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 265 毫秒
1.
Animated pedagogical agents (APAs) are known to possess great potential in supporting learning because of their ability to simulate a real classroom learning environment. But research in this area has produced mixed results. The reason for this remains puzzling. This paper is written with two purposes: (1) to examine some recent research and organize the findings in terms of classroom characteristics, and (2) to discuss and reveal any uncovered issues pertaining to the findings and provide input whenever possible. A framework formed by using APA characteristics, APA presentation, and learners' characteristics is used to analyse past research findings. The findings from the analysis reveal that because APAs are regarded as social members similar to humans, they are more effective in engaging learners in environments that require social communication and interactions. They therefore produce more definitive results in terms of affective gain and group learning. But such conditions also impose greater demand on designers to create more complex learning environments that can provide interactions with several agents and yet maintain a mode of communication that is pedagogically effective. The challenges for creating such environment include using an agent's gestures to duplicate its speech in instruction, which is usually uncommon in human practice, overcoming the needs to use input–output interface for communication and taking into consideration the possible influence of the learners' characteristics such as their sensory preference. This paper suggests that APAs' application in instruction should be seen in the light of affordances and be designed within its own practical limits.  相似文献   

2.
Mobile learning has been built upon the premise that we can transform traditional classroom or computer-based learning activities into a more ubiquitous and connected form of learning. Tentative outcomes from this assertion have been witnessed in many collaborative learning activities, but few analytic observations on what triggers this collaboration have so far been made. However Social Flow, a concept framework that extends Csikszentmihalyi’s flow theory, may help us to partially explain the triggering mechanism of collaborative mobile learning. Our case study in this article, where learners together explore a built environment as part of a simulated security guard training programme, describes how the concept of social flow in a collaborative learning space might sketch out what triggers an optimal learning experience in collaboration and what can be additionally achieved in a collaborative learning experience. In this learning context, collaborative mobile learning might be seen to prompt more knowledge generation and extra learning tasks by fostering greater motivation than other learning environments.  相似文献   

3.
One of the main difficulties during the design of collaborative learning activities is adequate group formation. In any type of collaboration, group formation plays a critical role in the learners’ acceptance of group activities, as well as the success of the collaborative learning process. Nevertheless, to propose both an effective and pedagogically sound group formation is a complex issue due to multiple factors that influence group arrangement. The current (and previous) learner’s knowledge and skills, the roles and strategies used by learners to interact among themselves, and the teacher’s preferences are some examples of factors to be considered while forming groups. To identify which factors are essential (or desired) in effective group formation, a well-structured and formalized representation of collaborative learning processes, supported by a strong pedagogical basis, is desirable. Thus, the main goal of this paper is to present an ontology that works as a framework based on learning theories that facilitate group formation and collaborative learning design. The ontology provides the necessary formalization to represent collaborative learning and its processes, while learning theories provide support in making pedagogical decisions such as gathering learners in groups and planning the scenario where the collaboration will take place. Although the use of learning theories to support collaborative learning is open for criticism, we identify that they provide important information which can be useful in allowing for more effective learning. To validate the usefulness and effectiveness of this approach, we use this ontology to form and run group activities carried out by four instructors and 20 participants. The experiment was utilized as a proof-of-concept and the results suggest that our ontological framework facilitates the effective design of group activities, and can positively affect the performance of individuals during group learning.  相似文献   

4.
Abstract There has been increasing interest in informal learning in recent years alongside interest in how such learning can be supported by technology. However, relatively little is known about the extent to which adults make use of their own mobile devices to support informal learning. In this study, a survey was used to investigate whether, and to what extent, experienced users of mobile devices use their mobile devices to support intentional informal learning. If so, do they make use of mobile device connectivity to support opportunistic informal learning and does such connectivity support or encourage collaborative informal learning? Experienced mobile device users were recruited from web forums and business, and asked whether they used their devices to support informal learning. A pattern of learning uses emerged, some of which deployed the mobile device capabilities relatively unchanged, others triggered adaptations to typical learning activities to provide a better fit to the needs of the learner. These informal learning activities provided the basis for the design of a flexible mobile learning framework that can be extended to support developments in mobile technology, and increasing use of Web 2.0 technologies by informal learners.  相似文献   

