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Video-based analytics-supported formative feedback for enhancing low-achieving students’ conception of collaboration and classroom discourse engagement 基于视频的分析支持的形成性反馈,以增强成绩差的学生的协作和课堂话语参与的概念
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-05 DOI: 10.1016/j.compedu.2024.105215
Yuyao Tong, Gaowei Chen, Morris Siu-Yung Jong
A substantial body of research has demonstrated the essential roles of collaboration and classroom discourse in student learning. However, low-achieving students often face the challenge of engaging in collaborative work and productive classroom discourse. This study aimed to examine how learning analytics can help scaffold low-achieving students' reflective activities to enhance their conception of collaboration and productive classroom discourse engagement. To meet this goal, we proposed a video-based analytics-supported formative feedback approach in which students use a video-based visual learning analytic tool to reflect on their classroom discourse collaboratively. Using a quasi-experimental design, four classes of 9th- and 10th-grade low-achieving students were divided into an experimental group (n = 48) and a comparison group (n = 42). The experimental students engaged in a knowledge-building environment augmented with the analytics-supported approach, while the comparison students studied in a regular knowledge-building environment. Mixed-method analysis revealed that students in the experimental group, relative to the comparison group, developed a deeper conception of collaboration and engaged more productively in classroom discussions. The results highlighted the relationship between students' conception of collaboration, productive classroom discourse engagement, and conceptual understanding. Qualitative analysis of the interview responses and group discussions provided evidence of how the analytics-supported approach facilitated students’ engagement in productive classroom discourse. Theoretically, this study advances the idea of productive classroom discourse by adding a layer of focusing on the student perspective in orchestrating productive whole-class discussions. Additionally, this study contributes to the current literature by proposing a novel learning analytics-supported approach to help low-achieving students develop their conception of collaboration and engage in productive classroom discourse.
大量的研究已经证明了协作和课堂话语在学生学习中的重要作用。然而,成绩差的学生经常面临参与协作工作和富有成效的课堂话语的挑战。本研究旨在探讨学习分析如何帮助低分学生进行反思活动,以增强他们的协作概念和富有成效的课堂话语参与。为了实现这一目标,我们提出了一种基于视频分析支持的形成性反馈方法,在这种方法中,学生使用基于视频的视觉学习分析工具来协作地反思他们的课堂话语。采用准实验设计,将4个班9、10年级低年级学生分为实验组(n = 48)和对照组(n = 42)。实验组学生在知识建构的环境中加入了分析支持的方法,而对照组学生则在常规的知识建构环境中学习。混合方法分析显示,相对于对照组,实验组的学生对合作有了更深的理解,在课堂讨论中也更有成效。结果强调了学生的合作概念、富有成效的课堂话语参与和概念理解之间的关系。访谈回应和小组讨论的定性分析提供了证据,证明了分析支持的方法如何促进学生参与富有成效的课堂话语。从理论上讲,本研究通过在编排富有成效的全班讨论时增加一层对学生视角的关注,提出了富有成效的课堂话语的概念。此外,本研究通过提出一种新颖的学习分析支持的方法来帮助成绩差的学生发展他们的合作概念并参与富有成效的课堂话语,从而对当前的文献做出了贡献。
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引用次数: 0
How does social support detected automatically in discussion forums relate to online learning burnout? The moderating role of students’ self-regulated learning 在论坛中自动检测到的社会支持与在线学习倦怠有何关系?学生自主学习的调节作用
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-03 DOI: 10.1016/j.compedu.2024.105213
Changqin Huang, Yaxin Tu, Qiyun Wang, Mingxi Li, Tao He, Di Zhang
Engaging students in online discussion forums with social support holds significant potential for preventing and alleviating student burnout. However, the mechanisms by which different types of social support influence learning burnout remain poorly understood. Additionally, existing methods for detecting social support detection are limited in both practical application and theoretical advancement. This study addresses these gaps by developing a robust text classification model for social support and examining its effects on online learning burnout among learners with varying levels of self-regulated learning. We first developed a robust natural language processing model based on bidirectional encoder representations from transformers - bidirectional long short-term memory (BERT-Bi-LSTM) framework, trained on 11226 manually labeled posts from various course forums. This model was then applied to classify forum posts from an educational technology course over one semester. Multiple regression analysis revealed that informational support was negatively associated with two dimensions of learning burnout: emotional exhaustion and improper behavior, and emotional support was negatively correlated with emotional exhaustion and a low sense of achievement. Moreover, a moderating effect analysis indicated that self-regulated learning moderated the negative associations between informational support and improper behavior, as well as between emotional support and emotional exhaustion, with stronger effects observed among learners with lower self-regulated learning. These findings contribute to advancing automated content analysis of social support and provide actionable insights for mitigating student burnout through targeted social support.
