Computers & Education

普通类
  • Extending the TAM model to explore 普通类

    Abstract An online learning community enables learners to access up-to-date information via the Internet anytime–anywhere because of the ubiquity of the World Wide Web (WWW). Students can also interact with one another during the learning process. Hence, researchers want to determine whether such interaction produces learning synergy in an online learning community. In this paper, we take the Technology Acceptance Model as a foundation and extend the external variables as well as the Perceived Variables as our model and propose a number of hypotheses. A total of 436 Taiwanese senior high school students participated in this research, and the online learning community focused on learning English. The research results show that all the hypotheses are supported, which indicates that the extended variables can effectively predict whether users will adopt an online learning community. Finally, we discuss the implications of our findings for the future development of online English learning communities.

    • tam
    • explore
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    • 超链接
    • learning
    • community
    • intention
    • 学习内容
    • pdf
    • 需要
    • online
    • model
    • extending
    • 内容
    创建者:
    duguo
    时间:
  • Learning in digital worlds A view from CAL09 普通类

    Learning in digital worlds: A view from CAL09

    • digital
    • view
    • 学习内容
    • worlds
    • 需要
    • pdf
    • 提示
    • 超链接
    • learning
    • from
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    创建者:
    duguo
    时间:
  • Exploring creative thinking in graphically 普通类

    This paper reports on an aspect of the EC funded Argunaut project which researched and developed awareness tools for moderators of online dialogues. In this study we report on an investigation into the nature of creative thinking in online dialogues and whether or not this creative thinking can be coded for and recognized automatically such that moderators can be alerted when creative thinking is occurring or when it has not occurred after a period of time. We outline a dialogic theory of creativity, as the emergence of new perspectives from the interplay of voices, and the testing of this theory using a range of methods including a coding scheme which combined coding for creative thinking with more established codes for critical thinking, artificial intelligence pattern-matching techniques to see if our codes could be read automatically from maps and ‘key event recall’ interviews to explore the experience of participants. Our findings are that: (1) the emergence of new perspectives in a graphical dialogue map can be recognized by our coding scheme supported by a machine pattern-matching algorithm in a way that can be used to provide awareness indicators for moderators; (2) that the trigger events leading to the emergence of new perspectives in the online dialogues studied were most commonly disagreements and (3) the spatial representation of messages in a graphically mediated synchronous dialogue environment such as Digalo may offer more affordance for creativity than the much more common scrolling text chat environments. All these findings support the usefulness of our new account of creativity in online dialogues based on dialogic theory and demonstrate that this account can be operationalised through machine coding in a way that can be turned into alerts for moderators.

    • dialogues
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    • exploring
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    • synchronous
    • 超链接
    • thinking
    • creative
    • 内容
    • graphically
    创建者:
    duguo
    时间:
  • The role of physical representations 普通类

    This research aims to explore the role of physical representations in young children’s numerical learning then identify the benefits of using a graphical interface in order to understand the potential for developing interactive technologies in this domain. Three studies are reported that examined the effect of using physical representations (blocks) on children’s (aged 4–8 years) strategies in a numerical partitioning task. The first study describes the role of certain perceptual and manipulative properties of the physical materials, comparing performance with paper and no materials conditions. The study demonstrated an advantage for physical materials and identified a key property reflecting strategies: whether blocks were moved individually or as a group. This finding was investigated in the second study by comparing strategies when children were asked to constrain movements to one block at a time. Significant differences were found in strategies used although differences were reduced by children moving individual blocks quickly in succession using both hands. The final study examined the effect of constraining manipulation using a graphical user interface, where on screen squares could only be moved individually. As predicted, significant differences were found for strategies used between physical and virtual conditions. The findings suggest that differences in the manipulative properties of interfaces may affect children’s numerical strategies and are discussed with respect to the design of effective interactive technologies in this domain.

