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An evaluation model based on procedural behaviors for predicting MOOC learning performance: students' online learning behavior analytics and algorithms construction 基于程序行为的MOOC学习绩效预测评价模型:学生在线学习行为分析与算法构建
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-06 DOI: 10.1108/itse-10-2022-0133
Yao Tong, Zehui Zhan
PurposeThe purpose of this study is to set up an evaluation model to predict massive open online courses (MOOC) learning performance by analyzing MOOC learners’ online learning behaviors, and comparing three algorithms – multiple linear regression (MLR), multilayer perceptron (MLP) and classification and regression tree (CART).Design/methodology/approachThrough literature review and analysis of data correlation in the original database, a framework of online learning behavior indicators containing 26 behaviors was constructed. The degree of correlation with the final learning performance was analyzed based on learners’ system interaction behavior, resource interaction behavior, social interaction behavior and independent learning behavior. A total of 12 behaviors highly correlated to learning performance were extracted as major indicators, and the MLR method, MLP method and CART method were used as typical algorithms to evaluate learners’ MOOC learning performance.FindingsThe behavioral indicator framework constructed in this study can effectively analyze learners’ learning, and the evaluation model constructed using the MLP method (89.91%) and CART method (90.29%) can better achieve the prediction of MOOC learners’ learning performance than using MLR method (83.64%).Originality/valueThis study explores the patterns and characteristics among different learning behaviors and constructs an effective prediction model for MOOC learners’ learning performance, which can help teachers understand learners’ learning status, locate learners with learning difficulties promptly and provide targeted instructional interventions at the right time to improve teaching quality.
本研究的目的是通过分析大规模开放网络课程(MOOC)学习者的在线学习行为,并比较多元线性回归(MLR)、多层感知器(MLP)和分类回归树(CART)三种算法,建立预测MOOC学习绩效的评价模型。设计/方法/途径通过文献综述和原始数据库数据相关性分析,构建了包含26种行为的在线学习行为指标框架。从学习者的系统交互行为、资源交互行为、社会交互行为和自主学习行为四个方面分析与最终学习绩效的相关程度。抽取与学习绩效高度相关的12种行为作为主要指标,采用MLR法、MLP法和CART法作为评价学习者MOOC学习绩效的典型算法。研究结果本研究构建的行为指标框架能够有效分析学习者的学习情况,使用MLP方法(89.91%)和CART方法(90.29%)构建的评价模型比使用MLR方法(83.64%)更能实现对MOOC学习者学习绩效的预测。本研究探讨了不同学习行为之间的模式和特征,构建了MOOC学习者学习绩效的有效预测模型,有助于教师了解学习者的学习状态,及时发现学习困难的学习者,适时提供有针对性的教学干预,提高教学质量。
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引用次数: 2
Microteaching networks in higher education 高等教育中的微型教学网络
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-10 DOI: 10.1108/itse-09-2022-0120
S. Santoveña-Casal, J. Gil-Quintana, José Javier Hueso-Romero
PurposeMicroteaching is a teacher training method based on microclasses (groups of four or five students) and microlessons lasting no more than 5–20 min. Since it was first explored in the late 20th century in experiments at Stanford University, microteaching has evolved at the interdisciplinary level. The purpose of this paper is to examine the networks found via an analytical bibliometric study of the scientific output related with microteaching in teacher training, through a study and examination of the Web of Science database.Design/methodology/approachThis research was conducted with the VOSviewer tool for content analysis through data mining and scientific network structure mapping by means of the normalisation technique. This technique is based on the association strength indicator, which is interpreted as a measurement of the similarity of the units of analysis.FindingsTwo hundred and nine articles were thus obtained from the Web of Science database. The networks generated and the connections among the various items, co-authorship and co-citation are presented in the results, which clearly indicates that there are significant authors and institutions in the field of microteaching. The largest cluster is made up of institutions such as Australian Catholic University. The most often-cited document is by Rich and Hannafin. Allen (1968), who defines microteaching as a technique based on microclasses and microlessons, is the author most often cited and has the largest number of connections.Research limitations/implicationsThis research’s limitations concern either aspects that lie beyond the study’s possibilities or goals that have proved unattainable. The second perspective, which focuses on skill transfer, contains a lower percentage of documents and therefore has a weaker central documentary structure. Lastly, the authors have also had to bear in mind the fact that the scientific output hinges upon a highly specific realm, the appearance and/or liberalisation of digital technologies and access to those technologies in the late 20th century.Originality/valueThis research shows that microteaching is a promising area of research that opens up vast possibilities in higher education teacher training for application in the realm of technologies. This paper could lead to several lines of future research, such as access to and the universal design of learning from the standpoint of different communication and pedagogical models based on microteaching.
