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Technology-Enhanced Learning for Student Agency in Higher Education: a Systematic Literature Review 高等教育中学生代理的技术强化学习:系统文献综述
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-001
Victoria I. Marín, Bárbara de Benito Crosetti, A. Darder
From an educational perspective, student agency is a construct that refers to external and internal factors involved in taking responsibility for learning and the possibility of making choices in learning. Although there are studies that back the idea of using educational technologies to support the development of student agency in higher education, there is still a lack of frameworks that relate student agency with technology-enhanced learning. In this study we present a systematic literature review addressing this gap, with emphasis on educational sciences. The results from the mapping of 29 studies show a focus on the micro level of learning design and clear relationships with other concepts, such as ownership of learning or self-regulated learning. The analysis of the results enabled us to develop an own model approach connecting student agency and technology-enhanced learning. Future work will involve iterative phases of revision and validation of the developed model through empirical studies.
从教育的角度来看,学生代理是一种结构,指的是参与学习责任和学习选择可能性的外部因素和内部因素。尽管有研究支持使用教育技术来支持高等教育中学生代理的发展,但仍然缺乏将学生代理与技术增强学习联系起来的框架。在这项研究中,我们提出了一个系统的文献综述,以解决这一差距,重点是教育科学。对29项研究的映射结果表明,学习设计关注微观层面,并与其他概念(如学习所有权或自我调节学习)有明确的关系。对结果的分析使我们能够开发自己的模型方法,将学生代理和技术增强的学习联系起来。未来的工作将涉及通过实证研究对开发模型进行修订和验证的迭代阶段。
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引用次数: 12
Resources and Opportunities for Agency in PLE-Related Pedagogical Designs 教育设计机构的资源与机会
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-002
Linda J. Castañeda, G. Tur
Personal Learning Environments as a learning approach are strongly connected to idea of the development of the conditions and resources for fostering the learners' enacting of agency. In this study, some PLE-related pedagogical designs have been analysed in light of how they implement resources and opportunities for students to practise/enact their individual, relational, and contextual agency. The final sample includes the most cited PLE-related pedagogical experiences in the last decade in which the PLE concept is explicitly mentioned. Conclusions remark on the importance of going further in the implementation of more relational resources, as well as the contextual opportunities that give students more open choices to help them to develop a deeper sense of agency and enact it as a way for managing and enriching their PLE.
个人学习环境作为一种学习方法,与培养学习者制定能动性的条件和资源的发展理念密切相关。在本研究中,分析了一些与教育相关的教学设计,根据它们如何为学生提供资源和机会来实践/制定他们的个人、关系和情境代理。最后的样本包括在过去十年中被引用最多的与PLE相关的教学经验,其中明确提到了PLE概念。结论指出了进一步实施更多关系资源的重要性,以及为学生提供更开放选择的情境机会,以帮助他们培养更深层次的能动性,并将其作为管理和丰富其学习体验的一种方式。
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引用次数: 6
Integrating User-Centered Design with the Agile Software Development Methodology for a Cultural Heritage Information System 以用户为中心的设计与敏捷软件开发方法在文化遗产信息系统中的集成
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-009
Nurfarahani Norman Anuar, M. K. Othman
This paper reports on the findings of a user study on the design ideas for the Sarawak Digital Cultural Heritage Progressive Web App (PWA). The study elucidates the integration of User-Centered Design (UCD) in the Agile software development methodology. Five users were instructed to map their ideas on how they envisioned the application and the features it would have based on a brief description of the system as a one-stop center cultural heritage information for the general public in Sarawak while encouraging conservation and preservation of material culture. The study found that users prefer a simple and pleasing design with an emphasis on visual representation, and a straight forward and intuitive navigation to minimize cognitive load, Further study should explore the effectiveness of the integration of UCD for the Cultural Heritage Information System from the design stage to the evaluation stage.
