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Leadership in Online Education: A Scoping Review 在线教育的领导力:范围审查
Q1 Social Sciences Pub Date : 2023-09-20 DOI: 10.34190/ejel.21.4.3072
Ammara Awais
Over the last two decades, we have witnessed a growing interest in online learning. There is an increased focus on online education research due to the COVID-19 pandemic, as the crisis led to online education platforms becoming a necessity for educationists and students. This article reviews online education, purely, in the context of leadership. Past reviews have focused on concepts surrounding online learning such as technology, pedagogy, and student satisfaction. However, limited attention has been drawn to leadership exclusively in relevance to online education. The scoping review analyses 63 articles published between 2002-2022 to answer two research questions. First, what are the research concepts, theories, models, and frameworks operationalized in the publications within this topic domain? Second, who are the stakeholders and leaders identified in literature? Through synthesizing alternative research perspectives in the field of leadership, education, and information and communication technology (ICT), this review identifies four categories of research literature relevant to the topic domain. Following themes emerged from the analysis of the publications: impact of leadership on online education; student experience in an online leadership programme; impact of online education on leadership development of actors in an online education setting; and perception of leadership in an online education setting. Based on the review, an agenda is proposed for future research to enhance our understanding of the role of leadership in online education and elucidate the relationship between leaders and online learning in educational institutions. A lack of focus on the key leaders in the existing literature is made apparent, and further empirical research is recommended. This review makes a theoretical contribution by consolidating existing research in leadership in online education through the synthesis categories and identifying future research pathways. The findings have practical implications for leadership in online education in educational organizations through identification of stakeholders and the entities in leadership positions.
在过去的二十年里,我们目睹了人们对在线学习越来越感兴趣。由于新冠肺炎疫情,在线教育平台成为教育工作者和学生的必需品,因此在线教育研究受到越来越多的关注。这篇文章纯粹是在领导力的背景下回顾在线教育。过去的评论集中在围绕在线学习的概念上,如技术、教学法和学生满意度。然而,人们对在线教育中领导力的关注有限。这项范围审查分析了2002年至2022年间发表的63篇文章,以回答两个研究问题。首先,在该主题领域内的出版物中应用的研究概念、理论、模型和框架是什么?第二,文献中确定的利益相关者和领导者是谁?通过综合领导力、教育和信息通信技术(ICT)领域的不同研究视角,本文确定了与主题领域相关的四类研究文献。从对出版物的分析中得出以下主题:领导力对在线教育的影响;在线领导力课程的学生体验;网络教育对行为者领导力发展的影响以及对在线教育中领导力的认知。在此基础上,本文提出了未来研究的议程,以增强我们对领导力在在线教育中的作用的理解,并阐明教育机构中领导者与在线学习之间的关系。现有文献缺乏对关键领导者的关注是显而易见的,建议进一步的实证研究。本综述通过综合分类巩固现有的在线教育领导力研究,并确定未来的研究路径,从而做出理论贡献。研究结果通过识别利益相关者和领导职位的实体,对教育组织在线教育的领导具有实际意义。
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引用次数: 0
Augmented Reality for the Development of Skilled Trades in Indigenous Communities: A Case Study 增强现实技术在土著社区技术行业发展:一个案例研究
Q1 Social Sciences Pub Date : 2023-09-20 DOI: 10.34190/ejel.21.6.3044
Gonzalo Beltrán, Adriana Patricia Huertas
The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of skilled trades and knowledge in carpentry. The implementation of the ML environment was carried out in the Wayuu community, characterized by its high rate of poverty and limited access to education. During face-to-face meetings, three indigenous people participated in a learning process in which they were instructed on the use of trade tools and became familiar with the different types of trees and wood. To support this process, the AR was used together with the M-L environment. Subsequently, the participants built a chair applying the knowledge acquired during the learning process. During this stage, recordings of the indigenous people were made while they carried out the construction. Then, the performance of the apprentices was evaluated through a competency-based evaluation system, in which three experts analyzed the recordings. Finally, the three indigenous people were able to acquire skills in real time through their mobile device, following the instructions and observing 3D images and videos that showed the entire manufacturing process of a wooden chair, from sanding the material to final assembly and polishing. In addition, it was found that these indigenous people were able to successfully market the products they made in the carpentry workshop, thus improving their family income. The fundamental idea behind the pedagogical implementation of this model in the Wayuu indigenous community of northern Colombia is to provide them with training in various trades that allow them to obtain decent jobs and support their families. That is why the ML environment is ideal for vulnerable people, not only indigenous people, but also for those who are displaced, the elderly or deaf-mute. The visual approach used in this method dispenses with the need for voice and text making it accessible to everyone.
