首页 | 官方网站   微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 62 毫秒
1.
《Ergonomics》2012,55(10):1698-1707
Transfer of learning involves the influence of previous experiences on the performance or learning of new skills. It is defined as a gain (or loss) in the capability for performance on one task as a result of practice on another. The aim of the study was to examine the degree of transfer between various association football skills. Twenty intermediate male players participated in the study. During pre- and post-training tests, participants juggled a football as many times as possible within 30 s using feet or knees. Further tests required participants to control an approaching football inside a restricted area using the preferred and non-preferred kicking leg. Following performance on the pretest, two matched skill groups were obtained. One group participated in a 4-week training period in which feet-only ball juggling was practised for 10 min daily, while the remaining group acted as a control. Trained participants exhibited superior post-test performance on knee juggling and ball control with preferred and non-preferred leg tasks relative to the control group (p< 0.05). Findings indicate positive transfer of learning from juggling practice with the feet to juggling with the knees and a football control task. Implications for theory and practice are highlighted.  相似文献   

2.
《Ergonomics》2012,55(10):1217-1227
The objective was to explore and describe nursing staff's body awareness and communication in patient transfers and evaluate any changes made after an educational intervention to promote staff competence in guiding patients to move independently. In total, 63 nursing staff from two hospitals wrote weekly notes before and after the intervention. The topics were: A) reflect on a transfer during the last week that you consider was good and one that was poor; B) reflect on how your body felt during a good and a poor transfer. The notes were analysed with content analysis. The results showed five different communication modes connected with nursing staff's physical and verbal communication. These communication modes changed after 1 year to a more verbal communication, focusing on the patient's mobility. The use of instructions indicated a new or different understanding of patient transfer, which may contribute to a development of nursing staff's competence.

Statement of Relevance: The present findings indicate that patient transfer consists of communication. Therefore, verbal and bodily communication can have an integral part of training in patient transfer; furthermore, the educational design of such programmes is important to reach the goal of developing new understanding and enhancing nursing staff's competence in patient transfer.  相似文献   

3.
We developed a robot patient for patient transfer training for simulating a patient’s performance during patient transfer and for enabling nurses to practice their nursing skills on it. To realize the robot patient, we focused on addressing the problems of designing its limb actions to enable it to respond to nurses’ operations. RC servos and electromagnetic brakes were installed in the joints to enable the robot to simulate a patient’s limb actions, such as embracing and remaining standing. To enable the robot to automatically respond to nurses’ operations, an identification method for these operations was developed that used voice commands and the features of the limbs’ posture measured by angle sensors installed in the robot’s joints. The robot patient’s performance was examined by a control test in which four experienced nursing teachers performed patient transfer with the robot patient and a human-simulated patient. The results revealed that the robot patient could successfully simulate the actions of a patient’s limbs according to the nursing teachers’ operations and that it is suitable for nursing skill training.  相似文献   

4.
《Ergonomics》2012,55(12):850-865
The aim of the study was to evaluate the training programme in patient handling and moving skills according to the Stockholm Training Concept. The evaluation focused on work technique, musculoskeletal problems, job strain and the experience of the person being transferred. The training programme consisted of two models of learning: traditional groups and quality circles. Fifty-one people employed at geriatric hospitals and in primary care, participated in the training programme. For the evaluation, the participants were video-recorded in one standardized transfer situation: moving the patient from bed to wheelchair, before and after the training. The participants' work technique during the patient transfer was assessed using seven items. A questionnaire covering individual factors, physical exertion, job strain, and musculoskeletal problems, was filled in by the participants before training and also six months after. The results showed improvements in six of the seven work technique items, directly after training. A decrease in the participants' physical exertion during transfers of patients from ‘bed to chair’ was shown six months after completion of the training programme. There was no significant decrease in the participants' musculoskeletal problems and job strain after training. Ninety-eight per cent of the participants were positive about having participated in the training. Training in patient handling and moving skills led to improved work technique. The participants improved their transfer technique and experienced less discomfort during the transfer, and patients experienced greater comfort and safety when being transferred.  相似文献   

5.
Inquiry learning requires the ability to understand that theory and evidence have to be distinguished and co-ordinated. Moreover, learners have to be able to control two or more independent variables when formulating hypotheses, designing experiments and interpreting outcomes. Can sixth-grade (9–10 years) children be trained to acquire these inquiry learning skills? Or is the opportunity to practice in a computer-supported simulation environment a sufficient condition to foster inquiry learning skills? In this study, two groups of sixth grade children were compared: a training group, and a practice group. The training group received an off-line inquiry learning training in which we focused on fostering strategies for proper inferencing and designing experiments. The practice group conducted four inquiry learning tasks during two practice sessions. Learning outcomes and inquiry learning process measures were collected to study whether training and practice resulted in desired changes in learning behaviour. Both training and practice resulted in better performance during the test problems. Compared to the practice group, the training group showed some advantage in discovering an interaction effect. Practice and training effects appeared to be dependent on type of domain.  相似文献   

