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1.
In this paper a multimedia project was incorporated into a problem‐based learning environment to examine how learning in multimedia could be enhanced through the use of problem‐based learning. Students in a second year course in the Faculty of Creative Multimedia (FCM) were assigned the problem‐based multimedia project, they worked in groups, solving the problem using the multimedia authoring process (MAP). This paper reports on the structuring of the student learning process, the impact of the problem‐based learning environment on student learning and the important skills such as creative and critical thinking, teamwork, communication, collaborative and problem‐solving skills that arose as the result of this intervention. In the process, a multimedia‐enhanced problem‐based learning (M‐PBL) model was created. The interrelationships between the teacher, students and technology in this learning mode were also established. A survey was conducted to assess the reactions and attitudes of the students towards this learning environment. The results obtained were positive and satisfactory.  相似文献   

2.
Visualization of the complex courses of the cranial nerves by students in the health‐related professions is challenging through either diagrams in books or plastic models in the gross laboratory. Furthermore, dissection of the cranial nerves in the gross laboratory is an extremely meticulous task. Teaching and learning the cranial nerve pathways is difficult using two‐dimensional (2D) illustrations alone. Three‐dimensional (3D) models aid the teacher in describing intricate and complex anatomical structures and help students visualize them. The study of the cranial nerves can be supplemented with 3D, which permits the students to fully visualize their distribution within the craniofacial complex. This article describes the construction and usage of a virtual anatomy platform in Second Life?, which contains 3D models of the cranial nerves III, V, VII, and IX. The Cranial Nerve Skywalk features select cranial nerves and the associated autonomic pathways in an immersive online environment. This teaching supplement was introduced to groups of pre‐healthcare professional students in gross anatomy courses at both institutions and student feedback is included. Anat Sci Educ 7: 469–478. © 2014 American Association of Anatomists.  相似文献   

3.
体验式学习是以学习者为中心,通过真实或虚拟地经历某一事件或过程,并经过反思来获得知识、发展能力、生成情感的学习方式,它注重学习的情境性、交互性、亲历性,符合英语学习的特点和要求。本研究借助"第二人生"为代表的网络虚拟环境进行体验式英语学习的探索,并通过访谈了解"第二人生"对学生学习英语的影响以及学生对此种学习方式的态度。研究发现,"第二人生"下的英语学习可以增强学生的英语学习动机,为学生听说能力的培养提供丰富的活动和生动的学习环境,是对英语课堂教学的有益补充,基于网络虚拟环境的英语教学具有很大的研究和开拓空间。  相似文献   

4.
Service‐learning clinical experiences in community‐based sites are an important approach to providing medical, nurse practitioner, allied health and other professional students with an opportunity to acquire knowledge, attitudes and skills necessary for working effectively with the elderly. Such experiences provide a balance to the clinical experiences more traditionally provided to students in nursing homes and chronic care hospitals. In community‐based settings, students gain knowledge and skills in working with older people, develop a more balanced view about growing old, and learn about community resources and effective teamwork. The experiences of the George Washington University Medical School in providing these learning experiences has led to student enthusiasm for work with the elderly and has improved access to medical care for elderly persons who participate in programs in community‐based settings.  相似文献   

5.
This paper presents the findings from one of the first empirical research studies which has investigated the impact of Inter-Life; a novel three-dimensional immersive virtual learning environment, on learning and development of social and educational life transition skills in a group of looked after and accommodated children. Drawing on social constructivism in which meaningful learning is related to context and situated in practice, we report on a series of Inter-Life workshops that enabled young people to work together and through the processes of participation in authentic learning activities contributed to the development of life transition skills such as self-confidence, empathy, negotiation and mediation skills, teamwork and active problem-solving skills. The novel affordances of the Inter-Life virtual world which contributed to the development of the learning community included the ability to personalise learner engagement and activities from the outset along with ‘co-presence’ and ‘immersion’ and the flexibility provided by the innovative, technology-enhanced Inter-Life platform. This study presents some empirical evidence to demonstrate the efficacy of new models of learning that are mediated by innovative malleable technologies that can be shaped by the learner in a participatory manner.  相似文献   

