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1.
How media affects learning and memory has not been carefully examined from the joint perspective of research in neuroscience and mass communication. This article reviews selected literature from both neuroscience and communication and relates research findings to interactive multimedia. It is proposed that research evidence from both fields should be used in the design and interpretation of studies on the effects of media on learning and memory. Neurological research may also have implications for interactive learning in classrooms and other contexts. Incorporating evidence from neurological studies of learning and memory into multimedia research may help us better understand the effects of interactive multimedia on short-term and longer-term student learning. This article is based on his master's thesis in Strategic Intelligence from the Defense Intelligence College.  相似文献   

2.
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   

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.
多媒体学习理论是一个贯通了学习理论与教学理论的科学体系。作为学习理论的多媒体学习认知理论基于双重编码理论、工作记忆模型以及生成加工理论,解释了学习者通过加工语词与画面所呈现的材料来建构知识的学习机制,属于解释性理论;作为教学理论的多媒体教学设计理论发展出一系列教学设计应遵循的原则,为教育实践提供了具有处方性意义的行动指南,属于处方性理论。解释性的学习理论为处方性的教学理论提供了扎实可靠的科学基础。在多媒体学习研究从学习理论向教学理论转化的过程中,多媒体教学设计理论是实现跃迁的关键环节,而认知负荷理论则是理论跃迁成功的关键变量。基于认知负荷理论,梅耶提出多媒体学习认知负荷三元模型,包括必要认知加工、外来认知加工和生成性认知加工。围绕这三类认知加工,梅耶及其同事进行了大量的实验研究,最终确定了12项与多媒体学习认知理论及其前提假设保持高度逻辑一贯性的多媒体教学设计原则。这些原则都是经得起实践检验的,但教学设计人员在应用的过程中,应明确各项原则的问题情境、适用范围等边际条件。  相似文献   

5.
This study investigates effects of multimedia on cognitive load, self-efficacy and learners' ability to solve multiple rule-based problems. Two hundred twenty-two college students were randomly assigned to interactive and non-interactive multimedia groups. Based on Engelkamp's multimodal theory, the present study investigates the role of multimedia in multiple rule-based problem solving. The findings indicate that providing learners with manipulative function in multimedia would facilitate their problem solving through reduced cognitive load and improved self-efficacy. The study identifies a significant mediator effect for self-efficacy that mediates between multimedia and learners' problem solving. Discussion focuses on the effects of multimedia and self-efficacy on learners' performance in multiple rule-based problem solving. Suggestions are made with regard to the design of problem solving in future studies.  相似文献   

6.
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   

7.
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   

8.
演示性多媒体课件应用于理论课程中应考虑其目的性、适用性、教学顺序与教学环节的设计安排,在实验课程中应注意实验基本思想的启迪、对实现现象的动态分析及交互性实验演示。理论课程自主学习课件更注重教学顺序与交互性设计安排,而实验课程中,针对基础和较高难度仿真实验应采用不同的设计方法。  相似文献   

9.
Instructional design is socially and culturally constructed. The article explores the proposition that the selective traditions of instructional design consist of values, ideologies and images which act in the interests of particular cultural (class and gendered) groups. It examines this premise and argues for multiple cultural, rather than multicultural, contextualization of instructional design. It situates the multiple cultural model in an eclectic paradigm that appropriately combines elements from (a) behaviorist, constructivist, and critical theory paradigms and (b) weak and strong culturally contextualized design strategies. Cultural context is the very stuff, the scaffolding, of instructional design if users are to be positioned as active participants who are given and take responsibility in the learning-teaching paradigm. Her fields of teaching and research interest 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.  相似文献   

10.
随着多媒体网络技术的发展,高校运用信息化教学手段进行教学已经是很普遍的事情,但是其效果并不明显,原因也是多方面。笔者以混合学习理论作为思考的出发点,分析了大学培养目标的需求与当前课堂教学的瓶颈,指明了信息化教学与课堂教学互联互动的发展思路,重点阐述了深化课堂教学的高校信息化教学设计问题。  相似文献   

11.
基于WEB的校园多媒体教学平台技术研究   总被引:6,自引:0,他引:6  
随着计算机网络技术和多媒体技术的发展,传统的教学模式发生了根本的变化,基于WEB的网络化、交互式的教学平台已得到了社会广泛的认同。该文立足于现代教育的实际需要,结合开发实践,给出了校园多媒体教学平台的总体框架、设计模块,并就教学平台的系统安全进行了分析研究。  相似文献   

12.
实时远程多媒体交互式教学系统是开展远程开放教育的有效手段之一。针对山西电大导学群模式下远程教育网络教学系统向县级教学点扩延的实际需求,对实时远程多媒体交互式教学系统的设计与应用进行了详细论述。  相似文献   

