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Let me explain! The effects of writing and reading short justifications on students' performance, confidence and opinions in audience response systems 让我解释一下!写作和阅读短文对学生在听众回应系统中的表现、信心和意见的影响
Pub Date : 2021-09-07 DOI: 10.1111/jcal.12608
P. Papadopoulos, Nikolaus Obwegeser, A. Weinberger
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引用次数: 2
Investigating the redundancy principle in immersive virtual reality environments: An eye-tracking and EEG study 沉浸式虚拟现实环境中的冗余原理研究:眼动追踪和脑电图研究
Pub Date : 2021-08-25 DOI: 10.1111/jcal.12595
Sarune Baceviciute, Gordon Lucas, Thomas Terkildsen, G. Makransky
Background: The increased availability of immersive virtual reality (IVR) has led to a surge of immersive technology applications in education. Nevertheless, very little is known about how to effectively design instruction for this new media, so that it would benefit learning and associated cognitive processing. Objectives: This experiment explores if and how traditional instructional design principles from 2D media translate to IVR. Specifically, it focuses on studying the underlying mechanisms of the redundancy-principle, which states that presenting the same information concurrently in two different sensory channels can cause cognitive overload and might impede learning. Methods: A total of 73 participants learned through a specifically-designed educational IVR application in three versions: (1) auditory representation format, (2) written representation format, and (3) a redundancy format (i.e. both written and auditory formats). The study utilized advanced psychophysiological methods of Electroencephalography (EEG) and eye-tracking (ET), learning measures and self-report scales. Results and Conclusions: Results show that participants in the redundancy condition performed equally well on retention and transfer post-tests. Similarly, results from the subjective measures, EEG and ET suggest that redundant content was not found to be more cognitively demanding than written content alone. Implications: Findings suggest that the redundancy effect might not generalize to VR as originally anticipated in 2D media research, providing direct implications to the design of IVR tools for education. 132729, 222, 1, D ow nladed from https:/inelibrary.w il.com /doi/101/jcal.12595 by U niersity L irary O f Sothern D nm ark, W ley O nline L irary on [17//2023]. ee he T rm s nd C onitions (https:linelibrary.w il.com /erm s-andnditions) on W ley O nline L irary or rles of use; O A aricles re goerned by he apicable C retive C om m ns L icnse Redundancy Principle in VR 3
背景:沉浸式虚拟现实(IVR)的可用性增加导致沉浸式技术在教育中的应用激增。然而,对于如何有效地为这种新媒体设计教学,以使其有利于学习和相关的认知加工,我们知之甚少。目的:本实验探讨传统的2D媒体教学设计原则是否以及如何转化为IVR。具体来说,它侧重于研究冗余原理的潜在机制,该原理指出,在两个不同的感觉通道中同时呈现相同的信息会导致认知过载,并可能阻碍学习。方法:共有73名参与者通过专门设计的教育IVR应用程序学习,分为三个版本:(1)听觉表示格式,(2)书面表示格式,(3)冗余格式(即书面和听觉格式)。本研究采用先进的心理生理学方法——脑电图(EEG)和眼动追踪(ET)、学习测量和自我报告量表。结果和结论:结果表明,冗余条件下的参与者在保留和转移后测试中表现同样良好。同样,主观测量、EEG和ET的结果表明,多余的内容并不比单独的书面内容对认知的要求更高。启示:研究结果表明,冗余效应可能不会像最初在2D媒体研究中预期的那样推广到VR,这为教育IVR工具的设计提供了直接的启示。132729,222,1, D从https:/ inlibrary加载。http://www.wil.com /doi/101/jcal。[17//2023] [j].中国科学院学报(自然科学版);请参阅trm和C条件(https: linlibrary)。www.wil.com /网址(及条件):www.wil.com的网址或使用规则;在vr3中,A类物品受适用的C - retive C - com和nsl许可证冗余原则的约束
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引用次数: 24
Enhancing learning engagement during COVID-19 pandemic: Self-efficacy in time management, technology use, and online learning environments 在COVID-19大流行期间加强学习参与:时间管理、技术使用和在线学习环境中的自我效能感
Pub Date : 2021-08-24 DOI: 10.1111/jcal.12603
Heeok Heo, Curtis J. Bonk, M. Doo
Background Objectives Methods Results and Conclusions Implications Due to the global COVID‐19 pandemic, online learning became the only way to learn during this unprecedented crisis. This study began with a simple but vital question: What factors influenced the success of online learning during the COVID‐19 pandemic with a focus on online learning self‐efficacy?The purpose of this study was to examine the structural relationship among self‐efficacy (SE) in time management, SE in technology use, SE in an online learning environment, and learning engagement.The participants of the study were 1205 undergraduates who were enrolled in a residential undergraduate program in South Korea in spring semester, 2020. The online survey was administered to collect data for this research and the survey results were analyzed using structural equation modeling.SE in technology use had a significant but negative influence on learning engagement and had a positive impact on SE in an online learning environment. SE in time management had a significant positive impact on SE in an online learning environment and learning engagement. SE in an online learning environment also significantly influenced learning engagement.SE in technology use itself did not enhance learning engagement. In addition, indirect effects of SE in technology use and SE in time management on learning engagement through SE in an online learning environment were confirmed in this study. This indicates the influential role of SE in an online learning environment on learning engagement of online learners. [ABSTRACT FROM AUTHOR] Copyright of Journal of Computer Assisted Learning is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
