Search results for "Computer-assisted instruction"

showing 10 items of 36 documents

Commenting on Written Arguments as a Part of Argumentation Skills — comparison between students engaged in traditional vs on‐line study

1992

ABSTRACT The use of computer‐mediated communication (CMC) has increased in the area of education. This article reports a study whose aim was to improve the argumentation and scientific thinking skills of university students through argumentative on‐line studying. The research problems dealt on the one hand with learning outcomes in terms of subject content and on the other hand with argumentation skills. The results were compared between on‐line students and students who studied in a traditional way. The results indicated that the traditional group got better learning outcomes than the on‐line students who, by contrast, succeeded better in the tasks of argumentation skills. The findings sug…

ArgumentativeHigher educationbusiness.industryComputer-Assisted InstructionScientific thinkingThinking skillsEducationArgumentation theoryPedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationbusinessPsychologyStudy skillsScandinavian Journal of Educational Research
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A Novel Method to Characterize User Sessions of Educational Software

2013

Abstract Software applications destined for the educational environment have a long history and have evolved side by side with the progress of technology from simple computer assisted instruction programs to sophisticated eLearning platforms. A study that we have conducted on a sample of 395 children aged 6 through 12, coming from both the rural and the urban environments, shows that an increasing number of children use computer related technologies. Given their exposure to these technologies it is imperative that the educational applications be designed in a way that takes into account the children's abilities, interests and the demands for their development. We have proposed a 5-dimension…

Markov chainMultimediaPoint (typography)User actions modellingbusiness.industryComputer scienceComputer-Assisted InstructionComputer user satisfactionSample (statistics)Markov modelcomputer.software_genreMarkov modelSoftwareHuman–computer interactionEducational softwareeLearningGeneral Materials SciencebusinesscomputerEducational softwareProcedia - Social and Behavioral Sciences
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Collaborative knowledge construction in authentic school contexts

2005

oppimisympäristövuorovaikutusoppiminencollaborative learningryhmätyölearning processsocial interactionsosiaalinen vuorovaikutusoppilaatcomputer-assisted instructioncomputer-supported collaborative learningpienryhmätknowledge constructionkouluyhteistoiminnallinen oppiminenperuskouluverkko-opetusyhteisöllinen oppiminenoppimisprosessilearning context
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Exploring the cross-linguistic transfer of reading skills in Spanish to English in the context of a computer adaptive reading intervention

2017

ABSTRACTWe explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment (i.e., where students played Graphogame Spanish) for 16 weeks for ten minutes per day (n = 3) versus business as usual instruction (n = 2). Results indicate that students at some risk on Spanish pseudoword reading appeared to benefit the most from playing the game. Analysis of gains suggests a potentially small, but meaningful educational effect…

Linguistics and LanguageResponse to interventionmedia_common.quotation_subjectComputer-Assisted Instructioncross-linguistic transferContext (language use)ta6121SpanishLanguage and LinguisticsEducationFluencycomputer adaptive reading interventionEnglishReading (process)PedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationespanjan kielitietokoneavusteinen oppiminenkaksikielisyys0501 psychology and cognitive sciencesNeuroscience of multilingualismmedia_common05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationPseudowordTransfer of traininglukutaitoreading skillsPsychology0503 educationenglannin kieli050104 developmental & child psychologyBilingual Research Journal
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Emulating Human Supervision in an Intelligent Tutoring System for Arithmetical Problem Solving

2014

This paper presents an intelligent tutoring system (ITS) for the learning of arithmetical problem solving. This is based on an analysis of a) the cognitive processes that take place during problem solving; and b) the usual tasks performed by a human when supervising a student in a one-to-one tutoring situation. The ITS is able to identify the solving strategy that the student is following and offer adaptive feedback that takes into account both the problem's constraints and the decisions previously made by the user. An observational study shows the ITS's accuracy at emulating expert human supervision, and a randomized experiment reveals that the ITS significantly improves students' learning…

business.industryComputer scienceRandomized experimentGeneral EngineeringComputer-Assisted InstructionCognitionIntelligent tutoring systemComputer Science ApplicationsEducationArithmetic functionObservational studyArtificial intelligencebusinessMathematics instructionIEEE Transactions on Learning Technologies
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Pedagogical experiments with MathCheck in university teaching

