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Effects of Anxiety on Active Class Attitude in E-Learning: Analysis by considering learning strategy and willingness to learn 焦虑对网络学习课堂积极态度的影响:基于学习策略和学习意愿的分析
Masaki Takeda, S. Suto, Takafumi Sakamoto, A. Nameda, Tatsuhiro Konishi
In this study, we clarified how anxiety during learning in e-learning affects active class attitude. Furthermore, we clarified mechanisms by which the causal relationship between anxiety and active class attitude. At that time, based on results of our previous studies and reviews of previous studies, we analyzed anxiety during learning and active class attitude in consideration of learning strategy and willingness to learn. As a result, we found that the higher anxiety of learner at the start of semester, the lower active class attitude and deep information processing at the end of semester. On the other hand, when willingness to learn is high, willingness to learn suppresses effects of anxiety, on the contrary, enhances active class attitude. Our study suggests that the causal relationship between anxiety and active class attitude is adjusted by willingness to learn. These findings obtained in this study can be evaluated as useful for maximizing learning effects in e-learning.
在本研究中,我们澄清了网络学习中的焦虑如何影响课堂积极态度。此外,我们还明确了焦虑与课堂积极态度之间的因果关系机制。当时,我们根据之前的研究结果和对以往研究的回顾,分析了学习中的焦虑和课堂上的积极态度,考虑了学习策略和学习意愿。结果发现,学习者在学期初焦虑程度较高,在学期末积极课堂态度和深度信息加工程度较低。另一方面,当学习意愿高时,学习意愿会抑制焦虑的影响,相反,学习意愿会增强课堂积极态度。本研究发现,焦虑与课堂积极态度的因果关系受学习意愿的调节。本研究的研究结果可被评估为在电子学习中发挥最大的学习效果。
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引用次数: 0
The Role of Teachers in Helping to Shape Students’ Cognitive Processes in a Post-Truth Era 在后真理时代,教师在帮助塑造学生认知过程中的作用
Yi Sang
Based on existing knowledge about the post-truth era, this study aims to explore how educators should perceive and respond when students are confused by various messages from other sources in this particular era. The pedagogical approaches adopted by educators and their perspectives on this specific era were collected and analyzed through email interviews with four university in-service teachers, taking into account existing scholarship in the fields of politics and media, as well as existing approaches to the 'political classroom' and 'virtue education'. Finally, the shortcomings and deficiencies of this study are pointed out, and guidelines are given for further systematic research in the future.
基于对后真相时代的现有认识,本研究旨在探讨在这个特定的时代,当学生被来自其他来源的各种信息所迷惑时,教育者应该如何感知和应对。通过对四位大学在职教师的电子邮件采访,我们收集并分析了教育工作者所采用的教学方法及其对这一特定时代的看法,同时考虑到政治和媒体领域的现有学术研究,以及“政治课堂”和“美德教育”的现有方法。最后,指出了本研究的不足和不足,并为今后进一步系统研究提供了指导。
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引用次数: 0
The Effectiveness of Motion Graphics in Improving Students' English Ability during the COVID-19 Pandemic 新冠肺炎疫情期间运动图形教学对提高学生英语能力的效果
Desi Indrawati, Yella Dezas Perdani, F. Nadelia, M. Moloney
Since March 2020, the outbreak of COVID-19 became a global pandemic. Therefore, Indonesian students, schools, and universities turned to online teaching and learning. This research was motivated by the fact that some students got low scores in English proficiency tests when they enrolled in their study. Thus, it was necessary to use a novel method such as a MG learning model to assist students in improving their English learning outcomes. The purpose of the research was to determine whether there were significant differences in English learning outcomes between students who acquired knowledge through MG learning and students who receive knowledge through video-based learning. A quasi-experimental study was done with the study population being students at Bina Nusantara University. The sample was a class with 40 students as an in-class experiment and another class with 40 students as a control group. The findings indicated that motion graphics-based learning effectively improved students' English ability because it was engaging and motivating, stimulating, encouraging, informative, entertaining, and accessible. Moreover, motion graphic learning was also found to be more effective in improving students' English ability than video-based learning (VBL).
