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  • Interactivity in the classroom and its impact
    • 学习内容
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    • impact
    • interactivity
    • its
    • 超链接
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    Interactivity in the classroom and its impact 普通类

    The term ‘interactive’ appears in two distinct strands of educational research discourse: one concerning pedagogy and the other concerning new technologies in education. As new technology increasingly pervades most classrooms in the UK, it seems likely that it would be fruitful to explore, both theoretically and empirically, links between the concepts of ‘interactive teaching’ and ‘interactive technology’. Previous reviews of the literature concerning interactive teaching have revealed a variety of ideas which are considered to be involved, with a number of common elements suggesting a scale of interactivity ranging from ‘authoritative’ to ‘dialogic’. There was a consistent suggestion in the literature that shifting the balance of interaction in classrooms towards the dialogic end of the scale would bring improvements to the learning process and consequently to attainment outcomes. However, current analysis focuses on whole-class teaching, which is only one mode of class organisation. This paper explores the literature on interactivity in group and individual work with ICT, and characterises categories of interactivity for these forms of activity organisation. A framework is presented which relates these categories to those previously devised and to the ways in which teachers and learners orchestrate the features of their classroom environment and interact with ICT to support action towards learning goals. The paper argues that a shift towards a greater role for learners in orchestrating resources in the classroom will be valuable and concludes that there is potential for ICT to support more dialogic and synergistic approaches in group and individual activity than is seen at present. It also identifies the potential for using the framework in future research concerning the effects of technological developments on learning in classroom settings.

    • 学习内容
    • 需要
    • 提示
    • impact
    • interactivity
    • its
    • 超链接
    • 上载
    • classroom
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Personalising learning through
    • through
    • 学习内容
    • use
    • personalising
    • 超链接
    • learning
    • technology

    Personalising learning through 普通类

    In March 2005, the Department for Education and Skills published its e-strategy, Harnessing Technology (DfES, 2005, Harnessing technology: Transforming Learning and Children’s Services). Within this, two of its key objectives were: firstly to transform teaching and learning, and help to improve outcomes for children and young people, through shared ideas, more exciting lessons, and online help for professionals. Secondly, to engage ‘hard to reach’ learners, with special needs support, in more motivating ways of learning, and give them more choice about how and when they learn. This paper reports findings from a research project, funded by Becta, which formed part of Becta’s broader role in shaping and delivering the government’s Harnessing Technology e-strategy. The project ran for 7 months, from September 2007 to March 2008. It aimed to find out how learners and their representatives have influenced schools’ decisions to introduce, support and grow opportunities for personalising learning through the use of technology. The paper focuses specifically on the key facilitators and barriers, from both staff and learners’ perspectives, which influence the level of personalised learning activities using digital technology in schools. Article Outline

    • through
    • 学习内容
    • use
    • personalising
    • 超链接
    • learning
    • technology
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Get out of MySpace
    • myspace
    • 学习内容
    • get
    • 超链接
    • out

    Get out of MySpace 普通类

    To understand the student experience on social software, the research aims to explore the disruptive nature and opportunity of social networking for higher education. Taking four universities, the research: (1) identifies the distinction between the students’ current usage of social software; (2) reports on the students’ experience on opportunities and challenges of learning with social software; and (3) introduces principles as a guideline in using social software for learning. Quantitative research methods (web-based questionnaires) were incorporated to investigate the pattern of learners’ usage. Qualitative methods (student interviews) were adopted to clarify and further inform this relationship and their attitudes towards social software for learning. The results demonstrate a massive use of educational technology with distinct divide between the learning space and personal space. Student voices reveal that the central problem of such divide is due to the contrast perception and experience of ‘learning/studying and social life’. We argue that online learning and social personas may overlap but that learning needs to be designed so that it addresses the individual preferences to combine or separate the two domains. The paper concludes with a few principles of learning with social software grounded in students’ experience and Vygotsky’s paradigm.

    • myspace
    • 学习内容
    • get
    • 超链接
    • out
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Pedagogical-research designs
    • education
    • 提示
    • 超链接
    • learning
    • research
    • pedagogical
    • 学习内容
    • e-learning
    • teacher
    • 需要
    • designs
    • uk.pdf
    • 内容

