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Interdisciplinary Journal of e-Learning and Learning Objects最新文献

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Producing Reusable Web-Based Multimedia Presentations 生成可重用的基于web的多媒体演示
Pub Date : 1900-01-01 DOI: 10.28945/415
F. Bodendorf, M. Schertler, E. Cohen
This paper describes the process and particular support tools for authoring reusable web-based multimedia presentations. These tools enable authors to record and encode streams of audio and video, and to integrate into them additional multimedia material, such as PowerPoint slides. The paper also describes the W3C synchronized multimedia integration language (SMIL) standard that enables the interlinking of audio/video with additional material. Finally, the paper introduces an easy-to-use authoring tool, developed and used by the author’s faculty to produce multimedia information packages, and their corresponding user interface.
本文描述了创作可重用的基于web的多媒体演示文稿的过程和特定的支持工具。这些工具使作者能够记录和编码音频和视频流,并将额外的多媒体材料(如PowerPoint幻灯片)集成到其中。本文还介绍了W3C同步多媒体集成语言(SMIL)标准,该标准支持音频/视频与附加材料的相互链接。最后,本文介绍了一个易于使用的多媒体信息包制作工具及其相应的用户界面。
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引用次数: 15
Reading in A Digital Age: e-Books Are Students Ready For This Learning Object? 数字时代的阅读:电子书学生准备好了吗?
Pub Date : 1900-01-01 DOI: 10.28945/397
Nicole A. Buzzetto-More, Retta Guy, M. Elobaid
E-Books are a type of e-content based learning object whose benefits may include: hyper linking, nonlinearity, data density, customizability, greater distribution, low costs, search ability, and other multimedia features (Shiratuddin, Hassan, & Landoni, 2003). Originally introduced in the late 1990’s, the growth of e-books has been sluggish. Midgley reported (as cited in Wilson, 2003) that while proponents believe that e-books will come to change the way we understand reading and represent the future of reading in this digital age, critics explain that reading on a screen is an unpleasant experience that has, and will continue to, stymie the growth of e-books (Weeks, 2002). Concurrently, Prensky (2001) reports that the new generation of students entering higher education, the “Millennials”, are fascinated by new technologies and considers it as a natural part of their environment. This paper represents the findings of students’ reported experiences and perceptions of e-books at a historically Black university.
电子书是一种基于电子内容的学习对象,其优点可能包括:超链接、非线性、数据密度、可定制性、更大的分布、低成本、搜索能力和其他多媒体功能(Shiratuddin, Hassan, & Landoni, 2003)。电子书自上世纪90年代末问世以来,一直增长缓慢。Midgley报道(引用自Wilson, 2003),虽然支持者认为电子书将改变我们理解阅读的方式,并代表了数字时代阅读的未来,但批评者解释说,在屏幕上阅读是一种不愉快的体验,已经并将继续阻碍电子书的发展(Weeks, 2002)。同时,Prensky(2001)报告说,进入高等教育的新一代学生,即“千禧一代”,对新技术着迷,并认为它是他们环境的自然组成部分。这篇论文代表了一所历史悠久的黑人大学的学生报告的经历和对电子书的看法的发现。
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引用次数: 73
Meta-Data Application in Development, Exchange and Delivery of Digital Reusable Learning Content 元数据在数字可重用学习内容开发、交换和交付中的应用
Pub Date : 1900-01-01 DOI: 10.28945/396
K. Yordanova
Using a survey, conducted among students at Sofia University “St. K. Ohridski” (the biggest University in Bulgaria), a general need for more adaptive and flexible learning content was identified. Meta-data and their standardisation are seen as a promising technology for achieving this goal. On the base of analysis of existing standards, a model for meta-data application in reusable learning resources delivery is proposed. It is further shown how the model can be applied in existing Learning Content Management Systems (LCMS) in order to achieve more adaptive learning content delivery. This will allow future research in the filed of meta-data use in delivery of learning materials via mobile technologies and for satisfying special needs of people with disabilities.
