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1.
There is great support for the research that says that how one uses knowledge is linked to how and where that knowledge is acquired—especially, knowledge that is connected directly to performance. This how and where approach is rooted in time‐tested and research‐supported learning strategies. Key emphasis is placed on competency identification, maximum use of the work environment for learning, self‐directed learning activities along with a contracting structure that allows self‐pacing, mastery, individualization, and various feedback options. This article describes how to combine these learning strategies so that training and development (T&D) costs, time to train, and employee performance and retention are improved. This learning model is called learner‐guided training and development—a smart, highly leveraged design model.  相似文献   

2.
Two experiments investigated the effect of achievement goals on the transfer of a problem-solving strategy in 7- and 11-year-old children. In the first experiment, motivational priming took place before the learning of the strategy, affecting the learning as well as the transfer of the strategy. In the second experiment, motivational priming took place after the learning of the strategy and before the transfer task, affecting only the process of transfer. Participants’ self-reported achievement goals suggested that, in both experiments, participants high on performance-approach goals were less likely to transfer the strategy than participants low in performance-approach goals. This was found regardless of participants’ age, perceived ability, and the high level of mastery goals that all participants endorsed.  相似文献   

3.
Transfer of training is the degree to which trainees can apply the knowledge, skills, and attitudes gained in training to the job. Currently only between 5% and 20% of what is learned in training is ever applied on the job. At this time, little is known about the effects of work environment factors, such as support, feedback, and goal setting, on training transfer. We utilized a quasi‐experimental between‐groups design using surveys, interviews, and behavioral measures to evaluate the impact of performance‐based work environment factors on training transfer. Results indicated that participants in the experimental group reported a higher level of training transfer than those in the control group. These findings suggest that a performance‐based approach to training can be an effective method to increase the likelihood that employees transfer training knowledge to the job context.  相似文献   

4.
Abstract This research note describes the rationale and methods used in a pilot single case‐study of teaching subtraction to an adolescent with specific learning difficulties. The rationale is derived from Bloom's theory of school learning with its emphasis on mastery of objectives and on the contributory influence of self‐concept of ability on learning outcomes. This is linked to Bandura's theory of self‐efficacy which is associated with a methodology for assessing self‐efficacy in relation to objectives. The results indicated that self‐efficacy judgements could predict subsequent subtraction performance and that there could have been some transfer in self‐efficacy from one task to another related task. The results are discussed in terms of assessment methodology and of future areas for theoretical and practical developments.  相似文献   

5.
Recent research highlights the potential benefits of practice without feedback on learner’s strategy knowledge. However, most prior work has been conducted in one-on-one settings with short retention intervals. We compared the effects of mathematics practice with and without correct-answer feedback on immediate and 1-week delayed performance in a classroom setting. In a randomized experiment, 243 second- and third-grade children received strategy instruction and then practiced solving relevant problems in small groups within their classroom. During practice, children received immediate feedback (after each problem), summative feedback (after all the problems in the set), or no feedback. During the practice task, immediate feedback led to the best performance. However, practice without feedback led to higher levels of mastery on the 1-week knowledge retention test. Thus, instructional practices that seem less effective at first can, for some children, ultimately result in more desirable learning.  相似文献   

6.
Prompting systems are guidelines of when to provide learners with prompts and when to fade prompts. Today, there are several prompting systems implemented to teach receptive labeling to individuals diagnosed with autism spectrum disorders and other disabilities. This study compared most‐to‐least prompting to an error correction procedure involving feedback and remedial trials for teaching two children with autism a variety of receptive labels. All teaching was implemented in a one‐to‐one instructional setting. Researchers taught each participant how to receptively identify 18 pictures; nine were taught using error correction and nine were taught using most‐to‐least. The researchers utilized an adapted alternating treatment design nested into a multiple probe design to evaluate the two procedures. Results indicated that participants were able to reach mastery criterion on 100% of skills taught using the error correction and were able to reach mastery criterion on 88.9% of skills taught using most‐to‐least. Additionally, error correction tended to require fewer trials for participants to reach mastery criterion.  相似文献   

7.
The Direct-instruction Model favors the use of teacher explanations and modeling combined with student practice and feedback to teach thinking skills. Using this paradigm, this study incorporates e-learning during an 18-week experimental instruction period that includes 48 preservice teachers. The instructional design in this study emphasizes scaffolding, observational learning, mastery of critical-thinking skills, guided practices, cooperative learning, providing feedback, self-reflection, online discussions, and active participation in an online learning community. This study employs 2 critical-thinking tests, 2 inventories, and 1 open-ended reflection questionnaire; and students’ scores on the pretest and posttest are compared via the Repeated Measure Analysis of Variance. The primary findings are as follows: (a) all participants preferred the instructional design in this study; (b) the experimental instruction effectively improved the preservice teachers’ critical-thinking ability as well as their professional knowledge and personal teaching efficacy concerning critical-thinking instruction; (c) the mechanisms contributing to the effectiveness of the experimental instruction mainly included discussing and sharing, observational learning, self-reflection, guided practice, and the learning community.  相似文献   

