首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
This study reports the results of the development of a test designed to measure the perceived characteristics of microcomputers as innovations. A three factor solution was obtained, with factors measuring complexity, compatibility, and trialability/observability. No factors emerged measuring relative advantage or perceived expense. All of the defined factors had acceptable levels of reliability and validity checks confirmed that the developed scales had construct validity. Issues relating to future research, model and theory building in the diffusion process, and longitudinal studies were discussed.  相似文献   

2.
Abstract

Although fish farming in Cameroon started in the late 1940s, currently the country meets only half of its domestic demand for fish. This article examines the complex issue of farmers’ adoption decisions and attempts to answer why there is a lag in the diffusion process. The theory of behaviour modification and key variables of adoption form the conceptual framework of this study. The paper makes use of primary data obtained through semi-structured interviews, key informants and focus group discussion. This paper reveals that inputs provided by public or non-governmental bodies, favourable environmental conditions and socio-cultural attitudes act together as driving factors towards fish farming adoption. Little administrative presence and a low local effective demand for fish have a negative effect on the adoption process. Characteristics like trialability, relative advantage and complexity of the innovation exert a significant hindrance on farmers’ adoption behaviour, while compatibility and observability provide a certain explanation. The findings clearly support the observation that fish farming is an attractive activity for medium-scale farmers most of whom are able to: run several ponds, and manage feeding, maintenance, storage, transportation and marketing effectively. With regard to small-scale farmers, staple food cropping is seen to have a comparative advantage over fish farming. This study fills gaps in existing knowledge of fish pond aquaculture diffusion in Cameroon. To realize a positive impact on the adoption decision process of this activity, this article suggests donors focus on medium-scale farmers, on improving organizational structures of farmers, and on strengthening the fragile extension system and the research on fingerlings production.  相似文献   

3.
高校管理信息系统的建设过程是一种创新扩散过程。系统的特征(相对优势、相容性、复杂性、可试性、可观察性)、管理者的参与度、合作公司与项目负责人的努力、系统建设的保障机制(组织结构特征、信息化建设氛围、运维服务体系)等因素影响了高校管理信息系统的可扩散性。为确保系统建设的成功,在系统建设的规划、分析、设计、实施的全过程,需针对以上各因素采取有效的推进策略。  相似文献   

4.
This study investigated whether competitive and noncompetitive educational mathematics computer games influence four‐ to seven‐year‐old boys’ and girls’ recall of game‐playing experience. A qualitative analysis was performed to investigate what preschool children may have learned through their selective recall of game‐playing experience. A difference emerged in six‐ to seven‐year‐old boys’ and girls’ recall after playing a competitive computer mathematics game, such that boys tended to first recall the consequence of ‘winning and losing’ whereas girls of the same age focused on ‘friendship among animated characters’ in the game. Thus, the qualitative results suggest the possibility that selective attention or selective recall might be partially influenced by gender schemas. Based on the recall sequences, educational noncompetitive computer mathematics games may lead to a better learning outcome for older boys.  相似文献   

5.
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students’ academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real game-playing scores of an elementary school students in Turkey. First, researchers selected a single-player strategy game. Second, the selected game was given to 105 fifth-grade students, who had not played it before, so that they could play it over a 30-minute period. The most successful student of the group finished the 23rd level of the game and collected 8152 points in total. In order to investigate the correlation between strategy game performance and academic performance, researchers derived the students’ average exam scores for six different courses (mathematics, physical science, science and technology, visual arts, music, and social sciences) from official documents. At the end of the study, it was found that participants’ mathematical or physical science skills were positively correlated with game success; however, a negative relationship was not exists between an individual's computer game success and academic performance.  相似文献   

6.
教育游戏中的暗示教学理论   总被引:1,自引:0,他引:1  
近年来,电脑游戏,特别是网络游戏在全世界越来越流行,教育也受到电脑游戏的剧烈冲击,教育专家和游戏厂商开始寻找教育和游戏的结合点,教育游戏这一名词逐渐产生并明朗化。既然教育游戏是为教育和教学服务的,那么教育游戏就应该有其依托的教育理论。本文阐述了教育游戏中的暗示教学理论。  相似文献   

