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Effect of OSLM features and gamification motivators on motivation in DGBL: pupils' viewpoint. OSLM特征和游戏化动机对DGBL动机的影响:学生的观点
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-03-16 DOI: 10.1186/s40561-022-00195-w
Angeliki Leonardou, Maria Rigou, Aliki Panagiotarou, John Garofalakis

The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG is a digital learning activity that supports pupils in achieving multiplication competence and provides teacher a dashboard to assess and watch own pupils' performance. The game enriched with gamification elements to engage and motivate participants. Three versions of the game were used by pupils: without any Open Learner Modeling (OLM) support (i.e. without providing access to own progress data), with OLM support and with Open Social Learner Modeling (OSLM) support, to investigate the difference in motivation among these characteristics. After using the MG for a 2-month period, pupils answered a questionnaire anonymously to express their opinion about MG mechanics, MG aesthetics and intrinsic motivation MG can offer. Furthermore, the corresponding teachers were interviewed to provide insights on their attitude towards MG and its functionalities. A statistically significant difference in Intrinsic Motivation (IM) between the three different MG versions was found and a statistically significant difference in MG Aesthetics and Mechanics between the different grades of primary school. Additionally, Intrinsic Motivation was positively correlated with gamification motivators and MG Aesthetics. Participating teachers stated that MG can improve pupils' multiplication competence and it is worthy of a stable place in the instructional procedure, as it is a means of pupils' progress tracking and (self-) assessment, as well as a fun way of practicing and developing multiplication skills.

本研究的主要问题是,当在数字游戏中使用OLM和OSLM机制时,是否会提供更高的动机。此外,该研究还调查了游戏的美学和机制是否支持玩家的内在动机。这两种说法都是通过设计,实施和试点使用的乘法游戏(MG)进行测试。MG是一项数字学习活动,支持学生实现乘法能力,并为教师提供一个仪表板来评估和观察自己学生的表现。游戏丰富了游戏化元素,以吸引和激励参与者。学生们使用了三个版本的游戏:没有任何开放学习者建模(OLM)支持(即不提供访问自己的进度数据),有OLM支持和开放社会学习者建模(OSLM)支持,以调查这些特征之间的动机差异。在使用MG 2个月后,学生们匿名回答了一份问卷,以表达他们对MG力学、MG美学和MG所能提供的内在动机的看法。此外,我们还采访了相应的教师,以了解他们对MG及其功能的态度。三种不同MG版本的内在动机(IM)差异有统计学意义,不同小学年级MG美学和力学差异有统计学意义。此外,内在动机与游戏化动机和MG美学呈正相关。参与的教师表示,MG可以提高学生的乘法能力,值得在教学过程中占有稳定的位置,因为它是学生进度跟踪和(自我)评估的一种手段,也是一种练习和发展乘法技能的有趣方式。
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引用次数: 0
Predicting Master's students' academic performance: an empirical study in Germany. 德国硕士研究生学习成绩预测的实证研究
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-12-23 DOI: 10.1186/s40561-022-00220-y
Sarah Alturki, Lea Cohausz, Heiner Stuckenschmidt

The tremendous growth in electronic educational data creates the need to have meaningful information extracted from it. Educational Data Mining (EDM) is an exciting research area that can reveal valuable knowledge from educational databases. This knowledge can be used for many purposes, including identifying dropouts or weak students who need special attention and discovering extraordinary students who can be offered lifetime opportunities. Although former studies in EDM used an extensive range of features for predicting students' academic achievement (in terms of (i) achieved grades or (ii) passing and failing), those features are sometimes not obtainable for practical usage, and therefore, the prediction models are not feasible for employment. This study uses data mining (DM) algorithms to predict the academic performance of master' s students by using a non-extensive data set and including only the features that are easy to collect at the beginning of a studying program. To perform this study, we have collected over 700 students' records from 2010 to 2018 from the Faculty of Business Informatics and Mathematics at the University of Mannheim in Germany. Those records include demographics and post-enrollment features such as semester grades. The empirical results show the following: (i) the most significant features for predicting students' academic achievements are the students' grades in each semester (importance rate between 14 and 36%), followed by the distance from students' accommodation to university (importance rate between 6 and 18%) and culture (importance rate between 7 and 17%). On the other hand, gender, age, the numbers of failed courses, and the number of registered and unregistered exams per semester are less significant for the predictions. (ii) As expected, predictions performed after the second semester is more accurate than those performed after the first semester. (iii) Unsurprisingly, models that predict two classes yield better results than those that predict three. (iv) Random Forest classifier performs the best in all prediction models (0.77-0.94 accuracy), and using oversampling methods to deal with imbalanced data can significantly improve the performance of DM methods. For future work, we recommend testing the predictive models on other master programs and a larger datasets. Furthermore, we recommend investigating other oversampling approaches.

