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The role of computer game playing and reading attitudes in digital reading achievement: evidence from Hong Kong 15-year-olds 电脑游戏和阅读态度对数字阅读成绩的影响:来自香港15岁学生的证据
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-16 DOI: 10.58459/rptel.2023.18019
Wenrui Zhang, Lei Gu
The present study aimed to examine the associations among digital reading achievement, computer game playing, and reading attitudes using the Hong Kong data taken from the Programme for International Student Assessment (PISA) 2018 dataset. Both confirmatory factor analysis and structural equal modeling were adopted: 1) to identify the correlation among the three latent factors (i.e., digital reading achievement, computer game playing, and reading attitudes), 2) to measure the mediating effects of reading attitudes, and 3) to investigate the mediation relationship after controlling for gender difference. The results confirmed the importance of computer game playing and reading attitudes towards digital reading achievement. Specifically, computer game playing negatively correlated with digital reading achievement and reading attitudes, whereas reading attitudes positively correlated with computer-mediated reading performance even after gender was controlled. Interestingly, reading attitudes were found to mediate the magnitude of the impact of computer game playing on digital reading achievement. Taken together, the findings suggest: 1) excessive time spent in playing computer games results in poor performance in digitally assessed reading, 2) positive reading attitudes attenuate the negative effects of playing computer games against digital reading achievement, 3) such offsetting effect is even larger when controlling for gender.
本研究旨在利用2018年国际学生评估计划(PISA)数据集中的香港数据,研究数字阅读成绩、电脑游戏和阅读态度之间的关系。采用验证性因子分析和结构平等模型,对数字阅读成就、电脑游戏和阅读态度这三个潜在因素进行相关性分析,对阅读态度的中介效应进行测量,并对性别差异进行控制后的中介关系进行研究。研究结果证实了玩电脑游戏和阅读态度对数字阅读成绩的重要性。具体而言,电脑游戏与数字阅读成绩和阅读态度呈负相关,而阅读态度与计算机介导的阅读表现呈正相关,即使在性别控制后也是如此。有趣的是,阅读态度被发现调解了电脑游戏对数字阅读成绩的影响程度。综上所述,研究结果表明:1)花在玩电脑游戏上的时间过多会导致数字阅读成绩不佳;2)积极的阅读态度会减弱玩电脑游戏对数字阅读成绩的负面影响;3)在控制性别的情况下,这种抵消作用甚至更大。
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引用次数: 0
An ontology for modelling user' profiles and activities in gamified education 为游戏化教育中的用户配置文件和活动建模的本体
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-16 DOI: 10.58459/rptel.2023.18018
P. Palomino, A. Toda, Luiz Rodrigues, Wilk Oliveira, L. Nacke, Seiji Isotani
Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing their motivation. Classifications of behavioural profiles are often used for this (referred to as “gamer” or “user types”), which support the personalization of students’ experiences. These classifications consider these profiles from gamers’ or non-gamers’ points of view. However, within education research, it is necessary to broadly inspect these behavioural profiles to create an instructional design based on learners’ intrinsic drivers and motivations. The relationship between these concepts is subjective, complex, and difficult to categorize, demanding research to bridge this gap. Therefore, in this article we present the design and evaluation of an application ontology that seeks to represent relationships between Jung’s archetypes (e.g., the Hero, the Outlaw and others) adapted for educational purposes, creating a new approach for modelling user profiles, a taxonomy of game elements specific for use in educational contexts, and Bloom’s revised taxonomy to classify learning activities types. This ontology enables personalized and instructional designs directly related to the learning activity type for students. We demonstrate that the proposed ontology can help create better gamification designs to support learning, and we envision it to be used both to create unplugged gamification strategies and personalized gamified educational systems.
