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Do students need teacher’s initiation 普通类
As more and more people use computers to complete their work and solve problems in the workplace, computing education is emphasized for students of all levels and disciplines in Taiwan. However, the computing education in Taiwan can hardly be recognized as effective and satisfactory. Many inappropriate examples that lack context are used in teaching and textbooks that may result in employees with low competence and insufficient ability for collaborative working. Students who grow up in this learning context usually lack the ability to seek information and solve problems by themselves. In this regard, the author redesigned a course and adopted online collaborative learning with initiation to establish the essential knowledge for students’ collaboration in the initial stage of a course. This study conducted an experiment that included 169 undergraduates from three class sections – the first two from an academic university (Case 1, n = 68; Case 2, n = 68) and the last one from a university of science and technology (Case 3, n = 33) – taught by the same teacher under the same course name and the same course website. The results show that students who received online collaborative learning with initiation had higher grades than those without. The author further discusses the implications for teachers, schools, and scholars who plan to provide online courses for their students, particularly computing courses.
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Causal attributions of success 普通类
The purpose of this research is to identify the causal attributions of business computing students in an introductory computer programming course, in the computer science department at Notre Dame University, Louaize. Forty-five male and female undergraduates who completed the computer programming course that extended for a 13-week semester participated. Narrative interviews were conducted to obtain their perceptions. While some research confirmed that the four most responsible causes for success and failure in achievement contexts are ability, effort, task difficulty, and luck, this research shows that in its context ‘ability’ and ‘luck’ were absent, and ‘task difficulty’ and ‘effort’ were almost absent. In all, participants made 10 causal attributions that were either cultural or specific to computer programming. The 10 causal attributions are ‘learning strategy’, ‘lack of study’, ‘lack of practice’, ‘subject difficulty’, ‘lack of effort’, ‘appropriate teaching method’, ‘exam anxiety’, ‘cheating’, ‘lack of time’, and ‘unfair treatment’. All high achievers cited appropriate ‘learning strategy’.
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What are schoolgirls saying 普通类
This paper highlights key themes which emerged from schoolgirls’ responses to focus group questions regarding perceptions of Information Communication Technology (ICT) subjects in the Queensland senior secondary curriculum, primarily, Information Processing Technology (IPT) and Information Technology Systems (ITS). The 2006 focus group interviews comprised one component of a 3-year research project seeking to identify factors that deter females from ICT education and career pathways. Focus group data reveal that one barrier to selection of advanced ICT options was girls’ experience of junior secondary school ICT subjects which had been typically delivered by teachers with limited expertise and constituted by mundane, repetitive tasks. Further, while Non Takers of senior ICT subjects acknowledged the pervasiveness of ICTs in the workplace, they were disinterested in a specialized ICT career path. Hence, rather than undertake advanced offerings of little relevance to career aspirations, Non Takers perceived that they could continue to hone their skills on a needs basis and, indeed, were routinely and purposefully using computers in their home settings. A lack of understanding of the different foci of IPT (i.e. programming and databases) and ITS (i.e. multimedia and web design) was evident among Non Takers, with many singularly associating senior ICT subjects with programming and other highly technical skills. Both Non Takers and Takers (who in the context of the focus groups were largely Takers of ITS) expressed an aversion to programming. It was the creative aspects of ITS which had attracted Takers to the subject and they were, in fact, enjoying its authentic, problem-based design tasks. Many Non Takers responded positively to interviewers’ descriptions of ITS; the subject’s broader appeal is evidenced in growing enrolments since its 2000 introduction in the senior curriculum. Findings indicate that schoolgirls’ participation in ICT pathways may be well promoted through subjects that position and call for students to engage with ICTs as ‘enablers’ in diverse, meaningful and creative human contexts.
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E-learning and accessibility 普通类
This paper reviews a range of accessibility tools and evaluates how successful they have been in helping teachers in higher education and further education develop accessible e-learning materials and activities for disabled learners. It is argued that these accessibility specific tools have had limited success to date, and that there may therefore be value in exploring the potential role that more general pedagogic tools might play in the development of accessible e-learning and accessibility practices. Two examples of general pedagogic tools, learning theories and learning design tools, are assessed for the extent to which they raise awareness of an association between accessibility and pedagogy; highlight potential barriers to and facilitators of accessible e-learning and offer methods and approaches for developing accessible e-learning. This assessment suggests that the general pedagogical tools will have a limited or abstract influence on the development of accessible e-learning, but that this influence could be potentially increased by “blending” the use of specific accessibility tools with the use of more general pedagogical tools. The success of a blended approach to designing and developing accessible e-learning will depend on a number of factors, including teacher and learner agency. Nevertheless such an approach could be significant in terms of seeking to make accessibility as much a pedagogical issue as it is a technical one.