通过对索非亚大学“St. K. Ohridski”(保加利亚最大的大学)的学生进行的一项调查,确定了对更具适应性和灵活性的学习内容的普遍需求。元数据及其标准化被视为实现这一目标的一种很有前途的技术。在分析现有标准的基础上,提出了元数据在可重用学习资源交付中的应用模型。进一步展示了如何将该模型应用于现有的学习内容管理系统(LCMS),以实现更具适应性的学习内容交付。这将允许未来在元数据领域进行研究,通过移动技术提供学习材料,并满足残疾人的特殊需要。
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引用次数: 15
Not as Easy as E-Mail: Tutors' Perspective of an Online Assignment Submission System 不像电子邮件那么容易:导师对在线作业提交系统的看法
Pub Date : 1900-01-01 DOI: 10.28945/82
Orit Naor-Elaiza, N. Geri
Continued use of a system beyond initial adoption is one of the most challenging issues in practice and research. This study examines the continued use of an online assignment submission system, which was implemented in a blended distance learning university. The system has two main groups of users: the students who may choose between submitting their work through the system or via regular mail, and the tutors who have to check these assignments. This paper analyzes the system’s continued use from the tutor’s perspective. After nine years of implementation, about half of the assignments were submitted via the system. The research model, which is based mainly on the technology acceptance model (TAM) and diffusion of innovation theory, has been empirically examined with data collected via a Web survey from 89 tutors. Behavioral intention to use the system was influenced mainly by its compatibility with the assignment checking process, its perceived usefulness, its real value, and tutors’ attitude toward new technologies. The findings suggest that the system is not compatible with the checking process of those tutors who are reluctant to use it.
在最初采用系统之后继续使用系统是实践和研究中最具挑战性的问题之一。本研究考察了在线作业提交系统的持续使用,该系统在一所混合式远程学习大学中实施。该系统主要有两组用户:学生可以选择通过系统或通过普通邮件提交作业,而导师必须检查这些作业。本文从教师的角度分析了该系统的持续使用。经过九年的实施,大约一半的作业是通过该系统提交的。研究模型主要基于技术接受模型(TAM)和创新扩散理论,并通过对89名教师的网络调查数据进行实证检验。使用系统的行为意愿主要受其与作业检查过程的兼容性、感知有用性、实际价值和教师对新技术的态度的影响。调查结果表明,该系统与那些不愿使用它的教师的检查过程不兼容。
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引用次数: 5
Discussion Board: A Learning Object 讨论板:一个学习对象
Pub Date : 1900-01-01 DOI: 10.28945/411
Keith Harman, A. Koohang
This paper argues that a discussion board as an integral part of e-learning is a learning object worthy of scrutiny. It explores how current praxis and theory on learning objects can be used to improve the development and application of discussion boards. Implications for discussion board as learning objects are discussed. They include: (1) accessing learning objects via discussion boards, (2) using and sharing learning objects via discussion boards, (3) creating a cycle of composition and decomposition of learning objects via discussion boards, and (4) using computer agents to improve access and communication of the data archived in discussion boards. Recommendations for future research are made.
