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1.
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform, digital learning playground, designed for classroom learning. This study investigates whether communicative skills and intrinsic motivation could be improved by seeing relevant context and receiving adequate practice through gaming. Ninety-six high school Taiwanese students (n = 96), who were randomly assigned to an ordinary instruction group, a board game language-learning group, or a digital board game language-learning group, engaged in a 50-min English class. Analysis of covariance was used for comparing learning performance through a speaking test between the three groups. A modified intrinsic motivation inventory was conducted to assess learners’ perceptions of learning experience and an interview was held for details. The quantitative data presents a higher learning performance for the instruction set at digital learning playground. The qualitative data confirms computerized simulation adapted from board game entails context-relevant immersion, encouraging communication and efficient game instruction management for EFL language learning.  相似文献   

2.
韦尔福特的"感觉—运动"模式揭示了动作技能形成过程中感觉系统和运动系统的运行模式。根据韦尔福特"感觉—运动"模式操作中应注意的心理学问题,在声乐教学实践中应注意四个方面:要加强感觉刺激的强度和独特性;保持学生高度集中的注意力,在歌唱技能形成的不同阶段有不同的侧重点,技能练习中应遵循重复和反馈的原则。从而使声乐教师更加科学地从心理学角度掌握声乐技能的形成规律,以更好地提高声乐教学效果。  相似文献   

3.
成功的声乐表演受到众多心理因素的影响,最重要的心理要素包括全神贯注和自然流露.因此调节和控制声乐表演的临场心理、消除心理障碍,保证声乐表演的成功尤为必要.调节和控制临场心理的有效方法包括技巧的熟练程度、理解曲目的内涵及情感、演出实践和意外失误的处理.  相似文献   

4.
This paper presents a framework (FILTWAM (Framework for Improving Learning Through Webcams And Microphones)) for real-time emotion recognition in e-learning by using webcams. FILTWAM offers timely and relevant feedback based upon learner's facial expressions and verbalizations. FILTWAM's facial expression software module has been developed and tested in a proof-of-concept study. The main goal of this study was to validate the use of webcam data for a real-time and adequate interpretation of facial expressions into extracted emotional states. The software was calibrated with 10 test persons. They received the same computer-based tasks in which each of them were requested 100 times to mimic specific facial expressions. All sessions were recorded on video. For the validation of the face emotion recognition software, two experts annotated and rated participants’ recorded behaviours. Expert findings were contrasted with the software results and showed an overall value of kappa of 0.77. An overall accuracy of our software based on the requested emotions and the recognized emotions is 72%. Whereas existing software only allows not-real time, discontinuous and obtrusive facial detection, our software allows to continuously and unobtrusively monitor learners' behaviours and converts these behaviours directly into emotional states. This paves the way for enhancing the quality and efficacy of e-learning by including the learner's emotional states.  相似文献   

5.
Although recent studies have convincingly demonstrated that emotional expressions can be judged reliably from actor-posed facial displays, there exists little evidence that facial expressions in lifelike settings are similar to actor-posed displays, are reliable across situations designed to elicit the same emotion, or provide sufficient information to mediate consistent emotion judgments by raters. The present study therefore investigated these issues as they related to the emotions of happiness, surprise, and fear. 27 infants between 10 and 12 months of age (when emotion masking is not likely to confound results) were tested in 2 situations designed to elicit hapiness (peek-a-boo game and a collapsing toy), 2 to elicit surprise (a toy-switch and a vanishing-object task), and 2 to elicit fear (the visual cliff and the approach of a stranger. Dependent variables included changes in 28 facial response components taken from previous work using actor poses, as well as judgments of the presence of 6 discrete emotions. In addition, instrumental behaviors were used to verify with other than facial expression responses whether the predicted emotion was elicited. In contrast to previous conclusions on the subject, we found that judges were able to make all facial expression judgments reliably, even in the absence of contextual information. Support was also obtained for at least some degree of specificity of facial component response patterns, especially for happiness and surprise. Emotion judgments by raters were found to be a function of the presence of discrete facial components predicted to be linked to those emotions. Finally, almost all situations elicited blends, rather than discrete emotions.  相似文献   

