-
基础教育
- 教材:
-
- 全部
- 中国地图出版社
- 人教版
- 人教版2012
- 人教版2013版
- 人教版PEP(3年级)
- 人教版义务
- 人教版新课标
- 人教版新起点(1年级)
- 人教版(Go for it)
- 人教版(三年级起点)
- 人教版(三年级起点)2012-2013
- 人教版(版本不明)
- 人教社2016年新编教材
- 冀教版
- 冀教版(三年级起点)
- 北京版
- 北师大版
- 北师大版(2016)
- 北师大版(1年级)
- 北师大版(3年级)
- 北师版2013
- 华东师大版
- 外研社版
- 外研社(三年级起点)
- 外研社(广西专用)
- 广州新版(三年级起点)
- 广州版
- 开心学英语
- 教育科学(3年级起点)
- 教育科学(广州版)
- 新华东师大版
- 新起点英语
- 朗文英语
- 河北版
- 湘少版(3年级起点)
- 牛津上海版
- 牛津上海版(深圳新版)
- 牛津英语
- 粤教版
- 苏教版
- 语文S版
- 语文版
- 首师大版
- 香港现代版
- 齐齐学英语
- 高等教育
- 职业教育
-
Using a digital medium to support learning 普通类
This small scale action research study investigated the experiences of learners over two iterations as they completed a patchwork text assignment within the digital medium of a personal learning system (PLS). The aim was to investigate the extent to which using a PLS can facilitate formative and collaborative feedback to assist student learning. A secondary question, linked to the course being a post graduate Certificate for new HE teachers within a geographically dispersed university, was to examine if using a PLS in the programme would influence their interest in using it with their own students in the future. This question is of particular importance for the tutors of this programme, as the university attracts mainly part-time students who are studying at a distance from the university campus. The study was carried out as part of the JISC funded Flourish Project, whose overall aim was to examine the use of a PLS to support the development of academic staff. A patchwork text assessment is a series of short independent pieces of writing, completed following formative peer feedback and then ‘stitched’ together by a reflexive commentary. A PLS provides a flexible digital online medium in which a learner is able to build a range of objects providing evidence from their professional practice or learning activities and to link these through reflective writing creating an e-portfolio for assessment. The digital medium allows the learner to share selected elements with others, including their peers and tutors, and to receive and give timely feedback electronically.
-
Student engagement and blended learning 普通类
The widening participation agenda was instigated by a government seeking to develop skilled workers in the global economy, yet it has consistently refused to fund the burgeoning student population adequately. Managers and academics within the HE sector have to reconcile requirements for the implementation of policies with an increasing ‘audit’ culture and a mass education system. For these stakeholders, perceptions of the benefits of moving aspects of learning online can be attractive. But does this help the widening participation student, struggling to adjust to University life, juggling working to minimise debt and family commitments? A model has been developed through cross case analysis of students’ learning experiences at a post-1992 University to illustrate how students are creating new and innovative ways to negotiate their engagement with Higher Education. The negotiation involves their individual expectations of: • Their ability to control technology. • Their forthcoming educational experience. • Expectations of managing their ‘learning space. The model provides a way of mapping aspects of course design to different portraits of students, enabling students to be mapped as high, medium and low risk in terms of retention. The use of this model to design and analyse courses, in order to identify such risks for students, will then be demonstrated.
-
The design of Cloudworks 普通类
This paper describes a new social networking site, Cloudworks, which aims to provide a dynamic environment for finding, sharing and discussing learning and teaching ideas and designs. The paper begins by discussing the mismatch between the potential application of technologies in education and their actual use in practice. It considers some of the reasons for this and suggests ways in which this gap might be addressed. It goes on to outline the vision behind the development of Cloudworks, the phases of development and findings to date. It then contextualises this work theoretically drawing in particular on the notion of ‘social objects’ and a framework for sociality. The paper concludes with a discussion of the implications of this work and future research plans.
-
MuseumScouts 普通类
In this paper we report on the successes and challenges of a creative project involving museums, schools and interactive technologies. The MuseumScouts project is EU Comenius 2.1 funded and involves teachers, teacher educators, museum staff, students and researchers from five European countries: Germany (Berlin and Munich), Lithuania (Vilnius), Portugal (Porto), Austria (Linz), and the UK (Bristol and London). The MuseumScouts project arises from a European-wide desire to bring schools and cultural and educational institutions such as museums of different kinds, art galleries, science centres and historic buildings, together in collaborative learning experiences. The project aims to develop learner-centred approaches in the ‘museum’ environment: learners use information they collect during authentic learning opportunities to design short interactive multimedia teaching presentations with collaborative authoring tools. The focus is on knowledge acquisition, transformation and communication.
