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Smart Learning Environments最新文献

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Which training method is more effective in earthquake training: Digital game, drill, or traditional training? 哪种训练方法在地震训练中更有效:数字游戏、演习还是传统训练?
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-06-11 DOI: 10.1186/s40561-022-00202-0
Murat Çoban, Y. Göktas
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引用次数: 3
Multimedia learning principles in different learning environments: a systematic review 不同学习环境下的多媒体学习原则:系统回顾
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-13 DOI: 10.1186/s40561-022-00200-2
Burç Çeken, Nazim Taskin
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引用次数: 19
Educational data mining: prediction of students' academic performance using machine learning algorithms 教育数据挖掘:使用机器学习算法预测学生的学习成绩
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-03-03 DOI: 10.1186/s40561-022-00192-z
M. Yağcı
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引用次数: 94
The why of open pedagogy: a value-first conceptualization for enhancing instructor praxis 开放教学法的原因:加强教师实践的价值优先概念
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-03-02 DOI: 10.1186/s40561-022-00191-0
Eric Werth, Katherine Williams
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引用次数: 5
A strategic reset: micro-credentials for higher education leaders 战略重置:高等教育领导者的微证书
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-02-07 DOI: 10.1186/s40561-022-00190-1
R. McGreal, D. Olcott
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引用次数: 2
The effect of educational game design process on students’ creativity 教育性游戏设计过程对学生创造力的影响
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-21 DOI: 10.1186/s40561-022-00188-9
Derman Bulut, Yavuz Samur, Zeynep Cömert
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引用次数: 13
Anthropomorphizing malware, bots, and servers with human-like images and dialogues: the emotional design effects in a multimedia learning environment 拟人化恶意软件、机器人和服务器与人类的图像和对话:在多媒体学习环境中的情感设计效果
IF 4.8 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-15 DOI: 10.1186/s40561-022-00187-w
Tze Wei Liew, W. Pang, M. Leow, Su-Mae Tan
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引用次数: 7
Exploring jump back behavior patterns and reasons in e-book system. 探究电子图书系统的跳退行为模式及原因。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-01-04 DOI: 10.1186/s40561-021-00183-6
Boxuan Ma, Min Lu, Yuta Taniguchi, Shin'ichi Konomi

With the increasing use of digital learning materials in higher education, the accumulated operational log data provide a unique opportunity to analyzing student learning behaviors and their effects on student learning performance to understand how students learn with e-books. Among the students' reading behaviors interacting with e-book systems, we find that jump-back is a frequent and informative behavior type. In this paper, we aim to understand the student's intention for a jump-back using user learning log data on the e-book materials of a course in our university. We at first formally define the "jump-back" behaviors that can be detected from the click event stream of slide reading and then systematically study the behaviors from different perspectives on the e-book event stream data. Finally, by sampling 22 learning materials, we identify six reading activity patterns that can explain jump backs. Our analysis provides an approach to enriching the understanding of e-book learning behaviors and informs design implications for e-book systems.

随着高等教育越来越多地使用数字学习材料,积累的操作日志数据为分析学生的学习行为及其对学生学习绩效的影响提供了一个独特的机会,以了解学生如何使用电子书学习。在学生与电子书系统交互的阅读行为中,我们发现跳回行为是一种频繁出现且信息丰富的行为类型。在本文中,我们的目的是了解学生的意图跳回使用用户学习日志数据在我们大学的一门课程的电子书材料。我们首先对幻灯片阅读点击事件流中可以检测到的“跳回”行为进行了形式化定义,然后在电子书事件流数据上从不同角度系统地研究了这种行为。最后,通过抽样22种学习材料,我们确定了六种可以解释跳退的阅读活动模式。我们的分析提供了一种方法来丰富对电子书学习行为的理解,并告知电子书系统的设计含义。
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引用次数: 0
Student perspectives on the use of universal design for learning in virtual formats in higher education. 学生对在高等教育中使用虚拟格式学习的通用设计的看法。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-12-21 DOI: 10.1186/s40561-022-00218-6
Melissa Beck Wells

