Computers & Education

普通类
  • What are the pedagogical benefits 普通类

    The purpose of this study was to investigate the efficacy of audio–visual synchrony in podcasting and its possible pedagogical benefits. ‘Synchrony’ in this study refers to the simultaneous playback of audio and video data streams, so that the transitions between presentation slides occur at “lecturer chosen” points in the audio commentary. Manufacturers of lecture recording software (e.g. ProfCast) would have us believe that the synchrony of image and audio should improve the learning experience. We have yet to see in the literature any empirical evidence to support this hypothesis. In our study, 90 participants in two groups undertook two electronic lectures (e-lectures) on two separate topics, the subject matter of neither was familiar to them beforehand. Each group experienced one “synchronous” presentation (e-lecture) of one of the topics, and one “separate” presentation (i.e. PowerPoint and audio files separately presented) of the other topic. Each group therefore experienced both “synchronous” and “separate” delivery and they were then given an MCQ test that assessed five levels of Bloom’s taxonomy. Results show no differences in innate ability between the two groups but the evidence supported our primary hypothesis in that statistically significantly higher test scores were seen when participants viewed a synchronous e-lecture; these scores were accounted for by subjects’ performance at three of the five levels of Bloom’s taxonomy. Qualitative ‘attitude’ survey results also displayed participant preference towards the synchronous over the asynchronous mode of delivery, and in spite of general acceptance of the proposed benefits of electronic proceedings, a majority preference towards traditional rather than electronic lectures. Despite this conservatism, this paper explores in more detail the potential benefits of podcasting via synchronous PowerPoint and voice.

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    创建者:
    duguo
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  • The participants perspective 普通类

    This pilot investigative study tested the efficacy of a music e-learning resource specifically constructed to enable individual learners to play a 12-bar improvised blues by ear, on a musical keyboard, in an e-learning environment. The study also sought the participants’ perspective of this experience by eliciting their reflections on the learning experience. Participant perceptions of the role of the ’on-line tutor’ in this e-learning environment were also examined. The research adopted a qualitative approach through videotaped observation of the participants as they engaged with the resource. The resulting video data was analysed employing an inductive process of analysis. Semistructured interviews were also conducted with individual participants after the learning sessions were completed. Qualitative analysis of the interview transcriptions provided the participant perspective. Triangulation between the data validated researcher interpretations of the findings. Results revealed (a) all participants successfully engaged with the musical task in the e-learning environment, (b) five learning activities emerged from the analysis of the video data that were interpreted as: ’instruction’, ’copying’, ’practising’, ’playing’ and ’evaluating’, (c) four ’participant perspective’ themes emerged from the interview data that were interpreted as: ’activities’, ’feelings’, ’evaluation’ and ’difficulties’ (d) participants sought different levels of interaction with the ’on-line tutor’ who was found to adopt the role of ’remote facilitator’.

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    创建者:
    duguo
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  • An investigation of coopetitive 普通类

    Information and communication technologies (ICTs) have created a supportive environment for collaborative learning at the expense of student motivation and engagement. This study attempts to explore the development of a productive learning atmosphere in the context of Web-based learning. An experiment is conducted with university-level students having homogenous background and coursework by applying heterogeneous pedagogies that create either competitive or collaborative learning atmospheres. The differences in learning atmosphere bring about variations in social presence and enjoyment of learning. The findings show that “coopetition” (defined as collaboration within the group and competition between groups) was the best learning strategy because competition and collaboration stimulated different types of knowledge growth in the knowledge-creation spiral. Competitive learning atmospheres encourage students to develop higher analytic skills, while collaborative learning atmospheres prompt students to demonstrate higher synthetic skills. Because both atmospheres contribute to learning, this study has found that combining both pedagogies in constructing a coopetitive learning atmosphere not only contributes to analytic and synthetic skills, but also raises the overall knowledge level. The findings pinpointed the importance of creating a learning environment that integrates ICTs, learners’ backgrounds, courseware, and pedagogic considerations in the process of increasing knowledge levels.

