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Task-Technology Fit Analysis: Measuring the Factors that influence Behavioural Intention to Use the Online Summary-with Automated Feedback in a MOOCs Platform 任务-技术契合度分析:测量 MOOCs 平台中影响使用在线总结(带自动反馈)的行为意向的因素
IF 2.2 Q1 Social Sciences Pub Date : 2024-03-15 DOI: 10.34190/ejel.22.1.3094
Saida Ulfa, Ence Surahman, Izzul Fatawi, Hirashima Tsukasa
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.
本研究的目的是评估影响在 MOOCs 平台上使用带自动反馈的在线总结(OSAF)的行为意向(BI)的因素。任务-技术契合度(TTF)是用于分析任务要求与技术特征之间匹配度的主要框架,可预测技术的使用情况。TTF 与 BI 之间的关系受学生成绩的调节。这种 TTF 说明了技术支持对任务的适合程度会在多大程度上影响成绩和技术的使用。本研究共探讨了 9 个假设。参与者包括印度尼西亚东爪哇一所公立大学的 151 名学生。为了分析收集到的数据,研究人员使用 SmartPLS 3.0 进行了 PLS-SEM(偏最小二乘法-结构方程模型)分析。本研究可得出以下几点结论,即1)任务特征和技术特征对 TTF 没有正向显著影响,而学生特征对 TTF 有正向显著影响;2)受社会影响的 TTF 和利用率对绩效影响有正向影响。本案例中,绩效影响由三个维度构建,即学习成绩、个人品德、自信心,除 TTF 不是正向影响外,自信心对 TTF 有显著影响。3) TTF 和绩效影响对行为意向有正向影响,但在绩效影响维度中,个人诚信对行为意向没有正向影响,且对行为意向有显着影响。
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引用次数: 0
Challenging the Status Quo: Open Journal Systems for Online Academic Writing Course 挑战现状:在线学术写作课程的开放式期刊系统
IF 2.2 Q1 Social Sciences Pub Date : 2024-03-06 DOI: 10.34190/ejel.22.1.3360
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
博士生需要科学写作技巧和适当的学习媒体帮助,以满足在著名期刊上发表论文的要求。本调查根据工程学博士生的经验,评估了 Moodle 和 OJS 在论文提案教学中的功效,为最佳平台提供建议。根据 UEQ 所使用的统计方法,对基于 OJS 的学习模式与 Moodle 相比在工程学博士生论文提案撰写方面的功效进行的研究显示了不同的结果。虽然量表均值比较表明 OJS 在所有量表上都更胜一筹,但双样本 T 检验仅在少数量表上确定了显著差异。虽然开放式英语学习模式的平均值可能更高,但不能假定它在 UEQ 的所有方面都更胜一筹。为了提高学生的学习体验、成果和学习模式本身,在基于开放式英语学习系统的论文提案开发中,优化所有统考量表势在必行。
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引用次数: 0
Virtual Reality in Social Work Teaching - Two Approaches to 360° Videos and Collaborative Working 社会工作教学中的虚拟现实--360° 视频和协同工作的两种方法
IF 2.2 Q1 Social Sciences Pub Date : 2024-03-06 DOI: 10.34190/ejel.21.6.3225
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.
迄今为止,对虚拟现实和 360° 视频的使用研究甚少,尤其是在社会工作研究和教学中。究其原因,一是虚拟现实头显在社会工作课程中的普及率较低,二是社会工作的基本技术不足,即缺乏清晰的因果链条。专业人员必须根据个案情况和工作领域,使其实践知识适应个人框架条件和问题情境。与此相反,在模拟教学法中,正如在许多相当面向对象的学习课程的教学中所使用的那样,固定的行动顺序通常会导致成功。与此同时,360° 视频加上适当的教学框架,可用于以身临其境的方式传达案例研究,然后可以继续单独、有条不紊地发展和反思。在 "Teilprojekt XR "项目中,设计了两种使用 VR 头显的方法,第一种可实现远程协作,第二种则提供了使用 360° 视频进行分析和反思的机会。第一种方法是使用 VR 头显协同工作,其目的是对现有视频会议系统的通信进行补充。它有可能抵消以前与变焦技术相关的挑战,并创造更多的接近性。关于使用 VR 头显协同工作的方法实施的最初几项评估结果(n=11)表明,这种方法可以为学生带来附加值。然而,开始使用 VR 头显对学生来说具有挑战性,迄今为止只有少数学生接受了这一建议。将 360° 视频融入教育对社会工作具有潜力,因为高度的逼真性和沉浸感可以改善理论与实践之间的联系。因此,学生可以在学习过程中获得对实际案例的真实见解,并从专业角度反思自己在情境中的观点。使用 VR 头显的 360° 视频已在四次研讨会的教学中进行了测试和验证。学生们从不同主人公的主观视角体验模拟案例情境,从而更容易将自己置身于他们的个人视角中。在教学方面,提前教授的教学内容、少量的小组合作以及研讨小组内的合作分析和反思,都为这些观察提供了专业框架。将 360° 视频整合到教学中的评估结果(n=60)令人鼓舞,并显示出大学教学的明显潜力。学生们证实,在使用 360° 视频时有一种流动的体验和临场感。此外,学生们还表示,这种方法的扩展有助于他们理解课程材料,并证实了在研讨会上使用 360° 视频的实用性和优势。
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引用次数: 0
Inclusive Virtual Reality Learning: Review and 'Best-Fit' Framework for Universal Learning 全纳虚拟现实学习:全民学习回顾与 "最佳 "框架
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-21 DOI: 10.34190/ejel.21.6.3265
Frank Wehrmann, Raphael Zender
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.