6.
In traditional face–to–face classrooms, collaborative learning has been endorsed as an effective pedagogy that fosters skills of analysis, communication and higher order thinking. Increasingly, as online learning environments for tertiary learners make use of course support systems, there is greater recognition of the potential of communications technologies to foster dialogue, networking and team skills among learners. Such skills are now among the recognised core attributes that graduates are expected to develop. In face–to–face classroom students learn the skills of collaboration and teamwork by engaging in tasks defined and supervised by a teacher. In online environments teacher presence is often limited to task definition, management and feedback functions. Team skills and collaboration therefore need to be supported though different pedagogies and processes such as establishing a climate of trust and openness, communication protocols, resolution of conflict and group processes that provide sanctions and support. In this paper we describe an innovative approach to building the skills of decision–making and conflict resolution, leadership and clarity in goal setting and communication. A case study of tertiary learners illustrates how the essential aspects of task definition, resources to support group learning and integrated online assessment foster team skills.  相似文献   

7.
The impact of 2 types of learning experiences on children's perception of multimodal emotion cues was examined. Children (aged 7-12 years) were presented with conflicting facial and vocal emotions. The effects of familiarity were tested by varying whether emotions were presented by familiar or unfamiliar adults. The salience of particular emotional expressions was tested by contrasting the performance of physically abused and nonabused children. Children exhibited a preference for auditory expressions produced by their mothers but not by strangers. Additionally, abused children were biased to rely on auditory cues when their own abusive mother was expressing anger. These results are discussed in terms of the impact of both typical and atypical early experiences on the development of emotion perception.  相似文献   

8.
Traditional paradoxical games enable democratic social encounters as well as reflective skills to be fostered among students. The rules of these games, of which the game pelota sentada (sitting ball) is an example, afford players autonomy to decide either to cooperate with other participants (to release or keep others free) or to oppose them (to capture free players). The aim of this study was to investigate the reflection-on-action about decisions (strategies), relationships and emotions of the participants in the game sitting ball when in the role of free player in possession of the ball. Undergraduate degree students (n = 106) in physical activity and sport sciences took part. After the game, the players answered reflection-on-action open-ended and close-ended questions about their strategies, relationships and emotions. Four experts followed a validated directed and summative approach to the content analysis of 742 comments, using ATLAS.ti software. The findings highlight that decisions, relationships and emotions are distinct yet intertwined dimensions of the same phenomenon: motor conduct in the game pelota sentada (sitting ball).  相似文献   

9.
More than half of students in the USA perform below a proficient level in math. Although evidence suggests that intervention in elementary school is critical to supporting struggling learners, and there are several research-supported instructional practices to support students with math difficulties, the existing research is limited with regard to the impact of motivational strategies designed to improve students’ math skills. This study examined the effectiveness of specific motivational strategies used in the small-group Accelerating Mathematics Performance through Practice Strategies (AMPPS-SG) intervention program. A multiple baseline design was used with three instructional groups of second grade students to compare the relative effectiveness of three different conditions on students’ math computation skills. Condition 1 included all of the AMPPS-SG instructional components. Condition 2 included all instructional procedures as well as goal-setting, performance feedback, and reinforcement for performance. Condition 3 included all components used in Condition 2, as well as a group-based reward contingency. Results showed that students’ performance during Condition 3 was significantly better than performance during Conditions 1 and 2.  相似文献   

10.
高师声乐教学,应充分体现综合性声乐教学内容,在基本的声乐技能、技巧训练以外,要更多的挖掘歌曲的艺术内涵,用声乐技巧来表现歌曲的艺术情感,达到声情并茂的艺术境界。本文通过对歌曲艺术处理学习重要性的阐述,说明在高师声乐教学中,要加强和重视对歌曲艺术处理的学习。  相似文献   

11.
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners’ academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available research are diverse. One prominent explanation is the lack of established guidelines. This paper addresses the issues of game design guidelines through a qualitative phenomenographic perspective of the experience of a group of students designing an educational game utilizing an adapted instructional design (ID) model – the gentry model. The results revealed the participants benefited from the process primarily in two capacities: a significant growth in their knowledge of game design and content knowledge; and great enjoyment and high motivation in the learning process. We conclude ID models with proper adaption and adjustment are effective to provide guidance and improve the efficacy of game-based learning if more ID models will be examined.  相似文献   

