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1.
Studies that examine the attitudes toward information and communication technologies (ICT) among physical education and sport students, pre-service teachers and teachers are fairly limited, even though the investments in information and communication technologies at schools and universities have reached an efficient level. This study investigates the attitudes of physical education and sport students and pre-service teachers towards ICT, and the relationship between their attitudes and certain variables such as age, gender, departments, computer familiarity, frequency of computer use and computer ownership. Computer attitude scales were administered to 337 students and pre-service teachers of physical education and sports, and the data collected were analyzed statistically. It was found that the students and pre-service teachers of physical education and sports have positive attitudes toward information and communication technologies, and there are significant correlations between their attitudes and certain variables such as gender, grade, computer ownership, and computer instruction. Recommendations are provided.  相似文献   

2.
篮球运动作为非隅网的同场对抗的集体项目,提高学生在对抗中施展技、战术能力,是我们教学的最终目的.采用实验对比方法,对“4人制”篮球比赛在普通高校中的推广进行论证.结果显示,学生通过参加“4人制”篮球比赛,培养了学习的兴趣和自信心,“4人制”篮球比赛易于组织与开展,运动强度适中,更优于“3人制”与“5人制”比赛,更适合作为篮球专项课中的教学手段之一.  相似文献   

3.
The increasing importance that Information and Communication Technologies (ICT) have been gaining for Physical Education (PE) and sports pedagogy has generated the need to prepare ICT-proficient prospective PE teachers within PE and sport science university departments. This study was aimed at: (a) the design and implementation of two project-based elective courses on ICT in education (entitled ‘Informatics in Education’ and ‘Computers in Physical Education Teaching’) for the undergraduate students of a PE and sport science department, and (b) the investigation of students’ responses to the courses and instructor’s experiences from organizing and imparting the courses. The courses were focused on educational multimedia and web development for PE. Twenty-three students that had attended ‘Informatics in Education’ and 13 students that had attended ‘Computers in Physical Education Teaching’ participated in the study. Research data were collected through student questionnaires and instructor’s notes. It was found that students were helped to acquire basic multimedia and web development skills for educational purposes, and that their responses to the courses were positive overall. The courses fulfilled students’ expectations and were successful in equipping students with self-confidence in their ability to make use of ICT in PE courses and to construct multimedia and web-based learning materials. Furthermore, students were provided with opportunities to express their creativity and improve their future instructional practices. However, the study also brought to light the various difficulties and challenges of training prospective PE teachers in the didactical utilization of ICT at undergraduate level.  相似文献   

4.
This paper presents the design, features and pilot evaluation study of a computer card game for the learning of basic aspects of the binary system (BS) by primary level education pupils. This design was based on modern social and constructivist theories of learning, in combination with basic game design principles. Pupils are asked to play against the computer with cards featuring Binary Numbers (BNs). To engage successfully with the game, pupils are provided with opportunities to review their previous knowledge of the decimal system and, subsequently, to use analogical reasoning to make connections between this knowledge and basic aspects of the BS. Several scaffolding elements are also provided for the pupils to construct, verify, extend and generalize their knowledge, at the same time using essential learning competencies. The game was piloted in the field using real pupils (20 6th Grade pupils) with encouraging results. Finally, an attempt has been made to address essential points of this game that have contributed to its becoming a successful learning environment. Addressing these points could be useful for both designers of educational computer games for Computer Science (CS) education and educators in Computing.  相似文献   

5.
This paper presents an analysis of how affordances of ICT‐rich environments identified from a recent review of the research literature can support students in learning science in schools within a proposed framework for pedagogical practice in science education. Furthermore other pedagogical and curriculum innovations in science education (promoting cognitive change, formative assessment and lifelong learning) are examined to see how they may be supported and enhanced by affordances of ICT‐rich environments. The affordances that I have identified support learning through four main effects: promoting cognitive acceleration; enabling a wider range of experience so that students can relate science to their own and other real‐world experiences; increasing students' self‐management; and facilitating data collection and presentation. ICT‐rich environments already provide a range of affordances that have been shown to enable learning of science but integrating these affordances with other pedagogical innovations provides even greater potential for enhancement of students' learning.  相似文献   

