76,315 research outputs found

    The effects of the use of a conversational model and opportunities for reflections in computer-based role playing

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    This study examined the effects of an instructional program on 21-year-old students' interpersonal skills development (N = 104). The HyperCard 2.1 program ¿Telling bad news¿ could contain a conversational model that informed students about the main moments and actions in conducting a bad-news conversation. In addition, the program could vary the students' opportunities for reflection by slowing down the dialog. It was expected that the conversational-model-present groups and the high reflection groups would show more effective interpersonal skill acquisition, knowledge acquisition, and a more complete understanding of the skill (better tests results) than the conversational-model-absent groups and the low reflection groups. Both elements were found to affect the students' interpersonal skill development. The presence of a conversational model significantly improved the students' role-play, F(1, 94) = 8.79, p < .01, and their performance on the knowledge test, F(1, 94) = 115.28, p < .001. When also given opportunities for reflection, the students' performance in a roleplay and on the knowledge test improved even more, F(4, 91) = 2.69, p < .05. The instruction program with the presence of a conversational model in combination with opportunities for reflection is, therefore, considered as having the potential to assist in realizing effective gradual lead into interpersonal skills learning and instruction for novices

    Instructional strategies and tactics for the design of introductory computer programming courses in high school

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    This article offers an examination of instructional strategies and tactics for the design of introductory computer programming courses in high school. We distinguish the Expert, Spiral and Reading approach as groups of instructional strategies that mainly differ in their general design plan to control students' processing load. In order, they emphasize topdown program design, incremental learning, and program modification and amplification. In contrast, tactics are specific design plans that prescribe methods to reach desired learning outcomes under given circumstances. Based on ACT* (Anderson, 1983) and relevant research, we distinguish between declarative and procedural instruction and present six tactics which can be used both to design courses and to evaluate strategies. Three tactics for declarative instruction involve concrete computer models, programming plans and design diagrams; three tactics for procedural instruction involve worked-out examples, practice of basic cognitive skills and task variation. In our evaluation of groups of instructional strategies, the Reading approach has been found to be superior to the Expert and Spiral approaches

    Rise of human intelligence: Comments on Howard (1999)

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    Based upon the evidence that the best chessplayers in the world are becoming increasingly represented by relatively young individuals, Howard (1999) claimed that human intelligence is rising over generations. We suggest that this explanation has several difficulties, and show that alternative explanations relating to changes in the chess environment, including increased access to chess knowledge, offer better explanations for the increased presence of young players at top-level chess

    Endogenous fantasy and learning in digital games.

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    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations

    An intelligent tutoring system for the investigation of high performance skill acquisition

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    The issue of training high performance skills is of increasing concern. These skills include tasks such as driving a car, playing the piano, and flying an aircraft. Traditionally, the training of high performance skills has been accomplished through the use of expensive, high-fidelity, 3-D simulators, and/or on-the-job training using the actual equipment. Such an approach to training is quite expensive. The design, implementation, and deployment of an intelligent tutoring system developed for the purpose of studying the effectiveness of skill acquisition using lower-cost, lower-physical-fidelity, 2-D simulation. Preliminary experimental results are quite encouraging, indicating that intelligent tutoring systems are a cost-effective means of training high performance skills

    The psychological dimension of transformation in teacher learning

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    Against a background which recognises pedagogical content knowledge as the distinctive element of teacher competence/expertise, this theoretical essay argues for its central construct - that of transformation – to be understood by teachers and teacher-educators in psychological terms (as was originally proposed by Dewey). Transformation requires teachers to fashion disciplinary knowledge such that it is accessible to the learner. It is argued that for transformation to happen, teacher thinking must include a sophisticated grasp of cognition and metacognition if teachers are to be characterised as competent, let alone expert. This article is written within a context of considerable social and academic scrutiny in the United Kingdom of the form and content of professional teacher preparation and development. In recent years the contribution of psychological knowledge to teacher-education has been filtered through procedural lenses of how best to 'manage classrooms', 'assess learning', 'build confidence' or whatever without a matched concern for psychological constructs through which such issues might be interpreted; thus leaving teachers vulnerable in their professional understandings of learning and its complexities. That society now requires high-level cognitive engagement amongst its participants places cognitive and metacognitive demands on teachers which can only be met if they themselves are conceptually equipped

