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 296 毫秒
1.
The discourse of flexible and online learning echoes with terms such as communication, collaboration, engagement and interactivity. Of these, interactivity is frequently used to refer to an inherent quality of the medium and learning environment, with an underlying assumption that the interactive characteristics of communication with other learners or content objects is beneficial to the learning process. However, interactivity as a concept has received comparatively little research attention. To provide further insights into the dynamics of interactivity, this study reports on an investigation to ascertain the different ways people perceive interactivity, and the extent to which that interactivity adds value to the learning process. Based on a qualitative analysis of responses from 68 participants, it was found that participants indeed had specific expectations of interactivity that were not only consistent with theoretical frameworks of learning but also provided insights for the design of online collaborative learning environments.  相似文献   

2.
Element interactivity is a central concept of cognitive load theory that defines the complexity of a learning task. The reduction of task complexity through a temporary segmentation or isolation of interacting elements was investigated with 104 students randomly assigned to an interacting elements group, where participants were required to deal with complex accounting problems in their entirety, or an isolated elements group, where the task was broken down into constituent components. The results provide strong support for the expertise reversal effect with isolated elements beneficial for novices, while interacting elements were appropriate for more knowledgeable learners. Critically, these results only were obtained for high rather than low element interactivity materials. It was concluded that segmentation or element isolation should consider the expertise of the learner in conjunction with the complexity of the learning material.  相似文献   

3.
When teachers or instructors create computer-based learning environments, they often solely consider technical aspects of interactivity. As a consequence, learners’ main role is to respond to requests of the learning environment (e.g. by answering multiple-choice questions). This aspect of interactivity is, however, not sufficient to understand the complex benefits of interactivity for learners’ knowledge acquisition. In order to create a higher level of interactivity, an instructional task that encourages learners to design learning materials for fellow learners is used in this paper. We will show that this instructional task can induce interactive elements because learners are encouraged to take not only their own perspective into account when designing. In addition, we investigated if the quality of source material affects knowledge acquisition in design tasks. In a two-by-two design, students (n?=?108) had to design either a learning environment for others (i.e. to perform perspective-shifting), or a representation of acquired knowledge for themselves (no perspective-shifting) with less or more coherent information sources. Results indicate that performing perspective-shifting can be a powerful technique for eliciting interactive learning behavior and, thus, for learning. The quality of information sources does not influence knowledge acquisition to a great extent.  相似文献   

4.
Promoting student epistemological development is seen as a goal of higher education. Further, the epistemological beliefs of instructors have been shown to affect their teaching beliefs and behaviors. Some argue that only when instructors are epistemologically advanced will they be able to engage in pedagogical activities that encourage student epistemological development. This study examines the impact of the design of constructivist learning environments on university instructors’ epistemological belief systems. Constructivist learning environments are technology-based environments that present learners with authentic problems, that are supported by cases similar to the problem being posed, and learning-support strategies such as modeling, coaching, and scaffolding. Instructors’ epistemologies might be impacted by engaging in constructivist learning environment design because the process requires instructors to think about their discipline in non-traditional ways. Results of this qualitative inquiry suggests that instructors who are in a zone of ‘readiness’ for intellectual growth could experience epistemological growth from this experience.  相似文献   

5.
Exploring the Assistance Dilemma in Experiments with Cognitive Tutors   总被引:3,自引:1,他引:2  
Intelligent tutoring systems are highly interactive learning environments that have been shown to improve upon typical classroom instruction. Cognitive Tutors are a type of intelligent tutor based on cognitive psychology theory of problem solving and learning. Cognitive Tutors provide a rich problem-solving environment with tutorial guidance in the form of step-by-step feedback, specific messages in response to common errors, and on-demand instructional hints. They also select problems based on individual student performance. The learning benefits of these forms of interactivity are supported, to varying extents, by a growing number of results from experimental studies. As Cognitive Tutors have matured and are being applied in new subject-matter areas, they have been used as a research platform and, particularly, to explore interactive methods to support metacognition. We review experiments with Cognitive Tutors that have compared different forms of interactivity and we reinterpret their results as partial answers to the general question: How should learning environments balance information or assistance giving and withholding to achieve optimal student learning? How best to achieve this balance remains a fundamental open problem in instructional science. We call this problem the “assistance dilemma” and emphasize the need for further science to yield specific conditions and parameters that indicate when and to what extent to use information giving versus information withholding forms of interaction.  相似文献   

6.
Based on a critical re-analysis of cognitive load theory (CLT), Schnotz and Kürschner identified the need for research on more sensitive ways of assessing learner characteristics, both prior to and during instruction, in order to understand learning processes and outcomes. One emergent theme of the papers in this special issue is that the “same” learning environment is differentially demanding and produces different results depending on characteristics of the learners, most importantly their knowledge in the task domain. These findings indicate that to optimize learning outcomes, theories of instructional design and learning need to be more adaptive and reflect the nuances of interactions among learners, tasks, and instructional supports.  相似文献   