目的微格教学是一种基于微格(四到五名学生组成的小组)和持续时间不超过5-20分钟的微格透镜的教师培训方法。自20世纪末斯坦福大学的实验中首次探索微格教学以来,微格教学已在跨学科水平上发展。本文的目的是通过对Web of Science数据库的研究和检查,检验通过对教师培训中与微格教学相关的科学产出的分析性文献计量研究所发现的网络。设计/方法论/方法本研究使用VOSviewer工具,通过数据挖掘和标准化技术的科学网络结构映射进行内容分析。该技术基于关联强度指标,该指标被解释为分析单元的相似性的测量。因此,从科学网数据库中获得了209篇文章。结果显示了所生成的网络以及各种项目、合著者和共同引用之间的联系,这清楚地表明在微格教学领域存在着重要的作者和机构。最大的集群由澳大利亚天主教大学等机构组成。最常被引用的文件是Rich和Hannafin的。Allen(1968)将微格教学定义为一种基于微类和微透镜的技术,他是最常被引用的作者,也是联系最多的作者。研究局限性/含义这项研究的局限性要么涉及超出研究可能性的方面,要么涉及无法实现的目标。第二个视角侧重于技能转移,包含的文件比例较低,因此中心文件结构较弱。最后,作者还必须记住这样一个事实,即科学产出取决于一个高度特定的领域,即数字技术的出现和/或自由化,以及在20世纪末获得这些技术。创新性/价值这项研究表明,微格教学是一个很有前途的研究领域,为高等教育教师培训在技术领域的应用开辟了巨大的可能性。本文可以为未来的研究开辟几条道路,例如从基于微格教学的不同沟通和教学模式的角度,获得学习的途径和普遍设计。
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引用次数: 1
How to encourage students continue learning English on podcast? The perspectives of stimulus-organism-response and interest driven creator theory 如何鼓励学生继续在播客上学习英语?刺激-有机体-反应与利益驱动创造者理论的视角
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-09 DOI: 10.1108/itse-06-2022-0076
Min Chen, T. Chan, Y. Chen
PurposePodcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory from e-learning, this study aims to develop and test an integrative conceptual framework. This study investigates contextual and environmental stimuli effects (content richness [CR], self-directed learning [SDL] and situational interest [SI]) from a podcast English learning context on learners’ experience states (cognitive absorption [CA], pleasure [PL] and arousal [AR]) and their subsequent responses (continuance learning intention [CLI]).Design/methodology/approachUsing 416 valid responses from five universities located in North Taiwan, data analysis is performed using a structural equation model.FindingsThe results show that most of the interest factor stimuli (CR, SDL and SI) have significant impacts on learners’ experiences (CA, PL and AR), which in turn affect their CLI.Practical implicationsThe findings provide useful insights for English show podcasters and operators to invest in establishing learners’ interest factor and stimulating experiences to improve their CLI.Originality/valueThis paper contributes to a better understanding of students who use contextual factors of podcast English learning and how these factors influence their CLI via a framework of stimulus–organism–response and the IDC theory.
