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1.
In two experiments, eye tracking was used to investigate whether learners construct a mental representation during learning that integrates information from text and pictures. The experimental groups received inconsistent text-picture information on one or two pages of the learning materials. The control groups received only consistent text-picture information. It was expected that learners of the experimental groups should have difficulties in integrating text-picture information when faced with the inconsistencies. This should be reflected in their gaze behavior. Experiment 1 (N = 51) and Experiment 2 (N = 45) confirmed that assumption for several eye tracking variables. Regarding learning outcomes, only in Experiment 1 worse performance of the experimental group was observed. Furthermore, Experiment 2 revealed that the majority of learners did not remember the inconsistency between text and picture when asked for it after learning. In sum, the results add to our understanding about the cognitive processes underlying multimedia learning.  相似文献   

2.
BackgroundText illustrated by pictures (i.e., multimedia material) is often used to improve learning outcomes. To support learning, it is essential to understand and specify the ongoing cognitive processes when processing illustrated texts.AimsWe focus on three cognitive processes identified when processing non-illustrated texts: activation, integration, and validation. In three experiments, we investigated whether the three processes occur during the processing of illustrated texts and whether the processes differ between illustrated and non-illustrated texts.SamplesExperiment 1 had 170 participants, Experiment 2 had 221 participants, and Experiment 3 had 132 participants.MethodAll experiments used an adapted version of the contradiction paradigm. In Experiments 1 and 2, participants read texts that contained information that was consistent vs. inconsistent with a later sentence (target sentence). It was additionally varied whether a picture illustrated the consistent vs. inconsistent information. In Experiment 3, only the pictures were consistent or inconsistent with the target sentence. We measured reading times for the target sentence and the following sentence (spillover sentence).ResultsIn all three experiments, reading times were significantly longer in the inconsistent than in the consistent conditions. This prolongation of reading times was not affected by the picture in Experiments 1 and 2.ConclusionOur results indicate that activation, integration, and validation processes are similar when processing non-illustrated and illustrated texts (Experiments 1 and 2) and also occur when information is presented across text and picture (Experiment 3). We discuss the implications for the theoretical foundations of multimedia learning.  相似文献   

3.
Current cognitive multimedia design theories provide several guidelines on how to integrate verbal and pictorial information. However, the recommendations for the design of auditory texts (narrations) are still fragmentary, especially with regard to the characteristics of the voices used. In the current paper, a fundamental question is addressed, namely, whether to use a male or a female speaker. In two experiments, learners studied dynamic visualizations on probability theory that were accompanied by narrations. The learner’s gender and the speaker’s gender served as between-subjects variables. In the first study, learners were randomly assigned to speakers of different gender. In the second study, learners could choose among different speakers. The results show that learners achieved better learning outcomes when the narration was presented by a female speaker rather than a male speaker irrespective of the learner’s gender (speaker/gender effect). Being given the choice, learners preferred female speakers, but this individual preference had no impact on learning outcomes. The results suggest augmenting purely cognitive approaches to multimedia design by social-motivational assumptions.  相似文献   

4.
Theories of self-regulated learning assume that learners flexibly adapt their learning process to external task demands and that this is positively related to performance. In this study, university students (n = 119) solved three tasks that greatly differed in complexity. Their learning processes were captured in detail by task-specific questionnaires and computer-generated log files. Results indicate that students adapted almost all learning processes significantly to task complexity. For example, students accessed more hypertext pages for complex tasks than for simple tasks. However, this kind of adaptation was not consistently related to performance. For variables capturing learners’ self-regulation, such as the number of accessed hypertext pages, more pronounced adaptation was significantly and positively related to performance even when learners’ general processing depth was statistically controlled. Results were less consistent for variables capturing learners’ self-monitoring, such as their judged task complexity.  相似文献   

5.
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   

6.
Analytical competency in classroom situations can be seen as a crucial aspect of teachers' professional competency. While case-based learning is considered to have great potential for teacher education, particularly with respect to the promotion of teachers' analytical skills, there have been very few attempts to investigate the effects of corresponding instructional support. The present empirical study investigated the effects of instructional support in the form of multiple perspectives (i.e. authentic comments made by teachers and learners) and the presentation format of these perspectives in a computer-supported case-based learning environment which was based on the principles of cognitive flexibility theory. Twenty-nine foreign-language student teachers participated in the study. Experimental groups were presented with multiple perspectives in a video (plus audio track) or audio-track format. A control group did not have access to these multiple perspectives. The instructional support with multiple perspectives positively influenced learning processes and outcomes with respect to a central dimension of analytical competency – learners' ability to apply conceptual knowledge to case information. Learners with access to multiple perspectives as “audio only” outperformed learners in the “audio + video” condition, who did not substantially differ from the control group.  相似文献   

