community partners. This phenomenographic study examines how a diverse group of teachers, researchers and administrators at one New Zealand university conceptualised their involvement in community-engaged learning and teaching. We identified an outcome space where university people conceived their community engagement in three ways: within an expert/novice discourse, as advocacy, and in the most complex conception, as reciprocal learning. When working with and within communities, we suggest that university people should be supported to approach community engagement as reciprocal learning rather than adopting approaches that render community partners in passive roles.  相似文献   

15.
饶爱京  万昆 《教育科学》2020,36(2):31-38
在线学习投入是保证"停课不停学"期间在线教学质量的重要条件。对大学生开展调查,运用描述统计和回归分析法对疫情期间大学生在线学习准备度的现状、大学生在线学习投入度的现状进行分析,可以发现在线学习准备度对大学生在线学习投入度的影响以及在线学习自我效能感、感知教师支持、在线学习平台体验在其中的中介作用。结果表明:大学生在线学习准备不足;大学生在线学习投入整体不高;大学生在线学习准备度对大学生在线学习投入度具有显著影响;在线学习自我效能感、感知教师支持、在线学习平台体验在在线学习准备度和在线学习投入度之间存在中介效应。因此,可以从技术支持维度、在线学习资源设计维度、教师支持维度着手提升学生的在线学习投入度。  相似文献   

16.
The teaching of media and digital literacies has gained increased attention in the 20 years following the New London Group’s landmark publication. From approaches urging the study of popular culture to calls for youth led social media revolution, there is no shortage of approaches. Yet scant attention is offered toward articulating a new and comprehensive theory of pedagogy and production that acknowledges the changing tools and technologies at young people’s disposal, conceptualizes young people as media producers, and applies these developments to today’s complex classroom context. We aim to articulate a new critical theory of multiliteracies that encompasses 4 types of digital engagement: (a) critical digital consumption, (b) critical digital production, (c) critical distribution, and (d) critical digital invention. We make the argument that a new critical theory of multiliteracies needs to account for each of these types of digital engagement but that, ultimately, we must move beyond theorizing our youth as passive consumers or even critical users of digital technologies toward the project of facilitating youth communities of digital innovation.  相似文献   

17.
学习投入是衡量学生学习过程质量的重要指标,与学生的学习持续性、学业满意度、学习绩效以及学业完成情况高度相关。近年来我国学者围绕学习投入的研究增长迅速,但研究内容多集中在理论层面,实证研究相对较少。国外在学习投入研究方面已经积累了较为丰富的经验,其在多情境下进行的学习投入实证研究,可以为我国学者提供更多的实践参考。利用系统性文献综述法对国外近十年的实证研究论文进行统计分析后发现:(1)国外学习投入实证研究主要涉及教育学、医学和语言学三个学科领域,研究场景主要包括传统课堂、游戏化课堂以及在线学习,研究对象多为大学生,研究方法则以定量研究和混合研究为主;(2)学习投入的概念框架复杂多元,包含学生在学业上的身体和心理的双重投入;(3)学习投入的指标体系相对宽泛,为不同情境下学习投入指标体系的构建提供了参考;(4)影响因素是国外学习投入实证研究的关注重点,主要包括教师、学生、课程、环境以及同伴等;(5)学习投入的测量仍以自我报告和编码等传统方式为主,基于多模态数据对学生的学习表现进行预测与评价将成为重要的发展方向。我国学者在开展学习投入实证研究时,需注重概念的情境化、指标的多维化、场景的多样化、结构的多元化以及数据的多源化,加强学习投入实证研究的深度与广度。  相似文献   

18.
Technological advancements and growing dependence on media outlets as sources of information compete for the attention of individuals born in a rapidly expanding digital age. As a result, educators using traditional, nondigital teaching methods struggle with keeping students engaged in the classroom. The present study assessed the extent to which a digitally enhanced learning environment can improve student involvement in learning. A traditional behavioral statistics lecture was supplemented with Nintendo Wii video gaming to increase student content knowledge comprehension and engagement with course material. A mixed Analysis of Variance (ANOVA) revealed that those in the video gaming condition improved significantly more than those receiving traditional lecture only. This research suggests that students can learn difficult conceptual material (i.e., statistics) through more novel, interactive teaching methods.  相似文献   

19.
English Learners (ELs), students from non-English-speaking backgrounds, are a fast-growing, understudied, group of students in the U.S. with unique learning challenges. Cognitive flexibility—the ability to switch between task demands with ease—may be an important factor in learning for ELs as they have to manage learning in their non-dominant language and access knowledge in multiple languages. We used functional MRI to measure cognitive flexibility brain activity in a group of Hispanic middle school ELs (N = 63) and related it to their academic skills. We found that brain engagement during the cognitive flexibility task was related to both out-of-scanner reading and math measures. These relationships were observed across the brain, including in cognitive control, attention, and default mode networks. This work suggests the real-world importance of cognitive flexibility for adolescent ELs, where individual differences in brain engagement were associated with educational outcomes.  相似文献   

20.
Problem-based learning (PBL) constitutes a promising way of integrating academia and social work practice because PBL fosters engagement with real-life problems and enhances important skills needed in social work practice. However, little attention has been given to social work students’ experiences of PBL. In this article we address this gap by exploring experiences of learning and learning preferences among master’s-level students in a Danish social work education setting where extensive problem-based project work is used. We find a discrepancy between students’ preferred learning and when they experience learning the most. Possible reasons for this discrepancy, and implications for teaching, are discussed.  相似文献   

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