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1.
The author examines the empirical, methodological, theoretical, and practical contributions of the six studies in this special issue on eye tracking as a tool to study and enhance multimedia learning. The design of learning environments involving graphics should be consistent with a research-based theory of how people learn and evidence-based principles of how to help people learn. Research using eye tracking offers a unique path to testing aspects of theories of multimedia learning, particularly concerning perceptual processing during learning. The studies reported in this special issue add to the evidence base on how people learn and think with graphics.  相似文献   

2.
Animation as an Aid to Multimedia Learning   总被引:12,自引:0,他引:12  
How can animation be used to promote learner understanding of scientific and mathematical explanations? In this review, we examine the role of animation in multimedia learning (including multimedia instructional messages and microworld games), present a cognitive theory of multimedia learning, and summarize our program of research, which has yielded seven principles for the use of animation in multimedia instruction. These include the multimedia principle (present animation and narration rather than narration alone), spatial contiguity principle (present on-screen text near rather than far from corresponding animation), temporal contiguity principle (present corresponding animation and narration simultaneously rather than successively), coherence principle (exclude extraneous words, sounds, and video), modality principle (present animation and narration rather than animation and on-screen text), redundancy principle (present animation and narration rather than animation, narration, and on-screen text), and personalization principle (present words in conversational rather than formal style). Animation can promote learner understanding when used in ways that are consistent with the cognitive theory of multimedia learning.  相似文献   

3.
In this paper, we explore how the application of multimedia design principles may inform the development of educational multi-user virtual environments (MUVEs). We look at design principles that have been shown to help learners manage cognitive load within multimedia environments and conduct a conjectural analysis of the extent to which such principles can help manage cognitive load in the highly immersive “beyond multimedia” environments that 3-D educational MUVEs represent. We frame our discussion as a design practice analysis of the River City MUVE, a science inquiry environment that has middle school students collaborating to develop and test hypotheses regarding illnesses sweeping a virtual town. We analyze the current River City interface design using a framework describing cognitive overload scenarios and associated approaches to manage cognitive load. We also discuss the potential difficulties that may be seen as multimedia principles are applied to 3-D MUVEs. Our discussion describes a blueprint for research implementations that we are undertaking to systematically investigate the effect of an educational MUVE interface design based on multimedia principles—implementations that we hope will provide an action framework for other MUVE researchers to use in their own studies.  相似文献   

4.
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students’ problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.  相似文献   

5.
The evolving technological landscape in the digital era has a crucial influence on lifelong learning and the demand for problem-solving skills. In this paper, we identify associations between formal, non-formal and informal learning with sufficient problem-solving skills in technology-rich environments (TRE). We focus on adults' problem-solving skills in TRE as a novel approach to investigate formal, non-formal and informal learning based on data from the Programme for the International Assessment of Adult Competencies. This programme measured 16–64-year-old adults' proficiency in problem-solving skills in TRE. The total sample size was 61 654 individuals from 13 European countries. Our results clearly indicate that the skill levels of more than 50% of adults aged 16–64 years old seem to be insufficient to cope effectively in TRE. The findings suggest that the learning ecologies of adults are a combination of formal, non-formal and informal learning activities. The overall level of problem-solving skills in TRE was higher among individuals who indicated that they have participated either formal or non-formal learning activities, compared to those who have not. However, interestingly, the association between formal learning and problem-solving skills in TRE was not major. Instead, our results clearly indicate that informal learning seems to be highly associated with sufficient problem-solving skills in TRE. In practice, we outline those formal, non-formal and informal learning activities that adults perform when applying the skills in TRE. By recognising these activities undertaken by sufficient problem solvers, we can promote lifelong learning skills. Our findings can also be used as a starting point for future studies on lifelong learning.  相似文献   

6.
In response to the calls to improve and deepen scientific understanding and literacy, considerable effort has been invested in developing sustainable technology-enhanced learning environments to improve science inquiry. Research has provided important guidance for scaffolding learning in mathematics and science. However, these reports have provided relatively little insight into how the different types of scaffolds can (or should) be implemented in dynamic, everyday classroom settings. In this qualitative case study, we examined how students solve scientific problems in technology-enhanced classrooms and how peer-, teacher-, and technology-enhanced scaffolds influenced student inquiry. The results indicated that students manifested distinct inquiry patterns when solving scientific problems and integrated different types of scaffolds to facilitate inquiry activities. These findings suggest that to support scientific inquiry in problem-solving contexts, technology-enhanced scaffolds are effective when supported by clear project goals, relevant evidence, peer- and teacher-assessments, and exemplars of knowledge articulation.  相似文献   

