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International Conference on Computers in Education, 2002. Proceedings.最新文献

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Guidelines-a critical success factor in the development of Web-based trainings 指导方针——开发基于网络的培训的关键成功因素
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186001
Oliver Bohl, Angela Frankfurth, J. Schellhase, U. Winand
Guidelines represent an important instrument in the development of Web-based trainings (WBTs). They help to create reliable, portable, and interoperable, standardized WBTs of high-quality. The development of guidelines can be considered as a key success factor regarding the effectiveness of WBTs. The effects of guidelines can be both favourable and restrictive. Guidelines which are too rigid and strict could have counterproductive effects, therefore an optimum at guidelines is to be aimed at. This article discusses potentialities and restrictions of WBT guidelines. It can thus be of assistance in the project-specific development of guidelines. The importance of guidelines is illustrated by a case study of the inter-universitarian e-learning network Winfoline.
指南是开发基于网络的培训的重要工具。它们有助于创建可靠的、可移植的、可互操作的、高质量的标准化wbt。指南的制定可以被认为是wbt有效性的关键成功因素。指导方针的效果可能是有利的,也可能是限制性的。过于严格的指导方针可能会产生适得其反的效果,因此应以最佳的指导方针为目标。本文讨论了WBT指南的潜力和限制。因此,它可以帮助制定具体项目的准则。指导方针的重要性通过跨大学电子学习网络Winfoline的案例研究来说明。
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引用次数: 10
Remote lecture based on Instruction with Blackboard using high-quality media systems 基于高质量媒体系统的板书教学远程授课
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186094
Toshihiro Hayashi, Kenzi Watanabe, Y. Hayashida, Hiroki Kondo
Various kinds of high-quality media systems have been developed. It is expected that these systems can be used for remote lectures. We are adopting these systems including a high-speed network to construct a remote lecture based on "Instruction with Blackboard", which provides an old-fashioned but very common style of lecture. This instruction style has been often avoided in remote lectures so far because it requires high-quality data transmission. However it is no doubt that this style of instruction is still a very popular teaching method. Therefore, it is educationally meaningful that this teaching method is realized on remote lectures. This paper describes a construction method of the remote lecture based on Instruction with Blackboard and the experiment on the remote lecture using high-quality media systems.
各种高质量的媒体系统已经被开发出来。预计这些系统可以用于远程授课。我们正在采用包括高速网络在内的这些系统来构建基于“板书教学”的远程授课,提供了一种老式但非常普通的授课方式。由于需要高质量的数据传输,这种教学方式目前在远程授课中经常被避免。然而,毫无疑问,这种教学方式仍然是一种非常流行的教学方法。因此,在远程授课中实现这种教学方式具有重要的教育意义。本文介绍了一种基于黑板教学的远程授课的构建方法,以及利用高质量媒体系统进行远程授课的实验。
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引用次数: 2
Concept gaming 游戏概念
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186133
P. Eronen, Jussi A. Nuutinen, Erkki Rautama, E. Sutinen, J. Tarhio
Concept learning belongs to the fundamental challenges of educational technology. Contrary to the current trend of designing and implementing contents for various web-based virtual courses, concept learning requires cognitive tools rather than digital materials. We introduce a novel scheme to generate computer games from concept maps made by a teacher or a learner herself. Concept gaming exceeds the potential of previous software packages for concept mapping in a significant feature: it adds excitement and tension to the process of building a meaningful composition of concepts related to each other. In addition, concept gaming supports learning at various levels, from memorizing up to open problem solving.
概念学习属于教育技术的根本挑战。与目前设计和实施各种基于网络的虚拟课程内容的趋势相反,概念学习需要认知工具而不是数字材料。我们介绍了一种由教师或学习者自己制作的概念图生成电脑游戏的新方案。概念游戏在一个重要功能上超越了之前概念映射软件包的潜力:它为构建彼此相关的概念的有意义组合的过程增加了兴奋和紧张感。此外,概念游戏支持不同层次的学习,从记忆到解决开放性问题。
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引用次数: 3
Community Incubator: supporting construction of online learners' community through visualization 社区孵化器:通过可视化支持在线学习者社区的建设
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1185957
Hideyuki Suzuki, Hideo Funaoi
From the viewpoint of social construction ism, community is not defined by external normative structure, but rather locally and contingently constructed through people's communication. Based on this interactive view of community, Community Incubator a Web-based BBS system for online schools, has been designed. The system supports community building through providing participants with resources to talk about their identity, group boundaries, and history of their activities. For this purpose, the system has three functions: (1) autoaddresser; (2) community visualizer; and (3) community editor. This paper discusses how these functions work to assist participants to construct an online community of learners.
