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Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom 在基于游戏的学习课堂中考察基本流动前提以促进学生的自主学习和接受使用
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-23 DOI: 10.34190/ejel.19.6.2117
K. Wan, V. King, K. Chan
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study used a comprehensive Flow perspective to examine the roles of specific gaming characteristics affecting students’ self-regulated learning and acceptances of use in a higher education GBL context, with a path model based on data collected from 275 undergraduate university students. The model demonstrated an excellent fit of the data with interrelations among constructs about Flow Antecedents, Acceptance of Use, Motivation and Metacognition. The findings revealed that learners place a higher value on GBL with flow elements like Concentration and Challenge, which is linked to their learning motivation and metacognitive outcomes. Aid by GBL on knowledge gain and immersive experience are considered as the underpinnings of Performance Expectancy before students consider adopting GBL for their learning. In contrast to what is typical of serious games, learners primarily use GBL to improve their academic performance rather than for its immersive experience.
基于游戏的学习(GBL)已被公认为激励学生参与积极和建设性学习的重要工具。虽然GBL和学习结果之间存在联系,但目前的研究证据往往会破坏概念的相互关系,并将GBL背景下的流动体验过于简单化。本研究使用全面的Flow视角,基于从275名本科生收集的数据,采用路径模型,检验了特定游戏特征在高等教育GBL背景下影响学生自主学习和接受使用的作用。该模型证明了数据与流动前提、使用接受、动机和元认知结构之间的相互关系非常吻合。研究结果表明,学习者对GBL的重视程度更高,其中注意力和挑战等流动元素与他们的学习动机和元认知结果有关。在学生考虑采用GBL进行学习之前,GBL对知识获取和沉浸式体验的帮助被视为绩效预期的基础。与典型的严肃游戏不同,学习者主要使用GBL来提高学习成绩,而不是沉浸式体验。
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引用次数: 7
EdTech Culturation: Integrating A Culturally Relevant Pedagogy into Educational Technology 教育技术文化:将与文化相关的教育学融入教育技术
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-23 DOI: 10.34190/ejel.19.6.2065
Jenny Eppard, A. Kaviani, M. Bowles, Jason D. Johnson
In recent years, the use of technology in educational contexts including e-learning has become increasing ubiquitous. While it is commonly believed that technology use can facilitate the process of teaching and learning, it is of paramount importance to adopt a Culturally Relevant Pedagogy (CRP) to address the needs of students who might experience difficulty because of cultural, linguistic and technological obstacles that might be inherent in the use of educational technology. With this consideration in mind, the present paper reports on the findings of a qualitative research involving three case studies based on structured interviews with three university professors who are experts in developing digital tools and applications for educational purposes. The participants recorded their responses to interview questions on Google Docs over a period of one month, and the data was analysed for significant themes. The data revealed that all participants believe that cultural, methodological and pedagogical barriers can significantly affect the use of educational technology in face-to-face and online classes and can consequently impact student learning. The emergent themes in the data indicate that a solid understanding of the local context in which the process of teaching and learning takes place, flexibility in terms of one’s methodological approaches to teaching and embracing differences in students’ knowledge and abilities can help ensure students succeed in their academic endeavours, they are uncritically accepted and treated in an equitable manner regardless of their competency level. All three participants in the study believe that while there are some cultural and linguistic barriers in e-learning contexts and in developing and using technological applications for students, through adopting the core principles of a culturally relevant pedagogy (CRP), they have been successful in achieving the course learning outcomes for their students. They argue that by adapting the language used in applications to the linguistic level of students, using familiar and culturally relevant themes, and adopting a blended approach in which technology complements face-to-face instruction, a better dialogue is established between the teacher and the students, and learning is thus facilitated. The findings of this study reveal that becoming familiar with the local culture, the relevant prescriptions and proscriptions can furnish the education technology developers with the requisite knowledge for creating applications that are relevant to students’ lives and are thus more effectual. Similarly, the results show that educational applications should provide a suitable platform to create and maintain an ongoing intrapersonal and interpersonal dialogue for the students to help them engage in the process of learning in a regular and consistent manner. Implications for pedagogy and research will be discussed.
