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Digitalized Interactive Components in Computer-Based-Assessment in Mathematics for K12 Students: A Research Synthesis 基于计算机的K12学生数学评估中的数字化交互组件:研究综述
IF 0.9 Q2 Social Sciences Pub Date : 2022-10-03 DOI: 10.1080/07380569.2022.2116622
Moosa Alhadi, Dake Zhang, Ting Wang, C. Maher
Abstract This research synthesizes studies that used a Digitalized Interactive Component (DIC) to assess K-12 student performance during Computer-based-Assessments (CBAs) in mathematics. A systematic search identified ten studies, including four that provided language assistance and six that provided response-construction support. We reported on the one study that involved students with learning disabilities and three studies involved English Language Learners. One study focused on geometry, four studies on number and operations understanding, and five included a mixture of mathematics domains. Mixed results were reported as to the effectiveness of the available DICs. The research suggests that older children were more likely to benefit from availability of the DIC than younger children, and that DICs have greater impact on students with special needs.
摘要本研究综合了使用数字交互组件(DIC)评估K-12学生在数学计算机评估(CBA)中的表现的研究。一项系统的搜索确定了十项研究,其中四项提供语言援助,六项提供反应构建支持。我们报道了一项涉及学习障碍学生的研究和三项涉及英语学习者的研究。一项研究侧重于几何,四项研究关于数字和运算的理解,五项研究包括数学领域的混合。关于可用DIC的有效性,报告了喜忧参半的结果。研究表明,年龄较大的儿童比年龄较小的儿童更有可能从DIC的可用性中受益,并且DIC对有特殊需求的学生有更大的影响。
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引用次数: 1
The Effects of a Computer-Based Early Reading Program on the Literacy Skills of Kindergarten Students 计算机早读程序对幼儿园学生识字能力的影响
IF 0.9 Q2 Social Sciences Pub Date : 2022-10-02 DOI: 10.1080/07380569.2022.2127344
J. Metsala, S. Kalindi
Abstract This research examines the effects of a computer reading program as a supplement to classroom instruction for Kindergarten students across Study 1 and Study 2 (N = 55 and 88, respectively). Students attended schools in suburban settings and all students received their typical balanced literacy programming. Students in the treatment condition used the Ooka Island computer program (Scholastic F.I.R.S.T.TM, 2017) as a supplement to classroom instruction. The computer program targets phonological awareness, word reading, and reading comprehension. Across both studies, students in the treatment group (n = 26 and 49 for Study 1 and 2, respectively) had better outcomes for phonological blending, word reading, reading comprehension, and book-reading levels than the business-as-usual control group (n = 29 and 39). There were no group differences for phonological segmentation. The findings demonstrate that early-reading computer programs, such as Ooka Island, have the potential to supplement classroom instruction toward building foundational reading skills.
摘要本研究在研究1和研究2(N = 分别为55和88)。学生就读于郊区的学校,所有学生都接受了典型的均衡识字计划。处于治疗状态的学生使用Ooka Island计算机程序(Scholastic F.I.R.S.T.TM,2017)作为课堂教学的补充。该计算机程序的目标是语音意识、单词阅读和阅读理解。在这两项研究中,治疗组的学生(n = 研究1和2的结果分别为26和49)在语音融合、单词阅读、阅读理解和书籍阅读水平方面优于正常对照组(n = 29和39)。语音分割没有组间差异。研究结果表明,早期阅读的计算机程序,如Ooka Island,有可能补充课堂教学,培养基本的阅读技能。
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引用次数: 3
Between School and Home: TPACK-in-Practice in Elementary Special Education Contexts 在学校与家之间:小学特殊教育情境下tpack的实践
IF 0.9 Q2 Social Sciences Pub Date : 2022-10-02 DOI: 10.1080/07380569.2022.2086738
S. Anderson, Kathleen B. Kyzar
Abstract This qualitative study traced the development and enactment of five elementary special education teachers’ technological, pedagogical, and content knowledge (TPACK) as they learned to use flexible digital tools and implemented them with students and their families before and during the COVID-19 pandemic. The findings highlight how changing contextual factors shaped the evolution of special educators’ TPACK for using Seesaw, which served as a “mesosystem tool” connecting school and home contexts. Teachers responded positively to Seesaw, relying on a variety of sources to cultivate their TPACK for using it. Key areas of TPACK application in the special education context included multi-modal learning, motivation/engagement, assessment, feedback, adaptation, and school-home communication. Recognizing how teachers develop and apply TPACK in different contexts broadens understanding of teacher knowledge development and informs efforts to support the use of digital communication tools in special education settings.
本定性研究追踪了五名小学特殊教育教师在COVID-19大流行之前和期间学习使用灵活的数字工具并将其应用于学生及其家庭的过程中,技术、教学和内容知识(TPACK)的发展和制定。研究结果强调了不断变化的环境因素如何影响特殊教育者使用跷跷板的TPACK的演变,跷跷板作为连接学校和家庭环境的“中系统工具”。教师对Seesaw反应积极,依靠各种资源培养自己的TPACK来使用Seesaw。TPACK在特殊教育背景下应用的关键领域包括多模式学习、动机/参与、评估、反馈、适应和学校与家庭的交流。认识到教师如何在不同的环境中发展和应用TPACK,拓宽了对教师知识发展的理解,并为支持在特殊教育环境中使用数字通信工具的努力提供了信息。
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引用次数: 2
Examining Pre-Service and In-Service Teachers’ Perceptions of Their Readiness to Use Digital Technologies for Teaching and Learning 考察职前和在职教师对他们准备使用数字技术进行教学的看法
IF 0.9 Q2 Social Sciences Pub Date : 2022-09-26 DOI: 10.1080/07380569.2022.2121107
Drew Polly, Florence Martin, E. Byker
Abstract This study examines 105 pre-service and in-service teachers’ perceptions of the importance and helpfulness of digital technologies for their learning and their teaching as well as their perceived competence and level of interest in digital technologies. The descriptive statistics from an online survey show that all respondents (n = 105) found collaboration tools, learning management systems, and supplemental video the most helpful for both teaching and learning, and found podcasts, social media, and mobile apps to be the least helpful and important for both teaching and learning. The findings of this study have implications for in-service teachers, pre-service teachers, school administrators, and teacher educators. This study indicates a need to further examine how pre-service and in-service teachers’ beliefs about digital technologies influence their process of designing instruction and choosing whether to or how to use these technologies in their classrooms.