5.
We have developed and integrated software agents with two educational groupware systems (TeamWave Workplace and FLE), using evolutionary prototyping and empirical-based design as development techniques. The resulting prototypes of pedagogical agents (CoPAS, SA-Agent and RuleEditor) provide learners and teachers with increasingly domain-specific support for distributed collaborative learning activities. Employing the evolutionary approach has enabled us to build and evaluate early prototypes of complex systems with cost-effective techniques and involving users in this process helped us to constrain the design space and direct further development. CoPAS is a simulation experiment carried out with the Wizard of Oz technique, SA-Agent is a pedagogical agent integrated with an open-source learning environment, and RuleEditor is a customizer for the SA-Agent. The agents collect statistical information on user activity and analyze that information based on principles of collaboration and knowledge building. The results are presented as advice in the user interface of the learning environments to promote students' reflection on their collaboration and knowledge-building activities. If instructors disagree about the phrasing of the advice or the frequency of intervention, they can change it using the RuleEditor agent customizer.  相似文献   

6.
7.
In this article, I explore how we can link assessment to instruction and the multimodal composing process by inviting students to generate the grading criteria for new media assignments, and I show how this approach influenced students’ composing and understanding of multimodal texts. I first detail the scaffolding processes I took to help the class learn to construct the evaluative criteria for a digital video project, describing the course curriculum, instructional approaches, and assignments. Then drawing from extended interviews with three learners, I present their perceptions on how the collaborative construction of grading standards affected their learning and comprehension of new media rhetoric. I close with pedagogical recommendations for instructors who teach multimodal digital writing and who seek to integrate the collaborative construction of grading criteria into their classroom.  相似文献   

8.
In this study, the researcher aimed to develop a mobile‐assisted learning system and to investigate whether it could promote teenage learners' classical Chinese learning through the flipped classroom approach. The researcher first proposed the structure of the Cross‐device Mobile‐Assisted Classical Chinese (CMACC) system according to the pilot survey and reviewed literature, and then adopted a quasi‐experimental design to understand whether the developed system could promote and support flipped classroom learning for classical Chinese. A total of 56 eleventh graders from two classes participated in the experiment. The learners in the experimental group learned classical Chinese with the flipped classroom learning strategy with the assistance of the CMACC system, while the control group adopted the flipped classroom learning strategy without using the CMACC system. The results reveal that all of the students improved their Chinese performance, but it was noticeable that the learners who used the CMACC system showed better motivation in terms of self‐directed preview learning, while those who only learned with the traditional textbooks tended to be more passive. In sum, the mobile‐assisted learning system added value in providing learners with opportunities to achieve anytime and anywhere flipped classroom learning. The integration of ubiquitous mobile learning technology and the flipped classroom strategy can be viewed as a critical factor leading to students achieving self‐regulated learning. It is also suggested that instructors should carefully take the targeted learners' cultural background and the availability of supporting learning devices into consideration so as to prevent the flipped classroom from exacerbating the digital divide. Other suggestions for educators and instructional designers are also proposed.  相似文献   

9.
Online education is increasing exponentially in colleges and universities. In this article, writing instructors are introduced to theories of instructional design that form the foundation to support effective student learning. We present a series of guidelines, derived from these theories and our research and teaching, that writing instructors may use to design, develop and deliver their online courses. We present considerations for instructors such as the need for the course, an analysis of the learners, appropriateness of the course for online delivery, pedagogical concerns, and resources. We then discuss how best to support students in online environments. We conclude with suggestions for faculty support and training for online course delivery.  相似文献   

10.
Mixed-initiative problem solving lies at the heart of knowledge- based learning environments. While learners are actively engaged in problem-solving activities, learning environments should monitor their progress and provide them with feedback in a manner that contributes to achieving the twin goals of learning effectiveness and learning efficiency. Mixed-initiative interactions are particularly critical for constructivist learning environments in which learners participate in active problem solving. We have recently begun to see the emergence of believable agents with lifelike qualities. Featured prominently in constructivist learning environments, lifelike pedagogical agents could couple key feedback functionalities with a strong visual presence by observing learners' progress and providing them with visually contextualized advice during mixed-initiative problem solving. For the past three years, we have been engaged in a large-scale research program on lifelike pedagogical agents and their role in constructivist learning environments. In the resulting computational framework, lifelike pedagogical agents are specified by(1) a behavior space containing animated and vocal behaviors,(2) a design-centered context model that maintains constructivist problem representations, multimodal advisory contexts, and evolving problem-solving tasks, and(3) a behavior sequencing engine that in realtime dynamically selects and assembles agents' actions to create pedagogically effective, lifelike behaviors.To empirically investigate this framework, it has been instantiated in a full-scale implementation of a lifelike pedagogical agent for Design-A-Plant, a learning environment developed for the domain of botanical anatomy and physiology for middle school students. Experience with focus group studies conducted with middle school students interacting with the implemented agent suggests that lifelike pedagogical agents hold much promise for mixed-initiative learning.  相似文献   

