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1.
探讨了设计网络协作学习时虚拟学习环境的重要性,具体阐述了创设网络协作学习虚拟学习环境的方法,并从3个方面提出了虚拟学习环境创设的原则。  相似文献   

2.
探讨了设计网络协作学习时虚拟学习环境的重要性,具体阐述了创设网络协作学习虚拟学习环境的方法,并从3个方面提出了虚拟学习环境创设的原则。  相似文献   

3.
虚拟教室作为一种网络协作学习环境,促进了学习者之间的协作,为学习者提供了更加广阔自由的协作学习空间。本文阐述了虚拟教室的特点和发展,并在分析虚拟教室环境下开展协作学习优势的基础上,结合协作学习理念,提出基于虚拟教室的协作学习活动的设计,以期有效指导基于虚拟教室协作学习活动的开展。  相似文献   

4.
虚拟教室作为一种网络协作学习环境,促进了学习者之间的协作,为学习者提供了更加广阔自由的协作学习空间。本文阐述了虚拟教室的特点和发展,并在分析虚拟教室环境下开展协作学习优势的基础上,结合协作学习理念,提出基于虚拟教室的协作学习活动的设计,以期有效指导基于虚拟教室协作学习活动的开展。  相似文献   

5.
网络环境赋予了中学历史协作学习更多更新的特性,因此受到广大教育工作者的普遍关注。本文基于网络环境中协作学习活动方式的研究实践入手,分别对网络环境中协作学习的基本方式、培养学生协作学习的方法以及创设协作学习的网络环境方法等方面进行探讨。  相似文献   

6.
建构主义特别重视学习情境的创设,网络与多媒体技术的飞速发展为虚拟学习情境的创设提供了便利条件。我们从课堂多媒体网络环境的角度,探讨了虚拟学习情境创设的基本要求和主要类型,为教师和课程建设者提供借鉴,从而提高教学效率和质量。  相似文献   

7.
论数字化环境下的协作学习   总被引:14,自引:0,他引:14  
数字化环境下的协作学习对知识的识记和保持、提高学习者的参与意识、掌握学习方法和学会合作等方面有重要的教育价值。通过公告牌、电子邮件、新闻组、聊天室、视频会议、虚拟网络等方式进行数字化协作学习的设计与教学 ,特别要重视数字化学习资源的建设 ,创设数字化协作学习的环境 ,加强数字化学习环境下专题学习的设计与指导  相似文献   

8.
建构主义学习理论是网络虚拟实验学习环境设计的核心理论基础。本研究主要从基于建构视角的理想学习环境应当包括情境、协作、会话和意义建构四个部分出发,对网络虚拟实验学习环境做了详细的分析和讨论,以期对网络虚拟实验学习环境的开发和应用提供一定的参考和依据。  相似文献   

9.
论网络自主学习环境的创设   总被引:5,自引:0,他引:5  
学习环境的创设对网络教育至关重要,它在网络课件中的体现程度已成为衡量一个精品课件的标准。网络课程中的学习环境应包括自主学习环境与协作学习环境两部分。自主学习环境的设计包括直观情境、知识情境、问题情境的创设。基于Fleming的VARIK学习类型测量表和Fielder的ILS量表所确定的学习风格类型,结合有关的调查结果,探讨适应学习者学习风格的自主学习环境创设问题对网络课程的完善有一定的指导作用。  相似文献   

10.
以建构主义理论为基础的网络协作学习,适应了当今社会对学习者学习的要求。协作学习离不开特定的群体和协作伙伴,分组活动是协作学习的基本形式,如何有效划分学习小组,成为网络环境下协作学习实施的问题所在。从网络协作学习的特点出发,阐述了目前网络环境下比较流行的几种分组策略,并给出了网络环境下协作学习的分组策略及建议。  相似文献   

11.
传统的合作学习对促进我国外语教学模式的变革产生了积极作用,但在实践中出现了表面化、形式化等不良倾向,使合作学习的效果大打折扣。而基于资讯管理手段的群体支援系统所具有的匿名性、平行沟通以及群体记忆的特点,使构建一个信息化、智能化和多元化的网络合作学习环境成为了可能。  相似文献   

12.
Many studies have identified web-based cooperative learning as an increasingly popular educational paradigm with potential to increase learner satisfaction and interactions. However, peer-to-peer interaction often suffers barriers owing to a failure to explore useful social interaction information in web-based cooperative learning environments. This easily leads to learners being unable to seek appropriate learning partners for facilitating effective cooperative learning. This problem frequently causes poor learning effectiveness in web-based cooperative learning environments. Generally, instructor assigned or learner selected learning peers cannot ensure to compose suitable learning partners for individual learners in cooperative learning environments. A suitable learning partner can help the learner, who is learning in the personal way and encounters the difficulty, to solve problems. Inappropriate learning partners cannot only easily lead to poor learning interaction and achievement, but can also lead to the meaning of cooperative learning being lost. Although many web-based learning systems have already been developed to assist cooperative learning, supporting peer-to-peer interaction in computer-supported cooperative learning (CSCL) is still immature. As a result, this study presents a novel scheme for recommending appropriate learning partners for individual learners utilizing mining of learning interactive social networks in a cooperative problem-based learning (PBL) environment. Results of this study show that the proposed scheme helps encourage learners to interact with learning peers more actively and positively, and facilitates learning performance in a cooperative PBL environment.  相似文献   

13.
随着计算机和网络技术的发展,基于WEB的协作学习已经成为CSCL的研究热点。本文通过对协作学习(CL)、计算机支持的协作学习(CSCL)和基于网络的协作学习(WEBCL)的介绍,讨论了影响WEBCL有效性的因子,构建了一个WEBCL的应用模式,并在教学上进行试验,取得了一定的成果。  相似文献   