近年来,技术在包括电子学习在内的教育环境中的应用越来越普遍。虽然人们普遍认为技术的使用可以促进教学过程,但采用文化相关教学法来满足那些可能因使用教育技术而遇到文化、语言和技术障碍而遇到困难的学生的需求至关重要。考虑到这一点,本文报告了一项定性研究的结果,该研究涉及三个案例研究,基于对三位大学教授的结构化采访,他们是开发用于教育目的的数字工具和应用程序的专家。参与者在一个月的时间里,在谷歌文档上记录了他们对采访问题的回答,并对数据进行了重要主题的分析。数据显示,所有参与者都认为,文化、方法和教学障碍会严重影响面对面和在线课堂中教育技术的使用,从而影响学生的学习。数据中出现的主题表明,对教学过程所处的当地环境有深入的了解,在教学方法上有灵活性,并接受学生知识和能力的差异,有助于确保学生在学术努力中取得成功,无论他们的能力水平如何,他们都会被不加批判地接受,并得到公平的对待。该研究的三位参与者都认为,尽管在电子学习环境中以及在为学生开发和使用技术应用程序方面存在一些文化和语言障碍,但通过采用文化相关教学法的核心原则,他们成功地为学生实现了课程学习成果。他们认为,通过使应用程序中使用的语言适应学生的语言水平,使用熟悉的和文化相关的主题,并采用技术与面对面教学相辅相成的混合方法,教师和学生之间建立了更好的对话,从而促进了学习。这项研究的结果表明,熟悉当地文化、相关规定和禁令可以为教育技术开发人员提供必要的知识,以创建与学生生活相关的应用程序,从而更有效。同样,研究结果表明,教育应用程序应该提供一个合适的平台,为学生创造和保持持续的个人和人际对话,帮助他们以有规律和一致的方式参与学习过程。将讨论对教育学和研究的影响。
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引用次数: 4
The Influence of Convenience on the Usage of Learning Management System 便利性对学习管理系统使用的影响
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-23 DOI: 10.34190/ejel.19.6.2493
Lubna A. Hussein, Mohd Faiz Hilmi
The advancement in internet-based learning technologies together with the national agenda towards globalized online education in Malaysia have prompted the learning management system (LMS) to become an important channel for institutions of higher education to effectively deliver education to students. Since user resistance has been known to be a stumbling block in the implementation of the LMS, it is crucial for the institutions to acknowledge that comprehensive adoption by users relies heavily on user acceptance. Moreover, since some institutions may have even made it compulsory for students to use the LMS, user acceptance of the LMS should be studied in the sense that using LMS is likable and pleasurable. Although the features of the technical capability of the LMS are important, it has been asserted that having the feeling of personal convenience when using the LMS is even more important to the users. With the amount of financial effort and manpower involved in implementing the LMS by institutions in Malaysia towards fulfilling the online learning agenda of the nation, it is important to study whether the convenience factor as an individual impact can play the partial role of influencing Malaysian students’ satisfaction of the LMS which would in turn influence them to use the LMS. Based on the Information System Success Model by DeLone and McLean, this study establishes vital process factors regarding the LMS usage among university students in Malaysia. Hence, in this study, LMS usage by students is measured by the degree of students’ acceptance of the LMS. An online survey has been done to collect data from 212 students of two large public universities in Malaysia. Structural equation modeling has been used to test the relationships in the conceptual model. The results of data analysis using the PLS-SEM technique employed in the study have indicated that student satisfaction is positively influenced by factors of information quality, system quality, service quality and convenience. LMS usage has been found to be positively impacted by student satisfaction while student satisfaction has been found to have significant mediation effect. The findings from this study can be utilized by institutions committed towards having successful implementation of the LMS. In enhancing LMS usage by the students, the institutions of higher education can consider focusing on the necessary steps towards increasing student satisfaction. Meanwhile, to increase student satisfaction, apart from improving the information quality, system quality and service quality, institutions should also seriously consider promoting the LMS to the students by highlighting the individual impact of the LMS in terms of convenience.
