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Designing for ownership in technology-enhanced learning (TEL): a core element for learners’ SRL and agency 技术增强学习(TEL)中的所有权设计:学习者SRL和代理的核心要素
IF 1.3 Q1 Engineering Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-001psi
I. Buchem, G. Tur, J. Salinas
Psychological ownership is a concept describing a relationship between a person and an object in which the object is experienced as “connected with the self” [1] and/or becomes a part of an “extended self' [2]. Psychological ownership in context of learning and education is rooted in Self-Regulated Learning, SRL [3] and has been viewed as an essential component in the development of metacognitive and critical thinking skills [4]. Psychological ownership has received increased attention in different fields of research, including organisational development and leadership, education and consumer behaviour [5,46]. A number of authors have addressed the links between psychological ownership and self-identity, self-adjustment, accountability, sense of belonging and citizenship [5,6]. Psychological ownership has been viewed as a positive resource for attitudes (e.g. higher commitment, responsibility), self-esteem, selfefficacy, motivation, accountability, performance and self-identity [5-8]. The theory of psychological ownership considers ownership as a multi-dimensional construct encompassing (1) sense of responsibility, (2) sense of identity, (3) sense of accountability, (4) sense of self-efficacy and (5) sense of belongingness [6]. Psychological ownership has been studied in relation to physical entities, e. g. house, and non-physical entities, e. g. ideas [8] and in relation to tangible elements of a learning environment, e. g. technology, and intangible elements, e. g. data [9]. Studies on psychological ownership have been focused on understanding the nature of psychological ownership and related concepts such as control, accountability and identity, and the effects of psychological ownership on learning and performance in online learning [10,11]. The concept of ownership in context of learning and education has been studied in relation to physical learning environments [12], individualized education programs [13], student-directed planning of learning processes [14], professional communities of teachers [15], service learning [16], teacher education [17], group projects and effective leadership in groups [18], collaborative writing [19] and perceived learning [20], formative assessment [21], learning contracts [22], academic readiness [23], formative assessment [24], formative instructional practices [25], laboratory courses [26], often in relation to student engagement and student performance. Ownership has a close relationship with other related themes such as self-regulated learning and agency, both of which have received a growing interest in recent years. In particular, self-efficacy is a particular common element in all three -see for example, the models of SRL by Zimmerman [27] and higher education students’ agency by Jääskelä, Poikkeus, Vasalampi, Valleala and Rasku-Pustonen [28]. The question of ownership and control has been also explored in the field of technology enhanced learning, especially in learner-centered approaches to learning
心理所有权是一个描述人与物体之间关系的概念,在这种关系中,物体被体验为“与自我相连”,并且/或者成为“扩展自我”的一部分。学习和教育背景下的心理所有权根植于自我调节学习(Self-Regulated learning, SRL bb1),并被视为元认知和批判性思维技能发展的重要组成部分bb1。心理所有权在不同的研究领域受到越来越多的关注,包括组织发展和领导、教育和消费者行为[5,46]。许多作者探讨了心理所有权与自我认同、自我调整、责任感、归属感和公民意识之间的联系[5,6]。心理所有权已被视为态度(如更高的承诺、责任)、自尊、自我效能、动机、责任、绩效和自我认同的积极资源[5-8]。心理所有权理论认为所有权是一个多维度的结构,包括(1)责任感,(2)认同感,(3)责任感,(4)自我效能感和(5)归属感。人们研究了心理所有权与物质实体(如房子)和非物质实体(如想法)之间的关系,以及与学习环境的有形元素(如技术)和无形元素(如数据)之间的关系。关于心理所有权的研究主要集中在理解心理所有权的本质及其相关概念,如控制、问责和身份,以及心理所有权对在线学习中的学习和绩效的影响[10,11]。学习和教育背景下的所有权概念在以下方面得到了研究:物理学习环境[12]、个性化教育计划[13]、学生主导的学习过程规划[14]、教师专业社区[15]、服务学习[16]、教师教育[17]、小组项目和小组有效领导[18]、合作写作[19]和感知学习[20]、形成性评估[21]、学习契约[22]、学术准备[23],形成性评估[24],形成性教学实践[25],实验课程[26],通常与学生参与和学生表现有关。所有权与其他相关主题密切相关,如自我调节学习和代理,这两个主题近年来都受到越来越多的关注。尤其是,自我效能感在这三者中都是一个共同的元素——例如,Zimmerman的SRL模型和Jääskelä、Poikkeus、Vasalampi、Valleala和Rasku-Pustonen的高等教育学生代理模型。在技术促进学习领域,特别是在以学习者为中心的学习设计方法中,也探讨了所有权和控制的问题。尤其是交互设计与架构(s) Journal IxD&A, N.45, 2020, pp. 5 - 14