电子教育数据的巨大增长创造了从中提取有意义信息的需求。教育数据挖掘(EDM)是一个令人兴奋的研究领域,它可以从教育数据库中揭示有价值的知识。这些知识可以用于许多目的,包括识别需要特别关注的辍学或弱学生,发现可以提供终身机会的优秀学生。虽然以前的EDM研究使用了广泛的特征来预测学生的学业成绩(根据(i)达到的成绩或(ii)通过和不通过),但这些特征有时无法用于实际用途,因此,预测模型在就业中是不可行的。本研究使用数据挖掘(DM)算法来预测硕士生的学习成绩,使用非广泛的数据集,只包括在学习计划开始时容易收集的特征。为了进行这项研究,我们从德国曼海姆大学商业信息与数学学院收集了2010年至2018年700多名学生的记录。这些记录包括人口统计数据和入学后的特征,如学期成绩。实证结果表明:(1)预测学生学业成绩最显著的特征是学生每学期的成绩(重要性率在14 ~ 36%之间),其次是学生宿舍到大学的距离(重要性率在6 ~ 18%之间)和文化(重要性率在7 ~ 17%之间)。另一方面,性别、年龄、不及格课程的数量、每学期注册和未注册考试的数量对预测的影响较小。(ii)正如预期的那样,第二学期后进行的预测比第一学期后进行的预测更准确。不出所料,预测两个类别的模型比预测三个类别的模型产生更好的结果。(iv)随机森林分类器在所有预测模型中表现最好(准确率为0.77-0.94),使用过采样方法处理不平衡数据可以显著提高DM方法的性能。对于未来的工作,我们建议在其他主程序和更大的数据集上测试预测模型。此外,我们建议研究其他过采样方法。
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引用次数: 0
University students' satisfaction and future outlook towards forced remote learning during a global pandemic. 全球大流行期间大学生对强迫远程学习的满意度和未来展望
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-03-21 DOI: 10.1186/s40561-022-00197-8
Siti Intan Nurdiana Wong Abdullah, Klara Arokiyasamy, Sock Leng Goh, Andrea Joveena Culas, Nor Masheera Abdul Manaf

Technology has enabled the higher education ecosystem to tailor to the students who have diverse needs and to engage with them remotely, especially when face-to-face interaction is not possible. This research contributes knowledge in forced remote learning during the unprecedented global pandemic situation of Covid-19. Using a cross-sectional quantitative method, a total of 480 respondents among undergraduate students from five private universities in Malaysia participated in this study. The data was analysed using structural equation modelling and results indicated that online feedback, online future relevance, online interaction, online teaching effectiveness, and personal well-being were statistically significant in influencing students' satisfaction. Moreover, online learning satisfaction directly predicted 68.3% of the students' continuous usage intention while their usage intention was heightened with higher levels of proficiency in online learning. Students' satisfaction was found to be a significant mediator between all the factors towards usage intention except online assessment, online support, and personal well-being. This study provides the higher education institutions with insights to continuously improve their online delivery strategies and bridge the gap with their students during the pandemic crisis.

科技使高等教育生态系统能够为有不同需求的学生量身定制,并与他们远程互动,特别是在不可能面对面互动的情况下。这项研究为在前所未有的Covid-19全球大流行形势下的强制远程学习提供了知识。采用横断面定量方法,在马来西亚五所私立大学的本科生中,共有480名受访者参与了本研究。采用结构方程模型对数据进行分析,结果表明,在线反馈、在线未来相关性、在线互动、在线教学有效性和个人幸福感对学生满意度的影响具有统计学意义。此外,在线学习满意度直接预测了68.3%的学生的持续使用意愿,并且随着在线学习熟练程度的提高,学生的持续使用意愿也会提高。除网络评估、网络支持和个人幸福感外,学生满意度在影响网络使用意愿的所有因素中起着显著的中介作用。这项研究为高等教育机构提供了见解,以不断改进其在线交付策略,并在大流行危机期间弥合与学生的差距。
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引用次数: 0
Evaluating system usability of mobile augmented reality application for teaching Karnaugh-Maps. 移动增强现实教学应用系统可用性评价。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-01-15 DOI: 10.1186/s40561-022-00189-8
Rubina Dutta, Archana Mantri, Gurjinder Singh

