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Does concept-mapping strategy work for everyone 普通类
The purpose of this study was to examine the effect of concept-mapping strategies with three different generativity levels (expert-generated concept map, partially learner-generated concept map, fully learner-generated concept map) on knowledge acquisition. Interaction between learners’ self-regulated learning (SRL) skills and different levels of generativitywas also tested. One hundred twenty-four undergraduate students, randomly assigned to three different concept-mapping groups, were differentiated by high and low levels of SRL skills. The findings suggest that the participants in the fully learner-generated map group significantly outperformed the participants in the expert-generated map group, and participants with high SRL skills significantly outperformed those with low SRL skills across all treatment levels.
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From concepts of motivation to its application in 普通类
This paper explores the concepts of motivation, including extrinsic motivation and intrinsic motivation. It describes how motivation becomes a major concern in the field of instructional design (ID). Furthermore, a motivation model—the ARCS model—is identified and discussed. Finally, it provides an example of how to apply the motivational design process in ID. The aim of this paper is to facilitate a deeper understanding of motivation and to inform professionals about its importance in learning
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3D multi-user virtual environments 普通类
3D multi-user virtual environments
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LLL3D’s contribution to teaching and learning 普通类
LLL3D’s contribution to teaching and learning with 3-D MUVEs in higher education
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MUVEnation A European peer-to-peer learning 普通类
MUVEnation A European peer-to-peer learning programme for teacher training in the use of MUVEs in education
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Lessons from learning in virtual environments 普通类
Lessons from learning in virtual environments
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Using Second Life in human resource development 普通类
Using Second Life in human resource development
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My dragonfly flies upside down! Usin 普通类
My dragonfly flies upside down! Using Second Life in multimedia design to teach students programming (pages 539–542)
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The future for (second) life and learning 普通类
This paper highlights the potential of three-dimensional multi-user environments such as Second Life (SL) from the perspective of future developments in the service of learning. It notes trends within the SL innovation to date, including the provision of realistic settings, the exploitation of pleasant simulated environments for groups and the links with other learning technologies. It also considers the creativity sparked by SL's potential to offer the illusion of 3-D ‘spaces’ and buildings, and points to infinite imaginative educational possibilities. It explores aspects of the construction of virtual representations of learners and teachers as avatars, and reveals a wide range of intriguing issues yet to be researched.
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Learning from Second Life 普通类
There is currently widespread interest in exploring the opportunities to develop learning that can be delivered in three-dimensional multiuser virtual environments (3-D MUVEs). In this paper, I argue for the need to conduct research into the emerging cultures of use in 3-D MUVEs, focussing on the example of Second Life. Drawing on social and cultural studies of 3-D MUVEs, the paper briefly explores four issues in Second Life which have profound implications for the transplanting of learning: (1) the emerging ‘virtual vernacular’ of Second Life builds, (2) the development of a capitalist economy within and beyond Second Life, (3) the phenomenon of ‘griefing’, and (4) the need to take account of the everydayness of Second Life. Only by attending to the cultures of use in 3-D MUVEs—learning from Second Life—can we begin to contemplate the potential for learning in Second Life.