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引用次数: 1
End-user development challenges for creative computing 创意计算的最终用户开发挑战
IF 1.3 Q1 Engineering Pub Date : 2020-08-20 DOI: 10.55612/s-5002-045-001pfs
J. Dodero, Hongji Yang, Antonio Balderas
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引用次数: 0
Preface of issue 44 第44期序言
IF 1.3 Q1 Engineering Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-001p
C. Giovannella
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引用次数: 0
Smart Learning Ecosystems - Design as cornerstone of smart educational processes and places 智能学习生态系统-设计是智能教育过程和场所的基石
IF 1.3 Q1 Engineering Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-001psi
C. Giovannella, S. Manca
In a people-centered perspective, to get smart, a learning ecosystem has to undergo a long evolutionary process involving a combination of co-design, participatory evaluation, and empowering steps, among other things. In this light, design literacy becomes the cornerstone for enabling and supporting this evolutionary path. Digital technologies are expected to act as empowering agents of multidimensional human well-being on that path, helping learning settings recover their central role in educating future citizens and in fostering social innovation and territorial development [1,2]. Concretizing this vision means also contributing to the reification of the United Nations 2030 Agenda for Sustainable Development Goals (SDGs) [3]. However, this is no easy task since, as UNESCO itself suggests, it involves questioning the future of "places" and learning processes, teacher education and training, learning accessibility and all those elements that can ensure learning ecosystems safeguard the well-being of the actors involved and sustain social innovation. In the organic era of interaction dominated by the pervasive presence of devices and networks, achieving SDG 4 Quality Education, one has also to take into consideration the digital world and the skills associated with it. This notwithstanding, technologies that can in principle offer ’unlimited’ possibilities are also harbingers of important criticalities, above all the sustainability of the "digital" itself. Until now, there has been little discussion on these issues, not to mention a paucity of investigations about the interplay between digital and other competences. The digital world tends to be perceived and experienced as substitutive of reality (or at least as a discrete parallel channel), not so much as truly integrated with the physical world. Consequently, digital skills tend to be considered as those that allow you to be a successful "citizen" of the virtual world. Never before as in these pandemic-ridden times should reflections on virtuality be so prominent in the debate on such issues, with focus on their relevance for the smartness of learning ecosystems that by force majeure need to maintain connection with physical reality. Never before as in this moment must we ask ourselves what impact educational technologies have on learning ecosystems and processes, albeit virtualized ones. Technologies have ensured continuity probably thanks to the centrality of the human component, which has been able to repurpose technologies that were originally designed for socializing and collaborative work in order to support learning processes. Never as in this moment is it so appropriate to ask ourselves what is essential and what is not, what generates impact and what can be wiped out as if it had never existed, what real possibilities we have to increase the smartness of a learning ecosystem so as to achieve "better learning for a better world", as stated in the Timisoara Declaration [4]. Interaction D
