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Lernende: Objekte des Lehrens? Subjekte ihres Lernens?Jank, Werner 05 June 2012 (has links)
Ausgangspunkt sind Video-Aufzeichnungen von drei Unterrichtsstunden im Fach Musik. Sie werden zunächst in einen musikdidaktischen Rahmen eingeordnet, der es erlaubt, eine Stunde primär der „Handlungsorientierung“ im Sinn der 1980er Jahre zuzuordnen, die zweite Stunde primär dem musikdidaktischen Modell eines „Aufbauenden Musikunterrichts“ und die dritte Stunde „offenen“ Unterrichtskonzeptionen. Der zweite Abschnitt fragt nach dem Verhältnis von Lernen und Lehren und mündet in die These, dass „natürliches“, informelles Lernen und das Lernen in der Institution Schule in einem unauflösbaren Spannungsverhältnis zueinander stehen. Diese These wird dann an einigen Teilaspekten der aufgezeichneten Schulstunden konkretisiert. Im abschließenden Abschnitt wird die These auf das Spannungsverhältnis zwischen den schulischen Leistungserwartungen und der individuellen Leistungsbereitschaft der Schüler bezogen. Der Beitrag mündet in einem Plädoyer für die Anerkennung und Förderung der grundlegenden Leistungsbereitschaft der Schüler sowie der Selbstwahrnehmung ihrer individuellen Leistungen und ihres individuellen Erfolgs im Sinn einer zunehmenden Leistungsbewusstheit. / The point of departure consists of video recordings of three music lessons. These are first of all localised within a music-didactic framework, allowing one lesson to be classified primarily along the lines of “action-oriented” processes in the 1980s sense of the term, the second to be classed primarily with the music-didactic model of “progressive music learning” and the third lesson with “open” teaching concepts. The second section is an enquiry into the relationship between teaching and learning, resulting in the thesis that there is an irresolvable tension between “natural” informal learning and learning within the school institution. In the following section this thesis is concretised along various partial aspects of the recorded lessons. The thesis is then applied in the final section to the tension between the school’s performance expectations and the pupils’ individual willingness to perform. The piece ends by arguing for the recognition and promotion of the pupils’ fundamental willingness to perform as well as of their self-awareness of their individual performance and individual success in the sense of an increasing awareness of performance.
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Validating Machine and Human Decision-Making in Forensic Fire Debris AnalysisWhitehead, Frances A 01 January 2024 (has links) (PDF)
This work presents a background on the chemical complexity of fire debris analysis, including an ever-present matrix of pyrolysis products as the catalyst that led to the creation of the National Center for Forensic Science's Fire Debris Database. A selection of these 1,000+ casework-relevant ground truth samples was used to create two newly proposed analyst workflows to connect the current method of categorical reporting with evaluative reporting practices reflective of the strength of the evidence. Both workflows use linear sequential unmasking to help mitigate bias, a discrete scoring system for quantification of the analysis, and receiver operating characteristic (ROC) curves to bridge together categorical and probabilistic reporting by indicating the optimum decision threshold the analysts are operating from when they make a decision. Both workflows also allow a machine-learning component to be included in evaluating the evidence and are practical methods for obtaining validated performances for human and machine decisions. The second workflow includes subjective logic, which provides a means of determining the uncertainty inherent to the opinion made by the analyst and the machine learning computational model. ‘Fuzzy categories' and an opinion triangle connect the opinion offered by the analyst given their perceived uncertainty to the ROC curve so a categorical decision can be made. For each workflow, three analysts independently assessed 20 randomly chosen samples from the Fire Debris Database and followed the ASTM E1618-19 standard fire debris analysis method. The resultant area under the ROC curve for each analyst for each workflow was 0.90 or higher, indicating that all were in the very good to excellent range for diagnostic classifiers, as was the machine learning model tested in the second workflow. Recommendations for implementing a performance validation workflow, how repetitive engagement can help the individual analyst and insights on using these for performance validation and training purposes are also included.