8.
This study investigated the effectiveness of different types of feedback content (elaborate versus global) and feedback timing (immediate versus delayed) for learning genetics in a web-based learning environment as a function of learners' prior knowledge. It was hypothesized that learning outcomes of students with low prior knowledge would be fostered by immediate elaborate feedback, whereas those of students with more prior knowledge would be enhanced by delayed global feedback. Students' perceptions of the feedback they received were explored. Results showed a significant positive effect of global feedback on learning outcomes for higher prior knowledge learners, although those who received elaborate feedback gave a higher appreciation rating. The findings are discussed in terms of implications for the design and delivery of feedback in web-based learning environments.  相似文献   

9.
While feedback is a key facilitator of learning, researchers have yet to determine the ideal feedback process for optimal performance in learners. The current study investigates the combined effects of ease of decoding, and utility of feedback during learning. Accuracy and rate of learning were recorded alongside changes to the feedback related negativity (FRN), an event‐related potential (ERP) elicited by feedback stimuli. This study investigates the FRN within the context of future‐focused directive feedback (DF), in addition to past‐focused evaluative feedback (EF) typically seen in the neuroscience literature. Results indicate a main effect of utility together with an interaction with ease of decoding on the accuracy data, but only the main effect of utility on learning rate. DF produced an FRN, like EF, which was then larger during high‐utility feedback, specifically following negative EF or when hard‐to‐decode. Implications and future research directions are discussed.  相似文献   

10.
Findings show that both positive and negative mood may hinder or promote information processing. In two experiments, we show that negative mood impairs transfer effects and learning. In the first experiment, N = 54 participants drawn from a training course for the Swiss Corps of Fortification Guards first learned to solve the three- and four-disk Tower of Hanoi (ToH) problem to mastery level. After mood induction, they were asked to solve one proximal (five-disk ToH) and two distal transfer tasks (the Missionary and Cannibal Problem and the Katona Card Problem). Participants in a negative mood solved the transfer tasks less efficiently. In the second experiment, this result was replicated with a sample of N = 80 participants drawn from a training course for nurses. Additionally, mood affected performance if it was induced before the learning phase; participants in a negative mood needed more repetitions to reach the mastery level and also performed worse in the transfer tasks, although there were no greater mood differences in this problem-solving phase. The implications for the design of learning settings are discussed.  相似文献   

11.
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: mastery-goal instructions, which prompt learners to develop skills or master new knowledge, and performance-goal instructions, which are frequently used in game environments and which encourage individuals to demonstrate their ability to succeed, particularly by surpassing others. Results showed that a mastery-goal instruction elicited deeper learning (as assessed with a transfer task) than a performance-goal instruction. No effect of instruction was observed on either learning (demonstration consultation) times at the start of the game or on training task (solving riddles) performances during it. These results are discussed in terms of learning processes. This study demonstrates that mastery goal-oriented instructions can promote active processing of educational content in a serious game environment.  相似文献   

12.
The purpose of this study was to create guidelines for stress management intervention by investigating the relationship of 12 factors with stress reactions (emotional exhaustion and irritation) and feelings of mastery among Swedish comprehensive school teachers. Data were collected via a questionnaire distributed to 928 teachers in 27 schools. The response rate was 89%. Multiple regressions were conducted on colleague support, cooperation, coordination problems, goal clarity, learning orientation, manager support, negative feedback, positive feedback, pupil misbehaviour, teacher age, work control and perceived work demands, all as independent variables. Perceived work demands was treated as a dependent variable in an additional regression analysis. Teacher stress reactions were best predicted by perceived work demands, pupil misbehaviour and negative feedback. Feelings of mastery were best predicted by learning orientation, positive feedback and goal clarity. In the additional analysis perceived work demands was best predicted by pupil misbehaviour, coordination problems and (low) work control. Practical implications are discussed.  相似文献   

13.
BackgroundHow feedback is given may influence its utility.AimWe examined the effect of activated prior knowledge on learning from feedback by manipulating whether knowledge of a foundational concept was activated before solving fraction division problems.Sample and methodsUndergraduates (N = 171) were randomly assigned in a 3 (feedback timing: delayed, immediate, or no feedback) x 2 (knowledge activation: relevant or not) between-subjects design.ResultsIf irrelevant knowledge was activated, immediate feedback enhanced learning as compared to no feedback during the learning task, whereas if relevant knowledge was activated, then there was no impact of immediate feedback. On the posttest, any feedback (immediate or delayed) resulted in greater performance, but feedback timing did not matter. Thus, activating prior knowledge moderates the effect of feedback on learning.ConclusionWhen researchers or practitioners are investigating or giving feedback, they must also consider individual differences of the learner such as the prior knowledge they bring to the task.  相似文献   

