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1.
Many studies have documented the benefits of incorporating reflective journals into foreign language education at university level, though the pedagogic tendency has been to utilise these valuable learning resources to enhance students’ written language skills. This study focuses on how the production of a digital reflective journal in video format can assist in the improvement of oral language abilities in tertiary students of Spanish as a foreign language. With spoken language as the driving vehicle for this assessment task, the course coordinator and educator in charge aimed to promote the development of learner autonomy and self-reflection. In addition, to foster students’ agency in this process, the task incorporated the use of modern digital technologies, which are part of the repertoire of communication channels used by today’s university language learners. Findings suggest that completing this self-reflection assessment task afforded creative teaching and learning experiences, and generated opportunities for learners to improve critical thinking skills, written language proficiency and oral communication. It also heightened their motivation to engage with language-related cultural knowledge, and minimised feelings of anxiety towards communicating verbally in a foreign language.  相似文献   

2.
Background. Higher education is facing a number of problems: adjusting to larger and more heterogeneous student populations, increasing the number of graduating students, and preparing for lifelong learning. Improving learning competence can make a substantial contribution to solving each of these major concerns. The growing knowledge base on self‐regulated learning was taken as one of the main starting points for our study. Aims. In this article we report on reflection and attribution as basic components of self‐regulated learning. We examine their trainability and their effect on academic performance. This study is part of a wider research project aimed at improving meta‐cognitive knowledge as well as affective, conative and regulation skills. The experimental treatment consisted of an integrated set of instructional conditions, which were operationalized in a series of training sessions, as well as practice and transfer tasks. Sample. The participants in this study were 141 first year students of business economics. The experimental group and both control groups each consisted of 47 students. Method. The effects of the learning environment were investigated using a quasi‐experimental design. To control for unintended effects of the design the experimental and the first control group had the same number of teaching hours (time‐on‐task) and both teachers and students were not informed about the experimental design. Attribution and reflection behaviour was measured through specific assignments; study results during and after the intervention period were taken as indicators of academic performance. To test the hypotheses, t tests and effect‐sizes were calculated. Results. After the intervention the experimental students showed a higher degree of reflective behaviour than the control students. Moreover, their attribution skills had also measurably improved. The experimental students obtained better study results than their peers in the control groups. Conclusions. This intervention study, focused on the combined training of learning to reflect and to attribute constructively, provides evidence of the successful fostering both of meta‐cognitive and of conative learning activities resulting in a positive impact on academic achievement.  相似文献   

3.
USING COMPUTERS TO DELIVER TRAINING: WHICH EMPLOYEES LEARN AND WHY?   总被引:3,自引:0,他引:3  
Compared to traditional instructor-led training, computer-delivered training typically offers learners more control over their instruction. In learner-controlled environments, learner choices regarding practice level, time on task, and attention are expected to be critical determinants of training effectiveness. To examine the effect of learner choices in computer-based training, a study was conducted with 78 employees taking an Intranet-delivered training course. Learner choices were assessed and predicted with goal orientation (mastery and performance) and learning self-efficacy, as well as age, education, and computer experience. Results indicate considerable variability among trainees in practice level and time on task, which both predict knowledge gain. Performance orientation interacted with learning self-efficacy to determine practice level, and mastery orientation had an unexpected negative effect. Implications for the use of computers to deliver training and for future research are discussed.  相似文献   

4.
The introduction of computer-based information systems to be used by farmers, as in many other fields, is preceded mostly by great expectations. Some persons even tend to think that eventually the computer might take over farm management. This article tries to make an assessment of the validity of such expectations. Based upon a study among Swedish farmers, it examines the nature of farmers' decision-making. The latter is based upon an adaptive rationality, as opposed to the normative models of formal rationality used by scientists. Essential to this rationality are coordination skills: the ability of farmers to arrange the many interacting factors important to the totality of a farm in a satisfactory way. What the farmer needs in this complex situation is personal communication and tacit knowledge, knowledge that cannot be reduced to facts and rules. Consequently computer-based information systems can be useful tools only in some aspects of farm management, but they will never replace farmer's decision-making. To understand the possibilities of the computer as a tool in farm management, a distinction between interpretation skills and application skills is necessary.  相似文献   

