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1.
ABSTRACT

Facilitating students’ deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students’ science learning approaches, learning achievements and problem-solving awareness as well as the learning behavioral patterns of the students with different learning achievements, a quasi-experiment was conducted in an elementary school geoscience course. The participants were two classes of sixth graders. One class was the experimental group who learned with the 3D experiential game, and the other was the control group who learned with the conventional technology-enhanced learning approach. The experimental results showed that the students learning with the 3D experiential gaming system showed better learning achievements, problem-solving tendency, deep learning strategies, and deep learning motive than those who learned with the conventional technology-enhanced learning approach. Moreover, the higher-achievement students showed more behavioral patterns of deep learning strategies than the lower-achievement students. The findings of this study provide a good reference for helping lower-achievement students improve their learning performance.  相似文献   

2.
In this study, a peer assessment-based game development approach is proposed for improving students’ learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in the experiment, 82 of whom were assigned to the experimental group and learned with the peer assessment-based game development approach, while 85 students were in the control group and learned with the conventional game development approach. From the empirical results, it was found that the proposed approach could effectively promote students’ learning achievement, learning motivation, problem-solving skills, as well as their perceptions of the use of educational computer games. Moreover, it was found from the open-ended questions that most of the students perceived peer assessment-based game development as an effective learning strategy that helped them improve their deep learning status in terms of “in-depth thinking,” “creativity,” and “motivation.”  相似文献   

3.
Collaborative learning and the construction of common knowledge   总被引:1,自引:0,他引:1  
In collaborative learning, students not only have to acquire knowledge, they also have to learn to regulate the process of acquiring knowledge. In the traditional classroom, the function of regulation rests with the teacher. In the collaborative classroom, however, the responsibility for learning has in part been handed over to the students. We examine how students, who work as members of a community of learners, construct shared understanding. in particular, we want to explore what interactive and discursive tools students use in their collaboration. We present observations made during a series of innovative mathematics lessons in an 8th grade classroom at a Dutch primary school in which children (between 11 and 13 years of age) worked as “researchers” who were encouraged to formulate questions for exploration and to collaborate in answering them. Both in small group discussions and in discussions involving the whole class, students worked on the construction of arguments and the creation of shared knowledge. The construction and diffusion of knowledge occurred in “cycles of argumentation” to which many children contributed and in which ideas were repeated and elaborated upon. Because, in students’ collaboration, learning is made dependent on proposing and critically discussing arguments, the character of knowledge, acquired under these circumstances, is different from knowledge acquired in a more traditional classroom setting.  相似文献   

4.
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning could be limited. Therefore, this study aims to develop a microworld-based educational game, which provides simulated contexts encouraging students to explore, discover, and solve practical problems using the mathematics knowledge gained in the class. A quasi-experimental design was implemented in the learning activity of the “Speedy World” unit in an elementary school mathematics course to examine the effectiveness of the proposed approach. A total of 107 sixth graders participated in the experiment. The experimental results showed that the students who learned with the microworld-based gaming approach had better learning achievement and motivation in the mathematics course than those who learned with the conventional technology-enhanced learning approach. In addition, the students also showed that they highly accepted the microworld-based game for learning mathematics. The findings of this study provide good evidence for the importance and necessity of associating authentic applied contexts with gaming contexts in developing computer educational games for mathematics.  相似文献   

5.
This work investigates the effect a Web 2.0 learning environment may have in higher education in adding value to the students’ existing competencies. The major issues that this work examines are whether the incorporation of a Web 2.0 environment in higher education has an effect on the students’ performance and what are the significant factors that should be taken into account in the deployment of these technologies to achieve the maximum possible benefits and whether and how they correlate to each other. These factors are derived from the students’ views on the use of technology in a university course deployment and from the students’ personal opinions about a pilot course in a Web 2.0 learning environment. Although the results indicate no direct effect on the students’ performance, significant factors have been revealed via a thorough assessment, which has been performed in the context of a semester–long course, utilizing statistical process control techniques. The derived factors are namely: “Technology as an educational reinforcement”, “Technology as a tool to enhance comprehension” and “Enhancement of student interest and experience”, while in the second one “Completeness of the educational approach”, “Satisfaction from the educational approach” and “Course demands”. These factors can then form the basis for a feedback processes and a monitoring mechanism for a continuously updated educational process.  相似文献   

