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An investigation of the behavior of calculus students working collaboratively in an interactive software environment.

机译:对在交互式软件环境中协作工作的微积分学生行为的调查。

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摘要

This study sought to gain insight into the cognitive processes of students working collaboratively in an interactive software environment, based on the constructivist and socio-historic schools of thought in cognitive science. The research problem was to analyze the strategies and misconceptions of nine pairs of students as they collaborated on five problems involving the graphical relationship between functions and their derivatives, using the interactive software Mathwright. The researcher sought to identify the knowledge the students retrieved to solve the problems, the strategies and misconceptions which were evident, and the factors which contributed to the successful or unsuccessful resolution of misconceptions. Nine pairs of students were recruited for observation from Applied Calculus I courses at American University in the Spring of 1996. The sessions were video-taped and analyzed by the researcher.;The most common strategy used by the students in the study was to identify points where the function had a slope of zero, in order to find the x-intercepts of the graph of the derivative. Several students believed that this strategy was sufficient to solve the problems, which indicated that they did not have a complete understanding of the graphical relationship. Another strategy involved comparing intervals where the function increased or decreased, to determine if the derivative was above or below the x-axis. One misconception often expressed was that the derivative should increase or decrease when the function increased or decreased. This misconception was compounded by the students' incorrect use of language, particularly when they interchanged terms such as 'increasing' and 'positive'.;The primary benefit of social interaction in this study seemed to be that conversation forced the students to clarify and refine their own ideas, in order to put them into words. Rather than necessarily learning from their partner's ideas, the students often learned from themselves, through the process of communication. The most significant result of the study was that the interactive software played an invaluable role in the learning process, serving as a 'testing ground' for the students' ideas, and preventing them from being led astray or regressing in understanding during the collaborative experience.
机译:这项研究试图以认知科学中的建构主义和社会历史学派为基础,深入了解在交互式软件环境中协作工作的学生的认知过程。研究的问题是使用交互式软件Mathwright分析9对学生在解决涉及函数及其派生词之间的图形关系的五个问题时的策略和误解。研究人员试图找出学生解决问题所学到的知识,明显的策略和误解以及导致成功或不成功解决误解的因素。 1996年春季,从美国大学的应用微积分I课程中招募了9对学生进行观察。研究人员对这些课程进行了录像和分析。;学生在研究中最常用的策略是确定要点其中函数的斜率为零,以求导数图的x截距。几名学生认为,该策略足以解决问题,这表明他们对图形关系没有完全的了解。另一种策略涉及比较函数增加或减少的间隔,以确定导数是在x轴之上还是之下。经常出现的一种误解是,当函数增加或减少时,导数应该增加或减少。学生对语言的错误使用加剧了这种误解,特别是当他们互换诸如“增加”和“积极”之类的术语时;该研究中社交互动的主要好处似乎是对话迫使学生进行澄清和完善他们自己的想法,以便说出来。学生不是一定要从对方的想法中学习,而是经常通过交流来从自己身上学习。该研究最重要的结果是,交互式软件在学习过程中发挥了不可估量的作用,成为学生思想的“试验场”,并防止他们在协作体验中被误入歧途或使理解退步。

著录项

  • 作者

    Hare, Angela C.;

  • 作者单位

    American University.;

  • 授予单位 American University.;
  • 学科 Mathematics education.;Educational psychology.;Educational technology.;Higher education.
  • 学位 Ph.D.
  • 年度 1996
  • 页码 335 p.
  • 总页数 335
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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