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1.
A Web-based instructional project for the study of motor coordination is presented. The project includes two components: a tutorial on motor coordination and an interactive digitized video image system developed for the analysis of motion, including topics in biomechanics, motor coordination, motor control, and motor skill. This interactive system allows for the quantitative analysis of stored video images that are accessible from the World-Wide Web. The use of this digitizing system for the measurement and analysis of human locomotion coordination patterns is presented.  相似文献   

2.
The advancement of computer technologies, particularly the development of hypertext and interactive video, has presented to the academic community a new and effective tool for teaching and learning. An application of these technologies led to the concept of a hypermedia resource library—a set of integrated interactive computer modules that allow the user to browse and study topically specific content in a unique way. Such modules electronically present textual, graphic, and real-time video materials that instruct and quiz the user, offer a means for computer-based laboratory experimentation and data analysis, and provide statistical evaluation of the user’s progress. This paper will focus on the technology of computer-based hypermedia and the specific concept within this context of the artificially intelligent hypermedia resource library.  相似文献   

3.
This study evaluated a self‐instructional online training package to teach students and staff to conduct a stimulus preference assessment using the multiple‐stimulus without replacement procedure. The training package included a self‐instructional manual and video modeling and was delivered online. Training was evaluated using a multiple‐probe design across a total of six university students and four staff members. Overall, students improved from a mean of 35% correct in baseline to a mean of 94% correct following training, and staff improved from a mean of 23% correct in baseline to a mean of 87% correct following training. During retention and generalization simulated assessments conducted from 7 to 17 days following training, all participants performed considerably above baseline. The online delivery of the self‐instructional manual plus video modeling has tremendous potential for providing an effective method for teaching individuals to conduct stimulus preference assessments without face‐to‐face instruction.  相似文献   

4.
This study reports the results of one effort to help supermarket shoppers alter food purchases to make purchases (and meals) that are lower in fat and higher in fiber. A prototype interactive information system using instructional video programs, feedback on purchases with specific goals for change, weekly programs, and the ability to track user interactions and intended purchases was evaluated. The major dependent measure was users' actual food purchases as derived from participants' highly detailed supermarket receipts. After a 5- to 7-week baseline phase, participants were randomly assigned to an experimental or control condition for the 7- to 8-week intervention phase. A follow-up phase began 5 to 8 weeks after participants completed the intervention and discontinued use of the system. The results indicated that experimental participants, when compared to control participants, decreased high fat purchases and increased high fiber purchases during intervention, with evidence for some maintenance of effect in follow-up. Plans for increasing the use and impact of the system are discussed.  相似文献   

5.
通过对年幼儿童与一方家长观看视频前、观看视频中以及观看视频后的亲子互动比较,考察视频提供的互动性示范以及视频的文化适宜性对1-2岁儿童亲子互动的影响。结果表明,视频丰富的互动内容对观看视频后的亲子互动可能产生积极影响, 此影响受视频的文化适宜性的制约。视频注意以及亲子互动质量的下降是观看视频中亲子互动得分减少的原因。研究最后对以婴幼儿为受众的视频内容设计提出了建议。  相似文献   

6.
The use of feedback to improve students' academic performance involves complex instructional strategies. There are a number of instructional problems within these strategies that may be overlooked. These include the influence of emotional responses, interactions between teacher and student, and levels of cognitive processing involved. Feedback should be viewed as an interactive, empirically driven, problem-solving process.  相似文献   

7.
We evaluated the use of a video prompting procedure for teaching three adults with developmental disabilities to make popcorn using a microwave oven. Training, using a 10-step task analysis, was conducted in the kitchen of the participant’s vocational training program. During baseline, participants were instructed to make popcorn, but were given no further instructions or prompts. Video prompting consisted of first watching a video clip of a step being performed and then giving participants the opportunity to imitate that step. This prompting procedure was introduced in a delayed multiple-probe across subjects design. Following acquisition, video prompting was removed and maintenance in the absence of video prompting was assessed at 2, 6, and 10 weeks. Two of the three participants acquired the task when video prompting was introduced and performed at 80–100% correct during follow-up sessions. These data suggest that video prompting may be an effective instructional strategy for teaching daily living skills to adults with developmental disabilities.  相似文献   

8.
A Web site (http://web2-pc.uncc.edu/cogsci) has been established to support an interdisciplinary course in cognitive science. The modules include introductory reading material, interactive exercises/virtual laboratory, and pointers to existing material on the Web. Our approach to using the Web in support of instruction differs from distance learning initiatives because it is centered on an instructor and classroom experiences. The Web-based modules are used to supplement classroom lectures and provide an interdisciplinary perspective.  相似文献   

