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1.
A Gagné-style learning hierarchy often permits a large number of alternate linear arrangements (sequences) of instructional objectives. An alternative is described here to traditional methods of choosing between sequences. Its premise is that, for every sequence, a value temed thememory load can be calculated which is theoretically related to the probability that students will fail to recall prerequisite objectives. A graph theoretic approach is taken in presenting an algorithm which generates a minimal memory load sequence from a learning tree, a restricted but frequently encountered type of learning hierarchy. In order to assess the effectiveness of the algorithm in generating low memory load sequences when given hierarchies which are not trees, it was applied to several published examples of learning hierarchies. The results indicated that the algorithm is effective as an heuristic, especially when combined with a hill-descending procedure which attempts to incrementally improve the generated sequence.  相似文献   

2.
Presented are variables and conditions for design of a computer‐based adaptive instructional system. The design strategy uses Bayes’ theory of conditional probability to determine an instructional sequence according to individual student characteristics and needs. The adaptive strategy uses prior estimates based on student pretask and on‐task performance in an algorithm that makes selections of instructional sequence from a table of generated values. The computer system provides a dynamic environment which updates each students on‐task learning progress and modifies the instructional sequence accordingly. The purpose of this adaptive strategy is to improve the effectiveness of the learning environment, resulting in reductions in student learning time while improving task acquisition.  相似文献   

3.
Discovery-based learning designs incorporating active exploration are common within instructional software. However, researchers have highlighted empirical evidence showing that “pure” discovery learning is of limited value and strategies which reduce complexity and provide guidance to learners are important if potential learning benefits are to be achieved. One approach to reducing complexity in discovery learning is limiting the range of possible actions for the learner to ensure that they do not undertake exploratory activities leading to confusion. This article reports on a study in which the learning outcomes from two learning conditions using computer-based simulations were compared. One condition allowed exploration through manipulation of simulation parameters, while the other allowed observation of simulation output from preset parameters, the latter condition designed to limit the complexity of the task. Learning outcomes for the 158 university student participants were assessed via pre-tests and post-tests of conceptual understanding. Students’ exploration activities were recorded and their strategies subsequently coded as either systematic or unsystematic. The results showed that when compared with observation, systematic exploration resulted in learning benefits, while unsystematic exploration did not. These results have implications for the design of discovery learning tasks and instructional guidance within computer-based simulations.  相似文献   

4.
网络课程教学交互水平的质量决定了网络教学效果。针对目前平面设计类网络课程存在的问题,分析网络教学交互理论,构建基于项目引导的"主导—主体"平面设计类网络课程教学交互模式。在分析学生特点、课程性质及教学目标的基础上,结合媒介从教学内容、教学支持两方面开展教学交互设计,以期为网络课程教学质量提供保障。  相似文献   

5.
Learning hierarchies have received much attention from developmental and instructional psychologists. This article notes that conceptual confusions and methodological deficiencies occur in much of the research so far published. The conceptual confusions concern the terminology used; the ‘likelihood’ or ‘causal’ relationships between elements in the hierarchy; the distinction between ‘prerequisition’ and ‘positive transfer'; the distinction between single pieces of learning and classes of learning; the inclusivity of hierarchical relationships. The methodological deficiencies arise from an inability to measure ‘causal’ relationships; the omission of measurements of ‘positive transfer'; the difficulty of measuring the range of possible relationships within a hierarchy; the need to remove instructional effects from hierarchy validation studies. It is concluded that these confusions and deficiencies preclude data from learning hierarchy studies from being used to diagnose learning failure and in test construction. Suggestions for alternatives to, and improvements on, current methods are made.  相似文献   

6.
The background of the study is the theory of basis models of teaching and learning, a comprehensive set of models of learning processes which includes, for example, learning through experience and problem‐solving. The combined use of different models of learning processes has not been fully investigated and it is frequently not clear under what circumstances a particular model should be used by teachers. In contrast, the theory under investigation here gives guidelines for choosing a particular model and provides instructional sequences for each model. The aim is to investigate the implementation of the theory applied to physics instruction and to show if possible effects for the students may be attributed to the use of the theory. Therefore, a theory‐oriented education programme for 18 physics teachers was developed and implemented in the 2005/06 school year. The main features of the intervention consisted of coaching physics lessons and video analysis according to the theory. The study follows a pre‐treatment‐post design with non‐equivalent control group. Findings of repeated‐measures ANOVAs show large effects for teachers' subjective beliefs, large effects for classroom actions, and small to medium effects for student outcomes such as perceived instructional quality and student emotions. The teachers/classes that applied the theory especially well according to video analysis showed the larger effects. The results showed that differentiating between different models of learning processes improves physics instruction. Effects can be followed through to student outcomes. The education programme effect was clearer for classroom actions and students' outcomes than for teachers' beliefs.  相似文献   