基于互联网的学习技术的进步,加上马来西亚全球化在线教育的国家议程,促使学习管理系统(LMS)成为高等教育机构有效向学生提供教育的重要渠道。众所周知,用户阻力是LMS实施过程中的绊脚石,因此,各机构必须认识到,用户的全面采用在很大程度上取决于用户的接受程度。此外,由于一些机构甚至强制要求学生使用LMS,因此应研究用户对LMS的接受程度,因为使用LMS是令人喜爱和愉快的。尽管LMS的技术能力的特征很重要,但已经断言,在使用LMS时具有个人便利感对用户来说更为重要。鉴于马来西亚各机构为实现国家在线学习议程而实施LMS所需的财政努力和人力,研究便利因素作为个人影响是否会在影响马来西亚学生对LMS的满意度方面发挥部分作用,进而影响他们使用LMS,这一点很重要。基于DeLone和McLean的信息系统成功模型,本研究建立了马来西亚大学生使用LMS的重要过程因素。因此,在本研究中,学生使用LMS的程度是通过学生对LMS的接受程度来衡量的。一项在线调查收集了马来西亚两所大型公立大学212名学生的数据。结构方程建模已用于测试概念模型中的关系。应用PLS-SEM技术对学生满意度进行的数据分析结果表明,信息质量、系统质量、服务质量和便利性等因素对学生满意度有积极影响。LMS的使用受到学生满意度的积极影响,而学生满意度具有显著的中介作用。致力于成功实施LMS的机构可以利用这项研究的结果。在提高学生对LMS的使用率时,高等教育机构可以考虑采取必要措施提高学生满意度。同时,为了提高学生的满意度,除了提高信息质量、系统质量和服务质量外,各院校还应认真考虑向学生推广LMS,突出LMS在便利性方面的个人影响。
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引用次数: 3
Investigating the Influence of Quality Factors on User Satisfaction with Summative Computer-based Assessment 用计算机总结性评价方法研究质量因素对用户满意度的影响
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-22 DOI: 10.34190/ejel.19.6.2487
H. Bello, N. A. Abdullah
Computer-based assessment or e-assessment system is an e-learning system where information communication technology is utilized for examination activity, grading, and recording of responses of the examinees. It includes the entire assessment process from the examinees, teachers, institutions, examination agencies, and the public. E-assessment systems have been used extensively in educational and non-educational settings worldwide because of their significant impact on assessment to both the institutions and students. Electronic assessment systems have many significant advantages over conventional paper-pencil-based approaches, like reducing production cost, automatic marking, and fair grading. Other benefits include the ability to conduct adaptive testing, an increase in the frequency of assessment, a large number of people could be examined, low staff requirements during the assessment, and the ability to improve the quality of the evaluation. Text, images, audio, video, and interactive virtual environments in an e-assessment system are all feasible. Nevertheless, given all these advantages, some examinees expressed negative views about electronic assessment in our study due to fear or lack of familiarity with assessment technology and lack of information on e-assessment methods. Despite the increased adoption of e-assessment in higher education and organizations, the examinees' attitudes and opinions need to be studied to implement the system successfully. In an e-assessment environment, several factors account for the evaluation of the system quality. These factors can be categorized into three dimensions: technical, educational, and economical. However, based on literature reviewed,  limited studies attempted to map these quality factors to determine user satisfaction with an e-assessment system. This scarcity of e-assessment satisfaction studies is the gap the study intends to fill. Furthermore, this study's findings would help provide practical and theoretical implications for educational institutions and organizations. This study is among the first application of the Delone and McLean information system success model to predict user satisfaction with computer-based assessment in a developing, African country.