6.
Weigelt C  Williams AM  Wingrove T  Scott MA 《Ergonomics》2000,43(10):1698-1707
Transfer of learning involves the influence of previous experiences on the performance or learning of new skills. It is defined as a gain (or loss) in the capability for performance on one task as a result of practice on another. The aim of the study was to examine the degree of transfer between various association football skills. Twenty intermediate male players participated in the study. During pre- and post-training tests, participants juggled a football as many times as possible within 30 s using feet or knees. Further tests required participants to control an approaching football inside a restricted area using the preferred and non-preferred kicking leg. Following performance on the pretest, two matched skill groups were obtained. One group participated in a 4-week training period in which feet-only ball juggling was practised for 10 min daily, while the remaining group acted as a control. Trained participants exhibited superior post-test performance on knee juggling and ball control with preferred and non-preferred leg tasks relative to the control group (p < 0.05). Findings indicate positive transfer of learning from juggling practice with the feet to juggling with the knees and a football control task. Implications for theory and practice are highlighted.  相似文献   

7.
The aim of the study was to evaluate the training programme in patient handling and moving skills according to the Stockholm Training Concept. The evaluation focused on work technique, musculoskeletal problems, job strain and the experience of the person being transferred. The training programme consisted of two models of learning: traditional groups and quality circles. Fifty-one people employed at geriatric hospitals and in primary care, participated in the training programme. For the evaluation, the participants were video-recorded in one standardized transfer situation: moving the patient from bed to wheelchair, before and after the training. The participants' work technique during the patient transfer was assessed using seven items. A questionnaire covering individual factors, physical exertion, job strain, and musculoskeletal problems, was filled in by the participants before training and also six months after. The results showed improvements in six of the seven work technique items, directly after training. A decrease in the participants' physical exertion during transfers of patients from 'bed to chair' was shown six months after completion of the training programme. There was no significant decrease in the participants' musculoskeletal problems and job strain after training. Ninety-eight per cent of the participants were positive about having participated in the training. Training in patient handling and moving skills led to improved work technique. The participants improved their transfer technique and experienced less discomfort during the transfer, and patients experienced greater comfort and safety when being transferred.  相似文献   

8.
计算机网络技术课程是要求实践动手能力很强的课程。通过计算机网络技术综合实训室的建设和实践教学方法的改革,运用多种实践手段来提高实训效果,使学生将理论知识与实践紧密结合,提高学生实践动手能力和现场解决问题的能力。  相似文献   

9.
The main goal of this study was to explore whether the use of multimedia in genetics instruction contributes more to students' knowledge and comprehension than other instructional modes. We were also concerned with the influence of different instructional modes on the retention of knowledge and comprehension. In a quasi‐experimental design, four comparable groups of 3rd and 4th grade high school students were taught the process of protein synthesis: group 1 was taught in the traditional lecture format (n = 112 students), group 2 only by reading text (n = 124 students), group 3 through multimedia that integrated two short computer animations (n = 115 students) and group 4 by text supplemented with illustrations (n = 117 students). All students received one pre‐test in order to estimate their prior knowledge, and two post‐tests in order to assess knowledge and comprehension immediately after learning and again after 5 weeks. Results showed that students comprising groups 3 and 4 acquired better knowledge and improved comprehension skills than the other two groups. Similar results were observed for retention of acquired knowledge and improved comprehension. These findings lead to the conclusion that better learning outcomes can be obtained by the use of animations or at least illustrations when learning genetics.  相似文献   

10.
基于CDIO的高职人才培养模式改革   总被引:1,自引:0,他引:1  
单强  徐兵 《计算机教育》2010,(11):30-34
本文根据高素质技能型人才的培养目标,并借鉴CDIO工程教育模式,探讨教学模式、学习模式与教育模式三大领域人才培养模式的改革与创新。在教学模式上,通过实施项目制教学改革,加强"双师"、"双化"素质师资队伍建设,全面推行"做中教"的教学方法;在学习模式上,通过建设电子化学习中心,采用小组学习与项目汇报形式,促进学生自主学习活动的开展;在教育模式上,通过课外活动项目化,开展社会实践活动与开设综合素质养成课等途径,突出软技能的培养,使学生的综合职业能力与可持续发展能力得到明显提高。  相似文献   

11.
《Computers & Education》2007,48(4):399-413
This study explores a teaching method for improving business students’ skills in e-commerce page evaluation and making Web design majors aware of business content issues through cooperative learning. Two groups of female students at a Japanese university studying either tourism or Web page design were assigned tasks that required cooperation to investigate whether a minimum of formal training and interaction between the two groups would result in an increase in the “design” students’ awareness of content issues in page design, and an improvement in the “tourism” students’ ability to evaluate Web pages related to tourism. The results showed only slight improvements, suggesting that either the amount of cooperative learning must be increased or some formal instruction must be introduced.  相似文献   