播客是一种新的移动语言学习技术应用。基于网络学习的刺激-有机体-反应模型和兴趣驱动创造者(IDC)理论,本研究旨在开发和测试一个整合的概念框架。本研究探讨了播客英语学习语境中的情境和环境刺激(内容丰富度[CR]、自主学习[SDL]和情境兴趣[SI])对学习者体验状态(认知吸收[CA]、愉悦[PL]和唤醒[AR])及其后续反应(继续学习意愿[CLI])的影响。设计/方法/方法采用来自台湾北部五所大学的416份有效问卷,采用结构方程模型进行数据分析。结果表明,大多数兴趣因素刺激(CR、SDL和SI)对学习者的体验(CA、PL和AR)有显著影响,进而影响学习者的CLI。实践启示本研究结果为英语节目主持人和经营者投资于建立学习者的兴趣因素和刺激体验以提高他们的英语学习能力提供了有益的见解。原创性/价值本文通过刺激-机体-反应和IDC理论的框架,有助于更好地理解使用播客英语学习语境因素的学生,以及这些因素如何影响他们的CLI。
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引用次数: 0
Supporting university students’ learning across time and space: a from-scratch, personalised and mobile-friendly approach 支持大学生跨越时间和空间的学习:一种从头开始、个性化和移动友好的方法
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-09 DOI: 10.1108/itse-07-2022-0082
Eliza Rossiter, T. Thomson, Rachel Fitzgerald
PurposeThe purpose of this study is to evaluate the use and effectiveness of a bespoke mobile learning resource, Pocket Tutor. This resource responds to a number of teaching and learning challenges within the tertiary education context. These include those related to the number and type of learning activities that can be offered, class pacing, subject-specific content considerations and the availability and quality of off-the-shelf learning resources. Educators have to potentially contend with all of these amidst mounting institutional constraints and external pressures. Yet, a supplemental, from-scratch online learning resource can help mitigate some of these challenges.Design/methodology/approachThis study presents the successes and challenges of introducing a mobile learning resource, Pocket Tutor, to bolster autonomous learning in a supported university learning environment. Pocket Tutor was designed and developed in 2019 and integrated in 2020 and 2021 into a multimedia design class offered at a large university in the Asia-Pacific. The resource’s effectiveness is measured against common technology acceptance factors – including self-efficacy, enthusiasm and enjoyment in relation to contextual purpose and class learning outcomes – through a multi-pronged approach consisting of a class-wide survey, developed specifically for this purpose and analysis of usage data. Deeper context was also provided through a small pool of follow-up interviews.FindingsEvidence from this study’s data suggests that a bespoke, mobile-learning resource can provide greater consistency, more relevance, more flexibility for when and where students learn and more efficiency with limited opportunities for synchronous interaction. At the same time, a bespoke mobile-learning resource represents a significant investment of skill and time to develop and maintain.Originality/valueThis study responds to calls from scholars who argue that more research (especially that is qualitative and discipline-specific) is needed to investigate students’ willingness to use learning apps on their mobile devices. This study pairs such research about student willingness with actual usage data and student reflections to more concretely address the role of mobile learning resources in higher education contexts. This study also, importantly, does not just assess perceptions and attitudes about mobile learning resources in the abstract but assesses attitudes and usage patterns for specific generic and bespoke mobile learning resources available for students in a specific university class (thereby providing discipline-specific insights). This study also provides a unique contribution by including multiple years of data and, thus, offers a longitudinal view on how mobile-learning resources are perceived and used in a particular higher education context.
目的本研究的目的是评估定制移动学习资源Pocket Tutor的使用和有效性。这一资源应对了高等教育背景下的一些教学挑战。其中包括与可提供的学习活动的数量和类型、课堂节奏、特定主题的内容考虑以及现成学习资源的可用性和质量有关的内容。教育工作者必须在不断增加的制度约束和外部压力中应对所有这些。然而,一个补充的、从头开始的在线学习资源可以帮助缓解其中的一些挑战。设计/方法论/方法本研究介绍了引入移动学习资源Pocket Tutor以在支持的大学学习环境中支持自主学习的成功和挑战。Pocket Tutor于2019年设计和开发,并于2020年和2021年整合到亚太地区一所大型大学开设的多媒体设计课程中。资源的有效性是根据常见的技术接受因素来衡量的,包括与情境目的和课堂学习结果相关的自我效能、热情和享受,通过多管齐下的方法,包括专门为此目的开发的全班调查和使用数据的分析。还通过一小部分后续访谈提供了更深入的背景。发现来自这项研究数据的证据表明,定制的移动学习资源可以在学生学习的时间和地点提供更大的一致性、相关性、灵活性,并在同步互动机会有限的情况下提高效率。同时,定制的移动学习资源代表着开发和维护技能和时间的重大投资。原创性/价值这项研究回应了学者们的呼吁,他们认为需要更多的研究(尤其是定性和特定学科的研究)来调查学生在移动设备上使用学习应用程序的意愿。本研究将这种关于学生意愿的研究与实际使用数据和学生反思相结合,以更具体地解决移动学习资源在高等教育环境中的作用。同样重要的是,这项研究不仅抽象地评估了对移动学习资源的看法和态度,还评估了特定大学班级学生可使用的特定通用和定制移动学习资源(从而提供特定学科的见解)的态度和使用模式。这项研究还通过纳入多年的数据做出了独特的贡献,从而提供了一个关于移动学习资源在特定高等教育背景下如何被感知和使用的纵向视角。
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引用次数: 0
