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Students’ Motivation to Learn Mathematics in the Robotics Environment 机器人环境下学生学习数学的动机
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-05-18 DOI: 10.1080/07380569.2022.2071227
Wajeeh M. Daher
Abstract The robotics context is suggested as a context that supports the learning of the sciences including mathematics. The present study investigates how the robotics context affects students’ motivation for learning mathematics. Two groups of seventh-grade students participated in the present research: a robotics class (32 students) and a regular class (33 students). Data were collected using two methods: questionnaires and interviews. Data from the questionnaires were analyzed using SPSS 23.00, while data from the interviews were analyzed using the constant comparison method. The qualitative results showed that the students in the robotics class described their experience with robotics-based learning of the rectangle topic in terms of interest, mastery, and self-efficacy, where they did that far more than students in the regular class. The quantitative results indicated that the seventh-grade students’ motivation to learn mathematics in the robotics class differed significantly, in favor of the robotics class, in three constructs: interest, mastery, and self-efficacy. Moreover, it did not differ significantly in two constructs: performance and failure.
机器人上下文被认为是支持包括数学在内的科学学习的上下文。本研究探讨机器人情境如何影响学生学习数学的动机。两组七年级学生参加了目前的研究:一个机器人班(32名学生)和一个普通班(33名学生)。数据收集采用问卷调查和访谈两种方法。问卷数据采用SPSS 23.00软件进行分析,访谈数据采用常值比较法进行分析。定性结果显示,机器人课堂上的学生在兴趣、掌握和自我效能方面描述了他们在机器人基础上学习矩形主题的经历,他们在这方面的表现远远超过常规课堂上的学生。定量结果显示,七年级学生在机器人课堂上学习数学的动机在兴趣、掌握和自我效能三个构念上有显著差异,对机器人课堂有利。此外,在表现和失败两个构念上没有显著差异。
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引用次数: 7
Using Performance Measures to Predict Early Childhood Reading Outcomes: An Exploratory Longitudinal Analysis 使用表现测量预测幼儿阅读结果:一项探索性的纵向分析
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-05-18 DOI: 10.1080/07380569.2022.2072108
W. van Dijk, Danielle L. Pico, Rachel Kaplan, Valentina A. Contesse, Holly B. Lane
Abstract The use of online literacy applications is proliferating in elementary classrooms. Using data generated by these applications is assumed to be helpful for teachers to identify struggling readers. Unfortunately, many teachers are unsure how to use and interpret the plethora of data from these apps. In this longitudinal study, we followed a cohort of students from kindergarten through first grade (n = 54). We then used quasi-simplex models to estimate the relation between five performance measures taken from an online literacy application and five reading related progress monitoring outcomes at four sequential time points controlling for previous achievement. Results suggest performance measures have more predictive power during kindergarten and the amount of time students were logged-in to the program was the most consistent predictor across outcomes and assessment periods. The number of interactions with the program was significantly related to students’ decoding skills. We discuss how these results might be used to increase teachers’ use of performance measures to adapt instruction.
在线读写应用程序在小学课堂上的使用正在激增。使用这些应用程序生成的数据被认为有助于教师识别困难的读者。不幸的是,许多教师不确定如何使用和解释来自这些应用程序的大量数据。在这项纵向研究中,我们跟踪了一组从幼儿园到一年级的学生(n = 54)。然后,我们使用准单纯形模型来估计从在线识字应用程序中获得的五个绩效指标与在四个连续时间点控制先前成就的五个阅读相关进展监测结果之间的关系。结果表明,表现指标在幼儿园期间具有更强的预测能力,学生登录该项目的时间是整个结果和评估期间最一致的预测指标。与程序互动的次数与学生的解码能力显著相关。我们将讨论如何使用这些结果来增加教师对绩效指标的使用,以适应教学。
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引用次数: 1
Digital Game-Based Learning Can Develop Students’ Literacy Skills and Meet Learning Standards in the US 基于数字游戏的学习可以培养学生的识字能力并达到美国的学习标准
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-05-13 DOI: 10.1080/07380569.2022.2075163
Y. Lee, Meina Zhu
Abstract Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students’ imagination and abstract design to actual writing and building. We investigated a curriculum of adopting Minecraft in writing practices and analyzed students’ writing artifacts to identify the elements that fulfill US Common Core State Standards (CCSS) requirements in a rich digital learning environment. In this study, we found that using DGBL could develop students’ literacy skills that meet CCSS in a student-centered curriculum and eventually support students to prepare for standardized tests. Implications for K-12 educators are also considered.