本研究的主要目的是设计和验证基于增强现实(AR)可视化的移动学习环境(ML),目的是在土著人口中发展木工领域的熟练行业。采用了注重终身学习的教学模式,以促进熟练工艺和木工知识的获取。ML环境的实施是在Wayuu社区进行的,该社区的特点是贫困率高,受教育机会有限。在面对面的会议中,三名土著人民参加了一个学习过程,在这个过程中,他们接受了使用贸易工具的指导,并熟悉了不同类型的树木和木材。为了支持这个过程,AR与M-L环境一起使用。随后,参与者运用在学习过程中获得的知识制作了一把椅子。在这个阶段,土著人民在进行建设时进行录音。然后,通过基于能力的评估系统对学徒的绩效进行评估,其中三位专家对录音进行分析。最后,三位原住民能够通过他们的移动设备实时掌握技能,按照说明并观察3D图像和视频,这些图像和视频展示了木椅的整个制造过程,从打磨材料到最终组装和抛光。此外,人们发现这些土著人能够成功地销售他们在木工车间制作的产品,从而提高了他们的家庭收入。在哥伦比亚北部的Wayuu土著社区实施这一教学模式背后的基本理念是为他们提供各种行业的培训,使他们能够获得体面的工作并养家糊口。这就是为什么ML环境对弱势群体来说是理想的,不仅是土著人,而且对那些流离失所的人、老年人或聋哑人也是理想的。这种方法中使用的视觉方法省去了语音和文本的需要,使每个人都可以访问。
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引用次数: 0
EXaHM – Application Oriented, Digital EXamination System at Hochschule München 深圳高等学校面向应用的数字化考试系统
Q1 Social Sciences Pub Date : 2023-09-18 DOI: 10.34190/ejel.21.4.3001
Hanna Kubrak, Mareike Ehlers, Kristina Piecha, Thomas Walcher, Georg Braun, Philipp Prade
The COVID-19 pandemic put academic institutions around the world in the difficult position of suddenly having to organize many lectures and examinations over online channels only, due to students’ physical access to their campus buildings being restricted. While the search for possible solutions to this problem was often challenging, this situation also offered the unique opportunity to establish remote examination options, that might hold the potential to be continued even after the pandemic has hopefully ended. This report looks at how the Munich University of Applied Sciences (MUAS), one of the biggest universities of applied sciences in Germany, established its own solution for remote examination over the Internet. This report provides an overview of how MUAS developed its on-site competence- and application-oriented digital examination tool to work remotely during the pandemic, its general framework and experiences that were made during its inception. Included are descriptions of the technical setting of the solution, as well as some challenges that were had when implementing it and how those were resolved. As part of this research it was concluded, that support and administrative work for this kind of remote examination was much more intensive than for on-site digital examinations, but also lessened each subsequent semester. A well-organized support system makes it possible to offer remote digital examinations with good conditions regarding, for example, student equal opportunities and secure examination environments, although even now perfect conditions cannot be guaranteed. While not without its own deficiencies, MUAS new established system was lauded by many Bavarian educational facilities and is in the process of being deployed to other Bavarian universities. This paper serves to highlight a qualitative example of how e-learning approaches can be of use in the context of higher education examinations and hopefully provide ideas for others trying to establish their own similar solutions.
