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1.
The authors use physical concepts to investigate cognitive elaboration using a commercial game-based review teaching method versus a lecture-based method. Experiments involved two popular casual games: Cut the Rope (pendulum concept) and Angry Bird Space (circular motion), with concept maps and multiple-choice tests used as assessment tools. Our goal was to analyze concept reinforcement and reorganization via commercial games for a group of junior high school students. A total of 83 students (15–16 years old), were randomly assigned to an experimental group (review using commercial casual games) or a control group (lecture-based review). Our results suggest that (a) the games supported the elaboration potential of learned physical concepts as measured by concept maps, and (b) concept maps are more suitable than multiple-choice tests for estimating the effects of commercial games on cognitive elaboration. Three key design features of commercial games that can support cognitive elaboration of physical concepts are discussed.  相似文献   

2.
This study provides an understanding of how different interactive technology tools that are integrated into a Website can be used for teaching undergraduate human anatomy and physiology laboratory students. Technology tools refer to a Website that the authors created to teach the Cardiovascular System that includes dynamic tools such as the Pronunciation Corner and Spelling Bee, and an Interactive practice and test tool. The Cardiovascular System was chosen as the subject matter to modify based upon the results of a pilot study where students indicated difficulty in understanding this subject. In addition, a “Teacher Resources” tool on the Website allows any teacher to create their own Pronunciation Corner and Spelling Bee and use them for their classes. The statistical analyses showed that the experimental group students (who had access to the Website) took advantage of the technology tools provided and demonstrated significant improvement in their performance on the cardiovascular portion of the lab test.  相似文献   

3.
To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven classes with a total of 238 students were invited to participate in CIFG, and six classes with a total of 211 students were recruited for CISUG. All participants were 5th and 6th grade elementary school students. Performance achievement, interest level and gameplay anxiety were statistically examined using paired sample t-tests. The results revealed that the static mode fostered better performance. In addition, interest was found to be better maintained in the static mode than in the animated mode, but there was no difference between the two types of game modes in respect of gameplay anxiety. However, for both modes, gameplay anxiety did decrease slightly upon subsequent playing, though it did not reach a level of statistical significance. The results suggest that in educational game design, the use of static rather than animated modes should be considered when the objective is to help students achieve better performance in a competitive setting.  相似文献   

4.
The purpose of the present study was to construct goal-setting mechanisms in a web-based portfolio assessment system (WBPAS), based on the self-regulated learning (SRL) process proposed by Zimmerman, and to examine effects of these mechanisms on SRL. The participants were two classes of 11th graders taking the website design class in a vocational high school. The participants were assigned randomly to either an experimental group (n = 40) learning with a WBPAS or a control group (n = 41) learning with a paper-based portfolio. The study results revealed the following: a) the quality of goal-setting mechanisms may facilitate SRL. b) Students setting learning goals with the WBPAS demonstrated significantly better SRL than students setting learning goals with the paper-based portfolio.  相似文献   

5.
The current practice of traditional in-class lecture for learning computer science (CS) in the high schools of Taiwan is in need of revamping. Teachers instruct on the use of commercial software instead of teaching CS concepts to students. The lack of more suitable teaching materials and limited classroom time are the main reasons for the software-based teaching practices. This study proposes a pre-class video viewing of the lecture content plus in-class supervised laboratory work as a model that can overcome the above problems. Experiments on teaching image processing concepts at two local high schools have been conducted. The experimental results show that the proposed model is a feasible and effective way for the teaching and learning of image processing. The new approach also facilitates student–student and student–teacher interactions in the classroom. Finally, an improvement in the understanding of the subject by the students and an increased interest toward learning CS are also evident.  相似文献   

6.
Information retention from PowerPoint and traditional lectures   总被引:1,自引:0,他引:1  
The benefit of PowerPoint is continuously debated, but both supporters and detractors have insufficient empirical evidence. Its use in university lectures has influenced investigations of PowerPoint’s effects on student performance (e.g., overall quiz/exam scores) in comparison to lectures based on overhead projectors, traditional lectures (e.g., “chalk-and-talk”), and online lectures. Thus far, comparisons of overall exam scores have yielded mixed results. The present study decomposes overall quiz scores into auditory, graphic, and alphanumeric scores to reveal new insights into effects of PowerPoint presentations on student performance. Analyses considered retention of lecture information presented to students without the presence of PowerPoint (i.e., traditional lecture), auditory information in the presence of PowerPoint, and visual (i.e., graphic and alphanumeric) information displayed on PowerPoint slides. Data were collected from 62 students via quiz and questionnaire. Students retained 15% less information delivered verbally by the lecturer during PowerPoint presentations, but they preferred PowerPoint presentations over traditional presentations.  相似文献   

