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Technology-Based Training
Oleh:
Graesser, Arthur C.A.
;
King, Brandon
Jenis:
Article from Books - E-Book
Dalam koleksi:
Human Behavior in Military Contexts (Committee on Opportunities in Basic Research in the Behavioral and Social Sciences for the U.S. Military)
,
page 127-149.
Topik:
Behavior Military
;
Technology
;
Training
Fulltext:
behavior military (paper3).pdf
(159.55KB)
Isi artikel
There undeniably has been an extraordinary change in technology-based training in recent decades. Fifty years ago none of the genres of learning environments that will be addressed in this paper even existed: (1) computer-based training, (2) multimedia, (3) interactive simulation, (4) hypertext and hypermedia, (5) intelligent tutoring systems, (6) inquirybased information retrieval, (7) animated pedagogical agents, (8) virtual environments with agents, (9) serious games, and (10) computer-supported collaborative learning. All but the first two were not available 20 years ago, and most are not mainstream technologies in schools today. Yet the web has either exemplars or mature technologies for all 10 of them, so they are potentially available to all web users. The gap between the potential of and actual technology-based training translates into a critical, if not desperate, need for research in the social and behavioral sciences. Before addressing each of the 10 technologies, we discuss learning environments more broadly and their critical role in how technologies are developed, understood, and used.
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