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1.
This study aims to add to the discussion about the applicability of the classical deindividuation theory and social identity model of deindividuation effects (SIDE) in explaining online behaviours. It explores the effect of anonymity in facilitating social influence of group identity in online game cheating. A nationally representative survey was conducted face to face. Results from the survey administered in Singapore confirm predictions derived from the SIDE and challenge the classical deindividuation theory. Specifically, it was concluded that the frequency of gaming with online strangers (anonymous gaming) significantly predicted the frequency of cheating in online games. The effect of anonymity on game cheating was found to be significantly mediated by the group identification with online gaming communities/groups. Gender differences were found. Male gamers cheated more frequently than female gamers. Female gamers are more likely to cheat as a consequence of group identification than male gamers. Implications and future research are discussed.  相似文献   

2.
Generally, high-school students have been characterized as bored and disengaged from the learning process. However, certain educational designs promote excitement and engagement. Game-based learning is assumed to be such a design. In this study, the concept of flow is used as a framework to investigate student engagement in the process of gaming and to explain effects on game performance and student learning outcome. Frequency 1550, a game about medieval Amsterdam merging digital and urban play spaces, has been examined as an exemplar of game-based learning. This 1-day game was played in teams by 216 students of three schools for secondary education in Amsterdam. Generally, these students show flow with their game activities, although they were distracted by solving problems in technology and navigation. Flow was shown to have an effect on their game performance, but not on their learning outcome. Distractive activities and being occupied with competition between teams did show an effect on the learning outcome of students: the fewer students were distracted from the game and the more they were engaged in group competition, the more students learned about the medieval history of Amsterdam. Consequences for the design of game-based learning in secondary education are discussed.  相似文献   

3.
In an experimental study, we analyzed in-group minority social influence within the context of computer-mediated communication (CMC) based on the perspective of the social identity model of deindividuation effects (SIDE). This model hypothesizes that in a group context, in which social identity is salient, anonymity will facilitate influence among the group members. Using a software application, we simulated the creation of a virtual group and the setting of a computer-mediated communication. The interaction between the members of the group centers on the issue of North African immigration. The results show that the influence of an in-group minority (radical pro-immigration) causes changes of opinion, as demonstrated in the two groups participating in the experimental test (anonymous and identifiable users). However, the differences in such changes between the identifiable and the anonymous groups are not statistically significant, whereas for two dependent variables from the opinion questionnaire, (i.e., “strong” anti-immigration and pro-immigration), they are significant when these two groups are compared to the control group. Therefore, the postulates of the SIDE model are only partially confirmed. We offer some explanations for the results obtained, and outline different aspects involved in the process of social influence via CMC.  相似文献   

4.
Game-based learning provides many benefits, such as enhancing the interaction with students and stimulating their learning motivation. Thus, it is popular to learners who have diverse characteristics. To this end, individual differences play an essential role. Among various individual differences, previous studies demonstrated that prior knowledge has great effects on game-based learning. However, such studies mainly considered a single game-based learning system. To address this issue, this study examined how prior knowledge affects students' reactions to two different types of game based learning systems, i.e., the Machinarium and the CSI: Web Adventures. The former delivers procedural knowledge while the latter provides declarative knowledge. The results from this study indicate that prior knowledge has positive impacts in the CSI group while it has negative impacts in the Machinarium group. These findings imply that prior knowledge is useful for the context of declarative knowledge while it may not be helpful for the context of procedural knowledge.  相似文献   

5.
Online knowledge community administrators are attempting to encourage their users to contribute knowledge in order to provide value to members and maintain sustainability. A large number of online knowledge communities fail mainly due to the reluctance of users to return the favor and share knowledge. Many studies on this topic have highlighted the importance of reciprocity for knowledge contribution which forms a virtuous feedback loop for the community sustainability. However, it is unclear how reciprocity is developed and what influences its development. Motivated by this, this study focuses on investigating the antecedents of knowledge receivers’ reciprocity in online knowledge communities. It formulates and tests a theoretical model to explain reciprocity behavior of community members based on equity theory and Social Identity explanation of De-individuation Effects (SIDE) model. Our proposed model is validated through a large-scale survey in an online forum for English learning. Results reveal that indebtedness and community norm not only are key antecedents of intention to reciprocate but are also positively related to each other. The perceived anonymity of the online knowledge community not only has a positive effect on intention to reciprocate, but also has an interactive effect with community norm on intention to reciprocate. Theoretical and practical implications of this study are discussed.  相似文献   

