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1.
With advances in information and communication technology, interactive multimedia learning systems are widely used to support teaching and learning. However, as human factors vary across users, they may prefer the design of interactive multimedia learning systems differently. To have a deep understanding of the influences of human factors, we apply a data mining approach to the investigation of users’ preferences in using interactive multimedia learning systems. More specifically, a clustering technique named K-modes is used to group users’ preferences. The results indicate that users’ preferences could be divided into four groups where computer experience is a key human factor that influences their preferences. Implications for the development of interactive multimedia learning systems are also discussed.  相似文献   

2.
INTRODUCTION Pneumatic devices are traditionally used as airclamp to position worktable tools, because they cantransfer a wild range of power at the high responsespeed of the actuators; while electro-servo systemsare used in the areas where servo control and accuratepositioning control are the basic requirements such asin process automation and robotics. There are twolimitations in the use of pneumatic technology inthese areas. The first one is the compressibility of theatmosphere, leadin…  相似文献   

3.
良好的交互性是多媒体作品的根本,是多媒体众多特征中的基本特征。通过交互设计使产品与受众之间建立一种互动关系,使多媒体在使用中更加人性化。优秀的交互式多媒体作品在艺术特质和审美价值上也应具有特定的要求。由于交互式多媒体的设计必定是按照艺术美和技术美的原则进行的,因此交互式多媒体的设计也应属于艺术设计的范畴。  相似文献   

4.
The Broadnet Project produced on‐line interactive multimedia training modules in order to support local small and medium sized (SME) businesses. Two of these modules used videos which were incorporated into the modules and were designed to stream over the Broadnet network. These videos were produced by several different contributors to the project. This report examines the producers’ views and SME trainees’ perceptions of the effectiveness of the videos as training material. Findings suggests that it is the interactive nature of the videos with the clips and questions, and the use of narrative incorporating the information which these trainees found most useful for learning.  相似文献   

5.
Numerous research studies have shown that science methods courses based on constructivist approaches can enhance teacher knowledge and confidence in ways that foster more positive attitudes to the teaching of science. However, a critical part of reflective practice is the opportunity to observe competent professionals practising their craft. Opportunities to observe teachers engaging in constructivist and inquiry based practices in many undergraduate programs are limited. Our goal was to make visible the pedagogical practices and assumptions of teachers through a suite of multimedia resources that provided visual examples of professional practices. In this paper, we report on the development and use of these multimedia resources. These resources incorporated interactive CDROMs, videos and websites and supplemented an instructional program that engaged learners in a range of reflective practices. Evaluation data were derived from focus group interviews with preservice teachers, from interviews with instructors and from surveys with inservice teachers. Analysis of these data supports the value of multimedia material as a vicarious learning experience; and highlights the extent that multimedia can demystify science teaching.  相似文献   

6.
Many have argued for the importance of continuing engineering education (CEE), but relatively few recommendations were found in the literature for how to use multimedia technologies to deliver it most effectively. The study reported here addressed this gap by investigating the multimedia category preferences of working engineers. Four categories of multimedia, with two types in each category, were studied: verbal (text and narration), static graphics (drawing and photograph), dynamic non-interactive graphics (animation and video), and dynamic interactive graphics (simulated virtual reality (VR) and photo-real VR). The results showed that working engineers strongly preferred text over narration and somewhat preferred drawing over photograph, animation over video, and simulated VR over photo-real VR. These results suggest that a variety of multimedia types should be used in the instructional design of CEE content.  相似文献   

7.
交互式语言教学法与翻译教学的有机融合实现了由以教师为中心向以学生为中心的授课方式的转变。借助现代多媒体网络技术,在网络教室环境下实现交互式翻译教学,不仅可以为教学双方提供良好的交流空间,而且为教师实施各个教学环节提供了技术支持,在组织教学、信息资料整合、语篇分析、动态反馈等方面克服了传统翻译教学模式的弊端,真正意义上实现了以学生为主体,同时也为发挥教师的个性化教学风格提供了较大的自由空间。  相似文献   

8.
While interest in interactive multimedia continues to grow, thus far its activities have been driven more by technological capacity than research and theory. Typically, guidelines for interactive multimedia design are based not upon empirical evidence, but on the intuitive beliefs of designers. In this article, relevant research and theory are organized within an overarching framework, and their principles and implications for the design of interactive multimedia are derived.  相似文献   