7.
Interactive Multimodal Learning Environments   总被引:5,自引:2,他引:5  
What are interactive multimodal learning environments and how should they be designed to promote students’ learning? In this paper, we offer a cognitive–affective theory of learning with media from which instructional design principles are derived. Then, we review a set of experimental studies in which we found empirical support for five design principles: guided activity, reflection, feedback, control, and pretraining. Finally, we offer directions for future instructional technology research.  相似文献   

8.
In three experiments, college students read a text explaining how lightning works and then took problem-solving transfer tests. Some students (integrated group) also viewed illustrations depicting the major stages in the formation of lightning that (a) were placed adjacent to corresponding text paragraphs and (b) contained annotations repeating the verbal cause-and-effect information from the text. Other students (separated group) viewed the same illustrations (a) on a separate page and (b) without annotations, after they had finished reading the text. The integrated group generated approximately 50% more creative solutions on transfer problems than the separated group, and this pattern was stronger for students who lacked experience in meteorology than for high-experience students. The positive effects of integrated illustrations depended on incorporating annotations (i.e., captions and labels) into the illustrations rather than placing illustrations close to corresponding paragraphs. Results were interpreted in light of a generative theory of multimedia learning which posits that meaningful learning requires constructing connections between visual and verbal representations of a system.  相似文献   

9.
Scotland's rich heritage in the field of science and engineering and recent curricular developments led to major investment in education to equip pupils with improved scientific knowledge and skills. However, due to its abstract and conceptual nature, learning science can be challenging. Literature supports the role of multimedia technology in addressing the difficulties associated with science learning. This paper reports on a two‐phase investigation that explored the impact of multimedia resources situated in a national e‐learning portal to (1) assist generalist and specialist science teachers' teaching practices and (2) stimulate pupils' interest, encourage engagement and improve overall science learning experiences. Our research also investigated how portal resources facilitated and/or acted as barriers for teaching and learning. Findings from our research affirm that multimedia technology has transformed science learning; with these resources accessible through a national portal, radically different learning experiences ensued. These findings raise serious implications for teacher education and professional development in ensuring that teachers acquire sound science content and pedagogical knowledge as well as practical strategies for utilising technology‐rich environments, as this is likely to become the norm. Harnessing the fullest potential that information and communication technology, multimedia and e‐learning portals can offer starts by addressing these challenges.  相似文献   

10.
Multimedia learning environments such as computer simulations are widely accepted as tools for supporting science learning. Although the design of multimedia learning environments can be domain specific, few studies have focused on the use of computer simulations for learning residential electrical wiring. This study aimed to determine whether students using computer simulations learned better than traditional classroom learners in the domain of residential wiring. A quasi‐experiment was implemented with 169 high school students. The simulation group participated in a series of computer simulations, whereas the control group received lectures and demonstrations from an instructor. Students' cognitive load as elevated by multimedia leaning tasks was compared with that of students learning using traditional methods. The simulation group learned significantly better and reported higher cognitive load than did the control group. Moreover, the simulation group managed cognitive resources more efficiently on transfer of learning than did the control group. Having more opportunities to interact with a simulation‐based learning environment could result in higher cognitive load. The higher cognitive load seemed to result in better performance on the achievement test and, therefore, the learners' mental effort was possibly invested mainly in meaning making in the virtual learning environments. Discussion of the results, instruments and research design, as well as suggestions for future studies are provided.  相似文献   

11.
12.
In this paper, we propose a theoretical framework for designing on-line situated assessment tools for multimedia instructional systems. Based on an ecological psychology approach to situated learning, a graph theoretic methodology is applied to monitor students' performance (solution paths) throughout the learning activity. Deviation of the student's path from the target (expert) path generates indicators which can function as alerts to the student and to the instructor. The information collected in the dribble files and presented visually enables the instructor to identify problems quickly and intervene appropriately. The feasibility of the methodology is explored in case studies describing three instructional systems that teach (1) critical thinking and problem-solving skills, (2) principles of hemodynamic monitoring and treatment, and (3) orthodontic treatment, respectively.  相似文献   