6.
Heath education is an important component of the curriculum for fostering children's correct health knowledge and good daily life habits. However, educators have indicated that most children might fail to realize the importance and meaning of health education content owing to the lack of authentic scenarios and daily life experience. With the advancement of computer technologies, researchers have tried to develop multimedia learning content in order to improve students' learning performance. Among various technology-enhanced learning alternatives, digital game-based learning has been recognized as a highly potential approach to motivating students. However, several previous studies have indicated that, without properly incorporating learning content into game scenarios, the effectiveness of digital game-based learning might not be as good as expected in comparison with conventional technology-enhanced learning. In this study, a contextual digital game was developed for improving students' learning performance in an elementary school health education course. A quasi experiment was conducted to evaluate the effectiveness of the proposed approach by situating the experimental group in the game-based learning scenario and the control group to learn with conventional e-books. The experimental results showed that the proposed approach not only improved the students' learning motivation, but also their learning achievement and problem-solving competences. Moreover, the significant two-way interaction suggested that the contextual game-based learning approach benefited the higher motivation students more than the lower motivation ones in terms of the advanced knowledge, showing the importance and potential of applying contextual games to health education activities.  相似文献   

7.
Learning style is traditionally assumed to be a predictor of learning performance, yet few studies have identified the mediating and moderating effects between the two. This study extends previous research by proposing and testing a model that examines the mediating processes in the relationship between learning style and e-learning performance and the moderating effects of prior knowledge. The results show that the sensory/intuitive dimension of learning style predicts learning performance indirectly through the mediation of online participation. However, other types of learning styles do not affect online participation. Sensory students demonstrate a higher level and intuitive students a lower level of online participation. Prior knowledge plays an important role as a moderator between online participation and learning performance. This study was conducted in the context of software usage instruction using empirical data from 219 undergraduate students.  相似文献   

8.
Ambivalent effect of member portraits in virtual groups   总被引:2,自引:0,他引:2  
Abstract Knowledge exchange with shared databases can be seen as a public-goods dilemma. People are reluctant to contribute information because they save time, effort and perhaps social power if they withhold their knowledge and socially loaf. But if all people choose this individually efficient strategy, then no information exchange can take place, and the group is less effective than it would have been if all members contributed. Thus, in the knowledge-exchange situation, group norms and individual norms oppose each other. In order to strengthen people's orientation towards the group, virtual collaborative tools sometimes provide member portraits. But based on the Social Identity Model of Deindividuation Effect (SIDE)-Model, ambivalent effects of these member portraits are expected according to people's social categorization: when people identify more strongly with the group, such portraits enhance participation, whereas when people have a stronger individual identity, they undermine participation. This study links the concepts of social value orientation to identity salience. The assumption is that in the information-exchange dilemma, the social value orientation of a group member will determine whether group identity or individual identity becomes salient for that group member. We then extend the SIDE-model to the domain of social loafing and expect that portraits of the group members will have different effects for people with individual orientation and for people with prosocial orientation. An experiment confirmed this expectation and revealed a significant interaction between social value orientation and portraits. Especially striking is the result that for prosocials the provision of member portraits leads to an increase in social loafing. This is analogous to the predictions of the SIDE-model.  相似文献   

9.
A path model was used to test the unique and interactive effects of cognitive and motivational variables when learning in a supportive online learning system, Collaborative Inquiry System (CIS). In this student-centered learning environment, students interact with computer simulations and are assisted by online scaffolds intended to help them learn complex scientific concepts. The present study also explored the relationships between students’ motivational, cognitive, and metacognitive strategy use and online performance. In total, 178 tenth-grade students participated in the study. The statistical analyses revealed that students’ learning goals and cognitive preferences predicted metacognitive strategy use and later influenced their performance. Prior knowledge is a predictor of neither metacognitive strategy use nor learning goals and need for cognition, but is nevertheless an important determinant of online performance. Discussions on how to accommodate the different needs of students with varying levels of prior knowledge, goal orientation, and cognitive preference in a supportive learning system are provided based on the results.  相似文献   

