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1.
This paper presents a methodology for characterizing computer-based learning environments, focusing on the cognitive, pedagogical, and interactive features. The framework for this characterization is explained in relation to the relevant theories and findings in cognitive and instructional research. The methodology is illustrated by a characterization of computer-based learning environments developed by student teachers and professionals. The usability of these environments is analyzed along the dimensions of the framework presented. The results showed that this methodology can systematically and precisely characterize the cognitive, pedagogical, and interactive features of computer-based learning environments. It can be used to predict and explain the success or failure that a given software program promotes for learning particular types of knowledge. The applications of this methodology for the evaluation and design of computer-based learning environments, for instructional research in various instructional contexts, as well as for the study of expertise in the development of computer-based learning environments, are discussed.  相似文献   

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A compelling problem for language pedagogues is teaching foreign languages to students so they can retain and use the language skills in real communicative situations. One way to help students learn these skills is to understand and improve current pedagogical approaches to language learning. New technology such as Computer-Assisted Language Learning (CALL) provides pedagogues with rich, multimedia environments for presenting instruction. At the same time, deciding what to present and how to organize the instruction in CALL provides a new challenge. In response to this problem, we discuss preliminary results of a research effort for developing an instructional design environment (IDE) that is uniquely tailored to the needs of developing foreign language instruction. Hypertext features in the IDE software are used to capture and organize into one coherent framework the corpora of theoretical, instructional, and content material that affects foreign language instruction.  相似文献   

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A Social-Cognitive Framework for Pedagogical Agents as Learning Companions   总被引:1,自引:0,他引:1  
Teaching and learning are highly social activities. Seminal psychologists such as Vygotsky, Piaget, and Bandura have theorized that social interaction is a key mechanism in the process of learning and development. In particular, the benefits of peer interaction for learning and motivation in classrooms have been broadly demonstrated through empirical studies. Hence, it would be valuable if computer-based environments could support a mechanism for a peer interaction. Though no claim of peer equivalence is made, pedagogical agents as learning companions (PALs)—animated digital characters functioning to simulate human-peer-like interaction—might provide an opportunity to simulate such social interaction in computer-based learning. In this article we ground the instructional potential of PALs in several social-cognitive theories, including distributed cognition, social interaction, and Bandura’s social-cognitive theory. We discuss how specific concepts of the theories might support various instructional functions of PALs, acknowledging concepts that PALs cannot address. Based on the theoretical perspectives, we suggest key constituents for designing PALs that in human-peer interactions have proven significant. Finally, we review the current status of PAL research with respect to these constituents and suggest where further empirical research is necessary.  相似文献   

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《学校用计算机》2013,30(1-2):143-152
Summary

When thinking of reasoning, problem solving, communication, and connecting related ideas, the tool of choice in nearly every discipline is the microcomputer. Furthermore, unlike the traditional calculator, the modern classroom computer has an unparalleled ability to implement both graphical and procedural components of mathematics understanding in a single unified object. By students' creation and utilization of mathematically relevant computer-based objects, this dual encapsulation provides them with a unique opportunity to see both the form of representation and their actions utilizing this representation simultaneously.

This paper suggests that the object-oriented environments that modern technology enables are ideally suited to parallel and facilitate the ability of students to take a broader variety of action upon objectsof a nature and kind hitherto unknown. These student-controlled actionsupon these mathematically powerful and computer-enabled objectshave the potential for creating classroom environments that both surpass the pale hopes of the integrated learning system and surprise those wedded to a conservative view of Piagetian developmental levels.  相似文献   

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This paper discusses the potential of learning technologies to foster competence development of students. It aims to improve understanding of pedagogical conditions that have to be met to establish a competence orientation in e‐learning. We review the literature to summarise recent changes in e‐learning, identify attributes of web 2.0 technologies, revisit the concept of competence and specify implications for the competence‐oriented design of learning environments. By referring to Kolb's learning cycle, we illustrate this view with a case study on the use of Google Apps as collaborative learning environment and recommend how competence‐oriented e‐learning activities can be created. Our findings reinforce the position that web 2.0 tools enable a shift from a distributive to a more collaborative mode in e‐learning. In particular, the ease of use and intuition of web 2.0 technologies allow creating learning environments, which realise activity‐rich pedagogical models and facilitate competence development of students. The paper concludes that, despite the demand of firms for versatile graduates and the obvious potential of learning technologies to foster competence development of students, universities need to establish institutional strategies to make this pedagogical change happen.  相似文献   

