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ABSTRACT

In the new “open world” of information, educational systems should involve students in constructing new knowledge of value to a community out of fragmentary information. The already proposed Knowledge Building (KB) approaches typically support only a few general-purpose activities due to the constraints of the utilised web-based environments. To organise and facilitate students’ KB during course activities, this study incorporated services provided by DoosMooc social learning environment into a knowledge transformation model. This approach is completely adapted to an educational context and allows time for iterations, helping students to both contribute to social KB processes and take collective responsibility for improving their understanding of authentic problems. The features provided by the introduced environment support and assess students’ KB activities and facilitate processes of creating, representing, organising, and reviewing different types of knowledge artefacts. The results of a semester-long experiment indicate that the approach and the corresponding instructional design thereof could successfully organise students’ KB activities and facilitate the required interactions. This study reports the impacts of parameters such as learner expertise and quality of shared knowledge on the planned KB processes, and investigates the relationships between students' KB activities and learning achievements.  相似文献   

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While business process definition is becoming more and more popular as an instrument for describing human activities, there is a growing need for software tools supporting business process abstractions to help users organize and monitor their desktop work. Tools are most effective when they embed some knowledge about the process, e.g., in terms of the typical activities required by the process, so that users can execute the activities without having to define them. Tools must be lightweight and flexible, so as to enable users to create or change the process as soon as there is a new need. In this article, we first describe an application-independent approach to flexible process support by discussing the abstractions required for modeling, creating, enacting, and modifying flexible processes. Then, we show our approach at work in the context of project-centered learning. In this application, learners are challenged to perform concrete tasks in order to master specific subjects; in doing so, they have to conduct significant projects and cope with realistic (or even real-life) working conditions and scenarios. Often, students are geographically dispersed or under severe timing constraints, because these activities intertwine with their normal university activity. As a result, they need communication technology in order to interact and workflow technology in order to organize their work. The developed platform provides a comprehensible, e-learning-specific set of activities and process templates, which can be combined through a simple Web interface into project-centered collaboration processes. We discuss how the general paradigm of flexible processes was adapted to the learning concept, implemented, and experienced by students.  相似文献   

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Inquiry learning has been developing for years and many countries have incorporated inquiry learning into the scope of K-12 education. Educators have indicated the importance of engaging students in knowledge-sharing activities during the inquiry learning process. In this study, a location-based augmented reality (AR) environment with a five-step guiding mechanism is developed to guide students to share knowledge in inquiry learning activities. To evaluate the effectiveness of the proposed approach in terms of promoting the knowledge sharing behaviors of students, an experiment has been conducted in an elementary school natural science course. The participants were 57 fourth-grade students from an elementary school in Northern Taiwan, divided into an experimental group of 28 students who learned with the AR-based approach and a control group of 29 students who learned with the conventional in-class mobile learning approach. The students' learning behaviors, including their movements in the real-world environment and interactions with peers, were recorded. Accordingly, the learning patterns and interactions of the two groups were analyzed via lag-sequential analysis and quantitative content analysis. It was found that, in comparison with the conventional inquiry-based mobile learning activity, the AR-based inquiry learning activity is able to engage the students in more interactions for knowledge construction. The findings of this study provide guidance for helping teachers develop effective strategies and learning designs for conducting inquiry-based learning activities.  相似文献   

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Abstract The rapid advance of distance learning and networking technology has enabled universities and corporations to reach out and educate students across time and space barriers. Although this technology enables structured collaborative learning activities, online groups often do not enjoy the same benefits as face‐to‐face learners, and their instructors often do not have time to actively support and mediate the online collaboration. This article demonstrates our capacity to computationally model, analyse, and support online student interaction, in particular knowledge sharing. A unique combination of qualitative analysis and artificial intelligence methods was designed to (a) recognize when students are having trouble learning the new concepts they share with each other, and (b) understand why they are having trouble, so that we might assist an instructor or intelligent coach in mediating group knowledge‐sharing activities.  相似文献   

