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1.
Project Management is an important skill for business students to develop. Although project‐oriented activity is very common, the success rate for projects is poor. Many projects fail due to poor planning. This article describes a multipart class exercise used to teach elements of a project management methodology to undergraduate and graduate business students. Over the course of the eight‐part exercise, student teams iteratively develop a project plan and Gantt chart, an initial and detailed project charter, a variance analysis model, and a status report. Students are taught an iterative top‐down planning process using a technique we term the ODW (Objectives–Deliverables–Workplan) model. Students are introduced to Microsoft Project and use the tool to develop a project plan that becomes part of a more detailed Project Charter. In the final stages of the exercise, students collect results, update their plan, and produce a project status report.  相似文献   
2.
Physical versus virtual manipulative experimentation in physics learning   总被引:3,自引:0,他引:3  
The aim of this study was to investigate whether physical or virtual manipulative experimentation can differentiate physics learning. There were four experimental conditions, namely Physical Manipulative Experimentation (PME), Virtual Manipulative Experimentation (VME), and two sequential combinations of PME and VME, as well as a control condition (i.e., traditional instruction with absence of PME or VME). Undergraduate students' understanding of physics concepts in the domain of heat and temperature was tested in a pre- and posttest design that involved 182 participants assigned to the four experimental groups and 52 participants assigned to the control group. Conceptual tests were administered to assess students' understanding before, during and after instruction. The analyses revealed that the four experimental conditions were equally effective in promoting students' understanding of concepts in the domain of heat and temperature and better than the control condition; hence, manipulation, either physical or virtual manipulation, and not physicality, as such, at least in a context like the one of the present study, is important in physics learning.  相似文献   
3.
The SCOR (Supply Chain Operations Reference) Model Supply Chain Classroom Simulation is an in‐class experiential learning activity that helps students develop a holistic understanding of the processes and challenges of supply chain management. The simulation has broader learning objectives than other supply chain related activities such as the Beer Game. Competing supply chains work to produce and sell two products, each experiencing differential demand. Seasonal demand, time delays, quality defects, and disruptions offer complexities that are part of actual supply chain management. The behavioral dynamics of collaboration between various functional nodes is illustrated through students’ interactions as they try to achieve their role's objectives. Through their decisions and actions, students develop a practical understanding of the processes and complexities of supply chain management. The classroom simulation actively engages students, and has been used successfully in multiple courses at the undergraduate and graduate levels at multiple universities and by a major corporation during a manager training session. Assessments indicate that the simulation is an effective experiential learning activity. While it offers learning outcome flexibility, common debrief themes are SCOR model processes, supply chain relationships, information flow, seasonal demand, quality defects, reverse logistics, and supply chain disruptions.  相似文献   
4.
借助五年制高职数学教学实践中的一系列案例,从数学实验室、动态模拟、真实情境3个方面,阐述了用信息技术优化学生课堂学习环境,提高教学效果的作用。  相似文献   
5.
Dislocation dynamics simulations are performed to investigate the effect of template shape on the nanoimprinting of metal layers. To this end, metal thin films are imprinted by a rigid template made of an array of equispaced indenters of various shapes, i.e., rectangular, wedge, and circular. The geometry of the indenters is chosen such that the contact area is approximately the same at the final imprinting depth. Results show that, for all template shapes, the final patterns strongly depend on the dislocation activity, and that each imprint differs from the neighboring ones. Large material pile ups appear between the imprints, such that polishing of the metal layer is suggested for application of the patterns in electronics. Rectangular indenters require the lowest imprinting force and achieve the deepest retained imprints.  相似文献   
6.
Cross-cultural communication competence is very important for the students who study English as a second language. In order to teach effectively.the teachers may try to teach with cross-cultural simulations.The au- thor Of the article uses 5 simulations in the course of New Horizon College English.Although the sample size in this research is small,the author shows the ideas that cross-cultural awareness is related to communication competence and teaching with cross-cultural simulations helps understanding.  相似文献   
7.
We develop a single‐class period learning game for the Plan‐Do‐Study‐Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem‐solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include increased student attention, engagement, and learning. Empirical tests show that participant pre‐ and post‐test scores regarding their understanding of each phase of PDSA improved 21.2% after completing the game. Additionally, the treatment group performed 16.6% higher than the control group. In participant perception questions, 85% of participants felt the game was more effective than lecture or reading, 93% felt the game was fun, 95% felt the game improved their understanding of PDSA, and 98% felt the game was engaging.  相似文献   
8.
This study contributes to current self-efficacy research in two ways. First, it responds to the need for more context- and competency-specific self-efficacy research by expanding the research field to the context of role-play simulations and focusing on the outcome of self-efficacy in negotiating. Second, aiming to investigate sources of self-efficacy and their interplay, the study addresses the need for more in-depth qualitative research by conducting a single holistic case study with a longitudinal design. Moreover, the study focuses on outcomes of an increase or decrease in self-efficacy over time. Data were collected during a four-day European Union simulation. Three data sources – diaries, interviews, and semi-structured observations and field notes – contributed to data convergence, ensuring that more than a single source of evidence supported findings. Four students were selected using maximum variation sampling. The final sample of 27 meaningful events – about the development of self-efficacy in negotiating – were selected by within-case sampling based on a set of inclusion criteria. Data were analyzed by means of content analysis. Three groups of sources of self-efficacy could be defined: personal sources, social sources, and contextual sources, which encompassed and enriched the four previously hypothesized sources of self-efficacy. With regard to the interplay of sources, five main pathways could be defined. Personal sources were present in all pathways. The contribution of social sources to an increase in self-efficacy was more obvious than its role in a decrease in self-efficacy. The contribution of the contextual source to the development of self-efficacy in negotiating was generally less prominent.  相似文献   
9.
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   
10.
In this paper, we consider a way computer simulations can be used to address the problem of teaching for conceptual change and understanding. After identifying three levels of understanding of a natural phenomenon (concrete, conceptual, and metaconceptual) that need to be addressed in school science, and classifying computer model systems and simulations more generally in terms of the design choices facing the programmer, we argue that there are ways to design computer simulations that can make them more powerful than laboratory models. In particular, computer simulations that provide an explicit representation for a set of interrelated concepts allow students to perceive what cannot be directly observed in laboratory experiments: representations for the concepts and ideas used for interpreting the experiment. Further, by embedding the relevant physical laws directly into the program code, these simulations allow for genuine discoveries. We describe how we applied these ideas in developing a computer simulation for a particular set of purposes: to help students grasp the distinction between mass and density and to understand the phenomenon of flotation in terms of these concepts. Finally, we reflect on the kinds of activities such conceptually enhanced simulations allow that may be important in bringing about the desired conceptual change.  相似文献   
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