Educational technology research during the COVID-19 pandemic COVID-19大流行期间的教育技术研究
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-11 DOI: 10.1108/itse-05-2022-0067
Sijia Xue, H. Crompton
PurposeThis systematic review paper aims to examine extant empirical research involving educational technology during COVID-19 to provide an aggregated analysis of how the pandemic has influenced educational technology research.Design/methodology/approachUsing a Preferred Reporting Items for Systematic Reviews and Meta-Analysis systematic review and an integrative review methodology, 50 primary research studies were selected from ten top-ranked educational research journals. These studies were reviewed regarding research purposes, methodologies, instruments, educational level, geographical distribution, and findings of the studies.FindingsThe findings reveal four emerging themes: influencing factors, effectiveness, challenges and teachers. The majority of the studies focused on higher education. Quantitative research design based on a questionnaire was the most adopted method of investigation by researchers.Research limitations/implicationsSearch parameters focused on the top 10 journals in the field of educational technology. Although this provides a level of quality, it narrowed the search.Practical implicationsFor practitioners and researchers, this study provides a summary of the field to better understand what knowledge we have gained on the use of educational technology to enable a more agile, knowledgeable response to education in future emergencies.Originality/valueThis systematic review is unique in examining how the pandemic has influenced educational technology research. It also provides insight into gaps in the research that future researchers can use as a springboard to enable a more knowledge and a more agile approach to future emergencies.
目的:本系统综述论文旨在对COVID-19期间涉及教育技术的现有实证研究进行调查,汇总分析疫情对教育技术研究的影响。设计/方法/方法采用系统评价和荟萃分析的首选报告项目系统评价和综合评价方法,从10个排名最高的教育研究期刊中选择了50项主要研究。从研究目的、方法、工具、教育水平、地理分布和研究结果等方面对这些研究进行了综述。调查结果揭示了四个新兴主题:影响因素、有效性、挑战和教师。大多数研究集中在高等教育上。基于问卷的定量研究设计是研究者最常用的调查方法。研究限制/启示搜索参数集中在教育技术领域排名前10位的期刊上。虽然这提供了一定的质量,但它缩小了搜索范围。对于从业者和研究人员来说,本研究提供了该领域的总结,以更好地了解我们在使用教育技术方面获得了哪些知识,以便在未来的紧急情况下对教育做出更敏捷、更有知识的反应。原创性/价值本系统综述在研究大流行如何影响教育技术研究方面是独一无二的。它还提供了对研究差距的洞察,未来的研究人员可以将其作为跳板,以获得更多的知识和更灵活的方法来应对未来的紧急情况。
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引用次数: 1
Hands-on interaction in the augmented reality (AR) chemistry laboratories enhances the learning effects of low-achieving students: a pilot study 增强现实(AR)化学实验室中的动手互动提高了成绩差的学生的学习效果:一项试点研究
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-13 DOI: 10.1108/itse-04-2022-0045
Yufang Cheng, M. Lee, Chung-Sung Yang, P. Wu
PurposeThe purpose of this study was to develop the augmented reality (AR) educational program combined with the instructional guidance for supportive learning, which enhanced the thinking process cooperative discussion and problem-solving skills in chemistry subject.Design/methodology/approachThe method used the quasi-experimental research design. Of the 45 students who attended this experiment, only 25 with low achievement qualified in operating the AR learning system of saponification and transesterification environment (ARLS-STE) system.FindingsThese results confirmed that the AR educational program could have increased substantial benefits in improvements of students’ knowledge and the ability of the thinking process for the participants with the lowest score. In semi-structured interviews, most of participants enjoyed manipulating the ARLS-STE system, which was realistic, motived and interesting for learning science subjects.Originality/valueThe low-achieving students have often been known with a low learning capability, and they lack in developing constructional knowledge, despite being keen for learning. Regarding educational concerns for this population, providing orientated learning and supportive materials could increase their learning effects. Virtual worlds are an efficient learning tool in educational setting. The AR can offer visual concepts and physical interaction for students with low achievement in learning. Thus, this study investigates the acceptability of an educational program designed in the ARLS-STE, which involves the learning effects of academic knowledge and the capability of thinking process for students with low achievement. The ARLS-STE system was developed for this proposal, based upon the marker-based AR technologies combined with hands-on manipulation.
