Students' construction of scientific explanations in a collaborative hyper-media learning environment

Author(s):  
Jun Oshima
Author(s):  
Rebecca Denning ◽  
Philip J. Smith

The purpose of this study is to investigate the use of adaptive teaching strategies to enhance training in cooperative learning settings. The Biology Sleuth is a multi-media learning environment developed as a testbed to vary the distribution of critical resources and the use of teaching strategies, and to study their effects on group dynamics and individual learning. Students work in a cooperative environment, aided by various resources including a knowledge-base, each other, the software, and the teacher. This study examines the effects of two teaching strategies in this environment and suggests these strategies can have a large impact on both group dynamics and individual learning. A 35% improvement (p < .05) was measured in the treatment group. This suggests that while many design features are chosen while developing training tools, designers also need to explicitly consider how these environments can be adapted during use to maximize the learning experience.


1997 ◽  
Vol 6 (3) ◽  
pp. 339-349 ◽  
Author(s):  
Carol Strohecker

This paper describes premises of a video, Zircus, presenting a design for a virtual environment. The video is a basis for discussion—a sketch, rather than a specification, of a virtual playspace and interactions that can happen there. The playspace is conceived as a learning environment in which constructive activities can focus thinking on certain sets of ideas. Conversations within the multiuser environment can also be conducive to learning, as well as to developing an online community. These actions and conversations would depend on a future system combining technologies in networked graphics, speech, AI, various input devices, and high-level software for constructing animations and audio/video sequences. Taking the ideas in Zircus from sketch to implementation will require contributions from researchers in a range of disciplines, including architectural design, film media, learning theory, and computer science.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-7
Author(s):  
Emanuel Mayembe ◽  
Shemme Nsabata

The purpose of this paper is to identify about the print-based media learning. The paper discusses about the development, characteristic, types and the advantages disadvantages of the print based media learning. In a teaching and learning process, two very important elements are teaching methods and learning media. These two aspects are interrelated. The choice of a particular teaching method will affect the appropriate type of learning media, although there are various other aspects that must be considered in choosing learning media, including learning objectives, types of tasks and responses expected by students and student characteristics. Even so, it can be said that one of the main functions of learning media is as a teaching aid that influences the climate, conditions, and learning environment that are organized and created by the teacher.


Author(s):  
Stefano Bonometti

The aim of this paper to reflect on the definition of a cross-media learning environment by analyzing two training approaches to the professional development of teachers. The first approach centers around curricular internships as training for future teachers, the second focuses on professional development for teachers in service. The aim of the author's analysis was to identify the factors that contribute to overcoming the 'real' vs. 'online' and 'theory' vs. “practice” gap, opting for an integrated cross-media learning environment.


2016 ◽  
Vol 55 (4) ◽  
pp. 495-525 ◽  
Author(s):  
José L. Arquero ◽  
Salvador del Barrio-García ◽  
Esteban Romero-Frías

Our study analyzes an educational experience based on the integrated use of social media within a higher education course under a personal learning environment approach and investigates the factors that determine students' loyalty to social media learning. We examined the moderating role of need for cognition (NFC) in students' formation of attitudes, satisfaction, and loyalty toward this learning experience. The results indicate that NFC has an influence on these variables, significantly moderating how loyalty toward social media learning is formed. For high-NFC students, satisfaction with the learning experience is the most important variable to explain loyalty; whereas for low-NFC students, attitudes have a stronger effect. Different strategies are suggested, according to the learners' NFC levels, for increasing the use of social media in personal learning environments. Practical implications for improving the integration of such informal resources into formal education are discussed.


2000 ◽  
Vol 64 (8) ◽  
pp. 610-615 ◽  
Author(s):  
LS Behar-Horenstein ◽  
TA Dolan ◽  
FJ Courts ◽  
GS Mitchell

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