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What influences college students 普通类
Previous studies have pointed out that computer games could improve students’ motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational simulation games in recent years, factors influencing the continuing use of business simulation games by higher-education students are worth probing into. This research adopted the technology acceptance model, expectation confirmation theory, and agency theory as its theoretical base. Moreover, learning motivation and classroom climate from the perspective of learning, as well as perceived attractiveness and perceived playfulness from the perspective of playfulness and attractiveness were also added to the final research model. A total of 185 valid student respondents in Taiwan’s higher education who have used business simulation games in their classes participated in the survey. The results show that perceived playfulness and learning performance positively influence students’ satisfaction, which further influence the intention to use computer simulation games. Furthermore, perceived ease of use and perceived attraction play a critical role in determining perceived playfulness. Perceived ease of use was also positively influenced by perceived attraction. The research results on the students’ perspective provide a strong support for the teachers to adopt or continue using computer simulation games in classrooms. However, the agency theory failed to be sustained as a useful tool in motivating students’ learning activities, which is worthy of further research.
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Ethical judgments and behaviors 普通类
Assuming that ICT ethics are influenced by both moral and circumstantial factors, the study investigates Japanese college students’ ethical judgments and behavioral intentions in three scenarios involving ICT-related ethical problems and explores why they make such decisions, relying on five moral philosophies: moral equity, relativism, contractualism, egoism, and utilitarianism. The findings reveal that except for egoism, four moral dimensions affect ethical decisions of Japanese college students, each having different effects according to the particular ethical situation presented. Overall, the concepts of justice, fairness and moral rightness were found to influence these students’ ethical judgments in all ICT-related ethical dilemmas; legal obligations and benefits to society were found to have a weaker impact. It was also found that the students may behave unethically in ICT-related matters if these behaviors are perceived as culturally or traditionally acceptable or not perceived to be morally wrong. In conclusion, further research is suggested to analyze various scenario effects on students’ ICT-related ethical decisions and to investigate how cultural, professional and other environmental factors affect ethical decision-making. The establishment of a coherent ICT ethics policy in colleges is also proposed.
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Dropout prediction in e-learning courses 普通类
In this paper, a dropout prediction method for e-learning courses, based on three popular machine learning techniques and detailed student data, is proposed. The machine learning techniques used are feed-forward neural networks, support vector machines and probabilistic ensemble simplified fuzzy ARTMAP. Since a single technique may fail to accurately classify some e-learning students, whereas another may succeed, three decision schemes, which combine in different ways the results of the three machine learning techniques, were also tested. The method was examined in terms of overall accuracy, sensitivity and precision and its results were found to be significantly better than those reported in relevant literature.
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Agent-customized training for human 普通类
Training individuals from diverse backgrounds and in changing environments requires customized training approaches that align with the individual learning styles and ever-evolving organizational needs. Scaffolding is a well-established instructional approach that facilitates learning by incrementally removing training aids as the learner progresses. By combining multiple training aids (i.e. multimodal interfaces), a trainer, either human or virtual, must make real-time decisions about which aids to remove throughout the training scenario. A significant problem occurs in implementing scaffolding techniques since the speed and choice of removing training aids must be strongly correlated to the individual traits of a specific trainee. We detail an agent-based infrastructure that supports the customization of scaffolding routines as triggered by the performance of the trainee. The motivation for this agent-based approach is for integration into a training environment that leverages augmented reality (AR) technologies. Initial experiments using the simulated environment have compared the proposed adaptive approach with traditional static training routines. Results show that the proposed approach increases the trainees’ task familiarity and speed with negligible introduction of errors.
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Computer game development as a literacy activity 普通类
This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p = .002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills.
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Exploring user experiences as predictors 普通类
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students’ lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure student’ gaming experience and level of addiction. Students’ demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18–25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students’ level of addiction. The implications of our findings for both design and educational practitioners were also discussed.
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Assessing the intention to use technology 普通类
This study assesses the pre-service teachers’ self-reported future intentions to use technology in Singapore and Malaysia. A survey was employed to validate items from past research. Using the Technology Acceptance Model (TAM) as a research framework, 495 pre-service teachers from Singapore and Malaysia responded to an 11-item questionnaires containing four constructs: intention to use (ITU), attitude towards computer use (ATCU), perceived usefulness (PU), and perceived ease of use (PEU). Structural equation modelling (SEM) was employed as the main method of analysis in this study. A multi-group analysis of invariance was performed on the two samples. The results show that configural and metric invariance were fully supported while scalar and factor variance invariance were partially supported, suggesting that the 11-item measure of the TAM may be robust across cultures and that the factor loading pattern and factor loadings appeared to be equivalent across the cultures examined. While all the paths in the structural model were significant, the variance accounted for in the dependent variable (ITU) was much larger in the Malaysian sample relative to the Singaporean sample.
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Help seeking and information searching revisited 普通类
Education researchers have amply documented the beneficial effects of help seeking on learning and understanding. Requesting help from teachers (or other human sources) when faced with a difficult task is now considered a self-regulated learning strategy. In a related domain, information search refers to learner-initiated efforts to obtain further task-related information from books or other non-human sources when undertaking an assignment. The integration of human and information-based resources in information and communication technology (ICT) tends to blur the distinction between help seeking and information searching, thus offering new perspectives on the study of the processes and skills involved in these activities. The aim of this paper is to redefine the boundaries between help seeking and information searching, by replacing the dichotomous definition (i.e., human versus non-human sources) by a more integrative theoretical framework. Beyond the obvious theoretical importance of the issue, clarifying the boundaries between seeking help and searching for information may contribute to the development of more effective forms of human and non-human support for technology-enhanced learning environments.
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Not everybody needs help to seek help 普通类
Offering help functions is a standard feature of computer-based interactive learning environments (ILE). Nevertheless, a number of recent studies indicate that learners are not using such help facilities effectively. We compared the effects of different metacognitive supports to foster learners’ help-seeking behavior in an ILE for plant identification. Four groups of university students (n = 51), each receiving a different metacognitive instruction, had to determine living plants. They had to think-aloud and were video recorded during the experiment. At the end of the session they completed a knowledge test. The surprising effect was that students in all groups were effective help-seekers. They adapted their help-seeking behavior to the complexity of the plants in an effective way. The results indicate that for students on university level effective help-seeking seems to depend largely on motivational factors.
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Seeking and providing assistance 普通类
Throughout their lives, people are faced with various learning situations, for example when they learn how to use new software, services or information systems. However, research in the field of Interactive Learning Environments shows that learners needing assistance do not systematically seek or use help, even when it is available. The aim of the present study is to explore the role of some factors from research in Interactive Learning Environments in another situation: using a new technology not as a means of acquiring knowledge but to realize a specific task. Firstly, we present the three factors included in this study (1) the role of the content of assistance, namely operative vs. function-oriented help; (2) the role of the user’s prior knowledge; (3) the role of the trigger of assistance, i.e. help provided after the user’s request vs. help provided by the system. In this latter case, it is necessary to detect the user’s difficulties. On the basis of research on problem-solving, we list behavioral criteria expressing the user’s difficulties. Then, we present two experiments that use “real” technologies developed by a large company and tested by “real” users. The results showed that (1) even when participants had reached an impasse, most of them never sought assistance, (2) operative assistance that was automatically provided by the system was effective for novice users, and (3) function-oriented help that was automatically provided by the system was effective for expert users. Assistance can support deadlock awareness and can also focus on deadlock solving by guiding task. Assistance must be adapted to prior knowledge, progress and goals of learners to improve learning.