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1.
In this study, we investigated the validity of a stealth assessment of physics understanding in an educational game, as well as the effectiveness of different game-level delivery methods and various in-game supports on learning. Using a game called Physics Playground, we randomly assigned 263 ninth- to eleventh-grade students into four groups: adaptive, linear, free choice and no-treatment control. Each condition had access to the same in-game learning supports during gameplay. Results showed that: (a) the stealth assessment estimates of physics understanding were valid—significantly correlating with the external physics test scores; (b) there was no significant effect of game-level delivery method on students' learning; and (c) physics animations were the most effective (among eight supports tested) in predicting both learning outcome and in-game performance (e.g. number of game levels solved). We included student enjoyment, gender and ethnicity in our analyses as moderators to further investigate the research questions.  相似文献   

2.
Computational thinking (CT) plays a vital role in the fields of science, technology, engineering and mathematics (STEM). However, whether students' learning attitude towards STEM is related to their CT skills remains unknown. Two studies were conducted to address this knowledge gap. In Study 1, we validated a newly developed STEM learning attitude scale among a sample of Chinese primary school students (N = 489). Exploratory and confirmatory factor analysis results revealed that the scale which consisted of three factors (mathematics, science and information technology) could sufficiently measure primary school students' STEM learning attitude in the current sample. In Study 2, we explored the association between students' STEM learning attitude and their CT skills. Evidence revealed that learning attitude towards STEM significantly predicted CT skills. We also found that girls had a more positive learning attitude towards STEM than boys, and the fourth grade might be the key period for the development of CT skills. Implications for promoting primary school students' STEM learning and CT skills were also discussed.  相似文献   

3.
Teachers are important social agents who shape the quantity and quality of students' self-directed use of technology for learning outside the classroom. This study aimed to model the influence of teacher behaviors on learners' self-directed technology use. A conceptual model of three types of teacher support (affection support, capacity support and behavior support) that were reported to influence students' self-directed technology use for learning outside the classroom was generated based on interviews with 15 undergraduate foreign language learners. One hundred and sixty undergraduate foreign language learners were then surveyed to test the conceptual model. The path analysis of the survey data suggested that affection support influenced learner self-directed technology use through strengthened perceived usefulness, and that capacity support and behavior support influenced learner self-directed technology use through enhanced facilitating conditions and computer self-efficacy. The research findings highlight the importance of raising teachers' awareness of the different roles they can play and of enhancing their abilities to perform a combination of the roles to promote learner self-directed use of technology for learning outside the classroom.  相似文献   

4.
Experiences in immersive 3D virtual reality (VR) are more presence-inducing, and so it may be tempting to claim that content will be learned better in VR. This randomized control trial study on natural selection challenges that assumption. This study answers the question of whether learning STEM in an immersive 3D VR environment is always superior to learning via a 2D monitor (PC). This is a 2 × 2 × 3 design. The first factor is platform immersivity (low = 2D PC, or high = 3D VR), the second factor is level of embodiment (lower = watching playback video, or higher = using mouse/controller to agentically manipulate content), and the third factor is test time (pretest, posttest, and follow-up). There was a significant main effect for embodiment, the high embodied and agentic groups learned the most. There was not a main effect for platform, because the participants in the low embodied VR group performed significantly worse than the three other groups. Although, the one high embodied, VR group learned and retained the most knowledge. A path-analysis revealed that the effect of platform was significantly mediated by presence, agency, and engagement. The smaller learning gain in the low embodied VR condition suggests that participants come to the immersive VR experience with expectations about agency and control of the virtual content, and when those expectations were not met, the disconnect was deleterious for learning. More agentic and interactive control of manipulable virtual content is encouraged. Design is critical, and platform is not destiny.  相似文献   

5.
What is the best approach to educating students is, evidently, the pivotal question in educational research. In the general debate on this question, clear positions are often taken―for example, whether teacher‐led instruction or more student‐directed approaches should be followed. In the current narrative review, this central question and the different stances taken are explored for a specific field of learning, STEM (science, technology, engineering, and mathematics) domains. The current article starts with an argument as to why the traditional, more directive teacher‐led educational approach to STEM learning may not always lead to deep conceptual knowledge and proposes exploring more engaged forms of learning. More specifically, a particular arrangement for engaged learning, inquiry learning, is taken as an example in this exploration. It is argued that the effects of educational methods are influenced by a multitude of (interacting) factors related to student and teacher characteristics, context, domain, frequency of use, timing, and probably more. Therefore, this article tries to outline a more nuanced and balanced stance towards choosing educational approaches. A picture is presented to show that adopting and combining different approaches, at both the lesson and the curricular levels, may be necessary to reach optimal levels of learning. Existing and upcoming technologies may play a decisive role in realizing this more complex, but also more realistic view of learning in STEM.  相似文献   

