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Collaborative learning 普通类
The aim of this study is to examine and to describe how student teachers engaged in courses in web-based learning environments over a period of 40-weeks develop a collective competence to collaborate. The collective competence of collaboration is defined as the level of learning ability a group of students express when using dialogues as a tool for their own and other’s learning in a web-based learning environment. The students’ contributions to the course assignments, the group responses and the collaborative discussions and dialogues were analysed and interpreted based on Bakhtin’s and Rommetveit’s theories on dialogic interactions and meaning potentials. The results describe three different levels at which students use dialogues as a tool for learning when they collaborate within the group.
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Do students benefit equally 普通类
The purposes of this study were to examine the effects of two types of interactive computer simulations and of prior knowledge levels on concept comprehension, cognitive load, and learning efficiency. Seventy-two 5th grade students were sampled from two elementary schools. They were divided into two groups (high and low) based on prior knowledge levels, and each group was divided into two treatment groups (a low-interactive simulation group and a high-interactive simulation group). The dependent variables were concept comprehension, cognitive load, and learning efficiency. The results showed that, for students with high prior knowledge levels, high-interactive simulations, rather than low-interactive simulations, resulted in significantly increased comprehension scores, decreased cognitive load scores, and higher learning efficiency. On the other hand, among students with low prior knowledge levels, the low-interactive simulation group did not demonstrate significantly increased comprehension scores, but they did show lower cognitive load scores and higher learning efficiency than the high-interactive simulation group.
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Fast searching for information 普通类
The purpose of the study was to examine the role of domain knowledge when retrieving and using information from the Internet as a resource for essay tasks, as well as to investigate the quality of Internet searches and its relation to essay performance. In two experiments, 100 undergraduates searched the Internet for 30 min and completed two essays; one in which they had high domain knowledge and one in which domain knowledge was low. Two control groups of 70 undergraduates just wrote the essays. Searching the Internet for information enhanced essay performance relative to the control groups only for the topic for which participants had high domain knowledge. In the second experiment, analyses of Internet searches revealed large individual differences in search behaviors and these behaviors did not relate to essay performance, although individuals highlighted the importance of domain knowledge in making their searches easier. Domain knowledge is one factor that educators should pay attention to when using the Internet for learning tasks, particularly when study time is limited, in order to maximize the ability of students to successfully retrieve and use information from the Internet.
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Negotiation of meaning 普通类
Variations in group co-construction of knowledge and the extent to which participants engaged in negotiating meaning were directly related to instruction. The authors examined social interaction resulting from controlled variation in instruction using a counter-balanced design in two professional development courses for teachers. Both courses were held at the same time, included the same content with the same instructor, and were held in an asynchronous online format. Twenty-four subjects were randomly assigned to the two courses. Using socio-historical constructivist theory to guide instruction interventions, instruction frequency and questioning were intentionally manipulated during one-half of each course. The variations in instruction were hypothesized to promote negotiation of meaning and co-construction of knowledge within both groups. Transcript analysis using a dependent measure of social interaction was applied to the 782 utterances of the participants. Multiple comparisons revealed significant differences in the dependent measure in portions of the course where modified instructional strategies were implemented. The results show that relatively simple alterations in instructional practice (e.g., increasing instructional statements from once to twice per week and engaging participants in dialogue through open-ended questioning) yields a substantially enhanced learning outcome within this environment. Strong evidence suggests that online learning groups depend heavily on instruction to facilitate negotiation of meaning and co-construction of knowledge. This research raises concerns about whether or not instructors employ instructional strategies that influence social knowledge construction and subsequent learning outcomes from asynchronous online courses. In addition, the study demonstrates the utility of a previously published measure for social interaction in CMC.
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iTunes University and the classroom 普通类
iTunes University, a website with downloadable educational podcasts, can provide students the opportunity to obtain professors’ lectures when students are unable to attend class. To determine the effectiveness of audio lectures in higher education, undergraduate general psychology students participated in one of two conditions. In the lecture condition, participants listened to a 25-min lecture given in person by a professor using PowerPoint slides. Copies of the slides were given to aid note-taking. In the podcast condition, participants received a podcast of the same lecture along with the PowerPoint handouts. Participants in both conditions were instructed to keep a running log of study time and activities used in preparing for an exam. One week from the initial session students returned to take an exam on lecture content. Results indicated that students in the podcast condition who took notes while listening to the podcast scored significantly higher than the lecture condition. The impact of mobile learning on classroom performance is discussed.
