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Using activity theory to understand the role of a simulation-based interactive learning environment in a computer networking course.

机译:使用活动理论来理解基于模拟的交互式学习环境在计算机网络课程中的作用。

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摘要

The Cisco Networking Academy is a private-public partnership between Cisco and over 8,000 schools worldwide to teach approximately 700,000 students per year basic computer networking skills and to help address the Digital Divide. The program features instructor-facilitated courses integrated into standard educational programs. Cisco provides, free to all participating instructors and students, online curriculum and assessment, hands-on labs, and a simulation-based learning environment, Packet Tracer, which includes simulation, visualization, and assessment authoring features. In this qualitative study, activity theory is used as a lens to study the introduction of Packet Tracer into networking classrooms. In activity theory the simulator becomes a tool (mediating artifact) to make available malleable representations for student “subjects” to interact with networking model “objects”, hopefully enhancing learning. Two bodies of theory, namely conceptually enhanced simulations (stressing representational resources) and algorithm visualization (stressing the constructivist concern with learner control over representations), suggest positive ways simulations can impact learning. The affordances of Packet Tracer that demonstrate ways in which simulations can enhance learning are presented; some Packet Tracer design iterations are described. Results of a two-semester qualitative classroom study, including analysis of videotaped cases of student interactions with the Packet Tracer software, are presented: (a) two students engaged in discussion of a multiple-choice question using Packet Tracer as a mediating resource, exemplifying computer supported collaborative learning (CSCL); (b) a student going far beyond an assignment and using Packet Tracer’s microworld affordances to build an elaborate model network in a case of self-directed inquiry; (c) two students developing automaticity in planning, implementing, and troubleshooting their network model using Packet Tracer; and (d) a student taking advantage of the persistence of digital network representations and ubiquitous access. In each case, the availability of malleable representations and learner control over those representations in the simulation environment are most salient. Four tensions in the classroom activity system emerged when Packet Tracer was introduced: (a) learning Packet Tracer versus learning networking; (b) real equipment versus simulations; (c) student-directed versus teacher-directed learning; and (d) form of instructional guidance. The study concludes by describing the ongoing development of Packet Tracer.
机译:思科网络技术学院是思科与全球8,000余所学校之间的公私合营伙伴关系,每年向大约700,000名学生教授基本的计算机网络技能,并帮助解决数字鸿沟。该计划的特色是将讲师指导的课程整合到标准教育课程中。思科向所有参与的讲师和学生免费提供在线课程和评估,动手实验以及基于仿真的学习环境Packet Tracer,其中包括仿真,可视化和评估编写功能。在此定性研究中,活动理论被用作研究Packet Tracer引入网络教室的镜头。在活动理论中,模拟器成为一种工具(中介工件),可为学生“主体”提供可延展的表示形式,以与网络模型“对象”进行交互,从而有望增强学习。理论的两个方面,即概念上增强的模拟(强调表示资源)和算法可视化(强调学习者对表示的控制对建构主义者的关注),提出了模拟可以影响学习的积极方式。提供了Packet Tracer的功能,这些功能演示了模拟可以增强学习的方式;描述了一些Packet Tracer设计迭代。给出了两个学期定性课堂研究的结果,包括对学生与Packet Tracer软件互动的录像案例的分析:(a)两名学生使用Packet Tracer作为中介资源来讨论多项选择题,举例说明计算机支持的协作学习(CSCL); (b)在进行自我指导的查询时,一名学生远远超出了作业范围,并使用Packet Tracer的微型世界能力来建立精细的模型网络; (c)两名学生使用Packet Tracer开发了在计划,实施和排除网络模型故障方面的自动化功能; (d)学生利用数字网络表示的持久性和无处不在的访问优势。在每种情况下,可塑性表示的可用性和学习者在模拟环境中对这些表示的控制都是最重要的。当引入Packet Tracer时,课堂活动系统出现了四个紧张关系:(a)学习Packet Tracer与学习网络; (b)真实设备与模拟; (c)学生主导与教师主导的学习; (d)教学指导形式。该研究以描述Packet Tracer正在进行的开发为结尾。

著录项

  • 作者

    Frezzo, Dennis C.;

  • 作者单位

    University of Hawai'i at Manoa.;

  • 授予单位 University of Hawai'i at Manoa.;
  • 学科 Education Educational Psychology.;Education Curriculum and Instruction.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 318 p.
  • 总页数 318
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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