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1.
Most physics professors would agree that the lab experiences students have in introductory physics are central to the learning of the concepts in the course. It is also true that these physics labs require time and money for upkeep, not to mention the hours spent setting up and taking down labs. Virtual physics lab experiences can provide an alternative or supplement to these traditional hands-on labs. However, physics professors may be very hesitant to give up the hands-on labs, which have been such a central part of their courses, for a more cost and time-saving virtual alternative. Thus, it is important to investigate how the learning from these virtual experiences compares to that acquired through a hands-on experience. This study evaluated a comprehensive set of virtual labs for introductory level college physics courses and compared them to a hands-on physics lab experience. Each of the virtual labs contains everything a student needs to conduct a physics laboratory experiment, including: objectives, background theory, 3D simulation, brief video, data collection tools, pre- and postlab questions, and postlab quiz. This research was conducted with 224 students from two large universities and investigated the learning that occurred with students using the virtual labs either in a lab setting or as a supplement to hands-on labs versus a control group of students using the traditional hands-on labs only. Findings from both university settings showed the virtual labs to be as effective as the traditional hands-on physics labs.  相似文献   

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Much research attention has been focused on learning through game playing. However, very little has been focused on student learning through game making, especially in science. Moreover, none of the studies on learning through making games has presented an account of how students engage in the process of game design in real time. The present study seeks to address that gap. We report an exploratory embedded case study in which three groups of students in one classroom created a computer game designed to teach peers about climate science, while drawing on scientific knowledge, principles of game design, and computational thinking practices. Data sources were student design sheets, computer video, and audio screen capture while students created their game, and interviews after completing the curriculum unit. A theme-driven framework was used to code the data. A curricular emphasis on systems across climate systems, game design, and computational thinking practices provided a context designed to synergistically supported student learning. This embedded case study provides a rich example of what a collaborative game design task in a constructionist context looks like in a middle school science classroom, and how it supports student learning. Game design in a constructionist learning environment that emphasized learning through building a game allowed students to choose their pathways through the learning experience and resulted in learning for all despite various levels of programming experience. Our findings suggest that game design may be a promising context for supporting student learning in STEM disciplines.  相似文献   

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Students learned about teaching principles with a multimedia program that either did not include a classroom exemplar illustrating how to apply the learned principles to the teaching practice (control group) or included a classroom exemplar in video, animation, or text format. Across two experiments, video and animation groups reported more favorable attitudes towards learning and were better able to apply the learned principles than the control group. Text and control groups did not differ in their learning or attitudes towards learning, suggesting that format is an important factor in determining the effectiveness of classroom exemplars as pedagogical tools for teacher education. Results encourage the use of visual classroom exemplars to promote the application of theory into practice.  相似文献   

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Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge, conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version II can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom.  相似文献   

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Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science??s most ??gamelike?? features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.  相似文献   

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This paper reports some of the findings from a study undertaken to obtain an insight into the experiences of learners engaging with web conferencing. A small group of work-based adult learners with substantial experience of learning in a virtual classroom provided accounts of and reflections on their experiences using a blog and group interview. Qualitative analysis of data led to findings which support some existing best practice guidelines for facilitators and also provide additional insight into issues that impact on learners’ experiences. This paper presents recommendations for facilitators and explores some of the issues raised by learners which are not commonly addressed in other guidelines, including the effective use of breakout rooms, the management of minimalist learners and the need to respect learners’ privacy. A facilitation approach which allows learners to develop autonomy and exert control in the virtual classroom and which acknowledges diversity of learning preferences is suggested. Whilst the recommendations made may not be appropriate in all learning contexts, they are presented as a starting point to help other facilitators review and develop their own practice.  相似文献   

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This study was designed to learn if students perceived an interactive computer/videodisc learning system to represent a viable alternative to (or extension of) the conventional laboratory for learning biology skills and concepts normally taught under classroom laboratory conditions. Data were collected by questionnaire for introductory biology classes at a large midwestern university where students were randomly assigned to two interactive videodisc/computer lessons titled Respiration and Climate and Life or traditional laboratory investigation with the same titles and concepts. The interactive videodisc system consisted of a TRS-80 Model III microcomputer interfaced to a Pioneer laser-disc player and a color TV monitor. Students indicated an overall level satisfaction with this strategy very similar to that of conventional laboratory instruction. Students frequently remarked that videodisc instruction gave them more experimental and procedural options and more efficient use of instructional time than did the conventional laboratory mode. These two results are consistent with past CAI research. Students also had a strong perception that the images on the videodisc “were not real” and this factor was perceived as having both advantages and disadvantages. Students found the two approaches to be equivalent to conventional laboratory instruction in the areas of general interest, understanding of basic principles, help on examinations, and attitude toward science. The student-opinion data in this study do not suggest that interactive videodisc technology serve as a substitute to the “wet” laboratory experience, but that this medium may enrich the spectrum of educational experiences usually not possible in typical classroom settings.  相似文献   

