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1.
基于问题解决的网络协作学习越来越受到CSCL领域研究者的重视。本研究利用设计研究的方法,设计并实施了一轮基于问题解决协作学习活动。数据分析显示50%以上的学习者认为问题解决网络协作学习活动可以发展他们的问题解决能力,并使之获得丰富的在线学习体验。学习者对任务和问题设计的满意度较高,对资源、工具及角色的满意度相对较低。设计存在的主要问题在于角色之间缺乏有效衔接,以至于不同角色的学习者难以协作完成任务。资源与工具缺乏使用提示,以至于学习者难于将资源与工具与具体的学习任务进行整合。  相似文献   

2.
角色规定了CSCL中学习者所承担的权限和任务,是CSCL研究关注的核心要素。本研究将角色引入问题解决协作学习中,从协作任务和问题解决认知加工两个维度构建了角色设计框架。研究将角色设计框架应用于具体问题解决协作学习中,部分验证了框架包含角色的有效性。研究结论认为,问题解决协作学习活动所采用的三类角色能够增强学习者在线问题解决学习的效果,并提升学习者对学习的主观感知。  相似文献   

3.
专题学习网站是一个基于网络资源的专题研究、协作学习系统,它通过网络学习环境,向学习者提供大量的专题学习资源和协作学习交流的工具,让学习者自主选择和确定研究的课题或项目的设计,自主收集、分析并选择信息资料,应用知识解决实际问题。它强调通过学习者主体性的探索、研究、协作来求得问题的解决,从而体验和了解科学探索的过程,培养创新意识与信息素养。  相似文献   

4.
网络探究学习是指"学习者在基于网络的环境下,通过大量的专题学习资源和协作交流工具,选择和确定所要研究的课题,收集、整理、综合有关资料去实现预先规定的任务目标并解决实际问题的过程。"其中,问题是网络探究学习的载体,没有问题,  相似文献   

5.
校际协作学习被认为是提升教育质量和推进教育均衡发展的重要途径之一。校际协作学习活动设计是校际协作学习开展的核心,目前校际协作学习缺乏可重用、可共享的活动设计方案。该文将近年来备受关注的同伴互评策略应用于校际协作学习之中,运用准实验研究法和行动研究法开展了网络校际协作环境下作业互评活动的设计研究。研究表明:学习者对活动的整体满意度较高,校际协作学习共同体成员之间互动频繁,交互内容深度处于深度学习范畴,活动对学习者的情感态度、行为和能力方面有积极正面影响,活动有助于实现校际协作学习共同体资源积累和转换。期望该文设计的作业互评活动能丰富校际协作学习活动设计成果,为校际协作学习活动设计提供实践参考。  相似文献   

6.
基于项目的在线协作学习过程中,学习者面临学习任务、协作过程以及在线环境所带来的认知负荷,支架是降低认知负荷、促进认知发展的有效手段。本研究基于认知图式和认知负荷理论,对基于项目的在线协作学习过程中的四个问题解决环节(问题表征、问题解决方案论证与生成、方案实施、监督与评价)和三类认知活动(同伴交互、个体反思、建模)中学习者面临的认知负荷进行分析。研究发现,学习者在问题解决环节中存在由于问题复杂性、任务高交互性以及自身领域知识不足和问题解决策略缺乏带来的内部认知负荷,以及对学习过程的组织、协调等管理所带来的外部认知负荷。在认知活动中存在因缺乏表达策略与技巧、元认知知识与策略、理解与迁移困难而带来的内部认知负荷,以及协商沟通导致的外部认知负荷。在此基础上,提出基于项目的在线协作学习的四种主要学习支架策略:结构化支架、模型化支架、问题化支架和知识化支架,并对其应用方式及来源进行了阐述。  相似文献   

7.
专题学习网站的本质是一种基于网络资源的研究性学习系统,它通过在网络学习环境中,向学习者提供协作学习交流工具和大量的专题学习资源,让学习者自己选择和确定研究课题,自己收集、分析并选择资料,应用知识和工具去解决实际问题.据此,对"新疆旅游"专题学习网站的建设目标、网站的设计与开发等进行了较详细的阐述.  相似文献   