7.
New technologies enable flexible combinations of text and interactive or non-interactive pictures. The aim of the present study was to investigate (a) whether adding pictures to texts is generally beneficial for learning or whether it can also have detrimental effects, (b) how interactivity of pictures affects learning, (c) whether the visualization format of pictures affects the structure of the learner's mental model, and (d) whether the visualization format modifies the effects of interactivity. One hundred university students were randomly assigned to five groups. In four groups, a text about the different daytimes and days on the earth was combined with interactive or non-interactive pictures of different visualization formats. In the fifth group, the text was presented without pictures. According to the results, adding pictures to text was neither beneficial nor harmful for learning. In terms of learning efficiency, however, learning from text only was more successful than learning from text and pictures. Interactivity was beneficial for one learning task, but not for the other task. The visualization format affected participants’ interaction with pictures, but not the learning outcomes; however this effect was not influenced by interactivity. Implications for multimedia design and for further research are pointed out.  相似文献   

8.
The design of learning spaces is rightly gaining more and more pedagogical attention, as they influence the learning climate and learning results in multiple ways. General structural characteristics influence the willingness to learn through emotional well‐being and a sense of security. Specific structural characteristics influence cognitive processes, from visual and acoustic perceptions, via attention to the model, to processes of comprehension and reflection. Aspects of the design of the learning space also modify the interaction among students and between students and their teacher. Furthermore, the different requirements that have emerged through the development toward a learning society and the explosive increase of available information in our society require changes in the design of learning processes and thus of learning environments. Taking biological needs and neurobiological processes into account when designing learning spaces can provide a beneficial learning environment with regard to mental resources. This article will highlight relevant (neuro)biological fundamentals and try to describe resulting conclusions for the design of learning spaces.  相似文献   

9.
Although collaborative group work is used by many instructors as a useful educational tool, there is much room for research on how learning actually occurs within collaborative learning environments. This paper attempts to explore the relationship(if any) between task structure and collaborative group interactions in a synchronous peer interaction collaborative learning environment. For this reason, we used the Cmap during a Physics course for Grade 12 students. This paper compares two groups of students, one studying concept maps with single answer task, and the other studying concept maps with variable answer task. The aim of the study presented in this article is to also investigate the influence of task structure on students’ interactivity according to certain indicators and cognitive performance.  相似文献   

10.
This article reviews theory and research relevant to the development of digital immersive virtual environment-based instructional computing systems. The review is organized within the context of a multidimensional model of social influence and interaction within virtual environments that models the interaction of four theoretical factors: theory of mind, communicative realism, behavioral systems level, and situational self-relevance. The ways in which social interactional processes in digital immersive virtual environments may be easily filtered and transformed in ways relevant to instructor–learner interactions are discussed. Relevant experimental investigations are reviewed that indicate their potential to increase the adaptivity of immersive virtual environment systems for learners and instructors.  相似文献   

11.
This commentary reviews the distinctions researchers make in defining metacognition, self-regulation, and self-regulated learning along with the methods used to explore these constructs. Bandura’s notion of reciprocal determinism (1977) is revisited in the context of situated learning, whereby interactions between the person, behavior, and environment take on new meaning when examining learning and affect in specific contexts where knowledge is constructed through interacting with all that the environment affords, be that material or human. The interaction between the mind and environment continues to be an interesting question with regard to these three constructs, and this interaction can be explored by using computers as cognitive tools. Technology-rich environments are described that provide opportunities for assessing and validating metacognition, self-regulation, and self-regulated learning with future directions for assessing co-regulation of teams of learners.  相似文献   

12.
This article reviewed recent studies of instructional design theory in Korea to explore major trends and suggest future directions. Based on the analysis of 40 articles from the Journal of Educational Technology between 1994 and 2006, this study identified six trends: little emphasis on the conceptualization of instructional design theory; dominant interest in instructional design theories for higher-order thinking skills or self-regulated learning; special interest in instructional design theories for motivation and interactivity; emergent studies on the generic topic of instructional theories; heavy emphasis on instructional design theory for computer or Web environment; and sparse developmental research. Future directions of study for instructional design theory in Korea are suggested in response to issues arising from these trends.  相似文献   

13.
Need for closure, as formulated by Kruglanski and colleagues [Kruglanski, A. W. (1990). Lay epistemic theory in social-cognitive psychology. Psychological Inquiry, 1(3), 181–197; Kruglanski, A. W., & Webster, D. M. (1996). Motivated closing of the mind: Seizing and freezing. Psychological Review, 103, 263–283; Webster, D. M., & Kruglanski, A. W. (1994). Individual differences in need for cognitive closure. Journal of Personality and Social Psychology, 76(6), 1049–1062], refers to the motivated tendency to seek structure, simplify complex information, and avoid ambiguity. In this article, we argue that this motive may impact classroom learning in important ways and introduce a self-report measure of need for closure situated in the classroom learning environment. Psychometric properties of the new measure are assessed in multiple samples using exploratory and confirmatory factor analysis. Correlations between the new measure and existing indicators of cognitive closure, as well as variables known to influence motivation and academic achievement, support our assertions regarding the association between need for closure and academic functioning while also providing evidence for the construct validity of the measure. Finally, internal consistency and test–retest reliability suggest that the new measure functions as a reliable measure of need for closure within the classroom.  相似文献   

