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Peer assessment using one-to-one tablets to improve the English oral presentation of fourth-grade students in Taiwan 利用一对一平板电脑进行同伴评估,以改善台湾四年级学生的英语口语表达
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-05-04 DOI: 10.1016/j.caeo.2025.100262
Yi-Shan Kuo, Sandy I Ching Wang, Eric Zhi Feng Liu
The study investigates how peer assessment through individual tablets affects the English language skills of fourth-grade students in Taiwan. It explores the influence of this method on students’ motivation, self-esteem, and academic performance, with the backing of a government push for digital education. By combining quantitative analysis and qualitative interviews, the research delves into the effects of peer assessment through correlation and content analysis. This mixed-method approach aims to provide a thorough understanding of how incorporating digital tools with peer assessment can improve learning outcomes within a structured schooling.
本研究旨在探讨透过个别平板电脑进行同侪评估对台湾四年级学生英语语言能力的影响。在政府推动数字教育的支持下,它探讨了这种方法对学生的动机、自尊和学习成绩的影响。本研究采用定量分析与定性访谈相结合的方法,通过相关性分析和内容分析来探讨同行评价的效果。这种混合方法旨在全面了解如何将数字工具与同行评估结合起来,在结构化的学校教育中改善学习成果。
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引用次数: 0
Adopting strategies of mobile technology for assisted learning performance in higher education in China 中国高等教育采用移动技术辅助学习绩效策略
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-05-02 DOI: 10.1016/j.caeo.2025.100263
Ruichen Yuan, Habibah Ab Jalil, Muhd Khaizer Omar
Mobile technology, particularly mobile-assisted learning, has long been a rapidly growing and dynamic field. A prominent focus within this domain is the development and implementation of mobile learning applications and systems. The widespread adoption of mobile learning has led to the emergence of numerous applications, granting higher education students increased autonomy in leveraging mobile devices to support their academic performance. However, the abundance of available options has made the strategic selection and effective use of appropriate applications a pressing issue. This study employed a mixed-methods approach to investigate strategies for adopting mobile learning applications in Chinese higher education institutions—a context in which limited research has been conducted despite the ongoing technological transformation in mainland China. The findings revealed that academic major significantly influenced students’ learning performance supported by mobile applications, primarily due to differing academic demands [F(11, 289) = 1.788, p = .056, η² = 0.064]. Learners’ positive perceptions of mobile learning applications were found to be crucial to their assisted learning outcomes. Moreover, most students acknowledged the necessity of receiving guidance when selecting learning applications. Among the various forms of support examined, teacher recommendations were particularly valued. However, both in-class and out-of-class support remained insufficient. While online searches and social media offer some assistance, there is a strong preference among students for direct guidance from instructors. Furthermore, existing mobile learning applications do not fully meet the diverse needs of all learners. To address these challenges, this study proposes an eight-stage adoption strategy aimed at enhancing university students’ learning performance through more effective use of mobile applications.
移动技术,特别是移动辅助学习,一直是一个快速发展和充满活力的领域。该领域的一个突出焦点是移动学习应用程序和系统的开发和实现。移动学习的广泛采用导致了许多应用程序的出现,赋予高等教育学生更多的自主权,利用移动设备来支持他们的学习成绩。然而,大量的可用选项使得策略性选择和有效使用适当的应用程序成为一个紧迫的问题。本研究采用混合方法研究中国高等教育机构采用移动学习应用程序的策略——尽管中国大陆正在进行技术转型,但在这一背景下,开展的研究有限。研究发现,学术专业对移动应用支持下的学生学习成绩有显著影响,这主要是由于不同的学术需求[F(11,289) = 1.788, p = 0.056, η²= 0.064]。学习者对移动学习应用的积极看法对他们的辅助学习成果至关重要。此外,大多数学生承认在选择学习申请时接受指导的必要性。在研究的各种形式的支持中,教师的推荐尤其受到重视。然而,党内和党外的支持仍然不足。虽然网上搜索和社交媒体提供了一些帮助,但学生们强烈倾向于教师的直接指导。此外,现有的移动学习应用程序并不能完全满足所有学习者的多样化需求。为了应对这些挑战,本研究提出了一个八个阶段的采用策略,旨在通过更有效地使用移动应用程序来提高大学生的学习成绩。
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引用次数: 0
Measures of learner-generative ai relationships 学习者生成人工智能关系的度量
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-05-02 DOI: 10.1016/j.caeo.2025.100258
Sung-Hee Jin
As Artificial Intelligence (AI) becomes increasingly integrated into educational environments, understanding the relationship between learners and AI systems is crucial for optimizing learning outcomes. This study introduces and validates the Learner-Generative AI Relationship Scale, a novel instrument designed to measure the multifaceted nature of learner-AI relationship in educational settings. The scale was developed through a rigorous process involving literature review, expert reviews, and cognitive pre-testing. An exploratory factor analysis with 95 undergraduate students confirmed a three-factor structure: Affective Intimacy, Cognitive Competence, and Social Flow, each comprising three sub-factors. The scale demonstrated good internal consistency and construct validity. To establish concurrent and predictive validity, 75 participants completed an argumentative essay writing task using ChatGPT. Concurrent validity was established through significant correlations with measures of attitude toward AI and AI self-efficacy. Predictive validity was confirmed through regression analyses, which showed that the learner-generative AI relationship significantly predicted learning engagement, perceived cognitive effects, and perceived motivational effects in a ChatGPT-assisted argumentative writing task. This study addresses a critical gap in the literature by providing a comprehensive tool for measuring learner-AI relationships beyond mere interactions and attitudes. The learner-generative AI relationship scale offers researchers and educators a valuable instrument for understanding and improving AI-driven educational systems, potentially informing the design of more effective AI-enhanced learning experiences.
