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1.
《认知与教导》2013,31(2):165-205
We argue that learning about the nature and utility of scientific models and engaging in the process of creating and testing models should be a central focus of science education. To realize this vision, we created and evaluated the Model-Enhanced ThinkerTools (METT) Curriculum, which is an inquiry-oriented physics curriculum for middle school students in which they learn about the nature of scientific models and engage in the process of modeling. Key components of our approach include enabling students to create computer models that express their own theories of force and motion, evaluate their models using criteria such as accuracy and plausibility, and engage in discussions about models and the process of modeling. Curricular trials in four science classes of an urban middle school indicate that this approach can facilitate a significant improvement in students' understanding of modeling. Further analyses revealed that the approach was particularly successful in clarifying and broadening students' understanding of the nature and purpose of models. The METT Curriculum also led to significant improvements in inquiry skills and physics knowledge. Comparisons of METT students' performance with that of prior ThinkerTools students suggest that the acquisition of metamodeling knowledge contributed to these gains. In particular, METT students wrote significantly better conclusions on the inquiry test and performed better on some of the far-transfer problems on the physics test. Finally, correlational results, including significant correlations of pretest modeling and inquiry scores with posttest physics scores, suggests that developing knowledge of modeling and inquiry transfers to the learning of science content within such a curriculum. Taken together, the findings suggest that an emphasis on model-based inquiry, accompanied by the development of metamodeling knowledge, can facilitate learning science content while also developing students' understanding of the scientific enterprise.  相似文献   

2.
We explored the consequences for learning through interaction with an educational microworld called Electric Field Hockey (EFH). Like many microworlds, EFH is intended to help students develop a qualitative understanding of the target domain, in this case, the physics of electrical interactions. Through the development and use of a computer model that learns to play EFH, we analyzed the knowledge the model acquired as it applied the game-oriented strategies we observed physics students using. Through learning-by-doing on the standard sequence of tasks, the model substantially improved its EFH playing ability; however, it did so without acquiring any new qualitative physics knowledge. This surprising result led to an experiment that compared students' use of EFH with standard-goal tasks against two alternative instructional conditions, specific-path and no-goal, each justified from a different learning theory. Students in the standard-goal condition learned less qualitative physics than did those in the two alternative conditions, which was consistent with the model. The implication for instructional practice is that careful selection and analysis of the tasks that frame microworld use is essential if these programs are to lead to the learning outcomes imagined for them. Theoretically, these results suggest a new interpretation for numerous empirical findings on the effectiveness of no-goal instructional tasks. The standing “reduced cognitive load” interpretation is contradicted by the success of the specific-path condition, and we offer an alternative knowledge-dependent interpretation.  相似文献   

3.
Abstract. I have been experimenting with using role‐playing and games in my religion classes for several years and have found that students respond well to these pedagogical tools and methods. After reviewing my experiences, I explore the reasons for students' positive response. I argue that role‐playing games capitalize on our students' educational expectations and fondness for game‐play, by drawing them into exploring significant texts and ideas. Of particular interest for religion and theology professors, these sorts of games also encourage empathy towards other viewpoints.  相似文献   

4.
The development of problem-solving skills from novices to advanced subjects in dependence of the competence level of the opponent is examined in a two-person zero-sum game (Othello). In a repeated-measurement design 18 Ss. (6 Ss in 3 groups) played 10 games against one of three opponent-strategies (implemented on a computer): one "expertlike" strategy, which uses domain specific knowledge and local heuristics (minimax-algorithm with alpha-beta pruning); one "novicelike" strategy, in which global, domain independent problem solving strategies (means-ends analysis, goal-reduction) are implemented; and one strategy, which contradicts the supposed heuristics of the novices, but which results in a "weak" performance (minimization in move-selection). Contrary to our assumptions no significant effects of experience could be verified (win versus loss during single runs). An experience dependent differentiation of global problem solving strategies could not be shown for any of the groups. Neither could a general improving effect of the model for acquiring local, task specific heuristics be proved.  相似文献   

5.
This study examined the usefulness of an 8-week applied problem-solving training program. Specifically, the study examined (a) whether problem-solving training that emphasised self-management principles would be useful, (b) if the effects of training would persist over time, (c) whether an individual difference variable (problem-solving appraisal) would affect training outcomes, and (d) whether the cognitive responses of the subjects during the course of training were related to their problem-solving appraisal or the change process. Results indicated that problem solving training was effective at enhancing students’ problem-solving appraisal, and that the self-report changes were maintained at a 1 year follow-up. In particular, training seemed most useful for students who initially appraised their problem solving very negatively. Finally, the results suggested that the process-oriented cognitive responses were related to students' initial problem-solving self-appraisal as well as the impact of training. Implications of the results are discussed in terms of counselling interventions, problem solving training, the interpersonal influence process, and future research.  相似文献   

