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International undergraduates’ perceptions of social engagement in online and face-to-face learning environments: a photo-elicitation approach to thematic analysis 国际大学生在网络和面对面学习环境中的社会参与感知:一种基于照片启发的主题分析方法
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-03 DOI: 10.1186/s40561-023-00230-4
Toni McLaughlan
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引用次数: 0
Active learning and education 4.0 for complex thinking training: analysis of two case studies in open education 复杂思维训练的主动学习与教育4.0——两个开放教育案例分析
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-25 DOI: 10.1186/s40561-023-00229-x
Azeneth Patiño, M. Ramírez-Montoya, Mariana Buenestado-Fernández
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引用次数: 8
TAnnotator: Towards Annotating Programming E-textbooks with Facts and Examples 注释者:用事实和例子注释编程电子教科书
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-25 DOI: 10.1186/s40561-023-00228-y
Akhila Sri Manasa Venigalla, S. Chimalakonda
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引用次数: 2
The role of novelty stimuli in second language acquisition: evidence from the optimized training by the Pinyin Tutor at TalkBank 新奇刺激在二语习得中的作用:来自TalkBank拼音导师优化训练的证据
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-10 DOI: 10.1186/s40561-023-00223-3
Yanhui Zhang, B. MacWhinney
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引用次数: 4
Student-content interactions: Exploring behavioural engagement with self-regulated inquiry-based online learning modules 学生内容互动:通过基于自主探究的在线学习模块探索行为参与
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-02 DOI: 10.1186/s40561-022-00221-x
Md Abdullah Al Mamun, G. Lawrie
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引用次数: 7
Motivating youth to learn STEM through a gender inclusive digital forensic science program. 通过性别包容的数字取证科学计划激励年轻人学习STEM
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 Epub Date: 2023-01-06 DOI: 10.1186/s40561-022-00213-x
Eoghan Casey, Jennifer Jocz, Karen A Peterson, Daryl Pfeif, Cassy Soden

This paper describes the design, implementation and research of the Cyber Sleuth Science Lab (CSSL), an innovative educational program and supporting virtual learning environment, that combines pedagogical theory, gender inclusive instruction strategies, scientific principles/practices, gamification methods, computational thinking, and real-world problem solving. This program provides underrepresented youth, especially girls, with digital forensic knowledge, skills and career pathways, challenging them to explore complex social issues related to technology and to become cyber sleuths using real-world digital forensic methods and tools to solve investigative scenarios. Students also learn about related careers while improving their cyber street smarts. The CSSL incorporates additional "outside of the computer" activities to strengthen students' engagement such as structured in-classroom discussions, mock trials, and in-person interactions with practitioner role models. The CSSL was piloted in various forms to assess the suitability for in-school and out-of-school settings, and the students predominantly represented racial minorities. Research in this project relied on a mixed methods approach for data collection and analysis, including qualitative and quantitative methods, reinforced using learning analytics generated from the students clicking through the interface and interacting with the system. Analysis of gathered data indicate that the virtual learning environment developed in this project is highly effective for teaching digital forensic knowledge, skills, and abilities that are directly applicable in the workplace. Furthermore, the strategies for gender inclusive STEM instruction implemented in CSSL are effective for engaging girls without being harmful to boys' engagement. Learning STEM through digital forensic science taps into girls' motivations to address real-world problems that have direct relevance to their lives, and to protect and serve their community. After participating in the educational program, girls expressed a significantly greater increase in interest, relative to boys, in learning more about careers related to digital forensics and cybersecurity.