随着人工智能(AI)越来越多地融入教育环境,理解学习者和人工智能系统之间的关系对于优化学习成果至关重要。本研究介绍并验证了学习者-生成式人工智能关系量表,这是一种旨在衡量教育环境中学习者-人工智能关系的多面性的新工具。该量表的制定经过了严格的过程,包括文献综述、专家评审和认知预测试。通过对95名大学生的探索性因子分析,确定了情感亲密、认知能力和社会流动三个因子结构,每个因子由三个子因子组成。量表具有良好的内部一致性和结构效度。为了建立并发效度和预测效度,75名参与者使用ChatGPT完成了议论文写作任务。并发效度通过与人工智能态度和人工智能自我效能的测量显着相关来建立。通过回归分析证实了预测效度,这表明学习者生成的AI关系显著预测了chatgpt辅助议论文写作任务中的学习投入、感知认知效果和感知动机效果。本研究通过提供一个全面的工具来衡量学习者与人工智能之间的关系,而不仅仅是互动和态度,从而解决了文献中的一个关键空白。学习者生成人工智能关系量表为研究人员和教育工作者提供了一个有价值的工具,用于理解和改进人工智能驱动的教育系统,可能为设计更有效的人工智能增强学习体验提供信息。
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引用次数: 0
Introducing computational thinking to second and third graders. Programming whole paths outperforms step-by-step navigation in maze tasks 向二、三年级学生介绍计算思维。在迷宫任务中,为整个路径编程比一步一步导航更有效
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-05-02 DOI: 10.1016/j.caeo.2025.100260
Frank Reinhold , Priska Sprenger , Gunnar Staniczek
Computational Thinking (CT) has been considered one of the 21st century skills that already primary school students should develop. In this study we compared different methods for guiding a real object through a training maze task to teach N = 70 second and third graders basic computational thinking concepts, i.e., basic directions and sequences. Students in the experimental condition used the LEGO® Education SPIKE™ Essential-Set and Scratch-based icon blocks software to navigate a maze, while the control group used regular LEGO®-Sets and verbal commands. Results supported our hypotheses: Students in the experimental condition outperformed those in the control condition, produced longer sequences and more sequence commands to direct their object through the maze, and a positive relationship was observed between sequence length and posttest performance. Furthermore, mediation analysis revealed that the effect of the intervention on posttest achievement was influenced by the use of longer sequences. Our study underpins that Scratch-based block programming combined with robot-like real-world devices is a promising way to utilize CT in (early) primary education—and deepens our knowledge about how students engage in relevant learning activities.
