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1.
目前,有很多的计算机支持的协同教学系统已经开发应用,但是这些系统都是使用客户端/服务器(C/S或B/S)计算模式来构建的。这种计算模式由于受单一服务器的计算能力及资源的限制,可扩展性较差;同时,系统可用性受服务器单点故障的影响,也很容易受到拒绝服务的攻击。本文提出了一种基于P2P计算模式的协同教学系统设计方案,以JXTAP2P网络平台为基础,对其协同工作中的几个关键问题进行研究分析,给出了系统框架的总体结构设计。文中提出的初步实例设计实现了一个典型的协同教学系统——虚拟教室,并对其性能进行了讨论分析。  相似文献   

2.
Collaborative problem-solving in science instruction allows learners to build their knowledge and understanding through interaction, using the language of science. Computer-mediated communication (CMC) tools facilitate collaboration and may provide the opportunity for interaction when using the language of science in learning. There seems to be little interaction among students in the science classrooms as teachers only seem to be concerned with teaching the facts of science. An exploratory implementation study for a collaborative mobile learning (CmL) prototype design using CMC tools provides the opportunity for interactions using the language of science. The purpose of this study is to investigate whether the CmL prototype can be used for interaction and learning in secondary school science. The prototype, designed based on Merrill’s First Principles of Instruction, was evaluated by five experts before implementation among 14 students. Data collected from interviews with the experts and from students who used the prototype, as well as from online communications, was analyzed. The findings show that interactions when the CmL prototype was used enabled the language of science to be modeled for knowledge-building. This study is explorative in nature and the preliminary results seem to indicate that the CmL prototype has the potential to increase interactions in learning. However, further investigation is required to determine whether the CmL prototype could be used for collaborative problem-solving in science as well as in other subjects, especially in the current educational environment in Malaysia.  相似文献   

3.
本文提出了国际学院和全民教育模式的雏形,十项学院指导原则及其核心价值观。国际学院的学习贯穿课堂内外,为全球化教育概括出4个主要学习目标。全民教育模式整合了通识教育与全球化教育。十项原则为重建学习环境而制定,目的在于培养和提高学生学习能力,将课程设计与教学实践有效结合。21世纪,应把全球化教育当作一门课程来对待。  相似文献   

4.
This paper briefly summarizes the initial development of a computer-supported collaborative learning environment and evaluates its effects in relation to the productivity of CSCL groups. The design of the SIDE-VIEW system is driven by the social identity approach to understanding group behaviour and is premised upon the need to establish congruity between the self-definition of group members and their collaborative learning tasks. We begin by outlining the rationale for the system in relation to productivity and the emergence of team players within collaborative learning groups. We then describe aspects of the design that are intended to enhance both, and report on a field trial of the initial prototype on international groups of higher education students. The preliminary results of the field study indicate that aspects of the design encourage the emergence and influence of team players within groups, with consequential improvements to the quality of the group output. The role of team players in CSCL groups is contrasted with that of group leaders.  相似文献   

5.
Abstract

The creation of a Personal Learning Environment (PLE) process. The research project Dipro 2.0 had different objectives, one of which was the creation of a learning environment using Web 2.0 architecture. This was done in three stages: the design of a prototype, an analysis by members of the research team and its evaluation by experts and students. The first environment is a PLE and the second environment contains the learning materials distributed in 14 units. Fifty-seven educational technology experts from different Latin American countries participated in the evaluation of both environments; they were selected from the criterion of expert competence and 284 students from different Spanish universities. The instrument used was created ad hoc, and results confirmed that both environments are positively valued; it is recommended for teacher training.  相似文献   

6.
An Interactive Learning and Course development Environment (ILCE) is presented, which aims to enhance the flexibilization of a course in terms of tailoring it to the needs and requirements of individual students. The heart of ILCE forms a repository of units of learning material. The repository consists of a domain model, a semantic network of the content of a subject domain which is covered by the learning material. This model serves as an abstract representation of the units of learning material. The construction of a course is defined as the selection of a subset of the domain model. Attributes are used to express student characteristics and are linked to the domain model as variables. By adding if/then rules to the domain model, the consistency and the completeness of a selection is preserved. The building environment is used by a course team to fill a repository by designing, producing and revising units of learning material in accordance with the proposed knowledge representation scheme. The design approach a course team has to adopt focuses on building a course model next to the design of the learning material. This design approach is illustrated with examples taken from the ILCE prototype.  相似文献   

