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Mining concept maps from news stories 普通类
Motivated by a long-term goal in education for measuring Taiwanese civic scientific literacy in media (SLiM), this work reports the detailed techniques to efficiently mine a concept map from 2 years of Chinese news articles (901,446 in total) for SLiM instrument development. From the Chinese news stories, key terms (important words or phrases), known or new to existing lexicons, were first extracted by a simple, yet effective, rule-based algorithm. They were subjected to an association analysis based on their co-occurrence in sentences to reveal their term-to-term relationship. A given list of 3657 index terms from science textbooks were then matched against the term association network. The resulting term network (including 95 scientific terms) was visualized in a concept map to scaffold the instrument developers. When developing an item, the linked term pair not only suggests the topic for the item due to the clear context being mutually reinforced by each other, but also the content itself because of the rich background provided by the recurrent snippets in which they co-occur. In this way, the resulting instrument (comprised of 50 items) reflect the scientific knowledge revealed in the daily news stories, meeting the goal for measuring civic scientific literacy in media. In addition, the concept map mined from the texts served as a convenient tool for item classification, developer collaboration, and expert review and discussion.
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A study of student satisfaction 普通类
This study proposes a research model that examines the determinants of student learning satisfaction in a blended e-learning system (BELS) environment, based on social cognitive theory. The research model is tested using a questionnaire survey of 212 participants. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurements. The partial least squares (PLS) method was used to validate the measurement and hypotheses. The empirical findings indicate that computer self-efficacy, performance expectations, system functionality, content feature, interaction, and learning climate are the primary determinants of student learning satisfaction with BELS. The results also show that learning climate and performance expectations significantly affect learning satisfaction. Computer self-efficacy, system functionality, content feature and interaction significantly affect performance expectations. Interaction has a significant effect on learning climate. The findings provide insight into those factors that are likely significant antecedents for planning and implementing a blended e-learning system to enhance student learning satisfaction.
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Multi-level analysis of peer support 普通类
The present study intends to explore the role of collectivism and group potency at group level in predicting individual Internet self-efficacy (ISE) and individual e-learning outcomes for people aged over 45. Group learning has been widely discussed in the research into online formats. However, less study has been carried out about how collectivism and collective group potency affect individual learning decisions, especially using the technique of Hierarchical Linear Modeling (HLM) for cross-level analysis, which provides the solution of case dependency between group members. This study examines the mediation effects of ISE between peer support and e-learning outcomes. It also explores the contextual effects of group potency, and the moderation effects of collectivism and group potency at an individual level. The results show that ISE fully mediates the relationship between peer support and learners’ persistence in e-learning, and partially mediates learners’ perceived learning and satisfaction. It is noteworthy that the findings do not support direct group-level contextual effects of group potency. Instead, the results suggest that group potency moderates ISE-perceived learning and ISE-satisfaction relationships. On the other hand, collectivism also moderates the relationship between peer support and ISE. This study highlights the group-level effects of group potency, and suggests that adult educators design and deliver e-learning courses with an emphasis on facilitating group processes.
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An interactive item sharing website 普通类
Multiple intelligences, with its hypothesis and implementation, have ascended to a prominent status among the many instructional methodologies. Meanwhile, pedagogical theories and concepts are in need of more alternative and interactive assessments to prove their prevalence (Kinugasa, Yamashita, Hayashi, Tominaga, & Yamasaki, 2005). In general, item templates adopted in current on-line testing system are mostly true and false, multiple choice and multiple selection. More sophisticated interactive alternatives such as click and select, drag and drop, link, collide and magnetize are still in great demand. The fact that the lack of template alternatives has made it difficult for the general teachers to incorporate interactive items into testing. To underpin interactive multimedia test, this research has cultivated interactive item template as the basic sharing atomic unit. In addition, a corresponding visual item authoring system Interactive Test Item System (ITIS) (Koong et al., 2007), and an auto-grading examer were developed. Meanwhile, an item sharing website based on Web2.0 was constructed, through which users can exchange the created interactive item templates, interactive items, and interactive test sheet. The design of on-line visual authoring item editor has made it possible to create items by click and select, drag and drop, link, or parameter setting. Multimedia such as text, image, audio, and animation can be added, deleted or set to the wished animated effect to created into an interactive item, while on-line interactive testing as well as auto-grading are supported.