让学生参与有社会支持的在线论坛对预防和减轻学生倦怠具有重要的潜力。然而,不同类型的社会支持影响学习倦怠的机制尚不清楚。此外,现有的社会支持检测方法在实际应用和理论进步方面都受到限制。本研究通过开发一个强大的社会支持文本分类模型来解决这些差距,并研究其对不同自我调节学习水平的学习者在线学习倦怠的影响。我们首先开发了一个基于双向编码器表示的鲁棒自然语言处理模型——双向长短期记忆(BERT-Bi-LSTM)框架,该模型在来自各种课程论坛的11226篇人工标记帖子上进行了训练。然后应用该模型对一个学期的教育技术课程的论坛帖子进行分类。多元回归分析显示,信息支持与学习倦怠的情绪耗竭和不当行为两个维度呈负相关,情绪支持与情绪耗竭和低成就感呈负相关。此外,调节效应分析表明,自我调节学习对信息支持与不当行为、情绪支持与情绪耗竭之间的负相关具有调节作用,且在自我调节学习水平较低的学习者中作用更强。这些发现有助于推进社会支持的自动化内容分析,并为通过有针对性的社会支持减轻学生倦怠提供可操作的见解。
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引用次数: 0
Virtual vs. Traditional Learning in Higher Education: A Systematic Review of Comparative Studies 高等教育中的虚拟学习与传统学习:比较研究的系统回顾
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-03 DOI: 10.1016/j.compedu.2024.105214
Tommaso Santilli, Silvia Ceccacci, Maura Mengoni, Catia Giaconi
The evolving landscape of educational technologies has ushered Virtual Reality (VR) in the forefront of higher education. As the COVID-19 pandemic propelled a rapid shift toward e-learning, the demand for high-quality distance education has surged, prompting an exploration of VR as a viable solution. While existing research indicates that VR supports student engagement and learning experiences compared with traditional teaching methods, the lack of shared pedagogical frameworks and systematic analyses of its applications leaves a deeper investigation of VR’s potentials and limitations in enhancing learning outcomes still unexplored. This paper presents a systematic literature review aimed at filling this gap by considering studies that evaluate VR-based teaching methods in comparison with traditional ones in higher education contexts in order to assess the strengths and weaknesses of this technology in improving students’ learning outcomes and achieve inclusive education. The analysis focuses on a set of dimensions including the adopted research design, participants’ characteristics, disciplinary field of application, VR technological features (i.e., immersivity, interactivity, operability, commercial availability, and presence of VR training), adopted teaching methodologies, assessed VR impact on learning outcomes and presence of studies involving students with disabilities or Specific Learning Disorders (SpLDs). Based on inclusion/exclusion criteria, a total of 71 studies of VR in higher education were analysed. Most of analysed studies employed quantitative methods (67%), while no qualitative studies were found. More than half of the studies were conducted with undergraduate students (61%). Most of the studies involved VR in STEM disciplines, with almost half of them concerning Health Sciences (45%). VR solutions were most frequently immersive (63%), predominantly using Oculus Rift and HTC Vive HMDs, interactive (59%), single-user (92%) and non-commercial (57%). Only a small portion of studies included a VR training in the research protocol (8%). Most of the studies compared lecture-based methodologies as control condition with active methodologies in the VR condition. Learning outcomes were positively influenced by immersivity, interactivity and active methodologies, although at different degrees. No study involved students with disabilities or SpLDs in the experimentation. By offering a multidimensional perspective on the application of VR in higher education contexts, the paper provides a valuable resource for educators, researchers, and policymakers navigating the dynamic intersection of VR and higher education.
