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The results of three meta-analyses show that the effectiveness of learning from animations, when compared to learning from static pictures, is rather limited. A recent re-analysis of one of these meta-analyses, however, supports that learning from animations is considerably more effective than learning from static pictures if the specifics of the displayed changes need to be learned. In order to further validate this finding as well as to clarify the educational strengths and weaknesses of animations and static pictures, an experimental study with three groups was conducted. Overall, 88 university students participated in the study. One group of learners (n?=?30) watched a single picture of a gear mechanism, one group of learners (n?=?28) watched four pictures, and one group of learners (n?=?30) watched an animation. All groups had to identify specific motions and spatial arrangements covered by the gear mechanism. While learners who watched the animation exhibited the best performance with respect to the identification of motions, learners who watched the pictures showed the best performance with respect to the identification of spatial arrangements. The effect sizes are large. The results of the study help to clarify when animations and when static pictures are most suitable for learning.

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The purpose of this study was to identify the extent to which intrinsic student factors such as cognitive learning style, learning strategies, motivation and statistics anxiety, as well as certain demographic factors, predict performance on a research design and analysis course (RDAIIA) in the Department of Psychology at the University of the Witwatersrand, South Africa, with a view to developing future interventions for improving student performance. Using a sample of eighty students, it was established that the factors most predictive of RDA performance were secondary school performance (p < 0.0001) and age (p = 0.0106). Excluding demographic factors, self-efficacy (p < 0.0001), help-seeking (p = 0.0531) and a reflective learning style (p = 0.0071) were also found to be predictive. Performance also differed between students who had completed Mathematics on the higher grade in secondary school and those who had completed standard grade (p = 0.016). These findings present both possible directions and substantial challenges for future performance-intervention strategies.  相似文献   

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The purpose of this study was to investigate relationships between grade level, perceptual learning style preferences, and language learning strategies among Taiwanese English as a Foreign Language (EFL) students in grades 7 through 9. Three hundred and ninety junior high school students participated in this study. The instruments for data collection were the Perceptual Learning Style Preference Questionnaire (PLSPQ) and the Strategy Inventory for Language Learning (SILL). Results showed that statistically significant relationships were found to exist between grade level and kinesthetic learning style preference (p = .001), tactile learning style preference (p = .047), and individual learning style preference (p = .02). Results also showed that statistically significant relationships were found to exist between grade level and the use of memory strategies (p = .005), cognitive strategies (p = .02), metacognitive strategies (p = .000), affective strategies (p = .000) and social strategies (p = .000). Implications are that it is critical for classroom teachers to be more aware of the differences in their students and ensure that their courses present information that appeal to students in different grade levels.  相似文献   

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The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   

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《Learning and Instruction》2007,17(5):564-577
Although writing learning protocols is an effective follow-up course work activity, many learners tend to do it in a rather suboptimal way. Hence, we analyzed the effects of instructional support in the form of prompts. The effects of different types of prompts were investigated in an experiment with four conditions: cognitive prompts, metacognitive prompts, a combination of cognitive and metacognitive prompts, or no prompts (N = 84 undergraduate psychology students). We found that the prompts stimulated the elicitation of cognitive and metacognitive learning strategies. The provision of purely metacognitive prompts did not, however, improve learning outcomes. Only the groups who had received cognitive, or a combination of cognitive and metacognitive, prompts learned more than the control group. This effect was mediated by cognitive learning strategies. The learners in the successful groups did not perceive the prompted learning strategies as more helpful than the learners of the group without prompts. It can be concluded that cognitive prompts—alone or in combination with metacognitive prompts—are an effective means to foster learning. However, additional means should be employed in order to convince the learner of the usefulness of such prompts.  相似文献   

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In the split-attention effect spatial proximity is frequently considered to be pivotal. The transition from a spatially separated to a spatially integrated format not only involves changes in spatial proximity, but commonly necessitates text segmentation and picture labelling as well. In an experimental study, we investigated the influence of spatial proximity, text segmentation, and picture labelling on learning performance. A total of 165 students, divided into five groups, participated in the study. Four of the groups learned from spatially separated texts and pictures in a 2 × 2 design with the factors text segmentation (continuous vs. segmented text) and picture labelling (unlabelled vs. labelled picture). The fifth group learned from a spatially integrated text and picture. Retention and comprehension of the learning material were assessed. Students' working memory capacity and spatial ability were also assessed. The results replicated the split-attention effect with respect to retention only. This effect is attributed mainly to text segmentation and only partially to picture labelling. Spatial integration, however, did not enhance learning.  相似文献   

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Changes in conceptualization and measurement of the verbalizer–visualizer dimension led us to re-examine the hypothesis that students learn best when instructional material matches their cognitive style. First-year psychology university students (n = 41) studied information on three personality theories presented in text only, text+picture, or text+schematic diagram format, demonstrated recall and comprehension of each theory, and completed an adapted cognitive styles questionnaire. Spatial and object visual scale scores were not correlated, but the latter showed a significant though relatively weak negative correlation with verbal scale scores. Recall could be predicted from students' verbal and object visual scores when presentation format matched these cognitive styles. All three styles significantly predicted students' comprehension, but only when they matched the presentation format. The results support the distinction between spatial and object visual styles, and provide evidence that learning outcomes improve when instructional material is matched to students' cognitive styles.  相似文献   