从社会建构主义的观点来看,社区不是由外在的规范结构来定义的,而是通过人们的交流在当地、偶然地构建起来的。基于这种互动性的社区观,设计了基于web的网络学校BBS系统“社区孵化器”。该系统通过为参与者提供资源来谈论他们的身份、群体边界和他们的活动历史,从而支持社区建设。为此,本系统具有三个功能:(1)自动寻址;(2)社区可视化器;(3)社区编辑。本文讨论了这些功能如何帮助参与者构建在线学习者社区。
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引用次数: 1
Social design of network learning society 网络学习型社会的社会设计
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1185850
T. Chan
EduCities is a network city for educational purposes. At the moment, there are more than 1 million EduCitizens registered in EduCities. 2,000 schools (more than half of schools in Taiwan) have built their EduTowns (smaller version of EduCities) and 18,000 classes are running their EduVillages. But these figures only represent an infrastructure, a bare skeleton, of a future network learning society. Based on the authors' work on EduCities, they argue that a network learning society will not be a 'tribal' learning society or a learning ecology, as portrayed by John Seely Brown in his keynote at ICCE98. Instead, it will be a 'structured' learning society. This structure mimics the current real world society we are used to today. The essence of the power of network is connectivity - connecting people, physical objects, information repositories, almost everything in the world. The question is how we use this network capability to link the old social structure, and from that, cultivate and diffuse learning elements into this structure, and expand the structure to form a larger but connected learning society. These strategies and actions taken are what we call the social design of a network learning society. If network learning is a learning ecology, then it must evolve around an existing structure.
城市是一个以教育为目的的网络城市。目前,在EduCities上注册的educitizen用户超过100万。2000所学校(超过台湾一半的学校)已经建立了他们的EduTowns(教育城的缩小版),18000个班级正在运行他们的EduVillages。但这些数字只代表了未来网络学习型社会的一个基础设施,一个骨架。基于作者对教育的研究,他们认为,一个网络学习型社会不会是一个“部落”学习型社会,也不会像John Seely Brown在ICCE98的主题演讲中所描述的那样是一个学习生态。相反,它将是一个“结构化”学习型社会。这种结构模仿了我们今天所习惯的现实社会。网络力量的本质是连通性——连接人、物理对象、信息库,几乎世界上的一切。问题是我们如何利用这种网络能力来连接旧的社会结构,并从中培养和扩散学习元素到这个结构中,并扩展这个结构,形成一个更大但相互连接的学习型社会。这些策略和采取的行动就是我们所说的网络学习型社会的社会设计。如果网络学习是一种学习生态,那么它必须围绕现有结构进化。
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引用次数: 6
Proposal of an adaptive Chinese keyboard typing learning environment 一种自适应中文键盘打字学习环境的提出
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186268
Peng-Wen Chen
Chinese keyboard typing is fundamental training at school in Taiwan. For the sake of a sharp learning curve, many CAI systems have been used to help teaching and learning. However, these CAI systems focus on learning results (say speed, accurate rate, etc.) rather than learning process. In this paper, we use adaptive learning strategy and agent-based technology to propose an adaptive Chinese-typing learning system and its relative course organization. We hope to help typing skill refinement according to one's personal learning condition.
中文键盘打字是台湾学校的基本训练。为了快速的学习曲线,许多CAI系统被用来帮助教学。然而,这些CAI系统关注的是学习结果(比如速度、准确率等),而不是学习过程。本文采用自适应学习策略和基于agent的技术,提出了一种自适应汉语打字学习系统及其相关课程组织。我们希望能根据个人的学习情况,帮助打字技巧的完善。
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引用次数: 0
Agent supported collaborative learning using community Web software Agent支持使用社区Web软件进行协作学习
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1185858
Takashi Ishikawa, Hiroshi Matsuda, Hiroshi Takase
The paper describes a teaching assistant facility being developed in Nippon Institute of Technology to activate question answering in computer programming practice using Web based teaching. The facility is implemented in the Website to provide agent supported collaborative learning using community Web software. The contents of the Website are teaching materials for computer programming practice and an electronic bulletin board system for question answering to assist practice of the students. The students can send a question message to the bulletin board and then receive an answer message from the teacher or other students in the classroom. An agent in the Website distributes the question message to teacher and/or the students being active to answer questions. The facility activates question answering between students as a form of collaborative learning.