本文报告了沙捞越数字文化遗产渐进式Web应用程序(PWA)设计理念的用户研究结果。本研究阐明了以用户为中心的设计(UCD)在敏捷软件开发方法中的集成。五名用户被要求在简要描述该系统为沙捞越公众提供一站式文化遗产信息中心的基础上,描绘出他们对该应用程序的设想和功能,同时鼓励保护和保存物质文化。研究发现,用户偏好简洁悦目的设计,注重视觉表现,导航直观直观,以减少认知负荷。进一步的研究应探讨从设计阶段到评估阶段整合UCD对文物信息系统的有效性。
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引用次数: 2
Ownership of learning in monitoring technology 监控技术学习的所有权
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-006
Eva Durall, M. Virnes, Teemu Leinonen, B. Gros
Psychological ownership has been connected to agency, engagement and control. In technology-enhanced learning, this means that the technology design aids learners to get involved, make choices and feel responsible for their learning. In this paper we present a design case in which we explore how self-monitoring tools might support ownership of learning from two perspectives: from the technology design and from the learners’ experiences when using a prototype that uses self-monitoring technology. We describe the design process of a prototype that incorporates self-monitoring of physiological data and analyze the results of the tests conducted with the version 2.0 of the prototype in order to assess to what extent the prototype supports different dimensions of self-regulated learning. Based on the research results, we claim that ownership should be regarded as a process that can be fostered through participatory design approaches and by supporting reflection when using the tools.
心理所有权与代理、参与和控制有关。在技术增强学习中,这意味着技术设计帮助学习者参与,做出选择并对他们的学习负责。在本文中,我们提出了一个设计案例,其中我们从两个角度探讨了自我监控工具如何支持学习的所有权:从技术设计和学习者使用使用自我监控技术的原型时的经验。我们描述了一个包含生理数据自我监控的原型的设计过程,并分析了使用原型2.0版本进行的测试结果,以评估原型在多大程度上支持不同维度的自我调节学习。基于研究结果,我们声称所有权应该被视为一个过程,可以通过参与式设计方法和使用工具时支持反思来培养。
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引用次数: 1
The role of learner control and psychological ownership for self-regulated learning in technology-enhanced learning designs 学习者控制和心理所有权在技术增强学习设计中自我调节学习中的作用
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-005
I. Buchem, G. Tur, Tobias Hölterhof
Theory and research show that psychological ownership has an important impact on how individuals engage, react to change and invest themselves into activities. Drawing on the theory of psychological ownership and self-regulated learning, this study explores the role of psychological ownership for selfregulated learning in context of technology-enhanced learning in four courses at two universities in Germany and Spain. We employ a research model which explains the route from perceived control of the learning environment to psychological ownership and from psychological ownership to self-regulated learning, drawing on previous research in Personal Learning Environments. We examine differences in learning designs and explore how these may be related to different perceptions of control and ownership. This study helps to apply and extend the theory of psychological ownership to the field of technology-enhanced learning with focus on e-portfolio practices in higher education while providing practical insights for creating and implementing learning designs which promote learner control, ownership and self-regulated learning.
理论和研究表明,心理所有权对个人如何参与、应对变化和投入活动有重要影响。本研究以德国和西班牙两所大学的四门课程为研究对象,运用心理拥有权和自主学习理论,探讨了心理拥有权在技术强化学习背景下对自主学习的作用。我们采用了一个研究模型来解释从学习环境的感知控制到心理所有权和从心理所有权到自我调节学习的路径,借鉴了以往在个人学习环境中的研究。我们研究了学习设计的差异,并探讨了这些差异与不同的控制和所有权观念之间的关系。本研究有助于将心理所有权理论应用和扩展到技术增强学习领域,重点关注高等教育中的电子档案实践,同时为创建和实施促进学习者控制、所有权和自我调节学习的学习设计提供实践见解。
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引用次数: 4
Home Smart Home: Approachable Interfaces for Intelligibility, Modification, and End-User Programming 家庭智能家居:可理解性,修改和最终用户编程的可接近界面
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-010
Michaela R. Reisinger, Johann Schrammel, Stefan Suette, Peter Fröhlich
End-user programming concepts are increasingly employed in smart home research to address the growing complexity of controlling smart home environments. Different approaches and visual styles of end-user programming have been proposed and implemented within this context. Smart home control does however not only necessitate end-user programming but also understanding and modifying existing program structures. In this study, we compare three different approaches regarding their suitability for this application context with a specific focus on intelligibility and modification performance. We conducted an empirical study with 39 users performing three types of tasks (understanding, configuring, and programming), using three different approaches for end-user programming (form-filling, data-flow, and grid-canvas). The results of our study found no significant differences regarding the intelligibility of the three different implementations but clear differences in the subjective preference of users as well as configuration and programming performance.