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An alternative language learning tool 普通类
Learning a second language is very difficult, especially, for the disabled; the disability may be a barrier to learn and to utilize information written in text form. We present the SignMT, Thai sign to Thai machine translation system, which is able to translate from Thai sign language into Thai text. In the translation process, SignMT takes into account the differences between Thai and Thai sign language in terms of both syntax and semantic to ensure the accuracy of translation. SignMT was designed to be not only an automatic interpreter but also a language learning tool. It provides meaning of each word in both text and image forms which is easy to understand by the deaf. The grammar information and the order of the sentence are presented in order to help the deaf in learning Thai, their second language. With SignMT, deaf students are less dependent on a teacher, have more freedom to experiment with their own language, and improve their knowledge and learning skill. In our experiment, SignMT was implemented to translate sentences/phrases which were collected from different sources including textbooks, cartoons, bedtime story, and newspapers. SignMT was tested and evaluated in terms of the translation accuracy and user satisfaction. The evaluation results show that the translation accuracy is acceptable, and it satisfies the users’ needs.
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A plug and play pathway approach 普通类
Many researchers have advocated the use of games (and simulations) to enhance students’ learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management subject area. In light of this, this paper proposes the development of a plug and play interactive game pathway to enhance students learning. The proposed game pathway would provide four advantages to support learning: (a) making knowledge accessible; (b) making thinking visible; (c) making learning fun; and (d) promoting autonomous learning. The benefit of a plug and play (PnP) platform is that it allows future games to be added to suit various students’ level. This paper reports the experiment results and discusses the implications of this study on classroom teaching.
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Loss of organizational memory 普通类
Many countries around the world install millions of computers, printers, projectors, smartboards, and similar technologies in primary and secondary schools to equip new generations with the ability to effectively access and critically evaluate information and communication technologies. However, experiences from different countries show that technology does not deliver educational success itself. There are some “chronic” problems hindering the effective use of educational technology. This article aims to identify reasons behind the repetitive problems which occur in the context of Turkey’s e-learning efforts in primary and secondary learning. The focus is to find out why an organization repeats the same mistakes and has to reinvent the wheel in similar consecutive projects. This study has a qualitative design – more specifically phenomenological design. The main data collection tools were semi-structured interviews with Turkey’s Ministry of National Education (MoNE) authorities, academics, employees and consultants, as well as document analysis. Qualitative data were collected from these figures via face-to-face interviews so as to understand the experiences and perceptions of those involved in large projects and to gain their interpretative descriptions of their experiences. Findings showed that MoNE could not capture, organize, disseminate, or reuse the knowledge and experiences gained during the project life cycles – in short, it could not keep its organizational memory which will be useful to guide the managers of future projects.
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Microblogs in Higher Education 普通类
Microblogging is one of the latest Web 2.0 technologies. The key elements are online communication using 140 characters and the fact that it involves “following” anyone. There has been a great deal of excitement about this in recent months. This paper reports on a research study that was carried out on the use of a microblogging platform for process-oriented learning in Higher Education. Students of the University of Applied Sciences of Upper Austria used the tool throughout their course. All postings were carefully tracked, examined and analyzed in order to explore the possibilities offered by microblogging in education. It can be concluded that microblogging should be seen as a completely new form of communication that can support informal learning beyond classrooms.
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Teaching and learning with ePEARL 普通类
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007–2008 school year initially involving 32 teachers and 388 students. Due to varying levels of implementation our final data set included 14 teachers and 296 students. Using a non-equivalent pre-test/post-test design, we found that grade 4–6 students who were in classrooms where the teacher provided regular and appropriate use of the electronic portfolio tool ePEARL (i.e., medium–high implementation condition, n = 7 classrooms and 121 students), compared to control students (n = 7 classrooms and 175 students) who did not use ePEARL, showed significant improvements (p < .05) in their writing skills on a standardized literacy measure (i.e., the constructed response subtest of the Canadian Achievement Test-4th ed.) and certain metacognitive skills measured via student self-report. The results of this study indicate that teaching with ePEARL has positive impacts on students’ literacy and self-regulated learning skills when the tool is used regularly and integrated into classroom instruction.
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Development of a reading material 普通类
In a language curriculum, the training of reading ability is one of the most important aspects. Previous studies have shown the importance of assigning proper articles to individual students for training their reading ability; nevertheless, previous experience has also shown the challenges of this issue owing to the complexity of personal factors as well as the diverse properties of the candidate articles to be taken into consideration. This study proposes a knowledge engineering approach for developing reading material recommendation systems by eliciting domain knowledge from multiple experts. Experimental results on 29 senior high school students show that the developed system is able to provide expert-like recommendations to the students by taking preferences and knowledge levels of individual students as well as categories and traits of articles into consideration.