6.
In many countries around the world, there has been an increasing emphasis on improving science education. Recent reform efforts in the USA call for teachers to integrate scientific and engineering practices into science teaching; for example, science teachers are asked to provide learning experiences for students that apply crosscutting concepts (e.g., patterns, scale) and increase understanding of disciplinary core ideas (e.g., physical science, earth science). Engineering practices and engineering design are essential elements of this new vision of science teaching and learning. This paper presents a research study that evaluates the effects of an engineering design-based science curriculum on student learning and attitudes. Three middle school life science teachers and 275 seventh grade students participated in the study. Content assessments and attitude surveys were administered before and after the implementation of the curriculum unit. Statewide mathematics test proficiency scores were included in the data analysis as well. Results provide evidence of the positive effects of implementing the engineering design-based science unit on student attitudes and learning.  相似文献   

7.
Abstract

This mixed methods study examined how engagement in robotics and game design influenced students’ self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students’ self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that computer programing was challenging, but students enjoyed the tasks, added elements of culture in some cases, and valued the agency the tasks provided. Focal students were also able to make connections to STEM-related careers. Observational data demonstrated that focal students exhibited substantive CT during robotics and moderate CT during game design. Results support the idea that robotics and game design may be used to broaden underrepresented students’ participation in STEM.  相似文献   

8.
篮球运动是一项趣味性、娱乐性、欣赏性、艺术性很强的团体运动项目,它具有增强智力、强身健体的作用,长期以来深受广大人民群众的喜爱,大学体育是人生进行终身体育运动的关键时期,兴趣是激发人们创造性的直接动力,所以,大学体育教学应不断的激发学生的学习兴趣,对女大学生篮球课兴趣调查的结果显示:由于受学生心理、生理以及对篮球基本知识的认识、教师的教法和考核标准几方面因素的影响,导致学生兴趣不足或失去兴趣,建议:体育教师应该从加强学生生理卫生知识和篮球基本知识教育、改进教学方法、确立恰当的考核这几个方面激发学生的学习兴趣。  相似文献   

9.
One of the most pressing issues for many land grant institutions is the ever increasing cost to build and operate wet chemistry laboratories. A partial solution is to develop computer‐based teaching modules that take advantage of animation, web‐based or off‐campus learning experiences directed at engaging students’ creative experiences. We used the learning objectives of one of the most difficult topics in food chemistry, enzyme kinetics, to test this concept. Students are apprehensive of this subject and often criticize the staid instructional methods typically used in teaching this material. As a result, students do not acquire a useful background in this important subject. To rectify these issues, we developed an interactive augmented reality application to teach the basic concepts of enzyme kinetics in the context of an interactive search that took students to several locations on campus where they were able to gather raw materials and view videos that taught the basics of enzyme kinetics as applied to the production of high fructose corn syrup (HFCS). The students needed this background to prepare for a mock interview with an HFCS manufacturer. Students and instructors alike found the game to be preferable to sitting in a classroom listening to, or giving, a PowerPoint presentation. We feel that this use of gaming technology to teach difficult, abstract concepts may be a breakthrough in food science education and help alleviate the drain on administrative budgets from multiple wet labs.  相似文献   

10.
计算机数学,又称离散数学,是计算机学科的重要专业基础课程。在实际教学中发现,计算机科学专业的学生对该课程感兴趣的不多,多数畏惧其概念多、理论强且抽象。利用一种函数式程序设计语言(Haskell)辅助学生进行计算机数学中相关概念理解及其实际编程实验,主要针对课程教学中代数系统(如群)知识点,通过群定义及其性质验证实验来介绍函数编程技术,可以帮助计算机专业学生更好地学习理解计算机数学课程,并能充分调动其学习积极性和主动性,还可培养学生接受新知识的能力。  相似文献   

