The purpose of this study was to evaluate the factors that influence behavioural intention (BI) to use the Online Summary-with Automated Feedback (OSAF) in a MOOCs platform. Task-Technology Fit (TTF) was the main framework used to analyse the match between task requirements and technology characteristics, predictng the utilisation of the technology. The relationships between TTF and BI was moderated by students’ performance. This TTF provides an illustration of the extent to which the suitability of technology support for tasks will affect the performance and utilization of technology. There were 9 hypotheses examined in this study. The participants consisted of 151 students at a public university in East Java, Indonesia. In order to analyse the collected data, PLS-SEM (partial least squares - structural equation modeling) was employed, using SmartPLS 3.0. In this study, several points can be concluded, namely: 1) task characteristics and technology characteristics were not positively and significantly effected by TTF, while students' characteristics had a positive and significant effect on TTF; 2) TTF and utilization which are influenced by social influence, have a positive effect on performance impact. In this case the performance impact is constructed from 3 dimensions, namely: learning performance, personal integrity, self-confidence, except TTF were not postitive and were significantly affected by self-confidence. 3) TTF and performance impact positively influence behavioural intention, except in the dimension of performance impact, personal integrity was not postively and significantly effected by behavioural intention.
{"title":"Task-Technology Fit Analysis: Measuring the Factors that influence Behavioural Intention to Use the Online Summary-with Automated Feedback in a MOOCs Platform","authors":"Saida Ulfa, Ence Surahman, Izzul Fatawi, Hirashima Tsukasa","doi":"10.34190/ejel.22.1.3094","DOIUrl":"https://doi.org/10.34190/ejel.22.1.3094","url":null,"abstract":"The purpose of this study was to evaluate the factors that influence behavioural intention (BI) to use the Online Summary-with Automated Feedback (OSAF) in a MOOCs platform. Task-Technology Fit (TTF) was the main framework used to analyse the match between task requirements and technology characteristics, predictng the utilisation of the technology. The relationships between TTF and BI was moderated by students’ performance. This TTF provides an illustration of the extent to which the suitability of technology support for tasks will affect the performance and utilization of technology. There were 9 hypotheses examined in this study. The participants consisted of 151 students at a public university in East Java, Indonesia. In order to analyse the collected data, PLS-SEM (partial least squares - structural equation modeling) was employed, using SmartPLS 3.0. In this study, several points can be concluded, namely: 1) task characteristics and technology characteristics were not positively and significantly effected by TTF, while students' characteristics had a positive and significant effect on TTF; 2) TTF and utilization which are influenced by social influence, have a positive effect on performance impact. In this case the performance impact is constructed from 3 dimensions, namely: learning performance, personal integrity, self-confidence, except TTF were not postitive and were significantly affected by self-confidence. 3) TTF and performance impact positively influence behavioural intention, except in the dimension of performance impact, personal integrity was not postively and significantly effected by behavioural intention.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140239173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Roni Herdianto, P. Setyosari, D. Kuswandi, A. Wibawa
Doctoral students require scientific writing skills and appropriate learning media assistance to meet publication requirements in distinguished journals. This investigation evaluates the efficacy of Moodle and OJS in teaching dissertation proposals, based on the experiences of engineering doctoral students, to provide suggestions for the optimal platform. The study examining the efficacy of the OJS-based learning model for developing dissertation proposals as compared to Moodle for engineering doctoral students revealed varying results based on the statistical methodology used by UEQ. While the Comparison of Scale Means indicated OJS to be superior across all scales, the Two-Sample T-Test established significant differences solely on a few scales. While the OJS learning model may have a higher mean value, its superiority across all aspects of UEQ cannot be assumed. To enhance student learning experience, outcomes, and the learning model itself, optimization of all UEQ scales is imperative in the OJS-based approach to dissertation proposal development
