270 research outputs found

    Suggestions for Better Integrating ICT enhanced

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    In: A.J. Kallenberg and M.J.J.M. van de Ven (Eds), 2002, The New Educational Benefits of ICT in Higher Education: Proceedings. Rotterdam: Erasmus Plus BV, OECR ISBN 90-9016127-9The particular situation of academic teachers and learners in campus-based Higher Education today gives rise to the idea of an integrated dimensional framework for instructional design (ID). We will relate it to the potential of ICT, especially for blended learning. It is argued that the framework can become the kernel of an advisory system addressing current needs of practitioners in campus-based Higher Education by taking advantage of research evidence

    Assessing the Role of Computer Simulation in Chemistry Learning

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    Simulation and Computation make a versatile teaching strategy, and may be an important way to motivate students and lecturers to achieve meaningful learning. Indeed, this work refers to a study whose main objective is to set the influence that a teaching approach based on the use of computer simulation would have on students’ learning, compared to the one in use today. This work involved the participation of two classes of 11th grade at a Secondary School in Lisbon, Portugal, where the main goal is to teach a specific topic to an untried student’s group. With regard to the simulation environment, it will be grounded on a Proof Theoretical approach to Knowledge Representation and Reasoning, which caters for the handling of incomplete, unknown or even self-contradictory information or knowledge

    A Theoretical Analysis of How Segmentation of Dynamic Visualizations Optimizes Students' Learning

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    This article reviews studies investigating segmentation of dynamic visualizations (i.e., showing dynamic visualizations in pieces with pauses in between) and discusses two not mutually exclusive processes that might underlie the effectiveness of segmentation. First, cognitive activities needed for dealing with the transience of dynamic visualizations impose extraneous cognitive load, which may hinder learning. Segmentation may reduce the negative effect of this load by dividing animations into smaller units of information and providing pauses between segments that give students time for the necessary cognitive activities after each of those units of information. Second, event segmentation theory states that people mentally segment dynamic visualizations during perception (i.e., divide the information shown in pieces). Segmentation of dynamic visualisation could cue relevant segments to students, which may aid them in perceiving the structure underlying the process or procedure shown

    Collaboration scripts - a conceptual analysis

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    This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components: (a) learning objectives, (b) type of activities, (c) sequencing, (d) role distribution, and (e) type of representation. These components serve as a basis for comparing prototypical collaboration script approaches for face-to-face vs. computer-mediated learning. As our analysis reveals, collaboration scripts for face-to-face learning often focus on supporting collaborators in engaging in activities that are specifically related to individual knowledge acquisition. Scripts for computer-mediated collaboration are typically concerned with facilitating communicative-coordinative processes that occur among group members. The two lines of research can be consolidated to facilitate the design of collaboration scripts, which both support participation and coordination, as well as induce learning activities closely related to individual knowledge acquisition and metacognition. In addition, research on collaboration scripts needs to consider the learners’ internal collaboration scripts as a further determinant of collaboration behavior. The article closes with the presentation of a conceptual framework incorporating both external and internal collaboration scripts

    Learner control in animated multimedia instructions

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    The interactivity principle in multimedia learning states that giving learners control over pace and order of instructions decreases cognitive load and increases transfer performance. We tested this guideline by comparing a learner-paced instruction with a system-paced instruction. Time-on-task and interactive behavior were logged, and were also related to interest, prior knowledge, and cognitive involvement. We successfully replicated the interactivity principle in terms of better transfer. However, this coincided with a large increase in time-on-task. Also, large individual differences existed in the use of learner control options, which were mostly unrelated to the other variables. Thus, the benefits of introducing learner control in multimedia learning are at the expense of learning efficiency, and it remains unclear for whom the interactivity principle works best

    Computational analysis of dynamics in an agent-based model of cognitive load and reading performance

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    To avoid the development of cognitive load during task-specific actions, technologies like companion robots or intelligent systems may benefit from being aware of the dynamics of related mental performance constructs. As a first step toward the development of such systems, this paper uses an agent-based approach to formalize and simulate cognitive load processes within reading activities, which may involve specific assigned task. The obtained agent-based model is analysed both by mathematical analysis and automated trace evaluation. Based on this description, the proposed agent-based model has exhibited realistic behaviours patterns that adhere to the psychological and cognitive literature. Moreover, it is shown how the agent-based model can be integrated into intelligent systems that monitor and predict cognitive load over time and propose intelligent support actions based on that

    A process model of the formation of spatial presence experiences

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    In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and involvement, and considers the role of media factors and user characteristics as well, thus incorporating much previous work. It is argued that a commonly accepted model of Spatial Presence is the only solution to secure further progress within the international, interdisciplinary and multiple-paradigm community of Presence research

    Virtual environments as memory training devices in navigational tasks for older adults.

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    Cognitive training approaches using virtual environments (VEs) might counter age-related visuospatial memory decline and associated difficulties in wayfinding. However, the effects of the visual design of a VE in route learning are not fully understood. Therefore, we created a custom-designed VE optimized for route learning, with adjusted levels of realism and highlighted landmark locations (MixedVE). Herein we tested participants' route recall performance in identifying direction of turn at the intersection with this MixedVE against two baseline alternatives (AbstractVE, RealisticVE). An older vs. a younger group solved the tasks in two stages (immediate vs. delayed recall by one week). Our results demonstrate that the MixedVE facilitates better recall accuracy than the other two VEs for both age groups. Importantly, this pattern persists a week later. Additionally, our older participants were mostly overconfident in their route recall performance, but the MixedVE moderated this potentially detrimental overconfidence. Before the experiment, participants clearly preferred the RealisticVE, whereas after the experiment, most of the younger, and many of the older participants, preferred the MixedVE. Taken together, our findings provide insights into the importance of tailoring visualization design in route learning with VEs. Furthermore, we demonstrate the great potential of the MixedVE and by extension, of similar VEs as memory training devices for route learning, especially for older participants
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