British Journal of Educational Technology

普通类
  • The relationship between motivation 普通类

    This study examined how students’ achievement goals, self-efficacy and learning strategies influenced their choice of an online, hybrid or traditional learning environment. One hundred thirty-two post-secondary students completed surveys soliciting their preferences for learning environments, reasons for their preference, their motivational orientation towards learning and learning strategies used. Findings indicated that most students preferred traditional learning environments. This preference was based on how well the environment matched their personal learning style and engaged them as students. Discriminant analyses indicated significant differences in motivational beliefs and learning strategies; students who preferred traditional environments showed a mastery goal orientation and greater willingness to apply effortwhile learning. Students who preferred less traditional environments presented as more confident that they could manage a non-traditional class. These findings have implications for understanding students’ motivation for learning in diverse educational settings.

    • 学习内容
    • 需要
    • 提示
    • motivation
    • 超链接
    • 上载
    • relationship
    • between
    • 内容
    创建者:
    zhangfeiye
    时间:
  • Online communities as a source of learning 普通类

    The impact of the Internet on our lives has been pervasive. People are increasingly turning to the social interaction available on the Internet to satisfy their needs, whether these are professional or personal. The Internet offers users fast access to social contacts such as online chat groups and discussion lists, helping us to make connections with others. Online communities are being increasingly used by teachers for professional support, guidance and inspiration. These are often organised around subject areas and offer teachers opportunities to develop both personally and professionally. Online communities may present as a source of continuous professional development for teachers as they are able to deliver authentic and personalised opportunities for learning. This paper will present the findings of a study thatwas conducted on three online communities for teachers. It will explore the nature of online community membership and offer some conclusions regarding their potential as a source of professional learning for teachers.

    • 学习内容
    • 需要
    • 提示
    • online
    • 超链接
    • 上载
    • learning
    • source
    • 内容
    • communities
    • professional
    创建者:
    zhangfeiye
    时间:
  • A contingency approach 普通类

    This study investigated the impact of contingent variables on the relationship between four predictors and students’ satisfaction with e-learning. Five hundred and twenty-two university students from 10 intact classes engaging in online instruction were asked to answer questionnaires about their learning styles, perceptions of the quality of the proposed predictors and satisfaction with e-learning systems. The results of analysis of variance and structural equation modelling analyses showed that two contingent variables, gender and job status, significantly influenced the perceptions of predictors and students’ satisfaction with the e-learning system. This study also found a statistically significant moderating effect of two contingent variables, student job status and learning styles, on the relationship between predictors and e-learning system satisfaction. The results suggest that a serious consideration of contingent variables is crucial for improving e-learning system satisfaction. The implications of these results for the management of e-learning systems are discussed.

    • 学习内容
    • 需要
    • system.pdf
    • 提示
    • contingency
    • 超链接
    • approach
    • 内容
    创建者:
    zhangfeiye
    时间:
  • Creating opportunities for students 普通类

    This paper examines BA Social Work students’ experiences of developing their reflective skills to work with diverse communities using a technologyenhanced blended learning design. In response to growing student numbers, new teaching and learning resources were developed to provide opportunities for students to engage in reflection-in-action at critical learning stages with the support of tutors and peers. It is suggested that access to online lectures, communications tools, a workbook (to record learning development) and online video case studies can encourage students to reflect-on-action, allowing them opportunities to reframe and reinterpret existing knowledge, values and beliefs to assess the impact these may have on their professional practice when working with diverse communities. To cater for an increase in student numbers, a rationale for the learning design is outlined, and the paper then explores the lessons learnt from the students’ technology-enhanced learning experiences.

