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I am not good at english


faycyber

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I need help on re-writing , paraphrasing, and grammar checking here....

pls help :( ... I am going to get into big trouble soooooonnnnnnnn

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Flavell (1979) defined metacognition as ?knowledge and cognition about cognitive phenomena.? There are two aspects of metacognition, knowledge about cognition (declarative, procedural, and conditional) and regulation of cognition (planning, monitoring, and evaluation) (Schraw & Dennison 1994, Schraw, 1998). Metamemory, metacomprehension, self-regulation, schema training, and transfer have been identified in the literature as the sub-components of metacognition (Osman & Hannafin, 1992). Metacognition depends on an individual?s knowledge of his/her abilities and strategies that could potentially improve learning as well as the regulation of the individual?s thinking that draws from his/her knowledge of cognition (Hartley, 2001).

Metagcognitive strategies have been successfully modeled using computers. This has the advantage of making tacit thinking processes overt, so that they can be externalized and accessible as objects of close reflection and evaluation (Lin, Hmelo, Kinzer, & Secules, 1999). Computers have also been used as tutors (Graesser and McNamara 2005) to help students generate questions (why, how, what if etc) while reading text, and to generate learning strategies. Other uses include helping students develop self-correction skills for problem solving (Mathan & Koedinger, 2005); to monitor online scientific enquires ( for instance changing the topic if information is not found quickly) (Quintana, Zhang, & Krajcik, 2005), and to facilitate collaborative problem solving and reflection using met cognitive research methodology to guide instruction and media design during software development (Maule, 1998).

-----------2-------------------

The affective behavior model integrates the information from the student cognitive state, student affective state, and the tutorial situation, to decide the best pedagogical action. The affective model is implemented as a decision network with a utility measure on learning 1 .there is the effect of presence on learning outcomes in virtual reality environment for education;the effect of personal presence, social presence and participant?s involvement on certain learning outcomes the existence of an avatar as the students? representation enhanced presence and helped them to successfully perform their learning tasks. The students had a high sense of presence for both cases of the virtual reality environment for education presentation, projection on a wall and through a head mounted display (HMD).The socialized virtual environment seems to play an important role in learning outcomes. The students had a higher sense of presence and completed their learning tasks more easily and successfully in the case of their egocentric representation model using the HMD.2 It is not only hardware the environment have to be designed cover 3 requirements;1. fun (game), 2. learning (pedagogy), and 3. validity (reality) 3.also in virtual reality environment for education still need narrative supports because the students can get some information to solve the problems in environment (Michele D. Dickey,2006).also Accessing to the guidance system was associated with improved learning students viewing more guidance messages saw greater improvement on content tests than those viewing less the paper then just put guidance systems embedded in your environment (BrianC.Nelson,2007).We can provide an immersive experience in a relatively confined space ;navigator methods(direction,angle,elevation) (Michael s. miller ,1898) but that will not enough for students to get in to virtual reality environment for education. We need fantasy ,role play and socialization in environment

Fantasy is claimed to have both cognitive and emotional advantages in designing instructional environments. A distinction is made between extrinsic fantasies that depend only weakly on the skill used, and intrinsic fantasies that are intimately related to the use of the skill.(Malone,1998).

the impact of role playing on learning, and the Roles and perspection(Eric Rosenbaum and others,2007) of the physical environment in shaping learning. That is why we have to set information, goals, experiences that we can design and make it good for our content(Jenkins,2002 ) and reward (Gee, J. P.,2003) in our environment . The student can have their own Character creation, selection, development serves to reinforce (Steinkuehler, 2006.).after we set role into the student in our environment communication and socialize (Squire, K. D.,2005a-B) will be very important in environment.

The role and social will analyze the components of motivation and transfer to real life, which support virtual reality environment for education (Alke Martens,2008).And we can provide resurce,tools,and book (Buckingham,2003).Gee, J. P. (2003). Steinkuehler, C. A. (2005) for both content and how to use the environment.

game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments.(Alke Martens,2007)

---------------------------------------------

your sexy thai teacher FAY

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I need help on re-writing , paraphrasing, and grammar checking here....

pls help :( ... I am going to get into big trouble soooooonnnnnnnn

------------1---------------------

Flavell (1979) defined metacognition as ?knowledge and cognition about cognitive phenomena.? There are two aspects of metacognition, knowledge about cognition (declarative, procedural, and conditional) and regulation of cognition (planning, monitoring, and evaluation) (Schraw & Dennison 1994, Schraw, 1998). Metamemory, metacomprehension, self-regulation, schema training, and transfer have been identified in the literature as the sub-components of metacognition (Osman & Hannafin, 1992). Metacognition depends on an individual?s knowledge of his/her abilities and strategies that could potentially improve learning as well as the regulation of the individual?s thinking that draws from his/her knowledge of cognition (Hartley, 2001).