新冠肺炎疫情使世界各地的学术机构陷入困境,由于学生进入校园建筑受到限制,他们突然不得不通过在线渠道组织许多讲座和考试。虽然寻找这一问题的可能解决办法往往具有挑战性,但这种情况也提供了建立远程检查选择的独特机会,即使在大流行有望结束之后,这种选择也有可能继续下去。本报告着眼于德国最大的应用科学大学之一慕尼黑应用科学大学(MUAS)如何通过互联网建立自己的远程考试解决方案。本报告概述了MUAS如何开发其现场能力和面向应用的数字检查工具,以便在大流行期间远程工作,以及其总体框架和在其成立期间取得的经验。其中包括对解决方案的技术设置的描述,以及在实现它时遇到的一些挑战以及如何解决这些挑战。作为这项研究的一部分,我们得出的结论是,这种远程考试的支持和管理工作比现场数字考试要密集得多,但在随后的每个学期也会减少。一个组织良好的支持系统可以提供远程数字考试,并提供良好的条件,例如学生平等的机会和安全的考试环境,尽管即使现在也不能保证完美的条件。MUAS新建立的系统虽然有其自身的不足,但得到了许多巴伐利亚教育机构的赞扬,并正在推广到其他巴伐利亚大学。本文旨在强调一个定性的例子,说明电子学习方法如何在高等教育考试的背景下使用,并希望为其他试图建立自己的类似解决方案的人提供一些思路。
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引用次数: 0
Mapping Research Themes and Future Directions in Learning Style Detection Research: A Bibliometric and Content Analysis 学习风格侦测研究的研究主题与未来方向:文献计量与内容分析
Q1 Social Sciences Pub Date : 2023-09-18 DOI: 10.34190/ejel.21.4.3097
Adi Wijaya, Noor Akhmad Setiawan, Mohd Ibrahim Shapiai
This study aims to provide a comprehensive overview of the current state and potential future research in learning style detection. With the increasing number and diversity of research in this area, a quantitative approach is necessary to map out current themes and identify potential areas for future research. To achieve this goal, a bibliometric and content analysis will be conducted to map out the existing research and identify emerging topics and directions for future research. The study analyzes 1074 bibliographic sources from Scopus and visualizes the results of the bibliometric analysis through co-occurrence and thematic map analysis using VOSviewer and BibliometriX software. Content analysis is then conducted based on the results of the co-occurrence analysis. The findings reveal a significant increase in publications and citations in the field, with popular research topics including classification, adaptive learning, and MOOCs, and the most frequently used learning style models being Felder-Silverman, VARK, and Kolb. Emerging research topics include the use of EEG signals, online learning, and feature extraction. Future research may focus on classification, intelligent tutoring systems, MOOCs, online learning, adaptive learning, and deep learning. This study provides valuable insights into the current and future research trends in learning style detection, which can support the development of adaptive e-learning systems, intelligent tutoring systems, and MOOCs. By identifying popular research topics and emerging areas of study, this research can guide the design and implementation of effective online learning environments. Additionally, the study advances the field of e-learning knowledge by providing a comprehensive overview of the most frequently used learning style models and potential research areas. It sheds light on the ongoing development of learning style detection research and the potential for future advancements in the field, ultimately contributing to the growth and improvement of e-learning practices.