自2020年3月以来,新冠肺炎疫情成为全球大流行。因此,印尼的学生、学校和大学纷纷转向网络教学。这项研究的动机是一些学生在参加研究时在英语水平测试中得分很低。因此,有必要使用一种新颖的方法,如MG学习模式来帮助学生提高英语学习成果。本研究的目的是确定通过视频学习获得知识的学生和通过视频学习获得知识的学生在英语学习成果上是否存在显著差异。一项准实验研究的研究对象是比纳努桑塔拉大学的学生。样本是一个有40名学生的班级作为课堂实验,另一个有40名学生的班级作为对照组。研究结果表明,基于动画的学习有效地提高了学生的英语能力,因为它具有吸引力和激励性,刺激性,鼓励性,知识性,娱乐性和可访问性。此外,动态图形学习也被发现比视频学习(VBL)更有效地提高学生的英语能力。
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引用次数: 2
Evaluating the Impact of the Use of Augmented Reality on Human Centered Design 评估使用增强现实对以人为本的设计的影响
J. A. González-Mendivil, M. Rodríguez-Paz, Israel Zamora-Hernández
A caution design of a workstation must consider all the factors of Human Centered Design, because it must include the Design of the environment along with the design of the workspace but without forgetting the compliance of international and local norms established for those topics. Evaluating an operator posture is an essential part of that design because it is the study of working conditions. For this specific task, there are various methods for assessing postures in a job: RULAS, Corlett, SWAT, VIRA, ARBAN, Keyserling, etc. In this paper we will present the result of the risk evaluation of various postures by different analysts using two different methods, the RULAS method and the use of an Augmented Reality application designed for the same purpose. The goal of the study is to define if there is an effect on the quality of the risk evaluation of the posture depending on the method utilized and the level of experience of the analyst.
谨慎的工作站设计必须考虑以人为本设计的所有因素,因为它必须包括环境的设计以及工作空间的设计,但不要忘记遵守为这些主题建立的国际和当地规范。评估操作人员的姿势是该设计的重要组成部分,因为它是对工作条件的研究。对于这个特定的任务,有各种各样的方法来评估工作中的姿势:RULAS, Corlett, SWAT, VIRA, ARBAN, Keyserling等。在本文中,我们将展示由不同的分析师使用两种不同的方法对各种姿势进行风险评估的结果,即RULAS方法和为同一目的而设计的增强现实应用程序的使用。该研究的目标是确定是否有对姿势的风险评估的质量取决于所使用的方法和分析师的经验水平的影响。
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引用次数: 1
Research on the Application of Big Data in the Evaluation System of Music Teaching in Chinese Colleges and Universities 大数据在我国高校音乐教学评价体系中的应用研究
Chenyu Wang, Bai'an Jiang, Shichang Zhong
The teaching effect of music courses in Colleges and universities is closely related to the teaching quality of teachers. Starting with the application of big data in the teaching quality evaluation system of colleges and universities, this paper objectively summarizes the application of big data in the teaching quality evaluation system of music courses in Colleges and universities. Finally, Put forward the countermeasures to strengthen the application of big data in the teaching quality evaluation system of music courses in Colleges and Universities: gradually optimize the teaching quality evaluation system and enrich the evaluation content; Optimize the display form of teaching quality evaluation and highlight the role of evaluation; At the same time, improve students' enthusiasm for participation, mobilize students' enthusiasm for participating in the evaluation, and improve the quality of the course.
高校音乐课程的教学效果与教师的教学质量密切相关。本文从大数据在高校教学质量评价体系中的应用入手,客观总结了大数据在高校音乐课程教学质量评价体系中的应用。最后,提出加强大数据在高校音乐课程教学质量评价体系中的应用的对策:逐步优化教学质量评价体系,丰富评价内容;优化教学质量评价展示形式,突出评价作用;同时提高学生的参与积极性,调动学生参与评价的积极性,提高课程质量。
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引用次数: 1
The Effect of Social Media Use On Competency and Task Performance Among Faculty in Kenya Private Universities 社交媒体使用对肯尼亚私立大学教师胜任力和任务绩效的影响
Jane W. Ndung’u, I. Vertinsky, J. Onyango
Universities are depending on faculty's job performance for their competitiveness and growth. There are, however, rising concerns in Kenya about the job performance of faculty members in its universities. Given the popularity of social media in universities, with faculty engaging in social media for teaching, research and service, the issue of its contribution to faculty job performance and the potential to use it to enhance job performance have assumed special importance. Yet, there is a gap in our knowledge regarding both the patterns and intensity of social media use in Kenyan universities and its impact on performance. This study aims to fill, in part, this gap by investigating the influence of social media use on job performance and intrinsic motivation, specifically focusing on task performance and competence- an intrinsic motivation measure. A research model was proposed and data was collected from 388 faculty members from Kenyan Private universities using online questionnaires. Results revealed that social media use positively affected both task performance and competence. In addition, social media use also influenced task performance through the mediation of competence.
