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This paper proposes a new way to integrate history of science in science education to promote conceptual change by introducing the notion of historical microworld, which is a computer-based interactive learning environment respecting historic conceptions. In this definition, “interactive” means that the user can act upon the virtual environment by changing some parameters to see what ensues. “Environment respecting historic conceptions” means that the “world” has been programmed to respect the conceptions of past scientists or philosophers. Three historical microworlds in the field of mechanics are presented in this article: an Aristotelian microworld respecting Aristotle’s conceptions about movement, a Buridanian microworld respecting the theory of impetus and, finally, a Newtonian microworld respecting Galileo’s conceptions and Newton’s laws of movement.  相似文献   
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In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning could be limited. Therefore, this study aims to develop a microworld-based educational game, which provides simulated contexts encouraging students to explore, discover, and solve practical problems using the mathematics knowledge gained in the class. A quasi-experimental design was implemented in the learning activity of the “Speedy World” unit in an elementary school mathematics course to examine the effectiveness of the proposed approach. A total of 107 sixth graders participated in the experiment. The experimental results showed that the students who learned with the microworld-based gaming approach had better learning achievement and motivation in the mathematics course than those who learned with the conventional technology-enhanced learning approach. In addition, the students also showed that they highly accepted the microworld-based game for learning mathematics. The findings of this study provide good evidence for the importance and necessity of associating authentic applied contexts with gaming contexts in developing computer educational games for mathematics.  相似文献   
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This study focuses on the evolutionary changes in students' language concerning animated objects and associated vector diagrams in a computer-based Newtonian microworld. Emergence, convergence, and interpretive flexibility are introduced as analytical notions to describe and explain changes in student discourse. The present analysis documents how new ways of taling emerge and how the convergence of meaning within student groups and towards scientific meanings arises from the affordances provided by the interpretive flexibility of objects and events in the microworld, the conversations with the teacher, and the microworld as backdrop which assures the topical cohesion of student talk. In the students' learning process, computer microworlds were not cultural tools which embed unique meanings that students can recover on their own. Rather, these microworlds achieved their meaning in part through the teacher's situated practices.  相似文献   
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如何利用计算机模拟软件来支持一些在实验室无法完成的实验是目前科学教学中迫切需要解决的问题之一。微世界作为支持发现学习的模拟软件,尤其适合于发展科学学科的探索与发现学习活动。学习者利用它提供的操作方法与指令探索其中的领域知识,并观察产生的现象、检验自己的假设,从而发现并习得微世界中蕴藏的领域知识。文章从理解微世界和科学发现学习的含义出发,分析了微世界支持的科学发现的活动过程和学习者存在的困难,从技术应用和支持学习者科学发现学习认知过程两个维度提出了微世界支持的科学发现学习的策略框架,并通过开展教学实践,探索微世界支持小学科学发现学习的教学策略的实施过程,以促进小学科学课堂教学的有效开展,提升小学生的科学素养。  相似文献   
5.
Although formal programming is considered a recognised programming model, many avoid teaching it because of its very high mental cost. For that reason we developed a microscopic environment based on Emil Post's theoretical machine as an introduction to formal methods of programming and in the framework of an introductory computer science course.In this paper, we present a small formal system for the development and simultaneous verification of algorithms; we give an example of problem solving in this environment; we present a small existing software simulating Post's machine; we propose two modules to facilitate the work in this environment; and finally, we present the didactic uses of Post's machine as an introduction to formal methods.  相似文献   
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This study focuses on the role oftools, provided by a computer microworld,(C.AR.ME) on the strategies developed by14-year-old students regarding the conceptof conservation of area of a non-convexpolygon. Students' strategies on atransformation and a comparison task wereinterpreted and classified into categoriesin terms of the tools used for thedevelopment of these tasks. The analysis ofthe data shows that the nature of the toolsused affected the nature of solutionstrategies that the students constructed.Three different approaches to the conceptof conservation of area emerged from thestrategies which were constructed by thestudents in this microworld: the intuitiveapproach involving the splitting of areasinto parts and recomposing them to produceequivalent areas, the enclosing of thenon-convex polygon in a minimum convexsuperset and the dynamic transformationapproach. Most students managed to use theabove approaches in combination therebyviewing the concept of conservation of areaas interrelated with the concept of areameasurement using spatial units and areaformulae. Almost all students experiencedqualitative aspects of the conservation ofarea through being involved in the processof splitting areas into parts andrecomposing them to produce equivalentareas. Most students experienced dynamicrepresentations of this concept throughexploring it in a variety of equivalentareas. Moreover, most students explored theconservation of area in classes ofequivalent parallelograms and triangles andthis illuminated serious difficulties, mostof which were overcome in this computerenvironment. Finally, the analysis of thedata shows that all students were involvedin the tasks and succeeded in completingthem with more than one correct solutionstrategy thereby developing a broader viewof the concept, although not all of themused the same strategies. This revised version was published online in August 2006 with corrections to the Cover Date.  相似文献   
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微世界是一种面向科学发现学习的虚拟仿真学习环境。然而,科学发现学习本身的复杂性和现有微世界软件对这种学习方式缺乏支持,阻碍了微世界的有效应用。为此,在关于科学发现的已有研究基础上,将科学发现学习的活动结构划分为执行层与元策略层。进而,依据科学发现学习的活动结构,建立了以学生模型、活动模型和情境模型为核心的,面向科学发现学习的微世界概念模型。  相似文献   
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