Metagcognitive strategies have been successfully modeled using computers. This has the advantage of making tacit thinking processes overt, so that they can be externalized and accessible as objects of close reflection and evaluation (Lin, Hmelo, Kinzer, & Secules, 1999). Computers have also been used as tutors (Graesser and McNamara 2005) to help students generate questions (why, how, what if etc) while reading text, and to generate learning strategies. Other uses include helping students develop self-correction skills for problem solving (Mathan & Koedinger, 2005); to monitor online scientific enquires ( for instance changing the topic if information is not found quickly) (Quintana, Zhang, & Krajcik, 2005), and to facilitate collaborative problem solving and reflection using met cognitive research methodology to guide instruction and media design during software development (Maule, 1998).

-----------2-------------------

The affective behavior model integrates the information from the student cognitive state, student affective state, and the tutorial situation, to decide the best pedagogical action. The affective model is implemented as a decision network with a utility measure on learning 1 .there is the effect of presence on learning outcomes in virtual reality environment for education;the effect of personal presence, social presence and participant?s involvement on certain learning outcomes the existence of an avatar as the students? representation enhanced presence and helped them to successfully perform their learning tasks. The students had a high sense of presence for both cases of the virtual reality environment for education presentation, projection on a wall and through a head mounted display (HMD).The socialized virtual environment seems to play an important role in learning outcomes. The students had a higher sense of presence and completed their learning tasks more easily and successfully in the case of their egocentric representation model using the HMD.2 It is not only hardware the environment have to be designed cover 3 requirements;1. fun (game), 2. learning (pedagogy), and 3. validity (reality) 3.also in virtual reality environment for education still need narrative supports because the students can get some information to solve the problems in environment (Michele D. Dickey,2006).also Accessing to the guidance system was associated with improved learning students viewing more guidance messages saw greater improvement on content tests than those viewing less the paper then just put guidance systems embedded in your environment (BrianC.Nelson,2007).We can provide an immersive experience in a relatively confined space ;navigator methods(direction,angle,elevation) (Michael s. miller ,1898) but that will not enough for students to get in to virtual reality environment for education. We need fantasy ,role play and socialization in environment

Fantasy is claimed to have both cognitive and emotional advantages in designing instructional environments. A distinction is made between extrinsic fantasies that depend only weakly on the skill used, and intrinsic fantasies that are intimately related to the use of the skill.(Malone,1998).

the impact of role playing on learning, and the Roles and perspection(Eric Rosenbaum and others,2007) of the physical environment in shaping learning. That is why we have to set information, goals, experiences that we can design and make it good for our content(Jenkins,2002 ) and reward (Gee, J. P.,2003) in our environment . The student can have their own Character creation, selection, development serves to reinforce (Steinkuehler, 2006.).after we set role into the student in our environment communication and socialize (Squire, K. D.,2005a-B) will be very important in environment.

The role and social will analyze the components of motivation and transfer to real life, which support virtual reality environment for education (Alke Martens,2008).And we can provide resurce,tools,and book (Buckingham,2003).Gee, J. P. (2003). Steinkuehler, C. A. (2005) for both content and how to use the environment.

game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments.(Alke Martens,2007)

---------------------------------------------

your sexy thai teacher FAY

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if that is english that you can understand, you're doing better than me.

para 1....Metagcognitive (delete g) strategies have been successfully modeled using computers.

individual?s....there is no real need for the apostrophe, individuals is fine. and elsewhere thru para 1 and 2. this is old style english

a couple of your sentences in para 2 don't have capitals at the start, but i'm guessing that you made these mistakes on purpose to see if we picked up on it, yes????

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I cant go through all of it now, but in 2, it should be effective, not affective. Perhaps you should try and write it in a way that is easier to understand. It is all too complicated for my poor brain. :-)

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