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Journal of Computing in Higher Education最新文献

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Validation of self-efficacy questionnaire of online learning for students with disabilities in higher education 高等教育残障学生在线学习自我效能感问卷的验证
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-13 DOI: 10.1007/s12528-023-09386-x
Tuba Gezer, Stella Y. Kim, Othelia EunKyoung Lee
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引用次数: 0
Technology-enhanced academic listening classes: instructors' and engineering students' attitudes and views 技术增强的学术听力课:教师和工程学生的态度和观点
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-11 DOI: 10.1007/s12528-023-09384-z
Mahboubeh Taghizadeh, Niloofar Sadat Emam
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引用次数: 0
A meta-analysis addressing the relationship between self-regulated learning strategies and academic performance in online higher education 网络高等教育中自我调节学习策略与学业成绩关系的元分析
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-10 DOI: 10.1007/s12528-023-09390-1
Zui Cheng, Zhuo Zhang, Qian Xu, Yukiko Maeda, Peidi Gu
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引用次数: 0
A story-driven gamified education on USB-based attack 基于usb的攻击的故事驱动的游戏化教育
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-09 DOI: 10.1007/s12528-023-09392-z
Vasco Rikkers, Dipti Kapoor Sarmah
Abstract In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training’s effectiveness. The goal of this study was to test the effectiveness of story-driven gamification in the prevention of USB-based attacks among students. To do this a story-driven gamified training was designed and deployed among students. It was found that story-elements were perceived to have a positive impact on the effectiveness of gamification. Testing the game showed that adding elements such as a guide and introducing characters caused the game to be more engaging and participants to learn more. Even to the extent that it was stated to be better than other gamification attempts lacking a focus on narrative. Because this research focuses on just story-elements and not other often used gamification elements such as rewards and leaderboards, it creates a clear image of how they should be used. It aids the design of a gamified training by showing what questions need to be answered to make story-elements work as effectively as possible towards the goal of the training. This also provides a foothold for future frameworks that could be made in regard to the usage of story-elements in gamification and education. During the research, there were also some questions raised that could be researched further such as a difference in results between participants with different study backgrounds.
近年来,游戏化在网络安全培训中的应用越来越多,其中一些最常用的元素是故事和叙事。然而,似乎缺乏关于基于故事的游戏化以及这种游戏化如何影响培训效果的研究。本研究的目的是测试故事驱动的游戏化在预防学生usb攻击方面的有效性。为了做到这一点,我们设计了一个故事驱动的游戏化训练,并在学生中展开。研究发现,故事元素被认为对游戏化的有效性有积极影响。游戏测试表明,添加指南和角色介绍等元素可以提高游戏的吸引力,让玩家学到更多东西。甚至在某种程度上,它被认为比其他缺乏叙事的游戏化尝试要好。因为这项研究只关注故事元素,而不是其他经常使用的游戏化元素,如奖励和排行榜,所以它创造了一个关于如何使用它们的清晰图像。它通过显示需要回答哪些问题才能使故事元素尽可能有效地实现培训目标,从而帮助游戏化培训的设计。这也为在游戏化和教育中使用故事元素的未来框架提供了一个立足点。在研究过程中,也提出了一些可以进一步研究的问题,例如不同研究背景的参与者之间的结果差异。
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引用次数: 0
Is cross-discipline better than same-discipline for cognitive engagement in computer supported collaborative learning? An empirical study using epistemic network analysis 在计算机支持的协作学习中,跨学科比同学科的认知参与更好吗?运用认知网络分析的实证研究
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-05 DOI: 10.1007/s12528-023-09389-8
Linjing Wu, Shuang Yu, Qingtang Liu, Junmin Ye, Xinxin Zheng, Jianhu Wang
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引用次数: 0
Exploring the impact of virtual laboratory with KWL reflective thinking approach on students’ science learning in higher education 探讨基于KWL反思思维方法的虚拟实验室对高等教育学生科学学习的影响
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-22 DOI: 10.1007/s12528-023-09385-y
Shenzhong Yan, Daner Sun, Qing Zhou, Yuqin Yang, Peiyao Tian
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引用次数: 0
Precursors of online teaching practices: innovative behavior and personal accountability of faculty in higher education 网络教学实践的先驱:高等教育教师的创新行为和个人责任
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-21 DOI: 10.1007/s12528-023-09387-w
Dorit Alt
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引用次数: 1
Instructional designer perspectives on the pursuit of quality in online course design 教学设计师对网络课程设计质量追求的看法
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-20 DOI: 10.1007/s12528-023-09388-9
Jason K. McDonald, Stephen C. Yanchar
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引用次数: 0
Evaluating the design of digital tools for the transition to an e-continuous assessment in higher education 评估高等教育向电子持续评估过渡的数字工具的设计
IF 5.6 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-27 DOI: 10.1007/s12528-023-09381-2
José I. Castillo-Manzano, Mercedes Castro-Nuño, Lourdes López-Valpuesta, María Teresa Sanz-Díaz, R. Yñiguez
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引用次数: 0
Patterns of behavioral engagement in an online english language course: cluster analysis 网络英语课程行为参与模式:聚类分析
IF 5.6 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-19 DOI: 10.1007/s12528-023-09382-1
Jelena Anđelković Labrović, N. Petrović, Jelena Anđelković, Marija Meršnik
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引用次数: 0
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Journal of Computing in Higher Education
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