11.
There is an expectation that new science teachers will be able to effectively use a range of information communication technology (ICT) related resources inthe science classroom in order to enhance student learning. All school systems in Australia are in the process of providing teachers with ICT professional development and infrastructure. This paper outlines a range of initiatives designed to integrate ICT in a compulsory science education unit for students enrolled in a Graduate Diploma in Secondary Education. An action research model based on constructivist principles was used to evaluate the effectiveness of modelling, open-ended co-operative group activities and authentic assessment in enabling students to enhance their ICT skills, knowledge and pedagogical content knowledge in a science education context. Multiple sources of data were generated including a pre and post unit questionnaire that was analysed using Rasch modelling. The questionnaire determined students' perceptions of their preparedness to teach using ICT. The findings of this research suggest that some skills warranted greater attention in the unit, but students' pedagogical knowledge and knowledge and critique of ICT resources were enhanced over the duration of the unit.  相似文献   

12.
This study investigated the effects of metaconceptually-enhanced, simulation-based inquiry learning on eighth grade students’ conceptual change in science and their development of science epistemic beliefs. Two experimental groups studied the topics of motion and force using the same computer simulations but with different simulation guides: one enhanced with metaconceptual scaffolding, while the other was not. The findings led to the following conclusions: (a) metaconceptual scaffolding enhanced simulation-based learning by significantly reducing science misconceptions, but it was not as effective in changing students’ mental models which consisted of multiple interrelated key concepts; (b) students’ beliefs about the speed of learning and the construction of knowledge were strong predictors of conceptual change learning outcomes; (c) epistemologically more mature students did not benefit more from metaconceptual interventions than those with less mature beliefs; (d) further interventions are needed to promote the development of students’ science epistemic beliefs in inquiry learning.  相似文献   

13.
受传统考试文化、现代消费享乐文化的影响与侵蚀,劳动及其教育观念萎缩的趋势不减,而科技的发展又进一步解放和控制了人的身体,加剧了这种趋势与危机。这些问题的重要认识论根源是身心二元论,劳心者高于劳力者,且认为心的发展与身体无关。其实割裂的机械劳动训练与精神德育灌输,既违背儿童身心发展特征,又逆时代发展。未来,以纯粹体力劳动为生的职业将不复存在,但劳动并不会也不应该消失,它不仅是人类大脑和智力发展的基础活动,而且是学习和创造的重要方式,还将是人们生活和娱乐的一部分。因此,劳动教育也应该回归身心融合的本源,发展面向未来美好生活的具有创造性、娱乐性和综合性的劳动学习,开发适应时代发展和学生兴趣的创生性和融合性劳动课程,让学生的身体、心智与情感等"整全的人"参与到劳动学习与创造中,进而实现劳动意识与习惯以及相关知能意情的全面发展。  相似文献   

14.
Reading has been regarded as a medium for learning science, revealing the importance of enhancing learners’ reading competence in science education. The critical features of science texts are their multiple representations, such as text and visual elements, which assist the representation of science concepts. A multimedia learning environment can present relevant materials in various formats and help students to process the materials in meaningful ways, for example, by integrating learning materials with relevant prior concepts, and organizing them into a consistent and coherent cognitive structure. However, some issues with multimedia instructional design have been proposed, such as students’ cognitive load and learning motivations. In this study, an augmented reality-based science learning system was developed based on the contiguity principle of multimedia learning in order to promote students’ science learning. Moreover, an experiment was conducted on a natural science course in an elementary school to assess the effectiveness of the implemented system on students’ learning. The experimental results display that the students learning with this approach found made significant gains in their learning achievements and motivations compared to those learning science with conventional multimedia science learning; moreover, their perceptions of extraneous cognitive load were significantly reduced during the learning activity.  相似文献   