2019

MathCheck is a relatively new online tool that gives students feedback on their solutions to elementary university mathematics and theoretical computer science exercises. MathCheck was designed with constructivism learning theory in mind and it differs from other online tools as it checks the solutions step by step and shows a counter-example if the step is incorrect. It has been in student use since the autumn of 2015 and under design-based research from the first online day. The main research questions of this study are the following. 1) How can the usage of MathCheck support the aspects of conceptual understanding and procedural fluency of constructivism learning? 2) How can MathCheck em…

Independent studyeducationPoint (typography)matematiikkapedagogymathematicsEducational technologyComputer-Assisted InstructionWorkloadverkko-oppiminenlcsh:Education (General)FluencypedagogiikkaMathCheckkoulutusConstructivism (philosophy of education)Mathematics educationComputingMilieux_COMPUTERSANDEDUCATIONUniversity teachingverkko-opetuslcsh:L7-991lcsh:Science (General)lcsh:Q1-390LUMAT
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Using Interactive Graphics to Teach Multivariate Data Analysis to Psychology Students

2011

This paper discusses the use of interactive graphics to teach multivariate data analysis to Psychology students. Three techniques are explored through separate activities: parallel coordinates/boxp...

Statistics and ProbabilityMultivariate statisticsMultivariate analysisTeaching methodEducational technologyComputer-Assisted InstructionEducationComputer graphicsComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationStatistics Probability and UncertaintyGraphicsPsychologyParallel coordinatesJournal of Statistics Education
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Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame

2015

This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…

letter knowledgeoppimisympäristöparental involvementSocial Psychologymedia_common.quotation_subjecteducationreading skillGame based learningComputer-Assisted InstructionGraphoGameDevelopmental psychologymotivationReading (process)learning environmentPedagogyta516technology-enhanced reading supportSchool based interventionta515Educational gamemedia_commonorthographydigital game-based learninglcsh:T58.5-58.64lcsh:Information technologyCommunicationPhonologyHuman-Computer Interactioneducational gamephonologySchool environmentPsychologyengagementHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Anatomy online: presentation of a detailed WWW atlas of human gross anatomy--reference for medical education.

2002

We present an online anatomy atlas based on the Visible Human Project (VHP) of the US National Library of Medicine. The objective is to provide original unlabeled as well as labeled sections of the human body of high quality and resolution on the Internet, for use in basic and continuing medical education. For a representative overview of the body, 370 axial sections were selected from the male and female data base of the VHP with special regard to regions of clinical interest. Each section is accompanied by its corresponding computer tomography (CT) image and, if available, magnetic resonance images (MRI) for quick and easy comparison of morphologic and radiologic structures. The sections …

MaleVocabularyHistologymedia_common.quotation_subjecteducationprojectsMedical illustrationAtlas (anatomy)Medical IllustrationMedicineHumansAnatomy Artisticmedia_commonInternetAnatomy Cross-SectionalEducation MedicalNational Library of Medicine (U.S.)business.industryVisible human projectTerminologia AnatomicaGeneral MedicineHuman bodyAnatomyUnited StatesVisualizationmedicine.anatomical_structureprojects.projectGross anatomyFemaleAnatomybusinessSoftwareComputer-Assisted InstructionClinical anatomy (New York, N.Y.)
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Developing a Serious Game for Nurse Education.

2018

Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game–playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG devel…

020205 medical informaticsmedia_common.quotation_subjecteducationMEDLINEGerontological nursing02 engineering and technologyExperiential learningInformationSystems_GENERAL03 medical and health sciencesNursing carePulmonary Disease Chronic ObstructiveHealth care0202 electrical engineering electronic engineering information engineeringHumansComputer SimulationProfessional AutonomyNurse educationProgram DevelopmentEducation NursingGeneral Nursingmedia_commonMedical education030504 nursingbusiness.industryProblem-Based LearningHome Care ServicesHospitalizationProblem-based learningVideo GamesClinical Competence0305 other medical sciencebusinessPsychologyGerontologyAutonomyComputer-Assisted InstructionJournal of gerontological nursing
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