本文认为,作为电子学习的一个组成部分,讨论板是一个值得审视的学习对象。探讨了如何利用当前关于学习对象的实践和理论来改进讨论板的开发和应用。讨论了讨论板作为学习对象的意义。它们包括:(1)通过讨论板访问学习对象;(2)通过讨论板使用和共享学习对象;(3)通过讨论板创建学习对象的组合和分解循环;(4)使用计算机代理改进对讨论板中存档数据的访问和交流。并对今后的研究提出了建议。
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引用次数: 122
Kindergarten Children's Perceptions of "Anthropomorphic Artifacts" with Adaptive Behavior 幼儿对“拟人化器物”的认知与适应行为
Pub Date : 1900-01-01 DOI: 10.28945/1732
Asi Kuperman, D. Mioduser
Introduction In recent years, children from kindergartens in central Israel have been exposed to learning experiences in technology as part of the implementation of a curriculum on technological thinking. The curriculum has been developed upon the idea that technological thinking integrated into the kindergarten's culture will stimulate the children's curiosity and will support, and even demand, the use of higher-order thinking, analytic capabilities, abstraction, and problem solving, laying out the road to knowledge building processes and learning. The demand for such technological-thinking related skills is not usually part of the curriculum in Israeli kindergartens. A unique strand within the implemented curriculum deals with the issue of 'smart artifacts'--computer controlled adaptive systems. Children are exposed nowadays from a very young age to controlled technological systems. A visit to the nearest shopping centre introduces them to automatic doors, escalators, anti-theft security equipment, or automated control gates in parking lots. Many toys they play with are programmable, and at home they interact with complex tools and devices, e.g., remote-controlled appliances, mobile phones, and computers. Children are born into a technological world comprising a wide range of smart artifacts; hence, it is only natural that the kindergarten's learning environment embraces these advanced technologies as well. The rationale of this study addresses the fact that while smart artifacts and robotic systems are being increasingly adopted as educational resources in many kindergartens, key questions deserve still to be examined: What do we know about children's understanding of artificial-adaptive behavior? What developmental affordances and constraints support or restrain children's understanding? What understanding and skills does the interaction with the robotic systems promote? How might systematic knowledge about children's understandings and capabilities help for planning mindful integration of robotic systems as educational tools? In our studies with kindergarten children we address these and similar questions--this paper reports our findings about children's stance towards programmable artifacts with adaptive behavior. Background The ambiguous status of computational objects among artifacts was studied in a series of works. In van Duuren & Scaife's study (1996) artifacts with different anthropomorphic features, i.e., interactive and adaptive behaviors that can be interpreted by children as psychological reality and a person, were used to elicit children's associations as regards to issues such as mental acts of dreaming; motor acts of walking; sensory acts and feelings; and even the very question as to whether the objects have a brain. While children's ideas about a doll, book, and person did not show any developmental differences, the "clever artifacts"--a robot and a computer--showed developmental differences. By the age of 7 years, children c