7.
Proficiency in digital literacy refers to the ability to read and write using online sources, and includes the ability to select sources relevant to the task, synthesize information into a coherent message, and communicate the message with an audience. The present study examines the determinants of digital literacy proficiency by asking 150 students who had 50 min of access to the Internet and a word processor to produce a research report on whether or not their college should require all students to own a laptop computer. The resulting essay received a holistic rating from 1 to 5. Concerning knowledge underlying digital literacy, the major predictors of digital literacy proficiency (as measured by essay rating) were academic experience (undergraduate versus graduate status) and domain knowledge (based on a questionnaire), rather than technical knowledge about how to use computers (based on a questionnaire). Concerning processing during the task, the major predictors of digital literacy proficiency were integrating processes (such as number of unique sources, citations, or supporting details) rather than search processes (such as number of actions, web pages, websites, links, or search terms). In short, proficiency in digital literacy depended mainly on academic experience rather than technical experience, and on how learners organize and integrate the information they find rather than on how much information they peruse. Findings from this study suggest that the basic tenets of good scholarship apply to digital media.  相似文献   

8.
After impasses, the adjustment strategies learners can use in simulations differ from the ones that are available in real-life situations. An open question is whether learners with different levels of prior knowledge use different strategies to adjust their behavior and whether the chosen adjustment strategy helps their learning. In addition, it is unclear whether adjustment strategies are stable throughout the learning process. To answer these questions, we conducted two studies that both used a medical education simulation in which a learner collaborated with an agent-based radiologist to diagnose patients. In study 1 we found that the adjustment strategy of further evidence generation was only helpful for learners with intermediate prior knowledge whereas the likelihood of an accurate diagnosis descreased for learners with low or high prior knoweledge. In Study 2, we found three relatively stable clusters: reflective learners, variable learners, and evidence generators, thus offering the potential for adaptive scaffolding.  相似文献   

9.
ABSTRACT

This study aimed to explore the features of mobile learning behaviors among Chinese elementary school students, and relationships between mobile learning behaviors and personal characteristics in mobile learning environment. The current study designed and developed a game-based educational mobile environment and conducted an experimental research. Eighty-three elementary students participated in this study. The results revealed the features of elementary school students’ mobile learning behavior including: 1) the students had reasonable login frequencies and learning time duration with appropriate guidance from the teachers, and satisfying learning performance by self-learning; 2) higher grade, learning style with active information processing and higher test scores in the conventional Chinese subject course had positive impacts on the mobile learning behaviors, but no gender difference was found. Regrettably, students showed more digital consuming than digital creating in the current study. The results could provide necessary suggestions on mobile learning for young learners.  相似文献   

10.

Analyzing learners’ learning behaviors helps teachers understand how learning behaviors of learners influence learning performance. To determine which learning behaviors influence learners’ science-based inquiry learning performance, this work develops an xAPI (Experience Application Programming Interface)-based learning record store module embedded in a Collaborative Web-based Inquiry Science Environment (CWISE) to record detailed data about students’ learning processes. This work discusses whether the significant correlation and cause-effect relationship among science inquiry competence, learning time, and learning performance exist, and examines whether remarkable shifts and differences in the learning behaviors of learners with different learning performances and inquiry competences exist by using sequential pattern mining and lag sequential analysis. The results demonstrate that inquire ability, total learning time in the designed inquiry learning course, and learning time in an inquiry buoyancy simulation experiment are positively correlated with learning performance and can predict learning performance, and the learning time in the inquiry buoyancy simulation experiment appears to be the most significant predictor. The results of lag sequential analyses indicate that learners with high learning performance and high inquiry competence re-adjust hypotheses after performing an inquiry buoyancy simulation experiment, while learners with low learning performance and low inquiry competence lack this critical inquiry learning behavior. This study presents a systematic analysis method to insight the effective learning behaviors in a web-based inquiry learning environment based on mining students’ learning processes, thus providing potential benefits in guiding learners to adjust their learning behaviors and strategies.