11.
Transformation of learning and teaching in higher education now offers greater educational equality through enhanced access and collaboration within the framework of lifelong learning in the digital age. This study aims to evaluate online peer learning and assessment in the collaborative learning process in higher education practices. The study also investigates the impact of online peer learning on the development of skills within collaborative learning through the use of volunteered responses from learners concerning their experiences with and perceptions of online learning. Therefore, a quantitative approach is applied through the administration of a survey with 32 items that is distributed to 715 participants. According to the objective of the study, a set of inferential statistical analyses are performed. The theoretical framework of this study is the CHAT (cultural historical activity theory) which reconstructs the knowledge of learners through the application of the Adobe Connect program to demonstrate how learners can be collaborative and social with their peers in an online context. The results revealed that the collaborative online peer learning process in higher education encourages critical reflection and self-assessment. The study contributes to the understanding of the value of learner satisfaction in online collaborative learning environments through the experiences of learners.  相似文献   

12.
Low cost and significant advances in technology now allow instructors to create their own virtual learning environments. Creating social interactions within a virtual space that emulates the physical classroom remains challenging. While students are familiar with virtual worlds and video meetings, they are inexperienced as virtual learners. Over a nine year period we applied iterative cycles of action research through numerous large classes to systematically uncover attributes of success when executing synchronous learning in distributed environments. Findings show technology is not the source of problems; rather, difficulties emerge from human behaviors and their interactions with system features. We conclude with practical takeaway guidelines for video conferencing and immersive virtual environments and a model of nexus of control that elaborates software and classroom management attributes that can lead to successful execution.  相似文献   

13.
In view of the current urgent needs of the majority of learners to use fragmented time for mobile learning, this paper pro- poses a design scheme of mobile learning platform based on micro video, analyzes the software and hardware requirements of the mobile learning platform in detail, designs the overall framework of the platform, and expounds the work flow of the platform. After testing, the platform runs normally, has the functions of course learning and teaching interaction, and meets the needs of learners to use fragmented time for autonomous learning.  相似文献   

14.
With the rapid development of Internet technologies, the conventional computer-assisted learning (CAL) is gradually moving toward to web-based learning. Additionally, instructors typically base their teaching methods to simultaneously interact with all learners in a class based on their professional disciplines in the traditional classroom learning. However, the requirements of individual learners are frequently ignored in the traditional classroom learning. Compared to the conventional classroom learning, individual learners are the focus in web-based learning environments and many web-based learning systems provide personalized learning mechanisms for individual learners. One key problem is that learners have to frequently interact with web-based learning systems even though they lack instructors to monitor their learning attitudes and behavior during learning processes. Hence, a learner’s ability to self-regulated learning is clearly an important factor affecting learning performance in a web-based learning environment. Self-regulated learning is a goal-oriented learning strategy that is very suited to self-managed learning to promote learning performance of individual learners in a web-based learning environment. However, how to assist learners in cultivating self-regulated learning abilities efficiently is an important research issue in the self-regulated learning field. This study presents a novel personalized e-learning system with self-regulated learning assisted mechanisms that help learners enhance their self-regulated learning abilities. The proposed self-regulated learning mechanisms assist learners in becoming lifelong learners who have autonomous self-regulated learning abilities. Additionally, four self-regulated learning types, based on a self-regulated learning competence index and self-regulated learning performance index, are also proposed. Experimental results demonstrate that the proposed self-regulated learning assisted mechanisms aid learners by speeding up their acquisition of self-regulated learning abilities in a personalized e-learning system, and help their learning performance.  相似文献   

15.
In recent years, we have witnessed the concomitant rise of communicative and contextualized approaches as well as the paradigmatic development of the mobile‐assisted language learning (MALL) framework in analysing language learning. The focus of MALL research has gradually shifted from content‐based (delivery of learning content through mobile devices) to design‐oriented (authentic and/or social mobile learning activities) study. In this paper, we present two novel case studies of MALL that emphasize learner‐created content. In learning English prepositions and Chinese idioms, respectively, the primary school students used the mobile devices assigned to them on a one‐to‐one basis to take photos in real‐life contexts so as to construct sentences with the newly acquired prepositions or idioms. Subsequently, the learners were voraciously engaged in classroom or online discussion of their semantic constructions, thereby enhancing their understanding of the proper usage of the prepositions or idioms. This work shows the potential of transforming language learning into an authentic seamless learning experience.  相似文献   

