首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 281 毫秒
1.
An interactive videodisc system designed to teach language concepts to deaf students was evaluated in a classroom trial. An experimental group of 18 students spent 60 twenty‐minute sessions over a five‐month period learning language concepts by interacting with the system while a control group of 16 students learned the same concepts in their regular classroom setting. Both groups made significant progress from pre‐ to post‐test on two criterion‐referenced testsdeveloped by project staff. Experimental students were enthusiastic about the videodisc, felt that their language skills had improved, and were anxious to continue working with the system.  相似文献   

2.
This experimental study compared an interactive computer/videodisc learning approach to the conventional laboratory approach for learning biology concepts and science process skills. Students at a large midwestern university were randomly assigned to instruction on respiration and biogeography by interactive videodisc or a traditional laboratory investigation teaching the same concepts. The videodisc delivery system consisted of a TRS-80 Model III microcomputer interfaced to a Pioneer laser disc player and a color TV monitor. Results show no statistically significant differences between the two approaches for student grades on laboratory quizzes, laboratory reports, and the laboratory final exam. However, the interactive videodisc group required approximately one-half the classroom time used by the conventional laboratory group. The two approaches appear equivalent when evaluated by traditional learning outcomes, but the interactive videodisc strategy was significantly more time efficient than a traditional laboratory approach.  相似文献   

3.
This study was designed to learn if students perceived an interactive computer/videodisc learning system to represent a viable alternative to (or extension of) the conventional laboratory for learning biology skills and concepts normally taught under classroom laboratory conditions. Data were collected by questionnaire for introductory biology classes at a large midwestern university where students were randomly assigned to two interactive videodisc/computer lessons titled Respiration and Climate and Life or traditional laboratory investigation with the same titles and concepts. The interactive videodisc system consisted of a TRS-80 Model III microcomputer interfaced to a Pioneer laser-disc player and a color TV monitor. Students indicated an overall level satisfaction with this strategy very similar to that of conventional laboratory instruction. Students frequently remarked that videodisc instruction gave them more experimental and procedural options and more efficient use of instructional time than did the conventional laboratory mode. These two results are consistent with past CAI research. Students also had a strong perception that the images on the videodisc “were not real” and this factor was perceived as having both advantages and disadvantages. Students found the two approaches to be equivalent to conventional laboratory instruction in the areas of general interest, understanding of basic principles, help on examinations, and attitude toward science. The student-opinion data in this study do not suggest that interactive videodisc technology serve as a substitute to the “wet” laboratory experience, but that this medium may enrich the spectrum of educational experiences usually not possible in typical classroom settings.  相似文献   

4.
This study reports the results of a funded project aimed at the production and evaluation of instructional materials suitable for use on an interactive videodisc system. More specifically, this project involved the development of visual materials on a videodisc, preparation of a computer-assisted interactive videodisc courseware on the concept of weather forecasting using these materials, reporting on the process of development, and testing the product with a group drawn from the intended audience.  相似文献   

5.
The purpose of this study was to evaluate the effectiveness of variations in learner control on children's level of curiosity and learning from computer-based interactive video (CBIV). The content was presented as a videodisc visit to an art museum and contained both facts and concepts. A posttest-only control group design was employed with 101 first-and second-grade subjects randomly assigned to one of three experimental conditions—Program Control, Learner Control, Learner Control with Advisement—or a control group. The dependent variables were achievement and three measures of curiosity. Children in the Learner Control with Advisement group scored significantly higher on the achievement posttest than the Learner Control subjects or control group. No differences were found between the Program Control and either of the Learner Control groups. For the curiosity measures, the Learner Control with Advisement subjects scored significantly higher than the control group on Content Exploration, and the subjects in the control group scored significantly higher than those in the Program Control group on Persistence.  相似文献   

6.
7.
Abstract

This paper addresses the design and development of an interactive video lesson developed as an independent study project in the doctoral programme at the University of Central Florida, Orlando, Florida, for students in grades six through nine in Central Florida schools. The program consists of a $49.00 repurposed videodisc, authored with HyperCard?. (HyperCard is a trademark of Apple Computer Inc.) The basic premise is that the production of an interactive videodisc is possible and effective without a large production budget.