教育领域的游戏化研究通常侧重于通过提高学生的学习动机来激励他们提高学习成绩。行为特征分类通常用于此(称为“玩家”或“用户类型”),这支持学生体验的个性化。这些分类是从玩家或非玩家的角度来考虑这些资料。然而,在教育研究中,有必要广泛地检查这些行为概况,以创建基于学习者内在驱动因素和动机的教学设计。这些概念之间的关系是主观的,复杂的,难以分类,要求研究弥合这一差距。因此,在本文中,我们提出了一个应用本体的设计和评估,该本体旨在表示Jung的原型(例如,英雄,亡灵和其他)之间的关系,适用于教育目的,创建了一种建模用户配置文件的新方法,一种专门用于教育环境的游戏元素分类,以及Bloom的修订分类法,用于分类学习活动类型。该本体使个性化和教学设计与学生的学习活动类型直接相关。我们证明了提出的本体可以帮助创建更好的游戏化设计来支持学习,并且我们设想它可以用于创建不插电游戏化策略和个性化游戏化教育系统。
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引用次数: 3
Do cognitive, affective and social needs influence mobile learning adoption in emergency remote teaching? 认知、情感和社会需求是否影响应急远程教学中移动学习的采用?
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-24 DOI: 10.58459/rptel.2023.18014
Ryan A. Ebardo, M. Suarez
Transitioning to mobile learning or M-Learning in medical education has been challenging due to its subscription to the clinical-based method of knowledge transfer. This shift was accelerated despite the challenges of COVID-19 in what research refers to as Emergency Remote Teaching or ERT. While this modality supported learning continuity, it was evident that online classes have become avenues for students to socially engage with others to meet various psychological needs to buffer pandemic stress. We hypothesized that cognitive, affective, and social needs positively influence learners’ attitude towards M-Learning, which leads to its adoption. Given that peers highly influence medical professionals, we further hypothesized that the beliefs of others or social norms have a positive influence on the behavioral intention to use M-Learning. We added psychological needs as influencing factors to Theory of Reasoned Action constructs to develop a structural model, deployed an online survey, and analyzed 219 responses from healthcare students in the Philippines using Partial Least Squares – Structural Equation Modeling or PLS-SEM. We confirm that cognitive, affective, and social needs are psychological factors that influence students’ attitude towards mobile learning. While attitude can lead to the behavioral intention to adopt mobile learning, social norms do not exhibit a positive influence at a significant level. We discuss our results from the perspective of a developing economy during a pandemic and provide the implications of its findings to theory, academe, and technology.
医学教育向移动学习或移动学习过渡一直具有挑战性,因为它采用基于临床的知识转移方法。尽管2019冠状病毒病在研究中被称为紧急远程教学或ERT的挑战,但这种转变仍在加速。虽然这种模式支持了学习的连续性,但很明显,在线课程已成为学生与他人进行社会交往的途径,以满足缓解大流行压力的各种心理需求。我们假设认知需求、情感需求和社会需求正向影响学习者对移动学习的态度,从而导致学习者采用移动学习。鉴于同伴对医疗专业人员的影响很大,我们进一步假设他人的信念或社会规范对使用移动学习的行为意愿有积极影响。我们将心理需求作为影响因素添加到理性行为理论构念中,开发了一个结构模型,部署了一项在线调查,并使用偏最小二乘法-结构方程模型或PLS-SEM分析了菲律宾医疗保健专业学生的219份回复。我们确认认知需求、情感需求和社会需求是影响学生移动学习态度的心理因素。虽然态度可以导致采取移动学习的行为意愿,但社会规范并未表现出显著的积极影响。我们从大流行期间发展中经济体的角度讨论了我们的结果,并提供了其发现对理论、学术和技术的影响。
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引用次数: 3
How to measure disagreement as a premise for learning from controversy in a social media context 如何衡量分歧,作为在社交媒体背景下从争议中学习的前提
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-24 DOI: 10.58459/rptel.2023.18012
Nils Malzahn, Veronica Schwarze, S. Eimler, Farbod Aprin, Sarah Moder, H. Hoppe
Learning scenarios building on disagreement in a learning group or a whole classroom are well established in modern pedagogy. In the specific tradition of collaborative learning, such approaches have been traced back to theories of socio-cognitive conflict and have been associated with argumentative learning interactions. An important premise for these types of learning scenarios is the identification of disagreement. In the spirit of learning analytics, this calls for analytic tools and mechanisms to detect and measure disagreement in learning groups.Our mathematical analysis of several methods shows that methods of different origin are largely equivalent, only differing in the normalization factors and ensuing scaling properties. We have selected a measure that scales best and applied it to a target scenario in which learners judged types and levels of “toxicity” of social media content using an interactive tagging tool. Due restrictions imposed by the pandemic, we had to replace the originally envisaged classroom scenario by online experiments. We report on two consecutive experiments involving 42 students in the first and 89 subjects in the second instance. The results corroborate the adequacy of the measure in combination with the interactive, game-based approach to collecting judgements. We also saw that a revision of categories after the first study reduced the ambiguity. In addition to applying the disagreement measure to the learner judgements, we also assessed several personality traits, such as authoritarianism and social closeness. Regarding the dependency of the learner judgements on personality traits, we could only observe a weak influence of authoritarianism.