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Although many children are technically skilled in using the Web, their competences to use it in a critical and meaningful way are usually less well developed. In this article, we report on a multiple case study focusing on the possibilities and limitations of collaborative inquiry activities as an appropriate context to acquire Web literacy skills in primary education. Four 5th grade school teachers and their students worked with collaborative inquiry activities on the subject of ‘healthy food’. The project was aimed at both the development of Web literacy skills and content knowledge building. Data from a variety of sources were collected: videotaped and written lesson observations, interviews with teachers and students, teacher diaries, student questionnaires, and student assignments. The teachers appeared to be able to carry out the program to varying degrees. Contextual factors that influenced the realization of the project’s goals and results were the adequacy of the research questions formulated by students, students’ inquiry skills, and the teachers’ teaching styles. Students’ learning results show that it is possible to teach Web literacy skills in the context of collaborative inquiry activities. All classes show knowledge gain with regard to the subject healthy food and all classes but one show knowledge gain with regard to Web literacy skills. Although many students show adequate use of particular Web searching, reading and evaluating skills after the project, inconsistency, impulsiveness and impatience are also typical of their Web behaviour. In the context of collaborative inquiry activities teachers are challenged to deal with the paradox that they want their students to be active knowledge builders with help of the Web, whereas the Web seems to invite students to be more or less passive searchers.  相似文献   

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Web-based collaborative inquiry learning   总被引:3,自引:0,他引:3  
Abstract This study proposes a web-based collaborative inquiry learning system. This system uses the World-wide web (WWW) as a source of knowledge exploration, and provides exploratory problems to guide students to think and explore. A concept map is used as a tool of anchoring and representing knowledge during inquiry process. In the process of learning, learners are allowed to exchange the evidence they have collected, their personal opinions, and the concept maps that they have built. In order to effectively integrate the inquiry learning, collaborative learning, and concept map in the system, this study proposes a collaborative inquiry learning model and related learning activities. Two studies were constructed based on the collaborative inquiry learning model to investigate students' learning processes in the collaborative inquiry learning on the web.  相似文献   

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E-learning environments increasingly serve as important infrastructural features of universities that enable teachers to provide students with different representations of knowledge and to enhance interaction between teachers and students and amongst students themselves. This study was designed to identify factors that can explain teachers’ use of e-learning environments in higher education. A questionnaire was completed by 178 teachers from a wide variety of departments at Wageningen University in the Netherlands. We found that 43% of the total variance in teacher use of e-learning environments could be explained by their opinions about web-based activities and their opinions about computer-assisted learning (predictors) and the perceived added value of e-learning environments (mediating variable). In other words, teachers’ use of e-learning environments can be explained to a high extent by their perceptions of the added value of these environments, which in turn are substantially influenced by their opinions about web-based activities and computer-assisted learning.  相似文献   

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Tutors have only limited time to support students. In this paper, we discuss a model that addresses the question of how to help students answer content‐related questions. A small group of students is created, which consists of the student who asked the question and peers who should be able to answer it. Criteria used to compose the group are the content of the question in relation to the knowledge and skills of the peers. The model supports the collaboration with text fragments selected from the study materials. We will introduce the model and briefly discuss the results of the calibration and a simulation of the model. Finally, we will discuss the outcome of an experiment with two groups of approximately 50 students who used the model for a period of 8 weeks. The results indicate that the students positively value the model and that it is possible to resolve a substantial number of their questions.  相似文献   

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Training models are designed for students to acquire knowledge at the individual level. Yet that knowledge is not usually applied later to increase organisational knowledge, as represented by the didactic resources available on a subject, nor to improve the effectiveness of the subject itself. In industrial, economic and production areas, knowledge is considered a part of an organisation’s value. This takes into account the knowledge that is acquired by individuals while doing their work, which can both help improve the work of their peers and increase the overall knowledge available within the organisation. In this work, the student of an educational organisation is considered a person who is able to share the knowledge they have acquired on a given subject so that other students can improve their learning. This work proposes the integration of the classic Flip Teaching model that usually involves students/trainees viewing lectures outside of class time while class time is dedicated to practical exercises, with a knowledge spiral that involves ontological and time dimensions. This integration allows to convert individual knowledge into organisational knowledge through the resources that are created by students over the continuous editions of a training course. A quasi-experimental method proves that the new model, called Ontological Flip Teaching, increases the effectiveness and efficiency of the classic Flip Teaching model in the acquisition of the teamwork competence. The results are based on the students’ opinion about workload and time spent to develop both models, the final grades and the student–student interactions.  相似文献   