6.
Among the severe instructional shortcomings of lectures is their lack of interactivity. To overcome these problems, the learning environment of the interactive lecture is introduced, in which students and lecturer interact by using mobile computers in a wireless network. In an experimental study, 44 students participated in interactive and in conventional lecture meetings. A quiz service that allowed question to be posted, students’ answers to be evaluated, and the results to be presented graphically, was implemented on mobile computers. The participants rated the interactive condition better, also reporting higher levels of attention, activity and perceived learning success for this condition. Objective measures indicated a slight but insignificant difference toward better learning results in the interactive condition.  相似文献   

7.
This paper proposes a template-based approach to semi-automatically create contextualized learning tasks out of several sources from the Web of Data. The contextualization of learning tasks opens the possibility of bridging formal learning that happens in a classroom, and informal learning that happens in other physical spaces, such as squares or historical buildings. The tasks created cover different cognitive levels and are contextualized by their location and the topics covered. We applied this approach to the domain of History of Art in the Spanish region of Castile and Leon. We gathered data from DBpedia, Wikidata and the Open Data published by the regional government and we applied 32 templates to obtain 16K learning tasks. An evaluation with 8 teachers shows that teachers would accept their students to carry out the tasks generated. Teachers also considered that the 85% of the tasks generated are aligned with the content taught in the classroom and were found to be relevant to learn in other informal spaces. The tasks created are available at https://casuallearn.gsic.uva.es/sparql.  相似文献   

8.
Students' use of technology for learning beyond the classroom is critical to maximizing the educational potential of technology, and understanding factors that affect learners' adoption of technology is critical. This study examined the influence of individual espoused cultural values on learners' voluntary technology adoption in informal learning contexts. Structural equation modeling was used to test a model of the direct and moderating effects of espoused cultural values on learners' self-directed use of technology for learning beyond the classroom, based on the survey responses of 661 foreign language learners from three countries/regions. The study found strong direct effects but weak moderating effects of cultural values. It further found that long-term orientation and uncertainty avoidance were two individual-level cultural value orientations that played important roles in the voluntary adoption of technology for self-directed learning beyond the classroom.  相似文献   

9.
What does interactivity entail? What factors need to be taken into account in the design of interactive systems? Although interactivity is a widely used term accorded great prominence in discussions of multimedia learning, even a preliminary look at the literature suggests that how interactivity is defined, and what benefits it may offer, are not at all clear. The goal of this article is therefore to clarify the concept of interactivity. We present a unifying model that includes the user, the learning environment, and a system of connections and concepts that together make up interactivity. Such a model can help inform research, discussion, and design decisions on interactive multimedia instruction.  相似文献   

10.
This study presents and examines SamEx, a mobile learning system used by 305 students in formal and informal learning in a primary school in Singapore. Students use SamEx in situ to capture media such as pictures, video clips and audio recordings, comment on them, and share them with their peers. In this paper we report on the experiences of students in using the application throughout a one-year period with a focus on self-directedness, quality of contributions, and answers to contextual question prompts. We examine how the usage of tools such as SamEx predicts students' science examination results, discuss the role of badges as an extrinsic motivational tool, and explore how individual and collaborative learning emerge. Our research shows that the quantity and quality of contributions provided by the students in SamEx predict the end-year assessment score. With respect to specific system features, contextual answers given by the students and the overall likes received by students are also correlated with the end-year assessment score.  相似文献   

11.
Supporting professional learning: beyond technological support   总被引:1,自引:0,他引:1  
Abstract Three main evolutions define the concept of professional learning support. The firstone could be as a result of the dynamic interaction between a new demand for professional learning coming both from the individual and the organisations and a new supply defined mainly by the new possibilities offered by the technologies. The second one could be presented as the adoption of a new paradigm of learning, which integrates the learner as the main actor and the process of knowledge building either by interactions with the environment or by human-human interactions. The last one concerns the concept of professional itself. In this paper Jitol is analysed according to these three evolutions either bydefining the assumptions of this 'professional learning support' and by highlighting main results of the JITOL pilot studies. The main issue of this reflection, will lead to anunderstanding that Jitol becomes effective and meaningful through its diverse uses in real settings and that theses uses need to be driven by a collaborative research action.  相似文献   

12.
13.
Technology‐enhanced learning is expanding rapidly because of research showing the benefits for learners in terms of engagement, convenience, attainment and enjoyment. Mobile learning approaches are also gaining in popularity, particularly during practical classes and clinical settings. However, there are few systematic studies evaluating the impact of tablet devices on students’ learning in practical settings. The main aim of this three‐year study was to gather rigorous evidence about students’ use of apps on a preconfigured tablet device in a neuroanatomy practical class, their perceptions of this and the impact of the intervention on learning outcomes, using data collected from three cohorts of students between 2011 and 2013. Results showed that students made extensive use of resources provided, considered the devices to be beneficial for learning, and found them to be easy to use with minimal support and training. Students’ ownership of touch screen devices increased significantly during the trial period as did their use of devices for academic study. Analysis of examination scores showed a statistically significant increase in performance for neuroanatomy‐related questions after the introduction of tablet devices.  相似文献   

