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UX Design for Deaf Children: How is it Done Now? Should it Change? 针对聋哑儿童的用户体验设计:现在是如何做的?是否应该改变?
Pub Date : 2024-05-06 DOI: 10.1177/00472395241247220
Alexis Polanco, Tsai Lu Liu
The process by which user experiences (UX) for children are created is uncertain, especially for deaf and hard of hearing (DHH) children. This paper seeks to (I) describe the origins of UX and child–computer interaction and to describe what is being taught to designers today; (II) use the example of digital assessment to extract insights from practitioners about UX design for DHH children; and (III) describe opportunities for amending today's UX design curricula to foster more equitably designed products for children. Interviewing 13 practitioners revealed the following findings. (1) Allowing non-designer participants to self-identify their profession makes them more likely to discuss design concepts. (2) The challenge of working with children is more about legal/risk assessment than any gaps in design education. (3) Practitioners who design products for children follow similar processes to designers who design for adults; age-specific language is the main difference child and adult UX.
为儿童创造用户体验(UX)的过程是不确定的,尤其是对聋哑儿童而言。本文试图:(I)描述用户体验和儿童-计算机交互的起源,并描述当今设计人员所学到的内容;(II)以数字评估为例,从从业人员那里获取有关为DHH儿童进行用户体验设计的见解;(III)描述修改当今用户体验设计课程的机会,以促进为儿童设计出更公平的产品。与 13 位从业者的访谈显示了以下发现。(1) 让非设计师参与者自我认同他们的职业,使他们更有可能讨论设计概念。(2) 与儿童一起工作所面临的挑战与其说是设计教育方面的不足,不如说是法律/风险评估方面的不足。(3) 为儿童设计产品的从业者与为成人设计产品的设计师遵循相似的流程;特定年龄的语言是儿童和成人用户体验的主要区别。
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引用次数: 0
Innovative Debriefing Approach: Applying a Project Management Framework to Develop a Debriefing Communications Plan for Educational Computer-Based Simulation Games 创新汇报方法:应用项目管理框架为基于计算机的教育模拟游戏制定汇报交流计划
Pub Date : 2024-05-02 DOI: 10.1177/00472395241250004
Jennifer Morin, Sara Willox
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and unnecessary. Debriefing can be implemented as a process-based approach to increase experiential learning while facilitating educational simulation games. Minimal research has been conducted to identify approaches and components of successful debriefing communications and to gauge which aspects of the process are most impactful for learners. This article approaches planning debriefing interactions through a theoretical project management lens by applying a proactive, process-oriented, adaptive framework to develop a debriefing communications plan. Simulation games exhibit project characteristics, this framework is an appropriate and valuable approach to efficiently and effectively implement simulation games. Applying this theoretical framework with intentionality, integrating debriefing into educational simulation game facilitation, can contribute to favorable learning outcomes.
汇报是成功实施基于计算机的教育模拟游戏以最大限度地提高学习效果的关键部分。模拟游戏的有效性、游戏特点的探索以及对认知和情感的影响,已经得到了深入的研究。然而,一些人却忽视了汇报工作,认为它既费时又没有必要。汇报可以作为一种基于过程的方法来实施,在促进教育模拟游戏的同时增加体验式学习。在确定成功汇报交流的方法和组成部分,以及衡量该过程的哪些方面对学习者影响最大方面,相关研究极少。本文从项目管理的理论视角出发,运用积极主动、注重过程、适应性强的框架来制定汇报交流计划。模拟游戏具有项目特征,因此该框架是高效实施模拟游戏的适当且有价值的方法。有意识地应用这一理论框架,将汇报融入教育模拟游戏促进工作中,有助于取得良好的学习效果。
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引用次数: 0
Creating a “Space In-Between”: Learning on the Physical–Hybrid–Virtual Continuum 创造 "中间空间":在物理-混合-虚拟连续体上学习
Pub Date : 2024-05-02 DOI: 10.1177/00472395241252139
Natalie Nussli, Kevin Oh
This mixed-methods study captures multiple stakeholders’ voices and experiences of a hybrid-flexible (HyFlex) learning environment. It juxtaposes different perceptions of learning experiences, equivalency, and interactions. Tutor strategies to facilitate communication across space are explored. Thirty-six undergraduate students experienced the HyFlex model with two synchronous participation modes (i.e., on-site vs. synchronous remote) and an asynchronous option. The study explores the HyFlex setting from three different perspectives. A survey captured students’ perceptions of their motivation, learning, engagement levels, ease of communication, and collaboration experiences within or across spaces. An observation report sheds light on strategies to mediate the transition between the physical and virtual space. A tutor’s journal provides the perspective of teaching on the physical–hybrid–virtual continuum. Meeting students’ needs equally well in the physical and virtual space emerges as a key challenge. The article contributes to the research about hybrid education environments and the intentional planning of versatile interactional spaces.