15.
16.
学校体育提高学生心理健康水平的实验研究   总被引:2,自引:0,他引:2  
体育运动是一种积极、主动的活动过程 .它不仅可以强身健体可以有效地塑造人的行为方式 ,也能促进个体的心理健康 .实验证明 ,有目的、有计划地把心理健康教育与体育教学和课外体育活动融为一体 ,能收到更为显著的效果  相似文献   

17.
Since our first studies of information and communications technology (ICT) skills and ICT use at universities in 2004, ICT and its use by students has changed greatly. In order to obtain a more detailed picture of ICT skills, we first construct a new instrument to measure the self-perception of ICT skills (49 items) and of ICT use (53 items) by students. This allows us to find some patterns for ICT skills and ICT use. In order to explain these patterns, two basic hypotheses are formulated. The first suggests that positive ICT learning experiences at home, in school, and with peers could contribute to mastering a higher level of ICT skills and more frequent use of ICT among bachelor’s students, a hypothesis that aligns with Dewey’s learning theory. The second hypothesis suggests that there is a similarity between the characteristics of information systems and scientific research, and that students who identify more with scientific research would be more likely to have greater ICT skills and a higher frequency of ICT use. Both hypotheses are tested among bachelor’s students, using some important contextual variables (gender, domain of study, ICT course in secondary school or at university, and education level of parents). It can be concluded that there is a relationship between the ICT learning experience and the research-oriented identity commitment of bachelor’s students on the one hand, and their command of ICT skills and the frequency of use of computers, ICT instruments, and ICT programs on the other.  相似文献   

18.
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students’ academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real game-playing scores of an elementary school students in Turkey. First, researchers selected a single-player strategy game. Second, the selected game was given to 105 fifth-grade students, who had not played it before, so that they could play it over a 30-minute period. The most successful student of the group finished the 23rd level of the game and collected 8152 points in total. In order to investigate the correlation between strategy game performance and academic performance, researchers derived the students’ average exam scores for six different courses (mathematics, physical science, science and technology, visual arts, music, and social sciences) from official documents. At the end of the study, it was found that participants’ mathematical or physical science skills were positively correlated with game success; however, a negative relationship was not exists between an individual's computer game success and academic performance.  相似文献   

19.
Current policy efforts that seek to improve learning in science, technology, engineering, and mathematics (STEM) emphasize the importance of helping all students acquire concepts and tools from computer science that help them analyze and develop solutions to everyday problems. These goals have been generally described in the literature under the term computational thinking. In this article, we report on the design, implementation, and outcomes of an after-school program on computational thinking. The program was founded through a partnership between university faculty, undergraduates, teachers, and students. Specifically, we examine how equitable pedagogical practices can be applied in the design of computing programs and the ways in which participation in such programs influence middle school students' learning of computer science concepts, computational practices, and attitudes toward computing. Participants included 52 middle school students who voluntarily attended the 9-week after-school program, as well as four undergraduates and one teacher who designed and implemented the program. Data were collected from after-school program observations, undergraduate reflections, computer science content assessments, programming products, and attitude surveys. The results indicate that the program positively influenced student learning of computer science concepts and attitudes toward computing. Findings have implications for the design of effective learning experiences that broaden participation in computing. (Keywords: computational thinking, programming, middle school, mixed methods)  相似文献   

20.
采用文献法、内容分析法、统计法等方法。分析了“十一五”中文核心体育期刊刊载的足球论文的研究主题分布情况。发现研究主题在体育学二级学科的分布上存在不均衡现象,研究主题的基础从教育训练学迁移到了人文社会学,运动人体科学的足球科研比较薄弱。教育训练学的科研集中于比赛分析、训练方法与理论主题的研究,人文社会学的研究主题基本上都与我国足球发展面临的理论和实践问题密切联系.运动人体科学各子学科的研究主题侧重于各自学科的基础研究。  相似文献   

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