    Pedagogical-research designs 普通类

    This paper argues that if new communications technologies and online spaces are to yield ‘new relationship[s] with learners’ (DfES, 2005, p. 11) then research that is tuned to recognize, capture and explain the pedagogical processes at the centre of such interactions is vital. This has implications for the design of pedagogical activities within Initial Teacher Education (ITE) intended to develop student teachers’ professional knowledge and understanding of e-learning strategies. A case study is presented of an intervention, which attempted to synthesize a face-to-face and online school-based experience with University-based lectures, in order to develop student teachers’ capacity to theorize and reflect upon the development of their online pedagogical practice. Theory that focuses on the complex and symbiotic nature of professional knowledge and learning was developed to analyse data in the form of interviews with student teachers and archived extracts from their online interactions with the children. The aim was to evaluate the effectiveness of a pedagogical-research design based upon the authentic and situated use of e-learning strategies and technologies for developing student teachers’ professional knowledge and understanding of online pedagogy. Ultimately the paper concludes that, from the perspective of a dynamic conceptualisation of e-learning as continuously emerging (Andrews & Haythornthwaite, 2007) then a pedagogical-research design that develops and captures student teachers’ capacity to reflect upon the development of their own online pedagogy and professional knowledge and understanding in relation to e-learning is vital.

    • education
    • 提示
    • 超链接
    • learning
    • research
    • pedagogical
    • 学习内容
    • e-learning
    • teacher
    • 需要
    • designs
    • uk.pdf
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Mediating Media Studies – Stimulating
    • virtual
    • 提示
    • 超链接
    • media
    • mediating
    • 学习内容
    • environment
    • pdf
    • 需要
    • awareness
    • stimulating
    • studies
    • 上载
    • 内容

    Mediating Media Studies – Stimulating 普通类

    Second Life has become increasingly popular with educators and educational institutions, because of the educational possibilities it seems to offer. While there has been a lot of hype and academic publications about educational design or the theoretical framing of teaching in virtual environments, there have been few publications focussing on actual teaching and learning experiences of lecturers and students in Higher Education institutions. This article uses practical examples from an introductory course on Media studies taught at the Hong Kong Polytechnic University to demonstrate that even simple tasks in Second Life can be used to great effect if properly contextualised into the course being taught. High levels of technical skills, or extraordinary educational designs are less important to employing Second Life successfully in a Higher Education environment, than a proper evaluation of student learning outcomes, and teaching goals.

    • virtual
    • 提示
    • 超链接
    • media
    • mediating
    • 学习内容
    • environment
    • pdf
    • 需要
    • awareness
    • stimulating
    • studies
    • 上载
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Students’ appraisal of emotional
    • based
    • 提示
    • emotional
    • students
    • 超链接
    • 学习内容
    • pdf
    • 需要
    • appraisal
    • online
    • text
    • communication
    • 内容

    Students’ appraisal of emotional 普通类

    The impacts that the lack of physical cues and non-verbal cues of emotional expression has on the student learning experience in text based online environments were targeted separately in this study. A questionnaire was constructed with separate items for non-verbal cues of emotional expression and cues to physical identity. The survey also included questions about students’ previous experience with technology and collaboration, and their motivations for undertaking the course. Views about their interactions with other students were also sought. The responses of 256 students who had undertaken a text based online course where collaboration was a mandatory requirement were collected and subsequently analysed using cluster analysis. Four distinct cohorts of students were identified. Using a conceptual approach borrowed from neuroscience, modularity, it has been possible to encapsulate the effects of three distinct aspects of collaborating in text based online contexts, lack of cues to physical identity, lack of cues to emotional expression and interaction experience. These aspects were analysed alongside the student profiles for each of the four cohorts. The findings indicate that the external factors that an individual student brings to a learning context can impact on the learning experience. Neuroscientifically based knowledge that is relevant for the findings of the survey are identified and considered in terms of the questions raised from an interdisciplinary perspective.

    • based
    • 提示
    • emotional
    • students
    • 超链接
    • 学习内容
    • pdf
    • 需要
    • appraisal
    • online
    • text
    • communication
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • The foundations of a theory-aware
    • aware
    • 学习内容
    • pdf
    • 需要
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    • design
    • cscl
    • foundations
    • 超链接
    • theory
    • 内容

    The foundations of a theory-aware 普通类

    One of the most useful ways to enhance collaboration is to create scenarios where learners are able to interact more effectively. Nevertheless, the design of pedagogically sound and well-thought-out collaborative learning scenarios is a complex issue. This is due to the context of group learning where the synergy among learners’ interactions affects learning processes and, hence, the learning outcome. Although many advances have been made to support the designing of collaborative learning scenarios through technology, a more systematic approach is lacking. With the limitations of the current designing methods and tools, it is difficult to develop intelligent authoring systems that can guide users in order to produce more effective collaboration. One of the main difficulties with creating a more consistent (computer-understandable) approach to designing collaboration is the necessity of proposing better ways to formalize the group learning processes. In this paper, we present an innovative approach that uses ontologies and concepts from learning theories to create a framework that represents collaborative learning and its processes. Ontologies provide the necessary formalization to represent collaboration, while learning theories provide the concepts to justify and support the development of effective learning scenarios. Such an approach contributes to establish the foundations for the development of the next generation of intelligent authoring systems referred to as theory-aware systems. To verify the viability and usefulness of our proposed ontological framework in the context of systematic design, the development and use of an intelligent authoring tool for CSCL design is presented. This system is able to reason on ontologies to give suggestions that help users to create theory-compliant collaborative learning scenarios. We carried out several experiments with teachers in a geometry drawing course and the results indicate that the system helps teachers to create and interchange their scenarios more easily and facilitates the selection of important pedagogical strategies that influence positively the designing and effectiveness of group activities.