8.
网络校际协作学习环境是该学习活动展开过程中赖以持续学习的资源总称,包括连接校际成员的计算机和网络技术工具资源、作为协作同伴的人际网络资源、维系同伴关系和整合技术工具的学习活动及任务情境的内容资源。网络校际协作学习环境设计是对这些资源的系统化设计,设计原则是多样性原则,包括共同性、差异性、共建性或创造性原则;设计内容包括组织层面的设计、活动层面的设计及工具层面的设计;活动层面的设计包括设计学习过程的六步骤和设计"基于差异学习策略"。根据一些学者的预测,未来的网络校际协作学习注重组织层面的设计,即作为学习资源的人际网络的设计,目标是在连接我们的网络世界里的共同学习。  相似文献   

9.
网络校际协作学习环境是该学习活动展开过程中赖以持续学习的资源总称,包括连接校际成员的计算机和网络技术工具资源、作为协作同伴的人际网络资源、维系同伴关系和整合技术工具的学习活动及任务情境的内容资源。网络校际协作学习环境设计是对这些资源的系统化设计,设计原则是多样性原则,包括共同性、差异性、共建性或创造性原则;设计内容包括组织层面的设计、活动层面的设计及工具层面的设计;活动层面的设计包括设计学习过程的六步骤和设计"基于差异学习策略"。根据一些学者的预测,未来的网络校际协作学习注重组织层面的设计,即作为学习资源的人际网络的设计,目标是在连接我们的网络世界里的共同学习。  相似文献   

10.
专题学习网站的本质是一种基于网络资源的研究性学习系统,它通过在网络学习环境中,向学习者提供协作学习交流工具和大量的专题学习资源,让学习者自己选择和确定研究课题,自己收集、分析并选择资料,应用知识和工具去解决实际问题。据此,对"新疆旅游"专题学习网站的建设目标、网站的设计与开发等进行了较详细的阐述。  相似文献   

11.
Computer programming is a subject that requires problem-solving strategies and involves a great number of programming logic activities which pose challenges for learners. Therefore, providing learning support and guidance is important. Collaborative learning is widely believed to be an effective teaching approach; it can enhance learners’ social interaction and offer a learning environment which provides rich learning experiences. However, the social interaction in collaborative learning does not occur automatically. Without proper guidance strategies or supporting tools for collaborative learning, the learning effects can be disappointing. To solve such a problem, a problem posing-based practicing strategy was proposed to support the development of a collaborative learning activity in a computer programming practice course. The students were guided to raise computer programming problems to boost the discussion among team members. The problems raised in each team were then exchanged and solved by another team to examine the coding and to provide feedback. To investigate the effectiveness of the proposed approach, an experiment was conducted in a C# programming course. Two classes of students from a university participated in the experiment. One class with 25 students was randomly assigned as the experimental group, and learned with a collaborative learning activity using the problem posing-based practicing strategy; the other class with 28 students was the control group, which learned with a conventional collaborative learning activity. The results show that the proposed strategy benefited the students in terms of improving their learning achievement, in particular, their programming skills. Moreover, it was found that the students who learned with the proposed approach had higher self-efficacy and lower cognitive load than those who learned with the conventional collaborative learning approach.  相似文献   

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13.
More and more educators and researchers use ICT-tools to support collaborative learning. Research has shown that, for collaborative learning to be more effective than individual learning, individual learners have to achieve a sufficiently common cognitive frame of reference, or common ground. This common ground does not appear by itself, but rather often needs to be negotiated. This negotiation is seen as an important aspect of collaborative learning. This article presents a study with NTool, an ICT-tool to support the negotiation of common ground. NTool supports learners in making their individual perspectives explicit to others so that common ground can be negotiated. Two versions of the tool differing in the extent to which users were coerced into adhering to embedded support principles were used in a secondary vocational education setting. Coercion, as expected, increased negotiation of common ground in both settings. However, results were contradictory with regard to the extent to which common ground was achieved. Overall, it can be concluded that NTool and its underlying framework affect negotiation of common ground, and that adding some coercion increases this effect. However, when learners have no prior experience in collaborative complex problem-solving, NTool may only affect surface aspects of communication.  相似文献   