The education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual understanding and better instructional content. While learning through the immersive tools, system usability has great importance in terms of effectiveness, efficiency, and satisfaction. Effectiveness refers to users' accuracy and completeness in achieving defined goals; efficiency relates to expended resources about the precision and completeness with which users achieve their objectives; satisfaction deals with a positive attitude towards using the product. If the system fails to provide good usability, it may cause adverse effects such as increasing stress, lacking necessary features, increasing the users' cognitive load, and negatively impacting the student's motivation. In this study, two mobile augmented reality (MAR) applications were developed as an instructional tool to teach the students about Karnaugh maps in the digital electronics course. The first application is a Keypad-based MAR application that uses a keypad matrix for user interaction and the second application is a Marker-based MAR application that uses multiple markers to solve K-Map for producing an optimum solution of the given problem. An experimental study was conducted to determine the student's opinion of the developed MAR applications. The study was designed to determine the system usability of the two MAR applications using the System Usability Score (SUS) and Handheld Augmented Reality Usability Score (HARUS) models. 90 engineering students participated in the study, and they were randomly divided into two different groups: keypad-based group and Marker-based group. The keypad-based group included 47 students who had hands-on experience with a keypad-based MAR application, whereas the marker-based group included 43 students who had hands-on experience with multiple marker-based MAR applications. The experimental outcomes indicated that the keypad-based MAR application has better SUS and HARUS scores than the marker-based MAR application which suggests that the keypad-based MAR application has provided better user interaction.

在这个数字时代,教育系统不断发展并向互动和沉浸式学习工具转变。增强现实也已经发展成为一种无处不在的、强大的、有效的技术,可以提供创新的教育工具。在工程教育中,许多抽象概念需要技术干预来理解概念和更好的教学内容。当通过沉浸式工具学习时,系统可用性在有效性、效率和满意度方面具有重要意义。有效性是指用户在实现既定目标时的准确性和完整性;效率与用户实现其目标的准确性和完整性所消耗的资源有关;满意度指的是使用产品的积极态度。如果系统不能提供良好的可用性,可能会造成压力增加,缺少必要的功能,增加用户的认知负荷,对学生的学习动机产生负面影响。在这项研究中,开发了两个移动增强现实(MAR)应用程序作为教学工具,在数字电子学课程中教授学生关于卡诺地图的知识。第一个应用程序是基于键盘的MAR应用程序,它使用键盘矩阵进行用户交互;第二个应用程序是基于标记的MAR应用程序,它使用多个标记来求解K-Map,以生成给定问题的最佳解决方案。一项实验研究进行了确定学生的意见开发MAR应用程序。该研究旨在使用系统可用性评分(SUS)和手持增强现实可用性评分(HARUS)模型确定两种MAR应用程序的系统可用性。90名工科学生参加了这项研究,他们被随机分为两组:基于键盘的组和基于标记的组。键盘组包括47名学生,他们有一个基于键盘的MAR应用程序的实践经验,而基于标记的组包括43名学生,他们有多个基于标记的MAR应用程序的实践经验。实验结果表明,基于键盘的MAR应用程序的SUS和HARUS得分高于基于标记的MAR应用程序,这表明基于键盘的MAR应用程序提供了更好的用户交互。
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引用次数: 0
Emerging trends of online assessment systems in the emergency remote teaching period. 应急远程教学时期在线评估系统的发展趋势。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-03-29 DOI: 10.1186/s40561-022-00199-6
Arif Cem Topuz, Eda Saka, Ömer Faruk Fatsa, Engin Kurşun

The COVID-19 pandemic caused many educational institutions in the world to switch to the distance education process, and this process was called "Emergency Remote Teaching". This urgent transition process has caused many problems in educational environments. One of the problems is the subject of measurement and evaluation. Along with the pandemic, many institutions have used various online assessment systems to make measurements and evaluations online, and researchers have conducted research on these online assessment systems. This research focus on the features of the online assessment systems and aims to examine the trends towards the prominent features of the online assessment systems in the Emergency Remote Teaching period. For this purpose, the prominent online assessment systems have been determined by systematically analyzing academic studies published in 2020, and answers have been sought to the following research questions: (1) which platforms they support, (2) which security features they have, and (3) what common features they have. Identifying trends in the characteristics of online assessment systems is expected to guide practitioners, decision-makers, researchers, and system developers in the process of selecting and/or developing an online assessment system for use in online measurement and evaluation.