摘要本研究调查了105名职前和在职教师对数字技术对他们的学习和教学的重要性和帮助的看法,以及他们对数字技术的能力和兴趣水平。一项在线调查的描述性统计数据显示,所有受访者(n = 105)发现协作工具、学习管理系统和补充视频对教学最有帮助,播客、社交媒体和移动应用程序对教学最没有帮助,也最不重要。这项研究的结果对在职教师、职前教师、学校管理人员和教师教育工作者都有启示。这项研究表明,有必要进一步研究职前和在职教师对数字技术的信念如何影响他们设计教学以及选择是否或如何在课堂上使用这些技术的过程。
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引用次数: 3
Pre-Service Mathematics Teachers’ Experience with a Dynamic Geometry Environment Whilst Reasoning in Relation to Locus Problems: A Detailed Look at Strategies 职前数学教师在动态几何环境中对轨迹问题进行推理的经验:策略的详细观察
IF 0.9 Q2 Social Sciences Pub Date : 2022-07-09 DOI: 10.1080/07380569.2022.2075165
Nida Emul, Hilal Gulkilik, H. A. Kaplan
Abstract The purpose of this study was to examine how pre-service mathematics teachers (PMTs) integrated a dynamic geometry environment (DGE) into their reasoning process while solving geometric locus problems. Task-based interviews based on the locus problems were conducted with eight PMTs working in pairs. The PMTs could use a computer with access to GeoGebra in addition to plain papers, pencils, graph paper, a ruler, and a compass in the interview environment. They were free to use any of them. The PMTs’ reasoning was analyzed by focusing on their use of DGE as they were producing mathematical arguments during problem-solving. Toulmin’s argumentation model and Hollebrands’ strategies for using DGE were combined to analyze the data. The results revealed that the PMTs used DGE reactively to make claims and proactively to test or justify their claims. Their proactive use of DGE differed depending on whether they included their warrants for this use or not.
摘要本研究的目的是检验职前数学教师(PMT)在解决几何轨迹问题时如何将动态几何环境(DGE)融入他们的推理过程。基于位点问题的基于任务的访谈对八名成对工作的PMT进行。除了在面试环境中使用普通纸、铅笔、绘图纸、尺子和指南针外,PMT还可以使用一台可以访问GeoGebra的计算机。他们可以自由使用任何一个。PMT的推理是通过关注他们在解决问题过程中产生数学论点时使用DGE来分析的。将Toulmin的论证模型和Hollebrands的DGE使用策略相结合来分析数据。结果显示,PMT被动地使用DGE进行索赔,并主动地测试或证明其索赔的合理性。他们对DGE的积极使用取决于他们是否包括这种使用的保证。
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引用次数: 0
Pre-Service Teachers’ Competence and Pedagogical Use of ICT: Are They Ready to Develop Collaborative Activities with Students? 职前教师对信息通信技术的能力和教学使用:他们准备好与学生开展合作活动了吗?
IF 0.9 Q2 Social Sciences Pub Date : 2022-05-20 DOI: 10.1080/07380569.2022.2071223
Alain Stockless, Stéphane Villeneuve, Jérémie Bisaillon, F. Fournier, Fabienne Venant
Abstract Digital training plays a major role in the initial training for preschool, primary, and high school teachers in Québec, Canada. Since the mastery of information and communications technology (ICT) is prescriptive, measures have been implemented in university teacher training programs to ensure its development. Nevertheless, after this training, pre-service teachers’ (PSTs’) ability to transfer competency to a real context remains uncertain. We identified PSTs’ levels of mastery of digital tools and competency, as well as their pedagogical usage of them during their school practicums. We sought to ascertain whether they were ready to organize collaborative learning activities with their students. Their mastery of digital tools did not go beyond the level of “good,” except for tools related to office suites. They perceived themselves as having average mastery of the ability to integrate ICT. In addition, the transfer to a professional context is progressing via the pedagogical usage of ICT reported by PSTs during their school practicums. We observed moderate correlations between the mastery of collaborative and communication tools and of collaborative learning activities.
摘要数字培训在加拿大魁北克省学前、小学和高中教师的初始培训中发挥着重要作用。由于掌握信息和通信技术是规定性的,因此在大学教师培训计划中实施了确保其发展的措施。然而,经过这种培训后,职前教师将能力转移到实际环境中的能力仍然不确定。我们确定了PST对数字工具的掌握程度和能力,以及他们在学校实习期间对数字工具和能力的教学使用情况。我们试图确定他们是否准备好与学生组织合作学习活动。他们对数字工具的掌握并没有超出“好”的水平,除了与办公套件相关的工具。他们认为自己对整合信息和通信技术的能力掌握得一般。此外,通过PST在学校实习期间报告的信息和通信技术的教学使用,向专业环境的转变正在取得进展。我们观察到,对协作和沟通工具的掌握与协作学习活动之间存在适度的相关性。
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引用次数: 1
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 Social Sciences 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 Social Sciences 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 Social Sciences 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 Social Sciences 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
期刊
COMPUTERS IN THE SCHOOLS
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