14.
Previous research into the effectiveness of dynamic versus static instructional design paradigms has reported divergent findings. Dynamic instructions have been shown to be more effective in teaching novel procedural skills. In contrast, the apparent benefit of dynamic over static instructions has been attributed in other studies to the cognitive capabilities and previous knowledge of the learner. Can the benefit of dynamic instruction persist in learners with domain expertise on learning novel tasks? In this paper, we report the result of an experiment that shows that irrespective of the learner's previous knowledge, dynamic instructions retain a significant effectiveness over statics for teaching intra‐domain novel task performance. Twenty‐four participants with domain expertise were divided into three independent groups to perform a procedural motor task following treatment with different training interfaces. After controlling for spatial abilities and excluding previous specific‐to‐task knowledge, we observe that participants that trained with interfaces containing dynamic content recorded better task performance measures than others using non‐dynamic interfaces. This suggest that within the context of motor skill acquisition, dynamic instructional interfaces can yield significant increases to post‐learning task performance measures, which is independent of the learner's cognitive capabilities or previous knowledge.  相似文献   

15.
16.
An intervention package of task clarification, checklists, and posted performance feedback was developed to increase completion of tasks contributing to the appearance of a local grocery store. The intervention package was based on an informal diagnostic assessment that examined antecedents, equipment and processes, knowledge and skills, and consequences in the organizational environment. A multiple baseline design across five departments was utilized to evaluate the effects of the intervention package on employee cleaning behavior related to the appearance of the store. The results suggest overall improvement of task completion across the five departments observed, with substantial increases resulting from application of the intervention. The mean percentage of tasks completed in the deli department increased by 36%; by 93% in the meat department; by 38% in the frozen department; by 25% in the produce department; and by 34% in the front‐end department. The average increase of task completion across departments was more than 45%. The results of this study are consistent with those of Anderson, Crowell, Hantula, and Siroky (1988), as well as with La Fleur and Hyten (1995), demonstrating that task clarification, checklists, and feedback have positive effects on work performance.  相似文献   

17.
A small‐scale action research project was carried out on students' feedback histories on one undergraduate module. Old grades and comment sheets were collected and analysed by staff for recurring advice to individual students on the target module. This advice was then synthesized to create simple individual learning plans for the students' forthcoming assignments, in other words old feedback was applied to a new task. A number of additional teaching and learning interventions were provided for participants and the statistical outcomes showed a small gain in the grades achieved against those who did not participate. Interviews were held with participants that indicated a number of reasons why feedback was not optimized to assist further learning.  相似文献   

18.
The large volume of material to be learned in biomedical disciplines requires optimizing the efficiency of instruction. In prior work with computer‐based instruction of neuroanatomy, it was relatively efficient for learners to master whole anatomy and then transfer to learning sectional anatomy. It may, however, be more efficient to continuously integrate learning of whole and sectional anatomy. A study of computer‐based learning of neuroanatomy was conducted to compare a basic transfer paradigm for learning whole and sectional neuroanatomy with a method in which the two forms of representation were interleaved (alternated). For all experimental groups, interactive computer programs supported an approach to instruction called adaptive exploration. Each learning trial consisted of time‐limited exploration of neuroanatomy, self‐timed testing, and graphical feedback. The primary result of this study was that interleaved learning of whole and sectional neuroanatomy was more efficient than the basic transfer method, without cost to long‐term retention or generalization of knowledge to recognizing new images (Visible Human and MRI). Anat Sci Educ. © 2012 American Association of Anatomists.  相似文献   

19.
The eye-tracking technology was used in this study to investigate the effects of embedded questions and feedback in instructional videos on learning performance and attention allocation and whether an expertise reversal effect existed. The experiment involved 49 learners with high-level prior knowledge and 45 ones with low-level prior knowledge from a university. Meanwhile, they learned instructional videos with no embedded feedback, embedded questions without feedback and embedded questions with feedback. Findings from the experiment showed that the instructional videos with embedded questions but without feedback not only improved the participants’ attention but also enhanced their learning performance. Furthermore, there was an expertise reversal effect on the learning performance whereby instructional videos with embedded questions but without feedback improved the learning performance of learners with low-level prior knowledge, but not those with high-level prior knowledge.  相似文献   

20.
The hypothesis in this study was that different types of multiple‐goal learners would have different patterns of learning. A sample of 797 adult distance learners enrolled in different programs offered by a distance learning university in Hong Kong completed a questionnaire assessing their goals, use of strategies, motivational beliefs, and attitudes towards the course they were doing. Two‐stage cluster analyses found a group of single‐goal learners (mastery focused) and three groups of multiple‐goal learners with different focuses in their goal profiles: performance focus, work focus, and multiple focuses. These four clusters of learners differed in terms of use of learning strategies, regulatory strategies, motivational beliefs, and attitudes towards the course. Learners focusing on work‐related goals or performance goals achieved better examination results than did those focusing on multiple goals or solely on mastery goals.  相似文献   

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