摘要基于数字游戏的学习(DGBL)被认为是吸引学习者和提高学习成绩的有效途径。本案例研究展示了一个设计案例,该案例使用DGBL来支持K-12教育中以学生为中心的教学法的写作实践。Minecraft被用作将学生的想象力和抽象设计转移到实际写作和建筑中的工具。我们调查了在写作实践中采用Minecraft的课程,并分析了学生的写作作品,以确定在丰富的数字学习环境中满足美国共同核心国家标准(CCSS)要求的元素。在这项研究中,我们发现使用DGBL可以培养学生的识字技能,在以学生为中心的课程中达到CCSS,并最终支持学生为标准化考试做准备。还考虑了对K-12教育工作者的影响。
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引用次数: 2
Investigating Students’ Performance and Motivation in Computer Programming through a Gamified Recommender System 通过游戏化推荐系统调查学生在计算机编程中的表现和动机
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-03 DOI: 10.1080/07380569.2022.2071229
L. Al-Malki, Maram Meccawy
Abstract In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female secondary-school students participated in this empirical study and were divided in to an intervention and comparison group. Due to the distance learning directives imposed by the COVID-19 pandemic, the whole study was conducted online. Data were collected through a post-test to measure student performance. In addition, a learning motivation questionnaire was distributed to all the study participants to measure their motivation toward learning programming. The Instructional Materials Motivation Survey questionnaire was distributed to the experimental group to measure their level of motivation after using the recommender system. The results showed that the personalized gamified recommender system positively affected the students’ performance in the intervention group and enhanced their motivation toward learning computer programming.
在本研究中,开发了一个个性化的游戏化推荐系统,以帮助沙特阿拉伯的中学生学习计算机编程。这个推荐系统通过提供个性化的推荐来解决他们的弱点,增加他们学习计算机编程的动力。本实证研究以60名女中学生为研究对象,分为干预组和对照组。由于COVID-19大流行要求远程学习,整个研究都是在线进行的。通过后测收集数据来衡量学生的表现。此外,本研究还发放了一份学习动机问卷,以衡量所有研究参与者学习程式设计的动机。使用推荐系统后,向实验组发放教材动机调查问卷,测量实验组的动机水平。结果表明,个性化游戏化推荐系统对干预组学生的学习成绩有积极影响,并增强了他们学习计算机编程的动机。
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引用次数: 3
School Sustainability and School Leadership during Crisis Remote Education: Polish and German Experience 危机期间的学校可持续性和学校领导力远程教育:波兰和德国的经验
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-03 DOI: 10.1080/07380569.2022.2071221
Nataliia Demeshkant, Klaudia Schultheis, Petra Hiebl
Abstract The objective of the presented study was to explore the influence of the COVID-19 pandemic on the sustainability of school education by comparing Polish and German experiences in coping with the problems caused by the switch to emergency remote learning based on the school principals’ opinions. A qualitative approach was used for data collection and analysis. Semi-structured interviews were conducted with 26 principals (13 from Poland and 13 from Germany). Thematic analysis was used to categorize the findings and to create themes and subthemes. The findings revealed that principals of both countries demonstrated clear positions for sustainable school functioning and proved their leadership competences to face the challenges of remote teaching during the pandemic. However, most of the participants reported issues regarding the organization and maintenance of sustainable e-learning, effective ICT integration and technological support. Both Polish and German school principals asserted, despite the lack of major institutional support, that their teaching staff managed to adapt quickly to the complex crisis conditions to mitigate the negative consequences of the COVID-19 on education.