14.
Abstract

Learning in and for the twenty-first century requires motivational competence and effective learning strategies in individual and collaborative learning settings. Being able to strategically regulate one’s own learning and that of others is a vital and increasingly important skill. Most learners are not equipped to regulate and direct their own learning or might lack the motivation to do so. Additionally, if self-regulation of learning is difficult at the individual level, it becomes even more difficult when interacting with peers and in teams, known as co-regulation and shared regulation. Fortunately, recent research has shown that regulation can be both learned and also often supported with self-regulation tools and/or environments. This paper discusses recent trends in self-regulated learning research, focusing especially on regulating learning in computer supported collaborative learning. It is concluded that today’s education should help learners become aware of their strengths and weaknesses in a learning situation, so as to help them develop skills and strategies to continue to learn throughout their lives.  相似文献   

15.
教学视频因其多通道展现教学内容的特性而成为数字化学习资源的首选形态。线索作为教学视频中的重要引导性教学设计手段,探究其类型及学习者先前知识经验对学习效果的交互影响,有益于优化教学视频的设计策略。基于学习者先前知识经验水平(高水平和低水平)和线索类型(言语线索和视觉线索)两个维度,运用眼动追踪技术和认知负荷、学习满意度、学习效果等测量工具,通过实验考察二者对学习的影响及其内在机制后发现:学习者先前知识经验水平对认知负荷的影响显著;线索类型对学习满意度的影响显著,且线索类型与学习者先前知识经验水平在学习满意度上的交互效应显著;学习者先前知识经验水平对学习效果的影响显著,且线索类型与学习者先前知识经验水平在迁移测验成绩上的交互效应显著。实验结果表明,线索类型与学习者先前知识经验水平对学习满意度和学习效果存在明显的交互作用,即只有低知识经验水平学习者在学习含有视觉线索的教学视频后,学习满意度与学习效果才有显著提升。这可能是由于该类学习者在信息选择时存在困难,视觉线索可以帮助其提高信息搜索效率,而言语线索却会使其认知负荷超载。  相似文献   

16.
根据社会比较理论可知,利用学习干预帮助学习者了解自己和同伴的学习情况,有助于激发学习动机、改善学习行为。基于此,文章利用滞后序列分析法,探究学习干预对高成就学习者、中成就学习者、低成就学习者学习行为的影响及其学习行为序列差异,结果发现:学习干预对问题解决行为的影响最大,对协作行为的影响最小;中成就学习者的学习行为序列受学习干预的影响最大;学习干预导致部分学习者层次发生改变,其中低成就学习者的成绩提升幅度最大。借鉴社会比较理论分析不同层次在线学习者的学习行为序列差异,旨在提供更有效的学习干预,以改善教学决策、提升学习成效。  相似文献   

17.
英语移动学习资源信息收集功能与移动学习协作活动的设计是远程英语移动协作学习实践项目的第一关键所在。根据远程英语移动学习协作活动,针对英语移动学习资源信息收集功能、经常上网收集的移动学习资源、项目实践的效果等方面展开调查,对协作活动案例进行实证研究,充分证实移动协作可以发挥移动设备在课堂内外的强大潜力,为解决传统协作学习的不足提供便利,促进、加快学习者之间的交互和协作。  相似文献   

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When a course designed around cooperative, problem-centered instruction attracts learners with a wide range of experience in the topic, should learners be grouped heterogeneously or homogeneously in terms of their relative expertise? In this study, learners were randomly distributed between the two types of groups; learning gains, satisfaction, and problem-solving discourse were compared. Overall, no significant differences were found between heterogeneous and homogeneous groups. However, groups solving relatively ill-structured problems exchanged significantly more elaborated explanations than groups solving relatively well-structured problems.  相似文献   

20.
以学习动机和学习能力两个维度为分类标准,可以将远程学习者分为自主学习者、潜在学习者、协作学习者和被动学习者。这四类学习者分别对应自主学习模式、激励学习模式、协作学习模式和引导学习模式。典型的远程教育资源包括文字教材、网上学习资源、视听教材和移动学习资源。不同种类的资源因其独特性而能够较好地契合不同类型学习者的需求。远程教育机构和研究者应该深入研究各种媒体资源的优势,充分考虑不同类型学习者的动机和能力,为他们设计并提供具有针对性的多维资源组合,以期达到"适用、实用、够用"的效果。  相似文献   

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