14.
学习者个体发展与学习环境演化之间存在着相互影响,相互制约的关系。为了分析这种复杂的关系,首先借助元胞自动机理论构造出了一种用于模拟学习环境演化的数学模型,然后在统计学的角度通过大量实验探讨了初始状态下学习者良好率、演化过程中的交互程度以及不同性质学习者分布情况等因素对学习环境演化的影响。实验所揭示的规律可以为学习环境的选择,学习环境的优化等教育实践活动提供一定的参考意义。  相似文献   

15.
Recent science educational policy reform efforts call for a shift toward practice-focused instruction in kindergarten–Grade 12 science education. We argue that this focus on engaging students in epistemic practices of science opens up new possibilities for the design of learning environments that support the stabilization of learners’ science-linked identities. Learning environments often assume that youth come to them without relevant identity resources to contribute or that the learning environment has no bearing on the disciplinary identification of individuals. We conducted this research while developing a year-long course to teach high school biology by engaging youth in interest-driven projects focused on contemporary topics. We explored how engaging youth in the epistemic practices of science in culturally expansive ways supported their science-linked identification. We propose a model grounded in social practice theory that describes aspects of students’ stabilization of disciplinary identities. We found that (a) deepening participation in scientific practices is linked to whether or not youth have opportunities to coordinate their engagement with their existing identities; and (b) material, relational, and ideational identity resources and qualities of the learning environment mediate how youth stabilize disciplinary identities in interactional moments.  相似文献   

16.
Abstract

A common theme in the distance education literature is that delivery technologies with the potential for real‐time interactivity will improve both the image and practice of distance education. Although there appears to be a growing acceptance of a causal relationship between system interactivity and instructional interaction, neither concept has been clearly or functionally defined. This article discusses several systems models and relates them to the contexts of instructional delivery, instructional design, instructional theory, and learning theory in an attempt to establish conceptual parameters for the function of interaction.  相似文献   

17.
Interaction is an essential ingredient in any learning process. However, every interaction does not lead to increased learning. When interaction has a direct influence on learners' intellectual growth, we can say the interaction is meaningful. The precise meaning of meaningful interaction is strongly related to the learning theories underlying the development of particular learning environments. The primary goal of this paper is to re-conceptualize online interaction in terms of meaningful learning based on the learning theory known as social constructivism. Analyzing interaction through this theoretical framework may yield design principles needed to improve the quality of Web-based learning environments. A secondary goal of this paper is to present the implications of meaningful online interaction for researchers and developers.  相似文献   

18.
19.
Recent research on student learning has given close attention to how students experiences and actions are mediated by the whole university learning–teaching environment in which they find themselves. The current article pursues this focus on learning–teaching environments in two stages. Guided by socio-cultural perspectives on learning, the first part:
•  examines issues surrounding how best to conceptualise university learning–teaching environments,
•  highlights the need to take account of central disciplinary purposes and
•  presents a framework for representing disciplinary practices within higher education.
The second part of the article then engages with the task of illustrating how this general framework (which foregrounds disciplinary concerns) can be applied within a specific subject. The framework is employed to structure an account of the insights gained from an ongoing research study concerning:
•  the ways in which the values and central practices that characterise the disciplinary community of history relate to teaching and learning practices,
•  how, taking account of local constraints and affordances, students active engagement with these disciplinary purposes can be fostered.
  相似文献   

20.
The introduction of qualitative modelling techniques into learning environments, and intelligent training systems, requires not just the development of tools and techniques for modelling and simulation but also some guidance on how to use qualitative models in learning environments. This paper describes the rationale behind the design of a simulation based learning environment, the Model Switching PROcess rig Demonstration System (MS‐PRODS). Three qualitative and three quantitative simulations of the behavior of the physical system have been implemented using the ITSIE tools (Scott et al, 1990). The design of the learning environment is presented from the point of view of instruction and how the models are to be used to promote learning, in particular examining the model switching mechanism. This mechanism determines how to select and sequence the presentation of models to the learner during guided explorations of the domain. A knowledge based an alysis of the domain knowledge is combined with principles derived from Cognitive Flexibility Theory (Spiro 6 Jehng, 1990) to produce a generic design for a learning environment based on multiple models. The design and implementation of the learning environment is illustrated and a sample sequence of models presented. Finally, related work such as White & Frederiksen (1990) on model progression is discussed.  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