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 171 毫秒
1.
The article presents a reusable online support system, in which an open-ended learning environment is created to scaffold complex, real-world problem solving activities. The major learning components of the system are specifically described, and the internal interactions between different components within the system and the external interactions among the system, learners (who also interact with one another among themselves), instructors, and administrators are demonstrated. The learning theories and the assumptions underpinning the system design framework are discussed in terms of each of the system components: case library with real-world cases, question prompts, peer review, expert modelling, and self-reflection mechanisms. In conclusion, initial findings about the support system are shared, and issues regarding reusability, adaptivity, and generativity of the system are addressed focusing on developing novice learners' problem solving skills in various domains and contexts. The article proposes a cognitive model for contextualizing learning scenarios to support real-world problem solving, which has implications for designing e-learning.  相似文献   

2.
This article focuses on the design of competency-based performance assessment in e-learning. Though effort has been invested in designing powerful e-learning environments, relatively little attention has been paid to the design of valid and reliable assessments in such environments, leaving many questions to educational developers and teachers. As a solution to this problem, a systematic approach to designing performance assessments in e-learning contexts is presented, partly based on the 4C/ID model. This model enables the construction of realistic whole tasks instead of advocating education that is restricted to more isolated skills. A new assessment procedure also implies an alternative view of instructional design, learning and assessment. The requirements for the learning environment are addressed. Examples from a virtual seminar are presented to illustrate the design approach. The article concludes with the identification of possible pitfalls related to the approach and gives directions for future research.  相似文献   

3.
4.
In recent years, advances in technology and changes in the market place for education and learning have resulted in a rapid growth of interest in e-learning. Early experiments in the area have indicated that e-learning may not be the apparent panacea to issues of cost effectiveness and widening participation that was initially mooted. Undoubt edly, e-learning provides the opportunity for wider access to learning at all levels, however, such promise is not always fulfilled. E-learning is often construed as simply putting existing teaching materials ‘on the Web’. A shift towards learner-oriented developments requires a major paradigm shift for learning providers, both at the institutional and individual level. Institutions need to be aware of the commitment required to make e-learning effective, while individuals need to accommodate a shift towards greater learner control and responsiveness to the flexibility requirements. Many of the issues surrounding the effectiveness of e-learning initiatives stem from inadequate consideration of whether e-learning is an appropriate solution to a learning need and insufficient consideration of the design and implementation of the resulting product. This paper proposes a set of criteria for those new to e-learning design to consider when exploring whether and how to implement e-learning. These criteria relate to the appropriateness of an e-learning strategy, the interaction between the proposed market and the design of an e-learning product, the nature of student–faculty interaction within the e-learning environment and issues of evaluation. The relationships between these criteria at a generic level are outlined and guiding principles for the development of e-learning proposed.  相似文献   

5.

The COVID-19 pandemic forced universities to push the use of distance learning, impacting an unprecedented number of students. New norms of social distancing and lockdown had been brought in as university measures, immediately modifying student and lecturer habits, changing from the traditional classroom to e-learning platforms. However, the lack of engagement of students throughout an e-learning system is a regular concern among lecturers when creating content on a system. This study presents an applied gamification concept to e-learning focusing on improving engagement of the various types of personalities of undergraduate students in ERP courses. The gamification design was developed by implementing the pros and cons of each game element to compromise the overall performance of students. Three evaluations were conducted:1) to test whether the student has competently gained ERP knowledge; 2) web monitor to record the activity of students; 3) to evaluate the qualitative information of the game experience by interviews. According to the study, the selection of a game element based on personality traits does not necessarily improve knowledge but proves to allow better engagement in the course. In addition, our finding also provides the suggestions for designing game elements based on personality traits.

  相似文献   

6.
The contributions to this issue share a focus on design of e-learning environments. Instructional designers stand at very early stages of knowledge in this area, but with great potential for growth and progress. This commentary offers an activity-based perspective on e-learning environments, resulting in a flexible stance toward instructional strategies, artifact design, emergent activity, and learning outcomes. This same flexibility should be evident as we in the field appropriate theories from other disciplines and develop some of our own. I support the contributors' call for more design research specifically addressing challenging problems of practice encountered by design practitioners.  相似文献   

7.
通过探索当前数字化学习和移动学习设计的原则和模型,本文试图找出设计云学习的有效方法。同时,文中还介绍了好的网络和移动电子学习产品的图像和设计特征。然而,如何更好地设计移动学习和云学习,仍然需要更多系统的研究。  相似文献   

