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1.
This paper describes an integrated authoring environment, AIDA (Ambiente Integrado de Desenvolvimento de Aplicações educacionais). It is an open tool, giving the author a high degree of freedom both in package characteristics and design methodologies used. This environment integrates several modules. The core of the design module is a prototyping tool, allowing the creation of evolutionary prototypes. These prototypes can include several types of multimedia components and can be used as part of the final package. The AIDA environment also includes other options that support evaluation, learning materials re-use, communication between authoring team members and translation and cultural adaptation of packages to work in different environments. An experimental version of this authoring environment was implemented and the results of its evaluation are encouraging. In this paper we also present an example of a package created with the AIDA authoring environment.  相似文献   

2.
《学习科学杂志》2013,22(1):107-132
We argue that a focus on building an authoring tool for a complete learning environment is misplaced. An analysis of the task of authoring a commercial educational system reveals it to be best accomplished through authoring separate components. For many of these components, authoring tools already exist and need not be duplicated for use in educational systems. Connecting the various components together is a separate authoring task, and parts of this task are different for educational systems than for typical component-based software. The second half of this article describes the Visual Translator, an authoring tool we have written specifically for this purpose.  相似文献   

3.
In a 3-year project, a consortium of university, nonprofit and commercial educational software developers formed a testbed for the rapid assembly of educational software from reusable component tools. This testbed incorporated interactive learning tools from a variety of university, nonprofit, and commercial developers, and hosted decentralized authoring teams consisting of teachers, developers and educational technologists. Within its testbed, the Educational Software Components of Tomorrow (ESCOT) project achieved notable success in (a) producing a large collection of technology-rich learning activities with reuse rates estimated at 90% and (b) scaffolding authoring teams in successful and rewarding collaborative development experiences. Fortunately, since ESCOT was funded as a National Science Foundation research project, we have had time to reflect on the conditions that led to our achievements. In this article, we reflect on the three activities of the project that we believe were most responsible for its success: (1) the selection of a unit of software production (2) the development of a strategy to allow reuse of interoperable software components and (3) the structuring of a distributed, team-based authoring process. We observe that a common characteristic across these activities was reciprocal influence from both the fields of research-based software development and teaching practice.  相似文献   

4.
《学习科学杂志》2013,22(1):65-105
The complexities of building educational software can be reduced by relying on appropriate tools for adapting and re-using similar, previous applications. Although researchers have been creating tools for automating some aspects of software design, most of these tools typically aim for generality, attempting to cover a broad class of interactive programs in many domains. However, this approach may not be effective for building complex interactive systems, and fails to re-apply the instruction and design expertise implicit within prior software applications. An alternative is to provide tools which use specialized, rather than general, task models, tailored specifically to a target category of software. In addition, an understanding of the authoring task itself can inform the design of such specialized authoring environments. This article presents a prototype authoring tool for interactive educational software, called IDLE-Tool. Investigate and Decide Learning Environments (IDLE) is introduced as the task model around which the tool is based, and a model of the authoring process, called Guided Case Adaptation, is offered as an approach to employing the model and an exemplar in tandem to effectively support the design process.  相似文献   

5.
Kuyper  Michiel  de Hoog  Robert  de Jong  Ton 《Instructional Science》2001,29(4-5):337-359
Traditionally, support for authoringeducational software focuses on the authoringprocess: the nature and sequence of theactivities that must be performed to deliverthe required product. As a consequence, themethods that are used tend to have a stronglinear flavor, which resembles the classicalwaterfall approach. Development strategies ascurrently used in software engineering shiftthe attention from activities to products(see De Hoog et al., 1994). A generalimplementation of this approach can be found inthe CommonKADS methodology (see Schreiber etal., 2000). The present article describes howthis new development approach has influencedthe design of an authoring system formulti-media simulation based educationalsoftware, the Simquest authoring system.  相似文献   

6.
Some uneasy inquiries into ID expert systems   总被引:1,自引:0,他引:1  
Alternative approaches to developing software automating instructional development are described in this article. Information management and expert system approaches are compared. General assumptions underlying the development of all authoring tools, including conventional authoring systems, and additional assumptions underlying the development of expert ID tools are identified. Questions are raised concerning the viability of ID automation tools. It is argued that conventional authoring systems may not be as inadequate or inferior as ID expert system developers have claimed, and that of two approaches to ID automation, tools emphasizing information management are probably most useful. Information management tools, however, still may be inappropriate in some contexts.  相似文献   