终端用户编程概念越来越多地应用于智能家居研究,以解决智能家居环境控制日益复杂的问题。在这种情况下,已经提出并实现了终端用户编程的不同方法和视觉风格。然而,智能家居控制不仅需要最终用户编程,还需要理解和修改现有的程序结构。在这项研究中,我们比较了三种不同的方法,比较了它们对该应用程序上下文的适用性,并特别关注了可理解性和修改性能。我们对39名用户进行了一项实证研究,他们执行三种类型的任务(理解、配置和编程),使用三种不同的方法进行最终用户编程(表单填充、数据流和网格画布)。我们的研究结果发现,在三种不同实现的可理解性方面没有显著差异,但在用户的主观偏好以及配置和编程性能方面存在明显差异。
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引用次数: 2
Designing personalised learning support for K12 education 为K12教育设计个性化学习支持
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-007
K. Rajagopal, Rani Van Schoors, Stefanie Vanbecelaere, Lien de Bie, F. Depaepe
Digital personalised learning is on the agenda in national educational policy programmes across the world. In Flanders, (Belgium), it is the central goal of the i-Learn programme. One of the educational challenges of this form of learning is to develop pupils with a sense of ownership over their learning. As part of the i-Learn programme, a user-friendly portal is being developed to give pupils and teachers in primary and secondary schools in Flanders access to tools supporting personalized learning. Using educational design research [1], this article presents the first iterative loop in the design of the i-Learn portal. This study gives insight into teacher perceptions on the design of a portal supporting personalised learning, the design conjectures of the i-Learn portal and an evaluation framework for the pilot phase on teacher and learner control, motivation and psychological ownership.
数字化个性化学习已被列入世界各国国家教育政策方案的议程。在佛兰德斯(比利时),这是i-Learn计划的中心目标。这种学习形式的教育挑战之一是培养学生对学习的主人主人感。作为i-Learn方案的一部分,正在开发一个用户友好的门户网站,使法兰德斯的中小学学生和教师能够使用支持个性化学习的工具。本文利用教育设计研究[1],介绍了i-Learn门户网站设计中的第一个迭代循环。本研究深入了解了教师对支持个性化学习的门户网站设计的看法,i-Learn门户网站的设计设想,以及试点阶段关于教师和学习者控制、动机和心理所有权的评估框架。
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引用次数: 1
An interactive learning environment to empower engagement in Mathematics 一个互动的学习环境,以增强参与数学
Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-014
A. Barana, M. Marchisio
This paper is focused on understanding if the use of interactive activities based on problem solving and automatic formative assessment in a blended learning environment can promote the development of engagement in Mathematics for students of grade 8. In this context, engagement is characterized as a multidimensional construct composed of an emotional component, a cognitive component and a behavioral one. The discussion is based on the results of a didactic experimentation conducted with 299 students of grade 8 who, during one entire school year, had access to an online platform rich in interactive learning materials used in blended modality. Through an initial and a final questionnaire, evolutions in their engagement levels were measured. We found that the initially most disengaged students and those coming from lowest social classes are those who mainly benefitted of the interactive activities in order to improve their engagement levels.