14.
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   

15.
16.
The purpose of the present study was to examine the impact of multi-tasking with digital technologies while attempting to learn from real-time classroom lectures in a university setting. Four digitally-based multi-tasking activities (texting using a cell-phone, emailing, MSN messaging and Facebook™) were compared to 3 control groups (paper-and-pencil note-taking, word-processing note-taking and a natural use of technology condition) over three consecutive lectures. Comparisons indicated that participants in the Facebook™ and MSN conditions performed more poorly than those in the paper-and-pencil use control. Follow-up analyses were required to accommodate the substantial number of students who failed to comply with the limited use of technology specified by their assigned conditions. These analyses indicated that participants who did not use any technologies in the lectures outperformed students who used some form of technology. Consistent with the cognitive bottleneck theory of attention (Welford, 1967) and contrary to popular beliefs, attempting to attend to lectures and engage digital technologies for off-task activities can have a detrimental impact on learning.  相似文献   

17.
Recent advances in mobile technologies (esp., smartphones and tablets with built-in cameras, GPS and Internet access) made augmented reality (AR) applications available for the broad public. While many researchers have examined the affordances and constraints of AR for teaching and learning, quantitative evidence for its effectiveness is still scarce. To contribute to filling this research gap, we designed and conducted a pretest–posttest crossover field experiment with 101 participants at a mathematics exhibition to measure the effect of AR on acquiring and retaining mathematical knowledge in an informal learning environment. We hypothesized that visitors acquire more knowledge from augmented exhibits than from exhibits without AR. The theoretical rationale for our hypothesis is that AR allows for the efficient and effective implementation of a subset of the design principles defined in the cognitive theory of multimedia learning. The empirical results we obtained show that museum visitors performed significantly better on knowledge acquisition and retention tests related to augmented exhibits than to non-augmented exhibits and that they perceived AR as a valuable and desirable add-on for museum exhibitions.  相似文献   

18.
A study of part‐time student experience of university courses delivered using a range of technologies found that information and communication technology enabled students to move between study and work experience to the benefit of their learning in both contexts. Technology‐based study activities enabled students to participate in learning both as a student and as a member of a practice or work context. Given the increasingly pressured lives of all students in higher education and their aspirations for employment after graduation, this suggests that we would benefit from taking their relationship to work and professional practice into account more directly, in deciding how to integrate technology into their study experience. Teacher conceptions of technology as a tool primarily for information delivery and discussion need to expand to recognize that it can be used to construct learning experiences situated in roles, skills and interactive environments that enhance students' ability to make transitions across the boundaries between contexts of study and work.  相似文献   

19.
Mobile technology opens the door for a new kind of learning called here and now learning that occurs when learners have access to information anytime and anywhere to perform authentic activities in the context of their learning. The purpose of this study was to investigate the effects of here and now mobile learning on student achievement and attitude. The research questions addressed were (1) Does “Here and Now” mobile learning significantly improve student achievement when compared with Computer based Instruction? (2) Does “Here and Now” mobile learning significantly improve student attitude when compared with Computer based Instruction? (3) Are there differences in student achievement and attitudes when “Here and Now” mobile learning is delivered using a tablet versus ipod? 109 undergraduate students enrolled in preservice instructional design and instructional technology courses at a regional southeastern university participated in the study. Participants took a pretest at the beginning of the study, and then were assigned to one of the versions of an art lesson (CBI version and iPad/iPod version) which were developed using Lectora Inspire incorporating information on five different paintings in the education building. After the lesson, they completed the posttest and an attitude survey. ANOVA was conducted on data obtained from the achievement posttest and on the attitude survey results for the Likert type items (Items 1–12). Analyses on achievement and attitude data revealed positive significant differences. The CBI treatment achieved positive posttest scores on the posttest while the iPad/iPod treatments had positive attitudes. This study has implications for those designing and implementing mobile learning.  相似文献   

20.
Extensive research has shown that person-centered learning aiming at students’ development on the levels of intellect, skills, and attitudes is effective in face-to-face education. More recently, advances in web-technology let us ask: Is humanistic, person-centered learning also effective along the application of modern technology? In this contribution we reflect 10 years of research at the University of Vienna, Austria. Essentially, we found that, given learners perceive the teacher’s or facilitator’s person-centered attitudes and courses employ a thoughtful blend of face-to-face and online elements, courses tend to be perceived by students as carrying value far beyond just cognitive gains: for example, students indicate that – more than with traditional instruction – they are motivated to engage in active, self-initiated learning. In particular, they improve their team skills, interpersonal relationships, and become better listeners. They learn significantly from the multiple perspectives they perceive.  相似文献   

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