6.
为探究在线协作学习中基于问题解决讨论活动的群组交互行为模式,文章提出协作问题解决的协作讨论活动行为编码表,将协作问题解决中的重要行为特征进行分类编码。基于关联规则挖掘算法,自动化地挖掘协作问题解决中具有高转换率的行为序列。通过开展实证研究,探究影响协作质量的重要行为模式。研究结果表明,在协作过程中学生们修订观点、争论、采用证据以及良好的管理等行为对群组协作都具有积极意义。该研究为教育工作者构建基于问题解决的在线协作讨论活动提供了有利依据和重要参考。  相似文献   

7.
This paper describes the development, validation, and uses of the Collaborative Computing Observation Instrument (C-COI), a web-based analysis instrument that classifies individual and/or collaborative behaviors of students during computing problem-solving (e.g. coding, programming). The C-COI analyzes data gathered through video and audio screen recording software that captures students’ computer screens as they program, and their conversations with their peers or adults. The instrument allows researchers to organize and quantify these data to track behavioral patterns that could be further analyzed for deeper understanding of persistence and/or collaborative interactions. The article provides a rationale for the C-COI including the development of a theoretical framework for measuring collaborative interactions in computer-mediated environments. This theoretical framework relied on the computer-supported collaborative learning literature related to adaptive help seeking, the joint problem-solving space in which collaborative computing occurs, and conversations related to outcomes and products of computational activities. Instrument development and validation also included ongoing advisory board feedback from experts in computer science, collaborative learning, and K-12 computing as well as classroom observations to test out the constructs in the C-COI. These processes resulted in an instrument with rigorous validation procedures and a high inter-rater reliability.  相似文献   

8.
Over the last years there has been a growing use of 3D virtual environments for educational purposes. Many studies advocate the integration of these environments in the daily teaching practice of various subjects. This requires innovative design in order create the appropriate affective/ pedagogical conditions as well as the development and use of well-structured activities in order to achieve effective collaborative learning. This paper presents an exploratory study in which collaborative learning strategies and cognitive apprenticeship models act as the pedagogical framework to facilitate learning and collaboration. The context is the teaching of mathematics in primary education via a 3D virtual environment. Specifically, we focus on evaluating students’ engagement (behavioral, affective and cognitive) in the collaborative learning process as they learn fractional concepts in a meaningful way. The findings show that a 3D virtual environment can support collaborative learning in primary school through its ability to enhance students’ engagement (behavioral, affective and cognitive) in the collaborative learning process.  相似文献   

9.
ABSTRACT

The purpose of the current study was to investigate students’ overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was developed on a web-based game platform. A total of 15 second-grade students from a public elementary school in Taiwan used tablet computers to engage in problem-solving tasks in the EERG. In the second stage, five schoolteachers from other elementary schools who had adopted similar EERGs in their classrooms in the previous academic year participated in the study to share their instructional experiences. The results indicated that students actively collaborated with their team members to address problem-solving tasks during the EERG activity. Positive collaborative learning experiences and learning attitudes towards the EERG were identified in the students’ self-reflection worksheets.  相似文献   

10.
The paper reports on an empirical study adopting a mixed research method, aiming at improving primary students’ collaborative problem solving competency in project-based learning with productive failure (PF) instructional design in a seamless learning environment. Two Grade Six classes participated in a project-based learning of “Plant Adaptations”. In Class 1 with 27 students, the project-based learning was conducted with PF instructional design; in Class 2 with 26 students, the project-based learning was conducted without PF instructional design. The learning activities spanned across farm, class, home and online spaces supported by mobile devices. Data collection includes various students’ created artifacts in groups in the inquiry process, student reflections, student focus group interviews and pre- and post-domain tests. Both qualitative and quantitative data analysis methods were employed. The research findings show that compared to Class 2, the students in Class 1 gained deeper understanding of conceptual knowledge and produced better group artifacts in collaborative problem-solving quality than those in Class 2; and the students in Class 1 were more positive in facing the challenges in their project-based learning process, and developed a sense of ownership of their learning. The findings imply that PF instructional design is conducive to developing primary students’ collaborative solving competency in science learning in a seamless learning environment.  相似文献   