5.
《认知与教导》2013,31(4):329-389
A tutoring approach is derived from a model of problem comprehension, based on the van Dijk and Kintsch (1983; Kintsch, 1988) theory of discourse processing. A problem statement is regarded as a text from which the student must glean propositional and situational information and make critical inferences. The competent student must coordinate this information with known problem models so that formal (i.e., algebraic) operations can be applied and exact solutions can be obtained. We argue that this task is a highly reading-oriented one in which poor text comprehension and an inability to access relevant long-term knowledge lead to serious errors. In particular, poor students often omit from their solutions or misspecify necessary mathematical constraints that are based on reading inferences needed to describe fully the problem situation. Furthermore, formal algebraic expressions are so abstract that their meaning is often elusive; this contributes to mistranslations and misinterpretations. The competent approach is teachable, however. We describe experimental results with ANIMATE, a learning environment that knows nothing of the problem at hand or of the student's actions. Subjects encouraged to reason explicitly about the situations described in typical word problems consistently performed as well as or better than those who were not, in both training and transfer task. We conclude that, by using an environment that gives equations situation-based meaning through computer animation, students learn to relate formal expressions to the referent situations. This enhances problem comprehension and gives a stronger representational base to the problem-solving process. A call for evaluation methods beyond just algebra problem-solving performance is made. The implications of this work for the design of future computer-based tutors and other learning environments are also discussed.  相似文献   

6.
We tested a computer-based procedure for assessing reader strategies that was based on verbal protocols that utilized latent semantic analysis (LSA). Students were given self-explanation—reading training (SERT), which teaches strategies that facilitate self-explanation during reading, such as elaboration based on world knowledge and bridging between text sentences. During a computerized version of SERT practice, students read texts and typed self-explanations into a computer after each sentence. The use of SERT strategies during this practice was assessed by determining the extent to which students used the information in the current sentence versus the prior text or world knowledge in their self-explanations. This assessment was made on the basis of human judgments and LSA. Both human judgments and LSA were remarkably similar and indicated that students who were not complying with SERT tended to paraphrase the text sentences, whereas students who were compliant with SERT tended to explain the sentences in terms of what they knew about the world and of information provided in the prior text context. The similarity between human judgments and LSA indicates that LSA will be useful in accounting for reading strategies in a Web-based version of SERT.  相似文献   

7.
A method is presented for using a paired-associates learning task as a model for teaching programming skills to psychology students with limited computer experience.  相似文献   

8.
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   

9.
曲可佳  张奇 《心理科学》2014,37(2):373-376
文章介绍了单内容样例与双内容样例的划分标准以及双内容样例在知识学习、技能和策略习得中应用研究的进展。作者从中获得启示,提出了根据学习域和示例域知识的熟悉程度组合不同学习难度的双内容样例并考察其学习效果、比较单内容与双内容样例学习效果的实验模式,并提出了双内容样例学习的三种认知加工模式。  相似文献   

10.
Background. Carrying out whole tasks is often too difficult for novice learners attempting to acquire complex skills. The common solution is to split up the tasks into a number of smaller steps. The number of steps must be optimized for efficient and effective learning. Aim. The aim of the study is to investigate the relation between the number of steps provided to learners and the quality of their learning of complex skills. It is hypothesized that students receiving an optimized number of steps will learn better than those receiving either the whole task in only one step or those receiving a large number of steps. Sample. Participants were 35 sophomore law students studying at Dutch universities, mean age = 22.8 years (SD=3.5), 63% were female. Method. Participants were randomly assigned to 1 of 3 computer‐delivered versions of a multimedia programme on how to prepare and carry out a law plea. The versions differed only in the number of learning steps provided. Videotaped plea‐performance results were determined, various related learning measures were acquired and all computer actions were logged and analyzed. Results. Participants exposed to an intermediate (i.e. optimized) number of steps outperformed all others on the compulsory learning task. No differences in performance on a transfer task were found. A high number of steps proved to be less efficient for carrying out the learning task. Conclusions. An intermediate number of steps is the most effective, proving that the number of steps can be optimized for improving learning.  相似文献   