建立在学习小组或整个教室的分歧上的学习情景在现代教育学中是很好的。在协作学习的特定传统中,这种方法可以追溯到社会认知冲突理论,并与辩论式学习互动有关。这些类型的学习场景的一个重要前提是识别分歧。在学习分析的精神下,这需要分析工具和机制来检测和衡量学习群体中的分歧。我们对几种方法的数学分析表明,不同来源的方法在很大程度上是等效的,只是在归一化因子和随后的标度特性上有所不同。我们选择了一种衡量尺度最好的方法,并将其应用于一个目标场景,在这个场景中,学习者使用交互式标签工具判断社交媒体内容的“毒性”类型和水平。由于大流行的限制,我们不得不用在线实验取代最初设想的课堂场景。我们报告了两个连续的实验,涉及42名学生在第一个和89名受试者在第二个实例。结果证实了该措施的充分性,并结合了互动、基于游戏的方法来收集判断。我们还看到,在第一次研究之后对类别的修订减少了歧义。除了对学习者的判断应用分歧测量之外,我们还评估了一些人格特征,如威权主义和社会亲密度。关于学习者判断对人格特质的依赖性,我们只能观察到威权主义的微弱影响。
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引用次数: 0
High-fidelity simulation for graduate athletic training students and impact on students' learning experience 高保真模拟研究生运动训练学生及其对学生学习体验的影响
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-24 DOI: 10.58459/rptel.2023.18015
Dana Bates, Jessica Moore
High-fidelity simulation can contribute to healthcare education as an adjunct to real-world simulated experiences in a safe learning environment. While high-fidelity simulation has been widely used in healthcare for training and professional education, application in athletic training education remains primarily at the undergraduate level. Using an interpretive phenomenological approach, the purpose of this paper is to gain a further understanding of entry-level master athletic training students’ perceptions following high-fidelity simulation when used to amplify real-world student educational experiences. Focus group interviews were conducted and gathered students’ perceptions of the experience. Eighteen participants (17 female, 1 male) completed focus group interviews. Data were analyzed through reading transcriptions, then summarizing data into codes which formed categories leading to the themes of master athletic training students’ perception of the high-fidelity educational experience. Trustworthiness was established using informal member-checking, prolonged engagement, rich thick description, and investigator triangulation. Four themes emerge from the participants’ experience: (1) skill application; (2) learning environment; (3) competence challenge; (4) communication and collaboration. High-fidelity simulation can be a valuable adjunct to an athletic training program’s skill practice and development leading to improvements in students’ confidence, communication and self-efficacy.
