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1.
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in real-world contexts. However, when interacting with such a rich information environment that contains real-world and virtual-world learning resources, students might feel confused and frustrated owing to the lack of appropriate instructional design. Therefore, in this study, an image recognition-based mobile learning system with an active learning-promoting mechanism was developed for supporting field trips for local culture courses. An experiment was executed to examine the effects of the proposed approach on students’ learning achievement, learning motivation, and local culture identity. Moreover, the students’ learning behavioral patterns were probed. The experimental results showed that the proposed approach not only improved the students’ learning achievements as well as their learning motivation and local culture identity, but the students who learned with the proposed approach also demonstrated more active behavioral patterns than those who learned without the active learning-promoting mechanism. Based on the findings of this study, some recommendations for those who plan to develop effective learning strategies for conducting AR-based mobile learning activities are proposed.  相似文献   

2.
The popularity of mobile devices has encouraged the advance of ubiquitous learning, in which students are situated in a real‐world learning environment with support from the digital world via the use of mobile, wireless communications, or even sensing technologies. Most of the ubiquitous learning systems are implemented with high‐cost sensing devices for detecting the locations or behaviours of learners; moreover, these systems mainly focus on providing learning guidance or learning materials, while facilities for supporting mutual help among students are usually ignored. In this study, we propose a context‐aware ubiquitous learning platform (CULP) which uses low‐cost cell phones with embedded cameras and Internet service to support ubiquitous learning. CULP is able to provide instant support for learners in the ubiquitous learning activity; that is, learners can receive help from the right people via the hints given by the learning system when they encounter problems during their learning activities. The experimental results of a Personal Computer‐Assembling course show that, with the assistance of the new learning platform, both the learning efficiency and the learning achievement of the students were significantly improved.  相似文献   

3.

This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method research approach was applied to collect, process and analyze the research data in which undergraduate students who had some prior knowledge or had taken algorithm courses were instructed to test the mobile game learning application. This study exhibits the idea of integrating learning with contextual mobile game as an effective approach in understanding the influence of games towards cognitive achievements of students in computing education. In addition, there are no major requirements for the use of this application (can be maintained in resource-constrained contexts such as Nepal), which makes it expressively satisfying and useful for students who are relentlessly using mobile devices. Besides, this study evaluated the influence of BaghLearn towards learning of the design and analysis of algorithm course, which is a compulsory course for most undergraduate computing education program. Furthermore, the study findings can be used as a guideline for developing learning solutions and usability evaluation of such solutions, especially for infrastructure-constrained contexts. Students using the BaghLearn opined that the application is easy to use, supportive and lead to improved learning satisfaction.

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4.
Concept maps have been widely employed for helping students organise their knowledge as well as evaluating their knowledge structures in a wide range of subject matters. Although researchers have recognised concept maps as being an important educational tool, past experiences have also revealed the difficulty of evaluating the correctness of a concept map. It usually takes days or weeks for teachers to manually evaluate the concept maps developed by students; consequently, the students cannot receive timely feedback from the teachers, which not only affects their learning schedules, but also significantly influences the students' learning achievements. In this paper, a computer‐based concept map‐oriented learning strategy with real‐time assessment and feedback is proposed in order to cope with the problems mentioned above. Our approach provides immediate evaluation of concept maps and gives also real‐time feedback to the students. An experiment has been conducted to evaluate the effectiveness of this new strategy in comparison with the conventional computer‐based concept map approach. It is found that our innovative approach can be significantly beneficial to promote learning achievements as well as the learning attitudes of students.  相似文献   

5.
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   

6.
Since the advent of computers, scientists who study how people learn have been utilizing technology to uncover the cognitive and neural mechanisms of learning. Recent technological advances have allowed learning scientists to move their research out of the lab and into the wild, to investigate how students learn in real‐world environments. However, the move from the lab to the classroom involves a significant shift in strategy, requiring consideration of factors varying from the design of mobile (vs. lab‐based) technology to the recruitment of participants, as well as the contextual variables to account for in the less‐controlled environment of schools. Here I discuss the learnings our group has gleaned from a research program involving over a thousand elementary and middle school students in a longitudinal, multi‐year design that involves technologies for assessment and improving learning in schools.  相似文献   