基于计算机的评估或电子评估系统是一种电子学习系统,利用信息通信技术进行考试活动、评分和记录考生的回答。它包括考生、教师、机构、考试机构和公众的整个评估过程。电子评估系统已在世界各地的教育和非教育环境中广泛使用,因为它对机构和学生的评估产生了重大影响。与传统的基于纸笔的方法相比,电子评估系统具有许多显著的优势,如降低生产成本、自动评分和公平评分。其他好处包括能够进行适应性测试、增加评估频率、可以对大量人员进行检查、评估期间对工作人员的要求较低,以及能够提高评估质量。电子评估系统中的文本、图像、音频、视频和交互式虚拟环境都是可行的。尽管如此,鉴于所有这些优势,在我们的研究中,一些考生对电子评估表示了负面看法,因为他们害怕或不熟悉评估技术,也缺乏关于电子评估方法的信息。尽管高等教育和组织越来越多地采用电子评估,但要成功实施该系统,需要研究考生的态度和意见。在电子评估环境中,对系统质量的评估有几个因素。这些因素可以分为三个维度:技术、教育和经济。然而,根据文献综述,有限的研究试图绘制这些质量因素,以确定用户对电子评估系统的满意度。电子评估满意度研究的稀缺性正是该研究想要填补的空白。此外,这项研究的发现将有助于为教育机构和组织提供实践和理论启示。这项研究是Delone和McLean信息系统成功模型在非洲发展中国家首次应用于预测用户对计算机评估的满意度。
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引用次数: 3
Contextualizing Social Media Ecology and Its Pedagogical Affordances: The Perspective of High School Teachers 语境化的社交媒体生态及其教育价值——以高中教师为视角
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-22 DOI: 10.34190/ejel.19.6.2486
Wilson O. Otchie, M. Pedaste, Emanuele Bardone, Irene-Angelica Chounta
The potential of social media technology has made its use a daily habit among individuals, institutions, and communities. However, several studies on technology adoption, especially social media use in education, focus more on its impact on the student than the teacher, who is generally perceived as a key stakeholder. This study used purposive sampling to select teachers who taught grades 7–10 and had used social media in their teaching activities. In-depth interviews were carried out with participating teachers to get their opinions and perspectives about how they used social media in their teaching activities (N=11). Inductive and deductive coding were used for the latent content analysis and four categories emerged: (1) SM technology in the classroom, (2) positive perceived contextual affordances, (3) negative perceived contextual affordances, and (4) support for social media. Results of the study show that, besides the schools’ learning management systems, YouTube was the major SM app that was regularly used by participants in their lessons. Also, all participating teachers expressed their interest in teaching with social media. However, they cited some challenges as weaknesses towards social media use in teaching.