大学的竞争力和发展取决于教师的工作表现。然而,在肯尼亚,人们对大学教职员工的工作表现越来越担忧。鉴于社交媒体在大学中的普及,教师在教学、研究和服务中使用社交媒体,它对教师工作绩效的贡献以及利用它提高工作绩效的潜力的问题具有特殊的重要性。然而,我们对肯尼亚大学使用社交媒体的模式和强度及其对表现的影响的了解还存在差距。本研究旨在通过调查社交媒体使用对工作绩效和内在动机的影响来部分填补这一空白,特别关注任务绩效和能力——一种内在动机指标。提出了一个研究模型,并使用在线问卷从肯尼亚私立大学的388名教师中收集了数据。结果显示,社交媒体的使用对任务表现和能力都有积极影响。此外,社交媒体的使用也通过胜任力的中介影响任务绩效。
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引用次数: 1
Exploring the Relationship Between Socio-emotional Process and Collaborative Problem Solving 探讨社会情绪过程与合作解决问题的关系
Wanqing Hu, Yuqi Huang, Yujuan Jia, Ning Ma
In recent years, researchers begin to pay attention to the socio-emotional process in collaborative learning. This study took postgraduate students as participants and used non participatory observation method to explore the socio-emotional process in collaborative problem-solving process as well as the role of socio-emotional interaction in the process of collaborative problem solving. The findings show that although there is no obvious correlation between the quality of socio-emotional process and collaborative problem-solving results, positive social-emotional interaction can promote group members to eliminate disagreements, make the separated team members rejoin in collaboration, and make members quickly compromise when facing common difficulties.
近年来,研究者开始关注协作学习中的社会情绪过程。本研究以研究生为研究对象,采用非参与式观察法,探讨协作解决问题过程中的社会情绪过程,以及社会情绪互动在协作解决问题过程中的作用。研究结果表明,虽然社会情绪过程的质量与协作解决问题的结果之间没有明显的相关性,但积极的社会情绪互动可以促进团队成员消除分歧,使分离的团队成员重新加入合作,并使成员在面临共同困难时迅速妥协。
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引用次数: 0
Learning with Mobile Technologies: Their Potential to Enhance Well-being, Collaboration and Social Enrichment among Diverse Students 使用移动技术学习:它们在不同学生之间增进福祉、合作和社会丰富的潜力
A. Pearce
Technology for learning has shown great potential in increasing a student's academic achievement, performance, meaning, and well-being. It has also harvested a reputation for improving collaboration and socialization among student-student and student-teacher dyads. Evidence-based learning remains limited in learning with technology, showing whether students actually learn with digitized and mobilized technologies. Smartphones and mobile technologies continue to be the device of choice for young generations, namely those who occupy traditional classrooms and those who frequently engage in distance learning platforms. Employing Martin Seligman's Well-Being Theory (WBT), the PERMA model as the theoretical foundation for this research, will demonstrate how technology for learning presents a myriad of advantages and complexities where the multidimensions of well-being is concerned. The theoretical foundation would largely contribute to the trustworthiness of this literature. This research will focus on previous pieces of literature relevant to learning with technology, collaboration, socialization, and well-being. It will attempt to diversely fill the gap illustrated by Briz-Ponce et al. of what some of the drivers are that motivates learning and teaching with innovative and emergent technologies. It is suggested that future research take a diverse and demographic approach to show how knowledge acquisition with technology influences students’ well-being, academic achievement, and opportunities for collaboration and social wealth. More importantly, future research should be respectful of culture, race, age, community, or geographic location. Limitations of this study will be addressed.