这项混合方法研究捕捉了多方利益相关者对混合灵活(HyFlex)学习环境的看法和体验。它并列了对学习体验、等效性和互动的不同看法。还探讨了促进跨空间交流的辅导员策略。36 名本科生体验了 HyFlex 模式的两种同步参与模式(即现场与远程同步)和一种异步选项。本研究从三个不同角度探讨了 HyFlex 环境。一项调查收集了学生对其学习动机、学习情况、参与程度、沟通难易程度以及空间内或跨空间协作体验的看法。一份观察报告揭示了物理空间和虚拟空间之间的过渡策略。辅导员日志提供了物理-混合-虚拟连续体的教学视角。在物理空间和虚拟空间中同样满足学生的需求是一项关键挑战。这篇文章有助于研究混合教育环境和多功能互动空间的有意规划。
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引用次数: 0
Early Perceptions of Teaching and Learning Using Generative AI in Higher Education 在高等教育中使用生成式人工智能进行教学的早期感知
Pub Date : 2024-02-20 DOI: 10.1177/00472395241233290
Amanda D. Damiano, E. Lauría, Christian Sarmiento, Ningjing Zhao
This project explored perceptions of ChatGPT in higher education among students and faculty to assess teaching and learning implications of this Generative Artificial Intelligence (Generative AI)–based novel tool. Two theoretical frameworks inspired the project, including Diffusion of Innovation theory (Rogers, 1962) and Technology Acceptance Model (Davis, 1989). An online survey was completed by 380 participants ( N = 380). Participants indicated that they would not use ChatGPT to plagiarize but believed others would. When asked to rate the accuracy of ChatGPT's output, more than half took the incorrect output as correct/somewhat correct or could not tell whether it was correct or incorrect. Results varied based on participant demographics, including age, gender, and occupation. These findings support the need for data literacy. If Generative AI is to be used in higher education to aid in the learning process, it is imperative to continue teaching critical thinking.
该项目探讨了学生和教师对 ChatGPT 在高等教育中的应用的看法,以评估这种基于生成式人工智能(Generative AI)的新工具对教学的影响。本项目采用了两个理论框架,包括创新扩散理论(罗杰斯,1962 年)和技术接受模型(戴维斯,1989 年)。380 名参与者完成了在线调查(N = 380)。参与者表示,他们不会使用 ChatGPT 进行抄袭,但相信其他人会。当被要求对 ChatGPT 输出的准确性进行评分时,一半以上的人认为不正确的输出是正确的/有点正确的,或者无法判断它是正确的还是不正确的。结果因参与者的人口统计学特征(包括年龄、性别和职业)而异。这些发现支持了对数据素养的需求。如果要在高等教育中使用生成式人工智能来帮助学习过程,就必须继续教授批判性思维。
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引用次数: 0
Effects of Computer-Assisted Reading Interventions on Literacy Skill Gains of At-Risk Students During a Summer Break 暑假期间计算机辅助阅读干预对高危学生读写能力提高的影响
Pub Date : 2024-01-31 DOI: 10.1177/00472395231226091
Sekhar S. Pindiprolu, David E. Forbush
Learning to read is an essential skill for later academic success, positive self-esteem, and gainful employment. Students who display reading difficulties/disabilities at the end of third grade are less likely to succeed in content areas and graduate from high school. Recent data suggests that many students in today’s schools do not become skilled readers, and the reading loss widens during summer months due to skill regression. Regression of reading skills is greater for students from low Socioeconomic status (SES) families and for students with disabilities. This study examined the effects of two computer-assisted reading programs on the reading skills of 21 students at-risk for reading failure during a summer break. All students were pre- and post-tested after 8 weeks of intervention. Furthermore, tutors’ and students’ perceptions regarding the effectiveness and desirability of the programs were measured. A description of the computer programs, results, implications, and limitations of the study are discussed.