社交媒体技术的潜力使其成为个人、机构和社区的日常习惯。然而,一些关于技术采用,特别是教育中社交媒体使用的研究,更多地关注技术对学生的影响,而不是教师,教师通常被视为关键的利益相关者。这项研究使用了有目的的抽样来选择教7-10年级并在教学活动中使用社交媒体的教师。对参与的教师进行了深入访谈,以了解他们对如何在教学活动中使用社交媒体的看法和看法(N=11)。归纳和演绎编码被用于潜在内容分析,出现了四类:(1)课堂中的SM技术,(2)积极的感知上下文启示,(3)消极的感知上下文启发,以及(4)对社交媒体的支持。研究结果显示,除了学校的学习管理系统外,YouTube是参与者在课堂上经常使用的主要SM应用程序。此外,所有参与的教师都表示有兴趣通过社交媒体进行教学。然而,他们列举了一些挑战,如在教学中使用社交媒体的弱点。
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引用次数: 1
Driving value creation in the new economy following the COVID-19 crisis. Data-mining students’ satisfaction from online teaching in the virtual academic climate. 推动新冠肺炎危机后新经济的价值创造。数据挖掘学生在虚拟学术环境下在线教学的满意度。
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-16 DOI: 10.34190/ejel.19.5.1991
Eyal Eckhaus, N. Davidovitch
  This study examines the advantages of online teaching from the perspective of students at eleven institutions of higher education, universities and colleges, in Israel. The study was conducted at the end of the second semester of their academic studies, after students had experienced “face to face” studies, and they were asked to reply freely to an open question on their evaluation of the benefits of transitioning to online teaching. Students were forced to cope with a new reality, where they were compelled to study in a “digital classroom”. The academic-social climate, the conduct of lecturer-student relations, and the relations among the students themselves, changed instantaneously, with no preparation by any of those involved. Hence, the research findings can illuminate the strengths of online teaching, with a view to the future. Was the impact of teaching and learning in the coronavirus circumstances a one-time event for the students or one from which it is possible to examine and embrace new ways of learning as they see them?   Based on 1,937 fully completed surveys from eleven academic institutions, we employed a mixed methods research design. Major themes were manually tagged, and an empirical model was developed. Structural Equation Modeling (SEM) was utilized to test the model’s goodness-of-fit. Findings present a host of parameters that have a significant positive influence on students’ positive perception of the transition to online teaching.   This study is the first to thoroughly examine advantages and disadvantages of the transition to online teaching among a large group of students, from several different academic institutions, and presents both qualitative and empirical results. Ethical implications of the findings are discussed.  
本研究从以色列11所高等教育机构、大学和学院的学生的角度考察了在线教学的优势。这项研究是在学生们经历了“面对面”学习后的第二学期末进行的,他们被要求自由回答一个关于他们对过渡到在线教学的好处的评估的公开问题。学生们被迫面对一个新的现实,他们被迫在“数字教室”学习。学术社会氛围、师生关系的处理以及学生之间的关系都在瞬间发生了变化,任何相关人员都没有做好任何准备。因此,研究结果可以阐明在线教学的优势,并展望未来。在冠状病毒的情况下,教学的影响对学生来说是一次性的,还是可以在他们看来审视和接受新的学习方式?基于1937年来自11个学术机构的完整调查,我们采用了混合方法的研究设计。对主要主题进行了手动标记,并开发了一个经验模型。利用结构方程建模(SEM)来检验模型的拟合优度。研究结果提出了一系列参数,这些参数对学生向在线教学过渡的积极感知具有显著的积极影响。这项研究首次在来自几个不同学术机构的一大群学生中彻底考察了向在线教学过渡的优缺点,并给出了定性和实证结果。讨论了研究结果的伦理含义。
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引用次数: 2
Recommendation Systems on E-Learning and Social Learning: A Systematic Review 电子学习与社会学习的推荐系统综述
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-12 DOI: 10.34190/ejel.19.5.2482
Sonia Souabi, A. Retbi, M. Khalidi Idrissi, S. Bennani
E-learning is renowned as one of the highly effective modalities of learning. Social learning, in turn, is considered to be of major importance as it promotes collaboration between learners. For properly managing learning resources, recommender systems have been implemented in e-learning to enhance learners' experience. Whilst recommender systems are of widespread concern in online learning, it is still unclear to educators how recommender systems can improve the learning process and have a positive impact on learning. This paper seeks to provide an overview of the recommender systems proposed in e-learning between 2007 and the first part of 2021. Out of 100 initially identified publications for the period between 2007 and the first part of 2021, 51 articles were included for final synthesis, according to specific criteria. The descriptive results show that most of the disciplines involved in educational recommender systems papers have approached e-learning in a general way without putting as much emphasis on social learning, and that recommender systems based on explicit feedbacks and ratings were the most frequently used in empirical studies. The synthesis of results presents several recommender systems types in e-learning: (1) Content-based recommender systems, (2) Collaborative-filtering recommender systems, (3) Hybrid recommender systems and (4) Recommender systems based on supervised and unsupervised algorithms. The conclusions reflect on the almost lack of critical reflection on the importance of addressing recommender systems in social learning and social educational networks in particular, especially as social learning has particular requirements, the weak databases size used in some research work, the importance of acknowledging the strengths and weaknesses of each type of recommender system in an educational context and the need for further exploration of implicit feedbacks more than explicit learners’ feedbacks for more accurate recommendations.