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Social self-efficacy academic locus 普通类
The purpose of this research is to examine the relationship of internet addiction, social self-efficacy, and academic locus of control. Participants were 311 university students who completed a questionnaire package that included the Online Cognition Scale, the Academic Locus of Control Scale, and the Perceived Social Self-efficacy Scale. The hypothesis model was tested through structural equation modeling. According to results internal academic locus of control was predicted positively by social self-efficacy. Also internet addiction was explained negatively by social self-efficacy and internal academic locus of control and positively by external academic locus of control. Results were discussed in the light of literature.
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Optimal self-explanation prompt design 普通类
Self-explanation prompts are considered to be an important form of scaffolding in the comprehension of complex multimedia materials. However, there is little theoretical understanding to date of self-explaining prompt formats tailored to different expertise levels of learners to help them fully exploit the advantages of dynamic multi-representational materials. To address this issue, this study designed two types of self-explaining prompts: the reasoning-based prompts asked the learners to reason the action run of the animation; the predicting-based prompts asked the learners to predict the upcoming action of the animation, and then asked for reasoning if they made a wrong prediction. Furthermore, multiple indicators including learning outcome, cognitive load demand, learning time, and learning efficiency were used to interpret the prompts’ effects on different expertise levels of learners. A total of 244 undergraduate students were randomly assigned to one of the three conditions: a control and two different self-explaining prompt conditions. The results indicate that the learning effects of self-explaining prompts depend on levels of learner expertise. Based on the results, this study makes recommendations for adaptive self-explaining prompt design.
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A quasi-experimental study 普通类
This mixed-methods investigation compared the effectiveness of three instructional approaches in achieving desired conceptual change among early childhood preservice teachers (n = 157). Each of the three treatments employed inquiry-based instruction on moon phases using data collected from: (1) the planetarium software program, Starry Night™, (2) nature observations and Starry Night™, or (3) nature observations alone. Data sources included drawings, intensive interviews, and a lunar shapes card sort. The data sets were analyzed via a constant comparative method in order to produce profiles of each participant’s pre- and post-instruction conceptual understandings of moon phases. Non-parametric tests of significance revealed that pre- to post-instruction gains were significant for all three treatments across all targeted concepts. The Starry Night™-Only treatment demonstrated statistically greater gains for sequencing moon phases than the other two treatments. However, there were no significant differences among the three treatments in regard to participants’ abilities to draw scientific moon shapes or in their conceptions of the causes of moon phases. Thus, the three treatments were equally effective in facilitating desired conceptual change.
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Exploring the social competence of students 普通类
Abstract Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their social interaction. Specifically, it primitively explores social competence in collaborative virtual learning environment (CVLE) systems, and behavioral performance in social and cognitive interactions. Thus, this CVLE-social interaction system involves a 3D expressive avatar, an animated social situation, and verbal as well as text-communication. A preliminary empirical study involved CVLE-social interaction systems. Three participants who had been diagnosed with ASCs were conducted using a multiple baseline research for evidence of improved social competence through usage of the system. The experimental study consisted of 17 days; and the results showed that using the CVLE-social interaction system had significant positive effects on participants’ performance, both within the CVLE-social interaction system and in terms of reciprocal social interaction learning.
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Comparing the effects of mobile computers 普通类
Environmental education and computers? That was traditionally seen as an antagonism. But environmental educators who compete for attention and face new challenges in an age of mobile devices, have begun to explore the opportunities that mobile computers may offer in supporting environmental learning experiences. This study investigates the impact of a mobile guide system on different parameters of environmental literacy in comparison to traditional instruments of environmental education (i.e. brochure, human guide). In a field experiment at a floodplain conservation site, 185 school children and 76 adults participated in a guided tour using different media. Despite the novelty of mobile devices and usability issues associated with the prototype mobile nature guide, participants using the computer-assisted medium achieved similar results concerning environmental literacy components. The computer as mobile guide can lead to an increase in environmental knowledge and in case of the children it can increase their motivation to engage in environmental education activities.
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Smart utilization of tertiary instructional 普通类
This empirical research surveys first year tertiary business students across different campuses regarding their perceived views concerning traditional, blended and flexible instructional approaches. A structural equation modeling approach shows traditional instructional modes deliver lower levels of student-perceived learning quality, learning experience and learning skills. A combination of on-line and face-to-face learning approaches, embedded across each course, yields far higher levels of total learning effects, and to explain differences in instructional approaches, a ‘Cone of Learning’ continuum is presented and discussed. Theoretical and practical research implications, and the measurement, theoretical and management aspects of future research options are presented. Tertiary institutions can adopt the approaches herein to assist in the development and build of smart targeted learning solutions – ones more in-line with the perceived needs of their respective student year levels and groups.