本文的重点是了解在混合学习环境中使用基于问题解决和自动形成性评估的互动活动是否可以促进八年级学生数学投入的发展。在这种情况下,敬业度的特征是由情感成分、认知成分和行为成分组成的多维结构。这一讨论是基于299名8年级学生进行的教学实验的结果,这些学生在整整一学年的时间里都可以访问一个在线平台,该平台以混合模式使用了丰富的互动学习材料。通过初始问卷和最终问卷,测量了他们参与程度的演变。我们发现,最初最不投入的学生和那些来自最低社会阶层的学生是那些主要受益于互动活动以提高他们的投入水平的人。
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引用次数: 6
The Effects of the Covid-19 Pandemic on Italian Learning Ecosystems: the School Teachers' Perspective at the steady state 新冠肺炎疫情对意大利学习生态系统的影响:稳定状态下学校教师的视角
Pub Date : 2020-08-01 DOI: 10.55612/s-5002-045-012
C. Giovannella, M. Passarelli, D. Persico
This study is one of the first investigations conducted within the Italian school system to capture teachers’ perspective, experiences and perceptions about the impact of the COVID-19 pandemic on school education. It was performed two months after the beginning of lockdown, when online teaching and learning processes were fully in place and had reached a steady state. The paper reports a descriptive analysis together with a network analysis, and the search for causal relationships among the variables that have been investigated. Generally, respondents reported that the reactions of educational institutions and individual teachers were satisfactory, preventing the collapse of the education system in spite of loss of contact with 6-10% of the student population and a significant teacher workload increase that posed individual time management challenges. Although teachers tended to adopt teaching strategies that reproduced standard classroom dynamics, the possibility of operating in this comfort zone generated a positive feeling about using technologies, a perception of increased digital skills mastery and a change in mindset about educational processes. In turn, this led to an increase in the perceived sustainability of online education, with about a third of the teachers expressing the wish to adopt a blended configuration for future teaching activities. Almost all participants recognized the significance of a digital pedagogy and the need to include it in the training curricula to prepare future teachers.
这项研究是在意大利学校系统内进行的首批调查之一,旨在了解教师对2019冠状病毒病大流行对学校教育影响的看法、经验和看法。这是在封锁开始两个月后进行的,当时在线教学和学习过程已经完全到位,并达到了稳定的状态。本文报告了描述性分析和网络分析,并在已调查的变量之间寻找因果关系。总的来说,受访者报告说,教育机构和个别教师的反应是令人满意的,尽管与6-10%的学生群体失去联系,教师工作量显著增加,给个人时间管理带来了挑战,但仍防止了教育系统的崩溃。尽管教师倾向于采用复制标准课堂动态的教学策略,但在这个舒适区操作的可能性产生了对使用技术的积极感觉,对数字技能掌握程度提高的感知以及对教育过程的心态改变。反过来,这导致了在线教育可持续性的增加,大约三分之一的教师表示希望在未来的教学活动中采用混合配置。几乎所有与会者都认识到数字教学法的重要性,以及将其纳入培训课程以培养未来教师的必要性。
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引用次数: 68
Early Design Stage Analysis with Brain Imaging Method 用脑成像方法进行早期设计阶段分析
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-003
Ilker Erkan
This study focuses on the early design phase in architectural design and aims to examine how participants transform their knowledge to make the initial decisions regarding design. A total of 100 volunteers, 50 architects and 50 non-architects, participated in the study. Architect and non-architect participants were to make mobile phone designs, while brain activities were being monitored during the research. All designs were rated by an independent group of 12 people. Supporting architectural education methods relating to the study; the aim is to make conclusions that help explain the early design stage and the overall design process which effects how the design ideas begin to take form. The study reveals the contribution of the early stages of design regarding architectural education and also that architects versus non-architects begin to create more meaningful designs during/at this stage.
本研究侧重于建筑设计的早期设计阶段,旨在研究参与者如何将他们的知识转化为关于设计的初始决策。共有100名志愿者参加了这项研究,其中包括50名建筑师和50名非建筑师。建筑师和非建筑师参与者设计手机,同时在研究过程中监测大脑活动。所有的设计都是由一个由12人组成的独立小组评定的。支持与研究相关的建筑教育方法;目的是得出有助于解释早期设计阶段和整体设计过程的结论,这些过程会影响设计思想如何开始形成。该研究揭示了早期设计阶段对建筑教育的贡献,以及建筑师与非建筑师在这个阶段开始创造更有意义的设计。
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引用次数: 1
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