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Using Educational Research to Inform Practice 普通类
Sanjaya Mishra (received July 2010) Associate Professor (Distance Education), Staff Training and Research Institute of Distance Education, Indira Gandhi National Open University, New Delhi, India sanjayamishra@hotmail.com
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Barriers to adopting technology 普通类
This study investigates the perceived barriers to adopting information and communication technologies (ICT) in Omani higher education. One hundred faculty members from four different departments at the College of Applied Sciences in Oman participated in the study. The participants took a survey, which was developed based on the Western literature. Five factors were extracted from the survey: lack of equipment, lack of institutional support, disbelief of ICT benefits, lack of confidence, and lack of time. The findings showed that the faculty members perceived moderate degrees of barriers in applying ICT to their teaching practices. Group differences based on gender, academic rank, and academic field were generally not found except for the interaction effects on the barriers related to lack of equipment, disbelief of ICT benefits, and the overall mean. Male faculty members with less usage of ICT perceived more barriers regarding the lack of computing equipment, disbeliefs of ICT benefits, and the overall barrier than the female counterparts. It is recommended that the survey be further refined to include more subtle and culturally relevant items, larger sample sizes, and more heterogeneous samples to validate and extend the findings. Important implications of this study include a need to provide more institutional support, technical training, and personal time for faculty members to learn and upgrade their knowledge and skills in educational technologies.
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A Guide to Authentic E-learning 普通类
a case study of the Linux operating system. Being open source software, this exemplifies the collaborative project, highlighting the significance of good communication in a distributed environment. Part V pertains to online communities. It examines interpersonal communication and socialisation within online communities. Part VI deals with virtual worlds and the tools used to create virtual worlds. Massive multiplayer online role-playing games (mmorpgs) form a big industry nowadays, and a lot of software is being developed for education as well as entertainment. This section deals with muds (multi-user dungeons) and that highly successful product of Linden Labs, Second life. These virtual worlds can be so engrossing that the users treat them as real world.
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Controlled experiment replication in evaluation 普通类
We believe that every effectiveness evaluation should be replicated at least in order to verify the original results and to indicate evaluated e-learning system’s advantages or disadvantages. This paper presents the methodology for conducting controlled experiment replication, as well as, results of a controlled experiment and an internal replication that investigated the effectiveness of intelligent authoring shell eXtended Tutor–Expert System (xTEx-Sys). The initial and the replicated experiment were based on our approach that combines classical two-group experimental design and with factoral design. A trait that distinguishes this approach from others is the existence of arbitrary number of checkpoint-tests to determine the effectiveness in intermediate states. We call it a pre-and-post test control group experimental design with checkpoint-tests. The gained results revealed small or even negative effect sizes, which could be explained by the fact that the xTEx-Sys’s domain knowledge presentation is rather novel for students and therefore difficult to grasp and apply in earlier phases of the experiment. In order to develop and improve the xTEx-Sys, further experiments must be conducted.
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A literature review 普通类
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.
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Hanging Out Messing Around and Geeking Out 普通类
The book is a compilation of information rich articles. These give a deep insight into how the process, products and implications of social networking, Web 2.0 and virtual worlds affect our lives, learning, communications styles and collaboration. This Reader is a good resource for teachers, students, researchers, administrators and all peopleintending to learn to take advantage of these technologies for effectively communicating and collaborating.
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Re-designing Learning Contexts 普通类
Jan Herrington is at Murdoch University and Ron Oliver is at Edith Cowan University, both in Perth, Western Australia, while Thomas Reeves is at the University of Georgia in Atlanta, USA. The three have collaborated successfully before, not least in research. This time they have put together a book with serious intent to help thosewho teach in higher and further education (not schools). Needless to say, all three believe in authentic e-learning.
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Patterns of email use by teachers and implications 普通类
This paper attempts to identify the patterns of email use by schoolteachers. The findings are based on a survey of 2998 Singapore teachers whose teaching experiences ranged from 24 to 48 months. The result shows that teachers use email mainly to communicate with colleagues, and the degree of email use varies according to the school level that the teachers are working in. While the teachers teaching at higher school levels (Grades 11–12) email their colleagues more frequently than their counterparts teaching at lower school levels especially primary school teachers, the latter tend to email parents more frequently than other teachers. Implications of the findings are discussed in relevance to pre-service teacher education, teacher professional development and ICT adoption in organisations.
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Constructivism and Social Learning 普通类
While it is often assumed that young children growing up in the first decade of the twenty-first century are accustomed to digital technologies and the Net as natural parts of their home and school environments, we still need research studies to examine the nuances of these relationships in depth and to do so by considering technology use over a sufficient period of time. Indeed, labelling everyone as a so-called “digital native” can have a pernicious effect in that it erases key differences between learners. One of the strengths of this new book, Growing up with technology: Young children learning in a digital world, is that it is based on empirical research arising from longitudinal projects with a clear focus on extending research and knowledge in the field.
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Learning with web-based interactive objects 普通类
In its efforts to continue the modernization of its curriculum, the Faculty of Dentistry at the University of Toronto has developed a series of web-based interactive learning applications. This article presents the production cycle of these new interactive learning objects and the preliminary study conducted to measure the students’ perception of the objects’ effectiveness for learning. Three applications are described in detail in this article, namely: Panoramic Radiography: Principles and Interpretation, Gross Human Anatomy 3D Atlas and Restorative Dentistry: Virtual and Interactive Cavity Preparation. Each of these applications introduces unique elements of interactivity with the learning content, specifically designed to address hard-to-grasp concepts in their respective dental disciplines. The results of a student survey conducted post-deployment suggest that the visual and interactive features embedded in the three applications have the potential to induce positive outcomes in mediating the students’ conceptualization of difficult theoretical notions.