11.
The present study concerns a Dutch computer-based assessment, which includes an assessment process about information literacy and a feedback process for students. The assessment is concerned with the measurement of skills in information literacy and the feedback process with item-based support to improve student learning. To analyze students’ feedback behavior (i.e. feedback use and attention time), test performance, and speed of working, a multivariate hierarchical latent variable model is proposed. The model can handle multivariate mixed responses from multiple sources related to different processes and comprehends multiple measurement components for responses and response times. A flexible within-subject latent variable structure is defined to explore multiple individual latent characteristics related to students’ test performance and feedback behavior. Main results of the computer-based assessment showed that feedback-information pages were less visited by well-performing students when they relate to easy items. Students’ attention paid to feedback was positively related to working speed but not to the propensity to use feedback.  相似文献   

12.
《认知与教导》2013,31(1):69-108
This research, explores, the design of a computer environment for helping science students to learn about Newtonian dynamics. The learning environment incorporates games set in the context of a Newtonian computer microworld, where students have to control the motion of a spaceship in order to achieve goals such as hitting a target or navigating a maze. The purpose of the games is to focus the students' attention on various aspects of the implications of Newton's laws. A set of general design principles guided the design of the games and microworld. These include: (I) represent the phenomena of the domain clearly; (2) eliminate irrelevant complexities from the computer microworld; (3) focus the students on as peers of their knowledge.that need revising; (4) facilitate the use of problem-solving heuristics; (5) encourage the application of relevant knowledge from other domains; and (6) encourage better ways of representing and thinking about the domain. A controlled study indicated that playing the games improved the students' ability to solve dynamics problems. The students utilized various components of their knowledge, including their intuitions concerning how forces affect motion and their partial understanding of the formal physics, to generate strategies for the games. The use of such knowledge is combined with the use of general problem-solving heuristics and feedback from the computer microworld to facilitate the evolution of the students' knowledge of Newtonian dynamics. An examination of the results in light of the original design principles suggested numerous improvements that could be made to the sequence of games and microworld. The design process could best be characterized as a series of successive refinements.  相似文献   

13.
Computer simulations have become a popular tool for assessing complex skills such as problem-solving. Log files of computer-based items record the human–computer interactive processes for each respondent in full. The response processes are very diverse, noisy, and of non-standard formats. Few generic methods have been developed to exploit the information contained in process data. In this paper we propose a method to extract latent variables from process data. The method utilizes a sequence-to-sequence autoencoder to compress response processes into standard numerical vectors. It does not require prior knowledge of the specific items and human–computer interaction patterns. The proposed method is applied to both simulated and real process data to demonstrate that the resulting latent variables extract useful information from the response processes.  相似文献   

14.
Critical reflection potentially allows social work and human service (SWHS) students to understand how past experiences can shape their future practice. This study of 20 Australian undergraduate SWHS students with a history of childhood adversity found reflective writing for this purpose was not a useful pedagogical practice. Rather than developing skills in critical reflection students found the task performative, linked to academic requirements, where they needed to display emotional containment. Consequently, SWHS academics need to examine reflective writing about childhood adversity for assessment as this process may not enable students to build skills in critical reflection that drive professional development.  相似文献   

15.
For many years now, specialists in learning have remarked that a specific method of writing is used for the elaboration of interactive multimedia systems. This method of writing, which I qualify as interactive, has a primary objective: facilitating information access for the user. In this paper I propose an analysis of the different elements that characterize this method of writing and, more specifically, the different ways in which this new method can be integrated into the elaboration of magistral university courses without using any added computer technology. The professor would then resemble a multimedia system while the students would be the users of this system. This new method of writing and pedagogical structure would be highly propitious for the stimulation of exchange and interactivity, while leaving students the possibility to choose a structure of the presentation that best fits the group. However, for this to happen we must first envisage the possibility of adapting certain multimedia learning methods, recognized as functional, to the more conventional learning methods that the classroom represents.  相似文献   