{"title":"Challenging the Status Quo: Open Journal Systems for Online Academic Writing Course","authors":"Roni Herdianto, P. Setyosari, D. Kuswandi, A. Wibawa","doi":"10.34190/ejel.22.1.3360","DOIUrl":"https://doi.org/10.34190/ejel.22.1.3360","url":null,"abstract":"Doctoral students require scientific writing skills and appropriate learning media assistance to meet publication requirements in distinguished journals. This investigation evaluates the efficacy of Moodle and OJS in teaching dissertation proposals, based on the experiences of engineering doctoral students, to provide suggestions for the optimal platform. The study examining the efficacy of the OJS-based learning model for developing dissertation proposals as compared to Moodle for engineering doctoral students revealed varying results based on the statistical methodology used by UEQ. While the Comparison of Scale Means indicated OJS to be superior across all scales, the Two-Sample T-Test established significant differences solely on a few scales. While the OJS learning model may have a higher mean value, its superiority across all aspects of UEQ cannot be assumed. To enhance student learning experience, outcomes, and the learning model itself, optimization of all UEQ scales is imperative in the OJS-based approach to dissertation proposal development","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140078523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Felix Averbeck, Simon Leifeling, Katja Müller, Thomas Schoenfelder
The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt their practical knowledge to the individual framework conditions and problem situations depending on the case situation and field of work. In contrast, in simulation-based approaches, as used in the teaching of many rather object-oriented courses of study, fixed sequences of action usually lead to success. At the same time, 360° videos, with suitable didactic framing, can be used to convey case studies in an immersive manner that can then be continued individually, methodically developed and reflected upon. In the” Teilprojekt XR”, two approaches to the use of VR headsets were designed, the first enables remote collaboration, the second offers a chance for analysis and reflection using 360° videos. The first approach is Collaborative work using VR headsets, which is intended to be an addition to communication with existing video conferencing systems. It has the potential to counteract the previous challenges associated with zoom technology and create more proximity. The first few evaluation results (n=11) on the methodological implementation of collaborative work with VR headsets suggest that this approach can bring added value to students. However, getting started with VR headsets is challenging for students and only a few have taken up the offer so far. The integration of 360° videos in education has potential for social work, as the high degree of realism and immersion can improve the link between theory and practice. Students can thus obtain realistic insights into practical examples already during their studies and professionally reflect on their own perspective in the situations. The use of 360° videos using VR headsets has been tested and established in teaching in four seminars so far. The students experience the simulated case situations from the subjective perspective of the different protagonists and can thus more easily put themselves in their individual perspective. Didactically, these observations are professionally framed by teaching content taught in advance, group work in small numbers as well as a collaborative analysis and reflection within the seminar group. The results of the evaluation (n=60) of the integration of 360° videos into teaching are promising and show a clear potential for university didactics. A flow experience and an experience of presence were confirmed by the students when working with the 360° videos. Furthermore, the students reported that the methodological extension supported their comprehension of the course materials and validate the usefulness and advantages of using 360° videos during the seminars.
