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1.
The purpose of this study was to examine the correlation of different variables with information retention in guided 3D virtual learning environments by employing three experimental designs. In each experiments, different participants were included in the same population and different variables were considered. Information retention test, flow, presence, engagement scales were used as data collection tools. Namely measures of flow, presence and engagement were examined to see their correlation with retention in experiment 1, 2 and 3. As a result, not the total score of flow but focused attention, enjoyment and skill dimensions has a weak but significant correlation with information retention, while the challenge has a moderate and significant negative correlation. In the second experiment, retention had a significant, low-level relationship with teaching presence and cognitive presence, but it did not have a similar relationship with social presence. In the third experiment, information retention significantly correlated with affective and cognitive engagement, but not with behavioral engagement. Although the three studies’ participants were from the same population, It was seen that the differences in the level of relationship between information retention and the variables studied in each study. Nevertheless, it was found that the levels of flow, presence and engagement of students are important for information retention in a guided 3D virtual learning environment. The study is thought to guide researchers to design 3D virtual learning environments for different purposes, considering these variables.  相似文献   

2.
This article outlines a collaborative study between higher education institutions in Australia, which qualitatively explored the online learning experience for undergraduate and postgraduate students. The project adopted a narrative inquiry approach and encouraged students to story their experiences of this virtual environment, providing a snapshot of how learning is experienced by those undertaking online studies. The study explores what impacted upon students’ engagement in this environment and how different facets of their learning experience made a qualitative difference to how individuals enacted engagement. Drawing upon Sharon Pittaway’s engagement framework, the article seeks to foreground student voice as the learners define their engagement in learning, the strategies they employed to assist this process and how engagement was enacted at an individual level. The students’ reflections presented in this article can be used to inform teaching and learning strategies designed to improve engagement in the online environment within the higher education sector.  相似文献   

3.
在协作学习中学习投入与学习成效紧密相关,是学生进行有效参与和深度学习的必要条件。但目前的研究大多针对个人学习投入,缺乏在协作学习中小组学习投入的相关研究。在前人研究基础上,本研究从认知投入、行为投入、社会投入、情感投入四个维度构建了在线协作学习中小组学习投入的分析模型,并通过实证研究进一步探索小组投入分析模型各维度与小组学习成绩之间的关系。结果表明,在小组学习投入中行为投入、社交投入与小组成绩呈显著正相关关系,而积极、消极、困惑三类情感投入则与小组成绩呈负相关关系。研究同时发现,高分组在中立情感投入、认知投入的问题和元认知维度中的均值都高于低分组。最后,通过分析在线小组学习投入与成绩之间的关系,为今后优化学习支持服务以及提高小组成员协作质量提供了依据。  相似文献   

4.

ICTs have been increasingly involved in teaching–learning processes due to the potential offered by the tools as well as to the set of demands derived from the political and health situations of the social environment. In this sense, the introduction of virtual campuses as complex systems that centralize the entire technological component that complements traditional teaching processes has meant a change of paradigm with repercussions at the teaching and pedagogical level. In this context, the purpose of this study aims to analyze students’ perception of the use of virtual campus and how to enhance the quality of the educational process using intelligent systems. For this purpose, 318 students that use virtual campus have been surveyed. The results show that there are three variables that predominantly influence the quality of teaching–learning processes using virtual campuses: frequent contact with teachers through the platform, the digital competence of the student, and the adaptation of training content to the students’ prior knowledge. This information can be useful, as it allows them to establish guidelines to guide the practices of their teaching teams in technological environments, guaranteeing the suitability of the teaching–learning process and improving the evaluation processes and the assessment of their own educational work.

