Effect of disfluency on learning outcomes, metacognitive judgments and cognitive load in computer assisted learning environments

2019 ◽  
Vol 99 ◽  
pp. 310-321 ◽  
Author(s):  
Ulaş İli̇c ◽  
Yavuz Akbulut
2020 ◽  
Vol 36 (5) ◽  
pp. 718-728
Author(s):  
Carmen Candel ◽  
Eduardo Vidal‐Abarca ◽  
Raquel Cerdán ◽  
Marie Lippmann ◽  
Susanne Narciss

Comunicar ◽  
2010 ◽  
Vol 17 (34) ◽  
pp. 163-171 ◽  
Author(s):  
Honorio Salmerón-Pérez ◽  
Sonia Rodríguez-Fernández ◽  
Calixto Gutiérrez-Braojos

The main advances in education and the current expansion of training models are due to the incorporation of information and communication technologies (ICTs), as well as pedagogical elements arising from the socio-cultural approach. Communication is an essential element in the processes of teaching and learning in this educational approach. Therefore, ICTs offer us an excellent innovative support, allowing use to make use of such virtual learning environments as Collaborative Computer-Assisted Learning (CSCL), which enables communication, mediation and knowledge construction. Virtual communication is one of the essential elements in blended learning, and it is even starting to play an important role in traditional teaching environments. In this regard, we consider that a contribution from different teaching and learning experiences in virtual scenarios (Synergeia; BSCW; Moodle…) is necessary. In this article, we describe several cooperative and collaborative computer-mediated learning experiences with students of different educational levels. The results and conclusions on Collaborative Computer-Assisted Learning experiences reveal an improvement in motivation, academic performance and the development of social and communication skills, regardless of the use of cooperative (cooperative learning techniques) or collaborative learning. Los principales avances educativos y el actual auge de los modelos de formación se deben a la incorporación de las tecnologías de la información y la comunicación, así como a la aplicación de elementos pedagógicos provenientes de aproximación sociocultural. Desde este enfoque educativo, la comunicación es un elemento esencial en los procesos de aprendizaje y enseñanza, por tanto, estas herramientas, entendidas como artefactos tecnológicos de producción cultural, ofrecen un excelente soporte innovador, permitiendo contar con entornos virtuales de aprendizaje, como las ofrecidas por las plataformas para el aprendizaje colaborativo mediado por ordenador (CSCL) que favorecen la comunicación, la mediación y la construcción compartida del conocimiento (coconstrucción). La comunicación virtual es uno de los aspectos esenciales en la formación a distancia como también lo es la formación semipresencial (blended learning), que comienza a adquirir un importante papel en contextos presenciales que utilizan estos entornos como instancias complementarias destinadas a extender la clase fuera de las fronteras del aula. En este sentido, es relevante un aporte de las diversas experiencias telemáticas de aprendizaje que usan modalidades de aprendizaje cooperativo o colaborativo en entornos virtuales. En el trabajo que presentamos se organizan y describen experiencias de aprendizaje cooperativo y colaborativo mediado por ordenador con estudiantes de diferentes niveles educativos. Los resultados y conclusiones de dichas experiencias evidencian una mejora de habilidades sociales, habilidades comunicativas, motivación y rendimiento académico independientemente del tipo de modalidad de aprendizaje compartido.


2013 ◽  
Vol 11 (4) ◽  
pp. 17-29 ◽  
Author(s):  
Chih-Hung Lai ◽  
Chih-Ming Chu ◽  
Hsiang-Hsuan Liu ◽  
Shun-Bo Yang ◽  
Wei-Hsuan Chen

This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The effects of computer-assisted learning, computer games, and computer-assisted learning on the fifth-grade students are compared. The results showed that game-based learning is able to promote and achieve the same flow experience in games as well as increase the learners’ cognitive load. However, repeatedly using such software would not present significant difference on cognitive load.


2013 ◽  
Vol 27 (2) ◽  
pp. 141-146 ◽  
Author(s):  
Mary E. Frost ◽  
Dustin C. Derby ◽  
Andrea G. Haan

Objective Changes in small business and insurance present challenges for newly graduated chiropractors. Technology that reaches identified, diverse learning styles may assist the chiropractic student in business classes to meet course outcomes better. Thus, the purpose of our study is to determine if the use of technology-based instructional aids enhance students' mastery of course learning outcomes. Methods Using convenience sampling, 86 students completed a survey assessing course learning outcomes, learning style, and the helpfulness of lecture and computer-assisted learning related to content mastery. Quantitative analyses occurred. Results Although respondents reported not finding the computer-assisted learning as helpful as the lecture, significant relationships were found between pre- and post-assisted learning measures of the learning outcomes 1 and 2 for the visual and kinesthetic groups. Surprisingly, however, all learning style groups exhibited significant pre- and post-assisted learning appraisal relationships with learning outcomes 3 and 4. Conclusion While evidence exists within the current study of a relationship between students' learning of the course content corollary to the use of technologic instructional aids, the exact nature of the relationship remains unclear.


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