目的本研究的目的是开发增强现实(AR)教学方案,结合教学指导辅助学习,提高化学学科学生的思维过程、合作讨论和解决问题的能力。设计/方法学/方法方法采用准实验研究设计。在参加本实验的45名学生中,只有25名成绩较低的学生能够操作皂化与酯交换环境(ARLS-STE)系统的AR学习系统。这些结果证实了AR教育项目可以在提高学生的知识和思维过程能力方面为得分最低的参与者带来实质性的好处。在半结构化的访谈中,大多数参与者喜欢操作ARLS-STE系统,这对于学习科学科目来说是现实的,有动机的和有趣的。创意/价值低学习成绩的学生通常被认为是学习能力较低的学生,尽管他们热衷于学习,但他们缺乏构建性知识的发展。关于这一人口的教育问题,提供有针对性的学习和支持性材料可以提高他们的学习效果。虚拟世界是教育环境中一种有效的学习工具。AR可以为学习成绩较差的学生提供视觉概念和物理交互。因此,本研究考察了在ARLS-STE中设计的教育计划的可接受性,涉及学术知识的学习效果和低成就学生的思维过程能力。ARLS-STE系统就是为此而开发的,该系统基于基于标记的AR技术与实际操作相结合。
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引用次数: 1
Offline collaborative learning approach for remote Northern territory students 北领地偏远地区学生的离线协作学习方法
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-13 DOI: 10.1108/itse-05-2022-0063
Haixdao Dai, Phong Lam Nguyen, C. Kutay
PurposeDigital learning systems are crucial for education and data collected can analyse students learning performances to improve support. The purpose of this study is to design and build an asynchronous hardware and software system that can store data on a local device until able to share. It was developed for staff and students at university who are using the limited internet access in areas such as remote Northern Territory. This system can asynchronously link the users’ devices and the central server at the university using unstable internet.Design/methodology/approachA Learning Box has been build based on minicomputer and a web learning management system (LMS). This study presents different options to create such a system and discusses various approaches for data syncing. The structure of the final setup is a Moodle (Modular Object Oriented Developmental Learning Environment) LMS on a Raspberry Pi which provides a Wi-Fi hotspot. The authors worked with lecturers from X University who work in remote Northern Territory regions to test this and provide feedback. This study also considered suitable data collection and techniques that can be used to analyse the available data to support learning analysis by the staff. This research focuses on building an asynchronous hardware and software system that can store data on a local device until able to share. It was developed for staff and students at university who are using the limited internet access in areas such as remote Northern Territory. This system can asynchronously link the users’ devices and the central server at the university using unstable internet. Digital learning systems are crucial for education, and data collected can analyse students learning performances to improve support.FindingsThe resultant system has been tested in various scenarios to ensure it is robust when students’ submissions are collected. Furthermore, issues around student familiarity and ability to use online systems have been considered due to early feedback.Research limitations/implicationsMonitoring asynchronous collaborative learning systems through analytics can assist students learning in their own time. Learning Hubs can be easily set up and maintained using micro-computers now easily available. A phone interface is sufficient for learning when video and audio submissions are supported in the LMS.Practical implicationsThis study shows digital learning can be implemented in an offline environment by using a Raspberry Pi as LMS server. Offline collaborative learning in remote communities can be achieved by applying asynchronized data syncing techniques. Also asynchronized data syncing can be reliably achieved by using change logs and incremental syncing technique.Social implicationsFocus on audio and video submission allows engagement in higher education by students with lower literacy but higher practice skills. Curriculum that clearly supports the level of learning required for a job ne