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This paper presents a design for a cutting-edge English program in which elementary school learners of English as a foreign language in Taiwan had lively interactions with a teaching assistant robot. Three dimensions involved in the design included (1) a pleasant and interactive classroom environment as the learning context, (2) a teaching assistant robot designed and built by the researchers as instructional technology (instructional tool/medium), and (3) the need for improved motivation and learning outcomes and positive learning experiences of the students as the core research problem. This Human–Robot Interaction (HRI) led to better pedagogical effects on learning and teaching by (1) employing a vivid, enjoyable teaching approach; (2) adopting practical, interesting learning materials; and (3) creating a natural, enjoyable learning context. Both quantitative and qualitative findings of this study indicate that the students' English learning experiences were enhanced, as were their motivation and learning outcomes as a result of this HRI. This paper, instead of merely suggesting design criteria for robots, provides a set of instructional design guidelines that other researchers can follow to create an innovative and enjoyable English classroom that employs an interactive robot as an assistant for enhancing English acquisition while simultaneously reducing the pressure and teaching load of the English instructors.  相似文献   

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This article presents a methodology for modelling the development of self-regulated learning skills in the context of computer-based learning environments using a combination of tracing techniques. The user-modelling techniques combine statistical and computational approaches to assess skill acquisition, practice, and refinement with the MetaHistoReasoning tool, a single-agent system that supports inquiry-based learning in the domain of history. Data were collected from twenty-two undergraduate students during a 4-h session where user interactions were logged by the system. A logistic regression model predicted user performance in relation to a skill categorization task with 75 % accuracy. The manner in which users apply the skills that are acquired is then assessed through a rule-based reasoning system that allows the pedagogical agent to adapt instruction. The results show that the model allows the agent to detect instances when skills are inappropriately applied as well as what type of goal that is pursued by students. We discuss the implications of these user-modelling techniques in terms of sequencing instructional content and using the tutoring agent to deliver several types of discourse moves in order to enhance learning.  相似文献   

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This study examined the effectiveness of a computer-based environment employing three example-based instructional procedures (example–problem, problem–example, and fading) to teach series and parallel electrical circuit analysis to learners classified by two levels of prior knowledge (low and high). Although no differences between the instructional procedures were observed, low prior knowledge learners benefited most from traditional example–problem pairs while their high prior knowledge counterparts benefited most from problem–example pairs. Overall, this study provides empirical support for the expertise reversal effect, which suggests that the effectiveness of certain instruction procedures in example-based learning environments depends upon the learners' level of prior knowledge.  相似文献   

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The goal of this chapter is to outline a theoretical and empirical perspective on how learners’ conceptions of educational technology might influence their learning activities and thereby determine the power of computer-based learning environments. Starting with an introduction to the concept of powerful learning environments we outline how recent developments in information and communication technologies might be used to implement these environments technologically. In the next step we refer to several exemplary empirical studies to argue that the power of computer-based learning environments will largely depend on very detailed aspects of the learning activities within these environments. In order to design these environments so that they elicit effective learning activities, it is necessary to analyze the factors that determine learners’ goals and their choices of processing strategies. The focus of this paper is on one of these factors, namely on learners’ instructional conceptions with regard to educational technology and its use in instruction. Up to now, there has been nearly no research conducted within the educational community addressing the issue of how this particular type of instructional conceptions determine learning activities. Therefore, we review several relevant findings from neighboring fields like epistemological beliefs, attitude research, human computer interaction, or cognitive modeling. We use this review to demonstrate that there are numerous findings outside the educational technology community that deserve much more resonance in this community than they currently receive.  相似文献   

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The present study examines the effects of different study tasks on the acquisition of knowledge about acids and bases in a computer-based learning environment. Three different task formats were selected to create three treatment conditions: learning with gap-fill and matching tasks, learning with multiple-choice tasks, and learning only from text and figures without any additional tasks. Participants were 196 ninth-grade students who learned with a self-developed multimedia program in a pretest–posttest control group design. Research results reveal that gap-fill and matching tasks were most effective in promoting knowledge acquisition, followed by multiple-choice tasks, and no tasks at all. The findings are in line with previous research on this topic. The effects can possibly be explained by the generation–recognition model, which predicts that gap-fill and matching tasks trigger more encompassing learning processes than multiple-choice tasks. It is concluded that instructional designers should incorporate more challenging study tasks for enhancing the effectiveness of computer-based learning environments.  相似文献   