本文介绍了日本工业大学正在开发的一种基于网络教学的计算机编程实践中激活问答的教学辅助设备。该设施在网站上实现,使用社区Web软件提供代理支持的协作学习。网站内容包括计算机编程实践教材和辅助学生实践的电子公告栏答疑系统。学生可以向公告板发送问题信息,然后从老师或教室里的其他学生那里收到答案信息。网站上的代理将问题信息分发给积极回答问题的老师和/或学生。该设施激活了学生之间的问答,作为一种协作学习的形式。
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引用次数: 4
An approach for automatic learning and inference by knowledge map 一种基于知识图谱的自动学习与推理方法
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186124
Chang-Kai Hsu, Jyh-Cheng Chang, Maiga Chang, Jihn-Chang J. Jehng, J. Heh
Knowledge is represented by graph or map is simpler than represented by proposition logics. Students who use the knowledge representation of knowledge map quickly learn to read a graph as IF-THEN and do all their reasoning directly on the graphs without translating them to rules or propositions. Instead, many graphic notations have been developed. Knowledge Map (KM) is a graphic system of logic that is as general as proposition logics.
用图或图表示知识比用命题逻辑表示知识更简单。使用知识地图知识表示的学生很快学会了以IF-THEN的方式阅读图表,并直接在图表上进行推理,而不需要将其翻译为规则或命题。相反,人们开发了许多图形符号。知识地图(Knowledge Map, KM)是一种与命题逻辑一样普遍的图形化逻辑系统。
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引用次数: 6
"OKOME" NHK's full-digital material (1): Web site design and log collection system “OKOME”NHK的全数字资料(1):网站设计和日志收集系统
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186245
Y. Ujihashi, T. Minowa, Tadashi Inagaki, Haruo Kurokami
"OKOME" or "rice" is the first full-digital course material produced by NHK (Japan Broadcasting Cooperation). Using the familiar subject of rice as a teaching resource, this program is designed to provide children with lessons on various integrated issues such as community, the environment. the economy and international understanding, which cannot be simply categorized in the traditional framework of the subjects. "OKOME" full-digital course materials have four main contents: (1) review the TV program, (2) video clips, (3) Internet, and (4) BBS. All of these four were designed so as to work effectively by relating to each other. To measure the effects of the material, 13 elementary schools were appointed as pilot schools and various research has been conducted since April 2001. The purpose of this first paper is to introduce the whole picture of the "OKOME" full-digital course material and log collection system supporting its research activities.
“OKOME”或“大米”是NHK(日本广播公司)制作的第一个全数字课程教材。该项目以人们熟悉的大米为教学资源,旨在为儿童提供有关社区、环境等各种综合问题的课程。经济和国际理解,这不能简单地归类在传统的学科框架。“OKOME”全数字教材有四个主要内容:(1)电视节目回顾,(2)视频剪辑,(3)互联网,(4)论坛。所有这四个都被设计成通过相互关联来有效地工作。为了验证教材的效果,从2001年4月开始将13所小学指定为示范学校,并进行了各种研究。第一篇论文的目的是介绍“OKOME”全数字教材和日志收集系统支持其研究活动的全貌。
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引用次数: 1
Instructional versus Educational Systems Design (ESD): is there a difference? 教学与教育系统设计(ESD):有区别吗?
Pub Date : 2002-12-03 DOI: 10.1109/CIE.2002.1186339
J. Nunes, S. Morón-García
Systems and environments to support eLearning require detailed specification of learning needs, materials, activities and delivery methods and needs. The complexities of integration of the different ICT components according to these learning needs and sound pedagogical approaches, demand frameworks not too dissimilar to information systems design and development methodologies. These have been traditionally denominated Instructional Design (ID) methodologies. However, the term "Instructional" has strong connotations with the behaviourist school of thought and could indicate a focus on teaching centred approach rather then a less objectivist learner-centred view of education. This paper explores Educational Systems Design (ESD) as a thorough method of design of educational applications or environments and proposes and discusses the CSFs associated with such an approach.
支持电子学习的系统和环境需要详细说明学习需求、材料、活动以及交付方法和需求。根据这些学习需要和健全的教学方法整合不同信息和通信技术组成部分的复杂性,需要与信息系统设计和开发方法相差不大的框架。这些传统上被称为教学设计(ID)方法。然而,“教学”一词与行为主义思想学派有着强烈的内涵,可能表明一种以教学为中心的方法,而不是一种不那么客观的以学习者为中心的教育观。本文探讨了教育系统设计(ESD)作为教育应用程序或环境设计的一种彻底方法,并提出并讨论了与这种方法相关的CSFs。
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引用次数: 3
期刊
International Conference on Computers in Education, 2002. Proceedings.
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