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Komputerowy system egzaminowania

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EN
One of the most popular methods of control applied in everyday academic education is, undoubtedly, a written test of knowledge. The traditional method, known to all, has been applied for several years now in a modern layout, based on information technology devices. This article is an attempt to answer the question: Is it worthwhile to use modern information technology tools in the process of examination?
EN
The number of articles, books, and film documentaries reporting on lessons taught using a multimedia whiteboard is growing year by year. Numerous photographs and recordings show happy faces of children and their teachers. Also, test reports leave no doubt as to the attractiveness of activities supported by this modern media tool. But do all learners approve of learning with an interactive whiteboard? What determines the level of acceptance? I tried to obtain the answer to these questions in the course of research conducted in primary education classrooms as part of grant 495-NP.
e-mentor
|
2023
|
vol. 100
|
issue 3
61-69
EN
The number of studies investigating different aspects of the use of virtual reality and VR goggles is constantly growing. However, there is currently a lack of analyses related to the visual memory of resources learned in immersive VR. Therefore, a study was conducted to determine the level of memorisation of visual elements presented using VR headsets or a traditional computer. The study involved 120 students divided into three equal groups. In the first group, the participants used VR goggles and the presentation was supervised by a lecturer who drew attention to key elements and monitored the pace of the action. In the second group, users worked entirely on their own with the VR headsets, and in the third group they watched a narrated presentation on a computer screen. The main research objective was to determine the differences in the amount of elements memorised between the study groups. The study used both quantitative and qualitative data. The ANOVA analysis of variance showed that there was a statistically significant difference between all groups. The highest level of memorisation of visual elements was recorded in the group using VR goggles and supervised by a guide. The lowest was in the group that used VR headsets alone. Participants in the study noted that immersive VR is so fascinating that it is difficult for them to supervise their own time and activity in a way that ensures success. As a result, 70% of people working alone with VR goggles did not manage to familiarise themselves with all the material.
PL
Liczba badań poświęconych różnym aspektom zastosowania wirtualnej rzeczywistości oraz gogli VR nieustannie rośnie. Aktualnie brakuje jednak analiz związanych z pamięcią wzrokową zasobów poznawanych w immersyjnej VR. Dlatego przeprowadzono badania, których celem było określenie poziomu zapamiętywania elementów wizualnych prezentowanych za pomocą gogli VR lub tradycyjnego komputera. Badaniem objętych zostało 120 studentów podzielonych na trzy równoliczne zespoły. W pierwszej grupie uczestnicy korzystali z gogli VR, zaś prezentacja nadzorowana była przez prowadzącego, który zwracał uwagę na ważniejsze elementy oraz nadzorował tempo działania. W drugiej grupie użytkownicy pracowali z goglami VR w pełni samodzielnie, zaś w trzeciej oglądali na ekranie komputera prezentację zaopatrzoną w narrację. Głównym celem badawczym było określenie różnic w liczbie zapamiętywanych elementów między badanymi grupami. W badaniu posłużono się danymi o charakterze ilościowo-jakościowym. Analiza wariancji ANOVA wykazała, że między wszystkimi grupami istnieje statystycznie istotna różnica. Najwyższy poziom zapamiętania elementów wizualnych odnotowano w grupie stosującej gogle VR pod nadzorem przewodnika. Najniższy – w grupie samodzielnie użytkującej gogle VR. Uczestnicy badania zaznaczali, że immersyjna VR jest na tyle fascynująca, że trudno było im samodzielnie nadzorować czas działania i własną aktywność w sposób zapewniający sukces. W efekcie 70% osób samodzielnie pracujących z goglami VR nie zdążyło zapoznać się z całym materiałem.
EN
The aim of the present research was to assess the degree of preparation, methods of use, and the ability to create online educational resources by Polish teachers of early school education. The article presents the results of pilot studies carried out under the NP.-2550 grant, as well as the results of proper research conducted in 2017 in a group of 340 teachers. The selection of the research group was random. The collected data showed current trends, and made it possible to address the issue of a virtual consumer and an online creator from the perspective of a teacher.
EN
The article serves as a summary of one of the parts of the research carried out under the NP-2550 grant in the Department of Education and Media in Education of the Faculty of Pedagogical Sciences at Nicolaus Copernicus University in Toruń. The presented analyses concern the application of modern educational tools in the process of education. The work includes a discussion of the frequency, as well as ways, of using ICT devices by early education teachers. It shows the relationship between the presence of modern computer tools in the teaching process and the constructive-cognitive character of activities undertaken in the classroom. The research referred to was carried out among 148 teachers in the Kujawsko-Pomorskie Province. The analyses presented to the reader are mainly based on the quantitative data obtained on the basis of: knowledge and skills tests, observation, as well as surveys. The research material was supplemented with qualitative data obtained through the conducted interviews.
EN
The article is a summary of one part of the research conducted in the Department of Didactics and Media in Education, regarding the use of tablets in the teaching process. The paper provides an overview of the frequency of use, as well as ways of using the tools by students of the humanities. It presents the relationship between the presence of tablets in the teaching process and the cognitive-constructivist nature of acting. The presented study was carried out among 396 students of the humanities. The study used diagnostic survey methods, as well as the pedagogical crossover experiment.
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