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Learning objects (LOs), generally understood as digital learning resources shared and accessed through the Internet and reused in multiple learning contexts, have aroused enthusiasm in the field of educational technology. Although LOs offer many possibilities to change educational practices, there is a lack of empirical evidence on the effectiveness and usefulness of LOs. This paper reports results from three studies on effectiveness of LOs in various instructional settings. According to the results, there exists interaction between the effectiveness of LOs and various instructional arrangements. In order to be effective LOs require carefully designed learning environments and instructional arrangements. LOs themselves do not guarantee high‐quality learning performance and meaningful learning activities. It is the context of use together with instructional arrangements that defines the pedagogical value of LOs.  相似文献   

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Universities worldwide offer web‐based courses distributed by virtual learning environments (VLEs). A common theoretical framework for implementing VLEs is the pedagogical perspective of instructional design. In this paper, three perspectives of implementation from information systems implementation research and organization theory are presented: implementation as technology acceptance, implementation as diffusion of innovations and implementation as a learning process. These perspectives focus on the VLE as an information system within an organization, the university. The models reviewed offer an important complementary perspective to the pedagogical view of instructional design. The three implementation perspectives are compared and a conclusion is made concerning their implications of successful use and implementation of VLEs.  相似文献   

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Over the last years there has been a growing use of 3D virtual environments for educational purposes. Many studies advocate the integration of these environments in the daily teaching practice of various subjects. This requires innovative design in order create the appropriate affective/ pedagogical conditions as well as the development and use of well-structured activities in order to achieve effective collaborative learning. This paper presents an exploratory study in which collaborative learning strategies and cognitive apprenticeship models act as the pedagogical framework to facilitate learning and collaboration. The context is the teaching of mathematics in primary education via a 3D virtual environment. Specifically, we focus on evaluating students’ engagement (behavioral, affective and cognitive) in the collaborative learning process as they learn fractional concepts in a meaningful way. The findings show that a 3D virtual environment can support collaborative learning in primary school through its ability to enhance students’ engagement (behavioral, affective and cognitive) in the collaborative learning process.  相似文献   

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The objective of the instructional experiment was to examine if the use of thinking styles is flexible in traditional and hypermedia learning environments, and if a hypermedia learning environment possesses obvious advantages than a traditional environment in adapting to students with different thinking styles. The participant university students from Shanghai, P.R. China took the General Psychology course taught by one psychology teacher. One hundred and seven science students and one hundred and thirty-one social science students were assigned into traditional and hypermedia instructional groups, respectively. The results indicated that the use of the hierarchical, executive, conservative, and monarchic styles was increased, while the use of the local style was decreased due to the traditional instructional environment. The use of the judicial and liberal styles was increased, while the use of the legislative style was weakened due to the hypermedia environment. Moreover, significant effects of discipline differences in the use of particular thinking styles were found in the traditional instructional environment. Specifically, within the context of traditional learning environments, the use of the hierarchical style increased among the science students, while the use of the local style decreased among the social science students. The study did not support the view that a hypermedia learning environment is clearly better than a traditional environment in accommodating students with different thinking styles. Implications for learning and teaching are discussed.  相似文献   

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ABSTRACT

Given the growing use of online learning environments in higher education, it is important to further unravel how students’ use is influenced by their perceptions towards these learning environments. This study includes the perceived quality of the instructional design based on the First Principles of Instruction of Merrill and students’ acceptance based on the constructs perceived usefulness and perceived ease of use of the technology acceptance model (TAM). The aim of this study is twofold: a first aim is to investigate the influence of the perceived instructional quality on students’ acceptance and the second aim is to investigate the impact of students’ acceptance and the perceived instructional quality on the quantity (i.e. course activity) and quality (i.e. course performance) of use. In this study, a Moodle-based online learning environment for learning French as a foreign language was studied. Participants were 161 university students. Structural equation modeling (SEM) indicates that the perceived instructional quality has a significant positive influence on students’ acceptance. Furthermore, students’ perceived instructional quality has a positive influence on the quality, but not on the quantity of use, whereas students’ acceptance of the online learning environment has no impact on the use of the learning environment.  相似文献   

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Augmented reality (AR) enhanced learning environments have been designed to teach a variety of subjects by having learners act like professionals in the field as opposed to students in a classroom. The environments, grounded in constructivist and situated learning theories, place students in a meaningful, non-classroom environment and force them to collaborate with each other in order to solve an ill-defined problem. AR content, accessed via a mobile broadband device (MBD) such as a phone or tablet, is used to guide the learning experiences. Student participants have reported an increased interest in the settings of the experiences and have expressed a positive attitude towards this innovative form of instructional delivery. Using newly available software loaded on MBDs, teachers and/or students can design and share AR enhanced learning environments that are tied to unique places in their communities.  相似文献   

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