随着教育技术的不断发展,虚拟现实技术已成为高等教育的前沿技术。随着COVID-19大流行推动人们迅速转向电子学习,对高质量远程教育的需求激增,促使人们探索虚拟现实作为一种可行的解决方案。虽然现有的研究表明,与传统的教学方法相比,虚拟现实支持学生参与和学习体验,但缺乏共享的教学框架和对其应用的系统分析,使得虚拟现实在提高学习成果方面的潜力和局限性仍未得到更深入的研究。本文通过对基于虚拟现实的教学方法与传统教学方法在高等教育背景下的比较研究进行了系统的文献综述,旨在填补这一空白,以评估该技术在改善学生学习成果和实现全纳教育方面的优势和劣势。该分析侧重于一系列维度,包括采用的研究设计、参与者特征、学科应用领域、VR技术特征(即沉浸性、互动性、可操作性、商业可用性和VR培训的存在)、采用的教学方法、评估VR对学习成果的影响以及涉及残疾或特殊学习障碍(spld)学生的研究的存在。根据纳入/排除标准,共分析了71项高等教育中的虚拟现实研究。大多数分析研究采用定量方法(67%),未发现定性研究。超过一半的研究是在本科生中进行的(61%)。大多数研究涉及STEM学科的VR,其中近一半(45%)涉及健康科学。VR解决方案最常见的是沉浸式(63%),主要使用Oculus Rift和HTC Vive hmd,交互式(59%),单用户(92%)和非商业(57%)。只有一小部分研究在研究方案中包括虚拟现实培训(8%)。大多数研究比较了基于讲座的方法作为控制条件和主动方法在虚拟现实条件下。沉浸性、互动性和主动性学习方法对学习结果有积极影响,但影响程度不同。实验中没有涉及残疾学生或特殊障碍学生的研究。通过对虚拟现实在高等教育中的应用提供多维视角,本文为教育工作者、研究人员和政策制定者在虚拟现实与高等教育的动态交叉点上导航提供了宝贵的资源。
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引用次数: 0
The effects of different metacognitive patterns on students' self-regulated learning in blended learning 混合学习中不同元认知模式对学生自主学习的影响
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-01 DOI: 10.1016/j.compedu.2024.105211
Xingyu Geng, Yu-Sheng Su
Self-regulated learning has significant importance in blended learning, necessitating an exploration into the effects of metacognition on SRL. Furthermore, SRL exhibits interdependence, thus highlighting the urgent need for research that can capture the temporal processes of SRL in multi-task activities during blended learning. Over 18 weeks, 44 students participated in three SRL tasks designed for blended learning. Students completed a questionnaire assessing their metacognitive awareness at the end of the course. A two-step cluster analysis was employed to explore different metacognitive patterns among students: high metacognitive knowledge and regulation students and low metacognitive knowledge and regulation students. Furthermore, data from student's learning diaries were collected and coded based on the SRL model specific to blended learning. Epistemic Network Analysis, a computer-assisted learning analysis method, was employed to investigate the SRL process of students with different metacognitive patterns in various tasks of blended learning. First, the findings indicate that both types of students strive for performance achievement; however, students with high metacognitive knowledge and regulation primarily employ task strategies, while those with low metacognitive knowledge and regulation focus on time management. Moreover, a detailed centroid analysis conducted for each task revealed that students with high metacognitive knowledge and regulation initiate their SRL process in computer-assisted blended learning with self-efficacy and conclude it with goal setting. Conversely, students with low metacognitive knowledge and regulation commence their SRL process with self-efficacy and conclude it by employing strategies for self-evaluation. Finally, implications, limitations, and future research directions are discussed.