目的数字学习系统对教育至关重要,收集的数据可以分析学生的学习表现,以提高支持。本研究的目的是设计和构建一个异步硬件和软件系统,该系统可以将数据存储在本地设备上,直到能够共享。它是为在偏远的北领地等地区使用有限互联网接入的大学教职员工和学生开发的。该系统可以使用不稳定的互联网将用户的设备与大学的中央服务器异步连接。设计/方法论/方法基于小型计算机和网络学习管理系统(LMS)构建了一个学习盒。这项研究提出了创建这样一个系统的不同选择,并讨论了数据同步的各种方法。最终设置的结构是提供Wi-Fi热点的Raspberry Pi上的Moodle(模块化面向对象发展学习环境)LMS。作者与在北领地偏远地区工作的X大学讲师合作,对这一点进行了测试并提供了反馈。这项研究还考虑了适当的数据收集和可用于分析现有数据的技术,以支持工作人员的学习分析。这项研究的重点是构建一个异步硬件和软件系统,该系统可以将数据存储在本地设备上,直到能够共享。它是为在偏远的北领地等地区使用有限互联网接入的大学教职员工和学生开发的。该系统可以使用不稳定的互联网将用户的设备与大学的中央服务器异步连接。数字学习系统对教育至关重要,收集的数据可以分析学生的学习表现,以提高支持。Findings生成的系统已经在各种场景中进行了测试,以确保在收集学生提交的材料时它是稳健的。此外,由于早期的反馈,围绕学生熟悉程度和使用在线系统的能力的问题也得到了考虑。研究局限性/含义通过分析监控异步协作学习系统可以帮助学生在自己的时间内学习。使用现在很容易获得的微型计算机,可以很容易地设置和维护学习中心。当LMS支持视频和音频提交时,电话接口就足以进行学习。实际意义这项研究表明,使用树莓派作为LMS服务器,可以在离线环境中实现数字学习。远程社区中的离线协作学习可以通过应用异步数据同步技术来实现。此外,通过使用更改日志和增量同步技术,可以可靠地实现异步数据同步。社会影响专注于音频和视频提交可以让识字率较低但实践技能较高的学生参与高等教育。需要制定明确支持工作所需学习水平的课程,并消除识字是工作场所技能工作一部分的假设。独创性/价值据作者所知,这是第一个实现的远程异步协作LMS环境。这为远程共享学习提供了硬件和软件。还包括支持低识字率学生的材料。
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引用次数: 0
The role of website features in creating value co-creation behaviors and enhancing the brand image and reputation of higher education institutions 网站在创造价值共创行为、提升高校品牌形象和美誉度等方面发挥着重要作用
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-09-07 DOI: 10.1108/itse-12-2021-0225
Davood Ghorbanzadeh, Mohsen Sharbatiyan
PurposeDespite promising conceptual developments in value co-creation behaviors, the scholarly attention afforded to the importance of the university website features in strengthening the university brand image and reputation through students’ value co-creation behaviors is limited. University website features are conceptualized as a hierarchical construct with three dimensions: usability, availability and information. This study aims to investigate the effect of university website features and value co-creation behaviors of students on promoting brand image and brand reputation at Islamic Azad University in Iran.Design/methodology/approachThis study is quantitative. Using convenience sampling techniques, a responsive group of 384 students was chosen from the Islamic Azad University of Tehran in Iran. Survey methods were used for data collection. Partial least squares structural equation modeling was used to test the derived hypotheses.FindingsThe findings of this study indicated that website features have a positive effect on fostering value co-creation behaviors (participation and citizenship behavior), and participation behavior, in turn, improves university brand image and reputation. At the same time, among value co-creation behaviors, citizenship behavior has no impact on the university’s brand image. Finally, the brand image formed through website features and participation behavior positively affects brand reputation.Research limitations/implicationsThis study was conducted in the higher education (HE) sector in one cosmopolitan Iranian city (i.e. Tehran), to which Iranians from other cities travel for studying. Thus, the results of this survey include a variety of subcultures. In the future, a study that incorporates all major metropolitan cities of Iran may increase the generalizability of the findings. Unrelated to the purpose of this study, a future research study may extend the currently studied geographical dimensions and