11.
This study investigated the effects of digital storytelling on student achievement, social presence, and attitude in online collaborative learning environments. Students in one middle school course were randomly assigned to one of the two treatment groups after they received initial general instruction regarding teamwork skills. The “digital storytelling-based online collaborative learning (DST-OCL)” and the “general online collaborative learning (G-OCL)” groups received subsequent associated skills training. The overall results indicated that after each group took part in the treatment during online collaborative learning activities, the “DST-OCL” groups had significantly higher social presence than the “G-OCL” groups. Specifically, using “DST-OCL” strategies was significantly more effective than using “G-OCL” strategies for improving the “online communication,” “interactivity,” and “privacy” components of students’ social presence in online collaborative learning environments. There was no significant difference between the two groups regarding student achievement and attitude. The findings of this study offer an insight into methods for using digital storytelling as an instructional strategy for improving online collaborative learning effectiveness.  相似文献   

12.
13.
This article presents and problematizes a peered and tiered model of creative and educational knowledge transfer piloted in Culture Shack, a community-based arts education program in Melbourne, Australia. Drawing on Eisner and Sefton-Green and Soep, I argue the value of this approach as a potential new pedagogical strategy in both secondary learning and teacher education courses, refocused on collaborative and process learning rather than outcome-focused pedagogy and assessment. Because education is a key factor for successful integration of those from refugee-background and emerging communities, self-reliance and creative problem-solving can be enhanced through arts programs such as Culture Shack that increase participation in continuing, collaborative educational pathways. In this paper I argue that this peered and tiered collaborative learning model offers possibilities for working cross-sectorally, interdisciplinarily, and interculturally for effective pedagogical outcomes and for the value of arts-based action research-as-pedagogy.  相似文献   

14.
This study examined the types of learning behaviors students demonstrated while performing inquiry tasks. It also explored the relationship between the learning behaviors and students’ domain knowledge. We observed fourteen students in five groups during a ninth-grade biology course. Three types of learning behaviors (inquiry, collaborative, and minimally productive behaviors) were identified and time on each type was measured. The results suggest that students demonstrated different patterns according to the types of learning behaviors. Correlation analysis revealed that learning outcomes had a strong positive correlation with the inquiry behaviors but a strong negative correlation with the minimally productive behaviors. The results suggest that attention should be paid to facilitate the more meaningful inquiry behaviors while reducing minimally productive behaviors.  相似文献   

15.
针对高校课程教学中知识条块性分离和学生实践能力及创新不足问题,以计算机网络技术课程为例,采用实验项目驱动式教学并融入思政元素,研究其能否有效促进学生认知能力、合作能力、创新能力、职业能力,实现在课程教学中育人。采用准实验研究法,被试对象为教育技术学本科专业的两届学生,以项目驱动式教学融入思政元素的实施作为自变量,计算机网络技术学习成效作为因变量。研究表明,由实验项目导出相关知识点的学习使得学生在应用中将相关知识点快速链接并有效整合和内化,能提升学生认知能力、创新能力及职业能力,对缺乏前修课程的学生和逻辑思维能力欠缺的学生促进明显;项目驱动式教学的小组合作方式提升了团队协作精神与合作能力。研究凸显了实验教学及实验室建设的重要性。  相似文献   

16.
The current knowledge of the effects of the physical environment on learners’ behaviour in collaborative problem-solving tasks is underexplored. This paper aims to critically examine the potential of multimodal learning analytics, using new data sets, in studying how the shapes of shared tables affect the learners’ behaviour when collaborating in terms of patterns of participation and indicators related to physical social interactions. The research presented in this paper investigates this question considering the potential interplay with contextual aspects (level of education) and learning design decisions (group size). Three dependent variables (distance between students, range of movement and level of participation) are tested using quantitative and qualitative analyses of data collected using a motion capture system and video recordings. Results show that the use of round tables (vs rectangular tables) leads to higher levels of on-task participation in the case of elementary school students. For university students, different table shapes seem to have a limited impact on their levels of participation in collaborative problem solving. The analysis shows significant differences regarding the relationship between group size and the distance between students, but there is no substantial evidence that group size affects the level of participation. The findings support previous research highlighting the importance of studying the role of the physical environment as an element of learning design and the potential of multimodal learning analytics in approaching these studies.  相似文献   