计算思维(CT)已经被认为是21世纪小学生应该培养的技能之一。在本研究中,我们比较了引导真实物体通过训练迷宫任务的不同方法,以教授N = 70名二年级和三年级学生基本的计算思维概念,即基本的方向和序列。实验条件下的学生使用LEGO®Education SPIKE™Essential-Set和基于scratch的图标块软件来导航迷宫,而对照组使用常规LEGO®-Sets和口头命令。结果支持了我们的假设:实验条件下的学生表现优于控制条件下的学生,他们产生了更长的序列和更多的序列命令来引导他们的对象通过迷宫,并且序列长度与测试后表现呈正相关。此外,中介分析显示,干预对后测成就的影响受到使用较长序列的影响。我们的研究表明,基于scratch的块编程与机器人般的现实世界设备相结合,是一种很有前途的方法,可以在(早期)小学教育中利用CT,并加深我们对学生如何参与相关学习活动的了解。
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引用次数: 0
Unpacking teachers’ cognitive engagement strategies with technology by employing the ICAP-TS 运用ICAP-TS分析教师的认知参与策略
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-05-02 DOI: 10.1016/j.caeo.2025.100259
Robert Weinhandl , Christoph Helm , Branko Andic , Cornelia S. Große , Jonas Mayrhofer , Selina Baldinger
Our study examines secondary school teachers’ use of digital technology in classrooms through the Interactive, Constructive, Active, and Passive framework, focusing on how gender, age, and experience influence teachers’ intended cognitive engagement. Data from 1483 teachers completing the Interactive, Constructive, Active, and Passive Technology Scale were analysed using item response theory and differential item functioning. Results confirm the interrelatedness and partial hierarchy of Interactive, Constructive, Active, and Passive variables. Gender affects specific Interactive, Constructive, Active, and Passive expressions and moderates variable relationships, with male teachers scoring higher on Passive, Active, and Interactive engagement. Age and experience show minor effects. The findings highlight the need for differentiated professional development to address gender-specific patterns in cognitive engagement strategies.
我们的研究通过交互式、建设性、主动和被动框架考察了中学教师在课堂上使用数字技术的情况,重点关注性别、年龄和经验如何影响教师的预期认知参与。采用项目反应理论和差异项目功能对1483名完成互动式、建设性、主动和被动技术量表的教师的数据进行了分析。结果证实了互动、建设性、主动和被动变量的相互关系和部分层次。性别影响具体的互动、建设性、主动和被动表达,并调节变量关系,男教师在被动、主动和互动参与方面得分更高。年龄和经验影响不大。研究结果强调,在认知参与策略中,需要有差异化的专业发展,以解决性别特定的模式。
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引用次数: 0
Online flipped classroom in university social science courses: Impact on student experience and success 大学社会科学课程中的在线翻转课堂:对学生体验和成功的影响
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-05-02 DOI: 10.1016/j.caeo.2025.100261
Mitja Dečman, Maja Klun, Janez Stare
The flipped classroom model has recently gained recognition for promoting personalised learning, supporting student-centred and peer-supported instruction, and optimising class time for active learning of higher order thinking skills. However, it requires students to work independently and in isolation, which is particularly challenging in a fully online implementation and in non-STEM courses where group work, discussion and other forms of active learning are essential.
The research focused on two flipped online social science courses and involved quantitative analysis of data collected before and after the courses. The surveys examined the perceived and experienced drivers and barriers associated with flipped courses, including the use of video lectures, self-directed learning, self-discipline, social isolation, motivation, and time management. In addition, the study examined the impact of group activities on exam grades, such as discussion, presentations and interpretative assignments relevant to non-STEM courses. Another focus was on the impact of previous experiences with blended learning and online learning.
The results showed that although students were not initially familiar with the flipped classroom model, they appreciated the flexibility of learning at their own pace and being able to re-watch video lectures. Despite their concerns about social isolation, students did not express any significant anxiety in this regard. The study also found statistically significant differences between students with blended learning and online learning experiences. The most significant predictor of a good exam grade was weekly participation in an online forum, followed by weekly collaborative group activities such as discussion, presentations and interpretations, which are essential for non-STEM students.
