33,634 research outputs found

    Fostering reflection in the training of speech-receptive action

    Get PDF
    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

    Cognitive load theory, educational research, and instructional design: some food for thought

    Get PDF
    Cognitive load is a theoretical notion with an increasingly central role in the educational research literature. The basic idea of cognitive load theory is that cognitive capacity in working memory is limited, so that if a learning task requires too much capacity, learning will be hampered. The recommended remedy is to design instructional systems that optimize the use of working memory capacity and avoid cognitive overload. Cognitive load theory has advanced educational research considerably and has been used to explain a large set of experimental findings. This article sets out to explore the open questions and the boundaries of cognitive load theory by identifying a number of problematic conceptual, methodological and application-related issues. It concludes by presenting a research agenda for future studies of cognitive load

    Using Concept Maps to Plan an Introductory Structural Geology Course

    Get PDF
    This report presents the results of incorporating constructivist methods, including concept maps, into an undergraduate structural geology curriculum. A concept map is a visual representation of concepts and their relationship to each other in a body of knowledge. They show the hierarchy of these concepts and emphasize the links between them. The overall goal of this project was to encourage students to adopt a deep/holistic approach to learning in order to better understand the concepts of structural geology. The authors sought to determine whether teaching methods became more overtly constructivist, whether there was a change in the order of presentation of topics, and whether the order of presentation normally followed by textbooks was the same as the order determined using concept maps. Educational levels: Graduate or professional

    Mobile learning: benefits of augmented reality in geometry teaching

    Get PDF
    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Mental computation: Is it more than mental architecture?

    Get PDF
    Literature at national and international levels argues the importance of including mental computation in a mathematics curriculum that promotes number sense. However, mental computation does not feature in importance in the current Queensland mathematics syllabus documents. Hopefully, with the writing of a new mathematics syllabus, mental computation will feature with more prominence. It has been posited that when children are encouraged to formulate their own mental computation strategies, they learn how numbers work, gain a richer experience in dealing with numbers, and develop number sense. In the literature, a wide variety of addition and subtraction mental strategies has been identified and characteristics of good mental computers have been documented. These findings are useful to inform teachers of children's thinking, and help them better understand children's explanations. However, little research has attempted to explain why or how children develop these strategies and why some children are proficient. Thus, the intention of present study was to go beyond reporting the existing situation in schools to investigating, in depth, associated factors, and to develop a comprehensive model for mental computation. This paper reports a study of Year 3 children's addition and subtraction mental computation abilities, and the complexity of interaction of cognitive, metacognitive, and affective factors that supported and diminished their ability to compute efficiently. As well, the part memory plays in mental computation was investigated. Finally, some implications for teaching are discussed

    Theoretical models of the role of visualisation in learning formal reasoning

    Get PDF
    Although there is empirical evidence that visualisation tools can help students to learn formal subjects such as logic, and although particular strategies and conceptual difficulties have been identified, it has so far proved difficult to provide a general model of learning in this context that accounts for these findings in a systematic way. In this paper, four attempts at explaining the relative difficulty of formal concepts and the role of visualisation in this learning process are presented. These explanations draw on several existing theories, including Vygotsky's Zone of Proximal Development, Green's Cognitive Dimensions, the Popper-Campbell model of conjectural learning, and cognitive complexity. The paper concludes with a comparison of the utility and applicability of the different models. It is also accompanied by a reflexive commentary[0] (linked to this paper as a hypertext) that examines the ways in which theory has been used within these arguments, and which attempts to relate these uses to the wider context of learning technology research

    Learning math as you play: comparing arithmetic performance enhancement induced by game play and paper exercises

    Get PDF
    One of the promises of video game training is that, compared to traditional training, it can be more engaging and entertaining (Boot et. al., 2008). However, besides entertainment, games have shown to have the potential to impact a larger variety of cognitive abilities. Previous research has consistently shown that several aspects in cognition such as visual short-memory, multitasking and spatial cognition can be enhanced by game play. In a previous study, we found that playing Monkey Tales, a commercial game aimed at training arithmetic skills in children, helped second grade pupils to increase their accuracy in mental calculation as compared to paper exercises or no exercises. The present study aimed to explore how arithmetic performance enhancement induced by game play and paper exercises differs. In order to do this, we compared the performance gains that second graders achieved in a computer test made for assessing their math skills. We performed a combined analysis of the changes in two behavioral measurements: accuracy and reaction times. Children were tested at two points in time: before and after the three week period. We compared the reaction times and the accuracy improvements between these two moments and compared different items types (e. g. understanding tenths, understanding hundreds, even or odd up to 100 among other types). We found indirect evidence suggesting that arithmetic performance enhancement induced by game play and paper exercises might rely on slightly different cognitive mechanisms

    Methodological issues in using sequential representations in the teaching of writing

    Get PDF
    This study looks at a specific application of Ainsworth’s conceptual framework for learning with multiple representations in the context of using multiple sequential graphic organizers that are student‐generated for a process‐writing task. Process writing refers to writing that consists of multiple drafts. It may be a process of re‐writing without feedback or re‐writing based on feedback where the teacher or peers will provide feedback on the original draft and then the students will revise their writing based on the feedback given. The objective was to explore how knowledge of students’ cognitive processes when using multiple organizers can inform the teaching of writing. The literature review analyzes the interaction of the design, function and task components of the framework; culminating in instructional approaches for using multiple organizers for classes with students of different writing abilities. Extended implications for designers of concept mapping tools based on these approaches are provided
    corecore