自我调节学习在混合式学习中具有重要意义,因此有必要探讨元认知对混合式学习的影响。此外,SRL表现出相互依赖性,因此迫切需要对混合学习中多任务活动中SRL的时间过程进行研究。在18周的时间里,44名学生参与了为混合式学习设计的三个SRL任务。学生们在课程结束时完成了一份评估他们元认知意识的问卷。采用两步聚类分析的方法,探讨高元认知知识和规则型学生与低元认知知识和规则型学生的元认知模式差异。此外,我们还收集了学生学习日记的数据,并基于混合学习的SRL模型进行编码。采用计算机辅助学习分析方法——认知网络分析(Epistemic Network Analysis),研究了不同元认知模式学生在混合学习任务中的SRL过程。首先,研究结果表明,两种类型的学生都努力取得成绩;然而,高元认知知识和调节的学生主要使用任务策略,而低元认知知识和调节的学生主要使用时间管理。此外,对每个任务进行了详细的质心分析,发现具有较高元认知知识和调节能力的学生在计算机辅助混合学习过程中以自我效能感启动SRL过程,并以目标设定结束SRL过程。相反,元认知知识和调节能力低的学生,其自我认知过程以自我效能感开始,并以自我评价策略结束。最后,对研究的意义、局限性和未来的研究方向进行了讨论。
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引用次数: 0
Effectiveness of gamified intelligent tutoring in physical education through the lens of self-determination theory 自我决定理论视角下体育游戏化智能教学的有效性
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-30 DOI: 10.1016/j.compedu.2024.105212
Lu-Ho Hsia, Yen-Nan Lin, Chung-Hisenh Lin, Gwo-Jen Hwang
Scholars have recommended the application of an intelligent tutoring and instant feedback system (ITIFS) to enhance students' motor skills performance by automatically evaluating their learning performance and providing personalized guidance and feedback. However, solely providing personalized evaluation and feedback may not necessarily attract students' active and sustained engagement in practice. In particular, it is difficult to arouse students' enthusiasm to participate in sports that require repetitive practice to improve their physical abilities and which involve less interaction with the environment and their opponents. To address this issue, grounded in self-determination theory (SDT), the present study integrated a gamification mechanism that aligned with students' psychological needs into an ITIFS. The gamification features included avatars, achievements (personal ratings and rankings), badges, levels, and social networks (group ratings and rankings). It aimed to attract students to engage continuously in practice, and to address the issue of students lacking motivation to engage in repeated practice. To investigate the effectiveness of the proposed method, a quasi-experimental research design was adopted, and the collected data were analyzed with analysis of covariance (ANCOVA), independent samples t tests and qualitative coding. Four classes of university students participated in the experiment. Two classes (N = 80) were the experimental group adopting the SDT-based gamified ITIFS (G-ITIFS), and the other two classes (N = 76) were the control group adopting the conventional ITIFS (C-ITIFS). The findings indicated that the experimental group showed significantly better yoga skills performance and learning engagement compared to the control group. Feedback from students also revealed that the gamification mechanism provided more excitement and had positive impacts, satisfying students’ psychological needs and reinforcing the learning benefits. The findings of the present study revealed that, from the perspective of SDT, incorporating gamification elements into the development of ITIFS could be a promising approach for physical education. Therefore, it is strongly encouraged that educators promote such a gamified intelligent tutoring mode in physical education curriculums as it is crucial to the development of students' physical and mental health, as well as to their enthusiasm to participate in sports.
学者们建议应用智能辅导和即时反馈系统(intelligent tutoring and instant feedback system, ITIFS),通过自动评估学生的学习表现并提供个性化的指导和反馈,来提高学生的运动技能表现。然而,仅仅提供个性化的评估和反馈可能并不一定能吸引学生积极和持续地参与实践。特别是那些需要反复练习来提高身体能力,与环境和对手互动较少的运动,很难激发学生参与的热情。为了解决这一问题,本研究以自我决定理论(SDT)为基础,将符合学生心理需求的游戏化机制整合到ITIFS中。游戏化功能包括化身、成就(个人评级和排名)、徽章、等级和社交网络(团体评级和排名)。它旨在吸引学生持续从事实践,并解决学生缺乏动力从事重复实践的问题。为了验证该方法的有效性,采用准实验研究设计,对收集的数据进行协方差分析(ANCOVA)、独立样本t检验和定性编码分析。四个班的大学生参加了这个实验。两组(N = 80)为实验组,采用基于sdt的游戏化ITIFS (G-ITIFS),另外两组(N = 76)为对照组,采用常规ITIFS (C-ITIFS)。研究结果表明,与对照组相比,实验组的瑜伽技能表现和学习参与度显著提高。学生的反馈也表明,游戏化机制提供了更多的兴奋感和积极的影响,满足了学生的心理需求,增强了学习效益。本研究的结果表明,从SDT的角度来看,将游戏化元素融入到体育教学的发展中可能是一种很有前途的方法。因此,强烈建议教育工作者在体育课程中推广这种游戏化的智能辅导模式,因为这对学生身心健康的发展和参与体育运动的热情至关重要。
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引用次数: 0
Learning to Evaluate (Mis)information in an Online Game: Strategies Matter! 学习在网络游戏中评估(错误)信息:策略很重要!