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    • coopetitive
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    创建者:
    duguo
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  • Factors influencing university drop out rates 普通类

    This paper develops personalized models for different university degrees to obtain the risk of each student abandoning his degree and analyzes the profile for undergraduates that abandon the degree. In this study three faculties located in Granada, South of Spain, were involved. In Software Engineering three university degrees with 10,844 students, in humanities nineteen university degrees with 39,241 students and in Economic Sciences five university degrees with 25,745 students were considered. Data, corresponding to the period 1992 onwards, are used to obtain a model of logistic regression for each faculty which represents them satisfactorily. These models and the framework data show that certain variables appear repeatedly in the explanation of the drop out in all of the faculties. These variables are, among others, start age, the father’s and mother’s studies, academic performance, success, average mark in the degree and the access form and in some cases also, the number of rounds needed to pass. Students with weak educational strategies and without persistence to achieve their aims in life have low academic performance and low success rates and this implies a high risk of abandoning the degree. The results suggest that each university centre could consider similar models to elaborate a particular action plan to help lower the drop out rate reducing costs and efforts. As concluded in this paper, the profile of the students who tend to abandon their studies is dependent on the subject studied. For this reason, a general methodology based on a Data Warehouse architecture is proposed. This architecture does most of the work automatically and is general enough to be used at any university centre because it only takes into account the usual data the students provide when registered in a course and their grades throughout the years.

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    duguo
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  • Barriers to adopting technology 普通类

    This study investigates the perceived barriers to adopting information and communication technologies (ICT) in Omani higher education. One hundred faculty members from four different departments at the College of Applied Sciences in Oman participated in the study. The participants took a survey, which was developed based on the Western literature. Five factors were extracted from the survey: lack of equipment, lack of institutional support, disbelief of ICT benefits, lack of confidence, and lack of time. The findings showed that the faculty members perceived moderate degrees of barriers in applying ICT to their teaching practices. Group differences based on gender, academic rank, and academic field were generally not found except for the interaction effects on the barriers related to lack of equipment, disbelief of ICT benefits, and the overall mean. Male faculty members with less usage of ICT perceived more barriers regarding the lack of computing equipment, disbeliefs of ICT benefits, and the overall barrier than the female counterparts. It is recommended that the survey be further refined to include more subtle and culturally relevant items, larger sample sizes, and more heterogeneous samples to validate and extend the findings. Important implications of this study include a need to provide more institutional support, technical training, and personal time for faculty members to learn and upgrade their knowledge and skills in educational technologies.

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    duguo
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  • Controlled experiment replication in evaluation 普通类

    We believe that every effectiveness evaluation should be replicated at least in order to verify the original results and to indicate evaluated e-learning system’s advantages or disadvantages. This paper presents the methodology for conducting controlled experiment replication, as well as, results of a controlled experiment and an internal replication that investigated the effectiveness of intelligent authoring shell eXtended Tutor–Expert System (xTEx-Sys). The initial and the replicated experiment were based on our approach that combines classical two-group experimental design and with factoral design. A trait that distinguishes this approach from others is the existence of arbitrary number of checkpoint-tests to determine the effectiveness in intermediate states. We call it a pre-and-post test control group experimental design with checkpoint-tests. The gained results revealed small or even negative effect sizes, which could be explained by the fact that the xTEx-Sys’s domain knowledge presentation is rather novel for students and therefore difficult to grasp and apply in earlier phases of the experiment. In order to develop and improve the xTEx-Sys, further experiments must be conducted.

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    duguo
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  • A literature review 普通类

    This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.

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    duguo
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  • Patterns of email use by teachers and implications 普通类

    This paper attempts to identify the patterns of email use by schoolteachers. The findings are based on a survey of 2998 Singapore teachers whose teaching experiences ranged from 24 to 48 months. The result shows that teachers use email mainly to communicate with colleagues, and the degree of email use varies according to the school level that the teachers are working in. While the teachers teaching at higher school levels (Grades 11–12) email their colleagues more frequently than their counterparts teaching at lower school levels especially primary school teachers, the latter tend to email parents more frequently than other teachers. Implications of the findings are discussed in relevance to pre-service teacher education, teacher professional development and ICT adoption in organisations.

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    duguo
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