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1.
The present study compares the effects of the cooperative jigsaw II method and traditional teacher-centred teaching method on improving vocabulary knowledge and active–passive voice in English as a foreign language for engineering students and the students' attitudes towards learning English. Jigsaw is a cooperative learning model that involves small groups of 5–6 students teaching each other subject matter with success dependent upon student cooperation. Sixty-six engineering students participated in the study and a pre-test–post-test control group experimental design was employed. The students were randomly assigned into two groups: an experimental group and a control group. The experimental group used cooperative Jigsaw II as an instruction method while the control group used traditional teacher-centred instruction. The groups were administered an achievement test, as a pre-, post- and delayed post-test. The results revealed statistically significant differences in favour of the experimental group on the dependent variables of improving vocabulary knowledge and learning active–passive voice in English. The attitude scale results showed that the cooperative learning experience had a significant positive effect on engineering students' attitudes towards learning English and promoted better interactions among students as well.  相似文献   

2.
In response to the growing needs of proficient English speakers, the Taiwan Ministry of Education officially included English in standard elementary school curriculum since 2001. English courses at elementary level were extended from the fifth grade to the third grade since the fall of 2005. It is significant to examine whether the educational reform has positively affected students’ learning attitudes. Through focus group interviews and questionnaire survey at six elementary schools, this study explores students’ attitudes towards learning English and ways of instruction. Results indicate that students generally have strong interests in English‐speaking people and desire to spend time in English‐speaking places. A majority of students enjoy learning English through games, and compliments from teachers or parents boost their learning motivation. The finding also reveals that English education in Taiwan seems to have directed students towards a narrow viewpoint of foreign cultures since many students associate foreigners with English‐speaking people only. Finally, many students experience learning English at cram schools, which indicates the important role cram schools play in students’ extracurricular learning.  相似文献   

3.
幼儿园趣味生活操是一项利用生活、游戏、体育与自然各类典型的综合活动内容,它优美、和谐、快乐、活泼,节奏感较强,适宜在一日各项活动中实践,且易开展,不受场地制约,是幼儿喜欢并乐意实践的活动形式。结合幼儿的发展特点和喜好程度开发趣味生活操,并合理地加以应用,能收到整合化的教育效果。  相似文献   

4.
针对高校非英语专业学生学习英语缺乏热情的情况,本文从英语学习的乐趣,改变教学方式,丰富课堂内容,开展游戏和竞赛,实践学到的知识,发挥学生主观能动性和构建学习情景这几个方面进行探讨如何提高高校学生学习英语的兴趣。  相似文献   

5.
Science vocabulary knowledge plays a role in understanding science concepts, and science knowledge is measured in part by correct use of science vocabulary (Lee et al. in J Res Sci Teach 32(8):797–816, 1995). Elementary school students have growing vocabularies and many are learning English as a secondary language or depend on schools to learn academic English. Teachers must have a clear understanding of science vocabulary in order to communicate and evaluate these understandings with students. The present study measured preservice teachers’ vocabulary knowledge during a science methods course and documented their use of science vocabulary during peer teaching. The data indicate that the course positively impacted the preservice teachers’ knowledge of select elementary science vocabulary; however, use of science terms was inconsistent in microteaching lessons. Recommendations include providing multiple vocabulary instruction strategies in teacher preparation.  相似文献   

6.
Many students perceive science to be a difficult subject and are minimally engaged in learning it. This article describes a lesson that embedded an activity to engage students in learning science. It also identifies features of a science lesson that are likely to enhance students’ engagement and learning of science and possibly reverse students’ negative attitudes toward science.  相似文献   

7.
Incorporating engineering instruction into the elementary curriculum is not without challenges. Traditionally, researchers investigated using engineering design to promote students learning science concepts. More recently, researchers have conducted qualitative investigations to measure students' learning of engineering concepts after engaging in engineering design. In this study, we extended work on elementary engineering instruction by implementing an integrated engineering and writing unit with 58 third-grade students. Using stratified random assignment based on pre-intervention engineering vocabulary assessment scores, we assigned students to treatment (n = 28) or comparison (n = 30). During a 10-day unit, all students participated in design challenges, emulated the practices of actual engineers, and used writing to support and document their learning, as they designed and authored their own five-page pop-up books. Students in the treatment condition participated in additional writing during 8 of the 10 unit lessons. During this time, they responded to journal prompts related to lesson objectives. At the same time, students in the comparison condition participated in small-group discussions during which they discussed journal prompts orally. We found that all students made statistically significant gains from pre- to posttest on an engineering vocabulary assessment; total words written, number of different engineering concepts used, and depth of understanding of engineering concepts in a written essay response; and number of different engineering concepts used in an oral interview response, regardless of their incoming writing skills and regardless of whether they participated in additional writing or small-group discussion of lesson objectives. This study is the first to quantitatively document the effectiveness of a combined elementary engineering and writing intervention for promoting students' learning of engineering concepts in multiple ways (rote recall, written representation, and oral representation). We argue that literacy, particularly writing, provides an effective and feasible method for incorporating engineering instruction into the elementary curriculum.  相似文献   

8.
该研究试图发现学生在医护英语词汇学习上所运用的不同方法,来改进现阶段医学类高等职业院校教师的词汇教学手段。研究者主要采用问卷调查的研究方法,力图了解学生对医护英语词汇与基础英语词汇学习的不同态度和方法。经过一学期教学实践,研究者发现:学生更倾向运用构词法与参加医学类讲座来学习医护英语词汇。因此,医护英语词汇课堂教学的重点应该是放在构词法的讲解和指导上,提高学生学习医护英语词汇的效率。  相似文献   