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This paper discusses procedures for the analysis of instructional strategies incorporated into distance learning materials, especially with regard to the development of the higher order cognitive ability—critical thinking. It examines the function of task analysis as an integral part of the instructional design process, analysing three different approaches available to the instructional designer towards the analysis of tasks required of distance learners. Comparing the learning hierarchy, the concept hierarchy, and the information processing approaches, it was found that the latter was the only one suitable for this current study because of the requirement that critical thinking be linked with domain‐specific knowledge, rather than be learned as an independent ability. Different algorithms for both the student and the designer/analyst are included as part of the information processing approach, and, although these methods are yet to be validated, they seem to offer sufficient promise, while allowing the analyst to make further decisions during the analysis.  相似文献   

9.
10.
The main task of an educational system is to generate instructional situations which induce students to learn knowledge and problem solving abilities as applied to a cognitive domain.
To this end, an instructional dialogue must be seen as a process aimed at making student and teacher learn from each other: the student has to learn the subject matter from the teacher, while the teacher has in turn to learn from the student how to regulate instructional interaction. The process relies on different kinds of expert knowledge: experience of the domain, about the actual student, and of teaching methods and objectives. This means that an instructional dialogue cannot be realised without an explicit representation of all the kinds of knowledge involved.
Research has established that Knowledge Based Educational Systems (KBESs) can be the keystone in building effective learning tools, but because of the difficulty in realising a system of this kind, most existing systems are prototypes and are intended only as workbenches for the computational analysis of educational processes.
This paper analyses the main problems which underlie the realisation of such systems, with reference to research into knowledge based systems intended for use with teaching/learning mathematics.  相似文献   

11.
Instruction is defined as a process for controlling student behavior so as to insure student learning, rather than as a process for merely presenting information to students to learn in whatever way they can. Learning, in turn, is defined in terms of behavioral associationism. Thus, the problem of specifying an instructional program so as to lead to effective control of student learning as directly as possible is largely a problem of adequately describing the behaviors required of the student at specified points in the instructional program. The main body of the paper is concerned with the general application of these basic definitions to the problems of: 1) Identifying what it is that is to be learned, 2) Sequencing the order in which instructional materials are to be presented, 3) Designing instructional situations for accomplishing the desired learning. Evaluation is defined as consisting of two major aspects: 1) Evaluation of the effectiveness of the instruction for inculcating students with the behaviors selected for them to learn, 2) Evaluation of the effectiveness of the behaviors selected for the student to learn for producing adequate job performance.  相似文献   

12.
Whether through the use of online-only or hybrid/blended formats, colleges and universities across the country are increasingly utilizing online platforms as a medium for the delivery of instruction. At the same time, we know little about how student learning outcomes are related to students’ engagement with online instructional formats. In particular, few studies have evaluated online learning in community colleges, and fewer yet have employed an experimental or quasi-experimental design to do so. In this research, we use propensity score matching to compare learning gains between community college students enrolled in blended courses, (courses that combine online instructional delivery with traditional classroom-based instruction) with gains experienced by students receiving only classroom-based instruction. Among students enrolled in blended courses, we also consider which aspects of student use of online instructional materials are most strongly associated with student learning. While some evidence has suggested significantly poorer outcomes for community college students enrolled in online-only courses, our results suggest that students enrolled in blended courses perform similarly, if not better, relative to students in a traditional instructional setting. Implications for practice and research are discussed.  相似文献   

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This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.  相似文献   