10.
为了在无先验知识的情况下,客观评价红外图像中显著性目标分割效果,文中提出一种无需先验知识的红外目标分割评价准则。针对红外图像中显著目标的特性,建立3种评价指标:局部视觉亮度差指标、全局视觉显著性指标和亮度波动性指标,这3种指标分别对应于分割前景局部区域的视觉亮度对比度、分割前景在全局背景下的视觉显著程度和分割前景内部亮度的一致性程度。综合3种指标,建立红外目标分割的评分准则。实验证明文中准则的评价结果能较好地符合主观人眼视觉感知与客观实际,适用于无先验知识的红外目标分割评价。  相似文献   

11.
12.
《Computers & Education》1998,31(3):265-279
This study is two-fold in that it is directed at understanding the influence of group constitution on group function as well as the influence of teamwork and cooperative learning on the individual's perception of the subject. Both qualitative and quantitative research methods were used to collect data. The quantitative method used, entailed the use of a self administered questionnaire. Belbin's team role test (Interplace) was used to constitute the teams. Unstructured interviews were used to collect the qualitative data. Computer Science students, in their third academic year, were placed in groups (or teams) at the onset of the course using Belbin's team role concept. Rather than presenting conventional lectures, students were expected to come prepared to class and to discuss personal insights gained through individual learning in a group situation. The role of the lecturer became the role of a facilitator. Access to the Internet and World Wide Web, allowed students to research topics for a presentation. E-mail enabled students to communicate freely with group members and the lecturer. The majority of students indicated that working in teams contributed to their understanding of the subject, that they gained on a personal and social level and that they have learned more in the group than they would have by learning individually. This method of teaching results in the development of positive intergroup relations and desirable prosocial behaviours which can possibly bridge the gap between tertiary education and the job market. The fact that students now seem to enjoy learning more makes this approach to learning worthy of pursuit. Present structures of our examinations are failing to adequately test the dimensions of learning we wish them to.  相似文献   

13.
The benefits of teamwork and collaboration have long been advocated by many educational theories, such as constructivist and social learning models. Among the various applications of collaborative learning, the iterative team-based learning (TBL) process proposed by Michaelsen, Fink, and Knight (2002) has been successfully used in the classroom without computer support. This paper describes the implementation and evaluation results of a classroom application of the TBL process, which was modified to include computer mediation. We call this process computer-supported team-based learning (CS-TBL). This work extends learning in small teams from the traditional classroom to the hybrid classroom where students meet both face-to-face and online by emphasizing the importance of online team interactions. The outcomes are assessed through an evaluation model that considers the impact of motivation, enjoyment and team contributions on learning outcomes. The study results indicate that motivation influences the relationship between team interactions and perceived learning. Enjoyment is affected by motivation and perceptions of team members’ contributions, with the implication that students who perceive that the team interactions are adding value to their education will better enjoy learning and will experience higher-level learning outcomes.  相似文献   

14.
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is replaced with game-based learning. Keeping the total lesson time (40 min) identical, the control group (N = 33) received traditional instruction, and the experimental group (N = 32) was presented with a blended learning approach spending half of the class time (20 min) playing tablet-based fraction games, where each of the learners had their own tablet. The results suggested that in the posttest, the experimental group achieved similar learning gains to the control group and appear to have achieved better performance in the transfer test than the control group. This paper also discusses the efficiency of game-based learning, the mechanism of how fraction games might enhance learning, and the potential of integrating game-based learning in educational settings.  相似文献   

