Computers & Education

普通类
  • 13-26EFL learners’ use of online reading 普通类

    ThisstudyinvestigatedEFLlearners’onlinereadingstrategiesandtheeffectsofstrategyuseoncompre- hension.Tofulfillthepurposesofthisstudy,aWeb-basedreadingprogram, EnglishReadingOnline,was created.ThirtyappliedEnglishmajors,dividedintoahighgroupandalowgroupbasedontheirprofi- ciencylevels,wereaskedtoreadfourauthenticonlinetexts;twowereappropriatetothestudents’level ofproficiency,andtwoweremoredifficult.Resultsfromdataanalysisshowedthattheuseofsupport strategiesdominatedthestrategyuseandcontributedtomostofthecomprehensiongains,butanexclu- sivedependenceonsupportstrategiesdidnotsuccessfullypredicttheincreaseinscoresonmainideas anddetailswhenthestudentswerereadingmorechallengingtexts.Onthewhole,theuseofglobalstrat- egiessignificantlycontributedtobettercomprehension,especiallyforlowproficiencystudents.

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    • exploratory
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    创建者:
    duguo
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  • Creative use of podcasting in higher 普通类

    Thispaperdescribesanacademicexperienceofpodcasting,whichinvolvedagroupofstudentsofa courseonmultimediacommunicationandhuman–computerinteraction.Thesestudentsactedbothas usersoftheuniversity’spodcastingservice,andascreatorsofpodcastedlessons.Acomprehensive analysisbasedontheevaluationoftheeffectsonstudentperformance,ondatafromstudentsatisfaction surveys,frominterviewsandfrominstructors’observationsprovidedencouragingresults:Full-time studentsco-involvedinlessons’podcastingoutperformedcolleaguesofthepreviousyearsandachieved higherlevelsofwhatwedefineascompetitiveagency,thatledthemtobetterunderstandthetheoretical issuesofthecourseandtomoreeffectivepracticalskills.

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    创建者:
    duguo
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  • Moodle as a teaching tool in Physics 普通类

    Moodle as a teaching tool

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    • physics
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    • teaching
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    创建者:
    duguo
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  • Integration of simulation 普通类

    Pre-laboratoryactivitieshavebeenknowntoimprovestudents’preparationbeforetheirpracticalwork astheyassiststudentstomakeavailablemoreworkingmemorycapacityforactuallearningduring thelaboratory.Theaimofthisinvestigationwastocomparetwodifferentteachingapproacheswhich supportedapre-laboratorysessionbyusingthesamesimulationprogram.Theinvestigationwascon- ductedintwocountries(GreeceandUK).TheGreekstudentsattendedthecourseinacomputercluster, wheretheteacherandthestudentshadaface-to-facecommunication,whiletheEnglishstudentspartic- ipatedintheon-lineWebCTcourse,wheretherewasanon-lineasynchronousdiscussion.Acrucialpoint whichemergedfromthisinvestigationwasthatthesimulationprograminthetwodifferentpre-labora- torytrainingsessionsgavethesamelearningoutcome;however,thelearningcharacteristicsandthetea- cher’seffortweredifferent.Thus,theteachercouldadoptboththetwoteachingapproachesdepending ontheuniversityfacilities,thestaff’s\timeandthestudents’familiaritywithvirtuallearningenviron- ments.However,ineachcaseofstudentsfollowedadifferentway(collaborationor/andindependent learning)toobtainthesimilarlearningoutcome.Inallcasesaftertheirpre-laboratorytrainingsession theyenteredthelaboratoryperformingtheexperimentswithoutanyfurtherinstructions.Additionally, theteacher’srolewasslightdifferenceinthetwoteachingapproaches.Inthecomputercluster,thetea- cherhadamoreactiveroleguidingstudentstoobtaintheexpectedlearningoutcomethroughface-to- facediscussionandinteraction,whereasinthecaseofthevirtuallearningenvironment(WebCT),thetea- cherhadamoreofafacilitatorrolefocusedonposingquestionstothestudentsandcollectingthe resourcespromotingtheindependentlearning.

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    • webct.pdf
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    创建者:
    duguo
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  • An adaptive testing system 普通类

    An adaptive testing system

    • adaptive
    • assessment
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    duguo
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  • The effects of computer games 普通类

    The effects of computer games on primary school students’ achievement and motivation in geography learning

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    • learning
    • effects
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    • school
    • geography
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    • primary
    创建者:
    duguo
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  • Impactoneducationaleffectiveness 普通类

    Theaimofthisstudywastoassessthelearningeffectivenessandmotivationalappealofacomputer gameforlearningcomputermemoryconcepts,whichwasdesignedaccordingtothecurricularobjectives andthesubjectmatteroftheGreekhighschoolComputerScience(CS)curriculum,ascomparedtoasim- ilarapplication,encompassingidenticallearningobjectivesandcontentbutlackingthegamingaspect. Thestudyalsoinvestigatedpotentialgenderdifferencesinthegame’slearningeffectivenessandmotiva- tionalappeal.Thesamplewas88students,whowererandomlyassignedtotwogroups,oneofwhich usedthegamingapplication(GroupA, N =47)andtheotheronethenon-gamingone(GroupB, N =41).AComputerMemoryKnowledgeTest(CMKT)wasusedasthepretestandposttest.Students werealsoobservedduringtheinterventions.Furthermore,aftertheinterventions,students’viewson theapplicationtheyhadusedwereelicitedthroughafeedbackquestionnaire.Dataanalysesshowedthat thegamingapproachwasbothmoreeffectiveinpromotingstudents’knowledgeofcomputermemory conceptsandmoremotivationalthanthenon-gamingapproach.Despiteboys’greaterinvolvementwith, likingofandexperienceincomputergaming,andtheirgreaterinitialcomputermemoryknowledge,the learninggainsthatboysandgirlsachievedthroughtheuseofthegamedidnotdiffersignificantly,and thegamewasfoundtobeequallymotivationalforboysandgirls.Theresultssuggestthatwithinhigh schoolCS,educationalcomputergamescanbeexploitedaseffectiveandmotivationallearningenviron- ments,regardlessofstudents’gender.

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    • Interactivelearningenvironments
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    创建者:
    duguo
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  • A theory of online learning 普通类

    A theory of online learning as online participation

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    • online
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    • learning
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    duguo
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