背景、目的、方法、结果和结论影响由于全球COVID - 19大流行,在线学习成为在这场前所未有的危机中学习的唯一途径。这项研究从一个简单但至关重要的问题开始:在关注在线学习自我效能的COVID - 19大流行期间,哪些因素影响了在线学习的成功?本研究旨在探讨时间管理自我效能感、技术使用自我效能感、在线学习环境自我效能感与学习投入之间的结构关系。该研究的参与者是2020年春季学期在韩国就读住宿本科课程的1205名本科生。本研究通过在线调查收集数据,并利用结构方程模型对调查结果进行分析。技术使用对学习投入有显著的负向影响,在线学习环境对学习投入有正向影响。时间管理对在线学习环境和学习投入的自主学习有显著的正向影响。在线学习环境中的SE也显著影响了学习投入。技术使用本身并没有提高学习参与度。此外,本研究还证实了在网络学习环境中,技术使用和时间管理方面的自我体验对学习投入的间接影响。这表明了在线学习环境中自主学习对在线学习者学习投入的影响作用。【摘要】《Journal of Computer Assisted Learning》版权归Wiley-Blackwell所有,未经版权所有者明确书面许可,其内容不得被复制或通过电子邮件发送到多个网站或发布到listserv。但是,用户可以打印、下载或通过电子邮件发送文章供个人使用。这篇摘要可以删节。对副本的准确性不作任何保证。用户应参考资料的原始出版版本以获取完整摘要。(版权适用于所有摘要。)
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引用次数: 45
Using a distributed systems laboratory to facilitate students' cognitive, metacognitive and critical thinking strategy use 利用分布式系统实验室促进学生认知、元认知和批判性思维策略的运用
Pub Date : 2021-08-23 DOI: 10.1111/jcal.12605
J. Puig, T. Daradoumis, Marta Arguedas, Laura Calvet Liñan
Background: Recent research in online settings reports that supporting self-regulated learning (SRL) strategy use could lead to greater online academic success. A growing number of studies have started to investigate SRL supports in online environments recently, which indicates a great interest in this matter. Though several systems for automatic assessment of programming have been developed, there is hardly any study that has investigated how an automated assessment tool for distributed programming could facilitate students' SRL strategies. Objectives: This study examined the ways our online Distributed Systems Laboratory (DSLab) tried to enhance students' SRL strategies in an authentic long-term online educational experience. Methods: We applied an experimental research design, involving 111 university students who performed a programming assignment using DSLab. A customized questionnaire was used to collect data from all students. Results and Conclusions: The statistical analyses revealed that DSLab tool managed to facilitate students' cognitive and meta-cognitive strategy use to a certain extent and critical thinking strategy use to a fairly large extent. Implications: Though more experimental results are needed to delve more deeply into these findings, this study provides relevant implications for online distributed (or general) programming course teachers who seek to increase students' SRL strategies in this field.
背景:最近关于在线设置的研究报告表明,支持自我调节学习(SRL)策略的使用可能会导致更大的在线学术成功。最近,越来越多的研究开始调查在线环境中的SRL支持,这表明人们对这个问题非常感兴趣。虽然已经开发了几个用于编程自动评估的系统,但几乎没有任何研究调查分布式编程的自动评估工具如何促进学生的SRL策略。目的:本研究考察了我们的在线分布式系统实验室(DSLab)在真实的长期在线教育体验中试图提高学生的SRL策略的方式。方法:我们采用实验研究设计,涉及111名使用DSLab完成编程作业的大学生。使用定制的问卷收集所有学生的数据。结果与结论:通过统计分析发现,DSLab工具在一定程度上促进了学生认知和元认知策略的使用,在相当大程度上促进了学生批判性思维策略的使用。启示:虽然需要更多的实验结果来更深入地研究这些发现,但本研究为在线分发(或一般)编程课程的教师提供了相关的启示,他们试图提高学生在这一领域的SRL策略。
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引用次数: 2
Exploring behavioural patterns of virtual manipulatives supported collaborative inquiry learning: Effect of device-student ratios and external scripts 探究虚拟教具支持协作探究学习的行为模式:设备-学生比例和外部脚本的影响
Pub Date : 2021-07-23 DOI: 10.1111/jcal.12620
Cixiao Wang, Lingling Xu, Hui Liu
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引用次数: 0
Responsiveness to a game-based intervention to enhance reading efficiency in first graders 以游戏为基础的干预提高一年级学生阅读效率的反应性
Pub Date : 2021-07-01 DOI: 10.1111/jcal.12599
A. Uittert, L. Verhoeven, E. Segers
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引用次数: 4
Implementing an automated feedback program for a foreign language writing course: A learner-centric study 在外语写作课程中实施自动反馈程序:以学习者为中心的学习
Pub Date : 2021-06-29 DOI: 10.1111/jcal.12587/v1/decision1
M. Hassanzadeh, Samira Fotoohnejad
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引用次数: 11
Promoting student engagement in online collaborative writing through a student-facing social learning analytics tool 通过面向学生的社会学习分析工具促进学生参与在线协作写作
Pub Date : 2021-06-16 DOI: 10.1111/jcal.12604
Si Chen, Ouyang Fan, Pengcheng Jiao
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引用次数: 15
ProVoc: An app to train vocabulary depth in order to foster children's reading comprehension ProVoc:一个训练词汇深度的应用程序,以培养孩子的阅读理解能力
Pub Date : 2021-06-14 DOI: 10.1111/JCAL.12572
Anna Potocki, Mathilde Chailleux, M. Gimenes, Jean Pylouster
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引用次数: 4
A systematic review of eye-tracking-based research on animated multimedia learning 基于眼动追踪的动画多媒体学习研究综述
Pub Date : 2021-06-13 DOI: 10.1111/jcal.12629/v2/review2
Atakan Coşkun, K. Cagiltay
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引用次数: 12
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