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Effects of multimedia on cognitive load 普通类
This study investigates effects of multimedia on cognitive load, self-efficacy and learners’ ability to solve multiple rule-based problems. Two hundred twentytwo college students were randomly assigned to interactive and noninteractive multimedia groups. Based on Engelkamp’s multimodal theory, the present study investigates the role of multimedia in multiple rule-based problem solving. The findings indicate that providing learners with manipulative function in multimedia would facilitate their problem solving through reduced cognitive load and improved self-efficacy. The study identifies a significant mediator effect for self-efficacy that mediates between multimedia and learners’ problem solving. Discussion focuses on the effects of multimedia and self-efficacy on learners’ performance in multiple rule-based problem solving. Suggestions are made with regard to the design of problem solving in future studies.
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Visualizing 普通类
Abstract This case study illustrates the sequential process of the joint and individual knowledge elaboration in a computer-supported collaborative learning (CSCL) environment. The case comprised an Internet-based physics problem-solving platform. Six Dutch secondary school students (three males, three females) participated in the three-week experiment. They were paired based on self-selection. Each dyad was asked to collaborate on eight moderately structured problems concerning Newtonian mechanics. Their online interactions, including their textual and pictorial messages, were categorized and sequentially plotted. The three dyads showed three different collaboration patterns in terms of joint and individual knowledge elaboration.
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A task–technology fit view of learning management 普通类
Learning management systems (LMSs) are very widely used in higher education. However, much of the research on LMSs has had a technology focus or has been limited to studies of adoption. In order to take advantage of the potential associated with LMSs, research that addresses the role of LMSs in learning success is needed. Task–technology fit is one factor that has been shown to influence both the use of information systems and their performance impacts. The study described in this paper used the technology-to-performance chain as a framework to address the question of how task–technology fit influences the performance impacts of LMSs. The results provide strong support for the importance of task–technology fit, which influenced perceived impact on learning both directly and indirectly via level of utilization. Whilst task–technology fit had a strong influence on perceived impact of the LMS on learning it only had a weak impact on outcomes in terms of student grades. Contrary to expectations, facilitating conditions and common social norms did not play a role in the performance impacts of LMSs. However, instructor norms had a significant effect on perceived impact on learning via LMS utilization.
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Discovering genres of online discussion 普通类
As course management systems (CMS) gain popularity in facilitating teaching. A forum is a key component to facilitate the interactions among students and teachers. Content analysis is the most popular way to study a discussion forum. But content analysis is a human labor intensity process; for example, the coding process relies heavily on manual interpretation; and it is time and energy consuming. In an asynchronous virtual learning environment, an instructor needs to keep monitoring the discussion forum from time to time in order to maintain the quality of a discussion forum. However, it is time consuming and difficult for instructors to fulfill this need especially for K12 teachers. This research proposes a genre classification system, called GCS, to facilitate the automatic coding process. We treat the coding process as a document classification task via modern data mining techniques. The genre of a posting can be perceived as an announcement, a question, clarification, interpretation, conflict, assertion, etc. This research examines the coding coherence between GCS and experts’ judgment in terms of recall and precision, and discusses how we adjust the parameters of the GCS to improve the coherence. Based on the empirical results, GCS adopts the cascade classification model to achieve the automatic coding process. The empirical evaluation of the classified genres from a repository of postings in an online course on earth science in a senior high school shows that GCS can effectively facilitate the coding process, and the proposed cascade model can deal with the imbalanced distribution nature of discussion postings. These results imply that GCS based on the cascade model can perform as an automatic posting coding system.
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Introducing pocket PCs in schools 普通类
As more schools adopt the use of handheld computers in their classrooms, research that systematically tracks their introduction is essential in order to develop a model for successful implementation leading to improved classroom teaching. This research report seeks to explore the realities of introducing and integrating handheld computers into five Victorian schools in Australia where the initiative is owned and funded by the schools themselves. The research focused on how teachers’ attitudes and beliefs evolved over about 6–7 months of implementing the pocket PCs in their teaching. The findings indicated that the effect of pocket PCs on the attitudes of primary teachers were mixed while that on the secondary teachers was uncertainty. However, both primary and secondary teachers shared similar beliefs in the motivational aspect of the technology on student engagement and its capacity to cater for weaker students, particularly in English, but not for the more academic students. Issues such as leadership roles, the time-consuming nature of lesson preparation, the need to integrate higher-order thinking tasks with pocket PC usage and personal ownership for successful integration of the technology are discussed.