8.
Program evaluation involves a systematic process to collect and convert data into information which is used to improve programs, measure their effects, track quality, act on results, and improve decision making. Beginning in 1992, the LG Group of Korea was involved in an instructional systems development (ISD) training program for its human resource development professionals in cooperation with Indiana University. The LG ISD training program stressed that learning instructional design theories and practices would make LG more effective in global competition. The purposes of the research reported in this article were to evaluate the effectiveness of the ISD training program in terms of transfer of training and to gain information on how to improve future training programs. The findings of the study support the goals that were established for the ISD training program. The program participants are more confident and competent in using the ISD process for analyzing needs for performance improvement and designing and developing quality training products. The article suggests ways of solving barriers to transfer training and evaluation and improving future programs.  相似文献   

9.
The maintenance management function requires staff to possess a truly multidisciplinary set of skills. This includes competencies from engineering and information technology to health and safety, management and finance, while also taking into account the normative and legislative issues. This body of knowledge is rarely readily available within a single university course. The potential of e-learning in this field is significant, as it is a flexible and less costly alternative to conventional training. Furthermore, trainees can follow their own pace, as their available time is often a commodity. This article discusses the development of tools to support competencies development and self-assessment in maintenance management. Based on requirements arising from professional bodies’ guidelines and a user survey, the developed tools implement a dedicated maintenance management training curriculum. The results from pilot testing on academic and industrial user groups are discussed and user evaluations are linked with specific e-learning design issues.  相似文献   

10.
Technology is modifying the way companies do business all over the world. The education sector is no exception; virtual education has emerged as a basic tool to satisfy the changing needs of traditional and newly incorporated students, as well as meet the new requirements of educational institutions. This article therefore tries to achieve a double objective: to analyze what drives the development of online education within the Universities of the European Union and to design a theoretical framework that permits to obtain responses to que question of why students continue their estudies at the same educational institution. Thus, first, the analysis of external factors identifies social, political and technological capacity as issues that explain the rise of e-learning within the field of European higher education. Second, the empirical work shows the design of a cause-effect model with relationships between different variables in which market orientation of Universities and usability play an important role in the future intentions of use for students.  相似文献   

11.
It is significant to highlight that educational technologies cannot improve academic performance if they are not widely accepted and used. Unfortunately, the decision not to accept e-learning continues to be a fundamental issue. The current research provided an alternative lens to view a decision to accept and use technology in a developing country landscape. Accordingly, the present study focused on the impact of human and social factors on the decision to accept e-learning. The undergraduate students at the University of KwaZulu-Natal (UKZN) formed the contextual setting. The theoretical framework employed was a modified Theory of Acceptance and Use of Technology (UTAUT) model. Accordingly, a survey questionnaire was used to employ a dataset of 204 and 15 students in April 2015 for quantitative and qualitative data. Overall, the principal findings show that social influence, attitude and perceived usefulness, stress, satisfaction and fatigue are critical to behavioural intention to accept e-learning. Meanwhile, strong correlations between perceived usefulness and social influence; previous e-learning experience and average time spent using e-learning; previous e-learning experience and behavioural intention demonstrate how the human and social factors influence the e-learning acceptance culture. Ultimately, the contribution provided valuable insights on how to speed up the process of adoption, the use and continuance of e-learning by an understanding of human and social factors. Moreover, recognising human, social and cultural components make it possible to improve e-learning experiences of users. The implications suggest that a better integration of human and social factors to e-learning may help reduce forms of e-learning challenges and shed new insights for theory.  相似文献   

12.
黄震  黄云 《教育技术导刊》2010,9(3):195-197
随着信息技术的发展和人们求知欲的日益增强,网络学习平台应运而生。为了提高学习者效率、提供更为人性化的学习平台,越来越多的组织机构投入到在线学习的研究与设计当中。由此,对网络学习行为分析平台在线学习模式的设计与开发进行探讨和研究。  相似文献   

13.
Designing e-learning environments for quality professional education is a challenge for education designers, as the continuing practice of simply moving courses online can be surprisingly disabling. We argue that as universities strive to educate for excellence in professional practice, design approaches for the e-learning components must be conceptualized in a broader view of a contemporary learning environment involving integrated virtual and physical dimensions. These are comprehensively considered in an integrated way to facilitate learning experiences providing an emphasis on grounded practice. Our paper considers learning environments in the service of a broader understanding of a professional "practicum." In providing the more flexible, immediate and evolving virtual experiences, e-learning as a feature must take account of a range of education design considerations we model in a framework of elements. These are outlined, and broader issues are illuminated through a comparative case analysis of educational technology developments at Deakin University in the two professional fields of teaching and journalism. The Education Studies Online (ESO) project and the HOTcopy newsroom simulation project exemplify elements of the approach recommended in addressing the challenges of quality professional education. We highlight the generative role of the education designer in adopting an integrative and strategic stance, when creating such environments. Implications for the selection and use of various e-learning resources and corporate e-learning systems become evident as we highlight the dangers of a returning "instructional industrialism" as we risk allowing courses to "move online", rather than moving towards proposed features of contemporary learning environments.  相似文献   