9.
Human Relationships Education is a very important part of primary school student‐teacher education. All primary school children need sound guidance and enhanced knowledge about puberty, growing up successfully, and feeling competent and confident in themselves. An interactive multimedia CD‐ROM was designed and developed for some Australian university student‐teachers in the final fourth year of their Bachelor of Education (Primary School), and addresses the Human Relationships Education curriculum. This paper analyses some of the pedagogies used in this pastoral care learning as examples of a Constructivist approach to designing multimedia interactivities based on Anderson and Krathwohl's learning framework. Such an approach may be useful for other educational designers to improve student‐teacher involvement in their pastoral care learning, to provide pedagogical variation and to use interactive multimedia, thus enhancing learning outcomes for student‐teachers and, in turn, their primary school students.  相似文献   

10.
Well-designed instructional videos are powerful tools for helping students learn and prompting students to use generative strategies while learning from videos further bolsters their effectiveness. However, little is known about how individual differences in motivational factors, such as achievement goals, relate to how students learn within multimedia environments that include instructional videos and generative strategies. Therefore, in this study, we explored how achievement goals predicted undergraduate students’ behaviors when learning with instructional videos that required students to answer practice questions between videos, as well as how those activities predicted subsequent unit exam performance one week later. Additionally, we tested the best measurement models for modeling achievement goals between traditional confirmatory factor analysis and bifactor confirmatory factor analysis. The bifactor model fit our data best and was used for all subsequent analyses. Results indicated that stronger mastery goal endorsement predicted performance on the practice questions in the multimedia learning environment, which in turn positively predicted unit exam performance. In addition, students’ time spent watching videos positively predicted practice question performance. Taken together, this research emphasizes the availing role of adaptive motivations, like mastery goals, in learning from instructional videos that prompt the use of generative learning strategies.  相似文献   

11.
The development of the integrated Bachelor of Engineering course at the University of Ballarat represents a strategic approach to curriculum design. This approach has been adopted for the development of a completely new course to address the desired attributes of the twenty-first century engineering graduates and to ensure that the content of the course encourages deep rather than surface approaches to learning. The objectives of the new course involve the development of graduates who are independent learners (lifelong learners) and are able to operate autonomously and in teams in tomorrow's world, coping with challenges and opportunities vastly different from those currently practising engineers have faced in their professional lives. The conceptual framework of this course is based on the integration of engineering disciplines with engineering design and systems as integrating themes.  相似文献   

12.
In this paper we discuss the role of visual resources, namely Greek Sign Language videos, concept maps and pictures, and their allocation in a multimedia educational software designed to enhance reading comprehension in deaf children. First, we summarize research findings from three bodies of literature that informed the design of the software: reading comprehension and deaf children, the role of visual displays in reading comprehension and multimedia learning theories. In the following part, we describe the software “See and See” and explain how relevant theory and research regarding visual displays and multimedia learning has been applied to its design. Finally, we present a pilot evaluation of “See and See” regarding the students’ interaction with the software and its role in reading comprehension.  相似文献   

13.
金相实验室是高等学校材料专业的重要教学平台。针对材料专业金相实验室与实验教学中存在的问题,提出金相实验室多媒体互动教学的新模式,从实验室的设计、多媒体互动模块的设计、金相实验多媒体教程的设计三方面进行了探索。  相似文献   

14.
Two complementary studies, one in the laboratory and one in the field, compared the usage patterns and the effectiveness of interactive videos and illustrated textbooks when German secondary school students learned complex content. For this purpose, two videos affording different degrees of interactivity and a content-equivalent illustrated textbook were used. Both studies showed that in contrast to previous studies working with non-interactive videos, the effectiveness of interactive videos was at least comparable to that of print, probably due to the possibilities provided for self-regulated information processing. It was shown that the interactive features of the videos were used spontaneously. However, features enabling micro-level activities, such as stopping the video or browsing, seemed to be more beneficial for learning than features enabling macro-level activities, such as referring to a table of contents or an index. This finding is explained by students’ misconceptions about the use of features enabling macro-level activities.  相似文献   