本研究旨在对学习风格检测的研究现状和未来发展趋势进行综述。随着这一领域研究的数量和多样性的增加,有必要采用定量方法来绘制当前的主题并确定未来研究的潜在领域。为了实现这一目标,将进行文献计量学和内容分析,以规划现有的研究,并确定未来研究的新兴主题和方向。本研究利用VOSviewer和BibliometriX软件对Scopus中的1074个文献源进行分析,并通过共现和专题图分析将文献计量分析结果可视化。然后根据共现分析的结果进行内容分析。研究结果显示,该领域的出版物和引用量显著增加,热门的研究主题包括分类、适应性学习和mooc,最常用的学习风格模型是Felder-Silverman、VARK和Kolb。新兴的研究课题包括脑电图信号的使用、在线学习和特征提取。未来的研究可能会集中在分类、智能辅导系统、mooc、在线学习、自适应学习和深度学习等方面。本研究为学习风格检测的当前和未来研究趋势提供了有价值的见解,可以支持自适应电子学习系统、智能辅导系统和mooc的发展。通过确定流行的研究主题和新兴的研究领域,本研究可以指导有效的在线学习环境的设计和实施。此外,该研究通过提供最常用的学习风格模型和潜在研究领域的全面概述,推动了电子学习知识领域的发展。它揭示了学习风格检测研究的持续发展以及该领域未来发展的潜力,最终有助于电子学习实践的增长和改进。
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引用次数: 0
The Antecedents of Mobile-Assisted Language Learning Applications Continuance Intention 移动辅助语言学习应用持续意向的前因
Q1 Social Sciences Pub Date : 2023-09-18 DOI: 10.34190/ejel.21.4.2744
Ferdinand Hanif Faozi, Putu Wuri Handayani
The purpose of the research is to analyze the factors that influence the continuance intention to use Mobile-Assisted Language Learning (MALL) applications in the context of language courses in Indonesia. The study aims to understand the key factors that contribute to users' intention to continue using MALL applications, particularly in the context of the COVID-19 pandemic and the shift towards online and remote language learning. The research used the expectation-confirmation model and self-determination theory. Moreover, the research utilized a mixed-methods approach to achieve its objectives. A quantitative approach was employed, involving a survey with 445 respondents who had experience using MALL applications. The survey data was then analyzed using covariance-based structural equation modeling. Additionally, qualitative research was conducted through interviews with 17 respondents to gain a deeper understanding of rejected hypotheses and gather qualitative insights. The most important results of the research include identifying the factors that influence the continuance intention to use MALL applications. The study found that users' perceived usefulness of the application, their satisfaction with its usage, and their self-regulation ability significantly influence their intention to continue using MALL. These findings highlight the importance of these factors in shaping users' decision to persist with MALL applications for language learning. By understanding the factors that influence users' intention to continue using MALL, educational institutions and application providers can improve their offerings and tailor them to meet the needs and expectations of learners. This research advances the e-learning area by shedding light on the factors that influence the continuance intention to use MALL applications. By uncovering the importance of perceived usefulness, satisfaction, and self-regulation ability, the study contributes to the understanding of user behavior and decision-making in the context of e-learning. The findings can inform the design and implementation of MALL applications, leading to more engaging and effective language learning experiences in online and remote settings. This research contributes to the advancement of e-learning practices by providing evidence-based insights into the factors that drive user intention and adoption of technology in language learning.
本研究的目的是分析影响印尼语言课程背景下使用移动辅助语言学习(MALL)应用程序的持续意向的因素。该研究旨在了解促使用户有意继续使用MALL应用程序的关键因素,特别是在2019冠状病毒病大流行以及向在线和远程语言学习转变的背景下。本研究采用期望-确认模型和自我决定理论。此外,该研究采用了混合方法来实现其目标。采用了定量方法,对445名有使用MALL应用程序经验的受访者进行了调查。然后使用基于协方差的结构方程模型对调查数据进行分析。此外,通过对17名受访者的访谈进行定性研究,以更深入地了解被拒绝的假设,并收集定性见解。本研究最重要的结果包括确定影响持续使用MALL应用程序意愿的因素。研究发现,用户对应用的感知有用性、使用满意度和自我调节能力显著影响用户继续使用MALL的意愿。这些发现强调了这些因素在影响用户决定坚持使用MALL应用程序进行语言学习方面的重要性。通过了解影响用户继续使用MALL意愿的因素,教育机构和应用程序提供商可以改进他们的产品并定制它们,以满足学习者的需求和期望。本研究通过揭示影响使用MALL应用程序的持续意愿的因素,推动了电子学习领域的发展。通过揭示感知有用性、满意度和自我调节能力的重要性,本研究有助于理解电子学习背景下的用户行为和决策。研究结果可以为MALL应用程序的设计和实施提供参考,从而在在线和远程环境中提供更有吸引力和更有效的语言学习体验。这项研究通过提供基于证据的见解来推动用户意图和语言学习技术采用的因素,有助于促进电子学习实践。