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Learning the attachment theory 普通类
This paper presents a study carried out at the University of the Basque Country UPV/EHU with the aim of evaluating the CM-ED (concept map editor) with social education students. Concept mapping is a widely accepted technique that promotes meaningful learning. Graphically representing concepts of the learning domain and relationships between them helps students integrate new knowledge into their current cognitive structure. Due to the flexibility of computer-aided drawing graphs, several concept mapping tools have been developed and their use has been studied over the last few years. CM-ED is a multilingual and multimedia software program designed for drawing concept maps. Until recently, CM-ED had been mainly used and evaluated in computer science university degree. This paper represents a qualitative step in the evaluation of CM-ED: from technical students to students of more theoretical fields. The main characteristics of the CM-ED editor and the carried out study are presented in this paper.
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Storification in History education 普通类
A mobile and multimedia game designed for History education was analyzed in terms of how it is designed and how it was applied as a narrative learning environment. In History education, narrative can be argued to be very useful to overcome fragmentation of the knowledge of historical characters and events, by relating these with meaningful connections of temporality and sequence (storification). In the game studied, students explore the history of Amsterdam by walking in the city, experiencing characters, buildings, and events, while using UMTS/GPS phones for communication and exchange of information. The History game was played during one day by 216 students, spread over 10 secondary school classes, in groups of four or five students. All information exchanged during the games was collected, and the game play and introduction of the game was observed by team coaches and researchers. The design of the game as well as the actual gaming process was analyzed with respect to how it evoked three types of storification: receiving (spectator), constructing (director) and participating in (actor) the story. Results show that the game evoked a mixture of these three types of storification. Moreover, these types of storification processes differently affected students’ engagement. Participating in the story evoked high activity in the game but less awareness of the whole story, whereas constructing the story triggered awareness of the whole story. Compared to receiving the story, both these types positively affected the engagement of the students being active and motivated during the game.
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Modelling of distance education forum 普通类
This article presents a study carried out in the area of distance learning electronic forums. Based on the relevant bibliographic review, electronic forums are increasingly becoming part of the learning process. The specific study was stimulated by previous works relevant to the modelling of the behaviour of IT students at Hellenic Open University (HOU) and addresses the issue of distance learning forum modelling using a formal language, aiming to fill the gap that exists in this area, which is demonstrated by the relevant bibliographic review. For this purpose: (a) a relevant note was submitted to HOU’s forums, (b) the main concepts of formal languages were specified, (c) a formal language was created which was specified using mathematical terms and represents the messages of HOU’s forum, (d) the correctness of such language was verified using specific examples of its function, (e) a language syntactic check algorithm was designed, (f) the parameters impacting on the effectiveness of a distance learning forum were determined, (g) concepts such as time, group size and volume of information were incorporated into the language and (h) efforts were made to identify the factors impacting on the effectiveness of a distance learning forum and the following concepts were incorporated: time, group size and volume of information, in the language.
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The impact of ICT on work–life experiences 普通类
Email is now commonplace in the university environment, but little research has addressed the impact of this technology on the work–life experiences of Teaching Assistants (TAs). These workers are of interest as they are typically responsible for most day-to-day, routine interaction with undergraduates, for ensuring students understand lectures and other course materials, and for assessing student work. In the summer of 2006, we undertook a web-based survey of Teaching Assistants at a major Canadian university. We wanted to examine the impact of and experience with information and communication technologies (ICTs) – in this case, the ubiquitous email. We found that these academic workers made extensive use of email, and that their experiences and attitudes were mixed. While relatively few expressed a desire to completely eliminate email use in their practice, problems such as feeling ‘overburdened’ by student email were common. Respondents who had set in-person office hours were twice as likely to assert that email increased their workload, that they felt overburdened by student email, and that they preferred not to communicate with students over email. There were also unexpected differences among TAs in the arts/social sciences compared to those in the math/science disciplines. Our data calls into question the largely optimistic orientation common in research reporting at the nexus point of education and ICTs, and suggests that an approach that is both critical and constructive is warranted when thinking about technology and academic work–life.
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The impact of media on collaborative 普通类
This study examines an alternative function of information sharing – social construction of meaning. Drawing on social construction, social interaction, and task closure theories, we explored the influence of both the media environment in which students are situated and the medium that group members choose to communicate with one another on the intricate relationships among breadth of information sharing, depth of information sharing, and performance of computer-supported collaborative learning (CSCL). A total of 126 students participated in the experiment – including 63 students (15 groups of four students and one group of three students) in the control and experimental groups respectively. Our findings show that most of the proposed hypotheses are supported. Intersubjective interpretation underlies groups information sharing and plays a key role in student learning performance. Evidence shows that when facing a relatively complex task in multimedia environments, students who choose to utilize a medium lower in social presence (i.e., electronic information sharing) are more likely to achieve task closure than a medium higher in social presence (i.e., verbal information sharing). This in turn leads to higher learning performance. The implications for both theory and pedagogy are also discussed.