高保真仿真可以作为安全学习环境中真实世界模拟经验的辅助手段,为医疗保健教育做出贡献。虽然高保真仿真已广泛应用于医疗保健培训和专业教育,但在运动训练教育中的应用仍主要停留在本科水平。采用解释现象学方法,本文的目的是进一步了解初级硕士运动训练学生在高保真模拟后的感知,当用于放大现实世界学生的教育经验时。进行焦点小组访谈,收集学生对这段经历的看法。18名参与者(17名女性,1名男性)完成了焦点小组访谈。通过阅读成绩单对数据进行分析,然后将数据汇总成代码,这些代码形成类别,从而引出硕士运动训练学生对高保真教育体验的感知主题。可信度是通过非正式的成员检查、长期参与、丰富的厚描述和调查员三角测量来建立的。参与者的体验产生了四个主题:(1)技能应用;(2)学习环境;(3)能力挑战;(4)沟通协作。高保真模拟可以作为运动训练项目技能练习和发展的宝贵辅助手段,从而提高学生的自信心、沟通能力和自我效能感。
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引用次数: 0
Parent's experience in remote learning during COVID-19 with digital and physical mathematical modelling 家长在COVID-19期间利用数字和物理数学建模进行远程学习的经验
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-24 DOI: 10.58459/rptel.2023.18013
Ben Haas, Z. Lavicza, Yves Kreis
In reaction to the COVID-19 pandemic, the government of Luxembourg suspended in-school teaching and learning towards remote teaching. A survey conducted by the Ministry of Education after three weeks of confinement, showed that more than half of the parents faced difficulties when using remote teaching with their students. To tackle this new challenge, we adapted our research to the use of augmented reality, digital and physical mathematical modelling in remote mathematics education for elementary schools. The elementary school students (aged 5 to 12) created cultural artifacts (i.e., Easter egg cups) during the confinement. In this paper, we will describe mathematical modelling in remote teaching and further concentrate on parents’ perspectives, who played an essential role in assisting their children. Moreover, we will discuss different didactical principles that emerged from the task design during the study through parents’ eyes. Thus, understanding parents’ perspectives became highly important in enabling us to improve task designs and related pedagogical approaches in remote teaching. The data collected in this study included semi-structured interviews with students, parents, and teachers as well as questionnaires and field notes. We followed an exploratory stance with our data analyses, primarily utilizing grounded theory (Corbin & Strauss, 1990, 2014) approaches. Through the insights we gained from our findings, we aim to explain how the parents perceived teaching and learning mathematical modelling in our experiments, how they scaffolded the given tasks, and what support they required and would need in future remote teaching.
为应对新冠肺炎疫情,卢森堡政府暂停了校内教学和远程教学。在分娩三周后,教育部进行的一项调查显示,超过一半的家长在对学生进行远程教学时遇到了困难。为了应对这一新的挑战,我们调整了我们的研究,在小学远程数学教育中使用增强现实、数字和物理数学建模。5 ~ 12岁的小学生们在坐月子期间制作了复活节彩蛋杯等文化制品。在本文中,我们将描述远程教学中的数学建模,并进一步关注家长的观点,他们在帮助孩子方面发挥了重要作用。此外,我们将从家长的角度讨论在研究过程中从任务设计中产生的不同教学原则。因此,了解家长的观点对于我们改进远程教学的任务设计和相关的教学方法变得非常重要。本研究收集的数据包括对学生、家长和老师的半结构化访谈,以及问卷调查和实地记录。我们在数据分析中采取了探索性立场,主要利用扎根理论(Corbin & Strauss, 1990, 2014)方法。通过我们从研究结果中获得的见解,我们旨在解释家长在我们的实验中如何看待教学和学习数学建模,他们如何构建给定的任务,以及他们在未来的远程教学中需要和需要什么支持。
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引用次数: 2
The role of teacher support in the acquisition of digital skills associated with technology-based learning activities: the moderation of the educational level 教师支持在与基于技术的学习活动相关的数字技能习得中的作用:教育水平的调节
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-06 DOI: 10.58459/rptel.2023.18010
Ramón Tirado-Morueta, Rosa García-Ruiz, Ángel Hernando-Gómez, Paloma Contreras-Pulido, Ignacio Aguaded
The presence of the technology in the lives of young students does not guarantee that they know how to use it as a learning resource. Likewise, doubts remain about the role of teacher support in the digital literacy of their students. Assuming the moderating capacity of educational level, the aim of this study was to understand to what extent teacher support can determine students’ ability to use technology as a learning resource. In order to respond to this objective, the Model for Developing Effective e-Learners (MDEeL) was used. A multigroup analysis with structural equations and a simple quota sample of secondary education (N = 300) and higher education (N = 300) students in Spain were used. The results showed that the influence of teaching support on basic digital skills associated with the use of the Internet as a learning resource was moderated by educational level. The study provides an approach that allows teacher support for digital literacy to be evaluated in the context of student learning practices.