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Investigating university students’ adaptation 普通类
Digital learner portfolios are of growing importance in higher education as the sector seeks new teaching–learning–assessment methods which promote students’ autonomy as managers of their own virtual learning environment. The purpose of this study was to analyse descriptively the undergraduate students’ perceptions, attitudes and behaviour when using an eportfolio to support their learning and assessment in practice based courses at two traditional Spanish universities. The participants were 88 students, who were studying through a blended learning mode. Data were collected through questionnaires: a computer experience survey, another which examined the psychological, pedagogical and technological dimensions of eportfolios use. Further, an individual overall reflection was obtained from each student to help gain an understanding of their experiences of using the eportfolio. A mixed-method analysis was applied in order to study the impact of this technological innovation on students and their satisfaction. The results showed that the students had positive opinions and self-efficiency through the eportfolio as a tool to manage their learning and assessment during a semester, especially from the second month of use. However, the expected impact on their learning was not so significant. Nevertheless, the students emphasised that the eportfolio was valuable as a personal developmental learning tool.
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Impact of media richness 普通类
Advances in e-learning technologies parallels a general increase in sophistication by computer users. The use of just one theory or model, such as the technology acceptance model, is no longer sufficient to study the intended use of e-learning systems. Rather, a combination of theories must be integrated in order to fully capture the complexity of e-learners, who are both system users and learners. The current research presents an integrated theoretical framework to study users’ acceptance of streaming media for e-learning. Three streams of research provide the basis for this integrated framework: the technology acceptance model, flow theory and media richness theory. Students enrolled in an online section of an information systems course used one of three different combinations of text, streamed audio and streamed video. Regression analysis was used to test the hypotheses in this field experiment. Perceived ease of use was a predictor of perceived usefulness; both the perceived usefulness and the attitude of the user were predictors of intention to use. Richer content-presentation types were positively correlated with higher concentration levels but showed mixed results when correlated with perceived usefulness. Results from this study have practical implications for those interested in integrating streaming media into e-learning.
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Exploring the impact of individualism 普通类
Our research specifically focuses on the effects of the national cultural background of educators on the acceptance and usage of ICT, particularly the Web as an extensive and expanding information base that provides the ultimate in resource-rich learning. Most research has been used North Americans as subjects. For this reason, we interviewed European educators from diverse cultures; in particularly, we analysed the cultural differences and their moderating effects on acceptance-based relationships between European universities: European Nordic culture in contrast to European-Mediterranean culture. The empirical results provided strong support for the hypotheses. Cultural differences have a significant impact on attitudes and behaviours towards using Web-based applications. The Nordic culture is driven more by instrumental factors and intrinsic enjoyment-based factors. On the other hand, the PSG-Mediterranean culture (Portugal, Spain and Greece) seems to regard the Web more as a means to a social end.
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ICT-SUSTOUR and MARKETOUR 普通类
We are presenting a methodological approach that aims to increase students’ motivation by asking them to develop tasks based on professional settings. In order to meet this objective a collaborative methodology was designed and applied to two multidisciplinary projects: MARKETOUR and ICT-SUSTOUR. Both projects made students face real workplace situations by working collaboratively through the use of a virtual learning environment (VLE) and other information technology (IT) tools at a national and international level. The methodology proposed offers students a professional scenario in which they are required to develop purpose-based tasks using IT. A virtual learning environment was devised for each project in order to create a real learning community and a website was designed in ICT-SUSTOUR for sharing information. The development of both projects encouraged students to improve their communication skills in English as well as their IT skills with the ultimate objective of increasing their motivation to learn English for specific purposes (ESP).
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Development of computer-assisted 普通类
Multidisciplinary courses are being developed at a number of US colleges and universities to highlight the connections between the rise or fall of world civilizations and the sustainable or unsustainable uses of soil and water resources. The content presented in these courses is complex because it includes concepts from disciplines as varied as geology, soil science, politics, economics, history, and anthropology. The learning goals for the courses include developing skills in the critical analysis of complex “real-world” problems for which there is often no simple or correct solution. Didactic materials for such courses are limited. Field trips to sites around the world that present some of the issues covered in the course would be ideal, but are logistically challenging. We considered that a series of virtual field trips (VFTs) to sites around the world would allow us to present students with complicated real-world situations, with which to practice critical analysis skills. The VFTs envisaged are neither tutorials nor field/lab exercises. Rather, they are meant to be complex, multi-faceted representations of a past or current civilization and how it affects or is affected by its environment. We expect that the students will use the VFTs to explore the relationships between physical geography and culture and how the decisions or actions of a civilization impact natural resources and the environment and thus affect its fate. A goal of the VFTs is that through consideration of their experiences, students arrive at novel associations that lead to dynamic in-class dialogue about the material presented and a deeper understanding of the intricacies of the situation in the field. This article describes the process of assembling a VFT, and analyzes the technological and didactic choices the process requires. Our experience with a pilot VFT suggests that no single medium (i.e., video clips, interactive maps, animation sequences, etc.) is comprehensive enough to meet the course learning goals. Thus, a web-based, open architecture format was selected for the VFTs because of its simplicity, flexibility and extensibility. Each medium was selected for its ability to support the course learning goals. The learning process was mediated by the VFT text, questions for thought, and in-class discussions. Preliminary results with the pilot VFT are encouraging.