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New technologies allow the display of text, static visuals, and animations. Although animations are inherently attractive, they are not always beneficial for learning. Problems may arise especially when animations modify the learner's cognitive load in an unintended way. In two learning experiments with 40 and 26 university students, the effects of animated pictures on knowledge acquisition were investigated. Some pictures displayed visual simulations of changes over time, whereas other pictures could be manipulated by learners to represent different states in time. Results showed that manipulation pictures had an enabling function for individuals with high learning prerequisites, whereas simulation pictures had a facilitating function for individuals with low learning prerequisites. However, the facilitating function was not beneficial for learning, because learners were prevented from performing relevant cognitive processes on their own. A careful analysis of the interrelation between different kinds of cognitive load and the process of learning is therefore required.  相似文献   

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Animations may facilitate learning by providing external support for visual–spatial mental processing. Facilitation is challenged by findings that demonstrate involvement of spatial abilities in learning from animations, because this involvement indicates active internal visual–spatial processing. In the present study, learners attended to a system-paced multimedia presentation in which a verbal–auditory explanation was concurrently synchronized either with animation, with static core pictures, or with enriched static pictures that showed additional intermediate steps and arrows indicating motion. Results demonstrated better learning success with animations and with enriched static pictures than with static pictures. Spatial abilities were not substantively related to learning success with animations or with static pictures, but they played a crucial role for learning success with enriched static pictures. It is concluded that active visual–spatial processing was recruited with enriched static pictures. With animations, learning was truly facilitated by external support for visual–spatial mental processing.  相似文献   

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Two experiments examined visual attention distribution in learning from text and pictures. Participants watched a 16-step multimedia instruction on the formation of lightning. In Experiment 1 (N = 90) the instruction was system-paced (fast, medium, slow pace), while it was self-paced in Experiment 2 (N = 31). In both experiments the text modality was varied (written, spoken). During learning, the participants’ eye movements were recorded. Results from both experiments revealed that learners spent more time studying the visualizations with spoken text than those with written text. In written text conditions learners consistently started reading before alternating between text and visualization; moreover, they spent more time reading the text than inspecting the visualizations. While in Experiment 1 additional time that was made available in conditions with a slow or medium instruction pace was spent inspecting visualizations, in Experiment 2 longer learning times resulted from reading the text more intensively. With respect to learning outcomes (retention, transfer, and visual memory) Experiment 1 revealed an effect of text modality for visual memory only. In Experiment 2 no modality effects were found. Instruction pace was hardly related to learning outcomes. Overall, the results confirm prior findings suggesting that the distribution of visual attention in multimedia learning is largely guided by the text.  相似文献   

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Neglected children, by far the majority of children maltreated, experience an environment most deficient in cognitive stimulation and language exchange. When physical abuse co-occurs with neglect, there is more stimulation through negative parent–child interaction, which may lead to better cognitive outcomes, contrary to Cumulative Risk Theory. The purpose of the current study was to assess whether children only neglected perform worse on cognitive tasks than children neglected and physically abused. Utilizing LONGSCAN archived data, 271 children only neglected and 101 children neglected and physically abused in the first four years of life were compared. The two groups were assessed at age 6 on the WPPSI-R vocabulary and block design subtests, correlates of cognitive intelligence. Regression analyses were performed, controlling for additional predictors of poor cognitive outcome, including socioeconomic variables and caregiver depression. Children only neglected scored significantly worse than children neglected and abused on the WPPSI-R vocabulary subtest (p = 0.03). The groups did not differ on the block design subtest (p = 0.4). This study shows that for neglected children, additional abuse may not additively accumulate risk when considering intelligence outcomes. Children experiencing only neglect may need to be referred for services that address cognitive development, with emphasis on the linguistic environment, in order to best support the developmental challenges of neglected children  相似文献   

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Alphabet books as studied in this research typically highlight one letter per page combined with a depiction of a word that begins with the letter (e.g., a bear illustrates B). This study tests whether children’s letter knowledge improves as a result of alphabet book sharing and how the visual processing of pictures and letters affects learning from repeated alphabet book readings. The study is designed as a randomized control trial in which participants were assigned to one of two experimental groups (N = 30) or a control group (N = 15). Half of the experimental group received version A in which the letters A–L were illustrated with anthropomorphic figures and the letters M–Z with objects. Half received version B in which the letters A–L were illustrated with objects and the letters M–Z with anthropomorphic figures. Mean age of the children was 57.6 months (SD = 3.6). While sharing the alphabet book we registered children’s eye movements in the first and fourth (last) reading session. Alphabet book reading stimulated letter knowledge although the make-up of the alphabet book moderated the effects. Relatively more visual attention to pictures of anthropomorphic figures interfered with learning letters from alphabet book sharing. Visual attention to letters also predicted letter knowledge and learning. Only a small part of each letter attracted children’s attention and the briefer their fixations on this distinctive area, the more letters they knew at the pretest and were able to learn from alphabet book sharing.  相似文献   