电子学习是一种非常有效的学习方式。反过来,社会学习被认为是非常重要的,因为它促进了学习者之间的合作。为了妥善管理学习资源,我们在网上学习中引入了推荐系统,以提高学习者的学习体验。虽然推荐系统在在线学习中受到广泛关注,但教育工作者仍然不清楚推荐系统如何改善学习过程并对学习产生积极影响。本文旨在概述2007年至2021年上半年在电子学习中提出的推荐系统。在最初确定的2007年至2021年上半年期间的100篇出版物中,根据具体标准,有51篇文章被纳入最终综合。描述性结果表明,教育推荐系统论文中涉及的大多数学科都以一般方式接近电子学习,而没有过多强调社会学习,并且基于明确反馈和评级的推荐系统在实证研究中最常用。综合结果提出了电子学习中的几种推荐系统类型:(1)基于内容的推荐系统;(2)协同过滤推荐系统;(3)混合推荐系统;(4)基于监督和无监督算法的推荐系统。结论反映了在社会学习和社会教育网络中解决推荐系统的重要性几乎缺乏批判性反思,特别是在社会学习具有特殊要求的情况下,一些研究工作中使用的数据库规模薄弱,承认每种推荐系统在教育背景下的优缺点的重要性,以及进一步探索隐性反馈而不是显性学习者反馈的必要性,以获得更准确的推荐。
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引用次数: 3
An Analysis of Students’ Perception of Online Assessments and its Relation to Motivation Towards Mathematics Learning 学生对在线评估的感知及其与数学学习动机的关系分析
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-12 DOI: 10.34190/ejel.19.5.2481
M. Valdez, Lea D. Maderal
Assessing student performance is a challenge faced by most educational institutions during this time when conducting in-campus classes is affected by the pandemic. Use of online assessments to determine student performance is gaining wider acceptance over the traditional paper-and-pen type as it allows evaluation of what the students learned despite the lack of physical classroom interaction. Although there are studies that examine student perceptions about online learning in general, only a few focus on assessments especially those that consider its relation to affective aspects of learning. The views of students being the primary beneficiaries of the technology would give relevant information in designing appropriate online assessments and can bring about the success of its implementation. Thus, this present study investigated the usefulness of online assessments according to the perspective of students particularly in their math subject and its relation to their motivation towards mathematics learning. A mixed methods research design was conducted to determine the perception and motivation of 127 second year level engineering students via a questionnaire survey after exposure to a set of online assessments. Results showed that students have a high level of motivation towards mathematics learning and have positive perception about online assessments. Using factor analysis, variations in the perception were found to be explained by 4 factors focused on ease of use and functionality, personal preference, technical considerations, and complementation with other methods. Some of these factors were found to be significantly related with various aspects of motivation. Interview of students also revealed they found taking online assessments a positive innovation in giving assignments and prefer them over traditional assignments. The findings derived from this study give teachers a basis in designing more effective online assessments particularly those that address the needs of today’s generation of learners. Further, for a developing country like the Philippines, findings of this study would greatly contribute to the government and academic sector’s efforts in capacity building of its online system of education.