  相似文献   

8.
9.
The use of videodisc technology to teach a variety of subject matter across many disciplines is an area of interest to many educators. This paper discusses an interactive videodisc program that was implemented in a classroom setting with fifth and sixth grade children. The program, called Producer, was introduced to children and then used as part of a six‐week summer enrichment classroom. A discussion of how children interacted with the Producer program to create stories is discussed based on videotapes of the teaching sessions. The implications of using videodisc technology to teach children are reviewed.  相似文献   

10.
This article reports the findings of a small-scale study on pupil use of interactive videodisc. The types of learning activity in which the groups of pupils engaged are identified and the proportion of time spent on each is shown. Patterns in the data are analysed by ability of the pupil group and by the number of sessions in which the videodisc had been used. The discussion focuses on two interesting results: the high proportion of time spent on reading, watching and listening; and the greater statistical differences within groups than between groups of pupils.  相似文献   

11.
Researchers have pointed out that interactive e-books have rich content and interactive features which can promote students’ learning interest. However, researchers have also indicated the need to integrate effective learning supports or tools to help students organize what they have learned so as to increase their learning performance, in particular, for abstract and complex learning content such as that in law courses. In this study, a concept-mapping-based interactive e-book learning mode was proposed. To understand the learning effects, a quasi-experimental design was used to compare the learning achievement and motivation of the students learning with the proposed approach (experimental group) and those learning with conventional interactive e-books (control group) in a junior high school fundamental law course. Meanwhile, the learning achievement and motivation of the students with different learning styles were also explored. The experimental results showed that the proposed approach significantly improved the students’ learning achievement, especially for the active-style students; moreover, it was found that the lead-in of concept mapping did not affect the students’ learning motivation. Factors that might affect the students’ learning achievement and motivation with the concept-mapping-based interactive e-book approach are discussed accordingly.  相似文献   

12.
There is a growing UK interest in the potential of interactive video (IV) for use in schools. This paper considers an application of IV in mathematics classrooms in the United States. Lessons were observed in a number of schools in Oregon, and the reactions of teachers and students to the videodisc presentations are recorded. It was found that participants responded extremely positively to the materials, which were based on a direct instruction model of teaching linked to a mastery learning approach. Despite the apparent effectiveness of these materials, it is argued that their transfer to UK schools would be problematic given current developments in mathematics education. The advantages of a standalone videodisc player for whole-class use are discussed, and it is argued that this might be appropriate in the short term if IV technology is to be accepted in the UK school system.  相似文献   

13.
Education students' learning experiences were investigated in an experiment where writing was used as a central tool for learning. Experimental group students (n = 15) studied three textbooks, carried out writing assignments requiring knowledge transforming, discussed their assignments in groups and wrote a long essay. Control group students (n = 13) read the same books on their own without engaging in activating learning tasks, attended lectures and took an exam. After the course the students were interviewed and asked what they felt they had learned during the course. They were also asked to fill in a learning assessment form. The interviews and the questionnaire assessments produced similar results. The experimental group students described their learning in a greater variety of ways than did the students in the control group. They emphasised the development of their thinking, changes in their conceptions of the topics studied and their acquisition of communication and study skills more than the control group students. The findings of the present study support earlier studies of writing-to-learn, suggesting that activating textbook reading by means of writing tasks and group discussions may enhance learning of the kind that higher education is aiming at: understanding, conceptional change and the development of critical thinking.  相似文献   

14.
If we are to have a much better educational system, we need to have a vision of what such a system should be, and we need to have a strategy for attaining such a system. The present chapter considers a vision of a future educational system. This system is heavily based on the use of highly interactive learning technologies. This includes the computer and associated instruments such as the interactive videodisc and the CD-ROM, creating a true multimedia learning environment that is individualized to the needs of each student, and that provides a unique interactive learning environment for each student.We do not currently have experience to move directly towards such a system, so this chapter proposes a large scale experiment which will develop the necessary information, and provide the basis for securing the substantial funding needed for the new educational system.  相似文献   

15.
This paper reports on the ways in which interactive video based courseware is being used with classes studying for vocational qualifications in a UK higher education establishment. A large percentage of videodisc based material assumes a single user model. This makes it resource intensive and can dilute the learning points. At Thames Valley University (TVU) the author uses two alternative models successfully to harness the benefits of interactive video. The first is the 'science-lab'model, with multiple workstations but only single courseware copies. The second is a single workstation tutor-led model. The use of these models has implications for courseware designers as well as course tutors.  相似文献   

16.
Acetabular fractures are a real challenge for junior doctors as well as experienced orthopedic surgeons. Correct fracture classification is crucial for appreciating the fracture type, surgical planning, and predicting prognosis. Although three-dimensional (3D) tutorial is believed to improve the understanding of the complex anatomy structure, there have been few applications and randomized controlled trials to confirm it in orthopedics. This study aims to develop a 3D interactive software system for teaching acetabular fracture classification and evaluate its efficacy. Participants were randomly but evenly allocated into either the experimental group (who learned the acetabular fracture classification using a 3D software) or the control group (who used a traditional two-dimensional [2D] tutorial). Both groups were then tasked to classify 10 acetabular fractures and complete a five-point Likert scale on their satisfaction of each learning modality. To calculate significance (< 0.05), independent t-test was used for normally distributed data whereas Mann-Whitney U test for non-normally distributed data. The experimental group significantly outperformed the control group (t (28) = 2.526, P = 0.017) with identifying correct acetabular fracture classification. Moreover, Likert scale score in the experimental group was also significantly higher than in the control group (Z = 2.477, P = 0.013). This 3D classification software has objectively and subjectively showed an advantage over the traditional 2D tutorial, resulting in an improved classification accuracy and higher Likert scale score. The 3D software has the potential to improve both clinical knowledge as well as identifying correct patient management in orthopedics.  相似文献   