7.
There is a growing emphasis on utilizing a problem‐based learning [PBL] pedagogy to help instructional design students gain an understanding of the complex forces operating within an actual design environment. However, little literature exists to suggest that PBL is being used to teach the process by which instructional design firms and practitioners secure work—the Instructional Design Business Acquisition Process (IDBAP). This study outlines a conceptual framework for using an adapted problem‐based learning model for teaching the IDBAP, which consists of writing a response to a request for proposal (RFP), developing a working prototype, and orally presenting the solution. This study also examines the impact of a PBL pedagogy on students' perception of their confidence in solving instructional design problems. The results of this empirical research indicate that students who participate in a problem‐based learning pedagogy gain confidence in their abilities to solve instructional design problems, view themselves in emotional control when solving an instructional design problem, and are more inclined to approach similar problems in the future.  相似文献   

8.
Creating meaningful learning opportunities for school leaders (principals, teachers, peer professionals, and community members) is a central goal of educational staff developers. Involving principals and school community leaders in the systematic study of their own context‐specific leadership challenges using digital multimedia and a perspectivist learning approach may offer potential as one technology‐integrated means for facilitating positive school community vision building and decision making. This article describes results of one prototype collaborative effort to design and use multimedia cases to invigorate school leaders’ organizational thinking and learning  相似文献   

9.
A project-based active/cooperative design course is planned, implemented, assessed and evaluated to achieve several desired engineering outcomes. The course allows freshman-level students to gain professional hands-on engineering design experience through an opportunity to practise teamwork, quality principles, communication skills, life-long learning, realistic constraints and awareness of current domestic and global challenges. Throughout successive design reports and in-class assignments, the students are required by the end of the semester to communicate, clearly and concisely, the details of their design both orally and in writing through a functional artefact/prototype, a design notebook, an A0 project poster and a final oral presentation. In addition to these direct assessment tools, several indirect measures are used to ensure triangulation. Assignments are based on customer expectations using a detailed checklist. This paper shows the direct and indirect assessment tools that indicated a high level of achievement of course learning outcomes and a high level of student satisfaction.  相似文献   

10.
文章基于移动学习的系统环境路线图对移动学习支持环境作内部和外部的分析,对移动学习资源的形式、设计开发流程以及开发工具进行了概括,对移动学习平台的分类和设计流程进行了总结,并借助移动学习中国内外的典型案例对现有的移动学习支持环境的类别和特点进行了说明,以期对移动学习系统环境的研究提供参考。  相似文献   

11.
To date, learning spaces in higher education have been designed with little engagement on the part of their most important users: students and teachers. In this paper, we present the results of research carried out in a UK university. The research aimed to understand how students and teachers conceptualise learning spaces when they are given the opportunity to do so in a workshop environment. Over a number of workshops, participants were encouraged to critique a space prototype and to re-design it according to their own views and vision of learning spaces to optimise pedagogical encounters. The findings suggest that the active involvement of students and teachers in space design endows participants with the power of reflection on the pedagogical process, which can be harnessed for the actual creation and innovation of learning spaces.  相似文献   

12.
学习环境承载着学习和学习者需求的表达。学习环境的设计需要在终端用户(学生)和社会利益之间、在传统和创新之间不断平衡。当前以传统学校为代表的学习环境设计忽视终端用户和个体用户的主观需求,过于重视社会效益等客观需求。未来教育的实现和发展需要依托创新型学习环境设计的理论与实践进步。基于智能技术支持,以学习环境重构为引领的学校变革是未来学校发展的必然方向。通过在学习环境中融入适切性智能技术能够平衡学习环境中的人类需求冲突。智能学习环境的需求平衡模型是智能学习环境设计的重要组成部分,包含两个部分:(1)智能学习环境需求平衡解析模型——解析智能技术与学习环境内需求冲突之间的主体关系;(2)需求平衡关注度计算模型——计算学习环境的需求平衡程度,以及智能技术干预之后的学习环境的平衡结果。虽然该模型尚属于“概念型公式”,还需要进一步完善,但其提出为智能时代的学习环境设计,以及学习环境中需求冲突的测量和解决提供了理论指导。  相似文献   

13.
This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students’ knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.  相似文献   

