从可配置样本生成交互式学习对象

Peng Han, B. Krämer
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引用次数: 17

摘要

从教学角度设计良好的互动学习对象(LOs)可以帮助学生更好地理解复杂的概念和过程。这种LOs可以通过让学生参与互动学习活动来激发更高水平的认知技能。然而,交互式LOs的设计和实现非常耗时,并且需要特殊技能。LOs也经常是本地化的,并且与特定的教育场景紧密相连,这极大地限制了它们在不同上下文中的重用。在本文中,我们提出了一种基于启发式原则的开发和重用交互式学习对象的方法。它建议在设计时将内容和教育上下文分开,并仅在重用时连接LOs的两个方面。我们将为Java小程序和交互式Flash动画演示这一原则。基于Adobe的Flex技术,我们还建议将通用Flash动画模板的设计与教学动机的交互逻辑分开。三个简单的例子说明了我们的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Generating Interactive Learning Objects from Configurable Samples
Pedagogically well-designed interactive learning objects (LOs) can help students to better understand complex concepts and processes. Such LOs can stimulate higher-level cognitive skills by involving students in interactive learning activities. The design and implementation of interactive LOs is, however, time-consuming and requires special skills. LOs are also often localized and tightly connected with particular educational scenarios, which strongly limits their reuse in different contexts. In this article, we present a methodology of developing and reusing interactive learning objects relying on a heuristic principle. It suggests keeping content and educational context separate at design time and connecting both facets of LOs only at reuse time. We illustrate this principle both for Java applets and for interactive Flash animations. Building on top of Adobe's Flex technology, we also suggest to separate the design of generic Flash animation templates from the pedagogically motivated interaction logics. Three simple examples illustrate our method.
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