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1.
《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   

2.
Many authoring tools have been proposed in an attempt to find more effective ways to face the challenge of developing educational software. However, most of them are reported to be restrictive, since they are strongly connected to a specific educational software development methodology. The AIDA (Ambiente Integrado para o Desenvolvimento de Aplicações educacionais) authoring environment was developed at the University of Coimbra having as its main objectives the support of most of the activities involved in authoring and making educational software development easier. The AIDA system is based on a design module, i.e. a prototyping tool allowing the creation of Windows-based software, including multimedia features. The system assists evaluation activities and it caters also for support on translation and cultural adaptation, as well as on the reutilization of educational materials. The use of the AIDA environment is illustrated by three small examples using different development methodologies.  相似文献   

3.
There is a shift going on in Dutch higher education from traditional, teacher centred education to student learning activities. The trend is to structure these activities in real-life tasks, projects or case situations in which Information and Communication Technology (ICT) is integrated. This paper discusses results of a two-year project implementing this type of education. The focus of the project was on task-based team learning with Information and Communication Technology. In this project two Dutch universities worked together. One partner was the Hogeschool van Utrecht, a university for applied science and professional development. The other was the University of Utrecht, a general university. A large department and an educational expert centre were involved in each university. Learning environments were developed in two settings: Economics and Management (Hogeschool van Utrecht) and Medicine (University of Utrecht). An example of a task-based team learning environment is described. It is a course on E-business of 280 hours of study for part-time students in Economics and Management. The didactical model of task-based team learning underlying this course is presented. The results confirm that the model is relevant and useful. In an analytic part of the project good practice for design, development and implementation was identified from literature and assembled in two sets of guidelines, one design of task-based team learning with ICT and one for development and implementation. Substantial implementations of new learning imply changes in the organisation of education, the roles of students and teaching staff, and the infrastructure. Because of this, the design and development process become complex activities and have to be split into sub-processes for effectiveness. A process model for design, development and implementation was therefore introduced in the project and is presented here. The developed guidelines were reviewed with respect to (critical) success factors contributing to success or failure of the courses developed. There are always risks in course design and development, and specifically so in task-based team learning, because students have an explicit responsibility for their own activities. What are then the essential factors decisive for success or failure of design, development and the running of such courses? Design and development guidelines were reviewed to identify success factors and the actors involved. Some of these success factors were deemed to be critical, others non-critical. In the last stage of the project these success factors were validated with experienced designers and developers. Some examples are presented.  相似文献   

4.
Online educational technologies and e‐learning tools are providing new opportunities for students to learn worldwide, and they continue to play an important role in anatomical sciences education. Yet, as we shift to teaching online, particularly within the anatomical sciences, it has become apparent that e‐learning tool success is based on more than just user satisfaction and preliminary learning outcomes—rather it is a multidimensional construct that should be addressed from an integrated perspective. The efficiency, effectiveness and satisfaction with which a user can navigate an e‐learning tool is known as usability, and represents a construct which we propose can be used to quantitatively evaluate e‐learning tool success. To assess the usability of an e‐learning tool, usability testing should be employed during the design and development phases (i.e., prior to its release to users) as well as during its delivery (i.e., following its release to users). However, both the commercial educational software industry and individual academic developers in the anatomical sciences have overlooked the added value of additional usability testing. Reducing learner frustration and anxiety during e‐learning tool use is essential in ensuring e‐learning tool success, and will require a commitment on the part of the developers to engage in usability testing during all stages of an e‐learning tool's life cycle. Anat Sci Educ 10: 190–199. © 2016 American Association of Anatomists.  相似文献   

5.
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   

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.
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   

8.
The report focuses primarily on efforts by university institutions in the field of computer-based learning (lCBL), research in courseware development, assessment of authoring tools, and evidence from experiences with computer assisted learning, and mentions a few of the many software packages presented. The report alludes to a bibliographic enquiry into the conferences referred to by the papers from the CBLIS Vienna conference.  相似文献   