13.
吴菁 《现代教育技术》2009,19(5):139-141
网页型多媒体课件跟传统课件相比,在资源共享、实时更新、联机交互等方面更具有优势。根据网页型多媒体课件的特点,介绍了网页型多媒体课件设计与制作过程。  相似文献   

14.
实时远程多媒体交互式教学系统是开展现代远程开放教育的有效手段之一。针对当前山西电大导学群模式下远程教育计算机网络向县级工作站延伸的实际需求,对实时远程多媒体交互式教学系统的设计与应用进行了详细论述。  相似文献   

15.
The Remote Area Teacher Education Program (RATEP) is a successful and innovative distance education programme. Curriculum design demands the meaningful integration of traditional distance education materials and strategies with other electronic technology and interactive multimedi a computer courseware. RATEP is more than ‘two‐way schooling’ for the Aboriginal and Torres Strait Islander distance education students studying in their home communities. Centred within Vygotsky's theory of cognitive development, the interactive multimedia computer courseware is informed by the intersecting set of the various cultural contexts: academic culture embedded in Western culture; Aboriginal and Torres Strait Islander cultures; and that of the computer. Illustrative examples from generalist and mathematics content and curriculum subjects demonstrate the effectiveness of culturally contextualising instructional computer‐student interface design in order to promote learning through interactive.  相似文献   

16.
网络环境下的交互学习是一种真正有效的学习交互方式,这种交互要以多媒体计算机和网络通讯技术为工具,以建构主义学习理论为基础。本对网络交互学习的含义、特征及其具体策略作了分析与探讨。  相似文献   

17.
E-Learning学习资源交互设计是E-Learning研究的重要任务之一。当前E-Learning学习资源交互设计研究主要集中在多媒体课件、网络课程和网络学习系统三个方面,体现出对交互设计内涵认识含混、交互设计缺乏科学依据、各项设计工作缺乏系统性等问题。E-Learning学习资源的设计,关键是要解决资源的结构化程度与资源的交互性之间的关系问题。E-Learning学习资源交互设计应当以认知负荷理论、多媒体学习理论等作为交互设计的认知理论依据,以系统观来指导教学交互各层次的交互设计,在交互设计中应当坚持一体化设计、有限交互、通道平衡等基本原则。  相似文献   

18.
The use of multimedia story applications on touch-interactive mobile devices has become prevalent in early education settings. However, despite the promise of multimedia story applications for early learning outcomes, there has been a dearth of research on the educational benefits of such tools, and whether their effects can be strengthened with the integration of questioning strategies. This study investigated the effects of multimedia story reading and questioning on children’s literacy skills, including vocabulary learning, story comprehension and reading engagement. Using a 2 (multimedia vs. paper) × 2 (question vs. no question) design, a total of 72 participants were randomly assigned to one of four conditions: multimedia story reading, multimedia story reading with questioning, paper story reading, and paper story with questioning. To identify the effects of Media and Questioning on children’s vocabulary learning, story comprehension, and reading engagement, we conducted a series of two-way ANCOVAs, controlling for different covariates as appropriate. The results showed significant interaction of media and questioning on target vocabulary and significant main effect of media for engagement, but the results showed no significant main effects of either media or questioning for comprehension. This study demonstrated research tools to examine children’s learning and engagement with interactive mobile devices, and suggested potential benefits of multimedia story reading and questioning for learning. We discuss implications of these findings for the design and use of multimedia storybooks.  相似文献   

19.
Little attention has been given to the psychological and sociological value of play despite its many advantages to guiding the design of interactive multimedia learning environments for children and adults. This paper provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropology suggests that play is a powerful mediator for learning throughout a person's life. The time has come to couple the ever increasing processing capabilities of computers with the advantages of play. The design of hybrid interactive learning environments is suggested based on the constructivist concept of a microworld and supported with elements of both games and simulations.The author thanks Luther Rotto and Tillman Ragan for their comments on an earlier draft of this paper. He also thanks Ron Oliver and the faculty and students at Edith Cowan University, Perth, Australia, for their comments and feedback of this work presented during his visit in the summer of 1995. Special thanks go to Cindy Ellington and Holly Ward for their participation and cooperation in various aspects of the project in which children designed their own educational computer games.  相似文献   

20.
分析了从多媒体组合教学设计理论到多媒体计算机辅助教学(CAI)、从网络学习(e-learning)到混合学习(Blended Learning)的媒体教学理论经历的螺旋式上升发展过程,对更好地把握教育技术学的发展方向有着重要的指导意义。  相似文献   

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