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引用次数: 1
Predisposition of In-Service Teachers to Use Game-Based Pedagogy 在职教师使用游戏教学法的倾向
Q1 Social Sciences Pub Date : 2023-09-18 DOI: 10.34190/ejel.21.4.3135
Sonia Palha, Ljerka Jukić Matić
Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital
基于数字游戏的学习(DGBL)可以被视为一种很有前途的教学方法,可以让学生为21世纪的挑战做好准备。然而,将数字游戏整合到K-12课程中仍然很有限。研究表明,需要全面了解教师在实施DGBL时面临的障碍和动机因素,以确保教师能够获得所需的支持。为了对教师教育项目中基于游戏教学法的量身定制课程提出建议,我们进行了一项研究,以深入了解在职教师对DGBL的看法,并将其与之前的DGBL教学经验联系起来。为了实现我们的目标,我们研究了阻碍和促进目前正在攻读硕士学位的在职教师实施DGBL的因素,考虑到这群教师不同于职前教师。数据是通过开放式和封闭式问题的在线调查收集的。样本包括参加数学教育硕士课程的在职教师(n=37)。所进行的数据分析是定性的。这项研究的一个重要发现是,利用游戏作为教学工具的教学经验水平似乎是理解在职教师倾向于基于游戏的教学法的关键因素。不同阶段的教师都提到了教学因素,不同阶段的教师之间存在差异。例如,具有DGBL(中级和高级阶段)经验的在职教师关心的是能够保持对数学概念的关注,需要适应学生的游戏课程,以及评估学生学习的方法,而经验较少的教师主要关心的是在DGBL期间控制课堂的方法,以及学生是否能在这种学习模式中得到充分的练习。不同阶段的教师在其他因素上也存在差异。高级阶段教师确实关心游戏是否适合预期的学习;经验较少的教师担心缺乏游戏(技术因素)。处理现有课程和高工作量是没有或有一些经验的教师的共同问题,但只有有一些经验的教师提到了与学校组织有关的障碍(结构性因素)。经验不足的教师认为学生缺乏知识和能力(个人因素),学生不愿意认真对待游戏课程(社会因素)。本研究支持DGBL实践(i)通过增加关于支持或限制DGBL整合的因素的新知识及其对基于游戏教学法的课程开发的影响;(ii)为设计和实施有意义的基于数字游戏教学法的课程提供建议,用于教学教育和培训计划。
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引用次数: 0
Micro-Celebrities or Teacher Leaders? An Analysis of Spanish Educators’ Behaviors on Twitter 微红还是教师领袖?西班牙教育工作者在Twitter上的行为分析
Q1 Social Sciences Pub Date : 2023-09-18 DOI: 10.34190/ejel.21.4.2833
Carlos Marcelo, Paulino Murillo, Paula Marcelo-Martínez, Carmen Yot-Domínguez, Cristina Yanes-Cabrera
Social networking sites have become affinity spaces for teachers. Many teachers use them with different intentions and motivations, including learning. On social media platforms there are active teachers who have developed a certain leadership and recognition from many teachers. In some areas, like marketing or fashion, people with influence are called influencers. This paper investigates who they are, how their network is configured and how they perceive themselves. The questions that directed our research were: Who are the predominant Spanish teacher leaders on Twitter? What is the network structure that characterizes them? What perceptions do these teacher leaders have about their role and its impact on their professional development as teachers and others? This study has two distinct but interrelated phases. We investigated the structure and relationships among 54 Spanish teacher leaders. Using a social network analysis (SNA) approach, through the analysis of the social behavior of these teachers on the social network Twitter, we first identify educational profiles who have a high degree of centrality in the network. These are teachers who are recognized as opinion leaders by a significant proportion of their fellows. In addition to the degree of centrality that tells us how relevant a user is in a specific digital community, we identified teachers who play a key role in the circulation of information in the network studied. In some way, these teachers share common characteristics with activists in other fields. Of the 54 teachers, we selected 20 who were then interviewed. The findings demonstrate that they don't consider themselves micro-celebrities or influencers. We found a lack of identification not only with the term, but also with the image of an influencer which was understood as banal, superficial, commercial, and far from what they do in social networks.These teachers develop their identity as new digital artisans who foster a culture of collaboration and create affinity spaces that allow informal learning. Their motivation is intrinsic, through recognition and prestige among other teachers, which leads them to build a kind of constructivist leadership.