翻转课堂模式最近在促进个性化学习、支持以学生为中心和同伴支持的教学以及优化课堂时间以主动学习高阶思维技能方面获得了认可。然而,它要求学生独立和孤立地工作,这在完全在线实施和非stem课程中尤其具有挑战性,因为在非stem课程中,小组工作、讨论和其他形式的主动学习至关重要。研究重点是两门翻转的在线社会科学课程,并对课程前后收集的数据进行定量分析。这些调查调查了与翻转课程相关的感知和经验驱动因素和障碍,包括视频讲座的使用、自主学习、自律、社会隔离、动机和时间管理。此外,该研究还调查了小组活动对考试成绩的影响,如讨论、演讲和与非stem课程相关的解释性作业。另一个重点是以往混合式学习和在线学习经验的影响。结果表明,虽然学生们一开始并不熟悉翻转课堂模式,但他们很欣赏这种按照自己的节奏学习的灵活性,并且能够重新观看视频讲座。尽管他们担心社会孤立,但学生们在这方面没有表现出任何明显的焦虑。该研究还发现,混合学习和在线学习经历的学生之间存在统计学上的显著差异。一个好的考试成绩最重要的预测指标是每周参加一个在线论坛,其次是每周的合作小组活动,如讨论、演讲和解释,这些对非stem学生来说是必不可少的。
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引用次数: 0
Improving urban cyclist safety and skills: Integrating a multiagent system and virtual reality training simulations 提高城市骑车人的安全和技能:整合多智能体系统和虚拟现实训练模拟
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-04-20 DOI: 10.1016/j.caeo.2025.100255
Héctor Sánchez San Blas, Sergio García González, André F. Sales Mendes, Gabriel Villarrubia González, Juan F. De Paz Santana
This study investigates how integrating immersive virtual reality with a multi-agent system can improve urban cyclist training by adapting learning experiences to individual performance. Addressing the challenge of preparing cyclists for complex urban environments, the research explores whether an adaptive VR-based system can enhance hazard perception, decision-making, and compliance with traffic rules. The proposed system leverages a context-aware multi-agent framework that dynamically adjusts traffic density, environmental conditions, and scenario complexity based on user behaviour. This personalized approach ensures that training remains challenging yet accessible, fostering progressive skill acquisition in a safe, controlled simulation environment. A preliminary evaluation was conducted with eight participants over a month-long training period. Results indicated improvements in reaction times, safety distance compliance, and overall traffic rule adherence. The system’s adaptability and ability to integrate into existing urban training programs suggest its potential as a scalable, data-driven tool for cyclist education.
本研究探讨了沉浸式虚拟现实与多智能体系统如何通过调整学习经验以适应个人表现来改善城市骑自行车者的训练。为了解决骑车者在复杂城市环境中所面临的挑战,该研究探讨了基于自适应vr的系统是否可以增强对危险的感知、决策和对交通规则的遵守。该系统利用上下文感知多代理框架,根据用户行为动态调整交通密度、环境条件和场景复杂性。这种个性化的方法确保了培训仍然具有挑战性,但易于访问,在安全、可控的模拟环境中培养渐进式技能获取。在为期一个月的培训期间,对8名参与者进行了初步评估。结果表明,反应时间、安全距离依从性和总体交通规则依从性有所改善。该系统的适应性和整合现有城市培训计划的能力表明,它有潜力成为一种可扩展的、数据驱动的自行车教育工具。
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引用次数: 0
PlayMINT—an effective digital learning game for leadership competencies of female STEM students playmint -一个有效的数字学习游戏,培养STEM女生的领导能力
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-04-15 DOI: 10.1016/j.caeo.2025.100256
Ilse Hagerer
Leadership competencies become increasingly important for realizing disruptive technologies but are rarely taught at universities in science, technology, engineering, and mathematics (STEM) fields. Due to the threatening skills shortage and the prevailing gender gap in STEM, especially in leadership positions, it is vital to engage women and to improve leadership competencies for STEM professionals in the long term during their jobs or studies with a low entrance barrier. To address this issue, we developed PlayMINT—the first serious learning game for leadership competencies relevant to 21st-century challenges. We comprehensively evaluated PlayMINT in a rigorous randomized long-term user experiment including a control group using traditional learning methods over nine months with a substantial sample size of 181 female STEM students from German universities. Moreover, we used a multi-method approach combining self-assessments and learning analytics. Despite the low entrance barrier, the leadership competencies gained through PlayMINT were equivalent to those obtained through traditional learning methods. PlayMINT enabled significant improvements in innovative work behavior, creative self-efficacy, effective communication, empowerment, envisioning, and business knowledge of participants over time.
