首页> 外文会议>2013 Fourth International Conference on e-Learning Best Practices in Management, Design and Development of e-Courses: Standards of Excellence and Creativity >A Proposed Model for Designing Creative Interactive e-Learning Activities and its Impact on Developing Knowledge Generating, Depth of Learning, and Team Work Skills
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A Proposed Model for Designing Creative Interactive e-Learning Activities and its Impact on Developing Knowledge Generating, Depth of Learning, and Team Work Skills

机译:设计创造性的交互式电子学习活动的模型及其对发展知识生成,学习深度和团队合作技能的影响

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The research objectives were to develop a proposed model for designing creative interactive e-learning activities and measure its impact on developing knowledge generating skills, depth of learning, and team work skills among graduate students at the distance teaching and training program, Arabian Gulf University. To achieve these purposes, the developmental research methodology was adopted through three main stages: Systematic design, Systematic development, and Evaluation. In the systematic design phase, a list of educational and creative design standards of e-learning activities was developed. In the systematic development phase, the main components of the proposed models were created. The main components (domains) of the proposed model were: Knowledge domains and classifications, Instructional strategies, e-learning tools and media, Educational standards, Creativity processes, and Mental knowledge structure. In the evaluation phase, the researcher developed three main scales: Knowledge generating skills scale, Depth of learning scale, and Team work skills scale. The knowledge generating scale consisted of six main skills, they are: Knowledge diagnosing, Cognitive re-organizing, Knowledge application, Knowledge maintenance, Knowledge distribution, and Knowledge renewing. These main skills need thirty sub skills to be accomplished.  The depth of learning scale consisted of (52) skills. The team work scale consisted of (54) skills. To disseminate and evaluate the target model, the researcher applied it on a sample of (26) graduate students at the distance teaching and training program, Arabian Gulf University during the first semester of 2012-2013 academic year. This sample was divided into two groups: the control group (16) students and the experimental group (8) students. The results of research revealed that the proposed model has statistical and practical impact on developing knowledge generating skills, depth of learning and team work skills i- favor of the experimental group. Based on these results, a set of educational recommendations and suggestions were provided in this respect.
机译:研究目标是建立一个设计模型,用于设计创造性的互动式电子学习活动,并评估其对阿拉伯海湾大学远程教学计划中研究生发展知识生成技能,学习深度和团队合作技能的影响。为了实现这些目的,通过三个主要阶段采用了开发研究方法:系统设计,系统开发和评估。在系统设计阶段,制定了一系列电子学习活动的教育和创造性设计标准。在系统开发阶段,创建了所提议模型的主要组成部分。该模型的主要组成部分(领域)是:知识领域和分类,教学策略,电子学习工具和媒体,教育标准,创造力过程以及心理知识结构。在评估阶段,研究人员制定了三个主要量表:知识生成技能量表,学习深度量表和团队合作技能量表。知识生成量表包含六个主要技能,它们是:知识诊断,认知重组,知识应用,知识维护,知识分配和知识更新。这些主要技能需要三十个子技能才能完成。学习深度量表由(52)个技能组成。团队工作量表包括(54)技能。为了传播和评估目标模型,研究人员在2012-2013学年第一学期将其应用于阿拉伯海湾大学远程教学与培训计划的26名研究生样本中。该样本分为两组:对照组(16)学生和实验组(8)学生。研究结果表明,该模型对发展知识生成技能,学习深度和团队合作技能具有统计学和实际影响,这对实验组有利。根据这些结果,在这方面提供了一系列的教育建议。

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