6.
Developing the Media Zoo in Second Life   总被引:1,自引:0,他引:1  
Second Life (SL), an immersive virtual environment, is increasingly being adopted in education for both formal and informal teaching and learning uses. This paper addresses the process of developing a demonstrator presence in SL, the potential of the system for formal teaching and some practical ideas on how to successfully integrate such emerging technologies into practice.  相似文献   

7.
The emergence of new technologies such as three‐dimensional virtual worlds brings new opportunities for teaching and learning. We conducted an action research approach to the analysis of how teaching and learning of computer programming at the university level could be developed within the Second Life virtual world. Results support the notion that it is possible to use this environment for better effectiveness in the learning of programming. The main results are the identification of problems hampering the teacher's intervention in this virtual world and the detection of solutions for those problems that were found effective to the success in using this environment for teaching/learning computer programming.  相似文献   

8.
As technology advances, it is important for teachers to seamlessly integrate technology into their innovative teaching techniques. Using virtual worlds is one alternative to traditional teaching methods that can provide rich learning experiences. The purpose of this article is twofold: (a) to present Cotton Island, an avatar‐based 3‐D virtual learning environment in Second Life and (b) to evaluate students’ learning motivation in using Cotton Island as a learning tool. Cotton Island was designed with unique navigational features to provide access to rich resources and educational activities that improve students’ knowledge of cotton. Based on the ARCS (attention, relevance, confidence, and satisfaction) model, this study assesses students’ learning motivation when using Cotton Island as a learning tool, and whether students had a positive learning outcome consistent with the instructors’ goal of knowledge improvement. The results show that students had a positive experience in terms of learning motivation and knowledge improvement.  相似文献   

9.
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students’ performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from “outside”), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.  相似文献   

10.
This article describes evaluation of the Veterinary Bacteriology and Mycology problem‐based learning multimedia project at the University of Melbourne over a period of seven years. The design of the initial project will be described, together with learning benefits that short‐term evaluations revealed — including better information management skills, improved higher order cognitive skills, increased interest in the subject, better collaborative learning skills, better written and oral communication skills and better computer skills. All very impressive. However, follow‐up studies with staff and students in clinical years of the veterinary course indicated clearly that the positive benefits were not sustained in the long term, as this was a once‐off experience for students. We clearly needed a new approach. Since 1995, the institutional climate, opportunities provided by new technologies and international links have shifted the policy in the Faculty of Veterinary Science towards the development of online problem‐based subjects, hopefully enabling students to have a much greater exposure to a problem‐based learning approach.  相似文献   

11.
Multimedia learning environments such as computer simulations are widely accepted as tools for supporting science learning. Although the design of multimedia learning environments can be domain specific, few studies have focused on the use of computer simulations for learning residential electrical wiring. This study aimed to determine whether students using computer simulations learned better than traditional classroom learners in the domain of residential wiring. A quasi‐experiment was implemented with 169 high school students. The simulation group participated in a series of computer simulations, whereas the control group received lectures and demonstrations from an instructor. Students' cognitive load as elevated by multimedia leaning tasks was compared with that of students learning using traditional methods. The simulation group learned significantly better and reported higher cognitive load than did the control group. Moreover, the simulation group managed cognitive resources more efficiently on transfer of learning than did the control group. Having more opportunities to interact with a simulation‐based learning environment could result in higher cognitive load. The higher cognitive load seemed to result in better performance on the achievement test and, therefore, the learners' mental effort was possibly invested mainly in meaning making in the virtual learning environments. Discussion of the results, instruments and research design, as well as suggestions for future studies are provided.  相似文献   

12.
This paper presents empirical results from an exploratory study conducted in an authentic educational situation with preservice education students enrolled in an undergraduate course, which was partially taught in Second Life. The study investigated the effect of environment design on presence, learning outcomes and the overall experience of the students. Two different educational virtual environments (a traditional university auditorium and an open‐air setting) were designed and presented to different groups of students (n = 51). Results indicate that students' experience from the educational activities, their attitudes toward the environment and the induced sense of presence are not affected by the design of the educational setting. Learning outcomes seem to be slightly better in virtual educational settings that replicate traditional educational settings. Experience shows that undergraduate university classes can be successfully taught in Second Life and such environments elicit satisfaction, positive experiences and attitudes and high levels of social presence from the participants. Course design in a Multi‐User Virtual Environment (MUVE) should take into account the time and training necessary for all students to become familiar with the virtual environment and possible time losses due to technical issues. This study could act as support to construct and test hypotheses regarding the role of educational setting design in teaching and learning in MUVEs.  相似文献   