{"title":"Virtual Reality in Social Work Teaching - Two Approaches to 360° Videos and Collaborative Working","authors":"Felix Averbeck, Simon Leifeling, Katja Müller, Thomas Schoenfelder","doi":"10.34190/ejel.21.6.3225","DOIUrl":"https://doi.org/10.34190/ejel.21.6.3225","url":null,"abstract":"The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt their practical knowledge to the individual framework conditions and problem situations depending on the case situation and field of work. In contrast, in simulation-based approaches, as used in the teaching of many rather object-oriented courses of study, fixed sequences of action usually lead to success. At the same time, 360° videos, with suitable didactic framing, can be used to convey case studies in an immersive manner that can then be continued individually, methodically developed and reflected upon. In the” Teilprojekt XR”, two approaches to the use of VR headsets were designed, the first enables remote collaboration, the second offers a chance for analysis and reflection using 360° videos. The first approach is Collaborative work using VR headsets, which is intended to be an addition to communication with existing video conferencing systems. It has the potential to counteract the previous challenges associated with zoom technology and create more proximity. The first few evaluation results (n=11) on the methodological implementation of collaborative work with VR headsets suggest that this approach can bring added value to students. However, getting started with VR headsets is challenging for students and only a few have taken up the offer so far. The integration of 360° videos in education has potential for social work, as the high degree of realism and immersion can improve the link between theory and practice. Students can thus obtain realistic insights into practical examples already during their studies and professionally reflect on their own perspective in the situations. The use of 360° videos using VR headsets has been tested and established in teaching in four seminars so far. The students experience the simulated case situations from the subjective perspective of the different protagonists and can thus more easily put themselves in their individual perspective. Didactically, these observations are professionally framed by teaching content taught in advance, group work in small numbers as well as a collaborative analysis and reflection within the seminar group. The results of the evaluation (n=60) of the integration of 360° videos into teaching are promising and show a clear potential for university didactics. A flow experience and an experience of presence were confirmed by the students when working with the 360° videos. Furthermore, the students reported that the methodological extension supported their comprehension of the course materials and validate the usefulness and advantages of using 360° videos during the seminars.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140262272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The rise of Virtual Reality (VR) in educational contexts has highlighted the need to design Virtual Reality Learning Applications (VRLAs) that prioritize inclusivity, accommodating a spectrum of learner needs. Despite the surging interest, there is a noticeable gap in research that delves into the specifics of creating VRLAs that are rooted in inclusive educational theory. This research sought to extract insights and recommendations for the development of VRLAs tailored for diverse student populations. The intention was to scrutinize research focused on the inclusive design elements of VRLAs, leading to the establishment of preliminary Inclusion Guidelines for VR Learning (IGVRL). Adopting the "best-fit" framework synthesis technique, the research anchored its findings in the Universal Design for Learning (UDL) framework. UDL was developed to mold learning experiences to meet the requirements of heterogenous learners. Using UDL as a coding framework, a comprehensive literature review was undertaken, adhering to the SPIDER search strategy. The review of literature revealed distinct design recommendations that facilitate inclusive learning within VRLAs. Information was systematically categorized based on UDL's nine classifications and subsequently distilled into the preliminary IGVRL. It's pertinent to note that these guidelines, while offering a foundational perspective, necessitate further in-depth evaluations for validation. The analytical process brought to the fore several themes that UDL did not adequately encompass, such as the nuances of embodied learning, the focus on VR contents and their immersive properties, and the pivotal role of collaboration and cooperation in VRLAs. These insights underscore the further need for research in these areas. Although some facets of VR accessibility were discussed, a deeper exploration into this domain was identified as crucial, reiterating the importance of accessibility in underpinning inclusive education. The research underscores the potential of VRLAs in promoting inclusivity within educational settings and introduces the preliminary IGVRL for VRLA design, specifically targeting K-12 contexts. This paper emphasizes the continuum of research required to refine and validate these guidelines, ensuring their applicability and efficacy in diverse educational scenarios.