9.
Mobile learning (M-learning) is a learning paradigm that utilizes the advantages of mobility and wireless technologies in the learning and education process. It can be characterized by the ability to support and provide strong interaction between learners and instructors, offering high levels of learning motivation, collaboration, and flexibility to the learning activities. Despite the increased popularity of M-learning, there is no complete and well-defined set of educational requirements for M-learning in higher education which considers both instructional design and M-learning design. Therefore, this paper proposes a new educational requirements model for M-learning development and adoption in higher education. This set of requirements has been built from a literature study with focus on standards for learning and mobile application software quality and guidelines. This work presents the results of applying the proposed set of educational requirements on three different M-learning systems. Instructional designers and educational software developers may find the requirements useful in the development of M-learning systems. The effort described is part of an Omani-funded research project investigating the development, adoption and dissemination of M-learning in Oman.  相似文献   

10.
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   

11.
《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   

12.
Although music software has become increasingly affordable and widely adopted in today’s classrooms, concerns have been raised about a lack of consideration for users’ needs during the software development process. This paper examines intra- and inter-sectoral communication pertaining to software development and music education to shed light on the improvement of the educational affordances for music software in classroom teaching and learning. Semi-structured interviews with music software developers (n = 3) and music teachers (n = 15) are used to gain insights into how to enhance the educational affordances of music software. The findings of this study fill a gap in the literature by detailing the knowledge exchange required to effectively develop music education software. Improving the synergy between the knowledge bases of software development and music education could enhance novel educational affordances, providing music teachers with the opportunity to develop new, pedagogically sound music teaching and learning activities.  相似文献   

13.
Economic arguments for the adoption of ‘open source’ software in business have been widely discussed. In this paper we draw on personal experience in the UK, South Africa and Southeast Asia to forward compelling reasons why open source software should be considered as an appropriate and affordable alternative to the currently prevailing dependency on large commercial organisations and proprietary products in the field of education.The dynamic and responsive nature of 'open source' software and the existence of freely available documentation and online communities offers an opportunity for educators, network administrators and software developers to participate in the development of resources appropriate to local needs while developing their own skills.We identify a range of critical development tools such as Perl and Linux, alongside a more specific application, Basic Support for Cooperative Work, which has great versatility for customising to fulfil specific educational needs and for the development of collaborative on-line learning communities.  相似文献   

14.
Previous research has identified a well-established link between teachers' beliefs and the practical implications of technology-enhanced learning (TEL). Until recently, there have been few studies of teachers' beliefs regarding their own role as developers of TEL in higher education. In this study, 18 university teachers' reflective writings on their role as developers of TEL were analyzed. All the teachers had developed their teaching methods for the instructional use of information and communication technologies (ICT). The findings of qualitative thematic analysis indicated four divergent teachers' roles: (1) active developers, (2) adaptive developers, (3) cautious developers, and (4) reluctant developers. These findings can be used to train teachers in educational change. (Keywords: Teacher beliefs, teacher roles, teaching development, technology-enhanced learning, university teaching, higher education)  相似文献   

15.
Supporting excellence in technology through communities of learners   总被引:1,自引:0,他引:1  
The Preparing Tomorrow’s Teachers to use Technology Project (PT3) at the University of Pittsburgh encompasses public and private schools, a nonprofit educational consortium, industry partners and the University of Pittsburgh. The purposes of the project are (a) to encourage throughtful technology integration by mentor teachers, student teachers and university faculty; and (b) to support innovation, adoption and resource sharing by creating Collaborative Communities of Learners (CCOLs). These goals are achieved by engaging participants in a number of activities, including individualized training, summer camp, monthly professional development meetings, a Celebration of Successes for sharing projects, and technology skill workshops. Support is also provided through project on-site support staff, an interactive Web site, minigrants, and loans of equipment and software. Evaluation of the project is an ongoing iterative process. Data are collected through self-reporting instruments, event evaluations, journal entries, project checklists, videotaped presentations, and interviews. Currently, in its third year of four including a pilot year, the project involves 98 mentor teachers and 20 university faculty. This project documents the importance of technology support people who have excellent interpersonal skills, experience with instruction and the flexibility to adjust strategies to adopter needs, skills, and personalities. They are coinvestigators for the PT3 project described in this article.  相似文献   