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在VB程序设计课程的教学中,各知识点的教学采用任务驱动法能使学生得到新知识和新技能的储存;在课程设计阶段,实施项目教学法,能培养学生的团队协作精神,使学生真正具备运用所学知识解决工程实际问题的能力.  相似文献   

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Metacognitive scaffolding in a computer-supported learning environment can influence students’ metacognitive activities, metacognitive knowledge and domain knowledge. In this study we analyze how metacognitive activities mediate the relationships between different avatar scaffolds on students’ learning. Multivariate, multilevel analysis of the 51,339 conversation turns by 54 elementary school students working in triads showed that scaffolding has an effect on students’ learning. Students receiving structuring or problematizing metacognitive scaffolds displayed more metacognitive knowledge than students in the control group. Metacognitive activities mediated the effects of scaffolding, and increased metacognitive activities supported students’ metacognitive knowledge. Moreover, students who were engaged in proportionately more cognitive activities or fewer off-task activities also outperformed other students on the metacognitive knowledge test. Only problematizing scaffolds led to more domain knowledge and metacognitive activities mediated the effects of the problematizing scaffolds. Moreover, students in the problematizing condition who engaged in more cognitive activities or whose group mates used more relational activities had greater domain knowledge acquisition than other students.  相似文献   

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The present study attempted to investigate whether young learners who were new to knowledge building approaches could work towards advancing both individual and collective knowledge, and whether knowledge building could be beneficial to both high-achieving and low-achieving students. Findings reported in this paper are from one and a half-year design research for science learning in one primary school in Singapore. In this study, we closely examined the design and enactment of the Knowledge Building Community model in one class with high-achieving students and two classes with mixed-ability students. The research consists of two phases: Phase I Cultivating a collaborative knowledge building culture and Phase II Progressive Knowledge Building using Knowledge Forum. Data were collected from multiple sources, including knowledge assessment, conceptual understanding tasks, and the content analysis of Knowledge Forum postings. The results in Phase I show that while it is critical for students to monitor and build knowledge for their own understanding, they had difficulties developing such skills. In both phases, we found positive impacts on academic achievements showing improvement of student understanding in the course of reflective thinking and progressive inquiry. Overall, quantitative data suggest that the collaborative knowledge building environment was beneficial for both high-achieving and low-achieving students. We conclude by discussing some of challenges and issues in designing collaborative knowledge building environments for young learners with diverse abilities.  相似文献   

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The aim of this case study was to explore health-education students’ personal and collaborative meaning making activities during an online science philosophy course in the higher-education context. Through applying the dialogical perspective for learning, the focus was on studying how different contextual resources were used in building understanding within the philosophy of science and what kind of understanding the students constructed and reflected through these resources. The study focused especially on exploring how the students’ life experiences and fellow students served as resources in their meaning making activities. The results showed that prior work and discipline-related knowledge and experiences provided the students with resources for understanding the philosophical texts by applying, conceptualizing, or critically evaluating the philosophical knowledge presented in the texts. In their discursive activities, the students used fellow students as resources in elaborating the theoretical conceptualizations further, or they were engaged in sharing their similar work or discipline-related experiences and conceptions. These different resources offered tools for understanding, conceptualizing, and critically evaluating both the philosophical themes studied and the practices of one’s own work and those of the scientific community.  相似文献   

