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This study investigated how the online problem based learning (PBL) approach employed in an online learning environment influenced undergraduate students’ critical thinking skills (CTS) and content knowledge acquisition. The pretest–posttest control group design was used in the study. The subjects included the students who were enrolled at the Department of Primary School Mathematics Teaching in Anadolu University Education Faculty. Subjects attended to Computer II course in 2008 spring. Experiment group attended the online PBL course whereas the control group attended the online instructor-led course. Each group consisted of 20 students. Data collection tools consisted of a multiple choice content knowledge acquisition scale and the Watson–Glaser critical thinking skills test. The results of two-way mixed design ANOVA indicated that learning in the online PBL group did not have a significant effect on the content knowledge acquisition scores. It was also revealed that learning in the online PBL group had a significant effect on increasing the critical thinking skills.
This paper compares the efficiency of two intelligent methods: expert systems and neural networks, in detecting children’s mathematical gift at the fourth grade of elementary school. The input space for the expert system and the neural network model consisted of 60 variables describing five basic components of a child’s mathematical gift identified in previous research. The expert system estimated a child’s gift based on heuristically defined logic rules, while the scientifically confirmed psychological evaluation of gift based on Raven’s standard progressive matrices was used at the output of neural network models. Three neural network algorithms were tested on a Croatian dataset. The results show that both the expert system and the neural network recognize more pupils as mathematically gifted than teachers do. The expert system produces the highest average hit rate, although the highest accuracy in classifying gifted children is obtained by the radial basis neural network algorithm, which also yields lower type II error. Due to the ability of expert systems to explain the result, it can be suggested that both the expert system and the neural network model have potential to serve as effective intelligent decision support tools in detecting mathematical gift in early stage, therefore enabling its further development.
Developing interactive history learning materials to facilitate historical thinking is one of the challenges in history teaching and learning. This study developed a web-based history educational system, which has used the acronym HES-SPATO (history educational system based on SPATO), to increase the understandability of history learning materials. SPATO (spatial, person, action/attribute, and temporal object) was designed to integrate the indispensable elements of history events such as space, person, action/attribute, and time. HES-SPATO also applied temporal logic to reason the temporal relationships between history events. Furthermore, it employed the GIS concept of information layers to develop the student interface. The findings of the experiments indicated that the use of HES-SPATO was effective in enhancing students’ history learning. The participants also showed positive attitudes toward the HES-SPATO system in terms of the perceived ease of use, perceived usefulness, attitude to use, intention to use, recall of web sites, and perceived usefulness of assistant tools. Although many functionalities have been added to the HES-SPATO system, there was no significant difference in system efficiency between HES-SPATO and the comparative system. These experimental results also guide the direction of future research.
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video.
The 12-month pre-Ph.D. ICTP Diploma Courses in the fields of Condensed Matter Physics, High Energy Physics, Mathematics, Earth System Physics and Basics Physics have been recorded using the automated, low cost recording system called EyA developed in-house. We discuss the technical details on how these recordings were implemented, together with some web usage statistics and students feedback. As yet, no similar endeavor has been made to put on-line a complete high-level Diploma Programme, due to the high costs involved when using alternative recording solutions. These recordings are freely available on the website www.ictp.tv.
University classes in Mathematics are traditionally perceived to be uninspiring and devoid of active student–lecturer communication. Large undergraduate classes further compound the difficulty of engaging students and enabling viable student–lecturer feedback. At the Mathematics Education Centre, Loughborough University, some staff members have been using electronic voting systems (EVS) to enliven the classroom and enable large numbers of students to respond to questions in real time during class. In this paper, we present an evaluation case study, based on student perceptions, of the impact of EVS use on student learning and engagement. The results show that majority of students are hugely positive about the usefulness and overall advantageousness of EVS use in classes. Results also show that EVS use does increase the likelihood of students participating and engaging in class, as even students who do not view EVS as being particularly useful stated that they are more likely to participate in classes where EVS are used than otherwise. However, there seems to be no correlation between EVS use and improvement (or otherwise) in student grades.
Increased use of technology for instructional purposes has caused some debates about ethical and/or moral use of computers. All teachers, as practitioners of ICT in learning settings, must feel responsible for educating students on “what is right and what is wrong?” of computer use. This study aimed to determine prospective teachers’ unethical computer using behaviors at a faculty of education in Turkey. The results showed that the participating prospective teachers are sensitive to ethical computer use. However, the general mean of the surveys is above the average by a small degree that makes the participants’ judgments of ethical use inconsiderable. It can be concluded that they undermine ethical computer use. Science teachers and computer education teachers’ judgments were less ethical than those of classroom teachers and social sciences teachers. The results also revealed that female candidate teachers were more concerned about ethical issues and that prospective teachers who had up to five years of PC experience considered ethical computer use more than those with five years and beyond. After the survey analysis, the study was completed with qualitative data gathered from semi-structured interviews with nine students.
Women’s under-representation in fields such as engineering may result in part from female students’ negative beliefs regarding these fields and their low self-efficacy for these fields. In this experiment, we investigated the use of animated interface agents as social models for changing male and female middle-school students’ attitudes toward engineering-related fields, their self-efficacy for these fields, and their math performance. Students interacted with either a female or a male computer-based agent or they did not interact with an agent. The female agent increased interest, utility beliefs, self-efficacy, and math performance compared to control and, for boys, decreased stereotyping. Mediational analyses indicated that the female agent facilitated interest and math performance by enhancing self-efficacy. The findings indicate that interface agents may be used effectively as social models for influencing attitudes and beliefs and supporting performance.
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