在这段时间里,评估学生表现是大多数教育机构面临的挑战,因为校园课堂受到疫情的影响。与传统的纸笔评估相比,使用在线评估来确定学生表现越来越被接受,因为尽管缺乏物理课堂互动,但它可以评估学生所学的内容。尽管有研究考察了学生对在线学习的总体看法,但只有少数研究关注评估,尤其是那些考虑到其与学习情感方面关系的评估。学生是这项技术的主要受益者,他们的观点将为设计适当的在线评估提供相关信息,并能成功实施这项技术。因此,本研究从学生的角度,特别是在他们的数学科目中,调查了在线评估的有用性及其与他们数学学习动机的关系。采用混合方法研究设计,通过问卷调查,确定127名二年级工程系学生在接触一组在线评估后的感知和动机。结果表明,学生对数学学习有很高的动机,对在线评估有积极的看法。通过因素分析,发现感知的变化可以由4个因素来解释,这些因素集中在易用性和功能性、个人偏好、技术考虑以及与其他方法的互补性上。其中一些因素被发现与动机的各个方面显著相关。对学生的采访还显示,他们发现在线评估是布置作业的一项积极创新,他们更喜欢在线评估,而不是传统作业。这项研究的发现为教师设计更有效的在线评估提供了基础,尤其是那些满足当今一代学习者需求的评估。此外,对于菲律宾这样的发展中国家来说,这项研究的结果将大大有助于政府和学术部门在其在线教育系统能力建设方面的努力。
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引用次数: 4
The Role of the Instructor, Motivation, and Interaction in Building Online Learning Satisfaction during the COVID-19 Pandemic 新冠肺炎大流行期间讲师、动机和互动在建立在线学习满意度中的作用
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-10 DOI: 10.34190/ejel.19.5.2475
Marsela Thanasi-Boçe
This study aims to examine the role of instructor, motivation, and interaction in building students’ perceptions of and satisfaction with online learning (OL). It proposes a structural model based on data collected from 446 graduate and undergraduate students who attended online courses during the first COVID-19 lockdown. The data analysis was conducted using partial least square structural equation modeling (PLS-SEM). The results reinforced the role of interaction and instructors in strengthening students’ motivation, especially highlighting interaction as a facilitator of how instructors motivate their students. Motivation, interaction, and the instructor’s role contributed to positive OL perceptions, which in turn generated greater student satisfaction. This study also revealed that interaction is the factor with the highest impact on OL perception. The instructor’s role in motivating students was found to be higher if a greater interaction was present in the online platform. However, the students did not derive OL satisfaction directly from their instructors; rather, satisfaction was generated only when motivation, interaction, and positive OL perceptions emerged. Finally, gender differences were identified in the students’ OL satisfaction. Females derived a greater level of motivation, OL perception, and satisfaction from interactions with their instructors and peers, while the male students’ OL perception and satisfaction were not affected by their instructors.
本研究旨在检验教师、动机和互动在培养学生对在线学习的感知和满意度方面的作用。它提出了一个结构模型,该模型基于从第一次新冠肺炎封锁期间参加在线课程的446名研究生和本科生收集的数据。使用偏最小二乘结构方程建模(PLS-SEM)进行数据分析。研究结果强化了互动和导师在增强学生动机方面的作用,特别强调了互动是导师如何激励学生的促进者。动机、互动和教师的角色有助于积极的OL认知,进而产生更大的学生满意度。这项研究还表明,互动是对OL感知影响最大的因素。研究发现,如果在线平台上有更多的互动,讲师在激励学生方面的作用会更高。然而,学生们并没有直接从他们的导师那里获得OL满意度;相反,只有当动机、互动和积极的OL感知出现时,才会产生满意度。最后,学生的OL满意度存在性别差异。女生从与导师和同伴的互动中获得了更高水平的动机、OL感知和满意度,而男生的OL感知和满意程度不受导师的影响。
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引用次数: 4
Drawing as an Academic Dialogue Tool for Developing Digital Learning Designs in Higher Education 绘画作为高等教育中发展数字化学习设计的学术对话工具
IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-11-09 DOI: 10.34190/ejel.19.5.2466
Heidi Hautopp, M. Buhl
