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Educational technology research and development - Authentic project-based learning (APBL) is a highly effective way for instructors to help students learn disciplinary skills, modes of thinking,...  相似文献   
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Design educators have long used studio-based learning environments to create communities of learners to support authentic learning in design. Online social media platforms have enabled the creation of distributed studio networks (DSNs) that link studio-based learning environments into expanded communities of practice and potential networked improvement communities. As learning scientists, we do not adequately understand how to infrastructure learning and resource sharing across distributed studios. In this ethnography of the infrastructure of Design for America, a DSN, we analyzed data from interviews, online communication, and field observations as the organization grew its network of university design studios. We found that Design for America managers faced challenges of providing support and resources to address wide variation in needs across studios. Lacking an existing comprehensive network collaboration platform, managers created a proto-infrastructure to distribute support across studios. By studying their iterative adoption of communication and collaboration tools and organizational routines, we define a unique set of design principles to infrastructure DSNs: (a) surfacing local progress and problems, (b) affective crowding, (c) solution mapping, and (d) help routing. Assembling constellations of tools and designing platforms based on these principles could support learning in and the improvement of DSNs across domains.  相似文献   
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How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version provided additional step-level teaching feedback and immediate error correction. A total of 105 university students played either the game or game+tutor version of Policy World in a randomized, controlled, two-group, between-subjects experiment, during which we measured students’ problem-solving abilities, interest in the game, self-reported competence, and pre- and posttest performance. The game+tutor version increased learning of policy analysis skills and self-reported competence. A path analysis supported the claim that greater assistance helped students to learn analysis better, which increased their feelings of competence, which increased their interest in the game. Log data of student behavior showed that debate performance improved only for students who had sufficiently mastered analysis. This study shows that we can design interesting and effective games to teach policy argumentation and how increasing tutoring and reducing penalties in educational games can increase learning without sacrificing interest.  相似文献   
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