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不同設計元素之遊戲式英文單字學習APP在學習成效、情緒及注意力之影響研究 / Effects of Design Factors of Game-based English Vocabulary Learning APP on Learning Performance, Emotion, and Attention曹鼎, Cao, Ding Unknown Date (has links)
遊戲式學習已被證實能夠有效提升學習者的學習成效,而遊戲的愉悅度是否設計得越強烈,對學習成效越有幫助,是個值得探索的問題。此外,遊戲過程中,有哪些遊戲設計要素能夠影響學習成效,同時讓學習者在遊戲中亦能夠感到趣味性,進而達到學習目標,值得我們關切。再者,學習的專注力及情緒在學習型遊戲設計中,也是必須納入考量的面向。因此,本研究分別探討兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,對於學習者學習成效、專注力、放鬆度及單字記憶保留上的影響。
本研究以馬祖高中高三的36位學生為研究對象,根據英語字彙前測成績及性別將其隨機分派至兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,進行四週的英語字彙學習。結果顯示遊戲設計要素較低的組別的學習者,在英文單字學習成效、單字記憶保留上的成效均顯著優於遊戲設計要素較高組別學習者,同時放鬆度亦較高,而專注度不如遊戲設計要素較高的組別,且各依變項間彼此有顯著的正相關。此外,本研究亦進一步證實性別差異存在於不同遊戲設計要素的英語字彙學習APP中,在遊戲設計要素較低的英文單字學習APP中,發現女性學習者擁有顯著較優的英語字彙學習成效及記憶保留度。而本研究也發現「符合程度的挑戰性」為設計遊戲式英文單字學習APP時最需要重視的遊戲設計要素。
綜上所述,本研究證實相較於遊戲設計要素較高的高刺激性英文單字學習APP,遊戲設計要素較低的低刺激性英文單字遊戲APP對於學習成效、單字記憶保留上具有較正面的效應。此一結果顯示像英語字彙學習這樣的認知型學習,在遊戲設計上並不適合納入刺激性較高的遊戲設計要素。此外,對遊戲設計者來說,未來設計英文單字遊戲學習APP時,亦應將性別差異納入設計考量,同時儘可能在遊戲娛樂性及教育性中取得平衡。 / Game-based learning has been proved to effectively boost learners’ learning performance, while whether more enjoyment designed in the game brings better learning performance remains unknown. Besides, what game design factors will affect learning performance and simultaneously keep learners interested in the game is also worth investigating. Moreover, attention and emotion are two dimensions which should be taken into account when designing learning games. As a result, this study tries to assess the effects of using two different English vocabulary learning APPs with significantly different game design factors on learners’ performance, sustained attention, meditation, and vocabulary memory retention, respectively.
A pilot study was conducted beforehand to examine whether the two considered English vocabulary game APPs differ significantly in game design factors including concentration, feedback, challenges match player skills, control, and immersion. In the formal study, thirty-six Grade 12 students from Matsu senior high school participated in this study. They were randomly divided into two experimental groups based on gender and pretest scores, separately using two English vocabulary game APPs with significantly different game design factors for English vocabulary learning. The study lasted for four weeks. Analytical results show that students using game with lower scores in game design factors generated significantly better vocabulary learning performance, memory retention and meditation level than those using game with higher scores in game design factors, while sustained attention level was lower. Also, they were significantly correlated to one another. Moreover, this study further confirms that gender differences existed among English vocabulary learning games with different game design factors. Girls were found to have significantly better English vocabulary learning performance and memory retention in the game APP with lower scores in game design factors. Furthermore, “challenge matches players’ skill” was found to be the most important game design factor when designing game-based English vocabulary learning APPs.
In conclusion, this study confirms that English vocabulary game APPs with lower exciting elements have more positive learning effects on learning performance, memory retention than those with higher scores in game design factors. The result indicates that when designing games, higher exciting game design factors are not suitable for cognitive learning, such as English vocabulary learning. Finally, this study provides suggestions for future game-design developers to take gender differences into consideration when designing English vocabulary learning game APPs, and meanwhile tries to strike the balance between educational purpose and entertainment of the game APPs.
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Analyse visuelle et cérébrale de l’état cognitif d’un apprenantBen Khedher, Asma 02 1900 (has links)
No description available.
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