This paper reports on how drawing as an academic dialogue tool was explored as a crucial actor for driving design processes among humanistic master’s students targeting their digital learning designs for online and blended learning contexts. The paper builds on a previous study that investigated students’ use of self-produced visualisations during the digital design process. Although the study did not deal with visualisation and students were not trained to draw, the participants made extensive but unacknowledged use of visualisations. In the present study, a new group of students from the same master’s programme were taught how to draw as a central component of the design process in order to investigate how this might expand their use of visual facilitation and drawing techniques to drive collaborative processes, design decisions and theoretical reflections. As design practices enter new interdisciplinary domains, in this case digital learning design, the aim was to explore how humanistic students can act as digital designers by adapting different design approaches and visual methods in particular. Likewise, the study offers an investigation of how students perceive these ways of working in an academic context. The empirical data, including teaching observations, students’ visual productions and interviews with 27 students from nine groups after completing the course, were drawn primarily from an explorative case study in which master’s students developed digital learning designs to solve a problem framed by an external stakeholder. Students’ ways of producing visualisations in the different phases of their design process were analysed in terms of four design genres (explorative, investigative, explanatory and persuasive). The sociomaterial analysis traced how drawings and drawing activities unfolded during collaborative group processes which supported the development of digital learning designs. The findings confirmed the potential of drawing as a means for developing ideas, collaborating in different design phases and presenting and discussing design ideas with peers, target groups and external stakeholders. Furthermore, the findings revealed that drawing activities became a significant pedagogical consideration in the students’ digital learning design and data collection process, where students balanced the interplay between initial analogue drawings and digital prototyping, testing their design concepts with target groups. The findings also showed that students perceived drawing and visual facilitation as practical tools but lacked an academic terminology for articulating these processes. The study suggests a need for substantial change to fully acknowledge the potential of drawing as an academic dialogue tool on the level with academic reading and writing when developing digital artefacts.
本文报道了绘画作为一种学术对话工具是如何在人文主义硕士生中被探索为推动设计过程的关键因素的,他们的数字学习设计针对在线和混合学习环境。这篇论文建立在之前的一项研究的基础上,该研究调查了学生在数字设计过程中对自制视觉的使用。尽管这项研究没有涉及可视化,学生也没有接受过绘画训练,但参与者广泛但未被承认地使用了可视化。在本研究中,来自同一硕士课程的一组新学生被教导如何将绘画作为设计过程的核心组成部分,以研究这可能如何扩大他们对视觉促进和绘画技术的使用,从而推动协作过程、设计决策和理论思考。随着设计实践进入新的跨学科领域,在这种情况下,数字学习设计的目的是探索人文主义学生如何通过适应不同的设计方法,特别是视觉方法,成为数字设计师。同样,这项研究调查了学生在学术环境中如何看待这些工作方式。经验数据,包括教学观察、学生的视觉制作以及完成课程后对来自九个小组的27名学生的采访,主要来自一项探索性案例研究,在该研究中,硕士生开发了数字学习设计,以解决外部利益相关者提出的问题。从四种设计类型(探索性、调查性、解释性和说服性)的角度分析了学生在设计过程的不同阶段产生视觉效果的方式。社会材料分析追踪了绘画和绘画活动在支持数字学习设计发展的协作小组过程中是如何展开的。研究结果证实了绘画作为一种发展思想、在不同设计阶段进行合作以及与同行、目标群体和外部利益相关者展示和讨论设计思想的手段的潜力。此外,研究结果表明,在学生的数字学习设计和数据收集过程中,绘画活动成为一个重要的教学考虑因素,在这个过程中,学生平衡了初始模拟绘画和数字原型之间的相互作用,与目标群体一起测试他们的设计概念。研究结果还表明,学生们将绘画和视觉促进视为实用工具,但缺乏阐明这些过程的学术术语。这项研究表明,在开发数字艺术品时,需要进行实质性的变革,以充分认识到绘画作为学术对话工具在学术阅读和写作层面上的潜力。
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引用次数: 1
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Electronic Journal of e-Learning
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