    Blog-based online journals for English As A Second Language learners

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    The research on the use of blogs as online journals was carried out with a group of twenty five Form Four students in a secondary school in Kuantan, Pahang. The aim of the research is to find out the effects of blogs as a tool in developing writing in English as A Second Language. The instruments include questionnaire, semi-structured interviews and analysis of the blogs content. The research covered students’ perspectives of blogs as the medium for online journals, the effectiveness of blogs as a tool to assist students’ writing skill and to what extent blogs could help students to enhance their writing skills. From the findings, it is discovered that there is a positive impact on the development of students’ writing throughout the research as gained through the instruments. From the research, the students claimed that blogs is an interesting medium for them to write their journals as compared to writing in their log books. Blogs also could help them developed their writing skill in English Language; and through the various features in blogs, students were able to write more effectively

    Adaptive Guidance: Enhancing Self-Regulation, Knowledge, and Performance in Technology-Based Training

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    Considerable research has examined the effects of giving trainees control over their learning (Steinberg, 1977, 1989; Williams, 1993). The most consistent finding of this research has been that trainees do not make good instructional use of the control they are given. Yet, today’s technologically based training systems often provide individuals with significant control over their learning (Brown, 2001). This creates a dilemma that must be addressed if technology is going to be used to create more effective training systems. The current study extended past research that has examined the effects of providing trainees with some form of advisement or guidance in addition to learner control and examined the impact of an instructional strategy, adaptive guidance, on learning and performance in a complex training environment. Overall, it was found that adaptive guidance had a substantial effect on the nature of trainees’ study and practice, self-regulation, knowledge acquired, and performance

    Fostering reflection in the training of speech-receptive action

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    Dieser Aufsatz erörtert Möglichkeiten und Probleme der Förderung kommunikativer Fertigkeiten durch die Unterstützung der Reflexion eigenen sprachrezeptiven Handelns und des Einsatzes von computerunterstützten Lernumgebungen für dessen Förderung. Kommunikationstrainings widmen sich meistens der Förderung des beobachtbaren sprachproduktiven Handelns (Sprechen). Die individuellen kognitiven Prozesse, die dem sprachrezeptiven Handeln (Hören und Verstehen) zugrunde liegen, werden häufig vernachlässigt. Dies wird dadurch begründet, dass sprachrezeptives Handeln in einer kommunikativen Situation nur schwer zugänglich und die Förderung der individuellen Prozesse sprachrezeptiven Handelns sehr zeitaufwändig ist. Das zentrale Lernprinzip - die Reflexion des eigenen sprachlich-kommunikativen Handelns - wird aus verschiedenen Perspektiven diskutiert. Vor dem Hintergrund der Reflexionsmodelle wird die computerunterstützte Lernumgebung CaiMan© vorgestellt und beschrieben. Daran anschließend werden sieben Erfolgsfaktoren aus der empirischen Forschung zur Lernumgebung CaiMan© abgeleitet. Der Artikel endet mit der Vorstellung von zwei empirischen Studien, die Möglichkeiten der Reflexionsunterstützung untersucheThis article discusses the training of communicative skills by fostering the reflection of speech-receptive action and the opportunities for using software for this purpose. Most frameworks for the training of communicative behavior focus on fostering the observable speech-productive action (i.e. speaking); the individual cognitive processes underlying speech-receptive action (hearing and understanding utterances) are often neglected. Computer-supported learning environments employed as cognitive tools can help to foster speech-receptive action. Seven success factors for the integration of software into the training of soft skills have been derived from empirical research. The computer-supported learning environment CaiMan© based on these ideas is presented. One central learning principle in this learning environment reflection of one's own action will be discussed from different perspectives. The article concludes with two empirical studies examining opportunities to foster reflecti
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