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5.
Student engagement is important for teachers and researchers because it is associated with student achievement. Guided by self-determination theory, this year-long case study used observations and interviews to examine six students’ behavioral, affective, and cognitive engagement in integrated literacy and social studies tasks. Task differences were rated according to the degree to which tasks were authentic, collaborative, challenging, student directed, and sustained. Results demonstrated that, overall, students were more engaged in tasks that include a higher degree of these elements. In particular, students reported that they were engaged in tasks that included collaboration, new learning, and teacher support.  相似文献   

6.
This study explored the effects of student engagement in a knowledge-building (KB) environment on their collaborative learning process and the perceived creative climate of that environment. The participants were 30 college students who undertook a living technology course in which KB were employed. The main data sources include students’ online discourse and a creative climate questionnaire. The findings indicate that the students became progressively more collaborative and productive over time, and they also tended to perceive the climate of the learning environment as highly supportive of knowledge creation. Implications for designing creative learning environments are discussed.  相似文献   

7.
Learning is integral in the present dynamic environment characterized by factors, such as intense technological innovation and global economy. Thus, learning is constantly required as, for example, rapid development of technologies is both a push factor in learning requirements and a vehicle to advance the learning process. The global nature of the environment today calls for virtual learning because of convenience, time and cost factors. This research seeks to draw measures to promote virtual learning experience. The research is based on a virtual learning of a master’s level information and communication technology for development (ICT4D) course at the University of Tampere in 2016. This course was offered two times and to two sets of different student groups. A questionnaire was conducted at the mid-course stage to assess the virtual learning experience and propose the ways to improve learning process. The assessment included how well the virtual environment and pedagogy promoted qualities of learning, these are, active, constructive, collaborative, intentional, contextual, transfer and reflective learning. Excellence in learning should always be promoted and in virtual environment, there is always new opportunities because of the advances in technology. This research seeks to promote qualities of learning by considering context in terms of assessing the learning environment that is, participants’ virtual learning experience, study contents and learning technologies. Context is important in order to map the learning process that suits the learners and study contents. The results of this study include highlighting of pedagogical techniques and technological tools that fit the learners’ and study content requirements to foster learning in a virtual environment.  相似文献   

8.
The study presents the results of a pilot implementation of the Content and Language Integrated Learning in OpenSimulator Project-CLILiOP. Content and Language Integrated Learning together with constructivism provided the theoretical basis of the project. A multi-user virtual environment was developed using Opensimulator, which entailed a tour of the students’ avatars on a virtual island where they viewed and exchanged information in the English language regarding geographical terms and concepts. The project’s duration was ten weeks. A total of 105 students participated, divided into three groups: one used the application, the second was taught the same cognitive material using a conventional teaching method, but still under the scope of CLIL, while the third was conventionally taught. Results indicate that the learning outcomes of CLILiOP were better compared to the other two teaching methods, but also underline the need to further investigate the uses of 3D multi-user virtual environments in second language learning.  相似文献   

9.
This study seeks to investigate the effect of pre-service foreign language teachers’ interactions on their continuing professional development (CPD), using a theoretical instructional design framework consisted of the three presence indicators of a Community of Inquiry (CoI) model and the Jigsaw teaching technique. The investigation was performed through a case study with thirty-five (n = 35) teachers who participated voluntarily in three consecutive tasks, by blending Sloodle as a free plug-in via the three-dimensional (3D) multi-user virtual world Open Simulator (Open Sim), with the purpose of creating virtual learning environments. A mixed-method research was conducted to be measured pre-service teachers’ engagement, using a validated CoI model questionnaire proposed by Arbaugh et al. (2008) for collecting the quantitative data, and secondly their opinions for participation, achievements, abilities and difficulties, when studying collaboratively with their peers for gathering the qualitative data, after finishing several learning tasks. The study findings indicate that collaborative practice-based tasks in synchronous communication modes, such as group work, team effort, instructor’s or peer feedback and consolidated learning material in a 3D multi-user virtual environment have enhanced the learning experience for more meaningful outcomes. The highest mean scores were adequately addressed to the teaching and social presences, indicating that pre-service teachers were enough satisfied due to the easy expression of proposals and the sense of freedom for exchanging ideas/opinions with their colleagues. This study contributes on the fundamental issues of cooperation, socialization, retention and attendance rates rising among teachers’ interactions with the respect to empower not only their CPD, but also their management and learning responsibilities, based on the affordances that a 3D technology-enhanced environment can provide.  相似文献   