14.
This research develops a knowledge acquisition and construction framework for e-learning for Management Accounting students at the University of South Africa, an Open Distance Learning institution which utilises e-learning. E-learning refers to the use of electronic applications and processes for learning, including the transfer of skills and knowledge over a distance. It is important to the knowledge construction process to understand how students learn in order to determine a set of suitable learning strategies. Studies have shown that e-learning applications are seldom used, sometimes because of inappropriate content and technologies. Other prohibitive factors are cost, poor or inadequate technology infrastructure (or a lack of access to such infrastructure), and a shortage of human resources. We propose a framework for addressing these concerns and consider how constructivist theories may enrich such a framework.  相似文献   

15.
学习设计和学习管理系统的新发展   总被引:8,自引:1,他引:8  
内容对象(ContentObject)和活动/过程对象(Activity/ProcessObject)是当前e-Learning关注的两大领域,基于后者展开的学习设计已成为e-Learning学习平台研究的热点和方向。本文首先剖析了目前主流的基于内容的学习管理系统的缺陷和不足,在此基础上阐述了学习设计(LearningDesign)的核心理念,即要“为学习而设计”,注重学习活动序列的建立和个性化学习路径的设计,而不仅仅是关注学习内容的创建,并简要分析了学习设计同教学设计的关系及其对学习管理系统的影响。随后重点介绍了作为学习设计重要标准的IMS学习设计规范的基本框架,并对当前国内外学习设计支持系统和工具做了简要的分析和对比,从中我们可以看出当前学习设计管理系统领域整体的发展现状和趋势。  相似文献   

16.
Organizations have frequently expressed the need for employees who can learn and work effectively in a team environment. This article discusses a process by which an educational program has responded to this challenge. The program used experiential learning, transfer of learning, and team learning theories as the framework for designing a holistic, integrative, and experiential process by which students could transfer their classroom learning to workplace activities. Implications for higher education are discussed.Brenda S. Gardner: Director of the Master of Education program in Human Resource Development  相似文献   

17.
In recent years, the pervasive use of computers and the Internet has created an unprecedented environment for e-learning. However, the rapid expansion in the number of disparate information sources and variety of data available affects e-learning significantly. Nonetheless, there has been a growing awareness that courseware should automatically adjust to the profiles of individual learners. Over the past few years, much effort has been expended to enable personalization for e-learning by semantic web techniques. Although the semantic web offers a theoretical framework for flexibility and interoperability in e-learning resources, there is no consensus ontology that can be used to describe learning profiles directly for personal e-learning environments. This means that their actual applications are as yet unknown. Positing that ontologies actually provide viable solutions for knowledge management, in this article, we present a three-module architecture for a personalized e-learning environment for bioinformatics. The architecture facilitates a personalized e-material recommender that does item-based collaborative filtering (CF) + adapted vector space model (VSM), explicit and implicit scoring, and a concept of tasks focused on rating literature for the e-learner. Meanwhile, the knowledge discovery process can be tailored to acquiring knowledge for professional requirements. Validation for our architecture is provided by a case study for biological institutions. The experimental results show that our architecture is helpful for professional requirements, improving recommendation quality, and satisfying users.  相似文献   

18.
从教学设计的视角总结了作者在心理统计学课程教学实践中的经验,认为在心理统计学的教学设计中主要应当注意以下3点:①宜注重教学的生动性,忌盲目拔高教学难度;②宜将心理实验设计与心理统计学的教学相结合,忌过于注重数理讲授;③宜与统计软件结合教学,忌纯粹讲授式的教学。  相似文献   

19.
技术框架:电子学档的设计与开发   总被引:8,自引:0,他引:8  
电子学档是信息技术与学生学习过程相结合的产物,是信息化教学进程中出现的新事物。在推进信息化教学的过程中,电子学档的设计开发应用成为提高学习者学习效能与学习素质的重要途径。电子学档设计开发的PD+MD模型,有助于电子学档与学科教学整合的实施,也为时下网络课程的开发和学习资源的建设提供一种思路。  相似文献   

20.
As higher education increasingly relies on e-learning, the need for tools that will allow teachers themselves to develop effective e-learning objects as simply and quickly as possible has also been increasingly recognized. This article discusses the design and development of a novel tool, Enook (Evolutionary note book), for creating activity-based learning objects (LOs). This tool has three general foci: 1) creation of various activity-based objects for experimental learning or learning by doing while simultaneously offering as many learning resources as a real e-book that services as both a textbook and a notebook, dual functions that paperback books can never provide; 2) management of all aspects of live instructor-led classroom training in a network environment, such the Web and or a mobile network; 3) facilitated use of data on students’ progress to monitor their understanding of the material and to provide other meaningful information through learning analytics.  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