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16.
There is evidence that negative correlations between student achievement and their enjoyment of instructional methods exist under certain circumstances. In aptitude‐treatment interaction (ATI) studies where two or more methods are allowed to interact with student aptitudes to predict enjoyment and achievement, it appears that students often report enjoying the method from which they learn the least. Selected ATI studies are reviewed, and an explanation is suggested which may account for the negative correlations between achievement and enjoyment in instructional settings. It appears that students make inaccurate judgments about the amount of effort they will have to expend to achieve maximum learning outcomes. Low ability students typically report liking more permissive instructional methods, apparently because they allow them to maintain a “low profile” so that their failures are not as visible. However, in order to experience maximum achievement low ability students require less permissive methods which lower the information processing load on them. High ability students like more structured methods which they believe will make their efforts more efficient when these lower load methods seem often to interfere with their learning. High ability students seem to learn more from more permissive approaches which allow them to bring their own considerable skills to bear on learning tasks.  相似文献   

17.
The paper reports on an empirical study adopting a mixed research method, aiming at improving primary students’ collaborative problem solving competency in project-based learning with productive failure (PF) instructional design in a seamless learning environment. Two Grade Six classes participated in a project-based learning of “Plant Adaptations”. In Class 1 with 27 students, the project-based learning was conducted with PF instructional design; in Class 2 with 26 students, the project-based learning was conducted without PF instructional design. The learning activities spanned across farm, class, home and online spaces supported by mobile devices. Data collection includes various students’ created artifacts in groups in the inquiry process, student reflections, student focus group interviews and pre- and post-domain tests. Both qualitative and quantitative data analysis methods were employed. The research findings show that compared to Class 2, the students in Class 1 gained deeper understanding of conceptual knowledge and produced better group artifacts in collaborative problem-solving quality than those in Class 2; and the students in Class 1 were more positive in facing the challenges in their project-based learning process, and developed a sense of ownership of their learning. The findings imply that PF instructional design is conducive to developing primary students’ collaborative solving competency in science learning in a seamless learning environment.  相似文献   

18.
Reflection is a critical factor in solving design problems. Using good methods to observe designers' reflection is essential to inform the design of the learning environments that support the development of design problem‐solving skills. In this study, we have developed and validated a novel self‐reporting questionnaire as an efficient instrument to explore reflection, called Assessing Reflective Thinking in Solving Design Problems (ARTiD). This questionnaire has been developed based on the three‐dimensional model for reflective thinking: the timing, the objects and the levels of reflection. A total of 294 undergraduate and graduate students in the fields of engineering, computer science and instructional design were recruited to participate in one of four iterative, formative tests through which reliability and validity analyses were performed to revise and confirm the questionnaire. Examples of participants' reflection patterns were demonstrated to show the practical value of this questionnaire. In conclusion, the final version of ARTiD was presented as a valid instrument to explore students' reflection for research and educational practice. In addition, we found that ARTiD can be used as an effective learning tool to guide student designers' reflections toward better learning and performance.  相似文献   

19.
Student behavioral problems pose a myriad of challenges for schools. In this study, we examine the relations among teacher and school‐level constructs (i.e., teacher collaboration, supervision/discipline, instructional management), and student‐related outcomes (i.e., high‐risk behaviors, barriers to learning, student social–behavioral climate). Teachers across 29 high schools, in a large urban school district serving primarily low‐income students, completed self‐report surveys. Multilevel regression was used to test both individual‐ and school‐level predictors of student outcomes. Findings suggest that teacher practices at the individual and school levels are linked to student high‐risk behaviors, barriers to student learning, and school climate. More specifically, findings indicate that better supervision/discipline and instructional management are associated with fewer high‐risk behaviors and barriers to learning. More instructional management is also linked to positive social–behavioral climate. Results from this study highlight the association between teacher practices and a range of student‐related problem behaviors, and suggest that system‐level interventions in the school may have positive effects.  相似文献   

20.
This article reports on a case of participatory self-directed online learning within the context of a graduate-level instructional technology course. The course was about online learning environments and relied on both asynchronous and synchronous technologies. In this case, the instructor and students engaged in collaborative course design through one of the assignments where student teams and the instructor led one week’s worth of course activities and discussions. This article begins with a discussion of the literature on participatory self-directed online learning. Then, the article presents an overview of the course design, detailed discussion of the assignment that framed student participatory self-directed learning and two examples of student assignments. The framing question for organising this case was as follows: What lessons can a team of graduate students and the instructor learn about self-directed participatory online learning from a collaborative design project? The article ends with the overall lessons learned from the case and implications to future design of online activities.  相似文献   

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