10.
Science learning in virtual environments: a descriptive study   总被引:3,自引:0,他引:3  
Usually, students learn more if the method of instruction matches their learning style. Since Physics and Chemistry deal with three–dimensional (3–D) objects, the ability to visualize and mentally manipulate shapes is very helpful in their learning. In fact, much of what Physics and Chemistry students know takes the form of images. However, little attention has been given to the pedagogical effectiveness of visual stimuli in those disciplines. Computers are being increasingly used as teaching tools. The new approaches include simulations, multimedia presentations and, more recently, virtual environments. Computer–based worlds are useful to visualize physical and chemical processes allowing for better conceptual understanding. Since 3–D virtual environments need to be explored and evaluated in science education, we have created a virtual environment ( Virtual Water ) for studying phases of matter, phase transitions and atomic orbitals at the final year of high school and first year of university levels. Based on that work, we discuss the implications of visual learning in designing strategies to cater for differences in learning modes. Our study indicates that 3–D virtual environments may help students with high spatial aptitude to acquire better conceptual understandings. However, only some parameters (interactivity, navigation and 3–D perception) have shown to be relevant and only for some topics. On the other hand, stereoscopic visualizations do not seem to be relevant, with the exception of crystalline structures.  相似文献   

11.
Research has suggested that self or co-regulated learning is very helpful for the development of students’ autonomy, and is particularly important in online learning environments, because such non-linear environments tend to lack focus and teachers’ monitoring. The social cognitive research suggests that highly self-regulated learners have higher motivation and more control of their learning behaviors, and thus generate better outcomes on an individual basis rather on a group basis. This study thus attempts to extend the social cognitive perspective of self-regulated learning to collective regulated learning, and to investigate the relationships among collective beliefs (i.e., collective task value, a newly developed group motivation), collaborative behaviors (i.e., group cohesion, cognitive quality of collaborative interactions), and collaborative performance through collaborative creation in the CSCL environment. A total of 96 college students participated in this study. Both quantitative and qualitative analyses were applied. The results indicate that collective task value is a reliable and valid construct. The results also show that collective task value significantly predicts students’ group cohesion and collaborative performance, although it does not predict students’ cognitive quality of collaborative interactions. Students’ group cohesion and higher level of cognitive quality in collaborative interactions also both significantly predict their collaborative performance through collaborative creation in the CSCL environment.  相似文献   

12.
Research on the impact of the integration of technologies such as iPads on primary students’ attitudes and engagement in mathematics is limited. Further, there have been claims that teachers’ pedagogical choices can strongly influence the effectiveness of iPads for engaging students in mathematics. This paper presents an investigation of the influence of teaching and learning mathematics with iPads on students’ attitudes and engagement in mathematics. The participants in this study were students in a large urban primary school, implementing an iPad program for teaching and learning across the curriculum. Surveys with five-point Likert-type items were used to measure students’ attitudes to mathematics. Students from Years 2 to 6 completed the survey at the beginning and end of two consecutive school years. Survey results suggested that iPad use in mathematics has the potential to impact positively on students’ attitudes to mathematics. At the end of the second year of the study, semi-structured interviews were conducted with teachers and students. The interview responses confirmed that iPads had a positive influence on students’ engagement and attitudes to mathematics, and that the pedagogical approaches utilised by teachers for embedding iPads in their mathematics lessons contributed positively to these outcomes.  相似文献   

13.
Providing effective motivational support is a critical determinant of a successful online distance learning experience for students in higher education. In this study, we examined how students’ academic level and use of 8 motivational regulation strategies influence 3 types of student engagement: behavioral engagement, emotional engagement, and cognitive engagement. A total of 95 undergraduate and graduate students enrolled in online courses in 4-year universities in the United States participated in this study. A series of hierarchical regression analyses of undergraduate and graduate online students (N = 95) showed that behavioral engagement, emotional engagement, and cognitive engagement are predicted by different motivational regulation strategies after controlling for the academic level. Additionally, students’ academic level was found to be a predictor of cognitive engagement but not a predictor of behavioral engagement or emotional engagement. The results suggest that online course instructors, tutors, and designers should provide students with differentiated motivational scaffolding based on their motivational profile in order to promote different aspects of learning engagement.  相似文献   