15.
This paper reports data obtained on practicing teachers' thinking as they interacted with a professional development interactive multimedia (IMM) courseware package. The data were obtained from 11 participating teachers via stimulated-recall interviews. Two types of thinking are detailed and discussed. The first type is those mediating processes engaged in by teachers during study sessions that related to the academic and professional content of the IMM package. The second type is those evaluative thoughts reported by teachers that related to instructional design aspects of the IMM courseware. The latter data were used to develop a classification system that provides a conceptualization of the major components, as perceived by the participating teachers, that relate to instructional design. He has been involved in teaching mathematics education courses at a distance via printed text to inservice teachers and through interactive multimedia (IMM) courseware to Aboriginal and Torres Strait Islander teacher education students in their home communities. His current research interests focus on tertiary students' thinking while studying from IMM materials and their usage patterns of IMM courseware. He also supervises post graduate students in the area of teaching problem solving in upper primary and lower secondary school. Her fields of teaching and research interests concern the cultural contextualization of instructional design of interactive multimedia (IMM) and the World Wide Web (WWW). Other research interests focus on the mental models, thinking processes, and teaching-learning strategies used by teachers and learners when interacting with electronic databases, IMM, and the WWW. His areas of expertise are special education and distance education. His current research interests with respect to interactive multimedia (IMM) focus on tertiary students' thinking while studying with IMM materials and their usage patterns of IMM courseware. He is also involved in a number of school curriculum and systemic evaluations.  相似文献   

16.
高校教学参考资料平台是图书馆进行知识服务的重要组成部分,平台采用基于.NET的架构,集成了授课教案、电子教材、教学视频、参考文献等多媒体教学资源,搭建了答疑、讨论等师生互动交流平台,可以通过后台添加、维护信息内容,经实际使用表明,系统能够为广大师生提供学习支持服务。  相似文献   

17.
Today’s learners are born into a multimedia world and feel quite comfortable in an electronic learning environment. The high-quality sound, realistic colour images, graphics, narrations, real-time recordings and full motion videos from multimedia, which are integrated in History lessons, are what the learners of today want and need in their learning. In the study on which this article is based, efforts were made to determine the extent to which Intermediate Phase History teachers (Grade 4-6) of schools in the townships and rural areas in and around the Klerksdorp, Rustenburg and Vryburg districts of the North West Province of South Africa were willing to utilise multimedia in their History (Social Science) lessons. The challenges these History teachers experienced when they were faced with the application of multimedia in their lessons are also highlighted. In the last part of the article recommendations are made to serve as future suggestions for History teachers to apply multimedia in the teaching of the subject.  相似文献   

18.
Designed artifacts unavoidably restructure human activity. In this sense, the design of tools and environments for people to use in their work, as well as of the training and information that support this use, can be seen as the design of human activity. This conception of what it is to design things motivates alternative representations, processes. and tools for design work. This paper describes an approach to the design of computer systems and applications in which scenarios of human-system interaction are a central working design representation. This approach is illustrated by examples from the design of a multimedia information system.  相似文献   

19.
This experiment combined controlled experimental design with a best-practice approach (i.e., real course content, subjective evaluations) to clarify the role of verbal redundancy, confirm the multimodal impact of images and narration, and highlight discrepancies between actual and perceived understanding. The authors presented 1 of 3 computer-based lecture conditions: audio, redundant (audio with redundant text), or complementary (audio with nonredundant text and images). Audio and redundant conditions produced similar actual understanding, whereas the complementary condition produced greatest actual understanding. Redundant condition learners perceived their understanding as greater than their actual understanding. Findings encourage multimedia research to balance controlled experiments with a best-practice approach to better understand effective multimedia design.  相似文献   

20.
This research elicited experts' perceptions of factors affecting the development and use of interactive technologies (e.g., interactive video, multimedia, videoconferencing) using a survey of 85 human/social items extracted from current literature. Analysis of responses from members of several professional organizations having significant involvement with these technologies allowed determination of perceptions of key issues. Factor analyses were used to formulate a categorization and identify underlying dimensions, from which a general model of interactive systems was derived. The model is a graphical display of the co-dependencies and interactions among the dimensions of interactive systems. It is useful for educational technologists, instructional designers, and communications professionals in the analysis of interactive technologies and a means for viewing overall systems development, use, and effectiveness.  相似文献   

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