新冠肺炎疫情导致世界上许多教育机构转向远程教育过程,这一过程被称为“应急远程教学”。这一紧迫的转型过程给教育环境带来了诸多问题。其中一个问题是测量和评估的主题。随着大流行的到来,许多机构使用各种在线评估系统进行在线测量和评估,研究人员对这些在线评估系统进行了研究。本研究关注在线评估系统的特点,旨在探讨应急远程教学时期在线评估系统突出特点的发展趋势。为此,通过系统分析2020年发表的学术研究,确定了突出的在线评估系统,并寻求以下研究问题的答案:(1)它们支持哪些平台,(2)它们具有哪些安全特征,(3)它们具有哪些共同特征。识别在线评估系统特征的趋势有望指导从业者、决策者、研究人员和系统开发人员在选择和/或开发用于在线测量和评估的在线评估系统的过程中。
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引用次数: 0
Implementing a cost effective and configurable hybrid simulation platform in healthcare education, using wearable and web-based technologies. 使用可穿戴和基于web的技术,在医疗保健教育中实现具有成本效益和可配置的混合模拟平台。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-05-20 DOI: 10.1186/s40561-022-00201-1
Wayne J Brown, Cindy Reid

There are many examples of hybrid simulation models in healthcare education which are designed to simulate specific scenarios. However, there appears to be a need for a cost effective and configurable hybrid simulation platform which can be used by educators of various healthcare disciplines to simulate different scenarios. The purpose of this paper is to develop a proof-of-concept platform that can be easily implemented at little cost and provide flexibility to healthcare instructors to develop a variety of simulation scenarios, and to determine the effectiveness of this platform. Using a standardized patient, a person acting as a patient in a scripted manner, along with wearable and web-based technologies, a congestive heart failure simulation was used as an evaluative exercise for a group of personal support worker students at a Canadian Community College. Personal support workers typically provide care to any person who may require personal assistance with activities of daily living such as feeding, lifting, bathing, skin care and oral hygiene to name a few. Standardized patients are typically used in healthcare education to educate and evaluate soft skills, such as caregiver to patient communication, professionalism, as well as hard skills, such as history taking, examination and diagnostic skills (Rosen in J Crit Care 23:157-166, 2008). Instructor feedback indicated that the platform was easy to use and capable of simulating a large variety of scenarios. Pre and post test results are evidence of initial findings of promise indicating that the platform seemed to be effective in enabling students to meet learning outcomes. Focus group results seem to indicate an increase in student confidence as it relates to their ability to handle a similar scenario in the workplace.

在医疗保健教育中有许多用于模拟特定场景的混合模拟模型的例子。然而,似乎需要一种具有成本效益和可配置的混合模拟平台,各种医疗保健学科的教育工作者可以使用该平台来模拟不同的场景。本文的目的是开发一个概念验证平台,该平台可以以低成本轻松实现,并为医疗保健讲师提供灵活性,以开发各种模拟场景,并确定该平台的有效性。使用一个标准化的病人,一个人以脚本的方式扮演病人,以及可穿戴和基于网络的技术,充血性心力衰竭模拟被用作加拿大社区学院一组个人支持工作者学生的评估练习。个人支持工作者通常为任何可能需要日常生活活动个人帮助的人提供护理,例如喂养,举起,洗澡,皮肤护理和口腔卫生等等。标准化患者通常用于医疗保健教育,以教育和评估软技能,如护理者对患者的沟通,专业精神,以及硬技能,如病史记录,检查和诊断技能(Rosen in J Crit Care 23:157-166, 2008)。教师反馈表明,该平台易于使用,能够模拟各种各样的场景。前后测试结果是初步发现的证据,表明该平台似乎在使学生达到学习成果方面是有效的。焦点小组的结果似乎表明,学生的信心有所增加,因为这与他们在工作场所处理类似情况的能力有关。
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引用次数: 0
Unsung voices of technology in school education-findings using the constructivist grounded theory approach. 学校教育中技术的无名之声——运用建构主义扎根理论方法的发现。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-01-04 DOI: 10.1186/s40561-021-00182-7
V Deepa, R Sujatha, Jitendra Mohan