17.
Interest in including ideas about the nature of science in instruction and research has led to the realization that, in addition to developing courses which offer students experience with science practice, it is important to understand the ways in which students learn and use science knowledge within such courses. The study reported here is based on a particular view of the nature of scientific practice: Science is collaborative; scientists use knowledge in the construction of new knowledge; and scientists' understanding of problems and problem-solving strategies change during knowledge construction. Given this perspective, the study examines the ways in which students in an innovative high school genetics class collaborate to construct knowledge as they develop genetics models. In this classroom, students use three kinds of knowledge: knowledge of genetics, permitting them to recognize anomalous aspects of new data and providing a template from which to develop new models; knowledge of the process of model revision, helping them make decisions about how to develop new models; and knowledge of their own problem-solving strategies, allowing them to “keep track” of what they have done, as well as make connections between the development of new models and their knowledge of genetics. © 1996 John Wiley & Sons, Inc.  相似文献   

18.
There is wide agreement on the importance of scaffolding for student learning. Yet, models of individual and face‐to‐face scaffolding are not necessarily applicable to educational settings in which a group of learners is pursuing a process of inquiry mediated by technology. The scaffolding needed for such a process may be examined from three perspectives: the organization of activities, the affordances of tools, and process‐level guidance. The purpose of the present study was to assess three tutors’ contributions to university students’ computer‐mediated discourse organized as a question‐driven inquiry process. In all, 17 students participated in the discourse as part of their studies in a cognitive psychology course. Quantitative and qualitative analyses were conducted to investigate critical patterns and possible effects of the tutors’ process‐level scaffolding. During the process, the more experienced tutors acted as meta‐level commentators, whereas the less experienced tutor participated in the inquiry as a co‐inquirer who also produced inquiry questions. More elaborate scaffolding to foster students’ metacognitive awareness of the inquiry strategies was generally lacking in all three tutors’ data. Implications for pedagogical improvement in collaborative, computer‐supported educational settings are discussed.  相似文献   

19.
Using situated social practice theories to investigate classroom interactions highlights the mutually constitutive nature of students’ activity and classroom practices. Combined with examination of the circulation and techniques of power, students’ appropriation of roles and redistribution of power is illuminated. In this case study, a teacher’s hierarchical collaborative learning system spread rights to exercise power differentially among students. Analyses revealed the ways in which students appropriated that structure to construct a more egalitarian system, as well as the inherent tensions and contradictions that accompanied that appropriation. Their reproduction and transformation of roles and power in the collaborative learning system afforded opportunities to engage as active agents; to participate in the construction of knowledge, skills and practices; and to contribute meaningfully to the social and academic life of the classroom. The hope is to contribute to theory and practice in a way that addresses the complexity of collaborative learning and resists simplistic adoptions that may undermine student learning and agency.  相似文献   

20.
The study considers mathematical problem solving to be at the heart of mathematics teaching and learning, while mathematical challenge is a core element of any educational process. The study design addresses the complexity of teachers’ knowledge. It is aimed at exploring the development of teachers’ mathematical and pedagogical conceptions associated with systematic employment of multiple-solution tasks (MSTs) in a “problem-solving” course for prospective mathematics teachers (PMTs). Our attention to teachers’ mathematical conceptions focused on the development of PMTs’ problem-solving competences. Our attention to teachers’ meta-mathematical and pedagogical conceptions focused on changes in teachers’ views concerning the level of interest and level of difficulty of the mathematical tasks. We differentiated between the systematic and craft modes of professional development integrated in the course. Systematic mode involved problem-solving sessions and reflective discussions on collective solution spaces. Craft mode involved interviewing school students. The study demonstrates the effectiveness of MSTs for PMTs’ professional development.  相似文献   

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