虚拟现实技术(VR)在教育领域的兴起,凸显了设计虚拟现实学习应用程序(VRLA)的必要性,这种应用程序应优先考虑全纳性,满足各种学习者的需求。尽管人们对虚拟现实技术的兴趣日益高涨,但在深入研究创建植根于全纳教育理论的虚拟现实学习应用软件的具体细节方面,却存在着明显的空白。本研究旨在为开发适合不同学生群体的虚拟现实学习资源库提出见解和建议。研究的目的是仔细审查有关 VRLA 包容性设计要素的研究,从而制定出初步的《VR 学习包容性指南》(IGVRL)。研究采用了 "最合适 "框架综合技术,将研究结果与通用学习设计(UDL)框架相结合。UDL 的开发旨在塑造学习体验,以满足不同学习者的要求。以 UDL 为编码框架,按照 SPIDER 搜索策略进行了全面的文献综述。文献综述揭示了在虚拟现实学习环境中促进全纳学习的独特设计建议。根据 UDL 的九种分类法,对资料进行了系统分类,随后提炼出了初步的 IGVRL。值得注意的是,这些指导原则虽然提供了一个基础性的视角,但还需要进一步的深入评估来验证。分析过程凸显了 UDL 没有充分涵盖的几个主题,例如具身学习的细微差别、对 VR 内容及其沉浸属性的关注,以及协作与合作在 VRLA 中的关键作用。这些见解强调了在这些领域进一步开展研究的必要性。虽然对虚拟现实无障碍的某些方面进行了讨论,但对这一领域进行更深入的探索被认为是至关重要的,这重申了无障碍在支持全纳教育方面的重要性。研究强调了虚拟现实学习环境在促进教育环境包容性方面的潜力,并介绍了虚拟现实学习环境设计的初步 IGVRL,特别是针对 K-12 阶段的情况。本文强调了完善和验证这些指南所需的连续性研究,以确保其在不同教育场景中的适用性和有效性。
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引用次数: 0
Low-Threshold Digital Educational Escape Rooms Based on 360VR and Web-Based Forms 基于 360VR 和网络形式的低门槛数字教育逃生室
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-21 DOI: 10.34190/ejel.21.7.3156
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.
密室逃脱是一种成熟的游戏类型,近年来在教育领域大受欢迎。数字逃脱室是一种变体,它使用数字环境,参与者可以不在现场进行游戏。与实体逃脱室相比,数字逃脱室的特点是实施和应用难度较低,同时体验强度也较低。迄今为止,关于这些低门槛的逃生室对学习是否足够有效的证据还很少。在这项评估研究中,分析了基于数字教育逃生室(DEER)的学习活动,该逃生室采用 360 度水厂空间可视化(360VR)和基于网络的形式--提供指导和逃生室特有的挑战。在学习活动中,要求环境工程专业的学生根据网络表格中的指导和挑战,探索基于 360VR 的水厂。报告了有关学习成果和学习相关变量的定量研究结果,如情感、动机和可用性(N=73)。指导访谈的定性结果为评估提供了支持。值得注意的是,一些参与者更愿意在没有网络表格指导的情况下探索 360VR 环境。总体而言,结果显示了 DEER 的学习效果、网络表格作为指导工具的功效以及有利于学习的学习相关变量的价值。学生对 DEER 的接受程度也很高。由于讲师创建 DEER 和学生应用 DEER 所需的精力较少,所介绍的 360VR 和基于网络的表单组合可被视为一种强大的低门槛学习工具,可丰富教学内容。
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引用次数: 0
Digital Teaching Competence and Educational Inclusion in Higher Education. A Systematic Review 数字教学能力与高等教育中的教育包容。系统回顾
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-21 DOI: 10.34190/ejel.22.1.3139
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.