14.
回顾应用软件的发展历史,处处体现了隐喻的思想。隐喻思想同样也体现在学习技术系统中,比如用学习环境(包括虚拟学习环境、个性化学习环境)来设计、描述学习平台。本文首先对学习环境的隐喻进行了分析,接着调查了工具集在应用系统中的现状,然后以终身学习技术系统的设计与开发研究为基础,在提供综合学习服务支持的系统中采用环境隐喻的思想设计了学习工具服务集,以便为终身学习者提供除了通用服务、特定服务之外的另一种服务。  相似文献   

15.
Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via information and communication technologies, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students may model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. For example, the students’ ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applications.  相似文献   

16.
In this article, we report the design and evaluation of a prototype for learning modules compliant to the SCORM standard. This prototype is especially developed for the subject matter of process systems engineering and features a novel process control display for the navigation between Sharable Content Objects. In a controlled field study, N=18 undergraduate students interacted with the module for a period of 40 minutes. The relations between individual differences in learner characteristics, navigation, and learning outcome were considered. Interaction with the module had a strong positive effect on learning outcome. Individual differences in learning outcome were significantly affected by individual differences in intrinsic motivation, computer experience and navigation behaviour.  相似文献   

17.
This paper presents a new prototype of an intelligent learning environment and the results of an experiment in learning by problem solving. Forty-six French secondary school students solved problems of polynomial factorization by interacting with the learning environment during four forty-five-minute sessions. The intelligent learning environment is a new version of the APLUSIX system, called APLUSIX/M0-V2, that has been implemented on a Macintosh computer. This system checks the validity of the actions a student wants to perform, tells the student why a query is invalid, does the calculations for the student, and gives advice if asked for help. The objective of the learning experiment was to enable students to acquire (i) knowledge in matching formal rules of transformation with a given expression; and (ii) heuristics of choice between possible transformations. The results confirmed the existence of several different levels of matching knowledge as well as several different student learning paths in the acquisition of matching knowledge. Heuristics appeared to be fairly easily learned with the APLUSIX learning environment.  相似文献   

18.
Telepresence has been playing an important role in a mediated learning environment. However, the current design of telepresence seems to be dominated by the emulation of physical human presence. With reference to social constructivism learning and the recognition of individuals as intelligent entities, this study explored the transformation of telepresence and its association with learning. A sample practice was performed and evaluated to understand students’ response toward the transformed telepresence. The results revealed that students recognized the presence of their peers in the transformed telepresence, and this enhanced their interest in the related activity conducted in the mediated learning environment. More importantly, students reported various cognitive processes of learning and new thoughts regarding the subject content. The findings of this study suggest that transformed telepresence creates a specific medium for human expression with particular properties and powers. This medium offers a new aspect of collaboration among participants for enhancing language learning.  相似文献   

19.
王萍 《电大教学》2013,(6):34-41
微信是一款具有通讯、社交、平台化功能的移动性应用软件。在大学生群体中使用广泛,构建了移动互联网环境下一种新型的学习支持环境。在已有文献梳理的基础上,研究了微信的移动学习支持功能,从语音文本交互、微信群、自动回复响应、订阅推送和内容分享等角度进行了分析;对微信、QQ、微博主要社会媒体的学习支持特征进行了比较,并分析了微信与学习者个人学习环境要素间的协同关系。在移动学习通用设计准则的指导下.从定位、功能、内容、交互、学习方式、网络服务的层面,探讨了微信移动学习的设计原则。最后,从不同情境下讨论了微信移动学习的具体应用案例。通过对微信移动学习支持功能与设计原则的探索.旨在对本领域的研究与实践提供理论上的借鉴和参考。  相似文献   

20.
Focusing attention on models of teaching and learning during design and development phases can become the key to integrating evaluation in a teaching development project. This article reflects on an experience in planning and conducting an evaluation of a prototype of a new technology-based teaching initiative. The learning experiences designed as part of the prototype were explicitly built on a model of teaching and learning. This had implications for evaluation not recognised in many evaluation manuals. Aligning evaluation to a model of teaching and learning is revealed to be complex in the sense that an initial model needs to be interpreted and extended to include reference to underlying epistemological assumptions. Yet aligning evaluation with an extended model of teaching and learning simplifies and assists the process of evaluation including the choice of methods, analysis of the data and determining improvements. It directly links evaluation to design and development.  相似文献   

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