12.
构建有效的教育游戏设计模型是当前亟待研究的课题。在国内外心流理论和教育游戏设计相关成果的基础上,使用基于设计的研究方法,构建了基于心流理论的教育游戏设计框架。继而分析了该设计框架的构成要素及其设计方法,并基于该研究框架研发了特殊儿童言语学习游戏案例且进行了实证研究。研究发现,学习者在教育游戏中产生心流体验的前提条件有三个:清晰的任务目标、及时的反馈和任务与技能的平衡。为生成以上前提条件,教育游戏设计应分为四个阶段:游戏目标分析、游戏情境创设、游戏玩法设计和游戏元素设计,每个阶段应采取对应的设计任务使阶段性设计成果具备心流体验产生的条件。  相似文献   

13.
This research focused on whether a TEACCH‐based approach could be effective in helping to develop the communication skills of older learners with Severe Intellectual Disabilities, to enhance their ability to communicate, to enhance their abilities to live independent lives, and to take part in discussions about their future. A TEACCH based approach was implemented in a class in a special school, attended by six students, aged over 16, all of whom had Severe Intellectual Disabilities. Using a pre‐post quasi‐experimental design P‐Scale data and IEP targets were used as measures of progress for communication skills. These were supplemented by regular researcher observations of the communication skills of the students. Staff were also asked to regularly measure the frequency and effectiveness of communication skills. Parents were also interviewed. P‐scale and IEP targets indicated some progress being made across the two years. The results from research and staff observation were more striking however, indicating the development of frequent and effective communication skills across the two years. Importantly, these communications were occurring spontaneously, rather than being the result of conversations initiated by staff. Parents had noticed changes in their children's communication, but remained concerned about their prospects for the future. This research showed that a TEACCH‐based method can be effective in developing communication skills in learners with Severe Intellectual Disabilities. The extent of the effectiveness remains unclear however, as the school‐based methods for assessing progress for these learners (mainly p‐scales) remain problematic.  相似文献   

14.
歌唱表演实际上是一种复杂的心理活动 ,它要求歌唱者用自身具备的声乐技能技巧 ,把歌曲中表现的意境传达给听众 ,引起共鸣 ,从而使听众得到美的享受。在声乐学习的过程中 ,除了声乐技能技巧的学习外 ,进行声乐的表演和心理训练也是很有必要的。只有正确把握歌曲的意境和演唱的情绪 ,充分运用声音色彩变化 ,演唱的速度、力度变化 ,把握歌曲的风格特点 ,配合得体的表演动作 ,投入真挚的情感 ,才能获得良好的演唱效果 ;而合理的心理训练及演出前的自我心理调整 ,可使我们保持良好的精神面貌 ,有助于演唱水平的发挥  相似文献   

15.
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students’ performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies—RPG exploratory with worked-example and RPG exploratory without worked-example—and two levels of prior knowledge—high prior knowledge and low prior knowledge—were examined in the study. The 5E Instructional Model was employed as a learning framework in the RPG game design of The Alchemist’s Fort. One hundred and fifteen eighth-grade students from a Taiwanese school voluntarily participated in the 3-week experiment. The results indicate that (1) significant worked-example effect was revealed on knowledge comprehension and marginal worked-example effect occurred on knowledge application; (2) regardless of the type of exploratory strategy employed, learners showed mild positive motivation toward learning chemistry via a 3D RPG game; (3) higher prior-knowledge learners outperformed their lower prior-knowledge peers on performance measures; and (4) high prior-knowledge learners showed a higher degree of motivation in self-efficacy and science learning value than did the low prior-knowledge learners; however, lower prior-knowledge learners revealed higher learning environment stimulation than did their high prior-knowledge peers.  相似文献   