7.
This study analyses the discourse among the teacher and the students, members of three (3) small groups, who learn in the environment of a stand-alone computer. Two educational environments are examined: the first one, a “virtual laboratory” (Virtual scale-DELYS) and the second one, a computer modeling environment (ModelsCreator). The ‘Virtual Scale’ environment provides users with curriculum focused feedback and in that sense it can be categorized as directive. The ModelsCreator environment provides users merely with a representation of their own conception of curriculum concepts, so it can be categorized as an open-ended environment. The goal of this research is to exemplify the way the two educational software environments support (a) the development of collective thinking in peer— and teacher-led discussion and (b) students’ autonomy. The software tools of the “Virtual scale” along with the resources provided for the problem solving created an educational framework of hypothesis testing. This framework did not limit the students’ contributions by directing them to give short answers. Moreover, it supported the students’ initiatives by providing tools, representations and procedures that offered educationally meaningful feedback. Based on the above results, we discuss a new educationally important structure of software mediation and describe the way the two software activities resourced collective thinking and students’ initiatives. Finally, for each type of software environment, we propose certain hypotheses for future research regarding the support of collaborative problem solving.  相似文献   

8.
随着现代教育技术越来越多地被应用到教学中来,制作多媒体课件也越来越重要,而选择合适的软件是课件制作的首要问题.文章就几款常用的课件制作软件在数据数据整合、教据处理、动画制作、交互设计能力及易用性、可修改性、播放的系统要求等方面做了一些比较研究,并据此提出各软件适用的情况.  相似文献   

9.
A multimedia component kit for digital electronics authoring and learning is presented. It is based on a sophisticated structuring mechanism and a flexible link management scheme. Components available on the Internet facilitate sharing and reuse of educational software during the authoring process, make possible the support of all phases of the learning process, and allow students to achieve their desired depth of understanding. Emphasis is put on the implementation of a great number of components based on simulation and animation that provide a high level of interactivity and allow some presentation difficulties inherent in the subject to be overcome. An analysis of the impact of using the kit for authoring and learning is currently being performed.  相似文献   

10.
AuthorBase, a working prototype database of authoring system software, was developed as part of a study of authoring software conducted by the National Library of Medicine. In this article, the authors discuss development issues ranging from the scope of the database to what information to document. The prototype demonstrates that records of reasonable integrity can be derived from vendor-supplied information. However, users should understand that the database is only a starting point in searching for authoring software and a resource for becoming generally familiar with the technology.  相似文献   

11.
田亮 《成才之路》2020,(5):104-105
环境是重要的教育教学资源,对幼儿的发展具有重要的教育价值和意义。基于幼儿园环境创设教育理念,幼儿园环境创设要做到内容系统全面,要发挥每个角落的作用,要结合主题教育活动,以激发幼儿学习兴趣,全方位支持幼儿的主动学习,促进幼儿的全面发展,实现幼儿园空间环境的教育价值和意义。  相似文献   

12.
现代化教学手段的发展和普及,使多媒体技术在课堂教学中广泛应用,而选择合适的课件制作软件尤为重要。本文对照三种基本课件类型,就目前常用的多媒体课件制作软件进行分析对比,以便根据课程内容和教学目的灵活地选用课件制作软件。  相似文献   

13.
教育技术能力是教师专业素质的重要组成部分,职前教师教育中一般通过开设《现代教育技术》课程来培养师范生的教育技术能力,但文献调研、问卷调查、实地考察与访谈都显示:师范生的教育技术能力养成状况欠佳.在终身学习视野下,教师职前教育应依据基础教育的实际需求、师范生成长的规律以及高校人才培养的特点,建构教师教育技术能力体系,培养师范生的教育技术能力.职前教师教育中教育技术能力体系由信息技术基础能力、教学软件制作能力、教学软件运用能力、技术与课程整合能力、技术支持专业发展能力递进式构成.教育技术能力体系可以通过系列课程平台和系列课外学习活动来建构,针对这些课程和学习活动还需提供配套技术平台支持.  相似文献   