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Learning environments can nowadays easily be enriched with different presentation formats of visualizations, because computer graphics technology is constantly and rapidly developing. This study investigates the effectiveness of dynamic compared to static visualizations. Moreover, the influence of realistic details in the visualizations as well as learners’ prerequisites in terms of their visuospatial abilities were addressed. Eighty university students were randomly assigned to four conditions of a two-by-two between subjects design with the two independent variables dynamism and realism. Learning outcomes were measured by means of a verbal factual knowledge test about the terminology and visuospatial details and a pictorial recognition test about the dynamic processes. Data analyses revealed no effects for factual knowledge. With respect to recognition, learners with dynamic visualizations outperformed learners with static visualizations. Furthermore, there was an interaction between learners’ visuospatial abilities and the degree of realism in the visualization: learners with lower visuospatial abilities showed better recognition with schematized visualizations, whereas learners with higher visuospatial abilities showed better recognition with realistic visualizations. The results imply that when designing instructional materials, both the type of knowledge that has to be acquired as well as learners’ prerequisites such as their visuospatial abilities need to be considered.  相似文献   

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When the goal of group activities is to support long-term learning, the task of designing well-thought-out collaborative learning (CL) scenarios is an important key to success. To help students adequately acquire and develop their knowledge and skills, a teacher can plan a scenario that increases the probability for learning to occur. Such a scenario defines pedagogically sound structures that prevent off-task behavior and engage students in more meaningful interactions. The main difficulty in designing effective CL scenarios is transforming the teacher's intentions into elements that constitute the learning scenario. This problem is frequently observed when novice teachers attempt to improve the quality of learning and instruction by blending collaborative activities with individual activities without careful planning. With the goal of helping teachers in planning collaborative scenarios, we have developed an intelligent authoring tool referred to as CHOCOLATO using Semantic Web technologies (e.g. ontologies) in order to represent knowledge about different pedagogies and practices related to collaboration. Through the use of this knowledge, CHOCOLATO can provide intelligent guidance that helps teachers to create theory-based CL scenarios which has proven to be effective in a variety of situations. We evaluated it by conducting two experiments. We were interested in verifying whether the recommendations given by CHOCOLATO help novice teachers to design pedagogically sound CL activities, and if these activities help students to learn collaboratively in real classroom settings. The first experiment had the participation of 58 pre-service teachers that created CL scenarios with and without our authoring tool and the second experiment was carried out in a Brazilian public school together with 218 students. The results suggest that the guidance provided by CHOCOLATO do help novice teachers plan, understand and share CL scenarios more easily. They also suggest that the continuous utilization of well-designed theory-based CL activities create favorable conditions for students (particularly less knowledgeable ones) to improve their overall performance throughout the school year.  相似文献   

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The interaction between participation and the emergence of common knowledge is the subject matter of this paper. A case study of a single class provides the focal point of analysis. During the semester the students participated in a blogging activity. As a result of their participation, the students create and distribute knowledge. The online efforts of the students can be described as participation in both a discourse and knowledge community. At one level, blogging is an activity composed of writing, reading, and commenting, and at a second level, the students share their thoughts in their own voices. At a third level, over the course of the semester, the student posts and commentary form a commons of information that can be mined later in the semester for other kinds of learning activities. Knowledge creation, distribution, and accumulation are analyzed in terms of student participation at both the level of individual events and from the perspective of an ongoing community.  相似文献   

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This study developed a survey to explore students' preferences in constructivist context‐aware ubiquitous learning environments. A constructivist context‐aware ubiquitous learning (u‐learning) environment survey (CULES) was developed, consisting of eight scales, including ease of use, continuity, relevance, adaptive content, multiple sources, timely guidance, student negotiation, and inquiry learning. The survey responses were gathered from 215 university students from five universities in Taiwan. The students all had actual experience of using u‐learning systems in u‐learning environments. Both exploratory and confirmatory factor analyses showed that the CULES had high reliability and validity. The structural model revealed that the provision of realistic and close‐to‐real‐life information could enhance students' preferences for timely guidance, student negotiation, and inquiry‐learning activities. In addition, the attainment of inquiry learning is quite challenging when designing u‐learning activities, as it involves the enhancement of the other CULES scales.  相似文献   

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