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11.
Learners learn more from spatially separated text and pictures after they have been instructed to physically integrate these sources than without such an instruction. We investigated whether instructing learners to mentally integrate textual and pictorial information would yield similar results. Eighty-seven participants studied a picture with accompanying text about an electrical circuit. Text and picture were presented as spatially separated sources or in an integrated format. In the separated format, participants were instructed to use (1) a mental learning strategy, (2) a physical learning strategy, or (3) no learning strategy. Participants in the separated condition using a mental learning strategy and the integrated condition obtained higher recall and comprehension (but not causal inference) performance than participants in the separate conditions with the physical- or no learning strategy. This indicates that instructing learners to mentally integrate spatially separated text and pictures when studying split-attention material can be an effective learning strategy.  相似文献   

12.
This study used a sequential set-up to investigate the consecutive effects of timing of supportive information presentation (information before vs. information during the learning task clusters) in interactive digital learning materials (IDLMs) and type of collaboration (personal discussion vs. online discussion) in computer-supported collaborative learning (CSCL) on student knowledge construction. Students (N = 87) were first randomly assigned to the two information presentation conditions to work individually on a case-based assignment in IDLM. Students who received information during learning task clusters tended to show better results on knowledge construction than those who received information only before each cluster. The students within the two separate information presentation conditions were then randomly assigned to pairs to discuss the outcomes of their assignments under either the personal discussion or online discussion condition in CSCL. When supportive information had been presented before each learning task cluster, online discussion led to better results than personal discussion. When supportive information had been presented during the learning task clusters, however, the online and personal discussion conditions had no differential effect on knowledge construction. Online discussion in CSCL appeared to compensate for suboptimal timing of presentation of supportive information before the learning task clusters in IDLM.  相似文献   

13.
This study employed eye-tracking technology to probe the online reading behavior of 52 advanced L2 English learners. These participants read an e-book containing six types of multimedia supports for either vocabulary acquisition or comprehension. The six supports consisted of three micro-level supports that provided information about specific words (glosses, vocabulary focus, and footnotes), and three macro-level supports that provided global or background information (illustrations, infographics, and photos). The participants read the ebook under two presentation modes: (1) simultaneous mode: where digital input and supports were presented at the same time; and (2) sequential mode: where the digital content and supports were incrementally presented. Analyses showed that when reading for vocabulary acquisition, vocabulary focus and glosses were significantly fixated on, and when reading for comprehension, illustrations were more intensely fixated on. Additionally, when the digital content was incrementally presented, vocabulary focus received significantly higher total fixation duration. This suggests that reading under the sequential mode has the potency to guide L2 learners’ focal attention toward micro-level supports. In contrast, under the simultaneous presentation mode, L2 learners seemed to divide their focal attention among both micro-level and macro-level supports. Pedagogical implications are discussed based on the findings of this study.  相似文献   

14.
When processing information from multiple documents about a controversial topic, it is important to consider information about the respective documents’ sources. In two experiments, we investigated whether different ways of providing source information affects learners’ use of source information when trying to make sense of a controversy. Experiment 1 (123 participants) varied the position of source information before or after the contents as well as the integration of source information with the contents. When source information was integrated with contents, more participants tended to name the accurate answer when source information was presented before contents. However, for blocked (i.e. non-integrated) presentation, more participants gave an accurate answer when source information was presented after the contents. Experiment 2 (117 participants) tested whether this latter finding could be explained with a lack of conflict awareness when participants were confronted with all source information in a block before the contents. However, making learners aware of the conflicting nature of the documents before the learning phase did not change the pattern of results for the blocked presentation of source information. In contrast, highlighting the conflict just before learners answered the open-ended question resulted in more participants giving an accurate answer when source information was presented before rather than after the contents. These results are discussed taking into account the characteristics of the learning phase and the test phase, outlining various pathways for future research.  相似文献   

15.
信息时代,学习的图景发生了很大的改变,为有效实现终身学习,对学习者的学习能力也提出了更新的要求。关联主义理论表现出了适应数字化时代发展的时代特征,在网络学习环境下,学习也不再只是内化的个人活动,学习工具给学习活动带来深刻影响,学习方式与组织形式也发生了深刻的变化,学习更像是社会网络的扩张。通过分析关联主义视域下学习能力特征,探讨网络学习的组织策略,即如何将零散的、碎片化的信息转而整合为系统可用并可扩展的知识体系,这对促进学习具有重要的启示作用。  相似文献   

16.
Learning from erroneous worked examples could enhance learning in contrast to problem-solving tasks. The type of error was hypothesized to be a moderator and accuracy of error detection and correction a mediator of this effect. This study examines the influence of simple syntactic (the structure of the code) and complex semantic (the logic or content of the code) errors in a programming scenario. Overall, 128 students were assigned to a two (syntactic errors: yes vs. no) × two (semantic errors: yes vs. no) factorial between-subjects design. Students’ accuracy in error detection and correction, learning performance, mental load, and mental effort were measured. Results showed that learners receiving syntactic errors detected and corrected errors with higher accuracy which leads to higher learning performance. Semantic errors did not influence learning-related variables since semantic errors were too difficult for novice learners to detect and fix. The postulated moderation and mediation could be supported.  相似文献   