本文对文献进行了系统综述,旨在为高等教育数字化能力和全纳教育领域的科学成果提供一个最新框架,该框架已被科学网(WoS)和SCOPUS数据库收录。收录并分析了 2016-2023 年间发表的 21 篇科学文章,没有建立时间队列。通过检索匹配,在《社会科学引文索引》(Social Sciences Citation Index)中找到了 2016 年有关该研究主题的第一篇文献。通过多重对应分析(MCA)对所分析文件的概念结构进行了研究,结果发现存在由三个聚类组成的两个维度。第一组由关于数字能力、虚拟学习环境、数字鸿沟和功能多样性等方面的研究组成。第二组是关于数字工具和能力、全纳教育、教育过程和数字战略的研究;第三组是关于跨文化和数字能力的全纳教育研究。本研究的局限性包括:研究的异质性导致难以对数据进行比较;研究的样本和规模导致获得的结果和生成的数据与使用更大样本的研究相比具有较低的普遍性。这项研究对有兴趣研究全纳教育数字化能力的研究人员和高等教育机构具有重要意义,因为从研究的变量中可以确定全纳教育数字化能力的可能性,从而使教师能够调整和个性化学习,满足学生的个性化需求。所有这一切都符合 2030 年议程的目标,即赋予公民权力和公共服务数字化,以确保民众通过互联网获得这些服务。
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引用次数: 0
Digital, Self-Regulated Vocabulary Learning and Device Control In Out-Of-Class, Higher Education Settings 课外高等教育环境中的数字、自律词汇学习和设备控制
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-20 DOI: 10.34190/ejel.22.1.3261
Michael Bowles
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.
在以学术为目的的第二语言词汇学习中,学习行为的自我调节尤为重要,因为词汇学习往往需要定期、持续地进行,而且大多是在课外、自主的环境中进行,这样才能取得成功。当这种学习是通过智能手机上的数字活动进行时,自我调节也是至关重要的,因为智能手机现在是无处不在的设备,已经深深地融入了日常生活和高等教育环境。除非学生有能力管理和控制自己的行为,否则社交媒体应用程序的通知等功能最终会分散学生对学习任务的注意力。这项自然主义、混合方法研究的对象是在高等教育环境中学习学术英语基础课程的学生,目的是在课外环境中进行为期 10 周的有意识数字词汇学习之前和之后,测量他们通过技术进行自我调节词汇学习的能力,并了解使用笔记本电脑和智能手机学习是否有任何区别。这项研究的目的是了解设备控制是否是自我调节的一个相关维度,而这是一个研究不足的领域。本研究通过最近开发的自我报告调查工具收集定量数据,并使用 Wilcoxon 符号秩检验测量得分差异。此外,还通过配对深度访谈收集了学生的定性数据,并使用类型学分析方法对这些数据进行了分析。结果显示,学生通过笔记本电脑自我调节词汇学习的能力明显高于通过智能手机自我调节词汇学习的能力。此外,使用智能手机时的承诺调节能力在 10 周内明显下降,这主要是由于社交媒体通知分散了学生的注意力。与此同时,学生们知道在不同的时间和空间条件下,何时使用每种设备进行不同类型的学习活动。总之,本研究表明,设备控制应被视为数字化、自我调节词汇学习模式的一个额外维度,也应被纳入未来电子学习领域的研究中。此外,还需要为高校学生提供更多指导,让他们了解不同设备的优点和缺点,以及如何发展自己的能力和策略,以加强设备的自我调节能力。
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引用次数: 0
Virtual Versus Reality: A Look into the Effects of Discussion Platforms on Speaking Course Achievements in Gather.town 虚拟与现实:讨论平台对 Gather.town 演讲课程成绩的影响探究
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-19 DOI: 10.34190/ejel.21.6.3276
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.