学会阅读是日后在学业上取得成功、树立积极的自尊心和获得就业的一项基本技能。在三年级结束时表现出阅读困难或阅读障碍的学生,不太可能在学习内容方面取得成功,也不太可能从高中毕业。最近的数据表明,当今学校中的许多学生并没有成为熟练的阅读者,而且在暑假期间,由于技能的退步,阅读能力的损失会扩大。来自社会经济地位(SES)较低家庭的学生和残疾学生的阅读能力退步幅度更大。本研究考察了两个计算机辅助阅读项目对 21 名面临阅读失败风险的学生在暑假期间阅读技能的影响。经过 8 周的干预后,对所有学生进行了前后测试。此外,还测量了辅导教师和学生对程序有效性和可取性的看法。本文讨论了计算机程序的描述、结果、影响以及研究的局限性。
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引用次数: 0
Unveiling the Attitudes of University Students Toward Artificial Intelligence 揭示大学生对人工智能的态度
Pub Date : 2024-01-31 DOI: 10.1177/00472395231225920
Khalid Bashir Hajam, Sanjib Gahir
The research seeks to delve into and comprehend the attitudes of university students regarding artificial intelligence (AI) and to identify potential factors influencing these attitudes. The research employs a descriptive research design with a quantitative approach. A sample of 240 university students, including both males and females, was selected using simple random sampling. The AI Attitude scale (AIAS-4) developed by Grassini in 2023 was used to collect the data. Statistical techniques, such as “descriptive analysis,” “indeoendent sample t-test,” “one-way ANOVA,” and “post hoc” test were used to analyze the data. The findings indicate that there was no statistically significant difference in attitudes toward AI between male and female university students. Furthermore, our research has substantiated a significant difference in attitudes toward AI among university students specializing in the fields of arts, science, and commerce. The findings of this study suggest that science students displayed a significantly more positive attitude toward AI when compared to their counterparts in the Arts and Commerce streams. Moreover, we examined the impact of educational level on AI attitudes and found no significant difference in attitudes across different educational levels among university students.
本研究旨在深入探讨和理解大学生对人工智能(AI)的态度,并找出影响这些态度的潜在因素。研究采用描述性研究设计和定量方法。研究采用简单随机抽样法选取了 240 名大学生作为样本,其中包括男生和女生。数据收集采用了 Grassini 于 2023 年编制的人工智能态度量表(AIAS-4)。数据分析采用了 "描述性分析"、"独立样本 t 检验"、"单向方差分析 "和 "事后检验 "等统计技术。结果表明,男女大学生对人工智能的态度在统计学上没有显著差异。此外,我们的研究还证实,文科、理科和商科专业的大学生对人工智能的态度存在显著差异。研究结果表明,与文科和商科学生相比,理科学生对人工智能的态度明显更为积极。此外,我们还研究了教育水平对人工智能态度的影响,发现不同教育水平的大学生对人工智能的态度没有显著差异。
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引用次数: 0
Centering the Learner Within Instructional Design: The Evolution of Learning Design and the Emergence of Learning Experience Design (LXD) in Workforce Training and Development 在教学设计中以学习者为中心:学习设计的演变和劳动力培训与发展中学习体验设计(LXD)的兴起
Pub Date : 2024-01-31 DOI: 10.1177/00472395231226094
Sean Hickey, Ana-Paula Correia
Evolving from its instructional design origins and directly related to contemporary learning experience design (LXD), learning design has emerged as a movement within the field of workplace learning and development that seeks to shift the focus of training and education from the content to the learner. The origins of this learner focus can be traced to the development of instructional design theories and the emergence of learning sciences in the late 20th century, along with the expansion of competencies required of the modern instructional designer. Advances in our understanding of how people learn and changes in sociocultural aspects related to learning have led designers to structure experiences for learners that increase their autonomy and seek to meet each learner's unique needs.
学习设计起源于教学设计,与当代的学习体验设计(LXD)直接相关,是工作场所学习与发展领域的一项运动,旨在将培训和教育的重点从内容转移到学习者身上。这种对学习者的关注可以追溯到 20 世纪末教学设计理论的发展和学习科学的兴起,以及现代教学设计师能力要求的扩展。我们对人们如何学习的理解不断进步,与学习相关的社会文化方面也发生了变化,这些都促使设计者为学习者构建学习体验,提高他们的自主性,并努力满足每个学习者的独特需求。
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引用次数: 0
“I Don’t Have to Write an Essay Ever Again!”: University Student Reflections on ChatGPT in the Classroom "我再也不用写论文了!":大学生对课堂聊天 GPT 的反思
Pub Date : 2023-12-11 DOI: 10.1177/00472395231219267
Disa Cornish, Zak Larter
ChatGPT and AI programs are creating a stir on college campuses nationwide. Concerns about cheating are strong and many instructors are adopting new teaching strategies to dissuade students from using the technology in assignments. In the present study, undergraduate students in an introductory epidemiology course were assigned to use ChatGPT to produce essays about topics related to course content and, in pairs, critically analyze the resulting essays. Individually, students responded to reflection questions regarding the technology and its implications for college classrooms. In this study, those qualitative reflection responses were analyzed for themes. While a variety of viewpoints were expressed regarding expectations of the program, most students were aware of the potential for cheating but remained cautiously optimistic about the use of ChatGPT as an educational tool.