领导能力对于实现颠覆性技术变得越来越重要,但在科学、技术、工程和数学(STEM)领域,大学很少教授领导能力。由于STEM领域的技能短缺和普遍存在的性别差距,特别是在领导职位上,在低门槛的工作或学习期间,吸引女性参与并长期提高STEM专业人员的领导能力至关重要。为了解决这个问题,我们开发了playmint——第一个与21世纪挑战相关的领导能力的严肃学习游戏。我们通过严格的随机长期用户实验对PlayMINT进行了全面评估,其中包括一个使用传统学习方法的对照组,为期9个月,样本规模相当大,来自德国大学的181名女性STEM学生。此外,我们使用了一种结合自我评估和学习分析的多方法方法。尽管进入门槛较低,但通过PlayMINT获得的领导能力与通过传统学习方法获得的领导能力相当。随着时间的推移,PlayMINT在创新工作行为、创造性自我效能、有效沟通、授权、设想和参与者的业务知识方面取得了重大进展。
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引用次数: 0
Applying individual strategies enhances learning in asynchronous learning paths 在异步学习路径中应用个体策略可以提高学习效果
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-04-14 DOI: 10.1016/j.caeo.2025.100257
Sandra Drumm
Learning paths (LP), a combination of internet-based, sequenced learning content and self-learning tasks, enable learning to take place according to individual pace and depth and offer automated tests to check one’s own learning process. A broad diversity in learning approaches within LPs can help heterogeneous student groups to acquire the same knowledge base for further instruction and can be useful in developing blended learning courses. It turns out however, that different students show varying degrees of success when working autonomously with digital learning paths. Based on this, the following questions arise: how do students engage with the digital content; which learning opportunities do the students notice, and how do they use them. The study conducted examined student statements on how they worked through a learning path and why they chose a certain approach. Additionally, students answered questions about their process in a stimulated recall setting in order to find out why they processed the path in a certain way. The results show that success in the course is highly dependent on how much students were able to activate their self-regulating learning skills. Being able to apply their own strategies and working habits helped well-performing students, while the same setting offered too much openness and thus confusion to weaker-performing students. This provides key information on fostering engagement and self-regulated student learning, and how access to lectures for independent study can be implemented in a flipped classroom scenario.
学习路径(LP)是基于互联网的有序学习内容和自主学习任务的结合,使学习能够根据个人的速度和深度进行,并提供自动测试来检查自己的学习过程。lp内部学习方法的广泛多样性可以帮助异质学生群体获得相同的知识基础,以供进一步指导,并且可以用于开发混合式学习课程。然而,事实证明,不同的学生在自主学习数字学习路径时表现出不同程度的成功。基于此,出现了以下问题:学生如何参与数字内容;学生注意到哪些学习机会,他们如何利用这些机会。这项研究调查了学生们关于他们如何学习以及为什么选择某种学习方法的陈述。此外,学生们回答了关于他们在刺激回忆环境下的过程的问题,以找出他们以某种方式处理路径的原因。结果表明,课程的成功与否在很大程度上取决于学生们能够在多大程度上激活他们的自我调节学习技能。能够运用自己的策略和学习习惯有助于表现好的学生,而同样的环境给表现较差的学生提供了太多的开放性,从而使他们感到困惑。这提供了促进学生参与和自我调节学习的关键信息,以及如何在翻转课堂场景中实现自主学习的讲座。
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引用次数: 0
Considering and measuring student perceptions on the role of using social media as an educational tool in science courses 考虑和衡量学生对在科学课程中使用社交媒体作为教育工具的作用的看法
IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-03-30 DOI: 10.1016/j.caeo.2025.100250
Daniel G. Ferguson, Caitlin Campbell, Zachary L. Nolen, Kristy L. Daniel
Social media has become a major force in the internet age and has gained much interest as a potential new educational tool. Currently, many instructors assume that students have positive perceptions of using social media in their courses. However, there is no instrument that can assess student perceptions of social media use in academic courses. We created and tested the perceptions of social media (POSoM) questionnaire and determined its factorability through an exploratory factor analysis. Using Cronbach's alpha, we confirmed the reliability of our four factors. We found that the POSoM questionnaire contained four reliable factors: Academic Perceptions, Academic Usage, Academic Communication, and Personal Usage. Using the POSoM questionnaire, we found that students do not want to communicate in academic settings through social media and are apathetic to use of social media for other academic uses. Our results provide a new reliable instrument that can be used to further explore students’ perceptions of social media in science courses.
社交媒体已经成为互联网时代的一股主要力量,并作为一种潜在的新型教育工具引起了人们的极大兴趣。目前,许多教师认为学生对在课程中使用社交媒体有积极的看法。然而,没有一种工具可以评估学生对学术课程中社交媒体使用的看法。我们创建并测试了社交媒体感知问卷(posm),并通过探索性因素分析确定了其因素性。使用Cronbach's alpha,我们确认了这四个因素的可靠性。我们发现POSoM问卷包含四个可靠因子:学术认知、学术使用、学术交流和个人使用。使用POSoM问卷,我们发现学生不希望在学术环境中通过社交媒体进行交流,并且对将社交媒体用于其他学术用途漠不关心。我们的研究结果提供了一种新的可靠工具,可用于进一步探索学生在科学课程中对社交媒体的看法。
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引用次数: 0
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