从以人为本的角度来看,要想变得聪明,学习生态系统必须经历一个漫长的进化过程,包括联合设计、参与式评估和授权步骤等。有鉴于此,设计素养成为实现和支持这条进化道路的基石。数字技术有望在这条道路上成为多维人类福祉的赋能剂,帮助学习环境恢复其在教育未来公民和促进社会创新和领土发展方面的核心作用[1,2]。具体化这一愿景也意味着有助于联合国2030年可持续发展目标议程的具体化[3]。然而,这并不是一项容易的任务,因为正如教科文组织自己所建议的那样,这涉及到对“场所”和学习过程、教师教育和培训、学习可及性以及所有能够确保学习生态系统保障参与者福祉和维持社会创新的因素的未来提出质疑。在以设备和网络的普遍存在为主导的互动有机时代,为了实现可持续发展目标4的优质教育,人们还必须考虑到数字世界及其相关技能。尽管如此,原则上可以提供“无限”可能性的技术也预示着重要的批判性,最重要的是“数字”本身的可持续性。到目前为止,对这些问题的讨论很少,更不用说对数字能力和其他能力之间相互作用的调查也很少。数字世界往往被视为现实的替代品(或者至少是一个离散的平行通道),而不是真正与物理世界融合。因此,数字技能往往被认为是让你成为虚拟世界中成功的“公民”的技能。在这个疫情肆虐的时代,对虚拟性的思考从未像现在这样在关于这些问题的辩论中如此突出,重点关注它们与学习生态系统的智能性的相关性,因为不可抗力需要与物理现实保持联系。我们从来没有像现在这样问问自己,教育技术对学习生态系统和过程有什么影响,尽管是虚拟化的。技术确保了连续性,这可能要归功于人类组成部分的中心地位,人类组成部分能够重新利用最初设计用于社交和协作工作的技术,以支持学习过程。正如《蒂米索拉宣言》[4]所述,在这个时刻,问问自己什么是必要的,什么不是,什么产生影响,什么可以像从未存在过一样被消灭,我们有什么真正的可能性来提高学习生态系统的智能性,以实现“更好的学习,创造更美好的世界”,这是前所未有的恰当。交互设计与建筑期刊IxD&A,N.432019-20,第57页
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引用次数: 0
Hacking the hackathon format to empower citizens in outsmarting "smart" cities 利用黑客马拉松的形式,让市民比“智慧”城市更聪明
IF 1.3 Q1 Engineering Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-001
T. Jaskiewicz, I. Mulder, Nicola Morelli, Janice S. Pedersen
This paper investigates the opportunities of leveraging a hackathon format to empower citizens’ abilities of using open data to improve their neighbourhoods and communities. The presented discussion is grounded in five civic hackathon case studies organised in five european cities. The research revealed specialised learning and collaborative alignment as two mutually complementing aspects of the involved learning processes, which were achieved with the help of high-fidelity and low-fidelity prototypes, respectively. Consequently, the paper identifies and discusses three main factors required to sustain social learning ecosystems beyond hackathon events, and with the purpose of democratisation of smart city services. These factors include a) supporting individuals in obtaining specific expert knowledge and skills, b) nurturing data-literate activist communities of practice made up of citizens with complementary expert skillsets, and c) enabling members of these communities to generate varying fidelity prototypes of open-data services.
本文调查了利用黑客马拉松形式赋予公民使用开放数据改善其社区和社区的能力的机会。本文的讨论基于在欧洲5个城市组织的5个公民黑客马拉松案例研究。研究表明,专业化学习和协作一致性是相关学习过程中相互补充的两个方面,分别通过高保真度和低保真度原型来实现。因此,本文确定并讨论了在黑客马拉松活动之外维持社会学习生态系统所需的三个主要因素,并以智慧城市服务的民主化为目的。这些因素包括a)支持个人获得特定的专业知识和技能,b)培养由具有互补专业技能的公民组成的具有数据素养的活动家实践社区,以及c)使这些社区的成员能够生成不同保真度的开放数据服务原型。
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引用次数: 6
Third Teacher goes Raumwerkstatt - participatory planning processes to redesign physical learning spaces 第三位老师是Raumwerkstatt——参与式规划流程,重新设计物理学习空间
IF 1.3 Q1 Engineering Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-002
L. Schlenker, Carmen Neuburg
The transdisciplinary research project Lehrraum_digital[Lecture Room_digital] at the TU Dresden concentrated on developing and testing participatory methods and instruments to plan and design physical teaching and learning environments for vocational education and training (VET) considering the progressive digitalization of education. This paper presents case studies that were carried out at VET institutions in 2017 as the main part of the project. A special workshop format called Raumwerkstattis the primary focus of the paper. The workshop was developed within the project Lehrraum_digitaland, with regard to the relevance of physical learning environments in VET, it was conducted in the form of case studies with trainees and apprentices.