6.
Design students' creative thinking abilities should be enhanced. Yet the educational tools that will lead to this goal are not entirely clear. Thus, this study aimed to investigate whether analogical reasoning with visual clues could help to achieve this goal. The Torrance Tests of Creative Thinking (TTCT)–Figural form was given 103 undergraduate students in a design-based program. Novice and experienced design students' creative-thinking skills were tested under 3 conditions: with (a) no visual clues, (b) few visual clues, or (c) many visual clues. The results showed that (a) the presence of visual clues enhanced some aspects of creativity (fluency and flexibility); (b) compared to experienced design students, novice design students showed better performance on some aspects of creative potential (elaboration); and (c) the number of visual clues influenced novice and experienced students differently. Whether the results will apply to different subject groups and methodological situations remains to be seen. Still, findings of this study have practical implications for design education. To enhance creative thinking skills, instructors may encourage design students' use of visual clues.  相似文献   

7.
《认知与教导》2013,31(1):81-128
In this article, I present a study in which 12 pairs of 8th-grade students solved problems about a physical device with algebra. The device, called a winch, instantiates motions that can be modeled by pairs of simultaneous linear functions. The following question motivated the study: How can students generate algebraic models without direct instruction from more experienced others? The first main result of the study is that students have and can use criteria for judging when 1 algebraic expression is better than another. Thus, students can use criteria to regulate their problem-solving activity. The second main result is that constructing knowledge for modeling with algebra can require students to coordinate criteria for algebraic representations with several other types of knowledge that I also identify in the article. These results contribute to research on students' algebraic modeling, cognitive processes and knowledge structures for using mathematical representations, and the development of mathematical knowledge.  相似文献   

8.
A series of force and motion problems was presented to 40 high school science students. The results revealed that the majority of the students only partially understood the formalisms of Newtonian physics. Many had difficulty determining the effect that a force would have on an object' speed of motion and many neglected to take into account thecurrent speed of motion when attempting to predict how a force would alter an obiect's direction of motion. The students' justifications for their erroneous answers suggest that they utilize diverse, and often inconsistent, ideas when solving force and motion problems. These include (a) faulty beliefs about force and motion which have been derived from living in a world where unseen frictional forces operate; (b) partially understood examples from physics class; and (c) knowledge of the properties of scalar arithmetic, some of which do not transfer to vector arithmetic. The students thus employ components of their knowledge, which seem relevant to the solution of force and motion problems, but which often have properties that conflict with the implications of Newton's laws of motion.  相似文献   

9.
Differences in underlying cognitions across gambling tasks were examined. The South Oaks Gambling Screen, a measure of pathological gambling, was completed by 60 undergraduate students. They also played computer‐simulated games of roulette, slots, and blackjack in a laboratory setting. The “think‐aloud” procedure was used to reveal subjects' cognitions, which were subsequently categorized into cognitive heuristics. Individuals were classified as social gamblers with and without problems and probable pathological gamblers. Results reveal that certain heuristics, including references to an explanation of their losses, hindsight bias, personification of the dealer/machine, chasing behavior, and past experiences were most frequently endorsed by probable pathological gamblers. Empirical evidence supports that probable pathological gamblers are qualitatively different from social gamblers in their emitted verbalized cognitive heuristics.  相似文献   

10.
Recent studies have shown that self‐explanation is an effective metacognitive strategy, but how can it be leveraged to improve students' learning in actual classrooms? How do instructional treatments that emphasizes self‐explanation affect students' learning, as compared to other instructional treatments? We investigated whether self‐explanation can be scaffolded effectively in a classroom environment using a Cognitive Tutor, which is intelligent instructional software that supports guided learning by doing. In two classroom experiments, we found that students who explained their steps during problem‐solving practice with a Cognitive Tutor learned with greater understanding compared to students who did not explain steps. The explainers better explained their solutions steps and were more successful on transfer problems. We interpret these results as follows: By engaging in explanation, students acquired better‐integrated visual and verbal declarative knowledge and acquired less shallow procedural knowledge. The research demonstrates that the benefits of self‐explanation can be achieved in a relatively simple computer‐based approach that scales well for classroom use.  相似文献   

11.
Problem-solving strategies, defined as actions people select intentionally to achieve desired objectives, are distinguished from skills that are implemented unintentionally. In education, strategy-oriented instructions that guide students to form problem-solving strategies are found to be more effective for low-achieving students than the skill-oriented instructions designed for enhancing their skill implementation ability. Although the existing longitudinal cognitive diagnosis models (CDMs) can model the change in students' dynamic skill mastery status over time, they are not designed to model the shift in students' problem-solving strategies. This study proposes a longitudinal CDM that considers both between-person multiple strategies and within-person strategy shift. The model, separating the strategy choice process from the skill implementation process, is intended to provide diagnostic information on strategy choice as well as skill mastery status. A simulation study is conducted to evaluate the parameter recovery of the proposed model and investigate the consequences of ignoring the presence of multiple strategies or strategy shift. Further, an empirical data analysis is conducted to illustrate the use of the proposed model to measure strategy shift, growth in skill implementation ability and skill mastery status.  相似文献   