17.
We used a false-biofeedback methodology to manipulate physiological arousal in order to induce affective states that would influence learners’ metacognitive judgments and learning performance. False-biofeedback is a method used to induce physiological arousal (and resultant affective states) by presenting learners with audio stimuli of false heart beats. Learners were presented with accelerated, baseline, or no heart beat (control) while they completed a challenging learning task. We tested four hypotheses about the effect of false-biofeedback. The alarm vs. alert hypothesis predicted that false biofeedback would be appraised as either a signal of distress and would impair learning (alarm), or as a signal of engagement and would facilitate learning (alert). The differential biofeedback hypothesis predicted that the alarm and alert effects would be dependent on the type of biofeedback (accelerated vs. baseline). The question depth hypothesis predicted that these effects would be more pronounced for challenging inference questions. Lastly, the self vs. recording hypothesis predicted that effects would only occur if participants believed that false biofeedback was indicative of their own physiological arousal. In general, learners experienced more positive/activating affective states, made more confident metacognitive judgments, and achieved higher learning when they received accelerated or baseline biofeedback while answering a challenging inference question, irrespective of the perceived source of the biofeedback. Thus, our findings supported the alert and question depth hypotheses, but not the differential biofeedback or self vs. recording hypotheses. Implications of the findings for the integration of affective processes into models of cognitive and metacognitive processes during learning are discussed.  相似文献   

18.
Numerous studies were conducted to investigate how recipients are affected by the miscellaneous characters in multimedia. However, there is a lack of research concerning the connection between parasocial processes and learning performances. This study aims to investigate the influence of addressing (as a social encounter of parasocial interaction) on learning performance in an educational video. Addressing was operationalized by manipulating proximity (near vs. far) and orientation (frontal, vs. lateral) of a presented lecturer. We conducted an experiment with 88 participants who were randomly assigned to one of the four experimental groups. Results revealed a large significant orientation effect for retention performance with higher learning outcomes for frontal orientation. Proximity did not significantly influence learning outcomes. Results were interpreted suggesting perceived parasocial interaction which was enhanced in the frontal condition. Parasocial interaction might lead to deeper cognitive processing and affective states which are beneficial for learning. The findings of this study show that learning is fostered by personae in educational learning environments by giving learners the impression to be addressed directly through eye contact.  相似文献   

19.
Providing learners with computer-generated feedback on their learning process in simulation-based discovery environments cannot be based on a detailed model of the learning process due to the “open” character of discovery learning. This paper describes a method for generating adaptive feedback for discovery learning based on an “opportunistic” learning model that takes the current hypothesis of the learner and the experiments performed to test this hypothesis as input. The method was applied in a simulation–based learning environment in the physics domain of collisions. Additionally, the method was compared to an environment in which subjects received predefined feedback on their hypotheses, not taking the experimentation behavior into account. Results showed that overall both groups did not differ on knowledge acquired. A further analysis indicated that, in their learning processes, the learners in the experimental condition built upon their intuitive knowledge base, whereas the learners in the control condition built upon their conceptual knowledge base. In addition, measures of the learning process showed that the subjects in the experimental condition adopted a more inquiry-based learning strategy compared to the subjects in the control condition. We concluded, therefore, that providing learners with adaptive feedback had a different and beneficial effect on the learning process compared to more traditional predefined feedback.  相似文献   

20.
信息技术和媒体技术的快速发展催生了多样化的数字阅读方式。学习者的阅读策略选择、过程管理与控制等关系到阅读成效的元认知要素日益受到教育与心理领域研究者的关注。然而,面对自然的阅读过程,尚缺乏伴随式、无涉性的元认知监测与分析方法支持。研究依据学习投入理论,从学习投入的方式、力度和调控三个维度构建数字阅读元认知投入分析框架;结合数字足迹研究方法,挖掘数字标记隐含的注意力保持和控制、阅读速度与策略等特质,提出基于标记足迹的元认知投入分析方法。大学生数字文献阅读活动研究发现,在开放的学习情境下,自主阅读是学习者元认知投入的主要方式,注意力保持时间和干扰控制反映出学习者不同的元认知投入力度,阅读速度和时间管理是学习者元认知投入调控的直接体现。最后,讨论了基于数字足迹的元认知投入分析对阅读实践和相关研究的启示和局限。  相似文献   

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