德累斯顿工业大学的跨学科研究项目Lehrraum_digital[Lecture Room_digital]专注于开发和测试参与式方法和工具,以规划和设计职业教育和培训(VET)的物理教学和学习环境,考虑到教育的逐步数字化。本文介绍了2017年在职业教育培训机构进行的案例研究,作为该项目的主要部分。一种叫做raumwerkstats的特殊研讨会形式是本文的主要焦点。讲习班是在Lehrraum_digitaland项目范围内开展的,涉及职业教育培训中物理学习环境的相关性,以学员和学徒案例研究的形式进行。
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引用次数: 0
Use of Multiple Digital Learning Environments: A study About Fragmented Information Awareness 多种数字学习环境的使用:关于碎片化信息意识的研究
IF 1.3 Q1 Engineering Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-005
Diana Saplacan, Jo Herstad, Zada Pajalić
The study focuses on fragmented information awareness as a result of the cross-use of Digital Learning Environments (DLEs), rather than focusing on the use of individual Learning Management Systems (LMSs). This study goes beyond adopting an educational perspective as the classical studies on LMSs do. DLEs are defined as a plethora of digital systems that may be used within a teaching/learning context, including LMSs, but also social media shared dashboards communication tools, etc. used in such context. The paper addresses the issues encountered by different actors (students, teaching staff) when using DLEs. The study is theoretically anchored within the Human-Computer Interaction (HCI)/Computer-Supported Cooperative Work (CSCW) concept of awareness, repurposing the concept in an educational setting. The paper introduces fragmented information awareness, which is a new concept in the extensive existent body of literature on systems supporting Situation Awareness (SA), distributed, and shared awareness. The contribution of this paper lies in defining, describing, and addressing fragmented information awareness, grounded in empirical qualitative data. Moreover, the study addresses Universal Design (UD) issues by proposing a set of recommendations for non-fragmented information awareness from within and from without. Overall, the study subscribes to the third and fourth HCI waves.
该研究侧重于由于交叉使用数字学习环境(dle)而导致的碎片化信息意识,而不是侧重于单个学习管理系统(lms)的使用。本研究超越了传统lms研究的教育视角。dle被定义为可以在教学/学习环境中使用的大量数字系统,包括lms,也包括在这种环境中使用的社交媒体共享仪表板通信工具等。本文讨论了不同参与者(学生、教学人员)在使用dle时遇到的问题。该研究在理论上以人机交互(HCI)/计算机支持的协同工作(CSCW)的意识概念为基础,在教育环境中重新定义了这一概念。本文介绍了碎片化信息感知,这是现有大量支持态势感知(SA)、分布式和共享感知系统的文献中的一个新概念。本文的贡献在于定义、描述和解决碎片化的信息意识,以经验定性数据为基础。此外,该研究通过从内部和外部提出一套非碎片化信息意识的建议,解决了通用设计(UD)问题。总体而言,该研究支持第三和第四HCI波。
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引用次数: 0
Co-Design of an Orchestration Tool: Supporting Engineering Teaching Assistants as they Facilitate Collaborative Learning 协同设计的编排工具:支持工程教学助理,因为他们促进协作学习
IF 1.3 Q1 Engineering Pub Date : 2019-09-20 DOI: 10.55612/s-5002-042-006
LuEttaMae Lawrence, Emma Mercier
This paper describesa design-based implementation research (DBIR) project, focused on the co-design and implementation of an orchestration tool for teaching assistants (TAs) in required engineering classes. Building on our collaboration with the engineering department, we identified a need for a tool that provides insight into groups to help TAs intervene in real-time. This paper presents two phases of our iterative co-design process. The first phase includes the initial design of the tool from design workshops with TAs. The second phase focuses on a 16-week implementation of the orchestration tool and reports on interviews with TAs to understand how they used the tool. Findings indicate that the impact of the tool varies and that the uptake of the tool differs by TA. Finally, we reflect on the co-design process and discuss future directions for the creation of this technology.