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Classroom-based experiences, alternatively known as practica, are an integral component of undergraduate teacher preparation programs, which provide students essential opportunities to apply knowledge in practice. Though much is known about student teaching, much less is known about students’ earlier classroom-based experiences. This qualitative study explores how early childhood care and education students describe their early classroom-based experience. Thirty-four students enrolled in a teacher preparation program participated in interviews, submitted journals, and responded to survey questions about their early classroom-based experience. Results are presented in terms of how students talk about their experiences—belonging or not belonging in the classroom—and what students talk about when discussing their experiences, including communication, support, freedom, new learning, and “the children.” These themes are discussed in terms of students’ experiences in the classroom and implications for undergraduate teacher preparation in early childhood education.  相似文献   

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This paper examines BSc Physiotherapy students’ experiences of developing their neurological observational and analytical skills using a blend of traditional classroom activities and computer‐based materials at the University of Birmingham. New teaching and learning resources were developed and supported in the School of Health Sciences using Web Course Tools combined with a wide range of video clips of patients with neurological disorders on CD‐ROM. These resources provided students with the opportunity to observe “real patients” prior to clinical placements, thus bridging the gap between their theoretical understanding of these disorders and their practical experience of evaluating abnormal movement in the clinical setting. This paper considers how this blended approach to learning enhanced students’ experiences of developing their neurological skills and of preparing for their clinical placements. This paper also discusses the lessons that have been gained from students’ experiences to provide future or similar projects with the opportunity to learn from these experiences.  相似文献   

12.
Preparing Instructional Designers for Game-Based Learning: Part 1   总被引:1,自引:0,他引:1  
《TechTrends》2010,54(3):27-37
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game developers may know little about training, education and instructional design. In this three part series of articles, four recognized and emerging experts in instructional game design discuss their perspectives on preparing instructional designers to optimize game-based learning. In Part I, we set the context for the series of articles and one of four faculty members who teach a graduate level course on game design discusses what he believes instructional designers should know about instructional game design based on his experiences. Part II will present alternative perspectives from two additional faculty members who teach courses in instructional game design, and Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

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Many nursing curricula do not offer anatomy laboratories and exposure to cadaveric material. In this mixed methods study, nursing students' perceptions and experiences from an anatomy laboratory session were examined. Students from two academic nursing programs (a four-year general baccalaureate nursing program and a two-year accelerated nursing program for non-nursing baccalaureate graduates) took part in an anatomy laboratory session (N = 223). Participants' learning experiences, emotional experiences, and satisfaction with the anatomy laboratory session were assessed by their responses to closed-ended questionnaires. Participants' reasons for participation and suggestions for improvement were examined by open-ended questions. A mixed methods analysis of the data revealed a high level of satisfaction with the anatomy laboratory experience. Positive attitudes and learning experiences correlated with a sense of identification with the nursing profession. Satisfaction was positively associated with a perceived quality of learning and negatively associated with a negative emotional experience. Curiosity and self-challenge, as well as the quest for tangible, in-depth learning, were major motivators involved in the students' desire to participate in the session. Both qualitative and quantitative analyses indicated that the educational experience was significant. Therefore, it is recommended to integrate anatomy laboratory sessions into anatomy courses for nursing students. This will help to illustrate and assimilate classroom material and strengthen nursing students' sense of identification with their profession.  相似文献   

14.
The training at school and university undergraduate level to encourage students to take responsibility for their own learning is important for their future need of lifelong education. The concept of continuously continuing education is introduced, to be used for both initial university campus education and continuing education. If the computer, with computer and video networking, is considered and used as a multimedia tool, students will be familiar with working within a virtual classroom. This will foster them to continue their learning after graduation and promoting lifelong education. Information is given about the objectives and operations of the Nordic Forum for Computer-aided Higher Education and some other initiatives within the Nordic countries to move towards a European ( or Global) Electronic University to promote continuously continuing education.  相似文献   