Technology adoption for school education further gained momentum during the COVID-19 pandemic. However, the challenges and strategies of children belonging to the less privileged (we use 'privileged' in the article to identify those enjoying a standard of living or rights as majority of people in the society) families are different from those of the children who come from socio-economically better-off (privileged) backgrounds. The purpose of this research is to explore the experiences of children with school education and using technology for learning. Past studies have highlighted the use of internet and communication technologies as a promising solution to provide quality school education in the remotest parts of the country. Previous research has also ascertained that the socio-economic status divide has no significant impact on the students' ability to learn using technology. Children can use technology to learn irrespective of their socio-economic status and background. We conducted this exploratory qualitative study from a constructivist grounded theory perspective. A purposive sample of 14 students (9 from underprivileged and 5 from privileged family backgrounds) in the age group of 6-14 years, was used and unstructured interviews were conducted. We analysed the data using constructivist grounded theory methodology. We found that the experiences of privileged and underprivileged children differed with respect to access to internet, affordability of ICT device, quality teachers, parental support, and financial sponsorship. However, the experiences and perspectives of the children were found to be similar with respect to personal ownership of mobile phone device for unlimited time at own disposal, self-directed learning and having a trusted study advisor. The findings may be useful to policy makers and EdTech firms to build strategies and solutions for effective implementation of universal school education in the country.

在2019冠状病毒病大流行期间,学校教育采用技术的势头进一步增强。然而,属于弱势家庭的儿童(我们在文章中使用“特权”来识别那些享有生活水平或权利的人,作为社会中的大多数人)的挑战和策略与来自社会经济较富裕(特权)背景的儿童不同。本研究的目的在于探讨学童在接受学校教育及使用科技进行学习的经验。过去的研究强调,使用互联网和通信技术是在该国最偏远地区提供优质学校教育的有希望的解决方案。先前的研究也证实了社会经济地位的差异对学生使用技术学习的能力没有显著的影响。无论儿童的社会经济地位和背景如何,他们都可以利用技术进行学习。本研究以建构主义理论为基础,进行探索性质的研究。本研究以14名6-14岁的学生为目的样本(9名来自贫困家庭,5名来自优越家庭),进行了非结构化访谈。我们使用建构主义扎根理论方法分析数据。我们发现,特权儿童和贫困儿童的经历在互联网接入、信息通信技术设备的可负担性、教师质量、父母支持和经济赞助方面存在差异。然而,孩子们的经历和观点在个人拥有无限时间的移动电话设备、自主学习和有一个值得信赖的学习顾问方面是相似的。研究结果可能有助于政策制定者和教育技术公司制定战略和解决方案,以便在该国有效实施普及学校教育。
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引用次数: 0
A systematic review on digital literacy. 数字素养的系统回顾。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-06-08 DOI: 10.1186/s40561-022-00204-y
Hasan Tinmaz, Yoo-Taek Lee, Mina Fanea-Ivanovici, Hasnan Baber

The purpose of this study is to discover the main themes and categories of the research studies regarding digital literacy. To serve this purpose, the databases of WoS/Clarivate Analytics, Proquest Central, Emerald Management Journals, Jstor Business College Collections and Scopus/Elsevier were searched with four keyword-combinations and final forty-three articles were included in the dataset. The researchers applied a systematic literature review method to the dataset. The preliminary findings demonstrated that there is a growing prevalence of digital literacy articles starting from the year 2013. The dominant research methodology of the reviewed articles is qualitative. The four major themes revealed from the qualitative content analysis are: digital literacy, digital competencies, digital skills and digital thinking. Under each theme, the categories and their frequencies are analysed. Recommendations for further research and for real life implementations are generated.

本研究的目的在于发现数位素养研究的主题与范畴。为此,我们使用4个关键词组合对WoS/Clarivate Analytics、Proquest Central、Emerald Management Journals、Jstor Business College Collections和Scopus/Elsevier数据库进行检索,最终将43篇文章纳入数据集。研究人员对数据集采用了系统的文献综述方法。初步调查结果表明,从2013年开始,数字素养文章越来越流行。所评文章的主要研究方法是定性的。定性内容分析揭示的四个主要主题是:数字素养、数字能力、数字技能和数字思维。在每个主题下,分析了类别及其频率。生成了进一步研究和实际实现的建议。
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引用次数: 0
Automatic engagement estimation in smart education/learning settings: a systematic review of engagement definitions, datasets, and methods. 智能教育/学习环境中的自动参与度估计:参与度定义、数据集和方法的系统综述
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-11-12 DOI: 10.1186/s40561-022-00212-y
Shofiyati Nur Karimah, Shinobu Hasegawa

Background: Recognizing learners' engagement during learning processes is important for providing personalized pedagogical support and preventing dropouts. As learning processes shift from traditional offline classrooms to distance learning, methods for automatically identifying engagement levels should be developed.

