Effectiveness of artificial intelligence integration in design-based learning on design thinking mindset, creative and reflective thinking skills: An experimental study

IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Education and Information Technologies Pub Date : 2024-06-22 DOI:10.1007/s10639-024-12829-2
Mustafa Saritepeci, Hatice Yildiz Durak
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Abstract

Integrating Artificial Intelligence (AI) into learning activities is an essential opportunity to develop students' varied thinking skills. On the other hand, design-based learning (DBL) can more effectively foster creative design processes with AI technologies to overcome real-world challenges. In this context, AI-supported DBL activities have a significant potential for teaching and developing thinking skills. However, there is a lack of experimental interventions in the literature examining the effects of integrating AI into learner-centered methods on active engagement and thinking skills. The current study aims to explore the effectiveness of AI integration as a guidance and collaboration tool in a DBL process. In this context, the effect of the experimental application on the participants’ design thinking mindset, creative self-efficacy (CSE), and reflective thinking (RT) self-efficacy levels and the relationship between them were examined. The participants used ChatGPT and Midjourney in the digital story development process as part of the experimental treatment. The only difference between the control and experimental groups in the digital storytelling process is the AI applications used in the experimental treatment (ChatGPT and Midjourney). In this quasi-experimental method study, participants were randomly assigned to treatment, an AI integration intervention, at the departmental level. 87 participants (undergraduate students) in the experimental group and 99 (undergraduate students) in the control group. The implementation process lasted five weeks. Partial Least Squares (PLS), Structural Equation Modeling (SEM), and Multi-Group Analysis (MGA) were made according to the measurements made at the T0 point before the experiment and at the T1 point after the experiment. According to the research result, the intervention in both groups contributed to the creative self-efficacy, critical reflection, and reflection development of the participants. On the other hand, the design thinking mindset levels of both groups did not show a significant difference in the comparison of the T0 point and the T1 point.

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人工智能融入设计型学习对设计思维模式、创造性和反思性思维能力的影响:一项实验研究
将人工智能(AI)融入学习活动是培养学生各种思维能力的一个重要机会。另一方面,基于设计的学习(DBL)可以更有效地利用人工智能技术促进创造性设计过程,以克服现实世界的挑战。在这种情况下,人工智能支持的 DBL 活动在教学和培养思维能力方面有着巨大的潜力。然而,文献中缺乏实验性干预措施来研究将人工智能融入以学习者为中心的方法对主动参与和思维能力的影响。本研究旨在探索将人工智能整合为 DBL 过程中的指导和协作工具的有效性。在此背景下,研究了实验应用对参与者的设计思维模式、创造性自我效能(CSE)和反思性思维(RT)自我效能水平的影响以及它们之间的关系。作为实验处理的一部分,参与者在数字故事开发过程中使用了 ChatGPT 和 Midjourney。对照组和实验组在数字故事创作过程中的唯一区别是实验处理中使用的人工智能应用程序(ChatGPT 和 Midjourney)。在这项准实验方法研究中,参与者在系一级被随机分配到处理组,即人工智能整合干预组。实验组有 87 名参与者(本科生),对照组有 99 名参与者(本科生)。实施过程持续了五周。根据实验前 T0 点和实验后 T1 点的测量结果,进行了偏最小二乘法(PLS)、结构方程建模(SEM)和多组分析(MGA)。研究结果表明,两组的干预都促进了参与者的创造性自我效能感、批判性反思和反思能力的发展。另一方面,两组学员的设计思维水平在 T0 点和 T1 点的比较中未显示出显著差异。
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来源期刊
Education and Information Technologies
Education and Information Technologies EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
10.00
自引率
12.70%
发文量
610
期刊介绍: The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments. The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts.  The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.
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