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1.
This article focuses on the design of competency-based performance assessment in e-learning. Though effort has been invested in designing powerful e-learning environments, relatively little attention has been paid to the design of valid and reliable assessments in such environments, leaving many questions to educational developers and teachers. As a solution to this problem, a systematic approach to designing performance assessments in e-learning contexts is presented, partly based on the 4C/ID model. This model enables the construction of realistic whole tasks instead of advocating education that is restricted to more isolated skills. A new assessment procedure also implies an alternative view of instructional design, learning and assessment. The requirements for the learning environment are addressed. Examples from a virtual seminar are presented to illustrate the design approach. The article concludes with the identification of possible pitfalls related to the approach and gives directions for future research.  相似文献   

2.
Designing e-learning environments for quality professional education is a challenge for education designers, as the continuing practice of simply moving courses online can be surprisingly disabling. We argue that as universities strive to educate for excellence in professional practice, design approaches for the e-learning components must be conceptualized in a broader view of a contemporary learning environment involving integrated virtual and physical dimensions. These are comprehensively considered in an integrated way to facilitate learning experiences providing an emphasis on grounded practice. Our paper considers learning environments in the service of a broader understanding of a professional "practicum." In providing the more flexible, immediate and evolving virtual experiences, e-learning as a feature must take account of a range of education design considerations we model in a framework of elements. These are outlined, and broader issues are illuminated through a comparative case analysis of educational technology developments at Deakin University in the two professional fields of teaching and journalism. The Education Studies Online (ESO) project and the HOTcopy newsroom simulation project exemplify elements of the approach recommended in addressing the challenges of quality professional education. We highlight the generative role of the education designer in adopting an integrative and strategic stance, when creating such environments. Implications for the selection and use of various e-learning resources and corporate e-learning systems become evident as we highlight the dangers of a returning "instructional industrialism" as we risk allowing courses to "move online", rather than moving towards proposed features of contemporary learning environments.  相似文献   

3.
This paper discusses an e-learning support team model developed as part of a new e-learning strategy within a tertiary education polytechnic. Based upon a community of practice model, the e-Team supports the establishment of e-learning and m-learning (mobile learning) throughout the institution as a catalyst for the adoption of social constructivist pedagogy. The paper reviews and reflects upon the impact of strategies for creating and supporting communities of practice across the institution along with the ways this model is achieving the breaking down of the barriers to ‘e’ and ‘m’ learning adoption among lecturers. This model helped to move lecturers from non-engagement to legitimate peripheral participation and onto full participation within the institution’s e-learning community, and ultimately enabling social constructivist learning environments for students. This model based on a community of practice framework for e-learning support is potentially transferable to other educational contexts.  相似文献   

4.
网络学习环境中学习反思行为的交互分析   总被引:1,自引:1,他引:0  
反思能力是一种涉及批判性思维、选择决策和自我管理等多方面的综合性能力。通过试验研究,根据各类交互言论的编码方式,对网络学习过程中的交互语料进行编码统计分析,研究网络学习中的反思行为,以更好剖析网络学习过程,实现高阶学习目标,为构建适宜的网络学习环境提供研究依据。  相似文献   

5.
The learning style of a learner is an important parameter in his learning process. Therefore, learning styles should be considered in the design, development, and implementation of e-learning environments to increase learners’ performance. Thus, it is important to be able to automatically determine learning styles of learners in an e-learning environment. In this paper, we propose a sequential pattern mining approach to extract frequent sequential behavior patterns, which can separate learners with different learning styles. In this research, in order to recognize learners’ learning styles, system uses the Myers-Briggs Type Indicator’s (MBTI). The approach has been implemented and tested in an e-learning environment and the results show that learning styles of learners can be predicted with high accuracy. We show that learners with similar learning styles have similar sequential behavior patterns in interaction with an e-learning environment. A lot of frequent sequential behavior patterns were extracted which some of them have a meaningful relation with MBTI dimensions.  相似文献   

6.
黄震  黄云 《教育技术导刊》2010,9(3):195-197
随着信息技术的发展和人们求知欲的日益增强,网络学习平台应运而生。为了提高学习者效率、提供更为人性化的学习平台,越来越多的组织机构投入到在线学习的研究与设计当中。由此,对网络学习行为分析平台在线学习模式的设计与开发进行探讨和研究。  相似文献   

