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A System Perspective to Establish a Mobile Collaborative Learning Environment (MCLE) - A Preliminary Study of Empirical Practice 建立移动协同学习环境的系统视角——实证实践初探
Chiu-Pin Lin
In the near future, students will utilize many convenient devices connecting to wireless networks to form a mobile learning environment in the classroom. The research outcomes of Nussbaum seem to imply that mobile learning devices can effectively improve conventional collaborative learning, e.g. providing every student equal opportunities for expressing himself as well as gathering essential information to formulate solid conclusions. Although there are many academic investigations related to mobile learning software and infrastructure development, it is rare to find feasible practices and solutions of platforms and methodologies to foster learning activities. The aim of this study is to deploy mobile CSCL scenario by means of integrated Educlasses, TupleSpaces and group scribbles, a collection of software designed to facilitate students engaging in face-to-face collaborative learning in class activities. The outcomes after the completion of learning activities showed this one-to-one mobile technology enhanced instructional design indeed arouses students' motivations and improves students' mutual interactions.
在不久的将来,学生将利用许多方便的设备连接到无线网络,在课堂上形成一个移动学习环境。Nussbaum的研究结果似乎表明,移动学习设备可以有效地改善传统的协作学习,例如为每个学生提供平等的机会来表达自己,以及收集必要的信息来形成坚实的结论。虽然有许多与移动学习软件和基础设施开发相关的学术研究,但很少找到促进学习活动的平台和方法的可行实践和解决方案。本研究的目的是通过整合Educlasses、TupleSpaces和group scribble(一套旨在促进学生在课堂活动中进行面对面协作学习的软件)来部署移动CSCL场景。学习活动完成后的结果表明,这种一对一的移动技术增强的教学设计确实调动了学生的动机,提高了学生之间的互动。
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引用次数: 4
Enhancing Mobile Learning Delivery through Exploration of the Learner Experience 通过探索学习者体验加强移动学习交付
M. Ally, Karen Stauffer
M-learning research at the School of Computing and Information Systems (SCIS) at Athabasca University has been directed at improving mobile device access to distance learning materials through improved device detection, use of mobile device style sheets, and alternate files and graphics that are tailored to smaller screens. However, there is a greater significance placed in determining how learners perceive these enhancements to online learning. During this study, students were directed to access their regular online course materials using their mobile devices, then asked to complete a survey regarding their perception of this experience. This paper discusses the results from this study.
阿萨巴斯卡大学(Athabasca University)计算与信息系统学院(SCIS)的移动学习研究一直致力于通过改进设备检测、使用移动设备样式表以及为小屏幕量身定制的替代文件和图形,改善移动设备对远程学习材料的访问。然而,更重要的是确定学习者如何看待在线学习的这些增强。在这项研究中,学生们被引导使用他们的移动设备访问他们的常规在线课程材料,然后被要求完成一项关于他们对这种体验的看法的调查。本文对研究结果进行了讨论。
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引用次数: 14
Research on the Application of One-to-One Learning in Chinese Classical Poem Education 一对一学习在中国古典诗歌教学中的应用研究
Min Ran, Shengquan Yu, Jun Liu
Along with the rapid development of information technology, one-to-one learning emerges. Research on the application of one-to-one learning in Chinese classical poem education is performed in this work using multidimensional methods. It is observed in our research that most learners can get accustomed to one-to-one learning mode, complete the expected learning contents and achieve preset goals. Further investigation and analysis are conducted on a small portion of the learners who are not willing to learn in one-to-one mode.
随着信息技术的飞速发展,一对一学习应运而生。本文运用多维度的方法对一对一学习在中国古典诗歌教育中的应用进行了研究。在我们的研究中观察到,大多数学习者都能习惯一对一的学习模式,完成预期的学习内容,达到预设的目标。对一小部分不愿意一对一学习的学习者进行了进一步的调查分析。
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引用次数: 0
Towards Computational Models for Mobile Learning Objects 面向移动学习对象的计算模型
G. Ayala, S. Castillo-Perez
Mobile learning objects must not be designed and developed as learning objects for personal computers, becoming just an adaptation to the restrictions of the interface of mobile devices. They should be designed, developed and used taking into consideration the advantages of mobile devices and the learning approaches that support mobile learning environments. In this paper we introduce a set of computational models for mobile learning objects. Our proposal consists of a personalization model, a collaboration model and an interaction model. These models are based on situated, collaborative and personalized learning, and support the context awareness, knowledge awareness and social awareness required for the effective use of learning objects in a mobile learning environment.
