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164-168 普通类
Cultural differences in the perception of a social-constructivist e-learning environment
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149-163 普通类
This article reports on four United States studies of how rewards systems, extrinsic and intrinsic, could play an important role in providing incentives for university faculty to teach (or remain teaching) electronic and distance education courses. The first three studies conducted prior to 2003 reported faculty were inherently motivated to teach e-learning and distance education. The fourth study in 2003 reported key findings that differed from the earlier studies. Using a principal components analysis, the researchers found nine indicators of motivation to participate or not participate in electronic or distance education. The implications from the fourth study indicated that, while faculty members were inherently committed to helping students, faculty members wanted their basic physiological needs met by university administration through extrinsic motivators, such as salary increases and course releases.
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135-148 普通类
This paper is one of a pair that re-examines the evidence from a national initiative to train all teachers in England to bring them up to the level of newly qualified teachers, who are required to know when to use and when not to use information and communication technologies (ICT) in their professional practice. Reanalysis of data gathered for the 2004 evaluation uncovers the complexity of such professional development. The effectiveness of contrasting approaches to ICT-related teacher training was analysed using the national survey of 496 trainees and experts’ reports on 11 of the 47 training providers. multilevel evaluation of professional development was shown to be robust for ICT teacher training, including a significant correlation between the views of experts and those of teachers. The presence of the middle level of ‘organisational support and change’ emerged as a particularly discriminating factor, indicating that higher-quality teacher training supports change in the classroom and in the school. Therefore, we recommend that all five of Guskey's levels be consistently adopted for the evaluation of ICT teacher training, and that research should also adopt a multilevel model. A second paper delves deeper to describe and contrast the highest and lowest-rated approaches to ICT teacher training.
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using to design engage teacher mentors 普通类
The focal point of the course design is a narrative simulation, embedded with standards-based information.
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119-134 普通类
Utilizing the same technologies pioneered by the embedded journalists in Iraq, the University of Central Florida (UCF) teamed up with TracStar, Inc to create a small-scale, satellite-based expedition transmission package to accompany a university film and digital media professor into parts of Utah and the Moab Desert that had a historical significance to American Western Films. The expedition took the group to many locations where scenes from John Wayne and John Ford movies were filmed. Students along on the trip camped out and suffered similar tough conditions as did the original film crews, experienced the wilderness, and participated in lectures and interviews with locals, who supported the films and acted as extras and stunt persons. The project brought a live experience back to the university campus in which students personally interact firsthand with the people, places, things in as real a manner as what the remote travelers encountered. This article presents details about the experiences of the first implementation of the live broadcasts from the remote desert and the reactions of focus groups to the experience. One group watched archived broadcast, convinced that they were live. Their impressions and reactions were recorded and analyzed and compared to those who were part of a control group. Conclusions and recommendations for future trips are introduced.
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The interplay between learning and the use of ICT 普通类
Assessing the educational values of digital games
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Foundations of communities of practice 普通类
Assessing the educational values of digital games
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A context-aware ubiquitous learning environment 普通类
Assessing the educational values of digital games
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92-118 普通类
With the proliferation of mobile computing technology, mobile learning (m-learning) will play a vital role in the rapidly growing electronic learning market. M-learning is the delivery of learning to students anytime and anywhere through the use of wireless Internet and mobile devices. However, acceptance of m-learning by individuals is critical to the successful implementation of m-learning systems. Thus, there is a need to research the factors that affect user intention to use m-learning. Based on the unified theory of acceptance and use of technology (UTAUT), which integrates elements across eight models of information technology use, this study was to investigate the determinants of m-learning acceptance and to discover if there exist either age or gender differences in the acceptance of m-learning, or both. Data collected from 330 respondents in Taiwan were tested against the research model using the structural equation modelling approach. The results indicate that performance expectancy, effort expectancy, social influence, perceived playfulness, and self-management of learning were all significant determinants of behavioural intention to use m-learning. We also found that age differences moderate the effects of effort expectancy and social influence on m-learning use intention, and that gender differences moderate the effects of social influence and self-management of learning on m-learning use intention. These findings provide several important implications for m-learning acceptance, in terms of both research and practice.
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assessment in an online learning environment 普通类
This article describes a blueprint for an online learning environment that is based on prominent instructional design and assessment theories for supporting learning.