社交网站已经成为教师的亲密空间。许多教师使用它们有不同的意图和动机,包括学习。在社交媒体平台上,有一些活跃的教师,他们已经培养了一定的领导能力,并得到了许多教师的认可。在市场营销或时尚等领域,有影响力的人被称为influencers。本文调查了他们是谁,他们的网络是如何配置的,以及他们如何看待自己。指导我们研究的问题是:谁是Twitter上主要的西班牙语教师领导者?它们的网络结构特征是什么?这些教师领导对他们的角色及其对他们作为教师和其他人的专业发展的影响有什么看法?这项研究有两个不同但又相互关联的阶段。我们调查了54名西班牙语教师领导的结构和关系。使用社会网络分析(SNA)方法,通过分析这些教师在社交网络Twitter上的社会行为,我们首先确定了在网络中具有高度中心性的教育概况。这些教师被相当一部分同学认为是意见领袖。除了告诉我们用户在特定数字社区中的相关性的中心性程度之外,我们还确定了在所研究的网络中信息流通中发挥关键作用的教师。在某种程度上,这些教师与其他领域的积极分子有着共同的特点。在54名教师中,我们选择了20名教师进行访谈。调查结果表明,他们并不认为自己是微名人或网红。我们发现,不仅对这个术语缺乏认同,而且对影响者的形象也缺乏认同,这被理解为平庸、肤浅、商业化,与他们在社交网络中的所作所为相去甚远。这些教师发展了他们作为新的数字工匠的身份,他们培养了一种合作文化,创造了允许非正式学习的亲和力空间。他们的动机是内在的,通过在其他教师中的认可和声望,导致他们建立一种建构主义的领导。
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引用次数: 0
Motivationally Appealing Computer Science e-Learning Games: An Inclusive Design Approach 动机吸引计算机科学电子学习游戏:包容性设计方法
Q1 Social Sciences Pub Date : 2023-09-18 DOI: 10.34190/ejel.21.4.3083
Osemwegie Joseph Osunde, Liz Bacon, Lachlan Mackinnon
Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a career, this study explores how e-learning games can be designed to be motivationally appealing to young learners. It further explores the role of game representations and its appeal to this age group. This empirical study addresses the research question: “Can we develop e-learning games which appeal and motivate girls of age 11-14 to study computer science concepts?” Two e-learning games were developed: one included game representations such as game colour, graphics, character, age appropriateness, storyline, number of players, violence, identified as appealing to young females and the other game included antithetical or neutral representations. The two developed prototypes were used to explore key e-learning game representations as used to teach computer science concepts. A total of 304 participants, comprising of 152 girls and 152 boys from a combination of same sex and mixed secondary schools in Southeast England, engaged with both experimental games. The experiment also elicited information on how learners interact with these games and the resulting game appeal, motivation and learning. The insight gained from the analysis of data captured during the experiments, provide the evidence to demonstrate that inclusive e-learning games which motivate and appeal to girls of age 11-14 can be developed. This can have a positive influence on their willingness to use such games to learn computer science concepts. This implies that the study found positive outcomes related to e-learning game appeal, motivation and the learning of girls of this age group. A follow-up longitudinal study could investigate the impact of significant e-learning game representations that appeal to the target group. This could provide additional evidence on the changes in the appeal of the investigated significant game representations over time, due to the influence of other factors such as socio-economic and socio-cultural differences. This understanding can further enhance inclusive e-learning strategies to improve diversity in computer science education and consequently the career pipeline.