移动学习对象不能作为个人电脑的学习对象来设计和开发,而仅仅是对移动设备接口限制的一种适应。在设计、开发和使用这些工具时,应考虑到移动设备的优势和支持移动学习环境的学习方法。本文介绍了一套移动学习对象的计算模型。我们的建议包括一个个性化模型、一个协作模型和一个交互模型。这些模型基于情境学习、协作学习和个性化学习,并支持在移动学习环境中有效使用学习对象所需的上下文意识、知识意识和社会意识。
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引用次数: 27
Use of Mobile Phones in Language Learning: Developing Effective Instructional Materials 手机在语言学习中的使用:开发有效的教学材料
Murat Saran, K. Cagiltay, Gölge Seferoğlu
With its widespread use and its features and functions such as mobility, reachability, localization, and personalization, mobile phone technology offers a great potential in learning environments. With this consideration, our first and foremost aim in this study has been to make use of this profound interest and potential, and contribute to the efforts to enhance existing educational practices, particularly in the developing regions of the world. Therefore, we developed instructional materials to be delivered through mobile phones operated in second generation GSM technology in order to improve English language learners' vocabulary acquisition. The multimedia messages in this study allowed students to see the definitions of words, example sentences, related visual representations, and pronunciations. After students finished reading multimedia messages, interactive short message service (SMS) quizzes for testing their learning were sent. This paper suggests some important points to consider while creating MMS content and a SMS quiz system for educational purposes.
手机技术的广泛使用,以及它的移动性、可及性、本地化和个性化等特点和功能,在学习环境中提供了巨大的潜力。考虑到这一点,我们在这项研究中的首要目标是利用这种深刻的兴趣和潜力,并为加强现有的教育实践做出贡献,特别是在世界发展中地区。因此,为了提高英语学习者的词汇习得能力,我们开发了通过第二代GSM技术的移动电话进行教学的教材。在本研究中,多媒体信息让学生看到单词的定义、例句、相关的视觉表示和发音。学生阅读完多媒体信息后,系统会发送互动短信服务(SMS)测验,以测试他们的学习情况。本文提出了在创建MMS内容和教育目的的短信测验系统时需要考虑的一些要点。
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引用次数: 58
Identifying Personalized Context-Aware Knowledge Structure for Individual User in Ubiquitous Learning Environment 泛在学习环境下个性化用户语境感知知识结构的识别
Stis Wu, A. Chang, Maiga Chang, Tzu-Chien Liu, J. Heh
Ubiquitous learning extends e-learning from indoor to outdoor but also overcomes the weakness of mobile learning which only provides the specific domain knowledge to learners in particular learning environment. A ubiquitous learning environment covers the knowledge of different domains, hence, how to offer individual learner the learning sequence according to the learner's preference is an important issue. In order to solve the research issue, this paper first builds a context-awareness knowledge structure to store the different domain knowledge in a ubiquitous learning environment. After that, with pre-built stories and learning objects' characteristics, the system can aware of what domain knowledge learners are interesting with. Several exhibition rooms and artifacts in museum are used to demonstrate the idea of this research.
泛在学习将e-learning从室内扩展到室外,同时也克服了移动学习只能在特定的学习环境中向学习者提供特定领域知识的缺点。泛在学习环境涵盖了不同领域的知识,如何根据学习者的偏好为个体学习者提供学习顺序是一个重要的问题。为了解决研究问题,本文首先构建了一个上下文感知的知识结构,将不同领域的知识存储在泛在学习环境中。然后,通过预先构建的故事和学习对象的特征,系统可以意识到学习者对哪些领域知识感兴趣。利用博物馆内的若干陈列室和文物来论证本研究的思路。
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引用次数: 34
The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example 基于游戏的建构性学习环境促进英语词汇习得:以无线纵横填字游戏(WiCFG)为例
Chiu-Pin Lin, S. Young, Hui-Chun Hung
Advances of handheld devices such as a PDA afford learners to conduct synchronous discussions and individual ideas made in a group could be synthesized easily. To achieve effective group learning in the classroom, we proposed a PDA-based English vocabulary acquisition game entitled Wireless Crossword Fan-Tan Game (WiCFG) that facilitates English vocabulary building for constructive learning environment. A Cooperative-Competitive module is embedded into this sharing construction learning environment. It is our hope that the game will facilitate students' learning motivation and have much fun.