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This meta-analysis (29 studies, k = 33, N = 4158) examined the longitudinal development of the relationship between performance self-efficacy and transfer before and after training. A specific focus was on training programs that afforded varying degrees of computer-supported collaborative learning (CSCL). Consistent with social cognitive theory, results suggested positive population correlation estimates between self-efficacy and transfer before (ρ = 0.31) and after (ρ = 0.39) training, and thus a small but positive increase. Three boundary conditions were estimated. First, effect sizes were higher in trainings with rather than without computer support. Second, effect sizes were higher in trainings without rather than with collaboration. Third, time lag had marginal effects. These findings are discussed in terms of their implications for theories of complex social and computer-mediated learning environments and their practical significance for scaffolding technology-enhanced learning and interaction.  相似文献   

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This study examined the development of indirect addition as an alternative for solving multidigit subtractions, by means of two learning environments in traditionally schooled third-graders in Flanders (Belgium). Thirty-five third-graders, who did not demonstrate mastery of indirect addition, participated in an Explicit (n = 20) or Implicit (n = 15) learning environment that aimed to encourage the development of indirect addition. Over a period of six weeks, children participated in nine individual sessions: four practice sessions, three test sessions, one transfer session, and one retention session. The results revealed that throughout the study indirect addition was rarely used, even by the children in the explicit learning environment. However, when indirect addition was used, it was executed very efficiently.  相似文献   

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This study aimed at modeling individual and average non-linear trajectories of positional learning using a structured latent growth curve approach. The model is based on an exponential function which encompasses three parameters: Initial performance, learning rate, and asymptotic performance. These learning parameters were compared in a positional learning task administered to a sample comprising the whole adult lifespan (N = 527; age range: 20 years to 89.3 years; Mage = 52.95, SDage = 17.37). Additionally, three explanatory variables, age, speed of information processing, and educational level were included in the analyses. All three learning parameters showed reliable individual differences. The correlations between the learning parameters indicated that those participants with high learning rates needed more trials to achieve their asymptotic performance and those who recalled more items initially also had a higher asymptotic performance. Older persons showed lower initial performance and lower asymptotic performance, whereas speed of information processing was positively associated only with initial performance. Persons with more years of formal education had a higher initial performance and a higher asymptotic performance. The learning rate, in turn, appeared to be unaffected by all three predictor variables.  相似文献   

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Findings show that both positive and negative mood may hinder or promote information processing. In two experiments, we show that negative mood impairs transfer effects and learning. In the first experiment, N = 54 participants drawn from a training course for the Swiss Corps of Fortification Guards first learned to solve the three- and four-disk Tower of Hanoi (ToH) problem to mastery level. After mood induction, they were asked to solve one proximal (five-disk ToH) and two distal transfer tasks (the Missionary and Cannibal Problem and the Katona Card Problem). Participants in a negative mood solved the transfer tasks less efficiently. In the second experiment, this result was replicated with a sample of N = 80 participants drawn from a training course for nurses. Additionally, mood affected performance if it was induced before the learning phase; participants in a negative mood needed more repetitions to reach the mastery level and also performed worse in the transfer tasks, although there were no greater mood differences in this problem-solving phase. The implications for the design of learning settings are discussed.  相似文献   

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Data were gathered from 248 secondary students (14 years old, 56% female) who learned about the circulatory system in 77 self-selected collaborative groups. The learning outcomes of biology students who summarised by collaborative concept mapping were compared with those of students who summarised by collaborative writing. Learning groups randomly assigned to construct concept maps instead of conventional summaries generated more relations in the summary task and their members obtained higher individual scores on a post-test. The concept mapping strategy was found to be advantageous only for students whose cognitive ability was below the median for the sample and who were placed in groups with other students having low cognitive ability.  相似文献   

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As teachers struggle to meet the needs of a highly diverse student body, technology holds out the promise of a solution. However, first the nature and scope of differences between students has to be identified. This study (n = 1811) takes a comprehensive approach, selecting differences from each stage in the learning process. These were termed learning orientations. Factor analysis (FA) produced ten learning orientations, which were then subjected to a second order FA. Three learning pathways emerged; cognitive voyaging, industrious pragmatism and multimedia collaboration. About 65% of students are high on industrious pragmatism, 15% high on cognitive voyaging and 9.2% multimedia collaboration. Both learning orientations and learning pathways were used in ANOVAS and t-tests to explore differences in age, gender and ethnicity. Students who were younger and/or of Asian or Polynesian ethnicity were more likely to follow a multimedia collaboration pathway. Older students are more likely to go the cognitive voyaging or industrious pragmatism way.  相似文献   

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