16.
Timely feedback is considered essential for supporting professional growth and personal development. However, it is difficult to employ such feedback in traditional learning environments. Recently, smartphones are considered as educational tools for supporting instructional activities. Therefore, this study attempts to leverage the advantages of physical textbooks and mobile devices. A pedagogical strategy called constructive feedback was proposed to provide learners with real‐time and personalized suggestions according to the results of electronic assessment. Two types of connectivity techniques, namely QR Codes and hyperlinking, were applied for integrating printed materials and digital content. An experiment was conducted in a university course entitled Computer Networks, and a total of 80 students were recruited to participate in this experiment. The findings revealed that the strategy of constructive feedback had a significant influence on learning performance. However, no significant differences on learning performance were found between using QR Codes and using hyperlinking. Finally, implications of the findings were discussed for further research directions and practical applications.  相似文献   

17.
This study examines university learners’ self-assessment and self-feedback on performance as captured in audio files from a foreign language speaking test. The learners’ were guided to listen, transcribe and analyse their own speaking samples, as well as propose future actions for improvement. Content of learners’ self-feedback was scrutinised against a feedback model, with data coded into various feedback categories as stipulated in the model for analysis. Results indicated that learners’ self-feedback was far reaching and multifaceted. Through self-feedback, learners’ identified discrepancies, answered feed up, feedback and feed forward questions, and inspected performance at task, process, self-regulation and self levels. Much of the feedback involved reflections on past learning history, other areas of learning, deviation of performance from preparation and learner personality traits. The self-feedback went largely beyond most teachers’ feedback capacity and bore great potential for learning and instruction. In particular, contrary to theoretical presumptions, self-level feedback seemed quite enlightening. Whether the observed quality self-feedback could actually help learners improve their performance, however, was not clear. It was suggested that some teachers’ time and effort be directed to the endeavour of facilitating learners’ self-assessment and self-feedback. Learners’ self-feedback capability should also be explored further in the development of relevant pedagogies and theories.  相似文献   

18.
呼吸是歌唱的四大基本要素之一,是歌唱的动力和基础。在声乐教学中,所有的教育者都会特别强调呼吸的训练和运用。在成人声乐教学中,要想在较短的时间里获得较好的歌唱呼吸的效果,就要科学地、实际地研究呼吸技巧,并按照学生的认识规律及接受能力,选择适应学生的教学方法和教学手段,这样才能使学生在有限的时间内掌握其正确的呼吸方法并自如地运用于歌唱之中。  相似文献   

19.
Unpopular children are known to have poor communication skills and experience difficulty in collaborative situations. This study investigated whether pairing unpopular, 5 to 6 year-old, children with a more popular peer would promote more effective collaboration. The study also investigated differences in popular and unpopular children’s verbal and non-verbal communication. Thirty-six girls and 36 boys were placed in one of 12 popular, 12 unpopular or 12 mixed pairs. There were no mixed gender pairs. Children were filmed playing a collaborative game. Collaboration in popular pairs was more successful and less disputational than in unpopular pairs. Boys in unpopular pairs broke the rules of the game more often, argued more and did not monitoring their partners’ facial expressions effectively. With popular partners they argued less, were more likely to elaborate disagreements, looked at their partner for longer, smiled more and were more likely to offer him a small toy. Unpopular girls’ interactions were not markedly disruptive but they clearly benefited from being paired with a child with good communication skills. Popular girls modified their behaviour to take into account an unpopular partner’s need for support. These findings suggest that pairing popular and unpopular children may be a useful classroom organisation strategy.  相似文献   

20.
In game-based learning, adaptive scaffolding can enhance the learning of domain-specific skills, known as first-order scaffolding, and self-regulatory skills, known as second-order scaffolding. To design adaptive scaffolding, we need indicators that identify learning opportunities. Therefore we investigated how indicators of performance and self-regulation relate to overall game performance in a medical emergency simulation game. These indicators have the potential to guide the design of adaptive first-order and second-order scaffolding, respectively. Twenty-six fourth-year medical students played 116 game sessions. Using a multilevel model, we investigated the relationship between overall game performance and a range of online and offline measures. For first-order scaffolding, accuracy, systematicity and thoroughness were found to be valid indicators; for second-order scaffolding, high global self-regulatory scores and frequent monitoring were found to be valid indicators. These indicators can be included in future algorithms for adaptive scaffolding in game-based learning.  相似文献   

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