    • aware
    • 学习内容
    • pdf
    • 需要
    • 提示
    • design
    • cscl
    • foundations
    • 超链接
    • theory
    • 内容
    创建者:
    duguo
    时间:
    2011-03-25
    暂无评分 | 已有18人评价
  • Semantic search of tools
    • semantic
    • search
    • 学习内容
    • pdf
    • ontoolsearch
    • 需要
    • 提示
    • 超链接
    • tools
    • 内容

    Semantic search of tools 普通类

    This paper introduces Ontoolsearch, a new search system that can be employed by educators in order to find suitable tools for supporting collaborative learning settings. Current tool search facilities commonly allow simple keyword searches, limiting the accuracy of obtained results. In contrast, Ontoolsearch supports semantic querying of tool knowledge bases annotated with the Ontoolcole ontology, specifically designed to fit educators’ questions. Moreover, Ontoolsearch offers an innovative direct manipulation interface to educators, intended to facilitate query formulation as well as the analysis of obtained results. To evaluate this proposal, a group of educators was engaged in a formal comparison study of Ontoolsearch with a keyword search facility based on Lucene. Six search tasks were proposed, each responding to the learning tool needs of a real CSCL setting. Participants had to find tools for these search tasks using both systems alternatively. Evaluation results showed that retrieval performance was significantly better with Ontoolsearch, despite educators’ previous experience with keyword searches. Further, educators rated very positively the user interface of Ontoolsearch and considered this system very useful to find tools for their own learning situations.

    • semantic
    • search
    • 学习内容
    • pdf
    • ontoolsearch
    • 需要
    • 提示
    • 超链接
    • tools
    • 内容
    创建者:
    duguo
    时间:
    2011-03-25
    暂无评分 | 已有18人评价
  • Standardizing interaction design education
    • 学习内容
    • education
    • 需要
    • 提示
    • design
    • interaction
    • 超链接
    • 上载
    • standardizing
    • 内容

    Standardizing interaction design education 普通类

    The objective of this paper is to which extend the didactic format of studio-based group-work is applicable for creating a common-ground for Interaction Design Education in European Perspective. The current debate on design education shows us a landscape of different initiatives. So far difficulties have arisen in the area of accreditation and validation of interaction design as an educational field. This in contrast to all the EU agreements and strategies. In this paper we will closely look at these difficulties from the perspective of the intensive EU-funded summer-course on Interaction Design with four participating institutes coming from four different EU countries. The course facilitated learning through the usage of the didactic format of studio-based group-work. This approach enabled blended learning and provided a commongroud for intercultural learning through design. A qualitative assessment conducted on the learning format by the 40 multi-cultural group of students and staff provided insightful guidelines into the appreciation and value of the format. The evaluation results showed that the studio-based group-work is an efficient method to overcome cultural differences in design methodology, teamwork and personal skills.

    • 学习内容
    • education
    • 需要
    • 提示
    • design
    • interaction
    • 超链接
    • 上载
    • standardizing
    • 内容
    创建者:
    duguo
    时间:
    2011-03-25
    暂无评分 | 已有18人评价
  • A reactive blended learning proposal
    • blended
    • proposal
    • 提示
    • 超链接
    • learning
    • control
    • engineering
    • 学习内容
    • reactive
    • pdf
    • 需要
    • course
    • 上载
    • 内容

    A reactive blended learning proposal 普通类

    Abstract As it happens in other fields of engineering, blended learning is widely used to teach process control topics. In this paper, the inclusion of a reactive element – a Fuzzy Logic based controller – is proposed for a blended learning approach in an introductory control engineering course. This controller has been designed in order to regulate the workload for each student, according to his activity and performance. The proposed course is based on a web tool called ControlWeb, which includes a complete vision of control topics and is used intensively along the course. The results of the evaluation of the methodology attest its efficiency in terms of learning degree and performance of the students.

    • blended
    • proposal
    • 提示
    • 超链接
    • learning
    • control
    • engineering
    • 学习内容
    • reactive
    • pdf
    • 需要
    • course
    • 上载
    • 内容
    创建者:
    duguo
    时间:
    2011-03-25
    暂无评分 | 已有18人评价
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