examine the antecedents of university brand reputation across different nations using a cross-cultural approach.Practical implicationsPragmatically, the findings of this study urge university policymakers, information technology managers and marketers to consider the university website’s unique role in assisting co-creation behavior, which in turn promotes university brand image and reputation in the HE market. One of the ways to assess a university’s brand image and reputation is through the university ranking system. Ascending the ranking system can allow a university to attract qualified students.Originality/valueThese findings contribute to the marketing literature by empirically validating the three elements in the website features construct, providing intelligence on how website features can drive value co-creation behaviors, brand image and reputation. Also, results revealed that the brand image of universities positively affects brand reputation. This study highlights the importance of
目的尽管在价值共创行为方面有着很好的概念发展,但学术界对大学网站功能通过学生的价值共创行为增强大学品牌形象和声誉的重要性的关注是有限的。大学网站功能被概念化为一个具有三个维度的层次结构:可用性、可用性和信息。本研究旨在调查伊朗伊斯兰阿扎德大学的大学网站特征和学生的价值共创行为对提升品牌形象和品牌声誉的影响。设计/方法/方法本研究是定量的。采用方便抽样技术,从伊朗德黑兰伊斯兰阿扎德大学选出了一组384名反应灵敏的学生。数据收集采用了调查方法。偏最小二乘结构方程模型用于检验推导的假设。研究结果表明,网站特征对培养价值共创行为(参与和公民行为)具有积极作用,参与行为反过来又能提高大学品牌形象和声誉。同时,在价值共创行为中,公民行为对大学品牌形象没有影响。最后,通过网站特征和参与行为形成的品牌形象对品牌声誉有积极影响。研究局限性/含义本研究在伊朗一个国际化城市(即德黑兰)的高等教育部门进行,来自其他城市的伊朗人前往该城市学习。因此,这项调查的结果包括了各种亚文化。未来,一项纳入伊朗所有主要大都市的研究可能会提高研究结果的可推广性。与本研究的目的无关,未来的研究可能会扩展目前研究的地理维度,并使用跨文化方法考察不同国家大学品牌声誉的前因。实践意义务实地说,本研究的结果敦促大学决策者、信息技术管理者和营销人员考虑大学网站在协助共创行为中的独特作用,这反过来又促进了大学品牌形象和在高等教育市场上的声誉。评估大学品牌形象和声誉的方法之一是通过大学排名系统。提升排名系统可以让一所大学吸引合格的学生。原创性/价值这些发现通过实证验证网站特征构建中的三个要素,为营销文献做出了贡献,为网站特征如何推动价值共创行为、品牌形象和声誉提供了情报。此外,研究结果显示,大学的品牌形象对品牌声誉有正向影响。这项研究强调了国家和国际大学排名的重要性,以及学生对此类排名的敏感性。毫无疑问,这一点在伊朗学生选择大学的行为中表现得很明显。
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引用次数: 1
Use of gamification to enhance e-learning experience 利用游戏化提升电子学习体验
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-08-22 DOI: 10.1108/itse-05-2022-0058
Neerja Kashive, Sayali Mohite
PurposeThis study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents residing in India and elements of gamification (achievement, immersion and social) and personal characteristics of learners (self-efficacy, computer anxiety and enjoyment) and their impact on perceived ease of use (PEOU) and perceived usefulness (PU) were tested.Design/methodology/approachThe data were collected from students and professionals who have ever played games during learning while using an e-learning module. Structural equation modeling using smart partial least square was used to create a model.FindingsThe findings showed that enjoyment affected both PEOU and PU and attitude toward e-learning. Achievement and social elements impacted attitude and the immersion element moderated the relation between enjoyment and PEOU and PU. These finally impact attitude and satisfaction, leading to higher intention to use e-learning platforms.Research limitations/implicationsBecause this study is very specific to the Indian context, a broad generalization requires further exploration in other cultural contexts. The absence of this exploration is one of the limitations of this study.Originality/valueThis study tested the GAMEFULQUEST suggested by Högberg et al. (2019) based on self-determination theory and its impact on the overall e-learning experience. The moderation of immersion has come out to be significant and achievement and social elements impacted attitude.