16.
Students' ability to accurately self‐assess their performance and select a suitable subsequent learning task in response is imperative for effective self‐regulated learning. Video modeling examples have proven effective for training self‐assessment and task‐selection skills, and—importantly—such training fostered self‐regulated learning outcomes. It is unclear, however, whether trained skills would transfer across domains. We investigated whether skills acquired from training with either a specific, algorithmic task‐selection rule or a more general heuristic task‐selection rule in biology would transfer to self‐regulated learning in math. A manipulation check performed after the training confirmed that both algorithmic and heuristic training improved task‐selection skills on the biology problems compared with the control condition. However, we found no evidence that students subsequently applied the acquired skills during self‐regulated learning in math. Future research should investigate how to support transfer of task‐selection skills across domains.  相似文献   

17.
There is growing consensus that being reflective and developing reflective practice is an important part of becoming a healthcare professional, adding to and enhancing our everyday professional values, knowledge and skills. For dentists, reflective practice is an essential part of dental training and professional development with dental undergraduate curricula creating and scaffolding opportunities for students to be reflective and develop reflective writing skills. This article describes the introduction of a reflective portfolio to the undergraduate Bachelor of Dental Science (BDS) programme at the University of Bristol. This will be followed by the author sharing some personal reflections, as the faculty member overseeing the assessment of these reflective portfolios, on the first year of this initiative. Lessons learned from the exercise as well as areas for future work and improvement will also be mentioned.  相似文献   

18.
Organizational expenditures for interpersonal-skills training have been rising. However, little is known about the translation of cognitive learning into skilled interpersonal-task performance, or about the mechanisms through which interpersonal skills in one domain generalize to other interpersonal tasks. This study used a 2 × 2 experimental design to examine the effectiveness of neutral versus stressful practice conditions and mastery-versus performance-oriented supplemental training for improving cognitive learning and interpersonal-skill transfer to a novel task. Participants who experienced stressful salary-negotiation practice conditions, followed by mastery-oriented supplemental training, showed greater skill transfer when performing a novel task (i.e., contract negotiations). Results showed that superior cognitive learning (i.e., recall, comprehension, and synthesis) and greater time on task were the mechanisms that supported interpersonal-skill transfer for trainees in the stressful practice/ mastery-oriented training condition when compared with the other experimental groups.  相似文献   

19.
Discrete‐trial instruction (DTI) is a behavioral method of teaching young children with autism spectrum disorders (ASD) that has received a significant amount of research support. Because of a lack of qualified trainers in many areas of the world, researchers have recently begun to investigate alternative methods of training professionals to implement behavioral teaching procedures. One promising training method is interactive computer training, in which slides with recorded narration, video modeling, and embedded evaluation of content knowledge are used to teach a skill. In the present study, the effectiveness of interactive computer training developed by Pollard, Higbee, Akers, and Brodhead (2014), translated into Brazilian Portuguese, was evaluated with 4 university students (Study 1) and 4 special education teachers (Study 2). We evaluated the effectiveness of training on DTI skills during role‐plays with research assistants (Study 1) and during DTI sessions with young children with ASD (Studies 1 and 2) using a multiple baseline design. All participants acquired DTI skills after interactive computer training, although 5 of 8 participants required some form of feedback to reach proficiency. Responding generalized to untaught teaching programs for all participants. We evaluated maintenance with the teachers in Study 2, and DTI skills were maintained with 3 of 4 participants.  相似文献   

20.
Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this article, we describe the 10-step procedure that the design team of Physics Playground (formerly known as Newton's Playground) has established by adapting evidence-centered design to address unique challenges of GBA. The scaling method used for Physics Playground was Bayesian networks; thus this article describes specific actions taken for the iterative process of constructing and revising Bayesian networks in the context of the game Physics Playground.  相似文献   

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