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  • Exploring user experiences as predictors
    • predictors
    • 学习内容
    • exploring
    • 需要
    • pdf
    • 提示
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    • user
    • experiences
    • 内容

    Exploring user experiences as predictors 普通类

    The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students’ lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure student’ gaming experience and level of addiction. Students’ demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18–25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students’ level of addiction. The implications of our findings for both design and educational practitioners were also discussed.

    • predictors
    • 学习内容
    • exploring
    • 需要
    • pdf
    • 提示
    • 超链接
    • user
    • experiences
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Computer game development as a literacy activity
    • literacy
    • computer
    • game
    • development
    • 学习内容
    • 需要
    • pdf
    • activity
    • 提示
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    Computer game development as a literacy activity 普通类

    This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one of the subtests, a measure of logical sentence construction (p = .002). Field notes and teacher interview data indicated that game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills.

    • literacy
    • computer
    • game
    • development
    • 学习内容
    • 需要
    • pdf
    • activity
    • 提示
    • 超链接
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Agent-customized training for human
    • agent
    • 学习内容
    • customized
    • pdf
    • 需要
    • 提示
    • 超链接
    • training
    • enhancement
    • human
    • 内容

    Agent-customized training for human 普通类

    Training individuals from diverse backgrounds and in changing environments requires customized training approaches that align with the individual learning styles and ever-evolving organizational needs. Scaffolding is a well-established instructional approach that facilitates learning by incrementally removing training aids as the learner progresses. By combining multiple training aids (i.e. multimodal interfaces), a trainer, either human or virtual, must make real-time decisions about which aids to remove throughout the training scenario. A significant problem occurs in implementing scaffolding techniques since the speed and choice of removing training aids must be strongly correlated to the individual traits of a specific trainee. We detail an agent-based infrastructure that supports the customization of scaffolding routines as triggered by the performance of the trainee. The motivation for this agent-based approach is for integration into a training environment that leverages augmented reality (AR) technologies. Initial experiments using the simulated environment have compared the proposed adaptive approach with traditional static training routines. Results show that the proposed approach increases the trainees’ task familiarity and speed with negligible introduction of errors.

    • agent
    • 学习内容
    • customized
    • pdf
    • 需要
    • 提示
    • 超链接
    • training
    • enhancement
    • human
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Dropout prediction in e-learning courses
    • courses
    • 提示
    • 超链接
    • learning
    • 学习内容
    • pdf
    • 需要
    • techniques
    • machine
    • dropout
    • prediction
    • 上载
    • 内容

    Dropout prediction in e-learning courses 普通类

    In this paper, a dropout prediction method for e-learning courses, based on three popular machine learning techniques and detailed student data, is proposed. The machine learning techniques used are feed-forward neural networks, support vector machines and probabilistic ensemble simplified fuzzy ARTMAP. Since a single technique may fail to accurately classify some e-learning students, whereas another may succeed, three decision schemes, which combine in different ways the results of the three machine learning techniques, were also tested. The method was examined in terms of overall accuracy, sensitivity and precision and its results were found to be significantly better than those reported in relevant literature.

    • courses
    • 提示
    • 超链接
    • learning
    • 学习内容
    • pdf
    • 需要
    • techniques
    • machine
    • dropout
    • prediction
    • 上载
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Ethical judgments and behaviors
    • college
    • measuring
    • judgments
    • behaviors
    • 提示
    • 超链接
    • students
    • ethical
    • ethics
    • 学习内容
    • pdf
    • ict
    • 内容

    Ethical judgments and behaviors 普通类

    Assuming that ICT ethics are influenced by both moral and circumstantial factors, the study investigates Japanese college students’ ethical judgments and behavioral intentions in three scenarios involving ICT-related ethical problems and explores why they make such decisions, relying on five moral philosophies: moral equity, relativism, contractualism, egoism, and utilitarianism. The findings reveal that except for egoism, four moral dimensions affect ethical decisions of Japanese college students, each having different effects according to the particular ethical situation presented. Overall, the concepts of justice, fairness and moral rightness were found to influence these students’ ethical judgments in all ICT-related ethical dilemmas; legal obligations and benefits to society were found to have a weaker impact. It was also found that the students may behave unethically in ICT-related matters if these behaviors are perceived as culturally or traditionally acceptable or not perceived to be morally wrong. In conclusion, further research is suggested to analyze various scenario effects on students’ ICT-related ethical decisions and to investigate how cultural, professional and other environmental factors affect ethical decision-making. The establishment of a coherent ICT ethics policy in colleges is also proposed.