14.
基于网络环境下大学英语协作学习的实施   总被引:2,自引:0,他引:2  
网络环境下大学英语协作学习是现代教学的重要发展方向。本文分析了网络环境及其协作学习的理论基础,并重点讨论了几种协作学习方法在英语教学中的应用。  相似文献   

15.
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of the learning activity (P-MQLA) for elementary school students. In this pre- and post-test experimental comparison study, data were collected from 132 fourth-graders through a Short Instructional Materials Motivation Survey. The same tasks were provided for the experimental and control groups, except that the control group’s tasks did not include the four aforementioned gaming characteristics. The non-GBL for the control group involved mainly web-based word problems such as selecting the correct answer by clicking on the potential responses. P-MQLA was improved after the intervention in both groups. There is a trend that the experimental group improved the P-MQLA more than the control group, at borderline statistical significance. The analysis of covariance also indicated a significant interaction between the group variable and the pre-intervention P-MQLA, indicating that the effect of the virtual reality-supported GBL is moderated by learners’ pre-intervention report of P-MQLA.  相似文献   

16.
Interaction is critical for successful teaching and learning in a virtual learning environment (VLE). This paper presents a web-based interaction-aware VLE – WebIntera-classroom – which aims to augment learning interactions by increasing the learner-to-content and learner-to-instructor interactions. We design a ubiquitous interactive interface that integrates a pen-and-paper interface with a web-based whiteboard to promote effective learner-to-content interactions. We develop a learning analytics tool that instantly shows learners’ learning interactions, with which instructors can supervise learner-to-instructor interactions. We implement a high-granularity Learning Analytics Engine (hgLAE) to broadcast, record and play a lecture recording. The hgLAE identifies hotspots in a lecture recording and raises students’ awareness of the hotspots when they watch the recording. WebIntera-classroom has been deployed in 11 universities in China. The system obtained high satisfaction in the questionnaires (N?=?464) and face-to-face interviews (N?=?60) conducted with the users from China Jiliang University. We compared the students’ performance, respectively, achieved in traditional classroom and in WebIntera-classroom at China Jiliang University during 2012–2013. The result demonstrates that the students could gain performance improvement by using WebIntera-classroom.  相似文献   

17.
We examined what events cause emotional reactions when students use a web-based learning environment (WBLE) in their studies, and how the emotions experienced while using the WBLE, emotion regulation strategies and computer self-efficacy are related to collaborative activities in the environment. Lability of emotional reactions and their regulation in advance directed and maintained effective collaborative activities in the web-based learning environment. Further, students experienced a wide range of emotions while using the WBLE and especially the nature of interaction during the activities was important antecedent of the affective reactions. This result underlines that although the presence of technology is very obvious in web-based learning environments, it is not, however, prevailing antecedent of the affective reactions experienced while using such learning environments.  相似文献   

18.
The purpose of this paper is to explore how university students can develop knowledge in small task-based groups while acquiring hands-on computer skills. Inspired by the sociocultural perspective, this study presents a theoretical framework on co-construction of knowledge and on computer-supported collaborative learning. The participants were selected from student teachers in Rwanda after a training program on searching, retrieving and exploiting web-based literature. The findings show that university students working together in small groups to acquire hands-on computer skills can adopt one of three major learning patterns: individual-led, group-led or individual-group hybrid-led. Moreover, the results indicate that the group-led framework seems to create a supportive environment for knowledge building. Nevertheless, university students showed a need for teacher support to enable them to focus on criterion-referenced reflection to regulate their learning.  相似文献   

19.
Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills.

Purpose: The study aims to understand how seventh grade students perceive a collaborative web-based science project in light of Wolff’s design categories. The goal of the project is to develop their technological and collaborative skills, to educate them about technology integration practices, and to provide an optimum collaborative, PBL experience.

Sample: Seventh grade students aged 12–14 (n = 15) were selected from a rural K–12 school in Turkey through purposeful sampling.

Design and methods: The current study applied proactive action research since it focused on utilizing a new way to enhance students’ technological and collaborative skills and to demonstrate technology integration into science coursework. Data were collected qualitatively through interviews, observation forms, forum archives, and website evaluation rubrics.

Results: The results found virtual spaces such as online tutorials, forums, and collaborative and communicative tools to be beneficial for collaborative PBL. The study supported Wolff’s design features for a collaborative PBL environment, applying features appropriate for a rural K–12 school setting and creating a digitally-enriched environment. As the forum could not be used as effectively as expected because of school limitations, more flexible spaces independent of time and space were needed.

Conclusions: This study’s interdisciplinary, collaborative PBL was efficient in enhancing students’ advanced technological and collaborative skills, as well as exposing them to practices for integrating technology into science. The study applied design features for a collaborative PBL environment with certain revisions.  相似文献   


20.
从Sloodle看三维虚拟学习环境的发展趋势   总被引:2,自引:0,他引:2  
当前教育领域涌现了很多使用基于网络的多用户虚拟环境进行教学的实例,如Active Worlds、Second Life、Wonderland等,这些平台有很好的三维模拟环境,在教学中使用得越来越广泛,但缺乏学习过程记录与支持的功能,有必要将其与现有的教学系统尤其是基于Web的虚拟学习系统整合起来。本文首先简要回顾了教育领域中三维虚拟学习环境的研究现状,然后介绍了当前国际上流行的一个开源三维虚拟学习环境——Sloodle。通过介绍Sloodle中的Web-Intercom、MetaGloss、Choicer、Translator等工具,讨论了使用这种三维虚拟环境与Web技术整合给学习系统带来的挑战和潜力。最后,总结并探讨了三维虚拟学习环境的发展趋势。  相似文献   

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