{"title":"Inclusive Virtual Reality Learning: Review and 'Best-Fit' Framework for Universal Learning","authors":"Frank Wehrmann, Raphael Zender","doi":"10.34190/ejel.21.6.3265","DOIUrl":"https://doi.org/10.34190/ejel.21.6.3265","url":null,"abstract":"The rise of Virtual Reality (VR) in educational contexts has highlighted the need to design Virtual Reality Learning Applications (VRLAs) that prioritize inclusivity, accommodating a spectrum of learner needs. Despite the surging interest, there is a noticeable gap in research that delves into the specifics of creating VRLAs that are rooted in inclusive educational theory. This research sought to extract insights and recommendations for the development of VRLAs tailored for diverse student populations. The intention was to scrutinize research focused on the inclusive design elements of VRLAs, leading to the establishment of preliminary Inclusion Guidelines for VR Learning (IGVRL). Adopting the \"best-fit\" framework synthesis technique, the research anchored its findings in the Universal Design for Learning (UDL) framework. UDL was developed to mold learning experiences to meet the requirements of heterogenous learners. Using UDL as a coding framework, a comprehensive literature review was undertaken, adhering to the SPIDER search strategy. The review of literature revealed distinct design recommendations that facilitate inclusive learning within VRLAs. Information was systematically categorized based on UDL's nine classifications and subsequently distilled into the preliminary IGVRL. It's pertinent to note that these guidelines, while offering a foundational perspective, necessitate further in-depth evaluations for validation. The analytical process brought to the fore several themes that UDL did not adequately encompass, such as the nuances of embodied learning, the focus on VR contents and their immersive properties, and the pivotal role of collaboration and cooperation in VRLAs. These insights underscore the further need for research in these areas. Although some facets of VR accessibility were discussed, a deeper exploration into this domain was identified as crucial, reiterating the importance of accessibility in underpinning inclusive education. The research underscores the potential of VRLAs in promoting inclusivity within educational settings and introduces the preliminary IGVRL for VRLA design, specifically targeting K-12 contexts. This paper emphasizes the continuum of research required to refine and validate these guidelines, ensuring their applicability and efficacy in diverse educational scenarios.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140444569","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mario Wolf, Michael Montag, Heinrich Söbke, Florian Wehking, Christian Springer
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application efforts and at the same time by reduced intensity of the experiences. There is little evidence to date as to whether these low-threshold escape rooms are nevertheless sufficiently effective for learning. In this evaluation study, a learning activity based on a digital educational escape room (DEER) that uses the 360°-based spatial visualization (360VR) of a waterworks and a web-based form – contributing guidance and the escape room-specific challenges – is analysed. In the learning activity, students of environmental engineering study programs are asked to explore the 360VR-based waterworks guided by the instructions and challenges in the web-based form. Quantitative results of the study on learning outcomes and variables relevant to learning, such as emotion, motivation, and usability (N=73) are reported. The evaluation is supported by the qualitative results of guided interviews. Remarkably, some participants would have preferred to explore the 360VR environment without the guidance provided by the web-based form. Overall, the results show the learning effectiveness of the DEER, the efficacy of the web-based form as a guidance instrument, and values of learning-relevant variables that are conducive to learning. The DEER also achieved a high level of acceptance among students. Due to the low effort required for the creation of the DEER by lecturers and for application on the part of students, the presented combination of 360VR and web-based forms can be seen as a powerful low-threshold learning tool that enriches teaching.
{"title":"Low-Threshold Digital Educational Escape Rooms Based on 360VR and Web-Based Forms","authors":"Mario Wolf, Michael Montag, Heinrich Söbke, Florian Wehking, Christian Springer","doi":"10.34190/ejel.21.7.3156","DOIUrl":"https://doi.org/10.34190/ejel.21.7.3156","url":null,"abstract":"Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application efforts and at the same time by reduced intensity of the experiences. There is little evidence to date as to whether these low-threshold escape rooms are nevertheless sufficiently effective for learning. In this evaluation study, a learning activity based on a digital educational escape room (DEER) that uses the 360°-based spatial visualization (360VR) of a waterworks and a web-based form – contributing guidance and the escape room-specific challenges – is analysed. In the learning activity, students of environmental engineering study programs are asked to explore the 360VR-based waterworks guided by the instructions and challenges in the web-based form. Quantitative results of the study on learning outcomes and variables relevant to learning, such as emotion, motivation, and usability (N=73) are reported. The evaluation is supported by the qualitative results of guided interviews. Remarkably, some participants would have preferred to explore the 360VR environment without the guidance provided by the web-based form. Overall, the results show the learning effectiveness of the DEER, the efficacy of the web-based form as a guidance instrument, and values of learning-relevant variables that are conducive to learning. The DEER also achieved a high level of acceptance among students. Due to the low effort required for the creation of the DEER by lecturers and for application on the part of students, the presented combination of 360VR and web-based forms can be seen as a powerful low-threshold learning tool that enriches teaching.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140444744","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ada Janeth Zarceño García de Soriano, Miriam Agreda Montoro, Ana María Ortíz Colón