    • college
    • measuring
    • judgments
    • behaviors
    • 提示
    • 超链接
    • students
    • ethical
    • ethics
    • 学习内容
    • pdf
    • ict
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • What influences college students
    • college
    • 提示
    • simulation
    • students
    • 超链接
    • experience
    • 学习内容
    • taiwan
    • what
    • pdf
    • 需要
    • influences
    • games
    • 内容

    What influences college students 普通类

    Previous studies have pointed out that computer games could improve students’ motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational simulation games in recent years, factors influencing the continuing use of business simulation games by higher-education students are worth probing into. This research adopted the technology acceptance model, expectation confirmation theory, and agency theory as its theoretical base. Moreover, learning motivation and classroom climate from the perspective of learning, as well as perceived attractiveness and perceived playfulness from the perspective of playfulness and attractiveness were also added to the final research model. A total of 185 valid student respondents in Taiwan’s higher education who have used business simulation games in their classes participated in the survey. The results show that perceived playfulness and learning performance positively influence students’ satisfaction, which further influence the intention to use computer simulation games. Furthermore, perceived ease of use and perceived attraction play a critical role in determining perceived playfulness. Perceived ease of use was also positively influenced by perceived attraction. The research results on the students’ perspective provide a strong support for the teachers to adopt or continue using computer simulation games in classrooms. However, the agency theory failed to be sustained as a useful tool in motivating students’ learning activities, which is worthy of further research.

    • college
    • 提示
    • simulation
    • students
    • 超链接
    • experience
    • 学习内容
    • taiwan
    • what
    • pdf
    • 需要
    • influences
    • games
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Analysis of studies of the effects
    • 提示
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    • students
    • learning
    • analysis
    • effects
    • 学习内容
    • disabilities
    • pdf
    • 需要
    • performance
    • studies
    • 内容

    Analysis of studies of the effects 普通类

    The purpose of this study was to conduct a meta-study of computer-assisted instruction (CAI) studies in mathematics for students with learning disabilities (LD) focusing on examining the effects of CAI on the mathematics performance of students with LD. This study examined a total of 11 mathematics CAI studies, which met the study selection criterion, for students with LD at the elementary and secondary levels and analyzed them in terms of their comparability and effect sizes. Overall, this study found that those CAI studies did not show conclusive effectiveness with relatively large effect sizes. The methodological problems in the CAI studies limit an accurate validation of the CAI’s effectiveness. Implications for future mathematics CAI studies were discussed.

    • 提示
    • 超链接
    • students
    • learning
    • analysis
    • effects
    • 学习内容
    • disabilities
    • pdf
    • 需要
    • performance
    • studies
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Effectiveness of using a video game
    • effectiveness
    • using
    • game
    • 学习内容
    • pdf
    • 需要
    • 提示
    • 超链接
    • mechanical
    • video
    • engineering
    • 内容

    Effectiveness of using a video game 普通类

    One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students learn and implement numerical methods content. The design of the course, around a video game, is rooted in commonly accepted theories of how people learn. The article describes a study to assess the effectiveness of the video game-based course. Results show that students taking the game-based course, on average, spend roughly twice as much time, outside of class, on their course work. In a concept mapping exercise, students taking the game-based course demonstrate deeper learning compared to their counterparts taking traditional lecture/textbook-based numerical methods courses.

    • effectiveness
    • using
    • game
    • 学习内容
    • pdf
    • 需要
    • 提示
    • 超链接
    • mechanical
    • video
    • engineering
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Automatic summary assessment
    • summary
    • assessment
    • 学习内容
    • pdf
    • 需要
    • systems
    • 提示
    • automatic
    • tutoring
    • 超链接
    • intelligent
    • 内容

    Automatic summary assessment 普通类

    Summary writing is an important part of many English Language Examinations. As grading students’ summary writings is a very time-consuming task, computer-assisted assessment will help teachers carry out the grading more effectively. Several techniques such as latent semantic analysis (LSA), n-gram co-occurrence and BLEU have been proposed to support automatic evaluation of summaries. However, their performance is not satisfactory for assessing summary writings. To improve the performance, this paper proposes an ensemble approach that integrates LSA and n-gram co-occurrence. As a result, the proposed ensemble approach is able to achieve high accuracy and improve the performance quite substantially compared with current techniques. A summary assessment system based on the proposed approach has also been developed.

    • summary
    • assessment
    • 学习内容
    • pdf
    • 需要
    • systems
    • 提示
    • automatic
    • tutoring
    • 超链接
    • intelligent
    • 内容
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
  • Investigating Greek employees’ intention
    • greek
    • 学习内容
    • pdf
    • 需要
    • 提示
    • investigating
    • 超链接
    • training
    • employees
    • 内容
    • intention

    Investigating Greek employees’ intention 普通类

    In the last few decades, the implementation of information technology has given rise to several organizational training needs that have to be satisfied, in order to empower organizational IT performance. The users of new technologies have to be trained quickly and efficiently, and since they are usually distributed to different remote locations, web-based training is the preferred, and sometimes the only, process for employee training. This study deals with the prognosis of employees’ intention to use a web-based training process, by extending the technology acceptance model using some other related factors, such as learning goal orientation, management support, enjoyment, self-efficacy and computer anxiety. Two hundred and eighty seven employees participated in this study to test the validity of the research model. The findings of the structural equation modeling indicate that enjoyment, perceived usefulness and perceived ease of use directly affect employees’ intention to use web-based training, while learning goal orientation has the strongest indirect impact on employees’ intention. Finally, three new causal relations are proposed for further research.

    • greek
    • 学习内容
    • pdf
    • 需要
    • 提示
    • investigating
    • 超链接
    • training
    • employees
    • 内容
    • intention
    创建者:
    duguo
    时间:
    2011-03-24
    暂无评分 | 已有18人评价
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