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Non-native Chinese language learners 普通类
Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners’ tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner’s gestures are detected by a computer webcam, which sends the message back to the online program, and the corresponding strokes appear on the computer screen. In this way, the learner practises the correct Chinese stroke order by gesturing. For this study, nine non-native Chinese-language learners used this program to practise writing characters, and their learning strategies and attitudes towards the online program were observed. Data were collected from two self-reported surveys and interviews. The results of the study are reported here, and implications for instructional design and future development of the gestural recognition program are discussed.
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Are ‘digital natives’ really digitally competent 普通类
Literature review has found that despite the considerable attention focused on ‘digital natives’, few studies have carefully investigated the characteristics of this group. The purpose of this study is to contribute to the debate on digital natives by providing a ‘piece of evidence’ on the digital competence status of a group of Chinese teenagers (ninth grade students) randomly selected from the Jiangdong District in Ningbo City, Zhejiang Province. An Instant Digital Competence Assessment (iDCA) tool, developed by a research group from the University of Florence, was adopted as the measurement tool for the study. Quantitative research was employed and the research design for the study was descriptive in nature. Data analysis results found that the majority of the participating ninth grade students (n = 317) had personal computers (PCs) and the Internet available at home and the average period of time owing a PC was about 5 years. The iDCA results indicated that (1) participants’ overall performance in the iDCA was just ‘pass’ rather than ‘good’ or ‘excellent’, which might imply that digital natives in China are not necessarily digitally competent; (2) therewere big disparities among participants as regards their digital competence; (3) participants’ digital competence differed depending on their schools and their ages; (4) participants’ digital competence was not significantly influenced by such factors as having a PC or not, having the Internet or not at home, frequency of computers and Internet use. On the basis of the findings, the study concluded by highlighting the role of education in improving teenagers’ digital competence and by recommending the development of well-designed teaching and learning materials for the Chinese K-12 school system.
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When cloud computing meets 普通类
The need, use, benefit and potential of e-portfolios have been analysed and discussed by a substantial body of researchers in the education community. However, the development and implementation approaches of e-portfolios to date have faced with various challenges and limitations. This paper presents a new approach of an e-portfolio system design based on Private–Public (PrPl) data index system, which integrates cloud computing applications and storages with Semantic Web architecture, making semantic web-based visualisation and advanced intelligent search possible. It also discusses how the distinctive attributes of the PrPl-based digital asset management system can serve as a large-scale robust e-portfolio system that can address issues with scalability, sustainability, adoptability and interoperability.With such a new distinctive design, a large-scale deployment at a state or national level becomes possible at a very cost-effective manner and also such large-scale deployment with intelligent digital asset management and search features create numerous opportunities in education.
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Modelling the factors that affect utilisation 普通类
Understanding learners’ behaviour, perceptions and influence in terms of learner performance is crucial to predict the use of electronic learning systems. By integrating the task-technology fit (TTF) model and the theory of planned behaviour (TPB), this paper investigates the online learning utilisation of Taiwanese students. This paper provides a better understanding of individual, technological and social factors regarding online learning system performance. A total of 870 students who were earlier introduced to e-learning were surveyed after a period of exposure to the system. The results of the research model were analysed using a structural equation modelling approach to verify 10 hypotheses; support was found for eight of them. This paper offers a new perspective on the mechanisms through the TTF and TPB model constructs, which facilitates e-learning learner performance and offers important implications for understanding learner performance in online learning environments.
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Online role-play environments for higher education 普通类
As online environments and tools have evolved over the last 15–20 years, their use for role-based learning has expanded. This analysis draws on work for an Australian project that has been sharing and developing knowledge about the use of online role-plays in higher education. We describe the learning needs that online role-play can meet, and give examples of solutions—some using custom-built software and some using standard online learning environments. We use these examples to develop a framework for evaluating how new technologies can support role-based learning activities in universities, taking into account the needs of both learners and teachers.
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Overcoming barriers for eLearning in universities 普通类
This paper explores the role that eCompetence of faculty members play in the integration of eLearning in higher education. Learning technologies have the potential to enhance educational innovation, but the eLearning adoption rate of faculty in universities is so far disappointing. The motivation and capability of faculty to use information and communication technologies (ICT) in teaching and learning is influenced by competence development measures and wider institutional incentives that universities offer. The paper presents the findings of an international survey on eCompetence measures for faculty in 23 universities. Results show that traditional ICT training courses do not sufficiently motivate faculty to acquire the required competences and to engage in eLearning. Universities have to create innovative portfolios for faculty development which extend both the scope and breadth of formal training with non-formal measures like communities of practice, peer groups and networks. Beyond these competence development measures, institutional incentives like eLearning rewards and career opportunities for eLearning champions increase the motivation of faculty to sustainably use learning technologies for their courses.
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Learning objects for instruction Design 普通类
The book’s second section focuses on research and development issues for oer. It discusses the need for an alignment of the oer movement with other initiatives to improve educational systems. It identifies five main categories of research efforts: 1. oer creation, 2. organisation, 3. dissemination, 4. utilisation, and 5. interventions. Within these categories several critical aspects—needs—are discussed in greater detail.
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Handbook of research on learning design 普通类
Generally, oer is seen to have the potential of improving knowledge distribution world wide, when the issues mentioned are addressed. Communities of interest need to be formed to carry on the work in this direction. Furthermore, promotional activities to spread oer initiatives and usage are needed.
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Applications implications and future directions 普通类
The discussion points and challenges raised are not the same for providers and users.The providers’ challenges include: suitable technologies, impact of oer, internal and external barriers, cross-organisational standards, involvement effort, appropriate use of oer, authorship, attribution, and incentives. Major issues of oer remain sustainabilityandintellectual property rights.
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Learning objects and instructional design 普通类
Learning objects and instructional design