7.
自闭症儿童在言语和社会沟通方面伴有严重的障碍。针对自闭症儿童具有的言语沟通和交流障碍、社会交往障碍、兴趣狭窄和行为刻板重复等特征,提出采用一对一的手指游戏:"手指点点游戏""小蚂蚁爬树游戏"和小组的手指游戏:"小指头走一走游戏""手指变游戏"的方式,以提高自闭症儿童沟通与交流的能力。介绍使用手指游戏疗法时需要注意的问题:训练者须保持积极的态度;须采用自然的环境对自闭症儿童进行训练;须完善互动练习过程;须按照自闭症儿童间的个体差异进行手指游戏内容的选择。  相似文献   

8.
《软件工程》课程中的教育游戏   总被引:1,自引:0,他引:1  
朱庆  项慨  贾玉福 《现代教育技术》2007,17(12):104-106
传统的《软件工程》教学以讲授为主,不能让学习很好地掌握软件工程中的基本技能。主要原因是孤立地讲授与孤立的课堂项目不能向学生充分地展示软件工程的流程。我们在教学中使用了一些能模拟软件工程过程的软件,让学生在实践之前事先了解软件工程的过程。本文通过对国外高校中流行的软件工程游戏SimSE和国外高校新开发的三维环境中的同类游戏MO-SEProcess进行对比,提出新的软件工程过程游戏的思路。  相似文献   

9.
Children’s narrative development through computer game authoring   总被引:1,自引:0,他引:1  
Conclusions The strong motivational influence of computer games on children can be used positively within education. This paper looks beyond the educational benefits which children can gain asconsumers of computer games to explore the additional benefits which could be gleaned from enabling children toproduce their own computer games. In the domain of literacy and narrative development, creating an interactive audio-visual computer game to tell a story has many potential benefits. The Game Maker workshop described in the paper confirms that creating stories within computer games is a task which young people find highly enjoyable, engaging and rewarding. Additionally, the workshop experience suggests that sophisticated game design is well within reach of 12–15 year olds. These motivational advantages indicate that it is well worth exploring how computer game authoring can be used in the classroom to raise both literacy standards and children’s enjoyment of story making activities  相似文献   

10.
Seonju Ko 《教育心理学》2002,22(2):219-233
This study explored ways to analyse gains in children's cognitive skills through playing computer games. Eighty-seven children aged from 7 to 10 years participated in a computer game called 'Find the Flamingo', one of Safari Search series (O'Brien, 1985). The game consisted of a set of rules, given with affirmative and negative if-then statements. Development, individual differences and learning were found in children's inferential game play. It was also found that there were already different play patterns from the beginning of the games between the good problem solvers and the random guessers. Discussions were made on the methods for analysis of computer game activity.  相似文献   

11.
This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers’ perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional Technology and Material Design. The data were collected through focus group interviews, observations, and journals. The results indicated a perceived improvement in TPACK. Moreover, participants described initial difficulty designing educational computer games since they had limited technological knowledge (TK), design knowledge (DK), or experience designing educational computer games (TPACK). However, during the game design, specific TPACK was disseminated, and participants reported increased abilities in using technology and designing computer games for educational purposes.  相似文献   

12.
Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This article explores to what extent a simple serious game scenario that can be easily adopted and adapted by individual teachers and that only uses a common, relatively simple technology can leverage the adoption of serious games. It discusses the design of such a game, Argument, based on a Wiki and its use in a six weeks trial by students of a Master of Learning Sciences Programme. The results indicate that, even though a Wiki has clear limitations, it is a useful instrument to build game alike educational activities, to gain experience with and as a first step to use (more) complex serious games.  相似文献   

13.
This study examines the conditions under which task performance is accomplished more efficiently by a single individual or a group. 116 participants, ranging in age from high school level through holders of Master’s degrees, 58 women and the same number of men, were presented with a computer game based on educational software, arranged in five levels of difficulty. A comparison was made of the speed in which objectives were attained when performed individually and when divided among groups of two to four partners, controlling for the type of coordination required. Cases of expedient and inexpedient division of labor were identified, as were factors affecting feasibility, among them the number of simultaneous tasks to be performed, complexity level, number of participants and the intensity of coordination required among them. Basic principles, pertaining to the functional division of roles in learning activities and in educational administration, are discussed.  相似文献   