掌上电脑等手持设备的进步使学习者能够进行同步讨论,并且可以很容易地综合小组中的个人想法。为了在课堂上实现有效的小组学习,我们提出了一种基于pda的英语词汇习得游戏“无线填字游戏”(Wireless Crossword Fan-Tan game, WiCFG),以促进英语词汇的积累,营造建设性的学习环境。在这个共享构建的学习环境中嵌入了一个合作-竞争模块。我们希望这个游戏能够激发学生的学习动机,让学生从中获得乐趣。
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引用次数: 16
Designing a Groupware with Handheld Devices for Learning Mathematics 基于手持设备的数学学习群件设计
Shu-Yuan Tao, K. Ho, Chen-Wei Chung, Baw-Jhiune Liu, Chen-Chung Liu
This study proposed a groupware and a flow of learning activity to guide students in learning arithmetic word problem with handheld devices. Appropriating the concept of semi-situated learning which was aided by the 4-frame comic embedded into the PDA, this study expected the comic to play as a catalyst to trigger students in articulating some theme associated with the content of the 4-frame comic. The scenario and features of this groupware are presented in the paper and a preliminary study at an elementary school is also described and discussed.
本研究提出一组件及学习活动流程,以指导学生使用手持设备学习算术字题。本研究采用半情境学习的概念,利用嵌入在PDA中的四帧漫画作为辅助,期望漫画作为催化剂,激发学生表达与四帧漫画内容相关的主题。本文介绍了该群件的场景和特点,并对在某小学进行的初步研究进行了描述和讨论。
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引用次数: 1
A Comprehensive Information Based Variable-Size Model for Intelligent Tutoring Systems 基于综合信息的智能辅导系统变规模模型
Xing Jin
To implement intelligent macro-level learning arrangement in intelligent tutoring systems, a variable-size model of control architecture was proposed based on comprehensive information theory(CIT), which describes an consolidated information model of pragmatic, semantic and grammatical information. The three aspects in CIT correspond orderly to the learning arrangement level, content interaction level and form level in our variable-size model. An intelligent tutoring system was then implemented. The evaluation of our test among 14 students shows that the system has sufficient intelligence in adapting the holistic learning process.
为了在智能辅导系统中实现智能宏观层次的学习安排,提出了一种基于综合信息论(CIT)的变大小控制体系结构模型,该模型描述了语用、语义和语法信息的综合信息模型。CIT中的这三个方面依次对应于变大小模型中的学习安排层次、内容交互层次和形式层次。然后实施了智能辅导系统。对14名学生的测试结果表明,该系统在适应整体学习过程方面具有足够的智能。
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引用次数: 0
Dog Detective - An Experience of Game-Based Ubiquitous Learning in Elementary School Science Experiment Class 狗侦探——基于游戏的普适学习在小学科学实验课中的体验
Sheng-Hui Hsu, Po-Han Wu, Yueh-Min Huang
In this paper, we use the concept of game-based learning and ubiquitous learning to help science experiment learning in elementary school. After the experiment we found the scores of two groups are almost the same but the behavior and attitude toward the science experiment are quite different. Student who learning in the formal ubiquitous learning environment thinks experiment progress is an extension of learning but experiment set think it is part of game. We discuss these phenomenons happened in the experiment and conclude some issues for future researches.
本文运用游戏学习和泛在学习的概念来帮助小学科学实验学习。经过实验,我们发现两组学生的成绩几乎相同,但对科学实验的行为和态度却有很大的不同。在正规泛在学习环境中学习的学生认为实验过程是学习的延伸,而实验集则认为是游戏的一部分。对实验中出现的现象进行了讨论,并提出了今后需要进一步研究的问题。
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引用次数: 1
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Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)
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