12.
学生通过参加技能竞赛,挑战自我,激发潜能,不断进步,充分展示了职校生的个性特点和精神风貌.技能竞赛是充分展示学校的教学成果和学生专业技能水平的大舞台。针对如何掌握训练方法、提高学习效率的问题,对强化学生职业技能训练、检验学生实践能力,从而提高职业学校学生技能水平的方法作一番探讨。  相似文献   

13.
要使完全没有色彩知识与造型意识的高等职业学校的学生,在不多的色彩课时计划内比较全面地了解和初步掌握色彩的基本表现技法,授课教师不但要有较深的色彩理论知识和过硬的色彩造型功底,还必须具有灵活多样的教学方法与实训指导技巧,更需要进行强化有效的实训教学手段。  相似文献   

14.
Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We randomly assigned 87 8th‐grade students to game instruction (digital game before class and lecture‐based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture‐based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL‐strategy students achieved better overall learning outcomes than their lecture‐based peers. Our observation of similar overall outcomes between the cooperative learning and lecture‐based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.  相似文献   

15.
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.  相似文献   

16.
基于创新意识培养的“多媒体技术应用”课程教学实践   总被引:1,自引:0,他引:1  
论述在建设国家远程教育精品课程"多媒体技术应用"中,如何融入计算思维教育理念,以培养学生发现问题、分析问题、解决问题能力为目标,构建基于创新意识培养的实践教学体系。该课程在校内和远程教学实施中取得了较好的效果。  相似文献   

17.
With facilitation of advanced technologies, design and application of smart become promising research issues in education. Although it is potential for students to learn geometric in authentic contexts, there were still lack of studies addressing smart learning issue in authentic context for geometry. This study aim to propose an app, called SmartUG, to support students smartly to consolidate geometry understanding and learning through enriching experience of exploring and applying related geometry surrounding. There were four smart mechanisms proposed in SmartUG (direction guidance, learning progress, object recognition and answer feedback) to guide students' measuring and applying geometry smartly and meaningfully in authentic contexts. A total of 83 fifth-grade students participated in this experiment and were divided into three groups, an experimental group that learned with smart mechanisms, a control group that learned without smart mechanisms and a traditional control group that learning with traditional teaching approach. Basically, experimental group outperformed control group and traditional teaching group in term of geometry ability and estimation ability, which means students benefited from proposed SmartUG. Moreover, students showed positive attitude and high intention to use toward SmartUG. Students should be provided more chances to learn geometry smartly in authentic contexts with SmartUG. It is potential to future studies to implement more smart mechanisms to support students learning in authentic contexts. Moreover, the learning system can get smarter and smarter when the learning system gets more and more input data from students' use.  相似文献   

18.
Abstract A survey of the Information Technology (IT) skills and attitudes of 180 pre-clinical students at two UK medical schools are reported. Medical School A had little in the way of an 'IT culture', while School B runs a short course in informatics in the first year, and regularly employs IT and CAL applications in teaching and learning. School A students were less likely to consider their skills to be 'adequate' for their educational needs. Students at School B rated IT skills as of greater importance for both their current and future needs as undergraduates, but over 87% of both groups considered IT competency as 'essential' or 'important' for their future in medical practice. These, and other findings, are discussed in relation to the impact of 'IT culture', including training in informatics within the undergraduate medical curriculum.  相似文献   

19.
In modern business environments, work and tasks have become more complex and require more interdisciplinary skills to complete, including collaborative and computing skills for website design. However, the computing education in Taiwan can hardly be recognised as effective in developing and transforming students into competitive employees. In this regard, the author adopted collaborative learning (CL) with initiation and self-regulated learning (SRL) with feedback to develop students' collaborative skills and regular learning habits and further contribute to practical computing skills for website design. This study comprised an experiment that included 279 second-year university students from five class sections, including four experimental groups (CISF group, n = 57; CIS group, n = 53; CI group, n = 68; C group, n = 68), and a control group (T group, n = 33). The results reveal that students who received the combined treatment of online CL with initiation and SRL with feedback attained the best grades for their computing skills for website design among the five groups. The author further discusses the implications for teachers, schools and educators who plan to design practical scenarios and online learning activities for their students.  相似文献   

20.
This study investigated the frequency of use of information problem‐solving (IPS) skills and its relationship with learning outcomes. During the course of the study, 40 teachers carried out a collaborative IPS task in small virtual groups in a 4‐week online training course. The status of IPS skills was collected through self‐reports handed in over the course of the 4 weeks. Learning was evaluated by means of open‐ended questionnaires before and after the group task. Three types of knowledge learning were evaluated: declarative, procedural and situational. Teachers exhibited a recurrent use of all skills during the whole collaborative task, although periodic use differed from week to week. Results showed a relationship between some IPS skills and declarative and procedural knowledge. The skills that were statistically significant were share information, read peer's information and analyse information. Implications for learning support and instruction are discussed.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号