7.
This concluding paper summarizes the main points and recommendations of the previous papers in this Special issue within a conceptual framework of cognitive load theory. Design of efficient interactive learning environments should take into account main features and limitations of our cognitive architecture. The paper provides a brief overview of this architecture and sources of cognitive load, considers their instructional implications for interactive e-learning environments, and analyzes methods for managing cognitive load and enhancing instructional efficiency of such environments.  相似文献   

8.
This research studies on the e-learning services acceptance in higher education institutions in Brunei Darussalam. This research has seven hypotheses, relating to independent, intermediary, and dependent variables. The independent variables include lecturer’s characteristics, design of learning contents, teaching materials, and playfulness; while the intermediary variables are perceived benefits and perceived ease of use. On the other hand, the dependent variable in this research is the intention to use e-learning. Multiple regression analysis were conducted to test the hypotheses proposed. Data analysis from this research has confirmed that the lecturer’s characteristics, teaching materials, perceived ease of use and the intention to use e-learning corresponds to the perceived benefits. Meanwhile, the design of learning content and the intention to use e-learning are positively related to the perceived ease of use and lastly, the variable playfulness is positively related to the intention to use e-learning.  相似文献   

9.
In recent years, advances in technology and changes in the market place for education and learning have resulted in a rapid growth of interest in e-learning. Early experiments in the area have indicated that e-learning may not be the apparent panacea to issues of cost effectiveness and widening participation that was initially mooted. Undoubt edly, e-learning provides the opportunity for wider access to learning at all levels, however, such promise is not always fulfilled. E-learning is often construed as simply putting existing teaching materials ‘on the Web’. A shift towards learner-oriented developments requires a major paradigm shift for learning providers, both at the institutional and individual level. Institutions need to be aware of the commitment required to make e-learning effective, while individuals need to accommodate a shift towards greater learner control and responsiveness to the flexibility requirements. Many of the issues surrounding the effectiveness of e-learning initiatives stem from inadequate consideration of whether e-learning is an appropriate solution to a learning need and insufficient consideration of the design and implementation of the resulting product. This paper proposes a set of criteria for those new to e-learning design to consider when exploring whether and how to implement e-learning. These criteria relate to the appropriateness of an e-learning strategy, the interaction between the proposed market and the design of an e-learning product, the nature of student–faculty interaction within the e-learning environment and issues of evaluation. The relationships between these criteria at a generic level are outlined and guiding principles for the development of e-learning proposed.  相似文献   

10.
In recent years, the pervasive use of computers and the Internet has created an unprecedented environment for e-learning. However, the rapid expansion in the number of disparate information sources and variety of data available affects e-learning significantly. Nonetheless, there has been a growing awareness that courseware should automatically adjust to the profiles of individual learners. Over the past few years, much effort has been expended to enable personalization for e-learning by semantic web techniques. Although the semantic web offers a theoretical framework for flexibility and interoperability in e-learning resources, there is no consensus ontology that can be used to describe learning profiles directly for personal e-learning environments. This means that their actual applications are as yet unknown. Positing that ontologies actually provide viable solutions for knowledge management, in this article, we present a three-module architecture for a personalized e-learning environment for bioinformatics. The architecture facilitates a personalized e-material recommender that does item-based collaborative filtering (CF) + adapted vector space model (VSM), explicit and implicit scoring, and a concept of tasks focused on rating literature for the e-learner. Meanwhile, the knowledge discovery process can be tailored to acquiring knowledge for professional requirements. Validation for our architecture is provided by a case study for biological institutions. The experimental results show that our architecture is helpful for professional requirements, improving recommendation quality, and satisfying users.  相似文献   

11.
Current research on e-learning that focuses predominantly on instructional programming, and on various hardware and software, essentially neglects the more socio-cultural perspectives on e-learning. With this in mind, this article proceeds from a social theory perspective with a more socio-culturally engaged look at e-learning for workplace learning and pedagogy. In so doing, this article proposes a theoretical framework derived from the social theory of Jean Baudrillard (1929–2007), with a focus on his seminal, metaphorical notion of ‘simulation’. Finally, this metaphor is applied as a theoretical framework to discern the socio-cultural significance of the present trajectory of technological environments for workplace learning and their potential for conveying socially and (multi)culturally relevant workplace learning pedagogy.  相似文献   