Universal design for learning (UDL) in higher education may be a useful tool in supporting the heterogenous higher education student population, specifically in supporting student academic outcomes and retention. With more students enrolling in digital formatted education, specifically international students, a strong framework must be established to support non-geocentric students. Using survey responses of undergraduate degree-seeking students, this mixed-methods study explored the students' perceptions and impact of UDL in virtual learning modalities (online courses, independent studies, and virtual study groups). A sample size of 57 participants used a Likert-type survey to assess the student-reported prevalence of UDL techniques in higher education in various virtual learning modalities. Students also discussed the strategies that impacted their experience as learners and the mode of study in which they felt most successful. Implications for practice and research are also presented.

高等教育中的学习通用设计(UDL)可能是支持异质高等教育学生群体的有用工具,特别是在支持学生的学术成果和保留方面。随着越来越多的学生,特别是国际学生参加数字格式教育,必须建立一个强有力的框架来支持非地心学生。通过对本科学位学生的调查回应,这项混合方法的研究探讨了学生对虚拟学习模式(在线课程、独立学习和虚拟学习小组)中UDL的看法和影响。57名参与者的样本量使用李克特式调查来评估学生报告的UDL技术在高等教育中各种虚拟学习模式的流行程度。学生们还讨论了影响他们学习经历的策略,以及他们认为最成功的学习模式。对实践和研究的启示也被提出。
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引用次数: 0
Modelling the perspectives of distance education students towards online learning during COVID-19 pandemic. 模拟远程教育学生在COVID-19大流行期间对在线学习的看法。
IF 6.7 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 Epub Date: 2022-03-09 DOI: 10.1186/s40561-022-00193-y
Moses Segbenya, Brandford Bervell, Vincent Mensah Minadzi, Beatrice Asante Somuah

This study examined perspectives of distance education students on online learning based on their access gadgets (availability and functionality), online presentation or teaching methods, actual use of online learning coupled with its challenges. A quantitative approach and descriptive survey design were adopted for the study. A sample of 1061 was drawn from a study population of 44,134 distance learners across sixteen administrative regions and data collected using a questionnaire. Partial least squares structural equation modelling (PLS-SEM) was used to analyse the hypotheses of the study, and descriptive statistics were deployed to analyse students perceived challenges. The study found a statistically significant relationship between the availability and functionality of online gadgets, availability of online gadgets and online presentation methods, functionality and online presentation methods and functionality and online learning usage. Thus, these factors are necessary for successful online learning. Four main perceived challenges identified were unreliable power/electricity and internet connectivity, lack of collaboration and motivation during online learning. Therefore, it was recommended that steps are taken to resolve the perceived challenges while adopting the blended approach comprising face-to-face and online learning. The blended learning approach would enable students to adjust better and appreciate its usefulness in distance education.

Supplementary information: The online version contains supplementary material available at 10.1186/s40561-022-00193-y.

本研究调查了远程教育学生对在线学习的看法,基于他们的访问工具(可用性和功能)、在线演示或教学方法、在线学习的实际使用及其挑战。本研究采用定量方法和描述性调查设计。从16个行政区域的44134名远程学习者中抽取了1061名样本,并通过问卷调查收集了数据。采用偏最小二乘结构方程模型(PLS-SEM)对研究假设进行分析,并采用描述性统计对学生感知挑战进行分析。研究发现,在线工具的可用性和功能、在线工具的可用性和在线演示方法、功能和在线演示方法、功能和在线学习使用之间存在统计学上显著的关系。因此,这些因素对于成功的在线学习是必要的。确定的四个主要感知挑战是不可靠的电力/电力和互联网连接,在线学习期间缺乏协作和动力。因此,建议采取措施解决所面临的挑战,同时采用包括面对面和在线学习的混合方法。混合式学习方法将使学生更好地适应并欣赏其在远程教育中的有用性。补充信息:在线版本包含补充信息,获取地址:10.1186/s40561-022-00193-y。
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引用次数: 0
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Smart Learning Environments
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