-
Layered learning design 普通类
The use of ICT to enhance teaching and learning depends on effective design, which operates at many levels of granularity from the small to the very large. This reflects the range of educational problems from course design down to the design of activities focused on specific learning objectives. For maximum impact these layers of design need to be co-ordinated effectively. This paper delineates a reference model of ‘layered learning design’ where designs at one layer should use and incorporate designs from lower (more specific) layers in elegant and powerful ways. This would allow different designers, or tutors, to focus on different levels of abstraction in the learning design process, and to collaborate in combining designs to make a substantial impact on practice. The paper first delineates a model of the different layers of learning design. These layers range from the strategic structuring of learning activity (to achieve high-level goals) down to the design for basic learning activities. The paper then tackles the issue of the integration of this model with a major ‘aggregation’ model for learning objects. The essential insight is that learning objects should be viewed as instances of learning designs. This leads to a combined reference model where there is a correspondence between learning designs and learning object types at each layer. Finally, the paper applies the combined model to map some major contributions to learning design research and development.
-
Cognitive learning efficiency 普通类
Nowadays we need to teach students how to become flexible problem solvers in a dynamic world. The pace in which technology changes and complexity increases requires increased efficiency in learning and understanding. This requires the engineers of tomorrow to quickly gain knowledge and insight outside their prime area of expertise. To transfer practical, how-to knowledge, to re-use design solutions and to teach students design solutions in the context of a specific domain, design patterns can be used. Design patterns offer a way to transfer knowledge that is more practical and ‘ready for use’ than a generic theory-based transfer of knowledge. However, the advantage of design patterns might go beyond re-use, design efficiency and flexibility. This paper argues that in addition to the benefits described above, there is a specific added value for the use of design patterns by students to acquire design skills and domain knowledge. To analyze this proposition we will analyze the literature on cognitive load and cognitive learning processes, and relate this to experiences from three case studies in which novices and experts were offered design patterns to develop and implement systems and processes. We will reflect on implications of the use of design patterns in computer-based teaching as well as on a potential support tool to improve the accessibility of pattern languages.
-
Not all wizards are from Oz 普通类
Abstract This paper presents a methodology for the design of intelligent learning environments. We recognise that in the educational technology field, theory development and system-design should be integrated and rely on an iterative process that addresses: (a) the difficulty to elicit precise, concise, and operationalised knowledge from ‘experts’ and (b) the crucial differences between the communication modalities that experts can relate to, and those that are available to a computer-based system. Inspired by the well-known wizard-of-Oz methodology we discuss the need for characterising and carefully controlling the range of its possible variations. We refer to our approach as ‘tapering’ of the communication capacity of carefully engineered didactical situations and present its application, and a case study from our work with an exploratory environment. We then discuss the generality of the methodology and pragmatic constraints which can be useful in similar research.
-
The role of physical representations 普通类
This research aims to explore the role of physical representations in young children’s numerical learning then identify the benefits of using a graphical interface in order to understand the potential for developing interactive technologies in this domain. Three studies are reported that examined the effect of using physical representations (blocks) on children’s (aged 4–8 years) strategies in a numerical partitioning task. The first study describes the role of certain perceptual and manipulative properties of the physical materials, comparing performance with paper and no materials conditions. The study demonstrated an advantage for physical materials and identified a key property reflecting strategies: whether blocks were moved individually or as a group. This finding was investigated in the second study by comparing strategies when children were asked to constrain movements to one block at a time. Significant differences were found in strategies used although differences were reduced by children moving individual blocks quickly in succession using both hands. The final study examined the effect of constraining manipulation using a graphical user interface, where on screen squares could only be moved individually. As predicted, significant differences were found for strategies used between physical and virtual conditions. The findings suggest that differences in the manipulative properties of interfaces may affect children’s numerical strategies and are discussed with respect to the design of effective interactive technologies in this domain.
-
Exploring creative thinking in graphically 普通类
This paper reports on an aspect of the EC funded Argunaut project which researched and developed awareness tools for moderators of online dialogues. In this study we report on an investigation into the nature of creative thinking in online dialogues and whether or not this creative thinking can be coded for and recognized automatically such that moderators can be alerted when creative thinking is occurring or when it has not occurred after a period of time. We outline a dialogic theory of creativity, as the emergence of new perspectives from the interplay of voices, and the testing of this theory using a range of methods including a coding scheme which combined coding for creative thinking with more established codes for critical thinking, artificial intelligence pattern-matching techniques to see if our codes could be read automatically from maps and ‘key event recall’ interviews to explore the experience of participants. Our findings are that: (1) the emergence of new perspectives in a graphical dialogue map can be recognized by our coding scheme supported by a machine pattern-matching algorithm in a way that can be used to provide awareness indicators for moderators; (2) that the trigger events leading to the emergence of new perspectives in the online dialogues studied were most commonly disagreements and (3) the spatial representation of messages in a graphically mediated synchronous dialogue environment such as Digalo may offer more affordance for creativity than the much more common scrolling text chat environments. All these findings support the usefulness of our new account of creativity in online dialogues based on dialogic theory and demonstrate that this account can be operationalised through machine coding in a way that can be turned into alerts for moderators.
-
Learning in digital worlds A view from CAL09 普通类
Learning in digital worlds: A view from CAL09