This article presents a systematic review of the literature with the aim of providing an updated framework for the scientific production developed in the field of digital competence and inclusive education in Higher Education, as indexed in the Web of Science (WoS) and SCOPUS databases. Twenty-one scientific articles published between 2016-2023 were included and analyzed, with no temporal cohort established. The search matches yielded a first document of the topic of study in 2016 in the Social Sciences Citation Index. The results obtained on the conceptual structure of the analyzed documents were carried out through a multiple correspondence analysis (MCA) observing the existence of two dimensions composed of three clusters. Cluster one was composed of studies on digital competence, virtual learning environments, digital divide, and functional diversity, among others. Cluster two comprised studies carried out on digital tools and competencies, inclusive education, educational processes, and digital strategies; while cluster three was made up of educational inclusion related to interculturality and digital competence. Among its limitations, there were aspects related to the heterogeneity of the studies, which make it difficult to compare the data, and the sample and size of the study, which makes the results obtained and the generated data have a lower percentage of generalization compare to studies that use larger simples. This study has implications for researchers and Higher Education institutions interested in research on digital competence for inclusive education, with the possibilities of digital competence for inclusive education being established from the studied variables, allowing teachers to adapt and personalize learning to meet individual student needs. All of this is in line with the goals of the 2030 Agenda, concerning the empowerment of citizens and the digitization of public services to ensure the population's access to such services via the internet.
{"title":"Digital Teaching Competence and Educational Inclusion in Higher Education. A Systematic Review","authors":"Ada Janeth Zarceño García de Soriano, Miriam Agreda Montoro, Ana María Ortíz Colón","doi":"10.34190/ejel.22.1.3139","DOIUrl":"https://doi.org/10.34190/ejel.22.1.3139","url":null,"abstract":"This article presents a systematic review of the literature with the aim of providing an updated framework for the scientific production developed in the field of digital competence and inclusive education in Higher Education, as indexed in the Web of Science (WoS) and SCOPUS databases. Twenty-one scientific articles published between 2016-2023 were included and analyzed, with no temporal cohort established. The search matches yielded a first document of the topic of study in 2016 in the Social Sciences Citation Index. The results obtained on the conceptual structure of the analyzed documents were carried out through a multiple correspondence analysis (MCA) observing the existence of two dimensions composed of three clusters. Cluster one was composed of studies on digital competence, virtual learning environments, digital divide, and functional diversity, among others. Cluster two comprised studies carried out on digital tools and competencies, inclusive education, educational processes, and digital strategies; while cluster three was made up of educational inclusion related to interculturality and digital competence. Among its limitations, there were aspects related to the heterogeneity of the studies, which make it difficult to compare the data, and the sample and size of the study, which makes the results obtained and the generated data have a lower percentage of generalization compare to studies that use larger simples. This study has implications for researchers and Higher Education institutions interested in research on digital competence for inclusive education, with the possibilities of digital competence for inclusive education being established from the studied variables, allowing teachers to adapt and personalize learning to meet individual student needs. All of this is in line with the goals of the 2030 Agenda, concerning the empowerment of citizens and the digitization of public services to ensure the population's access to such services via the internet.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140444035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Self-regulation of learning behaviour is particularly important when it comes to vocabulary learning for academic purposes in a second language because it often needs to be done on a regular and consistent basis and mostly in out-of-class, self-directed settings to be successful. Self-regulation is also vital when this learning takes place using digital activities on smartphones because these are now ubiquitous devices and deeply embedded in both daily life and higher education settings. Features such as notifications from social media applications can end up distracting students from their academic tasks unless they have the capacity to manage and control their behaviour. This naturalistic, mixed methods study conducted with students on an academic English foundation course in a higher education context aimed to measure their capacity for self-regulated vocabulary learning through technology before and after 10 weeks of intentional digital vocabulary learning in out-of-class settings and to see if there was any difference between learning on a laptop and a smartphone. The purpose of this study was to find out if device control was a relevant dimension of self-regulation, which is an under-researched area. The study collected quantitative data through a recently developed self-report survey tool, and differences in scores were measured using Wilcoxon signed-rank tests. Qualitative data was also collected from students through paired-depth interviews, and this was analysed using typological analysis. The results revealed that the students’ self-reported capacity for self-regulated vocabulary learning through laptops was significantly higher than their capacity for self-regulated vocabulary learning through smartphones. In addition, commitment regulation when using a smartphone decreased significantly over the 10-week period primarily due to distractions from social media notifications. At the same time, students were aware of when to use each device for different types of learning activities and under different temporal and spatial conditions. Overall, this study showed that device control should be considered an additional dimension of a model of digital, self-regulated vocabulary learning and should also be incorporated into future research in the field of e-learning. In addition, students in higher education need to be given more guidance about the benefits and drawbacks of different devices and how to develop their capacity and strategies for greater device self-regulation.