Objective: This article aims to present a literature review of recent developments in automatic engagement estimation, including engagement definitions, datasets, and machine learning-based methods for automation estimation. The information, figures, and tables presented in this review aim at providing new researchers with insight on automatic engagement estimation to enhance smart learning with automatic engagement recognition methods.

Methods: A literature search was carried out using Scopus, Mendeley references, the IEEE Xplore digital library, and ScienceDirect following the four phases of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA): identification, screening, eligibility, and inclusion. The selected studies included research articles published between 2010 and 2022 that focused on three research questions (RQs) related to the engagement definitions, datasets, and methods used in the literature. The article selection excluded books, magazines, news articles, and posters.

Results: Forty-seven articles were selected to address the RQs and discuss engagement definitions, datasets, and methods. First, we introduce a clear taxonomy that defines engagement according to different types and the components used to measure it. Guided by this taxonomy, we reviewed the engagement types defined in the selected articles, with emotional engagement (n = 40; 65.57%) measured by affective cues appearing most often (n = 38; 57.58%). Then, we reviewed engagement and engagement-related datasets in the literature, with most studies assessing engagement with external observations (n = 20; 43.48%) and self-reported measures (n = 9; 19.57%). Finally, we summarized machine learning (ML)-based methods, including deep learning, used in the literature.

Conclusions: This review examines engagement definitions, datasets and ML-based methods from forty-seven selected articles. A taxonomy and three tables are presented to address three RQs and provide researchers in this field with guidance on enhancing smart learning with automatic engagement recognition. However, several key challenges remain, including cognitive and personalized engagement and ML issues that may affect real-world implementations.

背景:认识到学习者在学习过程中的参与对于提供个性化的教学支持和防止辍学是重要的。随着学习过程从传统的线下课堂转向远程学习,应该开发自动识别参与程度的方法。目的:本文旨在对自动参与评估的最新发展进行文献综述,包括参与定义、数据集和基于机器学习的自动化评估方法。本文提供的信息、图表和表格旨在为新的研究人员提供有关自动参与评估的见解,从而通过自动参与识别方法增强智能学习。方法:使用Scopus、Mendeley参考文献、IEEE explore数字图书馆和ScienceDirect进行文献检索,按照系统评价和元分析首选报告项目(PRISMA)的四个阶段进行检索:鉴定、筛选、合格和纳入。所选研究包括2010年至2022年间发表的研究文章,重点关注与敬业度定义、数据集和文献中使用的方法相关的三个研究问题(rq)。文章选择不包括书籍、杂志、新闻文章和海报。结果:选择了47篇文章来解决rq并讨论敬业度定义、数据集和方法。首先,我们引入了一个清晰的分类法,根据不同的类型和用于度量敬业度的组件定义敬业度。在这种分类的指导下,我们回顾了选定文章中定义的投入类型,其中情感投入(n = 40;65.57%),情感线索出现频率最高(n = 38;57.58%)。然后,我们回顾了文献中的敬业度和敬业度相关数据集,大多数研究评估了外部观察的敬业度(n = 20;43.48%)和自我报告措施(n = 9;19.57%)。最后,我们总结了文献中使用的基于机器学习(ML)的方法,包括深度学习。结论:本综述从47篇精选文章中考察了敬业度定义、数据集和基于ml的方法。提出了一个分类和三个表来解决这三个rq,并为该领域的研究人员提供了通过自动参与识别增强智能学习的指导。然而,仍然存在一些关键挑战,包括可能影响现实世界实现的认知和个性化参与以及ML问题。
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引用次数: 0
Designing gamification for geometry in elementary schools: insights from the designers 小学几何设计游戏化:来自设计师的见解
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-12-01 DOI: 10.1186/s40561-021-00181-8
V. Kamalodeen, Nalini Ramsawak-Jodha, Sandra Figaro-Henry, S. Jaggernauth, Zhanna Dedovets
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Smart Learning Environments
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