IF 12 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-26 DOI: 10.1016/j.compedu.2024.105210
Sarit Barzilai, Marc Stadtler
Digital games can help students learn how to cope with misinformation. However, misinformation games typically include multiple game mechanics, making it hard to identify which mechanics contribute to learning. Hence, the aim of this study was to clarify how misinformation games promote learning by examining the effects of two promising misinformation game mechanics– simulating evaluation strategies and providing explanations about the types of misinformation encountered in the game. The participants were 132 8th and 9th-grade students who played different versions of a misinformation game that either simulated evaluation strategies or did not simulate them and either included misinformation explanations or did not include them. The results indicated that simulating evaluation strategies improved sharing and accuracy discernment following the game, but providing misinformation explanations did not. Simulating evaluation strategies also led to greater awareness of corroboration and sourcing strategies, whereas misinformation explanations only supported awareness of sourcing. Structural equation modeling revealed that simulating evaluation strategies led to more accurate sharing decisions in the game and that in-game sharing accuracy mediated the effect of simulating strategies on post-game accuracy and sharing discernment. These findings advance the understanding of misinformation game design by identifying game mechanics that are conducive to learning. The findings highlight that simulating evaluation strategies in a game can help prepare learners to cope with misinformation. More research is needed to explore the effective integration of misinformation explanations into such games.
数字游戏可以帮助学生学习如何应对错误信息。然而,错误信息游戏通常包含多种游戏机制,因此很难确定哪种机制有助于学习。因此,本研究的目的是通过检查两种有希望的错误信息游戏机制——模拟评估策略和提供关于游戏中遇到的错误信息类型的解释——的效果来阐明错误信息游戏如何促进学习。参与者是132名8年级和9年级的学生,他们玩了不同版本的错误信息游戏,这些游戏要么模拟评估策略,要么不模拟评估策略,要么包含错误信息解释,要么不包含错误信息解释。结果表明,模拟评估策略提高了游戏后的共享和准确性识别,而提供错误信息解释则没有。模拟评价策略也导致更大的确证和来源策略的意识,而错误的信息解释只支持来源的意识。结构方程模型表明,模拟评估策略导致游戏中更准确的共享决策,游戏内共享准确性介导了模拟策略对游戏后准确性和共享辨别的影响。这些发现通过识别有利于学习的游戏机制,促进了对错误信息游戏设计的理解。研究结果强调,在游戏中模拟评估策略可以帮助学习者做好应对错误信息的准备。需要更多的研究来探索将错误信息解释有效地整合到这类游戏中。
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引用次数: 0
Young learners’ motivation, self-regulation and performance in personalized learning 青少年学习者在个性化学习中的动机、自我调节与表现
IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-23 DOI: 10.1016/j.compedu.2024.105208
Ackermans Kevin , Marjoke Bakker , Anne-Marieke van Loon , Marijke Kral , Gino Camp

Introduction

Personalized learning, a topic that has garnered significant attention in education, is known for its potential to cater to student's unique needs and improve educational outcomes. However, most large-scale longitudinal studies on personalized learning have primarily focused on middle school students and above (age ≥11). This study, in contrast, delves into the uncharted territory of how personalized learning affects younger students (ages 7–12), a domain largely overlooked by large-scale studies.

Objective

To understand the effect of PL on young learners’ academic performance, metacognitive awareness, and motivation.

Method

Multidisciplinary design teams embedded personalized learning in eight participating elementary schools, resulting in personalized learning interventions tailored to each school in four subjects. The effects were measured over three years among 588 students and 82 teachers and analyzed using a Bayesian Gaussian regression with random intercept models and nested groups.

Results

We found significant evidence that the personalized learning interventions fostered academic performance in two of the four subjects: math and spelling. Regarding spelling, we found that the schools in which metacognitive skills were explicitly trained improved their students' spelling performance significantly compared to other schools. We found significant evidence suggesting that student ICT skills improved metacognitive awareness, intrinsic motivation, and math performance. We also found significant evidence that teachers' ICT skills support student metacognitive awareness. However, we could not confirm the theorized effect of personalized learning on metacognitive awareness or students’ intrinsic motivation.

Conclusion

Our study provides evidence-based recommendations for implementing personalized learning interventions in elementary schools, particularly for math and spelling. Finally, improving ICT skills among students and teachers benefits students in math and in their metacognitive skills.