7.
The advancement of mobile device and wireless communication technologies is having a great influence on the design concept of learning activities. In this study, we attempt to integrate field study into the inquiry-based mobile learning model; moreover, a mobile learning environment that allows students to access both physical and virtual resources is developed accordingly. During the in-field learning activity, the mobile learning system is able to present the learning tasks, guide the students to visit the real-world learning targets for exploration, and provide them with supplementary materials via the mobile devices. The aim of this research focuses on the effects of this mobile learning model on students' cognitive load and learning achievements. The 51 sixth graders who participated in this research were assigned to an experimental and a control group. From the pre and posttests as well as the cognitive load questionnaire, it was found that the students who learned with the inquiry-based mobile learning approach had better learning achievement and less cognitive load than those who learned with the traditional approach. Therefore, it is concluded that the mobile learning model has positive effects on elementary students in local culture learning.  相似文献   

8.
In recent years, digital learning has been converting from e‐learning to m‐learning because of the significant growth of wireless and mobile computing technologies. Students can learn any time and any where with mobile devices. Consequently, context‐aware ubiquitous learning (u‐learning) is emerging as a new research area. It integrates wireless, mobile and context awareness technologies in order to detect the situation of the learners and provide more seamless adaptive support in the learning process. In this paper, a context‐aware u‐learning environment is developed for learning about campus vegetation in elementary schools based on an innovative approach by employing repertory grid method in designing learning content. In addition, we probe the feasibility of context‐aware u‐learning in courses by soliciting feedback from the students and teachers through interviews and questionnaires. The findings reveal that the environment is capable of enhancing students’ motivation and learning effectiveness. Moreover, it is also capable of reducing the teaching load while enabling better control of class order.  相似文献   

9.
Researchers have recognized the potential of educational computer games in improving students’ learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational computer game to facilitate students’ knowledge sharing and organizing during the game-based learning process. An experiment was conducted to examine the students’ learning behavioral patterns, group efficacy, and problem-solving awareness. The experimental results revealed that the proposed approach improved the students’ learning achievements and awareness of problem-solving. Moreover, from the analysis of the students’ behavior sequences, it was found that, with the collaborative knowledge construction mechanism, the students revealed significantly more aggressive learning behavioral patterns, such as “comparing and observing the learning targets” and “seeking clues and answers” during the gaming process. This implies that integrating the collaborative knowledge construction mechanism into the gaming process has great potential for helping students effectively learn and organize knowledge as well as fostering their awareness of applying the acquired knowledge to dealing with problems.  相似文献   

10.
For more than 2 years, Scratch programming has been taught in Taiwanese elementary schools. However, past studies have shown that it is difficult to find appropriate learning methods or tools to boost students’ Scratch programming performance. This inability to readily identify tutoring tools has become one of the primary challenges addressed in Scratch programming studies. To cope with this problem, we propose an innovative approach, which combines an Annotation‐based Scratch Programming (ASP) tool with the problem‐solving‐based teaching approach in Scratch programming pedagogy. The ASP tool was developed to enable students to create, review and share Scratch programming and homework annotations. In a quasi‐experimental study, we have evaluated Scratch programming pedagogy at a North Taiwanese elementary school to investigate the effects of instructional‐tools‐supported programming instructional modes on Scratch programming performance. The experimental results show that students who received ASP tool support in conjunction with a problem‐solving‐based teaching approach performed significantly better than the other groups. Based on our findings, the innovative approach was believed to play an important role in improving the learning patterns of younger pupils. Therefore, we suggest that teachers consider incorporating the innovative method into their teaching environments in order to boost students’ learning achievements in the area of Scratch programming and the subsequent learning process.  相似文献   