12.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

13.
Our research, conducted with 30 Black students at a predominantly White institution, used mixed qualitative methods to investigate Black students' sense-making of experiences that signalled their non-belonging. All participants experienced both overt and covert racism including the n-word, racist humour, and negative stereotyping; and this occurred in public and intimate spaces. Our reflexive thematic analysis centred on interactional dynamics that can explain how racism on campus is rendered acceptable; and how and why this is consequential for how Black students can act. We found that White students' practices of “acceptable” racism entailed the denial of responsibility and the privileging of White experiences to deflect responsibility. Importantly, these devices signal that the use of racist discourses does not always arise from unconscious bias or naivety. The perceived power dynamics whereby White students decide who belongs and what is acceptable contributed to Black students' inability to act on their own terms.  相似文献   

14.
The authors investigated the effects of concurrent verbalization on students' performance on a time-critical, dynamic decision-making task. After training on Fire Chief (a computer microworld that simulates fighting a forest fire; M. M. Omodei & A. J. Wearing, 1993a), 60 research participants were allocated randomly to 1 of 3 experimental conditions: silence, associative verbalization, or procedural verbalization. Participants who verbalized the bases of their decisions (procedural verbalization) performed significantly worse on average than participants in the silence condition. There was a small but nonsignificant decrement in the performance of participants who verbalized thoughts other than the bases of their decisions while performing the task (associative verbalization). Their average level was between the levels of participants in the silence and procedural-verbalization conditions.  相似文献   

15.
《认知与教导》2013,31(1):31-62
This study compared the effectiveness of three different instructional methods for improving students' estimates of average speed. In the discovery method students saw a computer simulation of the two speeds of a round trip. A second reference point simulated students' estimated speed to provide visual feedback on the accuracy of their estimates. In the graph method students saw a graph of how the initial speed of a round trip influenced the average speed when the return speed was held constant. In the computation method students calculated the answers to average speed problems. The discovery method was fairly successful than anticipated, and the computation method had little impact. The discussion analyzes the strengths and weaknesses of each method in presenting knowledge about specifics, trends, and principles.  相似文献   

16.
This research explores the emergence of student creativity in classroom settings, specifically within two content areas: science and social studies. Fourteen classrooms in three elementary schools in Korea were observed, and the teachers and students were interviewed. The three types of student creativity emerging in the teaching and learning process found in this research were: (a) heuristic creativity when the students express their thoughts about a new concept based on their experience, (b) interpretive creativity when the students explain the meaning of materials based on students' knowledge, and (c) integrative creativity when students generate new solutions or make new products based on their internalized knowledge. The study results will challenge teachers to find instances of student creativity in their teaching and learning situations and to facilitate student creativity when the students interpret data or materials related to the contents of the curriculum.  相似文献   

17.
Forty-nine subjects judged the relevancy of sentence parts of a word problem (the Allsports problem). Patterns of subjects' judgments suggest three problem-solving heuristics: a SETS heuristic, a TIME heuristic, and a QUESTION heuristic. Presentation of the question before the problem tends to suppress SETS and TIME heuristics. A computer program (ATTEND) is presented to simulate subjects' behavior on the Allsports problem. The program is context-sensitive in that it can change a relevance judgment upon the acquisition of further information. Averaged subject judgments and ATTEND judgments agree for 87% of the items.  相似文献   

18.
Worked-examples have been established as an effective instructional format in problem-solving practices. However, less is known about variations in the use of worked examples across individuals at different stages in their learning process in student-centred learning contexts. This study investigates different profiles of students' learning behaviours based on clustering learning dispositions, prior knowledge, and the choice of feedback strategies in a naturalistic setting. The study was conducted on 1,072 students over an 8-week long introductory mathematics course in a blended instructional format. While practising exercises in a digital learning environment, students can opt for tutored problem solving, untutored problem solving, or call worked examples. The results indicated six distinct profiles of learners regarding their feedback preferences in different learning phases. Finally, we investigated antecedents and consequences of these profiles and investigated the adequacy of used feedback strategies concerning ‘help-abuse’. This research indicates that the use of instructional scaffolds as worked-examples or hints and the efficiency of that use differs from student to student, making the attempt to find patterns at an overall level a hazardous endeavour.  相似文献   

19.
Research has demonstrated that on the path from a creative idea to a creative outcome, high creativity motivation and self-efficacy do not necessarily lead to creative behavior. The present study proposed and examined the notion that daily creativity planning could promote creative behavior and contribute to the cultivation of creativity. A total of 77 middle school students (39 students in the experimental group and 38 in the control group) participated in this study, for which a quasi-experimental design was administered. The experimental group conducted a two-week daily planning for creative activities, while the control group did not conduct any intervention. The results showed that students' creativity motivation and creative self-efficacy were at relatively high levels overall and were positively and moderately correlated with creative behavior. Daily planning could effectively facilitate students' creative behavior. These findings point to a promising and simple creativity enhancement strategy for cultivating students to develop the habit of making creative plans in their daily lives.  相似文献   

20.
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