个性化学习是教育界备受关注的一个话题,它以其满足学生独特需求和提高教育成果的潜力而闻名。然而,大多数关于个性化学习的大规模纵向研究主要集中在中学生及以上(≥11岁)。相比之下,这项研究深入研究了个性化学习如何影响年龄较小的学生(7-12岁)的未知领域,这一领域在很大程度上被大规模研究所忽视。目的了解英语对青少年学习成绩、元认知意识和学习动机的影响。方法多学科设计团队在八所参与的小学中嵌入个性化学习,形成针对每所学校四个学科的个性化学习干预措施。研究人员在三年内对588名学生和82名教师进行了测量,并使用随机截距模型和嵌套组进行了贝叶斯高斯回归分析。结果我们发现了显著的证据,个性化学习干预促进了四个科目中的两个科目的学习成绩:数学和拼写。在拼写方面,我们发现,与其他学校相比,明确训练元认知技能的学校显著提高了学生的拼写成绩。我们发现显著的证据表明,学生的ICT技能提高了元认知意识、内在动机和数学成绩。我们还发现教师的ICT技能支持学生的元认知意识的显著证据。然而,个性化学习对元认知意识或学生内在动机的理论影响尚未得到证实。结论本研究为在小学实施个性化学习干预提供了基于证据的建议,特别是在数学和拼写方面。最后,提高学生和教师的信息通信技术技能有利于学生的数学和他们的元认知技能。
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引用次数: 0
Mapping the prevalence of mixed methods research in educational technology journals 绘制混合方法研究在教育技术期刊中的流行程度
IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-21 DOI: 10.1016/j.compedu.2024.105207
Olha Ketsman , Alissa Droog , Sumaiya Qazi
Advancing knowledge in educational technology requires a diverse array of research designs, methodologies, and data sources. Mixed methods research, particularly valuable for studying intricate issues, remains scarce in educational technology. The purpose of this study is to examine the prevalence of mixed methods research studies published in the top 10 educational technology journals between 2018 and 2022. By examining n = 2380 articles from top educational technology journals, this study aims to enhance awareness of mixed methodologies among educational technology researchers, highlighting common approaches and identifying gaps. Adhering to best practices for prevalence studies and utilizing methods from evidence synthesis, three authors screened and coded articles for quantitative, qualitative, mixed methods, or non-empirical studies through three stages of data analysis. Results indicate that mixed methods research is underrepresented, constituting only 12% of all published articles, the smallest proportion compared to other types. Furthermore, 64% of these mixed methods studies did not self-identify as such despite employing mixed methods approaches, revealing a gap in methodological understanding. Among those that did self-identify, 68% failed to specify the type of core mixed methods approach used, indicating further gaps. The prevalence of mixed methods research published in the top 10 educational technology journals in a 5-year period ranged between 5% and 15% and is low compared to other types of published studies in the field. Addressing the underrepresentation and improving the specificity of methodological reporting can enhance the overall quality of research in educational technology.
推进教育技术知识需要多样化的研究设计、方法和数据来源。在教育技术领域,混合方法研究,特别是对研究复杂问题有价值的研究,仍然很少。本研究的目的是研究2018年至2022年十大教育技术期刊上发表的混合方法研究的流行程度。本研究通过分析顶尖教育科技期刊上的n = 2380篇文章,旨在提高教育科技研究者对混合方法的认识,突出常见方法并找出差距。根据流行病学研究的最佳实践,三位作者通过三个阶段的数据分析,对定量、定性、混合方法或非实证研究的文章进行筛选和编码。结果表明,混合方法研究的代表性不足,仅占所有已发表文章的12%,与其他类型相比比例最小。此外,尽管采用了混合方法,但这些混合方法研究中有64%没有自我认同,这揭示了方法学理解上的差距。在那些自我认同的人中,68%的人没有具体说明所使用的核心混合方法的类型,这表明存在进一步的差距。在5年期间,前10大教育技术期刊上发表的混合方法研究的患病率在5%到15%之间,与该领域发表的其他类型的研究相比,这一比例很低。解决代表性不足和提高方法报告的特殊性可以提高教育技术研究的整体质量。
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引用次数: 0
Unpacking help-seeking process through multimodal learning analytics: A comparative study of ChatGPT vs Human expert 通过多模态学习分析解读求助过程:ChatGPT 与人类专家的比较研究
IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-14 DOI: 10.1016/j.compedu.2024.105198
Angxuan Chen , Mengtong Xiang , Junyi Zhou , Jiyou Jia , Junjie Shang , Xinyu Li , Dragan Gašević , Yizhou Fan
Help-seeking is an active learning strategy tied to self-regulated learning (SRL), where learners seek assistance when facing challenges. They may seek help from teachers, peers, intelligent tu-tor systems, and more recently, generative artificial intelligence (AI). However, there is limited empirical research on how learners’ help-seeking process differs between generative AI and hu-man experts. To address this, we conducted a lab experiment with 38 university students tasked with essay writing and revising. The students were randomly divided into two groups: one seeking help from ChatGPT (AI Group) and the other from an experienced teacher (HE Group). To examine their help-seeking processes, we used a combination of statistical testing and process mining methods, analyzing multimodal data (e.g., trace data, eye-tracking data, and conversa-tional data). Our results indicated that the AI Group exhibited a nonlinear help-seeking process, such as skipping evaluation, differing significantly from the linear model observed in the HE Group which also aligned with classic help-seeking theory. Detailed analysis revealed that the AI Group asked more operational questions, showing pragmatic help-seeking activities, whereas the HE Group was more proactive in evaluating and processing received feedback. We discussed factors such as social pressure, metacognitive off-loading, and over-reliance on AI in these different help-seeking scenarios. More importantly, this study offers innovative insights and evidence, based on multimodal data, to better understand and scaffold learners learning with generative AI.