11.
移动学习在成人教育中得到了快速应用和发展。研究在职成人学生的移动学习能力影响因素及其优化路径,对于有效提升成人学生的学习绩效具有重要的现实意义。以中国人民大学在职成人学生为研究对象,基于其移动学习能力构成要素编制并修订了在职成人学生的移动学习能力测量量表。实证研究表明,在职成人学生的移动学习能力整体处于中等水平,"自我监管""沟通协作"两个维度是在职成人学生移动学习能力的薄弱方面。研究同时表明,性别、年龄、专业、学习投入等个性特征对在职成人学生的移动学习能力带来显著影响。最后,从院校、教师和学生三个角度提出了在职成人学生移动学习能力培养与提升的策略。  相似文献   

12.
ABSTRACT

Although Augmented Reality (AR) technology has already been adopted into mobile learning environments, additional effort must be put towards providing strong evidence that AR-based mobile systems are excellent educational tools that make a positive impact in or outside of the classroom. Our study utilized a similar AR-based mobile learning system developed to authentically teach a liberal arts course at a Taiwanese university. Under controlled study environments, we were able to design a system that could impart relevant concepts from the course to students outside of the traditional classroom setting. Experimental results demonstrated that students with the opportunity to learn through the proposed system demonstrated higher learning motivation, had better learning performance and comprehension abilities than those studying via the conventional outdoor instruction approach. Moreover, the questionnaire survey conducted after our study revealed that “confidence” was the most highly rated motivational factor among students who used the proposed system, suggesting that students were quite motivated to learn using the novel system supplemented with technological advances because they felt more sure of their knowledge and performance. Thus, we believe that using the proposed system can effectively improve the learning outcomes of students enrolled in the liberal arts course, with the particular benefit of boosting confidence in gaining new knowledge, which leads to an improvement of overall learning performance and motivation.  相似文献   

13.
ABSTRACT

Previous research shows that many students find it difficult to learn computer programming. To learn computer programming includes both gaining theoretical understanding and learning to develop programmes in practice. To this end, teachers commonly design programming exercises for the students in the computer laboratory. To be able to improve the process of designing such exercises, there is a need of a more detailed understanding of the interaction between learning of theory and learning of practice in laboratory sessions. In this paper, an approach for investigating this interaction is proposed. Theoretically, the approach is based on phenomenography and variation theory. To illustrate the approach, it is demonstrated in detail how it was applied to a small but rich case of empirical data from a computer laboratory session. The main result presented here is the new approach for analysing data. In addition, the results of the case study shed preliminary light on the interaction between learning of practice and learning of theory when students work with programming assignments in the laboratory.  相似文献   

14.
In recent years, the use of mobile technologies has increased in a number of fields such as banking, economy, tourism, entertainment, library research, etc. These developments have also led to the use of mobile technologies for educational purposes. The successful integration of mobile learning (m‐learning) technologies in education primarily demands that teachers' and students' adequacy and perceptions of such technology should be determined. Therefore, the aim of this study was to compare teachers' and students' abilities and perceptions concerning m‐learning. Research data for the analysis were obtained from a sample of 467 teachers and 1556 students from 32 schools that were surveyed in Northern Cyprus. Based on our results, we conclude that teachers and students want to use m‐learning in education. Their perceptions are positive but their m‐learning adequacy levels are not sufficient.  相似文献   

15.
Many forms of e‐learning (such as online courses with authentic tasks and computer‐supported collaborative learning) have become important in distance education. Very often, such e‐learning courses or tasks are set up following constructivist design principles. Often, this leads to learning environments with authentic problems in ill‐structured tasks that are supposed to motivate students. However, constructivist design principles are difficult to implement because developers must be able to predict how students perceive the tasks and whether the tasks motivate the students. The research in this article queries some of the assumed effects. It presents a study that provides increased insight into the actual perception of electronic authentic learning tasks. The main questions are how students learn in such e‐learning environments with “virtual” reality and authentic problems and how they perceive them. To answer these questions, in two e‐learning programs developed at the Open University of the Netherlands (OUNL) designers’ expectations were contrasted with student perceptions. The results show a gap between the two, for students experience much less authenticity than developers assume.  相似文献   