15.
This study proposed an online learning system for energy education, modifying the typical rules of tic-tac-toe and incorporating multiple choice tests into the game in order to develop a game-based formative assessment tool for an online learning course. In order to explore how different gaming modes and feedback types in this game-based formative assessment affect knowledge acquisition effectiveness and participation perceptions, a tic-tac-toe quiz game (TRIS-Q) with two gaming modes: single-player online game (SOG) and multi-player online game (MOG), and two feedback types: immediate elaborated feedback (IEF) and no immediate elaborated feedback (no IEF), were developed. A 2(SOG vs. MOG) × 2(IEF vs. no IEF) between-subject experiment was also conducted to investigate the effects on 109 ninth-grade students from four junior high school classes. The research findings indicated that different gaming modes of TRIS-Q did not affect the effectiveness of knowledge acquisition; providing IEF for each question answered in the game facilitated the enhancement of both energy knowledge acquisition and student tic-tac-toe ability when comparing it with the no IEF type. Additionally, the different gaming modes and feedback types did not affect participation perceptions.  相似文献   

16.
Drawing on social exchange theory, this study proposes a model by postulating critical antecedents and mediators as the key drivers of online learning ability. In the model, online learning ability is affected indirectly by trust via 3 mediators simultaneously, including team commitment, task conflict, and relationship conflict, whereas trust is impacted directly by expressiveness interdependence, outcome interdependence, and task interdependence. Empirical testing of this model, by investigating the personnel of virtual teams from information technology organizations, confirms the applicability of social exchange theory in understanding online learning ability. This study contributes to the virtual team learning literature by extending social exchange theory to the rarely explored area of online learning ability of organizational teams and validating idiosyncratic drivers of online learning ability. Last, this article provides managerial implications and limitations of the research.  相似文献   

17.
One important challenge in mathematics education is teaching modeling skills. We analyze the logs from a game-based learning system used in a massively multiplayer online tournament. Students had to detect an input–output pattern across 20 rounds. For each round, they received an input and had 2 minutes to predict the output by selecting a binary option (2 points if correct, ?1 otherwise), or writing a model (4 points if model prediction was correct, ?4 otherwise), or refraining (1 point). Thousands of 3rd to 10th grade students from hundreds of schools simultaneously played together on the web. We identified different types of players using cluster analysis. From 5th grade onwards, we found a cluster of students that wrote models with correct predictions. Half of the 7th to 10th grade students that detected patterns were able to express them with models. The analysis also shows diffusion within the teams of modeling strategies for simple patterns.  相似文献   

18.
良好的学习动机对于明确学习目标、端正学习态度、激发学习潜能等方面都起到至关重要的作用. 现有的增强学习动机的策略或单从促进同伴间的互动来考虑, 或单从游戏化教学活动来考虑, 或将这两种措施简单相结合, 均存在局限性. 鉴于此, 本文通过综合考虑同伴互动中的竞争与合作两种模式, 并结合丰富游戏化的机制, 设计了一种新颖的...  相似文献   

19.
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated the design of the proposed pedagogical gamification, assessment, modeling, and enquiry (GAME) model. The participants were 69 sixth grade students at one primary school in Taiwan. A quasi-experimental design was adopted. The experimental group students learned with the GAME model, whereas the comparison group students only learned with traditional learning way. The results showed that the learning gain in scientific competencies of the experimental group was better than those of the comparison group. This study revealed that the GAME model has potential to promote students' PISA scientific competencies. It is suggested that the integral GAME model may serve as one kind of strategies to enhance students' scientific competencies.  相似文献   

20.
The Internet has provided people with new ways of expressing not only their individuality but also their collectivity i.e., their group affiliations. These group identities are the shared sense of belonging to a group. Online contact with others who share the same group identity can lead to cooperation and, even, coordination of social action initiatives both online and offline. Such social actions may be for the purposes of positive change, e.g., the Arab Spring in 2010, or disruptive, e.g., the England Riots in 2011. Stylometry and authorship attribution research has shown that it is possible to distinguish individuals based on their online language. In contrast, this work proposes and evaluates a model to analyse group identities online based on textual conversations amongst groups. We argue that textual features make it possible to automatically distinguish between different group identities and detect whether group identities are salient (i.e., most prominent) in the context of a particular conversation. We show that the salience of group identities can be detected with 95% accuracy and group identities can be distinguished from others with 84% accuracy. We also identify the most relevant features that may enable mal-actors to manipulate the actions of online groups. This has major implications for tools and techniques to drive positive social actions online or safeguard society from disruptive initiatives. At the same time, it poses privacy challenges given the potential ability to persuade or dissuade large groups online to move from rhetoric to action.  相似文献   

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