    • 学习内容
    • virtual
    • role
    • pdf
    • comparison
    • young
    • materials
    • 提示
    • 超链接
    • physical
    • representations
    • 内容
    创建者:
    duguo
    时间:
  • Not all wizards are from Oz 普通类

    Abstract This paper presents a methodology for the design of intelligent learning environments. We recognise that in the educational technology field, theory development and system-design should be integrated and rely on an iterative process that addresses: (a) the difficulty to elicit precise, concise, and operationalised knowledge from ‘experts’ and (b) the crucial differences between the communication modalities that experts can relate to, and those that are available to a computer-based system. Inspired by the well-known wizard-of-Oz methodology we discuss the need for characterising and carefully controlling the range of its possible variations. We refer to our approach as ‘tapering’ of the communication capacity of carefully engineered didactical situations and present its application, and a case study from our work with an exploratory environment. We then discuss the generality of the methodology and pragmatic constraints which can be useful in similar research.

    • all
    • environments
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    • oz
    • capacity
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    • pdf
    • 需要
    • from
    • tapering
    • communication
    • 内容
    • wizards
    创建者:
    duguo
    时间:
  • Cognitive learning efficiency 普通类

    Nowadays we need to teach students how to become flexible problem solvers in a dynamic world. The pace in which technology changes and complexity increases requires increased efficiency in learning and understanding. This requires the engineers of tomorrow to quickly gain knowledge and insight outside their prime area of expertise. To transfer practical, how-to knowledge, to re-use design solutions and to teach students design solutions in the context of a specific domain, design patterns can be used. Design patterns offer a way to transfer knowledge that is more practical and ‘ready for use’ than a generic theory-based transfer of knowledge. However, the advantage of design patterns might go beyond re-use, design efficiency and flexibility. This paper argues that in addition to the benefits described above, there is a specific added value for the use of design patterns by students to acquire design skills and domain knowledge. To analyze this proposition we will analyze the literature on cognitive load and cognitive learning processes, and relate this to experiences from three case studies in which novices and experts were offered design patterns to develop and implement systems and processes. We will reflect on implications of the use of design patterns in computer-based teaching as well as on a potential support tool to improve the accessibility of pattern languages.

    • efficiency
    • 学习内容
    • pdf
    • 需要
    • cognitive
    • 提示
    • 超链接
    • learning
    • teaching
    • 内容
    创建者:
    duguo
    时间:
  • Layered learning design 普通类

    The use of ICT to enhance teaching and learning depends on effective design, which operates at many levels of granularity from the small to the very large. This reflects the range of educational problems from course design down to the design of activities focused on specific learning objectives. For maximum impact these layers of design need to be co-ordinated effectively. This paper delineates a reference model of ‘layered learning design’ where designs at one layer should use and incorporate designs from lower (more specific) layers in elegant and powerful ways. This would allow different designers, or tutors, to focus on different levels of abstraction in the learning design process, and to collaborate in combining designs to make a substantial impact on practice. The paper first delineates a model of the different layers of learning design. These layers range from the strategic structuring of learning activity (to achieve high-level goals) down to the design for basic learning activities. The paper then tackles the issue of the integration of this model with a major ‘aggregation’ model for learning objects. The essential insight is that learning objects should be viewed as instances of learning designs. This leads to a combined reference model where there is a correspondence between learning designs and learning object types at each layer. Finally, the paper applies the combined model to map some major contributions to learning design research and development.

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    • pdf
    • 需要
    • perspectives
    • 提示
    • design
    • 超链接
    • learning
    • 内容
    • layered
    • object
    创建者:
    duguo
    时间:
  • MuseumScouts 普通类

    In this paper we report on the successes and challenges of a creative project involving museums, schools and interactive technologies. The MuseumScouts project is EU Comenius 2.1 funded and involves teachers, teacher educators, museum staff, students and researchers from five European countries: Germany (Berlin and Munich), Lithuania (Vilnius), Portugal (Porto), Austria (Linz), and the UK (Bristol and London). The MuseumScouts project arises from a European-wide desire to bring schools and cultural and educational institutions such as museums of different kinds, art galleries, science centres and historic buildings, together in collaborative learning experiences. The project aims to develop learner-centred approaches in the ‘museum’ environment: learners use information they collect during authentic learning opportunities to design short interactive multimedia teaching presentations with collaborative authoring tools. The focus is on knowledge acquisition, transformation and communication.

    • 学习内容
    • pdf
    • 需要
    • 提示
    • work
    • 超链接
    • 上载
    • learning
    • museumscouts
    • support
    • 内容
    创建者:
    duguo
    时间:

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