9.
Experiment 1 confirmed the greater effectiveness of constructed-response interactive videodisc instruction when compared to a click-to-continue or passive viewing formats on posttest recall of AIDS information by 101 college students. Experiment 2 extended the analysis using a counterbalanced (ABAB-BABA) intrasubject design with 4 students in each of three ability groups. The necessity of constructing answers appears to be an important factor in the effectiveness of instructional programs.  相似文献   

10.
Coding gestural behavior with the NEUROGES-ELAN system   总被引:1,自引:0,他引:1  
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11.
We tested a method for solving Bayesian reasoning problems in terms of spatial relations as opposed to mathematical equations. Participants completed Bayesian problems in which they were given a prior probability and two conditional probabilities and were asked to report the posterior odds. After a pretraining phase in which participants completed problems with no instruction or external support, participants watched a video describing a visualization technique that used the length of bars to represent the probabilities provided in the problem. Participants then completed more problems with a chance to implement the technique by clicking interactive bars on the computer screen. Performance improved dramatically from the pretraining phase to the interactive‐bar phase. Participants maintained improved performance in transfer phases in which they were required to implement the visualization technique with either pencil‐and‐paper or no external medium. Accuracy levels for participants using the visualization technique were very similar to participants trained to solve the Bayes theorem equation. The results showed no evidence of learning across problems in the pretraining phase or for control participants who did not receive training, so the improved performance of participants using the visualization method could be uniquely attributed to the method itself. A classroom sample demonstrated that these benefits extend to instructional settings. The results show that people can quickly learn to perform Bayesian reasoning without using mathematical equations. We discuss ways that a spatial solution method can enhance classroom instruction on Bayesian inference and help students apply Bayesian reasoning in everyday settings.  相似文献   

12.
Behavior analysis has been at the forefront of instructional design for many years. However, this leadership position is rapidly eroding as teachers, trainers and other educators insist that behavioral instruction is good only for meeting simplistic educational goals. I argue that in order for behavior analysis to continue to influence the field of instructional design, behavior analysts need to help people develop instructional programs that use advanced interactive computer systems and that are based on all the components of behavioral instruction. Therefore, this paper suggests the following strategy. First, it teaches people to select authoring systems that will enable them to design interactive computer programs. Second, in order to improve current authoring systems it provides a set of prompts that integrate the features of behavioral instruction. I claim that the integration of these prompts with an advanced authoring system will facilitate the development of complex, conceptual learning programs and minimize current criticisms of behavioral instruction.  相似文献   

13.
Efficient and effective training strategies for paraprofessionals in special education settings face many challenges. Interactive computerized training (ICT)—a self-paced program that incorporates audio narration, video models, interactive activities, and competency checks—is one potential solution. ICT has been successful in training college students and special education teachers to implement discrete trial instruction (DTI), but its effectiveness to train paraprofessionals is unknown. Using a multiple-baseline design, we evaluated the feasibility of ICT, to train six paraprofessionals to implement DTI with an errorless learning procedure. Following ICT, the fidelity of implementation of DTI increased for all participants when implemented with a student in their classroom; however, competency varied. We added additional training components that progressed from low to more intensive feedback delivered remotely in attempt to increase fidelity to 90% or higher implementation. We also evaluated generalization to novel instructional programs and maintenance of instruction in the absence of feedback.  相似文献   

14.
The development of independent behavior, specifically for daily living skills, proves critical as individuals with autism spectrum disorder (ASD) pass through the high school environment into adulthood. The present study examined the short-term effects of two instructional methods (i.e., TAGteach, video modeling) to improve accuracy on daily living tasks for adolescents with ASD. The experimenter implemented an adapted alternating treatments design to compare the effects of TAGteach and video modeling for teaching daily living skills (i.e., teeth brushing, face washing, applying deodorant). Participants included three 17-year-old male students diagnosed with ASD who made minimal progress acquiring these skills in the past. Results indicated that short-term instruction using both TAGteach and video modeling produced immediate improvements in performance on targeted tasks for all three students.  相似文献   

15.
This article explores the unique philosophical challenges that video games pose as forms of interactive fiction and examines the different types of fictional truth which they present in order to lay the groundwork for further discussion of video games as fictions not only by generating useful vocabulary and an ontological framework to aid continued study but also by using the fictional truths found in video games to challenge one of the most influential models of fictional truth: that of Kendall Walton. I argue that Walton's definition of fictional truth cannot account for all of the fictional content presented by video games and use video games to provide two counterexamples to his claims. By shedding light on these challenges, this article establishes video games as an interesting and unique form of narrative art worthy of the attention of philosophers not only for the fictional content which they present but also for the way in which they present it.  相似文献   