摘要本研究的目的是根据校长的意见,通过比较波兰和德国在应对紧急远程学习带来的问题方面的经验,探讨新冠肺炎大流行对学校教育可持续性的影响。数据收集和分析采用了定性方法。对26名校长(13名来自波兰,13名来自德国)进行了半结构化访谈。专题分析用于对调查结果进行分类,并创建主题和子主题。调查结果显示,两国校长都表现出了对学校可持续运作的明确立场,并证明了他们在疫情期间应对远程教学挑战的领导能力。然而,大多数与会者报告了在组织和维持可持续电子学习、有效的信息和通信技术整合和技术支持方面的问题。波兰和德国的校长都声称,尽管缺乏主要的机构支持,但他们的教职员工能够迅速适应复杂的危机条件,以减轻新冠肺炎对教育的负面影响。
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引用次数: 1
Elementary Educator Perceptions of Student Digital Safety Based on Technology Use in the Classroom 基于课堂技术使用的初等教育者对学生数字安全的认识
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-03 DOI: 10.1080/07380569.2022.2071233
Julie Bacak, Florence Martin, L. Ahlgrim-Delzell, Drew Polly, Weichao Wang
Abstract Children interact with digital devices for learning and entertainment at an early age. This study examines elementary educators’ perceptions of student digital safety based on their interactions with others using technology in the classroom. Through a qualitative interview study, we analyzed data collected from ten elementary educators, including classroom teachers, media specialists, and instructional technology facilitators. Educators shared that their students interact with one another using technology for a variety of social and learning purposes in the classroom. Additionally, teachers described negative interactions with technology they have observed in their classrooms with elementary students, including incidents of cyberbullying and access to inappropriate content online. Findings from this study support the design of instructional materials for elementary student digital safety and have implications for teachers, parents, students, and administrators.
摘要儿童在很小的时候就通过数字设备进行学习和娱乐。这项研究基于小学教育工作者在课堂上使用技术与他人的互动,考察了他们对学生数字安全的看法。通过一项定性访谈研究,我们分析了从十位小学教育工作者那里收集的数据,包括课堂教师、媒体专家和教学技术促进者。教育工作者分享说,他们的学生在课堂上使用技术进行各种社交和学习目的的互动。此外,教师们描述了他们在课堂上观察到的与小学生的技术负面互动,包括网络欺凌事件和访问不适当的在线内容。这项研究的结果支持了小学生数字安全教学材料的设计,并对教师、家长、学生和管理人员产生了影响。
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引用次数: 0
The Role of Teacher Technology Experiences and School Technology Interactivity in Teachers’ Culturally Responsive Teaching 教师技术体验与学校技术互动在教师文化响应教学中的作用
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-03 DOI: 10.1080/07380569.2022.2071231
Ming-Min Cheng, Hsueh‐Hua Chuang, Thomas J. Smith
Abstract The present study examined how the type of school technology and teachers’ technological experiences (either personal or pedagogical) were related to teacher perceptions of culturally responsive teaching in technology-supported learning environments. Additionally, the study assessed the moderating effects of school technology interactivity on the relationship between teacher technology experiences and their perception of culturally responsive teaching in these environments. Hierarchical linear modeling was conducted on data from 257 teachers in Taiwan. Results found that the presence of technology interactivity in schools, teachers’ personal technology experiences, and technology experiences in teaching each had a positive and statistically significant effect on teachers’ perception of culturally responsive teaching. In addition, results found that the presence of interactive technology had no significant moderating effect on the relationship between either personal technology integration or technology integration in teaching and any of the five dimensions of culturally responsive teaching. The results suggest that, in addition to technological infrastructure renovation, schools should provide teachers with professional development programs and support which encourages them to create a technology-infused environment to address the connections between students’ cultural contexts and their learning contents.