16.
This paper explores current applications for handheld devices and questions which of these make full use of the unique attributes of handheld devices in order to facilitate learning in a pedagogically sensible manner. In order to do so, the paper presents a functional framework which analyses handheld application in relation to their use as well as the pedagogical underpinning, if any, that informs their development. Our framework currently consists of seven distinct categories of application, which we term: administrative, referential, interactive, microworld, data collection, location aware and collaborative. We argue that three categories, namely data collection, location aware and collaborative, are particularly suited to learning with handheld devices when they are informed by collaborative, contextual and constructionist learning theories. Furthermore, we contend that applications of the type just outlined deserve further research since they are not attempting to replicate, or even augment, existing learning scenarios but rather they try to create new learning opportunities which would not be possible without (mobile) technology. Finally, the authors introduce a number of applications and learning scenarios that they have developed for handheld devices and explain their position within the framework.  相似文献   

17.
Mobile and ubiquitous learning are increasingly attracting academic and public interest, especially in relation to their application in higher education settings.The systematic analysis of 36 empirical papers supports the view that knowledge gains from instructionist learning designs are facilitated by distributed and more frequent learning activities enabled by push mechanisms. They also lend themselves to the activation of learners during classroom lectures. In addition, and as a particular advantage of mobile technology, “hybrid” designs, where learners create multimodal representations outside the classroom and then discussed their substantiated experiences with peers and educators, helped to connect learning in formal and more informal and personalized learning environments.Generally, empirical evidence that would favour the broad application of mobile and ubiquitous learning in higher education settings is limited and because mobile learning projects predominantly take instructionist approaches, they are non-transformatory in nature. However, by harnessing the increasing access to digital mobile media, a number of unprecedented educational affordances can be operationalised to enrich and extend more traditional forms of higher education.  相似文献   

18.
Nowadays, we are immersed in the social and mobile networks era. As a positive consequence of this, collaborative and mobile learning in educational environments have been encouraged thanks to the use of computing for human learning. By coupling the advantages of collaborative and mobile learning, the teaching-learning processes involved in postgraduate courses may be greatly enhanced. The pedagogical experiences in this regard lived by the authors in the Alpha–Beta Research Group when coupling collaborative and mobile learning in the context of postgraduate level courses, are presented in this paper.  相似文献   

19.
The increasing capabilities of mobile devices have led to the emergence of new paradigms exploiting them. These paradigms foster the onload and distribution of functionalities on mobile devices, allowing the development of distributed mobile applications. This distribution reduces the latency and the data traffic overhead and improves privacy. As in any other mobile application, their success largely depends on the quality of service (QoS) they offer. Nevertheless, the evaluation of distributed mobile applications is particularly complex due to the number, heterogeneity, and interactions between the devices involved. Current techniques allow developers to assess the quality of a single device, but they are not designed for highly heterogeneous, distributed, and collaborative environments. This paper presents a framework called Perses, which allows the creation of virtual scenarios with multiple heterogeneous mobile devices to launch end-to-end tests to evaluate not only each device but also the interactions among them. The framework was evaluated against a real deployment, showing that the behavior and the quality attributes measured are similar to those of the real deployment, allowing developers to evaluate these applications before launching them. Finally, Perses was integrated into a DevOps methodology to automate its execution and further facilitate its adoption by software companies.  相似文献   

20.
Whilst a lot of research has been carried out on designing learning environments to meet the needs of learners, much of such research has focused on producing less flexible ready-made environments for learners to interact with. However, e-learning design and development could benefit from the lessons of the interaction of users with mobile devices, where users interact by selecting applications (Apps) they are interested in and hence engage with the device in an addictive way. By transposing the same interaction idea to the e-learning environment, if given the opportunity, learners will construct an environment that meets their needs with the tools that are available and hence will be motivated to engage more with such environment, possibly leading to improved performance. This article proposes FAUCLE (Flexible and Accessible User Constructed Learning Environment), a learner-centred model for a learner-constructed learning environment. It is hoped that this paper will encourage research interest on innovative ways of designing learner-centred learning environments that encourage active and inclusive learning.  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