16.
Globally, gender differences are reported in the early acquisition of reading and mathematics as girls tend to outperform boys in reading, whereas boys tend to outperform girls in mathematics. This can have long‐term impact resulting in an under‐representation of girls in Science, Technology, Engineering and Mathematics subjects. Recent research suggests that sociocultural factors account for differences across genders in the acquisition of these foundational skills. In this study, we investigated whether a new technology‐based intervention, that included activities accessible to both boys and girls, can reduce gender differences from emerging during the early primary school years. The novel instructional method used in this study employed apps developed by onebillion© delivered individually through touch‐screen tablets. Over a series of experiments conducted in Malawi, a low‐income country in sub‐Sahara Africa, we found that when children were exposed to standard pedagogical practice typical gender differences emerged over the first grade (Experiment 1). In contrast, boys and girls learnt equally well with the new interactive apps designed to support the learning of mathematics (Experiment 2) and reading (Experiment 3). When implemented at the start of primary education, before significant gender discrepancies become established, this novel technology‐based intervention can prevent significant gender effects for mathematics. These results demonstrate that different instructional practices influence the emergence of gender disparities in early mathematics. Digital interventions can mitigate gender differences in countries where standard pedagogical instruction typically hinders girls from acquiring early mathematical skills at the same rate as boys. A video abstract of this article can be viewed at https://www.youtube.com/watch?v=55x-6hhAY9M&feature=youtu.be  相似文献   

17.
Students with developmental disabilities may not have the necessary skills or the same opportunities to access multimedia-based leisure materials as their typical peers. Portable multimedia devices such as the iPod Touch® may provide them with a useful tool for accessing age-appropriate leisure material. The present study examined the feasibility of teaching 3 students with developmental disabilities to independently operate an iPod to watch age-appropriate entertainment videos. A delayed multiple-probe design across participants was implemented with baseline, intervention, fading, and follow-up phases. Video modeling and least-to-most response prompting were successfully used to teach these 3 students to operate an iPod Touch® to watch preferred videos without adult assistance. The results complement previous findings supporting the use of video modeling as an instructional strategy and add to the literature by using portable multimedia devices as assistive technology for teaching an age-appropriate leisure skill.  相似文献   

18.
We present a systematic review of published research on psychoeducational interventions for children with cancer. The current lack of an organizational model for this literature makes it difficult to form a coherent picture of the scattered literature and draw nomothetic conclusions. A model is described that is based on functional concepts from the literature on learning and instructional design. It is argued that it makes sense conceptually to analyze psychoeducational interventions in terms of psychoeducational principles, especially if the purpose is to illuminate the learning processes involved. Three categories of intervention are distinguished and the first of these, informational interventions to influence patient knowledge, is considered in this paper, and the other two categories will be reviewed in a subsequent paper. This review is organized by categories of information needs, intervention modes, and major types of independent variables. We concluded that the research supports few generalizable conclusions at this time, except that development of health-related knowledge in children is best accomplished by information transfer methods that are highly interactive and individualized. Interactive multimedia formats such as video games are seen as having the best potential, but further research is required.  相似文献   

19.
Interactive video communication, both in conference rooms and on desktop computers, is becoming an increasingly attractive technology, in large measure for economic reasons. In a longitudinal field study, the authors demonstrate, as have others, positive first-order efficiency effects of this technology. That is, people can achieve the same levels of performance in video interaction as they do in face-to-face interaction. However, the authors also demonstrate some second-order differences between face-to-face and video interaction. They show that the impressions people form of remote others are different from and less positive than the impressions they form of face-to-face others, starting from an equal baseline. The authors also show that people make use of different kinds of information informing their impressions. They frame their results within the context of growing use of interactive video to suggest implications for research and organizational practice.  相似文献   

20.
郭力平  郝俊  朱文佳 《心理科学》2012,35(4):882-888
本研究采用表征理解任务和规则学习任务,通过比较真人互动、视频拟互动和视频非互动三种条件下年幼儿童的学习效果,考察拟互动在2-5岁儿童视频学习中的作用。结果表明,2岁儿童的视频学习存在视频缺陷现象,2.5岁到5岁儿童的拟社会互动视频学习效果明显,优于非互动视频学习,与真人互动学习相当。2.5岁至4.5岁是拟互动视频学习的最佳年龄。  相似文献   

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