15.
Assessing Farmer Innovations in Agroforestry in Eastern Zambia   总被引:1,自引:0,他引:1  
Abstract

An interactive group‐based farm simulation game used in Australia for farming‐systems education is described. The computer‐aided game is the main feature of a facilitated one‐day workshop. The game and the workshop are designed to feature fun and learning for farming systems. Responses of game players are collated to reveal their perceptions and experiences of the game. Player feedback indicates that they find the game challenging, entertaining and effective in conveying a range of farming systems issues. The Australian experience shows that it is possible to design a game package that harnesses the beneficial elements of fun, group activity, facilitation, computer simulation and peer competition; with the outcome of stimulating and facilitating people's learning about fanning systems.  相似文献   

16.
We report on a case study that took place in a southwestern culturally and linguistically diverse urban high school science classroom during a grade recovery summer session. The introduction of a technology-infused unit on epidemiology engaged students in a multi-contextual exploration of the spread of diseases. The analysis of the resultant classroom discourse centers on connections made and identities expressed by the students (as students, social beings, avatars, and scientists), with particular attention to how these students use language to bridge worlds (the participatory simulation world, the classroom world, the ‘real’ world (outside the classroom), and the laboratory (science) world). The results indicate that including a participatory technology tool supported students’ learning journey. Specifically, students built on a shared virtual experience in ways that helped them to draw and expand on prior experiences well beyond the classroom in the service of developing science understanding.  相似文献   

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Abstract

In this article I focus on the emotion of joy in the classroom and identify the role that experiencing joy has in promoting engagement and satisfaction in learning. For educationists, the implication that the emotional climate of the classroom has as much to do with cognitive growth as it does with attitudinal needs to be recognised and addressed. As Bloom and his colleagues noted in 1956, the idea of dualistic notion of cognition and affect is untenable as these inform each other. How the brain is structured and developed affects how we learn. Because the circuitry of the brain is sculptured by emotional experiences it can alter during one's lifetime. Emotions contribute to the brain's neural circuitry experiencing joy will lay down neural pathways likely to serve the individual well for a lifetime. Furthermore, joy promotes holistic learning through engaging both left and right hemispheres. Joy, as an emotion, involves accepting challenges that stretch one's capacity and persevering through often‐painful experiences until a successful outcome is reached. This ultimate achievement can then be celebrated and recognised as a joyful learning experience. Teachers who promote the experience of joy in the classroom may do more than simply promote successful learning.  相似文献   

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The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is played across a university campus where players take on the roles of doctors, medical technicians, and public health experts to contain a disease outbreak. Players can interact with virtual characters and employ virtual diagnostic tests and medicines. They are challenged to identify the source and prevent the spread of an infectious disease that can spread among real and/or virtual characters according to an underlying model. In this paper, we report on data from three high school classes who played the game. We investigate students’ perception of the authenticity of the game in terms of their personal embodiment in the game, their experience playing different roles, and their understanding of the dynamic model underlying the game.  相似文献   

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语言习得在真实的情境中发生才更有效,英语课堂教学的出发点应该是情境.针对当前英语课堂的去情境化或弱情境化教学现状,提出利用Kinect体感交互技术构建课堂虚拟教学情境来增强语言沉浸.以情境认知学习理论为指导,对大学英语课堂虚拟教学情境要素进行分析与设计,实现了Kinect虚拟情境创设系统.大学英语课堂教学应用案例表明,该系统在创设情境、体验情境、演绎情境和反思评价等教学环节中具有积极辅助作用.  相似文献   

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近年来教育游戏产业得以蓬勃发展。教育游戏由于其角色扮演、情境性、互动性等特征成为当前变革教学的重要方式。角色扮演类教育游戏成为学界的研究热点,而且在游戏化学习社区构建、课程设计、学科应用方面进行了卓有成效的探索,但却鲜有从教育游戏中的玩家状态尤其是个体心流体验的角度对教育游戏的学习成效进行研究。立足于这一研究目的,选用一款适合于学生使用的、以安全急救知识为题材的教育游戏,通过构建心流体验与学习效果之间的模型并进行检验分析,结果显示:心流体验与学习结果之间存在显著正相关;游戏频率、游戏经验与心流体验之间存在显著差异;性别、游戏偏好与心流体验之间不存在显著差异。  相似文献   

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