7.
8.
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings.  相似文献   

9.
Although conventional student assessments are extremely convenient for calculating student scores, they do not conceptualize how students organize their knowledge. Therefore, teachers and students rarely understand how to improve their future learning progress. The limitations of conventional testing methods indicate the importance of accurately assessing and representing student knowledge structures. The personalized diagnosis and remedial learning system (PDRLS) proposed in this study enhances the effectiveness of the Pathfinder network by providing remedial learning paths for individual learners based on their knowledge structure. The sample was 145 students enrolled in introductory JAVA programming language courses at a Central Taiwan technology university. The experimental results demonstrate that learners who received personalized remedial learning guidance via PDRLS achieved improved learning performance, self-efficacy, and PDRLS use intention. The experimental results also indicated that students with lower knowledge level gain more benefits from the PDRLS than those with higher level of knowledge and that field dependence (FD) students obtain a greater benefit from PDRLS than field independence (FI) students do.  相似文献   

10.
Inquiry-based learning, an effective instructional strategy, can be in the form of a problem or task for triggering student engagement. However, how to situate students in meaningful inquiry activities remains to be settled, especially for social studies courses. In this study, a contextual educational computer game is developed to improve students' learning performance based on an inquiry-based learning strategy. An experiment has been conducted on an elementary school social studies course to evaluate the effects of the proposed approach on the inquiry-based learning performances of students with different learning styles. The experimental results indicate that the proposed approach effectively enhanced the students' learning effects in terms of their learning achievement, learning motivation, satisfaction degree and flow state. Furthermore, it is also found that the proposed approach benefited the “active” learning style students more than the “reflective” style students in terms of learning achievement. This suggests the need to provide additional supports to students with particular learning styles in the future.  相似文献   

11.
This study investigates pre-service teachers' perspectives of the diffusion of information and communication technologies (ICTs) in elementary education and the effect of case-based discussions (CBDs). The sample consisted of 170 first-year pre-service teachers from elementary teacher education programs of the largest teacher education college in Turkey. The cases used in the study were obtained from a case repository at http://ornekolay.org, indexing teaching cases from elementary classrooms of the capital city of Turkey. The cases were mainly text-based and presented stories of elementary teachers' in-class usage of ICTs. A quasi-experimental pretest-posttest design was executed to test the effect of pre-service teachers' perspectives on ICTs diffusion in elementary teaching. Three scales were developed based on Rogers' Diffusion of Innovation Theory (2003) to measure pre-service teachers' preferred innovativeness, innovation perceptions, and innovation decisions in the use of ICTs. The results showed that pre-service teachers had pre-established perspectives, mainly positive, about the diffusion of ICTs in elementary teaching; their perceptions about innovativeness and relative advantage were the main indicators of persuasion and decision; and CBDs positively affected their perceptions such that their computer-related persuasion and decisions positively increased.  相似文献   

12.
13.
A printed module should consist of media elements, namely text and pictures, which are self-instructional and could cater to the needs of the user. However, the typical platform of such visualization frequently overloads the limited working memory causing split attention and redundancy effects. The purpose of this study is to design and develop a printed self-instructional module based on Cognitive Load Theory in learning. Media elements are presented with minimal cognitive demands with an action- and task-oriented approach. Utilizing a modified Solomon Group design on 113 trainee teachers selected using purposive sampling, the effectiveness of the developed module was compared to the conventional module. Independent sample t-tests conducted to compare the time of completion in performance between the Control Group working on the conventional module and Group 2 working on the developed module show significant statistical differences in pre- and post-activities. Group 2 reported lower cognitive load scores on the rating scale and graphical plots using computational approach showed higher instructional efficiency. Thus, results show that trainees working on the developed printed module were able to perform faster and better with lower mental effort and had higher performance.  相似文献   

14.
Research findings show the difficulties younger students have in working with graphs. Higher mental operations are necessary for a skilled interpretation of abstract representations. We suggest connecting a concrete representation of the modeled problem with the related graph. The idea is to illustrate essential mental operations externally. This is called supplantation. We provide this special kind of support in a multimedia learning environment using several computer-specific features. Based on an information-processing model we identify two different types of supplantation of mental operations on graphs: first, supplantation of how to relate a certain point of the graph to the underlying concrete object or situation. Second, supplantation of how a point of the graph and the underlying fact or situation co-vary. In an empirical study, combinations of these types were investigated. The results indicate that such a supplantation of mental operations on graphs can become a useful tool to support adequate understanding of graphs. However, supplantation should be adjusted to individual abilities.  相似文献   

15.
The current generation of adolescents, who are generally described as digital natives, have greater access to and are greater consumers of information than previous generations. However, adolescents are notably at-risk when they are confronted with ethical decisions since they may lack the necessary knowledge and experiences to discern and make the right decisions. This study investigated how the demographic variables of gender and socio-economic status (SES) influence the internet ethics of 825 Secondary 2 (Grade 8) students aged 11 to 16 in Hong Kong. Three unethical behaviours, namely, unauthorised acts (UNAC), internet stickiness (INST), and plagiarism (PLAG) were examined. Results revealed that male students tended to engage in more unethical behaviours than did female students. Also, students from low SES families tended to behave more unethically than did students from high SES families. Implications for educators and researchers are discussed with reference to the four component model of moral behaviour, which has been widely used to articulate internal psychological processes including moral sensitivity, moral judgement, moral motivation, and implementation that are commonly found in all moral acts.  相似文献   