近年来,以色列中部幼儿园的孩子们已经接触到技术学习经验,作为技术思维课程实施的一部分。该课程是基于这样一种理念而开发的:融入幼儿园文化的技术思维将激发孩子们的好奇心,并将支持甚至要求使用高阶思维、分析能力、抽象能力和解决问题的能力,为知识构建过程和学习铺平道路。对这种技术思维相关技能的需求通常不是以色列幼儿园课程的一部分。在实施的课程中,一个独特的环节涉及“智能人工制品”问题——计算机控制的自适应系统。现在的孩子们从很小的时候就接触到受控制的技术系统。去最近的购物中心看看,他们就会知道自动门、自动扶梯、防盗安全设备或停车场的自动控制门。他们玩的许多玩具都是可编程的,在家里,他们与复杂的工具和设备互动,例如遥控电器、移动电话和电脑。孩子们出生在一个由各种各样的智能人工制品组成的技术世界;因此,幼儿园的学习环境自然也包含了这些先进的技术。这项研究的基本原理解决了这样一个事实,即尽管智能人工制品和机器人系统越来越多地被许多幼儿园作为教育资源采用,但关键问题仍值得研究:我们对儿童对人工适应行为的理解了解多少?哪些发展的能力和限制支持或限制儿童的理解?与机器人系统的互动促进了什么样的理解和技能?关于儿童理解和能力的系统知识如何帮助计划将机器人系统作为教育工具进行有意识的整合?在我们对幼儿园儿童的研究中,我们解决了这些和类似的问题——这篇论文报告了我们关于儿童对具有适应性行为的可编程工件的立场的发现。在一系列的工作中,研究了人工制品中计算对象的模糊状态。在van Duuren & Scaife的研究(1996)中,具有不同拟人化特征的人工物品,即可以被儿童解释为心理现实和一个人的互动和适应行为,被用来引发儿童对诸如做梦的心理行为等问题的联想;行走的动作;感觉行为和感觉;甚至是关于物体是否有大脑的问题。虽然孩子们对娃娃、书和人的想法没有表现出任何发展差异,但“聪明的人工制品”——机器人和电脑——却表现出发展差异。到7岁时,孩子们将这种智能机器理解为认知对象。类似的,Francis和Mishra(2008)让3到8岁的儿童与三种类型的“拟人化玩具”互动——毛绒狗、机械猫和机器狗——不同程度的可观察功能的复杂程度。他们要求孩子们分辨这些是否是“真实的”,并与之互动。他们报告了孩子们的语言描述和他们的行为之间的差异,这些描述大多承认了它们不是真实的本体论现实,表明他们对机器狗这个最复杂的玩具的真实性感到困惑。此外,他们还报告了拟人化语言与非拟人化语言的广泛使用。Ackermann(1991)在描述儿童和成人对受控系统或自我调节装置的理解时,提出了两个观点:心理学和工程学。心理学观点认为智能人工制品是有生命的生物,具有意图、意识、个性和意志。…
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引用次数: 10
A CSCL approach to blended learning in the integration of technology in teaching CSCL在技术与教学融合中的混合式学习方法
Pub Date : 1900-01-01 DOI: 10.28945/1171
Michael Jones
This paper presents a case study of a blended learning design where technology was integrated into a second year management subject in an attempt to increase student flexibility and interest while simultaneously delivering commercially valuable skills. Specifically, the study will evaluate the effectiveness of this move to a blended learning model of delivery and the use of social networking tools in aiding student learning. The technologies were designed to enhance the learning experience of students by providing an opportunity to work in small groups to collaborate on a group submission based on an authentic workplace scenario. Tasks were also designed to allow students to discuss their group project both synchronously, using a chat tool, and asynchronously, using discussions in the eLearning space. The success of this blended learning design is reported through analysis of the results from a student survey.
本文介绍了一个混合学习设计的案例研究,其中技术被整合到二年级的管理学科中,试图增加学生的灵活性和兴趣,同时提供有商业价值的技能。具体地说,这项研究将评估这种转向混合学习模式的有效性,以及使用社交网络工具来帮助学生学习。这些技术旨在通过提供小组合作的机会来增强学生的学习体验,从而基于真实的工作场所场景进行小组提交。任务的设计还允许学生使用聊天工具同步讨论他们的小组项目,也允许学生使用电子学习空间中的讨论异步讨论。通过对学生调查结果的分析,报告了这种混合式学习设计的成功。
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引用次数: 7
[Chais] Drills, Games or Tests? Evaluating Students' Motivation in Different Online Learning Activities, Using Log File Analysis 练习、游戏还是测试?利用日志文件分析评价学生在不同网络学习活动中的动机
Pub Date : 1900-01-01 DOI: 10.28945/1522
G. Ben-Zadok, Moshe Leiba, Rafi Nachmias
Introduction Motivation is an essential component of the learning process (Anderman & Dawson 2011; Anderman & Wolters 2006; Schunk & Zimmerman, 2006) and in many cases impacts the students' behaviors in the learning environment. It is for this reason that much educational research focuses on efforts to learn about its varied aspects and implications. From the point of view of developers of online learning environments, there is a need to offer students a variety of educational tools, such as interactive exercises and games, that may promote motivation to learn and thereby enhance learning (Gee, 2003; Mayer, 2011; Mintz & Nachmias, 1998). Students in online environments may choose their own learning path based on their preferences and needs. Their choice is exercised, for example, by the type or amount of content they consume, the