教育与数字世界的融合仍是一个发展中的重要现象,尤其是考虑到元宇宙应用程序的增长和大流行病引发的教育变革的残余影响。在这种情况下,了解 Gather.town 等平台的功效变得越来越重要。本研究探讨了不断变化的教育环境,重点是广泛使用的小组讨论技术。我们的主要目标是比较在真实教室和 Gather.town 等网站提供的在线环境下进行小组讨论的效果,尤其是在学习成绩方面。我们采用高度受控的实验方法对两组学生进行了评估。一组学生参与了传统的面对面小组讨论,另一组学生则参与了 Gather.town 虚拟环境中的讨论。我们的研究取得了显著的成果,显示出两种互动模式在学习成绩上的显著差异。出乎意料的是,在线环境下的学业成功率更高。这些发现凸显了数字平台在教育活动中的潜在有效性。虽然传统的面对面对话仍具有重要意义,但将数字技术融入其中,可能会带来同等或更好的教育成果。从本质上讲,这项研究为有关现代教育环境中混合学习策略的持续讨论提供了具有洞察力的观点。通过强调数字平台在影响教学实践方面所起的作用,它突出了这种方法为未来教育带来益处的潜力。
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引用次数: 0
ChatGPT and Assessment in Higher Education: A Magic Wand or a Disruptor? ChatGPT 和高等教育评估:魔杖还是破坏者?
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-09 DOI: 10.34190/ejel.21.5.3114
Maira Klyshbekova, Pamela Abbott
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.
目前,关于自然语言人工智能聊天机器人 ChatGPT 能在多大程度上扰乱高等教育环境中的流程还存在争议。聊天机器人不仅能在数秒内以类似人类的方式回答询问,还能提供长篇文本,其形式可以是论文、电子邮件和编码。本研究以高等教育为背景,采用实验设计方法,将 ChatGPT-3 应用于传统的评估形式,以确定其能力和局限性。具体来说,我们测试了聊天机器人就我们选择的主题撰写论文的能力,创建了一个评分标准,并根据设计的评分标准对撰写的作品进行了评估。然后,我们根据保罗(2005)智力标准评分标准的修订版,评估了 ChatGPT 对其评分标准的应用情况,从而对聊天机器人的工作进行了评估。利用克里斯滕森等人(2015)关于颠覆性创新的框架,我们的研究发现,ChatGPT 能够像 "魔杖 "一样胜任、快速、轻松地完成既定任务。然而,我们的研究结果也对 ChatGPT 所展示的所有能力能在多大程度上颠覆这种传统的评估形式提出了质疑,因为在其构建和评估的某些方面,该技术还无法像人类专家那样进行复制。聊天机器人的这些局限性为我们提供了一个机会,可以解决高等教育中传统评估形式的漏洞,因为这种形式的人工智能会带来学术诚信问题。文章的最后,我们呼吁教师和高等教育机构重新考虑和审视他们在评估方面的做法,从而为他们带来启示。
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引用次数: 0
ChatGPT and Assessment in Higher Education: A Magic Wand or a Disruptor? ChatGPT 和高等教育评估:魔杖还是破坏者?
IF 2.2 Q1 Social Sciences Pub Date : 2024-02-09 DOI: 10.34190/ejel.21.5.3114
Maira Klyshbekova, Pamela Abbott
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.
目前,关于自然语言人工智能聊天机器人 ChatGPT 能在多大程度上扰乱高等教育环境中的流程还存在争议。聊天机器人不仅能在数秒内以类似人类的方式回答询问,还能提供长篇文本,其形式可以是论文、电子邮件和编码。本研究以高等教育为背景,采用实验设计方法,将 ChatGPT-3 应用于传统的评估形式,以确定其能力和局限性。具体来说,我们测试了聊天机器人就我们选择的主题撰写论文的能力,创建了一个评分标准,并根据设计的评分标准对撰写的作品进行了评估。然后,我们根据保罗(2005)智力标准评分标准的修订版,评估了 ChatGPT 对其评分标准的应用情况,从而对聊天机器人的工作进行了评估。利用克里斯滕森等人(2015)关于颠覆性创新的框架,我们的研究发现,ChatGPT 能够像 "魔杖 "一样胜任、快速、轻松地完成既定任务。然而,我们的研究结果也对 ChatGPT 所展示的所有能力能在多大程度上颠覆这种传统的评估形式提出了质疑,因为在其构建和评估的某些方面,该技术还无法像人类专家那样进行复制。聊天机器人的这些局限性为我们提供了一个机会,可以解决高等教育中传统评估形式的漏洞,因为这种形式的人工智能会带来学术诚信问题。文章的最后,我们呼吁教师和高等教育机构重新考虑和审视他们在评估方面的做法,从而为他们带来启示。
{"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}
引用次数: 0
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Electronic Journal of e-Learning
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