本文描述了网络侦探科学实验室(Cyber Sleuth Science Lab, CSSL)的设计、实施和研究,这是一个创新的教育计划和支持虚拟学习环境,它结合了教学理论、性别包容性教学策略、科学原理/实践、游戏化方法、计算思维和现实世界问题解决。该项目为代表性不足的青年,特别是女孩,提供数字法医知识、技能和职业道路,挑战他们探索与技术相关的复杂社会问题,并利用现实世界的数字法医方法和工具成为网络侦探,解决调查场景。学生们还可以学习相关的职业,同时提高他们的网络街头智慧。CSSL结合了额外的“电脑外”活动,以加强学生的参与,如结构化的课堂讨论,模拟审判,以及与从业者榜样的亲自互动。我们以各种形式进行试点,以评估学校内外环境的适宜性,学生主要是少数民族。该项目的研究依赖于数据收集和分析的混合方法,包括定性和定量方法,并通过学生点击界面和与系统交互产生的学习分析来加强。对收集数据的分析表明,该项目开发的虚拟学习环境对于教授直接适用于工作场所的数字法医知识、技能和能力非常有效。此外,在CSSL中实施的性别包容性STEM教学策略对于吸引女孩而不损害男孩的参与是有效的。通过数字法医科学学习STEM可以挖掘女孩的动机,以解决与她们生活直接相关的现实问题,并保护和服务她们的社区。在参加了教育项目后,女孩们对学习更多与数字取证和网络安全相关的职业表现出了比男孩们更大的兴趣。
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引用次数: 0
A systematic review of Mobile-Assisted Vocabulary Learning research 移动辅助词汇学习研究综述
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1186/s40561-023-00235-z
Kübra Okumus Dagdeler
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引用次数: 0
Correction: UAE university students' experiences of virtual classroom learning during Covid 19. 更正:阿联酋大学生在2019冠状病毒病期间的虚拟课堂学习体验
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 Epub Date: 2023-02-07 DOI: 10.1186/s40561-023-00232-2
Monjurul Islam, Nurul Hijja Mazlan, Ghadah Al Murshidi, Mohammed Shamsul Hoque, S V Karthiga, Mohoshin Reza

[This corrects the article DOI: 10.1186/s40561-023-00225-1.].

[这更正了文章DOI: 10.1186/s40561-023-00225-1]。
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引用次数: 0
Gamification of e-learning in higher education: a systematic literature review. 高等教育中电子学习的游戏化:系统文献综述
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 Epub Date: 2023-01-31 DOI: 10.1186/s40561-023-00227-z
Amina Khaldi, Rokia Bouzidi, Fahima Nader

In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate students' involvement in the course. However, choosing the right combination of game elements remains a challenge for gamification designers and practitioners due to the lack of proven design approaches, and there is no one-size-fits-all approach that works regardless of the gamification context. Therefore, our study focused on providing a comprehensive overview of the current state of gamification in online learning in higher education that can serve as a resource for gamification practitioners when designing gamified systems. In this paper, we aimed to systematically explore the different game elements and gamification theory that have been used in empirical studies; establish different ways in which these game elements have been combined and provide a review of the state-of-the-art of approaches proposed in the literature for gamifying e-learning systems in higher education. A systematic search of databases was conducted to select articles related to gamification in digital higher education for this review, namely, Scopus and Google Scholar databases. We included studies that consider the definition of gamification as the application of game design elements in non-game activities, designed for online higher education. We excluded papers that use the term of gamification to refer to game-based learning, serious games, games, video games, and those that consider face-to-face learning environments. We found that PBL elements (points, badges, and leaderboards), levels, and feedback and are the most commonly used elements for gamifying e-learning systems in higher education. We also observed the increasing use of deeper elements like challenges and storytelling. Furthermore, we noticed that of 39 primary studies, only nine studies were underpinned by motivational theories, and only two other studies used theoretical gamification frameworks proposed in the literature to build their e-learning systems. Finally, our classification of gamification approaches reveals the trend towards customization and personalization in gamification and highlights the lack of studies on content gamification compared to structural gamification.