    • 学习内容
    • large
    • creating
    • students
    • 超链接
    • opportunities
    • cohorts
    创建者:
    zhangfeiye
    时间:
  • Factors affecting teachers’ adoption 普通类

    Even though computer games hold considerable potential for engaging and facilitating learning among today’s children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to informeducators and instructional designers on factors affecting teachers’ adoption of modern educational computer games. A case study was conducted to identify the factors affecting the adoption of Dimenxian, which was a new educational computer game designed to teach Algebra to middle school students. The diffusion of innovations theory was used as the conceptual framework of this study. The results indicated that compatibility, relative advantage, complexity and trialability played important roles in the game adoption. These findings were compared with the existing literature on (1) the adoption of educational software, and (2) the barriers in the use of educational computer games in K-12 settings to help guide future research and practice. The comparison showed that (1) adoption attributes for the games and other educational software had a similar pattern from high to low significance: relative advantage, compatibility, complexity, trialability and observability; and (2) the game adoption factors were more inclusive than the barriers of using the computer games.

    • 学习内容
    • adoption
    • educational
    • 需要
    • teachers
    • 提示
    • affecting
    • 超链接
    • 上载
    • 内容
    • factors
    创建者:
    zhangfeiye
    时间:
  • Using a games console in the primary classroom 普通类

    It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off-the-shelf computer game on children’s mental computation skills and on aspects of self-perceptions. A pre–post design was employed. The participants were 71 primary school children (10–11 years old) from three classes. In School 1, a class of 21 children used a games console for 20 minutes each day, running a ‘brain training’ game. Two comparison groups were used. In School 2, 31 children used ‘Brain Gym’ techniques in their class over the treatment period. In school three, a class of 19 children acted as no-treatment controls. The treatment period was 10 weeks. Significant pre–post gains were found in the games console group for both accuracy and speed of calculations,while results for the two comparison groups were mixed. The games console group showed significant gains in global self-esteem, but not in other aspects of self-concept. The comparison groups showed no significant gains in any area of selfperceptions. There is a need now for upscaling to investigate generalisability.

    • console
    • using
    • 学习内容
    • 需要
    • 提示
    • games
    • 超链接
    • 上载
    • classroom
    • 内容
    • primary
    创建者:
    zhangfeiye
    时间:
  • Learning objects and engagement of students 普通类

    This paper reports on a completed field study that examined the usability and effectiveness of learning objects designed for Australian and New Zealand primary and secondary schools. It focuses on student engagement by observing theways students interacted with learning objects and by listening towhat they said about them. Questions that guided the field study included the following: Could the students use the learning objects easily? Did they enjoy the experience? Did they engage with the intended learning? These questions are examined with reference to students at different levels of schooling, and examples drawn from the fieldwork illustrate that, while some learning objects achieved their potential as engagingmultimedia educational resources, others fell short. The paper provides a detailed examination of two learning objects to revealwhatworked andwhat created barriers or subverted the intended learning. In particular, it explores interest, challenge and importance as elements that contributed to engagement and socially constructed learning.

    • 学习内容
    • engagement
    • 需要
    • 提示
    • objects
    • students
    • 超链接
    • 上载
    • learning
    • 内容
    创建者:
    zhangfeiye
    时间:
  • Visualizing and monitoring effective interactions 普通类

    Online education based on small self-managing groups, with slight supervision by a professional tutor, is a strategically interesting methodology for lifelong learning. This solution may combine aspects of cost-effectiveness (reducing tutors’ work) with the demands for active and engaging learning methods based on the exchange and sharing of experiences. In such a context, how can information on collaborative attitudes and behaviour be gathered? A typical tool for online learning activities is the threaded web forum. This study proposes a methodology for assessing effective collaborative interactions within the add-on module, Forum Plus, for the Moodle learning management system (LMS). The methodology here presented is able to supply an early overview of the level of effectiveness of the collaborative group and therefore it may provide a useful instrument to guide further qualitative observations conducted directly in the web forum.

    • effective
    • 学习内容
    • visualizing
    • 超链接
    • monitoring
    • interactions
    创建者:
    zhangfeiye
    时间:

知识群评论 (0条)



登录之后可以发表知识群评论