14.
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   

15.
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   

16.
Physical learning, cognitive learning, social learning, and affective learning are positioned as the legitimate learning outcomes of physical education. It has been argued that these four learning outcomes go toward facilitating students’ engagement with the physically active life (Bailey et al., 2009; Kirk, 2013). With Cooperative Learning positioned as a pedagogical model capable of supporting these four learning outcomes (Dyson & Casey, 2012), the purpose of this review was to explore the empirical research in the use of Cooperative Learning in physical education reported on the achievement of learning in the physical, cognitive, social, and affective domains (or their equivalents). The review found that while learning occurred in all 4 domains, the predominant outcomes were reported in the physical, cognitive, and social domains. Affective learning was reported anecdotally, and it became clear that more work is required in this area. The article concludes by suggesting that research into the outcomes of this and other pedagogical models needs to focus on learning beyond the initial instructional unit and extend over a period of years and not just weeks.  相似文献   

17.
Peer collaboration is a pedagogical method currently used to facilitate learning in classrooms. Similarly, computer-learning environments (CLEs) are often used to promote student learning in science classrooms, in particular. However, students often have difficulty utilizing these environments effectively. Does peer collaboration help students learn with these environments? Little research looking closely at face-to-face peer collaboration with computer learning environments exists. Utilizing a social-cognitive theoretical framework, this study investigated the relation between the conceptual-knowledge learning and the collaborative regulatory behaviors of students working with a peer as they studied about the human circulatory system using a hypermedia CLE. Fifty-four high-school students from the East Coast of the United States were audiotaped to identify the collaborative regulatory behaviors they evidenced as they studied. Results revealed significant correlations among students’ proportion of categories of regulatory behaviors and their learning gains (from pretest to posttest). Moreover, qualitative analyses revealed particular behaviors that larger-gain collaborative pairs engaged in to a greater extent than smaller-gain pairs as they learned with the hypermedia environment.  相似文献   

18.
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary school students. The proposed activity integrates physical and virtual learning materials, encouraging students to engage in an interactive learning environment that makes learning fun and interesting. The program introduces Taiwan’s marine ecology and water resources. To assess learners’ engagement, a quasi-experimental research design was used, where the participant pool consisted of 51 primary school students in Taiwan. Results indicate that (1) students were highly confident by the learning activities and viewed them satisfactorily, (2) students acquired the target knowledge, and (3) the innovative learning program specifically helps low academic achievers improve learning performance.  相似文献   

19.
This paper reports findings of a pilot study that examined the pedagogical potential of Second Life (SL), a popular three‐dimensional multi‐user virtual environment (3‐D MUVE) developed by the Linden Lab. The study is part of a 1‐year research and development project titled ‘Modelling of Secondlife Environments’ ( http://www.le.ac.uk/moose ) funded by the UK Joint Information Systems Committee. The research question addressed in this paper is: how can learning activities that facilitate social presence and foster socialisation among distance learners for collaborative learning be developed in SL, a 3‐D MUVE? The study was carried out at the University of Leicester (UoL) within an undergraduate module on Archaeological Theory, where two tutors and four students took part in four learning activities designed to take place in SL within the UoL Media Zoo island. The learning activities and training in SL were based on Salmon's five‐stage model of online learning. Students’ engagement in SL was studied through interviews, observations and records of chat logs. The data analysis offers four key findings in relation to the nature and pattern of in‐world ‘socialisation’ and its impact on real‐world network building; the pattern of in‐world ‘socialisation’ stage in Salmon's 5‐stage model; perspectives on students’ progress in‐world through the first stage of the model—‘access and motivation’—and perspectives on their entry into, and progress through, the second stage of the model—‘socialisation’—and the role of identity presented through avatars in the process of socialisation. The paper offers implications for research and practice in the light of these findings.  相似文献   

20.
This study investigated middle school students’ engagement in science in relation to students’ perceptions of the classroom learning environment (teacher support, student cohesiveness, and equity) and motivation (self-efficacy beliefs and achievement goals). The participants were 315 Turkish sixth and seventh grade students. Four hierarchical multiple regression analyses were conducted on the dependent variables of cognitive, behavioral, emotional, and agentic engagement. The results indicated that engagement components were positively predicted by most of the perceived learning environment variables, while motivational factors had some differential predictive effects on engagement components. The predictor variables explained 26, 28, 33, and 30 % of the variance in the cognitive, behavioral, emotional, and agentic engagement components, respectively.  相似文献   

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