寻求帮助是一种与自我调节学习(SRL)相关的主动学习策略,学习者在面临挑战时会寻求帮助。他们可以向教师、同伴、智能辅导系统以及最近的生成式人工智能(AI)寻求帮助。然而,关于学习者寻求帮助的过程在生成式人工智能和人类专家之间有何不同的实证研究十分有限。为了解决这个问题,我们对 38 名大学生进行了一次实验室实验,任务是论文写作和修改。这些学生被随机分为两组:一组向 ChatGPT(人工智能组)寻求帮助,另一组向经验丰富的教师(高等教育组)寻求帮助。为了研究他们寻求帮助的过程,我们结合使用了统计测试和过程挖掘方法,分析了多模态数据(如跟踪数据、眼动跟踪数据和会话数据)。我们的结果表明,人工智能组表现出一种非线性的求助过程,例如跳过评估,这与在高等教育组观察到的线性模型有很大不同,后者也符合经典的求助理论。详细分析显示,人工智能组提出了更多操作性问题,表现出务实的求助活动,而高等教育组在评估和处理收到的反馈时更加积极主动。我们讨论了这些不同求助情景中的社会压力、元认知卸载和过度依赖人工智能等因素。更重要的是,这项研究提供了基于多模态数据的创新见解和证据,有助于更好地理解和帮助学习者学习生成式人工智能。
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引用次数: 0
A meta-analysis on the effect of technology on the achievement of less advantaged students 关于技术对成绩较差学生的影响的荟萃分析
IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-13 DOI: 10.1016/j.compedu.2024.105197
Giorgio Di Pietro , Jonatan Castaño Muñoz
This paper presents a meta-analysis that investigates the impact that the educational use of digital technologies has on less advantaged students’ achievement. We use a comprehensive definition for this group of students that includes all students in less developed countries as well as more disadvantaged students in more developed countries. 740 estimates from 72 studies employing experimental and quasi-experimental research designs are collected. Overall, educational technology initiatives are found to have a small, positive, statistically significant effect that remains even after correcting for publication bias. Additionally, our results indicate that computer-assisted learning and behavioural interventions are more effective in raising the achievement of less advantaged students than simple access to technology. Interestingly, the effect of these two interventions appears to be of a similar magnitude. Finally, the use of digital technologies is associated with slightly greater achievements in math and science than humanities.
本文介绍了一项荟萃分析,研究了数字技术的教育应用对弱势学生成绩的影响。我们对这一学生群体使用了一个全面的定义,包括欠发达国家的所有学生以及较发达国家的弱势学生。我们从 72 项采用实验和准实验研究设计的研究中收集了 740 项估计数据。总体而言,我们发现教育技术措施具有微小的、积极的、统计意义上的影响,即使在纠正了出版偏差之后,这种影响依然存在。此外,我们的研究结果表明,计算机辅助学习和行为干预在提高处境不利学生的学习成绩方面,比简单地使用技术更有效。有趣的是,这两种干预措施的效果似乎差不多。最后,与人文学科相比,使用数字技术对数学和科学的影响略大。
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引用次数: 0
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Computers & Education
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