学习技术在提高学生的学业成绩、表现、意义和幸福感方面显示出巨大的潜力。它还因改善学生与学生、学生与教师之间的协作和社会化而获得了声誉。基于证据的学习在技术学习方面仍然有限,这表明学生是否真正使用数字化和移动技术学习。智能手机和移动技术仍然是年轻一代的首选设备,即那些占据传统教室的人和那些经常使用远程学习平台的人。采用马丁·塞利格曼的幸福理论(WBT), PERMA模型作为本研究的理论基础,将展示学习技术如何在涉及幸福的多维度时呈现出无数的优势和复杂性。理论基础将在很大程度上有助于这一文献的可信度。本研究将集中于先前与技术学习、合作、社会化和幸福相关的文献。它将尝试以不同的方式填补Briz-Ponce等人所阐述的空白,即利用创新和新兴技术激励学习和教学的一些驱动因素。建议未来的研究采取多样化和人口统计学的方法来显示技术知识获取如何影响学生的幸福感、学业成就、合作机会和社会财富。更重要的是,未来的研究应该尊重文化、种族、年龄、社区或地理位置。本文将讨论本研究的局限性。
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引用次数: 0
Mixed Teaching Pattern Exploration Integrating Online and Offline Platforms Oriented to Continuous Improvement for Engineering Accreditation: Practice in computer programming course as a presentation case 面向持续改进的工程资格认证线上线下结合的混合式教学模式探索——以计算机程序设计课程实践为例
Wei Zhao
Computer programming is a practical basic course. In order to implement the teaching method based on the concept of engineering accreditation, this paper explores the fixed teaching pattern integrating multiple online and offline platforms in the computer programming course, and gives a reasonable course evaluation system. In accordance with the support of this course on the core quality of talents required in engineering accreditation, the course objectives, the teaching activities and implementation method are respectively established in the three stages of the class, namely, pre class, in class and after class, shifting from teaching to learning as the center of the class. A suit of teaching method integrating multiple online and offline platforms in computer programming course under the new pattern is constructed, which can not only achieve good teaching effect, cultivate students’ high-level thinking and abilities, but also help to find the weakness for purpose of continuous improvement oriented to engineering accreditation.
计算机程序设计是一门实用的基础课程。为了实施基于工程认证理念的教学方法,本文在计算机编程课程中探索了线上线下多个平台相结合的固定教学模式,并给出了合理的课程评价体系。根据本课程对工程认证所需人才核心素质的支持,在课前、课中、课后三个阶段分别确立了课程目标、教学活动和实施方法,由以教为中心转向以学为中心。构建了一套新模式下的计算机程序设计课程线上线下多平台一体化的教学方法,既能取得良好的教学效果,培养学生的高层次思维和能力,又能找到不足之处,以工程认证为导向进行持续改进。
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引用次数: 0
A Simple but Effective Gamification Methodology Based on Lego Type Models for the Attraction of More Students into STEM Programs in Developing Nations 一个简单而有效的基于乐高模型的游戏化方法,吸引更多的学生进入发展中国家的STEM项目
Israel Zamora-Hernández, M. Rodríguez-Paz, J. A. González-Mendivil
This paper presents a methodology based on Lego construction and applications in a context of simple games, for the development of soft competencies in sixth-semester high school students and helping them in the decision of which Engineering program is best for them. These students have declared interest in enrolling at our university, particularly at the School of Engineering and Science. Soft competencies have always been a valuable resource that employers look for in students that finish a college education. Universities around the world make many efforts to attract more students into Science, Technology, Engineering and Math (STEM) programs. This work presents a simple but effective methodology that has worked for us during visits and workshops to high schools as part of our attraction process. In this work we show how some soft competencies like creativity, teamwork, stress management and goal-oriented work are developed at a basic level within a gamification context. The results of a survey answered by two hundred students show the perception of students on how those competencies were developed, how their interest in STEM programs was confirmed and also, how their self confidence in pursuing a “hard” program was strengthened. We present this work so that other universities, particularly those in developing nations, could include this type of gamification activities in their attraction process and improve on the enrolling numbers of students in STEM programs.
本文提出了一种基于乐高结构的方法,并在简单游戏的背景下应用,以培养六学期高中生的软能力,并帮助他们决定哪个工程项目最适合他们。这些学生表示有兴趣进入我们大学,特别是工程与科学学院。软能力一直是雇主在大学毕业生身上寻找的宝贵资源。世界各地的大学都在努力吸引更多的学生进入科学、技术、工程和数学(STEM)专业。这项工作提出了一个简单而有效的方法,在我们参观和研讨会高中作为我们吸引过程的一部分工作。在这项工作中,我们展示了一些软能力,如创造力、团队合作、压力管理和目标导向的工作是如何在游戏化背景下在基本层面上发展起来的。一项由200名学生回答的调查结果显示,学生们对这些能力是如何培养的,他们对STEM项目的兴趣是如何得到证实的,以及他们在追求“困难”项目时如何增强自信的看法。我们提出这项工作,以便其他大学,特别是发展中国家的大学,可以在其吸引过程中包括这种类型的游戏化活动,并提高STEM项目的学生入学率。
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引用次数: 0
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Proceedings of the 13th International Conference on Education Technology and Computers
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