{"title":"Digital, Self-Regulated Vocabulary Learning and Device Control In Out-Of-Class, Higher Education Settings","authors":"Michael Bowles","doi":"10.34190/ejel.22.1.3261","DOIUrl":"https://doi.org/10.34190/ejel.22.1.3261","url":null,"abstract":"Self-regulation of learning behaviour is particularly important when it comes to vocabulary learning for academic purposes in a second language because it often needs to be done on a regular and consistent basis and mostly in out-of-class, self-directed settings to be successful. Self-regulation is also vital when this learning takes place using digital activities on smartphones because these are now ubiquitous devices and deeply embedded in both daily life and higher education settings. Features such as notifications from social media applications can end up distracting students from their academic tasks unless they have the capacity to manage and control their behaviour. This naturalistic, mixed methods study conducted with students on an academic English foundation course in a higher education context aimed to measure their capacity for self-regulated vocabulary learning through technology before and after 10 weeks of intentional digital vocabulary learning in out-of-class settings and to see if there was any difference between learning on a laptop and a smartphone. The purpose of this study was to find out if device control was a relevant dimension of self-regulation, which is an under-researched area. The study collected quantitative data through a recently developed self-report survey tool, and differences in scores were measured using Wilcoxon signed-rank tests. Qualitative data was also collected from students through paired-depth interviews, and this was analysed using typological analysis. The results revealed that the students’ self-reported capacity for self-regulated vocabulary learning through laptops was significantly higher than their capacity for self-regulated vocabulary learning through smartphones. In addition, commitment regulation when using a smartphone decreased significantly over the 10-week period primarily due to distractions from social media notifications. At the same time, students were aware of when to use each device for different types of learning activities and under different temporal and spatial conditions. Overall, this study showed that device control should be considered an additional dimension of a model of digital, self-regulated vocabulary learning and should also be incorporated into future research in the field of e-learning. In addition, students in higher education need to be given more guidance about the benefits and drawbacks of different devices and how to develop their capacity and strategies for greater device self-regulation.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140445970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mohammad Rayyan, Nimer Abusalim, Sara Alshanmy, Sharif Alghazo, Ghaleb Rababah
The fusion of education with the digital world is still a developing and crucial phenomenon, especially in light of the growth of metaverse applications and the lingering effects of pandemic-induced educational changes. Learning about the efficacy of platforms like Gather.town becomes increasingly important in this situation. This study explores the changing educational environment, focusing on the widely used technique of small group discussions. Our main goal is to compare the effects of such group discussions in real classrooms against the online setting made possible by websites like Gather.town, especially regarding academic performance. We assessed two separate groups of students using a highly controlled experimental method. One group engaged in traditional, face-to-face small group discussions, while the other participated in discussions within the virtual realm of Gather.town. Our research produced notable results, showing a significant difference in academic achievement between the two modes of interaction. Unexpectedly, the online environment displayed higher standards of academic success. These findings highlight the potential effectiveness of digital platforms in educational initiatives. While conventional, face-to-face dialogues still have significance, incorporating digital technologies could result in equal or better educational outcomes. In essence, this research offers insightful viewpoints to the continuing discussion concerning hybridized learning strategies in the modern educational environment. By highlighting the part played by digital platforms in influencing pedagogical practices, it highlights the potential for such approaches to benefit the future of education.