16.
英语专业学生在学习商务英语写作时,有两大主要任务:一是在不同商务活动中使用恰当的商务英语写作方法;二是在不同的商务活动中使用恰当的英语语言。由于身处内地,与国外联系相对较少,学生普遍缺乏商务英语写作的实战经验,他们期望中的商务英语写作的实用性不够强烈。因此,学生在学习这门课程时,主要是被动式学习。该项目试图在现有条件下,从商务写作技巧与商务知识的关系及课堂教学艺术两个方面入手,以期找出提高学生学习兴趣的方法,进而提高他们的商业文化素养和商务英语写作能力。  相似文献   

17.
阐述了移动学习平台功能模块的基础,在此基础上归纳出各功能模块作用,并提出了各功能模块的主要内容。立足于高等教育领域,通过对不同专业的专科生、本科生及研究生实施问卷调查,研究学习者对移动学习平台功能模块的需求。研究结果表明,移动学习平台的学习资源/内容模块排名第一,遥遥领先于其他功能模块,而游戏模块排名最后。  相似文献   

18.
There is evidence that negative correlations between student achievement and their enjoyment of instructional methods exist under certain circumstances. In aptitude‐treatment interaction (ATI) studies where two or more methods are allowed to interact with student aptitudes to predict enjoyment and achievement, it appears that students often report enjoying the method from which they learn the least. Selected ATI studies are reviewed, and an explanation is suggested which may account for the negative correlations between achievement and enjoyment in instructional settings. It appears that students make inaccurate judgments about the amount of effort they will have to expend to achieve maximum learning outcomes. Low ability students typically report liking more permissive instructional methods, apparently because they allow them to maintain a “low profile” so that their failures are not as visible. However, in order to experience maximum achievement low ability students require less permissive methods which lower the information processing load on them. High ability students like more structured methods which they believe will make their efforts more efficient when these lower load methods seem often to interfere with their learning. High ability students seem to learn more from more permissive approaches which allow them to bring their own considerable skills to bear on learning tasks.  相似文献   

19.
This article addresses learning in desktop virtual worlds where students role play for professional education. When students role play in such virtual worlds, they can learn some knowledge and skills that are useful in the physical world. However, existing learning theories do not provide a plausible explanation of how performing non-verbal virtual-world actions (e.g. performing a virtual chest examination in a virtual hospital) can lead to the learning of the physical world equivalent. Some theories are particularly implausible because they claim that students learn to perform physical world actions by acting on the virtual world in an embodied way. This is implausible because learning requires a high degree of correspondence between the learning performance and the target performance, and there is insufficient physical correspondence between the performance of a virtual-world action where students click on a mouse to make the avatar take actions and the physical-world equivalent where students perform the action with their own body. In this article, we use Austin’s speech act theory to provide a more plausible theory of learning in virtual worlds. We show how non-verbal virtual-world actions performed by avatars can function as performatives and as performatives, they can correspond sufficiently to physical world actions to explain how performing non-verbal virtual-world actions can lead to physical world learning.  相似文献   

20.
Sometimes an educational idea is inexplicably adopted around the world with remarkable speed and consistency and in the absence of a proper evidence base or with little regard or respect for teachers, students or learning. This paper examines what has arguably been the most contentious and virulent educational reform of the past half‐century. Variously labelled, in what amounts to the self‐managing school, what this reform has done is virtually dismantle public education and privatise it without public debate or proper scrutiny. This paper considers the alleged claims by the enthusiastic proponents and examines what has subsequently transpired, particularly in respect of the most disadvantaged students and the broader mission of improved learning.  相似文献   

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