近年来,大学的教学方法发生了变化,几乎所有的高等教育机构都使用电子学习平台来提供课程和学习活动。然而,这些数字化学习环境呈现出严重的辍学率和较低的完成率。这主要是由于学生缺乏积极性和参与度。游戏化可以定义为在非游戏活动中应用游戏设计元素,它被用来解决学习者分心的问题,并刺激学生参与课程。然而,对于游戏化设计师和实践者来说,选择游戏元素的正确组合仍然是一个挑战,因为缺乏经过验证的设计方法,而且没有一种方法可以在任何游戏化环境下都适用。因此,我们的研究重点是提供高等教育在线学习中游戏化现状的全面概述,这可以作为游戏化从业者在设计游戏化系统时的资源。在本文中,我们旨在系统地探讨不同的游戏元素和游戏化理论已被用于实证研究;建立这些游戏元素组合的不同方式,并对高等教育中游戏化电子学习系统的文献中提出的最新方法进行回顾。系统检索数据库,选择与数字化高等教育游戏化相关的文章,即Scopus和谷歌Scholar数据库。我们纳入了将游戏化定义为游戏设计元素在非游戏活动中的应用的研究,这些活动是为在线高等教育设计的。我们排除了使用“游戏化”一词来指代基于游戏的学习、严肃游戏、游戏、视频游戏和那些考虑面对面学习环境的论文。我们发现PBL元素(分数、徽章和排行榜)、关卡和反馈是高等教育电子学习系统游戏化最常用的元素。我们还发现游戏中越来越多地使用了挑战和故事等更深层的元素。此外,我们注意到,在39项主要研究中,只有9项研究以动机理论为基础,另外只有两项研究使用了文献中提出的理论游戏化框架来构建他们的电子学习系统。最后,我们对游戏化方法的分类揭示了游戏化中定制化和个性化的趋势,并强调了与结构游戏化相比,内容游戏化研究的缺失。
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引用次数: 0
The effects of using an auto-subtitle system in educational videos to facilitate learning for secondary school students: learning comprehension, cognitive load, and satisfaction. 在教育视频中使用自动字幕系统促进中学生学习的效果:学习理解、认知负荷和满意度
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 Epub Date: 2023-01-10 DOI: 10.1186/s40561-023-00224-2
Sivakorn Malakul, Innwoo Park

While subtitles are considered a primary learning support tool for people who cannot understand video narration in foreign languages, recent advancements in artificial intelligence (AI) technologies have played a pivotal role in automatic subtitling on online video platforms such as YouTube. This study examines the effects of three different types of subtitles in the Thai language (i.e., auto-subtitles, edited subtitles, and no subtitles) on learning comprehension, cognitive load, and satisfaction to determine whether it is feasible to use AI technology as an auto-subtitles system to facilitate online learning with educational videos. To that aim, 79 Thai secondary school students from three Mathayom 5 (Grade 11) computer science classrooms participated in this study. This study used the static group comparison, which is the Posttest-Only Control Group Design. The results of this study found that the auto-subtitles system that generates Thai language subtitles for English educational videos has greater feasibility of implementation to facilitate online learning when compared to editorial subtitles by Thai natives. Therefore, Thai subtitles generated by the auto-subtitles system in English educational videos can facilitate students' learning comprehension, cognitive load, and satisfaction.

虽然字幕被认为是无法理解外语视频叙述的人的主要学习支持工具,但最近人工智能(AI)技术的进步在YouTube等在线视频平台的自动字幕中发挥了关键作用。本研究考察了三种不同类型的泰语字幕(即自动字幕、编辑字幕和无字幕)对学习理解、认知负荷和满意度的影响,以确定使用人工智能技术作为自动字幕系统促进在线教育视频学习是否可行。为此,来自3个Mathayom 5(11年级)计算机科学教室的79名泰国中学生参与了这项研究。本研究采用静态组比较,即Posttest-Only Control group Design。本研究结果发现,为英语教育视频生成泰语字幕的自动字幕系统与泰语母语编辑字幕相比,在促进在线学习方面具有更大的实施可行性。因此,英语教育视频中自动字幕系统生成的泰语字幕可以促进学生的学习理解、认知负荷和满意度。
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Smart Learning Environments
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