9.
在基础英语教育中,词汇是一个永恒的难题.本研究借助二语习得研究的最近成果,通过实证调研,考察基础英语学习中学生的词汇学习策略,并反思其中问题,提出词汇学习训练具体办法并付诸教学实践,验证其结果.本文还重点探讨了词汇习得与阅读之间关系.  相似文献   

10.
Though it is well known that pre-service teachers’ field experiences are recognized as key to enhancing teaching practice, Taiwanese pre-service teachers who take ‘Teaching Methods and Materials’ in elementary school’s seven areas often complain that they lack field experience. They do not have the opportunity to experience teaching demonstrations among real elementary school students. This case study discusses 35 pre-service English teachers’ professional learning and the field experience they acquired from expert teachers in the Teaching Methods and Materials of English in the Elementary School course in Taiwan. Data in this study include: (1) observation notes, (2) lesson plans, worksheets, and teaching materials, (3) videos on teaching demonstrations, (4) conversation notes on lesson planning, (5) the class syllabus, (6) semi-structured interviews with expert teachers, and (7) participants’ reflections on their mentoring experience. Participants held positive attitudes toward the mentoring experience and their expert teachers. Because it helped them combine their knowledge of the classroom context, lesson plan content, instructional pedagogy, and their students, these 35 participants regarded teaching practice as more beneficial than observing expert teachers’ instructions and having conversation with expert teachers after teaching practice. In addition to mentored field experience, online discussions and seminars on topics are suggested for inclusion in mentoring activities.  相似文献   

11.
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   

12.
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children’s ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.  相似文献   

13.
语言学习过程中的交互一直被认为是语言学习效果的关键。文章以英语学习游戏的交互性为出发点,采用对比实验、问卷调查和访谈的方法,探讨大学生英语词汇习得的效果。研究结果表明:过多的英语学习游戏交互并不能给学生带来好的词汇习得效果,还会使学生产生抵触态度。本文还分析了导致该结果的原因,旨在为英语交互式游戏的使用和研究提供启示。  相似文献   

14.
This study explored the different kinds of unintended learning in primary school practical science lessons. In this study, unintended learning has been defined as student learning that was found to occur that was not included in the teachers learning objectives for that specific lesson. A total of 22 lessons, taught by five teachers in Korean primary schools with 10- to 12-year-old students, were audio-and video recorded. Pre-lesson interviews with the teachers were conducted to ascertain their intended learning objectives. Students were asked to write short memos after the lesson about what they learnt. Post-lesson interviews with students and teachers were undertaken. What emerged was that there were three types of knowledge that students learnt unintentionally: factual knowledge gained by phenomenon-based reasoning, conceptual knowledge gained by relation- or model-based reasoning, and procedural knowledge acquired by practice. Most unintended learning found in this study fell into the factual knowledge and only a few cases of conceptual knowledge were found. Cases of both explicit procedural knowledge and implicit procedural knowledge were found. This study is significant in that it suggests how unintended learning in practical work can be facilitated as an educative opportunity for meaningful learning by exploring what and how students learnt.  相似文献   

15.
词汇记忆是英语学习的一个重要组成部分。学生在记忆词汇方面,往往投入大量的时间、精力,但由于缺乏必要的记忆情境和学习策略,记忆效果不甚理想。传统记忆需要学生付出较多的注意,属于外显学习。本研究基于日本学者Nonaka的SECI模型,从隐性知识与显性知识转化的角度出发,借助现代信息技术,将词汇的记忆置于不同的知识场域中,构建符合SECI模型理念的专题学习网站,以实现学生对词汇高效且长久的记忆。  相似文献   

16.
常用词汇的习得对于英语初学者意义重大。基于此,立足于可操作性的实用效果,尝试提出一种以常用词汇和短语为主体,分阶循环的初级词汇表教学的设计思路,并对词汇习得的相关要素进行简要说明,以期使初学者能够较快地踏入英语学习的门槛,进而树立起能够学好外语的信心。  相似文献   

17.
游戏是深受学生欢迎的活动。把游戏广泛应用于英语教学能为英语学习创造逼真的,富于交际的语言环境,极大地提高他们运用英语的能力。本文主要讨论游戏在英语教学中的地位和作用、游戏在英语教学中应用的步骤和方法、开展游戏应注意的几个问题。  相似文献   

18.
We investigated whether the introduction of games into college-level mathematics classes in the United Arab Emirates (UAE) was effective in terms of improving students’ perceptions of the learning environment and their attitudes towards of mathematics. A pre–post design involved the administration of English and Arabic versions of two surveys (one to assess students’ perceptions of the learning environment and the other to assess their attitudes) after modification to ensure their relevance for college-level mathematics students in the UAE. For a sample of 33 classes (352 students), eight of which (90 students) were exposed to mathematics games, students involved in mathematics games perceived statistically significantly more teacher support, involvement, personal relevance, enjoyment of mathematics lessons and academic efficacy.  相似文献   

19.
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive” pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science. We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students’ thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments.  相似文献   

20.
Aina K. Appova 《PRIMUS》2018,28(5):409-424
This paper discusses the ways in which teacher educators can effectively engage prospective teachers (PTs) in lesson study during mathematics methods courses. Evidence from this work suggests that engagement in lesson study provides PTs with opportunities to strengthen their knowledge about mathematics, students, and pedagogy. More specifically, the results demonstrated that lesson study helped PTs to engage in deep and thoughtful discussions about mathematics, reflect on their teaching, and make effective changes to their lessons that showed noticeable improvements in student learning. Recommendations from this work provide specific methods-course suggestions on the implementation of lesson study as a model for PTs' professional and practitioner development, including strategies and guiding questions that teacher educators can utilize to help deepen PTs' knowledge about mathematics, teaching, and student learning.  相似文献   

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