16.
The educational applications of wikis are becoming very popular among instructors and researchers and they have captured their attention and imagination. This paper reports on the investigation of a wiki project designed to support university students’ collaborative authoring and learning. The design framework of the wiki-based project is outlined and an analysis framework is proposed as the result of combining analysis of students’ collaborative actions, e.g. edits and posts in the wiki pages. The framework was applied to investigate students’ engagement, their contribution to the wiki content and the patterns of collaboration and content co-creation they followed during the project timeline. Our findings revealed different patterns of students’ contribution to their group wiki as well as their different roles. The paper concludes with suggestions for future development of the framework and research in the field of wiki learning design.  相似文献   

17.
The purpose of this study was to investigate how two female students participated in science practices as they worked in a multimedia case‐based environment: interpreting simulated results, reading and writing multiple texts, role‐playing, and Internet conferencing. Using discourse analysis, the following data were analyzed: students' published web posters, Internet conferencing logs between American and Zimbabwean university students, and a focus group interview. Three constructs supported the development of these students' identities in practice: (a) multimedia cases creating emotional involvement; (b) authoring web posters, and role‐playing situated in cross‐cultural social networks; and (c) altruism associated with relevant global topics. The investigators argue that educators and developers of online learning environments consider social contexts, authoring, and opportunities for cross‐cultural interaction to support participation in science practices. © 2010 Wiley Periodicals, Inc. J Res Sci Teach 47: 1116–1136, 2010  相似文献   

18.
An international wiki-based collaboration was integrated into a large introductory educational technology course enrolling 346 students, divided into 43 teams. Student teams participated in a 5-week project in which they created wiki chapters about the educational uses of specific Web 2.0 tools. Two to four international students, located in their home countries, participated on each team, collaborating via the evolving wiki, as well as other Web 2.0 tools. Using expectancy-value as our motivational framework, we gathered pre- and post-survey data, triangulated with focus group interview data, to examine changes in students’ confidence and perceived value for using these tools to facilitate international collaborations. Survey results showed significant changes in confidence and perceived value, while qualitative results provided insights into students’ perceptions of critical project components. We discuss students’ perceptions of project barriers as well as the strategies they implemented to achieve success.  相似文献   

19.
This paper presents the tools and methodologies underlying the ARIADNE framework for enabling open and distance education and for enhancing more conventional training schemes. The ARIADNE concept relies on a distributed knowledge pool system that stores pedagogically indexed educational resources, as well as on a set of tools and methodologies for authoring curricula. The basic approach is one of share and reuse. Specialized authoring tools are under development for the production of simulations, multiple-choice questionnaires and auto-evaluation exercises. Segmentation tools for video and text-based material, with integrated facilities for hypertext generation, are also under development. The distributed knowledge pool system consists of one central knowledge pool, and a number of local knowledge pools. Corporate training systems can also be built around private knowledge pools. Before pedagogical documents can be inserted into the knowledge pool system, their pedagogical and other characteristics must be described. A pedagogical header generator tool assists in this task. Pedagogical engineers can define the spatio-temporal, socio-pedagogic process that we call a curriculum, and choose the active and expositive documents that embody it, by using a curriculum editor. Finally, students consult or work with the documents of the curriculum they subscribed to, through a personalized view provided by the ARIADNE learner interface.  相似文献   

20.
This paper puts forward a prototype process for the development of educational multimedia materials, which can help educational multimedia software developers produce more coherent and effective learning resources by making explicit the value/belief system on which the project is founded. The prototype is presented as an object and stimulus for debate and discussion, around the many issues it raises.
The paper critically reviews some current models of educational multimedia software development with regard to the role of "values/beliefs" and discusses why there is a need for these factors to be taken into account. It particularly focuses on environmental issues and is more widely applicable to those subject areas which involve the teaching of "controversial issues".
The basic process put forward involves three steps: 1) identifying and agreeing a prioritized list of the core values and beliefs on which the project is based 2) using these to inform the specification/design process 3) using them as part of the evaluation/quality control process. The process is illustrated using a small number of examples and the paper ends by looking forward to a full trial of the prototype and suggestions for further work.  相似文献   

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