{"title":"Virtual Versus Reality: A Look into the Effects of Discussion Platforms on Speaking Course Achievements in Gather.town","authors":"Mohammad Rayyan, Nimer Abusalim, Sara Alshanmy, Sharif Alghazo, Ghaleb Rababah","doi":"10.34190/ejel.21.6.3276","DOIUrl":"https://doi.org/10.34190/ejel.21.6.3276","url":null,"abstract":"The fusion of education with the digital world is still a developing and crucial phenomenon, especially in light of the growth of metaverse applications and the lingering effects of pandemic-induced educational changes. Learning about the efficacy of platforms like Gather.town becomes increasingly important in this situation. This study explores the changing educational environment, focusing on the widely used technique of small group discussions. Our main goal is to compare the effects of such group discussions in real classrooms against the online setting made possible by websites like Gather.town, especially regarding academic performance. We assessed two separate groups of students using a highly controlled experimental method. One group engaged in traditional, face-to-face small group discussions, while the other participated in discussions within the virtual realm of Gather.town. Our research produced notable results, showing a significant difference in academic achievement between the two modes of interaction. Unexpectedly, the online environment displayed higher standards of academic success. These findings highlight the potential effectiveness of digital platforms in educational initiatives. While conventional, face-to-face dialogues still have significance, incorporating digital technologies could result in equal or better educational outcomes. In essence, this research offers insightful viewpoints to the continuing discussion concerning hybridized learning strategies in the modern educational environment. By highlighting the part played by digital platforms in influencing pedagogical practices, it highlights the potential for such approaches to benefit the future of education.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140451412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There is a current debate about the extent to which ChatGPT, a natural language AI chatbot, can disrupt processes in higher education settings. The chatbot is capable of not only answering queries in a human-like way within seconds but can also provide long tracts of texts which can be in the form of essays, emails, and coding. In this study, in the context of higher education settings, by adopting an experimental design approach, we applied ChatGPT-3 to a traditional form of assessment to determine its capabilities and limitations. Specifically, we tested its ability to produce an essay on a topic of our choice, created a rubric, and assessed the produced work in accordance with the designed rubric. We then evaluated the chatbot’s work by assessing ChatGPT’s application of its rubric according to a modified version of Paul’s (2005) Intellectual Standards rubric. Using Christensen et al.’s (2015) framework on disruptive innovations, our study found that ChatGPT was capable of completing the set tasks competently, quickly, and easily, like a “magic wand”. However, our findings also challenge the extent to which all of the ChatGPT’s demonstrated capabilities can disrupt this traditional form of assessment, given that there are aspects of its construction and evaluation that the technology is not yet able to replicate as a human expert would. These limitations of the chatbot can provide us with an opportunity for addressing vulnerabilities in traditional forms of assessment in higher education that are subject to academic integrity issues posed by this form of AI. We conclude the article with implications for teachers and higher education institutions by urging them to reconsider and revisit their practices when it comes to assessment.
