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Virtual world teaching experiential learning 普通类
While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video.
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Applying GIS to develop 普通类
Developing interactive history learning materials to facilitate historical thinking is one of the challenges in history teaching and learning. This study developed a web-based history educational system, which has used the acronym HES-SPATO (history educational system based on SPATO), to increase the understandability of history learning materials. SPATO (spatial, person, action/attribute, and temporal object) was designed to integrate the indispensable elements of history events such as space, person, action/attribute, and time. HES-SPATO also applied temporal logic to reason the temporal relationships between history events. Furthermore, it employed the GIS concept of information layers to develop the student interface. The findings of the experiments indicated that the use of HES-SPATO was effective in enhancing students’ history learning. The participants also showed positive attitudes toward the HES-SPATO system in terms of the perceived ease of use, perceived usefulness, attitude to use, intention to use, recall of web sites, and perceived usefulness of assistant tools. Although many functionalities have been added to the HES-SPATO system, there was no significant difference in system efficiency between HES-SPATO and the comparative system. These experimental results also guide the direction of future research.
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Comparison of intelligent systems 普通类
This paper compares the efficiency of two intelligent methods: expert systems and neural networks, in detecting children’s mathematical gift at the fourth grade of elementary school. The input space for the expert system and the neural network model consisted of 60 variables describing five basic components of a child’s mathematical gift identified in previous research. The expert system estimated a child’s gift based on heuristically defined logic rules, while the scientifically confirmed psychological evaluation of gift based on Raven’s standard progressive matrices was used at the output of neural network models. Three neural network algorithms were tested on a Croatian dataset. The results show that both the expert system and the neural network recognize more pupils as mathematically gifted than teachers do. The expert system produces the highest average hit rate, although the highest accuracy in classifying gifted children is obtained by the radial basis neural network algorithm, which also yields lower type II error. Due to the ability of expert systems to explain the result, it can be suggested that both the expert system and the neural network model have potential to serve as effective intelligent decision support tools in detecting mathematical gift in early stage, therefore enabling its further development.
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Effects of an online problem 普通类
This study investigated how the online problem based learning (PBL) approach employed in an online learning environment influenced undergraduate students’ critical thinking skills (CTS) and content knowledge acquisition. The pretest–posttest control group design was used in the study. The subjects included the students who were enrolled at the Department of Primary School Mathematics Teaching in Anadolu University Education Faculty. Subjects attended to Computer II course in 2008 spring. Experiment group attended the online PBL course whereas the control group attended the online instructor-led course. Each group consisted of 20 students. Data collection tools consisted of a multiple choice content knowledge acquisition scale and the Watson–Glaser critical thinking skills test. The results of two-way mixed design ANOVA indicated that learning in the online PBL group did not have a significant effect on the content knowledge acquisition scores. It was also revealed that learning in the online PBL group had a significant effect on increasing the critical thinking skills.
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A study of the relationship 普通类
This article investigates the relationship between policy (conceptualised as goals, values and resources), organisational culture and e-learning use. Through both qualitative and quantitative research methods, we gathered data about staff and student perspectives from four diverse South African universities representing a selection of ICT in education policy types (Structured and Unstructured) and organisational cultural types of “collegium, bureaucracy, corporate and enterprise” (McNay, 1995). While our findings show a clear relationship between policy and use of ICTs for teaching and learning, organisational culture is found crucial to policy mediation and the way that e-learning use is embedded within the organisation. We conclude that although a Structured Corporate institutional type enables the attainment of a “critical mass” within e-learning, Unstructured Collegium institutions are better at fostering innovation. Unstructured Bureaucratic institutions are the least enabling of either top down or bottom up e-learning change.
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The impact of an innovative instructional 普通类
The present study focuses on the design and development of an instructional approach to develop oral presentation skills. The theoretical base builds on the social cognitive perspective, and self-regulated learning. The aim of the study is to investigate whether the design of a multimedia-based instructional format - comprising of a standardised multimedia instruction, practical activities and feedback - will enhance oral presentation skills. In the study, the differential effect of three ‘modes of feedback’ on performance has been researched. The results reveal that oral presentation skills did improve significantly after the instruction. The multimedia nature of the design was favoured by all participants. In contrast, no significant impact of feedback was found. Nevertheless, feedback proved to be a useful process that was highly welcomed by participants.
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Cousins Virtual Jane and Virtual Joe 普通类
Higher education institutions deliver web-based learning with varied success. The success rate of distributed online courses remains low. Factors such as ineffective course facilitation and insufficient communication contribute to the unfulfilled promises of web-based learning. Students consequently feel unmotivated. Instructor control and in the courseroom further isolates students, whereas success rate increases when students unite in virtual communities. King (2002) increased student participation in his online classes by creating a virtual student, Joe, as a participating student and supplementary facilitator. This investigation responds to King’s call for further directions on how a virtual helper enhances online facilitation. This inspired our investigation of how Virtual Jane might augment online facilitation. King’s prediction, “It seems that Joe Bags may have a family in the future,” (p. 164) became a reality in a South African masters’ web-based class on web-based learning.
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Qualitative findings of students’ perception 普通类
With rapid emergence to the birth of the knowledge era, an active and interactive learning environment is fundamental to any teaching and learning process. Over time, negative implications of traditional learning environment are mounting, and measures must be taken to challenge it. With extensive research on available learning tools, it has become more feasible to provide our students with better learning opportunities. Such was the anticipation in the Malaysian educational context. Hence, this paper aims to address qualitative findings of a study on self-regulated learning strategies conveyed through the proposed interactive e-learning community (iELC). In duration of eight weeks, students (n = 50) from regular national secondary schools were subjected to online learning tasks aimed to advance strategies on self-regulated learning. To date, strategies of self-regulated learning have been perceived as key to learner to succeed academically and after the schooling years. By means of semi-structured interview, data were collected from small group and one-to-one perception. Results were directed at the overall development of self-regulated learning strategies and its diffusion in the iELC discussion platform. Conclusively, these findings add significantly to the understanding of self-regulated learning strategies in an online learning environment.
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Exploring the relationship 普通类
The widespread use of the Internet and the convenient mechanism it provides, such as easy access, easy downloads, and easy copy and paste functions have made many types of unethical behaviors easier, particularly those involving students in academic settings. Among the issues in ethics within the academic environment that can be triggered by the Internet are fraudulence, plagiarism, falsification, delinquency, unauthorized help, and facility misuse. Given these issues, the study seeks to investigate the extent to which students at a public university in Malaysia engage in such unethical behavior and their relationship with the big five personality model. This study was conducted using a survey method of 252 students in three different academic faculties. The results of factor analyses confirm and refine the reliability of the scales for both big five personality variables and unethical Internet behaviors as conceptualized through Internet triggered academic dishonesty (ITADS). The findings indicate that personality traits such as (1) agreeableness, (2) conscientiousness and (3) emotional stability are significantly and negatively correlated with unethical Internet behavior in university students. Significant differences in facility misuse are also observed between the three academic faculties investigated. This research should provide significant contributions to educators in designing the computer ethics curriculum and in allowing for educational institutions as well as other organizations in developing relevant policies and guidelines on matters pertaining to academic conduct, utilization of computers and Internet, and recruitment exercises.
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Investigating the impact of video games 普通类
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective and cognitive impact on student users. While statistical results indicated no differences (p > .05) in student learning as measured by our instrument, there were significant differences (p < .05) found in the participants’ level of engagement while interfacing with the video game. Implications on this emerging line of inquiry are discussed.