摘要本研究考察了在技术支持的学习环境中,学校技术的类型和教师的技术经验(无论是个人的还是教学的)如何与教师对文化响应式教学的看法相关。此外,本研究还评估了学校技术互动性对教师技术体验与他们在这些环境中对文化响应性教学的感知之间关系的调节作用。本研究以台湾地区257名教师为研究对象,进行层次线性模型分析。结果发现,学校中技术互动的存在、教师个人技术体验和教学中的技术体验都对教师对文化响应性教学的感知有显著的正向影响。此外,结果发现,互动技术的存在对个人技术整合或教学中的技术整合与文化响应性教学的五个维度中的任何一个之间的关系都没有显著的调节作用。研究结果显示,除了科技基础设施的改造外,学校应提供教师专业发展计划和支持,鼓励他们创造一个充满科技的环境,以解决学生文化背景与学习内容之间的联系。
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引用次数: 1
The Effect of Computer-Mediated Feedback on L2 Accuracy. Does the Difference in Learners’ Perceptual Style Moderate the Effectiveness of the Feedback? 计算机中介反馈对二语准确性的影响。学习者感知风格的差异是否会调节反馈的有效性?
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-03-24 DOI: 10.1080/07380569.2022.2041891
Syed Muhammad Mujtaba, Rakesh Parkash, Manjet Kaur Mehar Singh, Atiyeh Kamyabi Gol
Abstract Computer-mediated feedback (CMF) has recently gained attention in L2 (second language) classes because it offers numerous advantages, such as flexibility and timesaving. However, not much is known about how it affects the accuracy of L2 learners and how the mediating variables, such as learners’ preferred perceptual style, influences the efficacy of CMF. Therefore, the present study was conducted to examine how two types of CMF (audio-based and text-based) affect the accuracy of L2 learners on the past perfect tense and whether aligning CMF types with the learners’ preferred perceptual style (auditory/read/write) mediates its efficacy. One hundred and twenty first semester students with English as a second language (ESL), with a mean age of 20 were recruited for the current study. These students were divided into two treatment groups (audio-based and text-based) and a control group based on their preferred perceptual style (auditory/read/write). The learners in the treatment groups were given three treatment sessions, one each week, where they received CMF either in the audio-based form or text-based form on their narrative writing texts. Subsequently, the effectiveness of the CMF was tested employing two testing instruments: writing task and oral production task. The writing task was a narrative text reconstruction that required the participants to use past perfect tense. Similarly, the oral production task was a dialogue activity that required the use of past perfect tense. The results indicated that both CMF types improved the accuracy of the past perfect tense, with the audio-based CMF found to be more effective. The study also demonstrated that CMF was more effective when aligned with the learners’ preferred perceptual style.