{"title":"ChatGPT and Assessment in Higher Education: A Magic Wand or a Disruptor?","authors":"Maira Klyshbekova, Pamela Abbott","doi":"10.34190/ejel.21.5.3114","DOIUrl":"https://doi.org/10.34190/ejel.21.5.3114","url":null,"abstract":"There is a current debate about the extent to which ChatGPT, a natural language AI chatbot, can disrupt processes in higher education settings. The chatbot is capable of not only answering queries in a human-like way within seconds but can also provide long tracts of texts which can be in the form of essays, emails, and coding. In this study, in the context of higher education settings, by adopting an experimental design approach, we applied ChatGPT-3 to a traditional form of assessment to determine its capabilities and limitations. Specifically, we tested its ability to produce an essay on a topic of our choice, created a rubric, and assessed the produced work in accordance with the designed rubric. We then evaluated the chatbot’s work by assessing ChatGPT’s application of its rubric according to a modified version of Paul’s (2005) Intellectual Standards rubric. Using Christensen et al.’s (2015) framework on disruptive innovations, our study found that ChatGPT was capable of completing the set tasks competently, quickly, and easily, like a “magic wand”. However, our findings also challenge the extent to which all of the ChatGPT’s demonstrated capabilities can disrupt this traditional form of assessment, given that there are aspects of its construction and evaluation that the technology is not yet able to replicate as a human expert would. These limitations of the chatbot can provide us with an opportunity for addressing vulnerabilities in traditional forms of assessment in higher education that are subject to academic integrity issues posed by this form of AI. We conclude the article with implications for teachers and higher education institutions by urging them to reconsider and revisit their practices when it comes to assessment.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139790587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There is a current debate about the extent to which ChatGPT, a natural language AI chatbot, can disrupt processes in higher education settings. The chatbot is capable of not only answering queries in a human-like way within seconds but can also provide long tracts of texts which can be in the form of essays, emails, and coding. In this study, in the context of higher education settings, by adopting an experimental design approach, we applied ChatGPT-3 to a traditional form of assessment to determine its capabilities and limitations. Specifically, we tested its ability to produce an essay on a topic of our choice, created a rubric, and assessed the produced work in accordance with the designed rubric. We then evaluated the chatbot’s work by assessing ChatGPT’s application of its rubric according to a modified version of Paul’s (2005) Intellectual Standards rubric. Using Christensen et al.’s (2015) framework on disruptive innovations, our study found that ChatGPT was capable of completing the set tasks competently, quickly, and easily, like a “magic wand”. However, our findings also challenge the extent to which all of the ChatGPT’s demonstrated capabilities can disrupt this traditional form of assessment, given that there are aspects of its construction and evaluation that the technology is not yet able to replicate as a human expert would. These limitations of the chatbot can provide us with an opportunity for addressing vulnerabilities in traditional forms of assessment in higher education that are subject to academic integrity issues posed by this form of AI. We conclude the article with implications for teachers and higher education institutions by urging them to reconsider and revisit their practices when it comes to assessment.
{"title":"ChatGPT and Assessment in Higher Education: A Magic Wand or a Disruptor?","authors":"Maira Klyshbekova, Pamela Abbott","doi":"10.34190/ejel.21.5.3114","DOIUrl":"https://doi.org/10.34190/ejel.21.5.3114","url":null,"abstract":"There is a current debate about the extent to which ChatGPT, a natural language AI chatbot, can disrupt processes in higher education settings. The chatbot is capable of not only answering queries in a human-like way within seconds but can also provide long tracts of texts which can be in the form of essays, emails, and coding. In this study, in the context of higher education settings, by adopting an experimental design approach, we applied ChatGPT-3 to a traditional form of assessment to determine its capabilities and limitations. Specifically, we tested its ability to produce an essay on a topic of our choice, created a rubric, and assessed the produced work in accordance with the designed rubric. We then evaluated the chatbot’s work by assessing ChatGPT’s application of its rubric according to a modified version of Paul’s (2005) Intellectual Standards rubric. Using Christensen et al.’s (2015) framework on disruptive innovations, our study found that ChatGPT was capable of completing the set tasks competently, quickly, and easily, like a “magic wand”. However, our findings also challenge the extent to which all of the ChatGPT’s demonstrated capabilities can disrupt this traditional form of assessment, given that there are aspects of its construction and evaluation that the technology is not yet able to replicate as a human expert would. These limitations of the chatbot can provide us with an opportunity for addressing vulnerabilities in traditional forms of assessment in higher education that are subject to academic integrity issues posed by this form of AI. We conclude the article with implications for teachers and higher education institutions by urging them to reconsider and revisit their practices when it comes to assessment.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2024-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139850401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}