科技出现在年轻学生的生活中,并不能保证他们知道如何使用它作为一种学习资源。同样,对教师支持在培养学生数字素养方面的作用仍然存在疑问。假设教育水平的调节能力,本研究的目的是了解教师支持在多大程度上可以决定学生使用技术作为学习资源的能力。为了响应这一目标,使用了开发有效的电子学习者模型(MDEeL)。采用结构方程的多组分析方法,选取西班牙中等教育学生(N = 300)和高等教育学生(N = 300)作为简单配额样本。结果表明,教学支持对使用互联网作为学习资源相关的基本数字技能的影响受教育水平的调节。该研究提供了一种方法,可以在学生学习实践的背景下评估教师对数字素养的支持。
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引用次数: 1
Generic preparation for upcoming explanations: intra- and inter-domain effects of a digital training intervention 为即将到来的解释做一般性准备:数字培训干预的域内和域间影响
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-06 DOI: 10.58459/rptel.2023.18008
Markus H. Hefter, Julian Roelle, A. Renkl, Kirsten Berthold
Learning from instructional explanations is one of the most established, prevalent, and obvious ways of learning—but it carries the risk of shallow processing. Unlike previous research that focused on providing digital just-in-time support measures for learning with explanations, we strived to prepare learners on how to make the most of upcoming explanations. We thus developed a short-term computer-based training intervention on the focused processing of instructional explanations. In two experiments (N1 = 47, N2 = 42), we tested its effects on learning processes and outcomes of a subsequent learning phase. Our results revealed that the training intervention fostered domain-general knowledge about explanations. Furthermore, it enabled learners to benefit from future instructional explanations in other domains (inter-domain transfer for university students, Experiment 1) or at least on other topics (intra-domain transfer for primary school fourth graders, Experiment 2). The digital training intervention did not trigger more cognitive load in the subsequent learning phase. All in all, we describe an initial promising step toward a generic training effect that has the potential advantage of enhancing learning from explanations without altering the actual learning material.
从教学解释中学习是最成熟、最普遍、最明显的学习方式之一,但它有肤浅处理的风险。与之前的研究不同,我们的研究重点是为学习提供数字化的即时支持措施,并提供解释,我们努力让学习者了解如何充分利用即将到来的解释。因此,我们开发了一种短期的基于计算机的培训干预,以集中处理教学解释。在两个实验(N1 = 47, N2 = 42)中,我们测试了它对后续学习阶段的学习过程和结果的影响。我们的研究结果显示,训练干预培养了关于解释的领域一般知识。此外,它使学习者受益于未来在其他领域的教学解释(大学生的领域间迁移,实验1)或至少在其他主题上的教学解释(小学四年级的领域内迁移,实验2)。数字训练干预并没有在随后的学习阶段引发更多的认知负荷。总而言之,我们描述了迈向通用训练效果的初步有希望的一步,它具有在不改变实际学习材料的情况下从解释中增强学习的潜在优势。
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引用次数: 0
A review of digital storytelling in language learning in children: methods, design and reliability 儿童语言学习中的数字讲故事:方法、设计和可靠性综述
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-06 DOI: 10.58459/rptel.2023.18011
C. Ong, Vahid Aryadoust
Digital storytelling (DS) is an innovative approach to language learning and teaching. Generally, DS refers to the form of storytelling that utilizes digital technology for expression. Scholars have established the value of DS in both traditional and non-traditional (online) classrooms as a tool to teach and learn languages. However, the research methods and standards of such studies continue to be overlooked even though the robustness of these studies needs to be established for the implementation of DS into the language curriculum for children. Thus, the present research conducted a systematic investigation of research methods, design and reliability in DS studies on children’s language learning. We identified and extracted 50 documents from the Scopus database that satisfied the criteria of inclusion. In the initial evaluation, we coded every paper for (a) the research method applied, (b) research design and (c) reliability investigation of the instruments. We observed that most studies in the dataset used qualitative methods (n = 24, 48%) and most examined the effect of DS on children’s written abilities (n = 25, 50%). The abilities of children to speak (n = 15, 30%) and read a specific language (n = 10, 20%) were investigated to a lesser extent. Yet, none of these studies investigated listening skills. Notably, more than 92% of DS studies on children language learning provided no evidence of reliability investigation. While we coded for eight reliability statistics in the DS dataset, only two of the indexes were identified. Among these methods, Cronbach’s α was most often used to examine internal reliability, whereas correlation coefficient was applied to establish external reliability. Based on these findings, we offer some suggestions and guidelines for future DS research.