ChatGPT 和人工智能程序正在全国大学校园中引起轰动。对作弊的担忧非常强烈,许多教师正在采用新的教学策略,劝阻学生不要在作业中使用该技术。在本研究中,流行病学入门课程的本科生被指派使用 ChatGPT 撰写与课程内容相关的主题文章,并以两人一组的形式对所撰写的文章进行批判性分析。学生们各自回答了有关该技术及其对大学课堂影响的思考题。在本研究中,我们对这些定性反思回答进行了主题分析。虽然学生们对该程序的期望表达了不同的观点,但大多数学生都意识到了作弊的可能性,但对将 ChatGPT 用作教育工具仍持谨慎乐观的态度。
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引用次数: 0
Learning in an Immersive VR Environment: Role of Learner Characteristics and Relations Between Learning and Psychological Outcomes 在沉浸式虚拟现实环境中学习:学习者特征的作用以及学习和心理结果之间的关系
Pub Date : 2023-12-03 DOI: 10.1177/00472395231216943
Xiaoxia Huang, Qin Zhao, Yang Liu, Desmond Harris, Melissa Shawler
In an immersive virtual reality (IVR) environment, this study investigated: (1) the role of learner characteristics in various learning and psychological outcomes, including knowledge retention, perceived learning, cognitive load, self-efficacy, enjoyment, presence, and usefulness; and (2) the relationship among these intended outcomes. Forty adult participants experienced an IVR nature trail tour involving science learning topics, followed by a knowledge test and multiple surveys. Multivariate analysis of covariance results indicated age by gender interaction effects on perceived presence and usefulness as well as an age by IVR prior experience interaction effect on perceived presence. Additionally, multiple correlational relationships were detected among the intended outcomes. This study contributes to the limited research on the role of learner characteristics in STEM learning and psychological outcomes in IVR environments.
在沉浸式虚拟现实(IVR)环境中,本研究调查了:(1)学习者特征在各种学习和心理结果中的作用,包括知识保留、感知学习、认知负荷、自我效能、享受、在场和有用性;(2)这些预期结果之间的关系。40名成年参与者经历了一次IVR自然之旅,其中包括科学学习主题,随后是知识测试和多项调查。多变量协方差分析结果显示,年龄受性别交互作用影响在场感和有用性,年龄受IVR先前经验交互作用影响在场感。此外,在预期结果之间发现了多重相关关系。本研究对在IVR环境中学习者特征在STEM学习和心理结果中的作用的有限研究做出了贡献。
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引用次数: 0
Building Global Relationships: Open Educational Resources and Collaborative Online International Learning Courses 建立全球关系:开放教育资源和协作在线国际学习课程
Pub Date : 2023-10-23 DOI: 10.1177/00472395231206812
Mary Jo Orzech, Jie Zhang, Jennifer Little Kegler, Ann Giralico Pearlman, Victoria Greenfield
Using open educational resources (OERs) in collaborative online international learning (COIL) courses provides students and faculty the opportunity to share content, enhance knowledge, and develop intercultural competence across geopolitical and other boundaries. Faculty perceptions at the research site regarding benefits and challenges of using OER are consistent with positive findings of other OER research that validate its potential. This case study describes experiences of two college courses taught with different international partners. It shares the journey of co-planning, implementing, and revising assignments highlighting OER instructional materials. Technology and accessibility considerations influence the curricular decisions for each course. They demonstrate how the timely availability of relevant OER content can be particularly impactful for international learning environments like COIL. The article underscores the faculty-librarian-instructional designer collaboration throughout the project and offers suggestions for future study.
在合作在线国际学习(COIL)课程中使用开放教育资源(OERs)为学生和教师提供了分享内容、增强知识和发展跨地缘政治和其他边界的跨文化能力的机会。研究现场的教师对使用OER的好处和挑战的看法与其他OER研究的积极发现是一致的,这些研究证实了OER的潜力。本案例研究描述了与不同国际合作伙伴一起教授的两门大学课程的经验。它分享了共同规划、实施和修改突出OER教学材料的作业的旅程。技术和可访问性因素影响每门课程的课程决定。它们表明,及时提供相关的OER内容对像COIL这样的国际学习环境特别有影响。文章强调了教师、图书馆员和教学设计师在整个项目中的合作,并对未来的研究提出了建议。
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引用次数: 0
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Journal of Educational Technology Systems
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