目的本研究旨在探讨基于技术接受模型的电子学习模型中游戏化的整合。数据来自居住在印度的受访者,测试了游戏化因素(成就、沉浸感和社交)和学习者的个人特征(自我效能、计算机焦虑和享受)及其对感知易用性(PEOU)和感知有用性(PU)的影响。设计/方法论/方法这些数据是从那些在学习期间使用电子学习模块玩过游戏的学生和专业人士那里收集的。使用智能偏最小二乘法建立结构方程模型。研究结果表明,快乐对PEOU和PU以及对电子学习的态度都有影响。成就和社会因素影响态度,沉浸因素调节享受与PEOU和PU的关系。这些最终影响了态度和满意度,导致使用电子学习平台的意愿更高。研究局限性/含义由于这项研究非常具体地针对印度背景,因此需要在其他文化背景下进行进一步的探索。缺乏这种探索是本研究的局限性之一。独创性/价值这项研究测试了Högberg等人提出的游戏规则。(2019)基于自决理论及其对整体电子学习体验的影响。适度的沉浸感已经证明是重要的,成就和社会因素影响了态度。
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引用次数: 2
Improving problem-solving skills through technology assisted collaborative learning in a first year engineering mathematics course 在第一年的工程数学课程中,通过技术辅助的协作学习来提高解决问题的能力
IF 4.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-26 DOI: 10.1108/itse-03-2022-0030
A. D., K. D
PurposeThe purpose of this research study is to explore simple collaborative technique for teaching mathematics and thus improving the problem solving skills of the students. Better pedagogic activities are required to motivate the students to perceive mathematics as a subject that stimulates problem-solving skills required for engineers.Design/methodology/approachThis paper presents a research study on the application of technology-supported collaborative learning in improving the problem-solving skills of first-year engineering students in a mathematics course. The experiment was conducted in a mathematics course “Engineering Calculus” with 286 first-year engineering students in two groups: experimental group (N = 60) and controlled group (N = 226). The academic performance of the students was measured and analyzed with statistical techniques.FindingsFrom the results obtained, it was found that the academic performance of the experimental group was better than the controlled group. Also, interest shown by the students in the topic that dealt with collaborative learning was more than in other topics taught using conventional teaching methods.Research limitations/implicationsThe teachers are required to find effective pedagogical activities to improve the problem-solving skills in mathematics. The research work proposes a collaborative method in mathematics for attaining higher cognitive level in an entry level engineering course. The limitation of this study lies in group formation techniques and the grading policy which deals only with individual assessment scores.Practical implicationsPractice of collaborative learning is made easy with simple technology. A clear strategy for the conduct of collaborative learning sessions has been presented. The solutions recommended are practically feasible and does not require any special infrastructure or specific training.Social implicationsUsing technology in mathematics teaching may not be very easy for all teachers. Especially, for an undergraduate engineering fresher, mathematics may not be a very easy task. This work shall bridge the gap with simple technology-assisted collaborative learning. The teachers need not spend too much time and effort in learning technology for mathematics teaching. The effect of this learning is significant in terms of the performance and satisfaction evaluation.Originality/valueThis work presents a systematic implementation of collaborative learning that shall result in improved problem-solving skills and engaging learning sessions. The statistical analysis methods and the visualization of obtained results shall help in understanding the implications of the presented work. Practice of collaborative learning is made easy with simple technology. The solutions recommended are practically feasible and does not require any special infrastructure or specific training.
目的探讨简单的协作式数学教学方法,提高学生的数学解题能力。需要更好的教学活动来激励学生将数学视为一门激发工程师所需的解决问题技能的学科。设计/方法/方法本文介绍了一项关于应用技术支持的协作学习来提高工科一年级学生在数学课程中解决问题的能力的研究。实验采用数学课程“工程微积分”进行,286名工科大一学生分为两组:实验组(N = 60)和对照组(N = 226)。用统计方法对学生的学习成绩进行测量和分析。从获得的结果来看,实验组的学习成绩优于对照组。此外,学生对合作学习的主题表现出的兴趣比使用传统教学方法的其他主题更大。研究的局限性/启示教师需要找到有效的教学活动来提高数学解决问题的能力。本研究提出了一种在入门级工程课程中获得更高认知水平的数学协作方法。本研究的局限性在于小组组成技术和仅处理个人评估分数的评分政策。实践意义通过简单的技术使协作学习的实践变得容易。提出了开展协作学习会议的明确战略。建议的解决方案实际上是可行的,不需要任何特殊的基础设施或专门的培训。对所有教师来说,在数学教学中使用技术可能并不容易。尤其是,对于一名工科本科新生来说,数学可能不是一件容易的事。这项工作将通过简单的技术辅助协作学习来弥补这一差距。教师不需要花费太多的时间和精力去学习数学教学技术。这种学习的效果在绩效和满意度评价方面是显著的。独创性/价值这项工作提出了协作学习的系统实施,这将提高解决问题的能力和参与学习的过程。统计分析方法和获得结果的可视化将有助于理解所提出工作的含义。通过简单的技术使协作学习的实践变得容易。建议的解决方案实际上是可行的,不需要任何特殊的基础设施或专门的培训。
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引用次数: 0
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Interactive Technology and Smart Education
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