14.
The Educational Object Economy (EOE) emerged from research on end-user authoring tools for multimedia software and, by 1997, developed into a library of over 2000 freely available interactive simulations for learning. The organization's original goals and its ongoing interest in alternative methods of software authoring led to continuing connections with component-based software development and collaborative development models. Subsequent focus on learning resource development in developing countries has led to contributions to projects in India, Turkey, Brazil, and other countries. Although the need for learning resources in these and other countries is great, component-based approaches have not yet been adopted.  相似文献   

15.
The development of instructional software is a complex process, posing high demands to the technical and didactical expertise of developers. Domain specialists rather than professional developers are often responsible for it, but authoring tools with pre-structured templates claim to compensate for this limited experience. This study compares instructional software products made by developers with low production experience (n = 6) and high production experience (n = 8), working with a template-based authoring tool. It is hypothesized that those with high production experience will be more productive and create software with a higher didactical quality than those with low production experience, whereas no differences with regard to technical and authoring quality are expected. The results show that the didactical quality was unsatisfactory and did not differ between groups. Nevertheless the templates compensated for differences in experience because the technical and authoring quality was equal for both groups, indicating that templates enable domain specialists to participate successfully in the production process.  相似文献   

16.
This paper describes a series of classroom trials during which we developed Summary Street, an educational software system that uses Latent Semantic Analysis to support writing and revision activities. Summary Street provides various kinds of feedback, primarily about whether a student summary adequately covers important source content and fulfills other requirements, such as length. The feedback allows students to engage in extensive, independent practice in writing and revising without placing excessive demands on teachers for feedback. We first discuss the underlying educational rationale, then present some results of the trials conducted with the system. We describe the collaborative process among researchers and teachers which enabled the development of a viable and supportive educational tool and its integration into classroom instruction.  相似文献   

17.
未来课堂的设计与应用已经成为教育技术学研究的一个新领域,智能性是未来课堂的重要特性之一。未来课堂应为课堂主体而建,终极目标在于促进学习者的个体学习和社会化学习,以促进学习者的发展,它是一个充分发挥课堂主体的主动性、能动性,和谐、自由发展的教与学环境与活动的智慧学习环境。未来课堂不仅是一个智能化的学习空间,还应体现出对课堂主体教与学活动支持的智慧性。智慧性主要体现技术层面、环境层面和资源和服务层面等方面,其实现技术主要包括硬件技术和软件技术两个层面,其中硬件技术主要包括所有设备之间的智能互联技术、多功能交互设备技术;软件技术则主要是指各主体间的信息传输技术、控制技术及信息的推理技术等。  相似文献   

18.
概念图是学生协作知识建构的一种有效支持工具,然而在Web环境下概念图的协同创作系统的研究却并不多见。鉴于此,文章通过对协作学习中概念图的理论研究,分析了概念图协作创建过程中学习者的认知过程,设计了基于概念图的协作知识建构的理论模型,设计了概念图协作创作系统的功能模型和动态模型,介绍了基于Flex和FMS技术的系统实现方案,讨论了系统功能和实现过程。文章的研究成果能丰富协作知识建构的理论研究,推进概念图在网络协作学习实践中的应用。  相似文献   

19.
ABSTRACT

We present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with content-generation tools that simplify the development of educational AR games, especially those that extensively use narrative-based game design and player-location tracking such as location-based historical or museum adventure games. We use Igpaw: Intramuros, a proof-of-concept game developed using MAGIS, to help describe the current state of the framework and to show its efficacy for implementing outdoor location-based educational games, and we briefly outline future development plans to improve MAGIS’ AR support (especially those involving indoor scenarios) as well as to improve the instructional design and authoring phases of AR applications written using this framework.  相似文献   

20.
《教育心理学家》2013,48(4):293-314
This article examines the use of computers to deliver instructional text. The focus is on procedures for the creation of computer-based instruction (CBI) lessons. The development of CBI lessons is separated into two aspects: the design of the lesson and the authoring of the lesson. Three primary techniques for authoring CBI lessons are the use of general-purpose computer programming languages, CBI authoring languages, and CBI authoring systems. These authoring techniques are described, including the advantages and limitations of each. Authoring systems are divided into three categories according to the type of CBI lesson they will support. Considerations are given for selecting from among the authoring techniques. Emerging trends in authoring techniques are discussed.  相似文献   

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