12.
When faced with excessive detail in an online environment, typical users have difficulty processing all the elements of representation. This in turn creates cognitive overload, which narrows the user's focus to a few select items. In the context of e-learning, we translated this aspect as the learner's demand for a system that facilitates the retrieval of learning content – one in which the representation is easy to read and understand. We hypothesized that the representation of content in an e-learning system's design is an important antecedent for learner preferences. The aspects of isolation and distinctiveness were incorporated into the design of e-learning representation as an attempt to promote student cognition. Following its development, the model was empirically validated by conducting a survey of 300 university students. We found that isolation and distinctiveness in the design elements appeared to facilitate the ability of students to read and remember online learning content. This in turn was found to drive user preferences for using e-learning systems. The findings provide designers with managerial insights for enticing learners to continue using e-learning systems.  相似文献   

13.
序列网络学习活动设计是教师根据学习任务设计需要把课程内容分解为一定的学习序列,学习者体验自主学习和协作学习两种形式的混搭学习方式,轻松快乐地完成网络学习活动的设计方式。文章探讨了序列网络学习活动设计的意义,以及设计的原则与流程,并给出了基于序列网络学习活动设计的案例,以期对网络学习活动设计提供一种新的设计方式。  相似文献   

14.
自我调节学习是学习者获得成功学习的重要因素,因此如何促进和利用学习者的自我调节学习能力就成为基于计算机的学习环境设计的关键问题。欧洲电子学习网络推出的iClass项目以自我调节学习的理论与模型为指导,充分促进了自我调节学习的实现。未来基于计算机学习环境的设计可以从多个方面促进学习者的自我调节学习。  相似文献   

15.
很多WEB20应用具有REST(表述性状态转移)风格的WEB服务API,为INTERNET用户共享资源提供了捷径,也为E-LEARNING系统的设计提供了新的思路。  相似文献   

16.
This study was set up in a Chinese university in Beijing by implementing a Flemish e-learning course in a Chinese setting. A main feature of the e-learning environment is the asynchronous ‘task-based’ online group discussion. The purpose of the study is to understand Chinese students’ perceptions of a collaborative e-learning environment and the factors that affect their online performance and academic achievement. The results of the study indicate that the students had less positive perceptions of the e-learning environment as compared to their perceptions of a more conventional environment. However, the students reported to a higher level of preferences of peer learning, critical thinking, and problem-based learning (PBL) after one semester e-learning experience. In addition, we examined variables that might have affected students’ performance in e-learning environments. The results show that students with higher motivational orientations perform better in the online group discussions.  相似文献   

17.
Min Kyu Kim 《TechTrends》2011,55(1):37-41
This is a case describing how technology enhanced learning environments can be used to improve employees’ competence development. For this purpose, specific problematic situations in a Korean insurance company are portrayed. These situations demonstrate that everyday life in a workplace provides opportunities for learning and performance improvement using integrated technology-enhanced learning environments, such as Electronic Performance Support Systems (EPSS), Knowledge Management Systems (KMS), e-learning, and online Community of Practice (CoP).  相似文献   

18.
网上教学(E-learning)现成为高等教育改革的一个重要举措。如何应用网上教学系统来推进教育模式的不断完善,目前仍需大量的研究与实践。国内外应用实践结果表明,以学习者为中心的教学模式将会逐渐替代以教师为中心的传统教学模式。本文基于以学习者为中心的教学模式理念,探讨实现网上教学的学生自主性学习。论文给出自主性网上教学模式解决办法,以及自主性网上教学模式系统的设计方案。  相似文献   

19.
Several usability issues were encountered during the design of a blended e-learning program for a course in evidence-based medicine for general practice trainers. The program was developed in four steps. We focused in this article on step 2 and 3. Step 2 focused on which educational principles to apply, that is, which learning theories, instructional designs and other theories should influence the program. Step 3 focused on the design elements, namely whether to use hypermedia and/or multimedia, and what screen design and which font to use. This article presents the important issues in designing an e-course and provides an impression of the complexity of designing high quality e-learning in particular for continuing medical education (CME).  相似文献   

20.
网络课程的交互设计及其实现   总被引:7,自引:1,他引:6  
本文指出了网络课程交互设计的四个关键要素--学习内容、学习支持、教学策略以及教与学活动,并对这四个要素交互设计的要点、构成和方法进行了研究.依据这一理论,我们开发了53个网络课程的交互设计模板,构建了网络课程交互模板库,为目标导向网络课程写作工具的实现奠定了基础.  相似文献   

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