17.
The present study compares the highly interactive cloud-classroom (HIC) system with traditional methods of teaching materials science that utilize crystal structure picture or real crystal structure model, in order to examine its learning effectiveness across three dimensions: knowledge, comprehension and application. The aim of this study was to evaluate the (HIC) system, which incorporates augmented reality, virtual reality and cloud-classroom to teach basic materials science courses. The study followed a pretest–posttest quasi-experimental research design. A total of 92 students (aged 19–20 years), in a second-year undergraduate program, participated in this 18-week-long experiment. The students were divided into an experimental group and a control group. The experimental group (36 males and 10 females) was instructed utilizing the HIC system, while the control group (34 males and 12 females) was led through traditional teaching methods. Pretest, posttest, and delayed posttest scores were evaluated by multivariate analysis of covariance. The results indicated that participants in the experimental group who used the HIC system outperformed the control group, in the both posttest and delayed posttest, across three learning dimensions. Based on these results, the HIC system is recommended to be incorporated in formal materials science learning settings.  相似文献   

18.
ABSTRACT

In this study, a linked data-based annotation approach is proposed. A learning system has been developed based on the approach by providing an annotating function, a linked data enrichment function, a sharing function and faceted search function. To evaluate the effectiveness of this innovative approach, an experiment was carried out in which two classes of students participated. The first class served as the experimental group, in which the students learned with the proposed approach, and the second class served as the control group, in which the students learned with the conventional annotation approach. The experiment results show that the experimental group significantly outperformed the control group. Moreover, the cognitive load of the students in the experimental group was significantly lower than the ones in the control group. This implies that the linked data-based annotation approach not only reduced the students’ cognitive load, but also improved their learning achievement.  相似文献   

19.
This study focused on an intelligent robot which was viewed as a language teaching/learning tool to improve children’s reading ability, reading interest, and learning behavior. The iRobiQ, with its multimedia contents, was employed to encourage children to read, speak, and answer questions. Fifty-seven pre-kindergarteners participated in this study, and they were divided into an experimental group (30 children using iRobiQ) and a control group (27 children using a tablet-PC). After 2 months of experiments, the reading ability of the experimental group was better than that of the control group. It was found that using iRobiQ as a learning tool had many advantages, for example, the enhancement of learners’ reading literacy, in comparison with the use of tablet-PC. In this study, there were three interesting findings: (1) iRobiQ is a more effective learning companion as compared to tablet-PC; (2) iRobiQ is a bidirectional interactive toy; and (3) iRobiQ can foster and promote the peer collaboration and competition because it has intriguing characteristics, particularly its communicative and interactive functions. The bidirectional interactive robots allow pre-kindergarten teachers to create more active and interactive learning environment for children and provide the children with more various learning contents.  相似文献   

20.
Tenth grade students studied the topic of ‘The growth curve of microorganisms’, which included a computer‐assisted learning (CAL) simulation episode. The CAL episode enabled students to simulate experiments which investigated the simultaneous impact of three independent variables upon the growth curve of microorganisms (temperature, nutrient concentration and the initial number of individuals from which to start a population growth). Two classes (n = 82 students) formed the experimental group and were instructed in a combination of classroom‐laboratory work with CAL. The control group included three classes (n = 99 students) who were taught the topic in the classroom‐laboratory work setting only. Five teachers taught the five classes, three periods weekly and the study lasted 4 weeks. The students’ previous knowledge in the topic to be learned and their academic achievement were assessed with pre‐ and post‐tests, respectively. The data for each lest were treated with a two‐way analysis of variance. The results showed that the two study groups did not differ in their previous knowledge and no significant differences were found by gender within and between the groups. The post‐test results on academic achievement indicated that students in the experimental group achieved significantly higher means scores than the control group. No significant gender differences on academic achievement were found within each group. The results affirm that: (a) computer simulations, in which three variables are manipulated simultaneously in one experiment, can be integrated as short episodes in the existing biology curricula; (b) high school students can perform computer simulations which require the skills of simultaneous manipulations of three variables in one experiment, problem solving and decision making; (c) girls and boys in the experimental group exhibited these skills at a similar academic level of achievement.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号