time they dedicate to learning, and the effort they are willing to make (Sims & Hedberg, 1995). Motivated students consume more content and use more tools, dedicate more time to thinking, and make an effort to answer questions correctly (e.g., Cocea & Weibelzahl, 2007). Hence, it is clear that developers should be informed about students' behaviors in order to enhance the design of the environments for better learning (Pahl, 2004). Assessment of learners' motivation in online environments has been a challenge for researchers as well as developers due to the fact that it is a difficult factor to evaluate without physically observing the students in the learning process. Traditional research tools, such as surveys and questionnaires, as well as the LMS (Learning Management Systems) of the learning environments, provide limited information to the issue posed. This gap may be bridged with log file analysis, which makes it possible to learn about the online learner by automatically and continuously collecting digital traces (Hershkovitz & Nachmias, 2009). Therefore in this study we have used log file analysis as a methodological tool to learn about the students' actual behavior in different activities and to try and infer their motivation for learning. The study builds on aspects and measurements of motivation that have been previously described in the literature. Background Educational Tools in Online Learning Online learning environments contain a variety of educational tools to enhance students' knowledge and skills in a specific subject domain. These tools are often rich in media such as simulations, games, and other interactive tools (Mayer, 2011). However, perhaps the most prevalent tool for students are the drills in which they get immediate feedback regarding the accuracy of their answers (Egenfeldt-Nielsen, 2005; Weiss & Muller, 2008). Previous research described the influence of this feedback on learning by suggesting that it helps students to assess their knowledge and competence and to focus on their learning process (Chickering & Gamson, 1987; Gibbs & Simpson, 2004). On the other hand, in some studies, it was fou
动机是学习过程的重要组成部分(Anderman & Dawson 2011;Anderman & Wolters 2006;Schunk & Zimmerman, 2006),并且在很多情况下会影响学生在学习环境中的行为。正是由于这个原因,许多教育研究集中于努力了解其各个方面和含义。从在线学习环境开发者的角度来看,有必要为学生提供各种各样的教育工具,如互动练习和游戏,这可能会促进学习动机,从而提高学习(Gee, 2003;梅耶,2011;Mintz & Nachmias, 1998)。在网络环境中,学生可以根据自己的喜好和需要选择自己的学习路径。例如,他们的选择取决于他们所消费的内容的类型或数量、他们投入学习的时间以及他们愿意付出的努力。积极的学生会消耗更多的内容和使用更多的工具,花更多的时间去思考,并努力正确回答问题(例如,Cocea & Weibelzahl, 2007)。因此,很明显,开发人员应该了解学生的行为,以加强环境的设计,以更好地学习(Pahl, 2004)。在线环境中学习者动机的评估对研究人员和开发人员来说一直是一个挑战,因为如果不实际观察学生的学习过程,很难进行评估。传统的研究工具,如调查和问卷,以及学习环境的LMS(学习管理系统),对所提出的问题提供的信息有限。这一差距可以通过日志文件分析来弥补,这使得通过自动和持续收集数字痕迹来了解在线学习者成为可能(Hershkovitz & Nachmias, 2009)。因此,在本研究中,我们使用日志文件分析作为方法论工具来了解学生在不同活动中的实际行为,并试图推断他们的学习动机。该研究建立在先前文献中描述的动机方面和测量的基础上。在线学习环境包含各种教育工具,以增强学生在特定学科领域的知识和技能。这些工具通常包含丰富的媒介,如模拟、游戏和其他互动工具(Mayer, 2011)。然而,对于学生来说,也许最普遍的工具是练习,他们可以在练习中获得关于答案准确性的即时反馈(Egenfeldt-Nielsen, 2005;Weiss & Muller, 2008)。先前的研究通过表明这种反馈有助于学生评估他们的知识和能力,并关注他们的学习过程来描述这种反馈对学习的影响(Chickering & Gamson, 1987;Gibbs & Simpson, 2004)。另一方面,在一些研究中,人们发现这些工具在帮助学生发展高级知识和技能方面只取得了有限的成功。在这方面提到的原因是,这些工具设计得很差,过于简单、无聊和重复,并且它们不允许用户进行任何主动探索的可能性(Kirriemuir & McFarlane, 2004;褶皱翼,2005)。游戏是在线环境中的另一种常见工具。越来越多的研究表明,游戏作为学习工具具有巨大的潜力。除了有能力提高学生的知识和技能外,他们还通过竞争、乐趣和创造力等因素产生学习动机(Gee, 2003;Gredler, 2004;Mintz & Nachmias, 1998)。有些研究甚至指出玩游戏与学习结果之间的联系(Klopfer, Osterweil, & Salen, 2009;莫尔、温特斯、塞鲁利和比约克,2006;Sandford, Ulicsak, Facer, & Rudd, 2006)。…