14.
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   

15.
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based learning research that attempts to harness the motivating qualities of digital games to inform the design of educational technology. Results from this research demonstrate student participation and performance can be improved by providing Game‐Based Feedback (GBF) to students. The GBF approach awards points to students for the successful completion of tasks throughout a course of study. Points and achievements accumulated over time builds a profile that provides a student with a potentially powerful representation of their educational identity. In this paper, we argue that virtual worlds are particularly suitable for this form of GBF and can further enhance a student's understanding of their educational standing. We outline a Virtual Learning Landscape (VLL) design that is embedded within a multi‐user virtual environment, where educational feedback is supplied to students via their avatar and a virtual world's landscape. The core structural principles of the proposed VLL are explained and several examples of the use of the VLL are provided to illustrate the system.  相似文献   

16.
This paper presents one case of broadband‐enabled learning (BEL) involving geo‐culturally and organisationally diverse collaboration using music as the vehicle. Findings from five evaluations over a 15‐month period were considered in relation to issues of relative advantage, compatibility, complexity, trialability, and observability. Advantages included access to mentors, peers, and experts; support for cross‐cultural and linguistic collaboration, interaction, and exchanges; promotion of a more open classroom; and exposure to alternative and new experiences. Compatibility with existing practices was evident, however, cross‐cultural interaction presented difficulties as did synchronous communication across time zones and between institutions. BEL technologies are complex, however, users can develop a capacity to use the tools if provided with adequate support. Trialability is dependent on access to a high‐speed connection and equipment, multiple partners, development of technical expertise, and support. Use of videoconferencing and choice of subject area can enhance observability.  相似文献   

17.
In this article we propose that educational game design should work to create games as objects-to-think-with—games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can use for inquiry and productive thinking. As a step toward achieving this goal, we propose the constructible authentic representations design principle and illustrate this principle using a prototype game, Particles!, for exploring the particulate nature of matter. Observations of game play and interviews with 9 children ages 11–14 suggest that core game representations and mechanics provided players with a space for engaging in useful scientific practices and knowledge resources for reasoning about the important role molecular structure plays in material properties beyond the game. We explore how this design proposal extends and complements existing constructivist game design frameworks. Furthermore, we suggest that the framework of games as objects-to-think-with should push the educational game design community to consider the complexity and nuance of cognition and to embrace and champion the learner in game design.  相似文献   

18.
The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds. Study 1 examined the learning gains of 58 children who played either the intrinsic, extrinsic, or control variants of Zombie Division for 2 hr, supported by their classroom teacher. Study 2 compared time on task for the intrinsic and extrinsic variants of the game when 16 children had free choice of which game to play. The results showed that children learned more from the intrinsic version of the game under fixed time limits and spent 7 times longer playing it in free-time situations. Together, these studies offer evidence for the genuine value of an intrinsic approach for creating effective educational games. The theoretical and commercial implications of these findings are discussed.  相似文献   

19.
This paper presents the design, features and pilot evaluation study of a computer card game for the learning of basic aspects of the binary system (BS) by primary level education pupils. This design was based on modern social and constructivist theories of learning, in combination with basic game design principles. Pupils are asked to play against the computer with cards featuring Binary Numbers (BNs). To engage successfully with the game, pupils are provided with opportunities to review their previous knowledge of the decimal system and, subsequently, to use analogical reasoning to make connections between this knowledge and basic aspects of the BS. Several scaffolding elements are also provided for the pupils to construct, verify, extend and generalize their knowledge, at the same time using essential learning competencies. The game was piloted in the field using real pupils (20 6th Grade pupils) with encouraging results. Finally, an attempt has been made to address essential points of this game that have contributed to its becoming a successful learning environment. Addressing these points could be useful for both designers of educational computer games for Computer Science (CS) education and educators in Computing.  相似文献   

20.
In the companion article, Spirit of the Game: Empowering Students as Designers in Schools?, author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question ‘Can students build such games?’ This paper responses to this question and provides examples of how students can design and build games within the school curriculum to enhance engagement in the classrooms. Two approaches are suggested: Mini‐game‐based curriculum and complex game for entire course.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号