计算机中介反馈(CMF)最近在L2(第二语言)课堂上引起了人们的关注,因为它具有许多优点,如灵活性和节省时间。然而,对于它如何影响二语学习者的准确性,以及学习者偏好的感知风格等中介变量如何影响CMF的有效性,我们知之甚少。因此,本研究旨在研究两种类型的CMF(基于音频和基于文本)如何影响二语学习者对过去完成时的准确性,以及将CMF类型与学习者偏好的感知风格(听觉/读/写)相匹配是否会调节其效果。本研究招募了121名以英语为第二语言(ESL)的第一学期学生,平均年龄为20岁。这些学生被分为两个实验组(基于音频和基于文本)和一个基于他们喜欢的感知方式(听觉/读/写)的对照组。实验组的学习者接受了三次治疗,每周一次,在那里他们接受了基于音频形式或基于文本形式的叙事写作文本的CMF。随后,采用写作任务和口头生产任务两种测试工具对CMF的有效性进行了测试。写作任务是要求参与者使用过去完成时的叙事性文本重构。同样,口语制作任务是一个需要使用过去完成时的对话活动。结果表明,两种类型的CMF都提高了过去完成时的准确性,其中基于音频的CMF更有效。研究还表明,当与学习者偏好的感知风格相一致时,CMF更有效。
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引用次数: 3
Measuring Perceived Attributes of the Interactive Whiteboard for the Mathematics Class 数学课堂互动白板感知属性的测量
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-02 DOI: 10.1080/07380569.2022.2037294
Kevser Erdener, S. Perkmen, M. Shelley, Mehmet Ali Kandemir
Abstract The main purpose of the current study was to develop and validate a scale of perceived attributes of the interactive whiteboard (IW) for the mathematics class. Rogers’ Diffusion of Innovations Theory served as the theoretical framework. Two groups of participants in Turkey were employed in this study. The first group consisted of 350 middle school students (177 female, 173 male). The second group consisted of 557 high school students (288 female, 269 male). The results of confirmatory factor analysis supported construct validity. However, not enough evidence was available to support its convergent and discriminant validity. The results of multigroup analysis supported measurement invariance across two schools—one middle school and one high school. The perceptions of students toward IW were generally positive. We believe that the scale developed for this study can be used in schools in which IW has been implemented and may contribute to educational technology reform efforts by providing metrics for the degree of success in implementing IW specifically and possibly other forms of instructional technology.
摘要当前研究的主要目的是为数学课堂开发和验证交互式白板(IW)的感知属性量表。罗杰斯的创新扩散理论是其理论框架。土耳其的两组参与者参与了这项研究。第一组由350名中学生组成(177名女生,173名男生)。第二组包括557名高中生(288名女生,269名男生)。验证性因素分析结果支持结构有效性。然而,没有足够的证据支持其收敛和判别有效性。多组分析的结果支持了两所学校——一所中学和一所高中——的测量不变性。学生对IW的看法总体上是积极的。我们相信,为这项研究开发的量表可以用于实施IW的学校,并可能通过提供具体实施IW以及可能的其他形式的教学技术的成功程度的指标,为教育技术改革做出贡献。
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引用次数: 4
Variation in Semiotic Mediation across Face-to-Face and Computer-Based Secondary School Mathematics Lessons in a School in the Western Cape Province of South Africa 南非西开普省一所学校面对面和计算机中学数学课中符号中介的变化
IF 0.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-02 DOI: 10.1080/07380569.2022.2037297
Garth Spencer-Smith, J. Hardman
Abstract This study, conducted in one high-achieving secondary school in a disadvantaged area in the Western Cape province of South Africa, asks whether mathematics teachers alter their “talk” across the face-to-face and computer-based lessons. Data were gathered through video recordings of teacher/student interactions across ten face-to-face and computer-based mathematics lessons conducted by two teachers. Findings indicate that the teachers studied significantly altered their “talk” across the two contexts, with a medium effect size. Further, a significant association at a medium effect level between any two of the three variables—location of lesson, “talk” type and scale of interaction—was found. In particular, teachers used significantly less mathematical talk in the computer lessons. As language is the primary mediator of conceptual acquisition (Vygotsky, 1978), this calls into question what mathematical concepts are learnt in a computer-based lesson.
这项研究是在南非西开普省一个贫困地区的一所成绩优异的中学进行的,研究了数学教师是否改变了他们在面对面和基于计算机的课程中的“谈话”。数据是通过两名教师进行的10节面对面和基于计算机的数学课的师生互动视频记录收集的。研究结果表明,被研究的教师在两种情况下显著改变了他们的“谈话”,具有中等效应。此外,在三个变量——课堂位置、“谈话”类型和互动规模——之间的任何两个在中等效应水平上都有显著的关联。特别是,教师在计算机课上使用的数学谈话明显减少。由于语言是概念习得的主要中介(维果茨基,1978),这就提出了一个问题,即在基于计算机的课程中学习了哪些数学概念。
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引用次数: 2
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COMPUTERS IN THE SCHOOLS
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