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引用次数: 4
Assessing Online Learning Objects: Student Evaluation of a Guide on the Side Interactive Learning Tutorial Designed by SRJC Libraries 评估在线学习对象:学生对SRJC图书馆设计的在线互动式学习教程的评价
Pub Date : 1900-01-01 DOI: 10.28945/2061
A. Virtue, Ellen Dean, Mary B. Matheson
More and more of today’s scholars conduct their research in a digital realm rather than using a print collection. The University of Arizona Libraries Guide on the Side tutorial software offers an opportunity to apply the principles of active learning with real world research scenarios. This paper reports on the design and introduction of interactive guided tools to support information literacy instruction in a community college setting. The initial implementation included 110 students who provided voluntary feedback about their perceptions and participated in a quiz assessing their comprehension. Response to the tutorials was overwhelmingly positive, with 96% of students reporting an increased understanding of given research interfaces after taking the interactive tutorials. In testing, students exhibited greater comprehension of the scope of the research interface, with an almost 55% increase in student performance over students who did not take the tutorials.
如今,越来越多的学者在数字领域进行研究,而不是使用印刷馆藏。亚利桑那大学图书馆指南教程软件提供了一个机会,将主动学习的原则应用于现实世界的研究场景。本文报道了交互式引导工具的设计和引入,以支持社区大学设置的信息素养教学。最初的实施包括110名学生,他们自愿提供关于他们的感知的反馈,并参加一个评估他们理解能力的测验。对教程的反应非常积极,96%的学生报告说,在参加了交互式教程之后,他们对给定的研究界面的理解有所增加。在测试中,学生对研究界面的范围有了更好的理解,与没有参加辅导的学生相比,学生的成绩提高了近55%。
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引用次数: 6
Implementing On-Line Learning and Performance Support Using an EPSS 使用EPSS实现在线学习和绩效支持
Pub Date : 1900-01-01 DOI: 10.28945/1520
E. Gal, Rafi Nachmias
Electronic Performance Support Systems (EPSS) is a method for on-line learning and performance support applied in organizations for the last 20 years. EPSS integrates learning as well as task performance into a single action. It does so by providing information and guidance regarding the task according to a specific need and situation, thus allowing learning while working. Up to now, only a few empirical studies have been conducted on the effectiveness of EPSS in supporting task performance, while its ability to provide effective on-line learning remains in question. The current research goal is to assess EPSS effectiveness for both learning and performance support considering a number of primary organizational factors including work/learning environments. The results indicate that EPSS effectiveness is highly dependent on organizational environments and user experience. The findings also suggest a new perspective on former studies which claim EPSS superiority and others who disputed its effectiveness altogether. The research conclusions help in formulating development and implementation guidelines for both learning and performance support personnel by matching EPSS strategies to users' attributes and organizational environments
电子绩效支持系统(EPSS)是近20年来在组织中应用的一种在线学习和绩效支持方法。EPSS将学习和任务执行整合到一个单一的动作中。它通过根据特定的需要和情况提供有关任务的信息和指导来实现这一点,从而允许在工作中学习。到目前为止,关于EPSS在支持任务绩效方面的有效性的实证研究很少,而其提供有效在线学习的能力仍然存在疑问。目前的研究目标是评估EPSS在学习和绩效支持方面的有效性,考虑到包括工作/学习环境在内的一些主要组织因素。结果表明,EPSS的有效性高度依赖于组织环境和用户体验。这些发现也为先前声称EPSS优越和其他质疑其有效性的研究提供了新的视角。研究结论通过将EPSS策略与用户属性和组织环境相匹配,有助于制定学习和绩效支持人员的开发和实施指南
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引用次数: 0
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Interdisciplinary Journal of e-Learning and Learning Objects
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