本文描述了基于设计的实施研究(DBIR)项目,重点是为工程必修课程的助教(助教)共同设计和实施一个编排工具。在与工程部门合作的基础上,我们确定了对一种工具的需求,该工具可以提供对小组的洞察力,以帮助助教实时干预。本文介绍了迭代协同设计过程的两个阶段。第一阶段包括与技术人员一起进行设计研讨会的工具的初始设计。第二阶段的重点是为期16周的编制工具实现,并报告与技术人员的访谈,以了解他们如何使用该工具。研究结果表明,工具的影响各不相同,工具的吸收因TA而异。最后,我们对协同设计过程进行了反思,并讨论了该技术的未来发展方向。
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引用次数: 6
Co-Creation of Micro-Content Types 共同创造微内容类型
IF 1.3 Q1 Engineering Pub Date : 2019-09-20 DOI: 10.55612/s-5002-042-005
Bernhard Göschlberger, Christoph Brandstetter, Fabian Dopler
In a knowledge society knowledge is dynamic, distributed and dependent on social context. The variety of professional communities of practice (CoP) and their individual knowledge needs are a challenge for community information systems for learning and knowledge exchange. Social Micro-Learning is an approach that allows the co-creation of new individualized knowledge artifact types for specific needs of a certain CoP. In this paper we propose a co-creation approach for Social Micro-Learning and evaluate it in workshops with four different CoPs in the professional domain. Our results confirm our assumptions about the diversity of knowledge needs and show that our co-creation process is highly appreciated.
在知识社会中,知识是动态的、分布的、依赖于社会背景的。专业实践社区(CoP)的多样性及其个人知识需求对社区信息系统的学习和知识交流提出了挑战。社交微学习是一种允许共同创建新的个性化知识工件类型以满足特定CoP的特定需求的方法。在本文中,我们提出了一种社会微学习的共同创造方法,并在专业领域的四个不同cop的研讨会上对其进行了评估。我们的研究结果证实了我们关于知识需求多样性的假设,并表明我们的共同创造过程是高度赞赏的。
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引用次数: 2
Co-creating a web-based visual representation model for authoring blended learning designs 共同创建一个基于web的可视化表示模型,用于编写混合式学习设计
IF 1.3 Q1 Engineering Pub Date : 2019-09-20 DOI: 10.55612/s-5002-042-008
L. Albó, Davinia Hernández Leo
This paper reports the co-creation process carried out during the development of a web-based visual representation model for authoring blended learning designs. The results of several participatory design workshops with high school teachers of two school communities have allowed to advance the development process through iterative cycles of refinement and improvement. The authoring tool resulting from the co-creation process supports teachers in the planning and visualization of complex blended learning scenarios (including hybrid massive online courses, flipped classroom and problem-based learning designs). Our experience contributes to the research community with a case study on using co-creation in technology-enhanced learning, where we discuss the challenges and opportunities found during the implementation process of this collaborative and participatory approach.
本文报告了在开发一个基于web的用于创作混合式学习设计的视觉表示模型期间所进行的共同创作过程。与两个学校社区的高中教师一起进行的几次参与式设计研讨会的结果,使得通过改进和改进的迭代循环推进了开发过程。共同创作过程产生的创作工具支持教师规划和可视化复杂的混合学习场景(包括混合大规模在线课程、翻转课堂和基于问题的学习设计)。我们的经验为研究界提供了一个关于在技术增强型学习中使用共同创造的案例研究,其中我们讨论了在实施这种协作和参与式方法过程中发现的挑战和机遇。
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引用次数: 3
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Interaction Design and Architectures
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