数字讲故事(DS)是一种创新的语言学习和教学方法。一般来说,DS指的是利用数字技术进行表达的叙事形式。学者们已经在传统和非传统(在线)课堂中确立了DS作为教授和学习语言的工具的价值。然而,这些研究的研究方法和标准仍然被忽视,尽管这些研究的稳健性需要建立起来,以便在儿童语言课程中实施DS。因此,本研究对儿童语言学习的DS研究的研究方法、设计和可靠性进行了系统的调查。我们从Scopus数据库中识别并提取了50篇符合纳入标准的文献。在最初的评估中,我们对每篇论文进行了编码(a)应用的研究方法,(b)研究设计和(c)仪器的可靠性调查。我们观察到,数据集中的大多数研究使用定性方法(n = 24, 48%),大多数研究考察了DS对儿童写作能力的影响(n = 25, 50%)。儿童说话(n = 15,30%)和阅读特定语言(n = 10,20%)的能力在较小程度上进行了调查。然而,这些研究都没有调查听力技巧。值得注意的是,超过92%的儿童语言学习的DS研究没有提供信度调查的证据。虽然我们在DS数据集中编码了8个可靠性统计,但只有两个索引被确定。在这些方法中,Cronbach’s α最常用于检验内部信度,而相关系数则用于建立外部信度。在此基础上,对今后的研究提出了一些建议和指导。
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引用次数: 0
An eye-tracking investigation of visual search strategies and test performance of L1 and L2 listening test takers 一、二语听力考生视觉搜索策略与考试成绩的眼动追踪研究
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-06 DOI: 10.58459/rptel.2023.18009
Vahid Aryadoust, Stacy Foo
Through the use of eye-tracking technology and a while-listening performance (WLP) test, this study examined the differences in gaze behaviors and measured listening performances on test items (across various stages of the test) and compared them between native English-speaking (E-L1) and non-native English-speaking (E-L2) candidates. One hundred students from a public university in Singapore participated in the study. A series of Mann-Whitney U tests indicated that E-L1 candidates outperformed E-L2 candidates in the test with higher test scores. Using stringent data processing cutoffs (presence≥80% gaze data) and a series of non-parametric multivariate analyses, the study further found that the dynamicity of gaze behaviors on the test items across various stages of the test was similar between E-L1 and E-L2 candidates. However, there were distinctive differences in gaze behaviors between the two groups. For E-L1 candidates, none of the gaze behaviors on the test items across the different stages of the test predicted their overall listening test scores. In contrast, the overall listening test scores for E-L2 candidates was predicted by the average proportion of time that they had dwelled on the test items while simultaneously answering them and listening to the auditory text. The study is the first to show that keyword matching on the test items during the while-listening stage significantly contributes to WLP test performance for E-L2 candidates. These results suggest that the focal construct of the listening test is confounded by group-specific reading behaviors on the test items. In line with previous research, the use of the WLP test format for assessing second language listening comprehension is not recommended.
本研究通过眼动追踪技术和边听表现(WLP)测试,考察了英语母语(E-L1)和非英语母语(E-L2)考生在不同测试阶段的注视行为和听力表现的差异,并对其进行了比较。来自新加坡一所公立大学的100名学生参与了这项研究。一系列的Mann-Whitney U测试表明,E-L1考生在测试中表现优于E-L2考生,测试成绩更高。通过严格的数据处理截止点(注视数据≥80%)和一系列非参数多变量分析,研究进一步发现,E-L1和E-L2考生在测试的各个阶段对测试项目的注视行为的动态相似。然而,两组人的凝视行为存在显著差异。对于E-L1考生来说,在不同的测试阶段,对测试项目的注视行为都不能预测他们的整体听力测试成绩。相比之下,E-L2考生的整体听力测试成绩是通过他们在回答和听听觉文本的同时思考测试项目的平均时间比例来预测的。本研究首次发现,边听阶段的关键词匹配对英语二语考生的语言能力测试成绩有显著影响。这些结果表明,听力测试的焦点结构被测试项目上的群体特定阅读行为所混淆。与先前的研究一致,不建议使用WLP测试格式来评估第二语言听力理解。
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引用次数: 2
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