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Hanging Out Messing Around and Geeking Out 普通类
The book is a compilation of information rich articles. These give a deep insight into how the process, products and implications of social networking, Web 2.0 and virtual worlds affect our lives, learning, communications styles and collaboration. This Reader is a good resource for teachers, students, researchers, administrators and all peopleintending to learn to take advantage of these technologies for effectively communicating and collaborating.
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A literature review 普通类
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by [Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Education, Technical Report No. 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.
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Controlled experiment replication in evaluation 普通类
We believe that every effectiveness evaluation should be replicated at least in order to verify the original results and to indicate evaluated e-learning system’s advantages or disadvantages. This paper presents the methodology for conducting controlled experiment replication, as well as, results of a controlled experiment and an internal replication that investigated the effectiveness of intelligent authoring shell eXtended Tutor–Expert System (xTEx-Sys). The initial and the replicated experiment were based on our approach that combines classical two-group experimental design and with factoral design. A trait that distinguishes this approach from others is the existence of arbitrary number of checkpoint-tests to determine the effectiveness in intermediate states. We call it a pre-and-post test control group experimental design with checkpoint-tests. The gained results revealed small or even negative effect sizes, which could be explained by the fact that the xTEx-Sys’s domain knowledge presentation is rather novel for students and therefore difficult to grasp and apply in earlier phases of the experiment. In order to develop and improve the xTEx-Sys, further experiments must be conducted.
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A Guide to Authentic E-learning 普通类
a case study of the Linux operating system. Being open source software, this exemplifies the collaborative project, highlighting the significance of good communication in a distributed environment. Part V pertains to online communities. It examines interpersonal communication and socialisation within online communities. Part VI deals with virtual worlds and the tools used to create virtual worlds. Massive multiplayer online role-playing games (mmorpgs) form a big industry nowadays, and a lot of software is being developed for education as well as entertainment. This section deals with muds (multi-user dungeons) and that highly successful product of Linden Labs, Second life. These virtual worlds can be so engrossing that the users treat them as real world.
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Barriers to adopting technology 普通类
This study investigates the perceived barriers to adopting information and communication technologies (ICT) in Omani higher education. One hundred faculty members from four different departments at the College of Applied Sciences in Oman participated in the study. The participants took a survey, which was developed based on the Western literature. Five factors were extracted from the survey: lack of equipment, lack of institutional support, disbelief of ICT benefits, lack of confidence, and lack of time. The findings showed that the faculty members perceived moderate degrees of barriers in applying ICT to their teaching practices. Group differences based on gender, academic rank, and academic field were generally not found except for the interaction effects on the barriers related to lack of equipment, disbelief of ICT benefits, and the overall mean. Male faculty members with less usage of ICT perceived more barriers regarding the lack of computing equipment, disbeliefs of ICT benefits, and the overall barrier than the female counterparts. It is recommended that the survey be further refined to include more subtle and culturally relevant items, larger sample sizes, and more heterogeneous samples to validate and extend the findings. Important implications of this study include a need to provide more institutional support, technical training, and personal time for faculty members to learn and upgrade their knowledge and skills in educational technologies.
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Using Educational Research to Inform Practice 普通类
Sanjaya Mishra (received July 2010) Associate Professor (Distance Education), Staff Training and Research Institute of Distance Education, Indira Gandhi National Open University, New Delhi, India sanjayamishra@hotmail.com
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Online Communication and Collaboration 普通类
The book has ten significant chapters, as well as one at the start giving an overview, and one at the end with summary and conclusions. Each of the chapters ends with a biographical sketch of a significant contributor to the growth and development of theory and practice of distance education. The ten main chapters also define key terms and provide questions for review and reflection. It is because of these questions that the book can be very well used as a textbook to initiate discussion on various aspects of distance education at postgraduate level.
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Factors influencing university drop out rates 普通类
This paper develops personalized models for different university degrees to obtain the risk of each student abandoning his degree and analyzes the profile for undergraduates that abandon the degree. In this study three faculties located in Granada, South of Spain, were involved. In Software Engineering three university degrees with 10,844 students, in humanities nineteen university degrees with 39,241 students and in Economic Sciences five university degrees with 25,745 students were considered. Data, corresponding to the period 1992 onwards, are used to obtain a model of logistic regression for each faculty which represents them satisfactorily. These models and the framework data show that certain variables appear repeatedly in the explanation of the drop out in all of the faculties. These variables are, among others, start age, the father’s and mother’s studies, academic performance, success, average mark in the degree and the access form and in some cases also, the number of rounds needed to pass. Students with weak educational strategies and without persistence to achieve their aims in life have low academic performance and low success rates and this implies a high risk of abandoning the degree. The results suggest that each university centre could consider similar models to elaborate a particular action plan to help lower the drop out rate reducing costs and efforts. As concluded in this paper, the profile of the students who tend to abandon their studies is dependent on the subject studied. For this reason, a general methodology based on a Data Warehouse architecture is proposed. This architecture does most of the work automatically and is general enough to be used at any university centre because it only takes into account the usual data the students provide when registered in a course and their grades throughout the years.
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An Introduction to Distance Education 普通类
Rarely do we come across an edited book that some of the best minds in the discipline contribute to, and at the same time that provides opportunity for reflection, review and discussion going beyond a textbook approach. This book falls into this rare group and has the potential to become a classic in its field. While it gives us a historical perspective of distance education, it also directs us towards the challenges of change it is facing – from the “industrial education approach” capable of major economies of scale to the “information education approach” that brings distance education new organisational and pedagogic models.
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An investigation of coopetitive 普通类
Information and communication technologies (ICTs) have created a supportive environment for collaborative learning at the expense of student motivation and engagement. This study attempts to explore the development of a productive learning atmosphere in the context of Web-based learning. An experiment is conducted with university-level students having homogenous background and coursework by applying heterogeneous pedagogies that create either competitive or collaborative learning atmospheres. The differences in learning atmosphere bring about variations in social presence and enjoyment of learning. The findings show that “coopetition” (defined as collaboration within the group and competition between groups) was the best learning strategy because competition and collaboration stimulated different types of knowledge growth in the knowledge-creation spiral. Competitive learning atmospheres encourage students to develop higher analytic skills, while collaborative learning atmospheres prompt students to demonstrate higher synthetic skills. Because both atmospheres contribute to learning, this study has found that combining both pedagogies in constructing a coopetitive learning atmosphere not only contributes to analytic and synthetic skills, but also raises the overall knowledge level. The findings pinpointed the importance of creating a learning environment that integrates ICTs, learners’ backgrounds, courseware, and pedagogic considerations in the process of increasing knowledge levels.