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Exploring the Potential of Web-Based Social Process Experiential Simulations

机译:探索基于Web的社交过程体验模拟的潜力

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In the fall of 1996, the Arkansas Archeological Survey and the Department of Foreign Languages at the University of Arkansas, Fayetteville received a $180,000 grant from the National Endowment for the Humanities Teaching With Technology program. The goal of this grant initiative was to encourage creation of content-rich, computer-based materials for teaching history, literature, and languages. The grant team produced a CD-ROM called First Encounters: Native Americans and Europeans in the Mississippi Valley. The CD-ROM was designed to teach students how to critically evaluate differing multicultural perspectives using historical sources. A post-development evaluation of these materials yielded favorable student ratings and successful learning outcomes, however we decided to add a second generation of instructional improvements. The primary goal of this article is to describe the implementation and preliminary evaluation of one of these improvements, a web-based social process experiential simulation prototype called Two Worlds. Two Worlds was designed to enhance critical thinking by engaging users to explore a digital micro-world, participate in role-plays, and construct mind maps through and with collaborative electronic tools.
机译:1996年秋天,阿肯色州考古调查局和费耶特维尔阿肯色大学外语系从国家人文科技类捐赠基金会获得了18万美元的赠款。这项赠款计划的目的是鼓励创建内容丰富的基于计算机的教材,以教授历史,文学和语言。赠款团队制作了一张名为“初次遭遇”的CD-ROM:密西西比河谷的美洲原住民和欧洲人。该CD-ROM旨在教学生如何使用历史资料来批判性地评估不同的多元文化观点。这些材料的开发后评估获得了良好的学生评价和成功的学习成果,但是我们决定增加第二代的教学改进。本文的主要目的是描述其中一项改进的实施和初步评估,这是一个基于网络的社交过程体验模拟原型,称为“两个世界”。 “两个世界”旨在通过吸引用户探索数字微观世界,参与角色扮演以及通过协作电子工具构建思维导图来增强批判性思维。

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