13.
Simulations on computers can allow many experiments to be conducted quickly to help students develop an understanding of statistical topics. We used a simulation of a challenging problem in statistics as the focus of an exploration of situations where members of a problem‐solving group are physically separated then reconnected via combinations of computer and communications technology to work collaboratively on the simulation. The particular focus in this work was on trying to understand how students could use a system which allowed them to conduct variable based practical experiments in order to help them develop their knowledge and understanding of a statistics topic. We wished to develop an understanding of the virtual space created by shared simulations and video communication tools for supporting collaborative work between people at a distance. The paper reports on an experiment involving 48 subjects using this virtual space to establish the impact on their statistics understanding and to map their use of this distributed environment for learning. It establishes that the virtual space is effective for learning, and that the video conferencing condition which allows for eye contact between the pairs has some advantages for successful problem‐solving with the simulation. In addition the experimental setting provided some opportunities for exploring subjects' understanding of statistical and experimental concepts.  相似文献   

14.
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.  相似文献   

15.
Across disciplines, skills associated with collaboration are now ubiquitously considered requisite graduate attributes. Despite decades of studies on the various dimensions of academic teamwork, challenges for both students and staff remain. For this year‐long study at a UK school of architecture, we considered teamwork as a thread woven through the first‐year curriculum, traversing course modules and project types. The primary aim of the study was to evaluate the collective impact of teamwork activities on the incoming cohort of 200+ undergraduate students and how the structuring and coordination of such activities might improve the holistic student experience. Across two rounds of online questionnaires and focus group sessions, student participants articulated the benefits of collaboration for learning, socialisation and professional development. However, resentment towards teamwork increased throughout the year, as frustration with disengaged cohort mates grew, and student sought greater structure and oversight from tutors. On the other hand, when given the chance to reflect on the multidimensional nature of teamwork in focus group discussions, many students adopted a productively nuanced perspective toward the topic. This implies that, whether students like or dislike certain aspect of collaborative projects, opportunities for critical conversation can promote or prompt an appreciation for the educational value of including teamwork projects in curricula. The results of this study should be relevant to educators seeking to improve the implementation and effectiveness of team‐based learning, particularly those in design‐based fields and those in higher and professional education contexts.  相似文献   

16.
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   

17.
Second Life (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by tracing the history of virtual worlds back to early multi-user online computer gaming environments and describing the current trends in the development of 3-D immersive spaces. A typology for virtual worlds is developed and the key features that have made unstructured 3-D spaces so attractive to educators are described. The popularity in use of SL is examined through three critical components of the virtual environment experience: technical, immersive and social. From here, the paper discusses the affordances that SL offers for educational activities and the types of teaching approaches that are being explored by institutions. The work concludes with a critical analysis of the barriers to successful implementation of SL as an educational tool and maps a number of developments that are underway to address these issues across virtual worlds more broadly.  相似文献   

18.
This paper discusses how a group leader computer tutor may aid students in learning collaborative skills in a co-operative learning environment. However, students need to learn collaborative skills and practice using them. The group leader computer tutor discussed in this paper is designed on the principles of co-operative learning, intelligent tutoring systems and computer-supported collaborative work within an intelligent collaborative learning system (ICLS). The group leader aims to facilitate group work on the task level and to teach students how to use collaborative skills in the discussion level as students work on networked computers in the Jigsaw method of co-operative learning. The ICLS and its group leader were used by two classes at a liberal arts university. Qualitative research shows that the students' co-operative attitudes changed and academic achievement improved from pre- to post-treatment. Students, especially, used the communication skill of openness in comment type discussions. The students enjoyed working collaboratively through the ICLS and their teachers thought that the experience was valuable for them.  相似文献   

19.
This study investigated the conflict occurring during teamwork among college seniors in project‐based collaborative learning in a capstone course. It found that conflict emerged with poor communication, task management, and work allocation; unequal treatments among classmates; egocentricity; a clash of values; and lack of responsibility and initiative. To prepare graduating students for the workforce, teachers should equip them with essential skills and foster students' appropriate work attitude to improve performance.  相似文献   

20.
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