16.
The objective of this study was to test whether information presented on slides during presentations is retained at the expense of information presented only orally, and to investigate part of the conditions under which this effect occurs, and how it can be avoided. Such an effect could be expected and explained either as a kind of redundancy effect due to excessive cognitive load caused by simultaneous presentation of oral and written information, or as a consequence of dysfunctional allocation of attention at the expense of oral information occurring in learners with a high subjective importance of slides. The hypothesized effect and these potential explanations were tested in an experimental study. In courses about literature search and access, 209 university students received a presentation accompanied either by no slides or by regular or concise PowerPoint slides. The retention of information presented orally and of information presented orally and on slides was measured separately in each condition and standardized for comparability. Cognitive load and subjective importance of slides were also measured. The results indicate a “speech suppression effect” of regular slides at the expense of oral information (within and across conditions), which cannot be explained by cognitive overload but rather by dysfunctional allocation of attention, and can be avoided by concise slides. It is concluded that theoretical approaches should account for the allocation of attention below the threshold of cognitive overload and its role for learning, and that a culture of presentations with concise slides should be established.  相似文献   

17.
This research study aims to identify student's perceptions regarding the use of blogging, the pattern of reflection involved in learning Authoring System through blogging and student's performance in tests based on the reflection's pattern. Sixteen students who registered for the Authoring System subject participated in this study. It was conducted using quantitative approaches, through survey and pre-experimental design of one group post-test type. The instruments used were questionnaire, performance test and blog contents, where tutors and students posted messages and comments on the blog during the course. The results showed that the students' overall perception regarding the educational benefits of writing a blog and reading other students' blogs and comments was positive. Students also moderately agreed that they had difficulties in engaging in the reflection through blogging. It was also found that blogging indirectly improved the students' performance in the test. Through blog content analysis, the dominant type of reflection was monologue. However, the results from the data mining analysis showed that the students used reflective conversation and monologue type of reflection to achieve Grade A in learning Authoring System. It shows that students require deep and critical reflection to perform better in the subject.  相似文献   

18.
To investigate the benefits and perceived effectiveness of instructional technology, students enrolled in several courses were compared on student evaluations of instruction, grades and an attitudinal questionnaire. The instructors of the courses taught the same course across two successive semesters, using traditional “chalk-and-talk” methods the first semester, and PowerPoint the next; all other techniques (e.g., exams, lecture material) were held constant. Results suggest that organization and clarity, entertainment and interest, professor likeability, and good professor behaviors were enhanced with PowerPoint although final grades were not.  相似文献   

19.
A large percentage of students who use Internet search engines accept the results they are given without challenge, which conflicts with many learning theories that emphasize exploration. Longer and more in-depth searches require critical analyses of results as part of a process that is thought to produce better learning outcomes. With the development of social media, social motivation is increasingly considered an important factor in learning. To boost motivation for knowledge exploration, many instructors are adding elements of high interest to students to their teaching materials and activities. Here we investigate the effects of social motivation-associated priming on learner behaviors involving search engine results, using differences in learner characteristics (peer relationships and math skills) and search question type (add-on and integrated) as the main distinguishing factors. Our sample consisted of 81 students between the ages of 14 and 15 in a junior high school located in northern Taiwan. All of the participants were experienced in using computers, the Web, and search engines. Our results indicate (a) no significant effects of peer relationships or prior math achievement on the use of search results in that subject area; (b) the use of add-on questions (i.e., presenting math questions after presenting interpersonal relationship questions) encourages the appropriate use of summary results; and (c) the use of integrated questions (i.e., learners read stories involving a mix of interpersonal relationship and math information before addressing search questions) encourages students to read more information from search results rather than focusing on finding single “correct” answers. We interpret the third finding as evidence of greater enjoyment of exploration.  相似文献   

20.
The aim of the study is to investigate the possible effect of web-supported teaching on students' academic achievement in Human Rights, Democracy and Citizenship Education. To examine weather web-supported instruction would make a difference in attainment level of the subjects, a mixed method research design i.e. focus group interview and Solomon-four-group experimental design was employed. Solomon design contains two extra control groups to the experimental design, which serve to reduce the influence of confounding variables and allow researchers to test whether the pre-test itself has an effect on the subjects. An achievement test designed for this study was employed to collect data on dependent measures. After subjecting experimental group students to a 12-week-long web-supported learning, the same test (as post-test) was applied to all control and experiment groups in both universities, 8 in total. The data was analyzed by using t test and one-way ANOVA. There was no statistically significant difference between experimental and control groups in achievement post-test scores.  相似文献   

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