13.
多媒体学习理论是一个贯通了学习理论与教学理论的科学体系。作为学习理论的多媒体学习认知理论基于双重编码理论、工作记忆模型以及生成加工理论,解释了学习者通过加工语词与画面所呈现的材料来建构知识的学习机制,属于解释性理论;作为教学理论的多媒体教学设计理论发展出一系列教学设计应遵循的原则,为教育实践提供了具有处方性意义的行动指南,属于处方性理论。解释性的学习理论为处方性的教学理论提供了扎实可靠的科学基础。在多媒体学习研究从学习理论向教学理论转化的过程中,多媒体教学设计理论是实现跃迁的关键环节,而认知负荷理论则是理论跃迁成功的关键变量。基于认知负荷理论,梅耶提出多媒体学习认知负荷三元模型,包括必要认知加工、外来认知加工和生成性认知加工。围绕这三类认知加工,梅耶及其同事进行了大量的实验研究,最终确定了12项与多媒体学习认知理论及其前提假设保持高度逻辑一贯性的多媒体教学设计原则。这些原则都是经得起实践检验的,但教学设计人员在应用的过程中,应明确各项原则的问题情境、适用范围等边际条件。  相似文献   

14.
Clients and practitioners alike are often confused about the ultimate purpose of action learning (AL). Because of the title of the method, many believe the primary goal of AL is to generate learning. This article clarifies the relationship between action, learning, and solutions. It also provides historical evidence to support the conclusion that the first purpose of AL has been, and should be, achieving effective and creative solutions to complex, critical, and urgent problems. The power of AL to develop leadership skills is explained and a useful problem-solving mental model, the cycle of effective problem-solving, is presented. The cycle can be used by the coach to generate questions that encourage teams to reflect on its problem-solving process and thereby promote the learning that will improve the team's performance and lead to higher solution quality. Several examples are provided to illustrate how the cycle of effective problem-solving can be used.  相似文献   

15.
Animated graphics are extensively used in multimedia instructions explaining how natural or artificial dynamic systems work. As animation directly depicts spatial changes over time, it is legitimate to believe that animated graphics will improve comprehension over static graphics. However, the research failed to find clear evidence in favour of animation. Animation may also be used to promote interactions in computer-supported collaborative learning. In this setting as well, the empirical studies have not confirmed the benefits that one could intuitively expect from the use of animation. One explanation is that multimedia, including animated graphics, challenges human processing capacities, and in particular imposes a substantial working memory load. We designed an experimental study involving three between-subjects factors: the type of multimedia instruction (with static or animated graphics), the presence of snapshots of critical steps of the system (with or without snapshots) and the learning setting (individual or collaborative). The findings indicate that animation was overall beneficial to retention, while for transfer, only learners studying collaboratively benefited from animated over static graphics. Contrary to our expectations, the snapshots were marginally beneficial to learners studying individually and significantly detrimental to learners studying in dyads. The results are discussed within the multimedia comprehension framework in order to propose the conditions under which animation can benefit to learning.  相似文献   

16.
17.
通过调研可知,中学生的数学阅读、分析、解决问题的能力有待提高,可将协同阅读运用到数学阅读中来,从激活相关信息、加强迁移能力和注重整体协同三个方面定义了数学协同阅读学习策略,然后通过实验,分阶段让学生进行协同阅读的运用,由此学生学会了运用数学协同阅读,并提高了学生的分析能力、迁移能力、想象能力,以及自主学习能力与解题效率。  相似文献   

18.
We investigated (1) whether the learning environment perceptions of students in classes frequently exposed to multimedia differed from those of students in classes that were not, (2) whether exposure to multimedia was differentially effective for males and females and (3) relationships between students’ perceptions of the learning environment and student engagement in classes that were exposed to multimedia. The sample involved 365 high-school students in 16 classes, nine that were frequently exposed to multimedia and seven that were not. Two instruments were administered to students: one to assess students’ perceptions of the learning environment and another to assess student engagement. There were statistically significant differences between the two groups for all of the learning environment scales, as well as statistically significant interactions between exposure to multimedia and sex for three learning environment scales (Involvement, Task Orientation and Equity). Finally, the learning environment in mathematics classes that involved multimedia was related to student engagement. These results offer potentially important insights into how student exposure to multimedia could promote more positive learning environments and improve student engagement in mathematics.  相似文献   

19.
多媒体学习的认知机制   总被引:3,自引:0,他引:3  
多媒体学习的认知机制是从两个层面上加以研究的。一个层面是专门的多媒体认知机制理论,包括双重编码理论、多媒体学习模型与新双重编码理论,另一个层面是一般性的认知机制理论,包括工作记忆模型、分布式认知理论、认知负荷理论以及生成学习理论等。这些理论对前一层面的模型起支撑作用,并能指导对多媒体学习的深入研究。但是,多媒体学习的认知机制研究应当是以建构主义学习理论而不是认知主义的学习理论为背景的,应当具有大脑认知神经科学的证据予以支持,应当是关注学习的情境性问题。  相似文献   

20.
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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