研究表明,电子学习游戏对女孩的吸引力不如对男孩;特别是在关键的11-14岁年龄组。在英国,这通常是他们开始做出影响他们未来学习和职业的学科选择的时候。鉴于选择计算机科学作为职业的女性人数不足,本研究探讨了如何设计电子学习游戏来激励年轻学习者。它进一步探讨了游戏表征的作用及其对这一年龄组的吸引力。这一实证研究解决了一个研究问题:“我们能否开发出吸引并激励11-14岁女孩学习计算机科学概念的电子学习游戏?”开发了两款电子学习游戏:一款包含游戏表征,如游戏颜色、图像、角色、年龄适宜性、故事情节、玩家数量、暴力等,这些被认为对年轻女性有吸引力,另一款包含对立或中立的表征。这两个开发的原型用于探索用于教授计算机科学概念的关键电子学习游戏表示。共有304名参与者,包括152名女孩和152名男孩,他们来自英格兰东南部的同性和混合中学,参与了这两个实验性游戏。实验还揭示了学习者如何与这些游戏互动,以及游戏的吸引力、动机和学习效果。从对实验期间捕获的数据进行分析中获得的见解提供了证据,证明可以开发出能够激励和吸引11-14岁女孩的包容性电子学习游戏。这会对他们利用这类游戏学习计算机科学概念的意愿产生积极影响。这意味着该研究发现了与该年龄段女孩的电子学习游戏吸引力、动机和学习相关的积极结果。后续的纵向研究可以调查对目标群体有吸引力的重要电子学习游戏表征的影响。这可以提供额外的证据,证明受其他因素(如社会经济和社会文化差异)的影响,所调查的重要游戏表现形式的吸引力会随着时间的推移而变化。这种理解可以进一步加强包容性的电子学习策略,以改善计算机科学教育的多样性,从而改善职业管道。
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引用次数: 0
Mobile-Assisted Language Learning to Support English Language Communication among Higher Education Learners in Thailand 移动辅助语言学习支持泰国高等教育学习者的英语语言交流
Q1 Social Sciences Pub Date : 2023-09-11 DOI: 10.34190/ejel.21.3.2974
Jintavee Khlaisang, Pornpimol Sukavatee
The ability to use English has become essential for functioning in the 21st century; not only the basic skills (reading, writing, listening, and speaking) but broader skills in communication and collaboration will be necessary for future success in global environments. Digital transformation in learning via mobile devices helps create authenticity in English language education. They can interest and engage learners, both in and out of the classrooms, while promoting uninterrupted learning, especially during the COVID-19 pandemic. Moreover, advances in mobile applications and virtual learning environments have become important components of developing English language skills, allowing for asynchronous learning in convenient, flexible, and interactive environments on any of a learner’s devices. This paper reports the results of using a mobile-assisted language learning interactive environment (MALLIE), a chatbot-based application, to support the development of English language communication skills. Quantitative data were acquired from 546 higher education learners in Thailand. The information was used for the exploratory factor analysis which shall serve as a baseline for innovation development. The study briefly examined the students’ experiences with any type of mobile learning before focusing on the students’ and a group of experts’ ratings of the intervention in this study. Preliminary studies were conducted with 10 students and experts to identify factors they believed were most relevant for measuring the effectiveness of the MALLIE for English language learning in a virtual learning environment. Exploratory factor analysis of 70 variables extracted four factors with loadings that exceeded .30: MALL, VLE (virtual learning environment), 4Cs for the four basic components of language learning, and ELCS for English language communication skills; the factor loadings ranged between 0.55 and 0.81. Additionally, in-depth interviews were conducted to collect qualitative data, and the results of preliminary studies were used to design and develop the MALLIE application and test its learning effectiveness. Next, an opinion survey was administered related to a group of 105 students and experts regarding their acceptance of the MALLIE and their intentions to use it or something similar in the future; the main topics of the survey related to the perceived usefulness of the MALLIE, its ease of use, respondents’ attitudes towards its use, peer influences on respondents’ use, and respondents’ use behaviour and intention to use. The aim of the study’s surveys and analyses was to assess the effectiveness and efficiency of learning the English language via mobile language learning applications available for use on any device.
在21世纪,使用英语的能力已成为发挥作用的必要条件;不仅是基本技能(读、写、听、说),更广泛的沟通和协作技能对于未来在全球环境中取得成功是必要的。通过移动设备学习的数字化转型有助于创造英语语言教育的真实性。它们可以在课堂内外激发学习者的兴趣并吸引他们,同时促进不间断的学习,特别是在2019冠状病毒病大流行期间。此外,移动应用程序和虚拟学习环境的进步已经成为发展英语语言技能的重要组成部分,允许学习者在任何设备上方便、灵活和互动的环境中进行异步学习。本文报告了使用基于聊天机器人的移动辅助语言学习互动环境(MALLIE)来支持英语语言沟通技能发展的结果。从泰国546名高等教育学习者中获得定量数据。这些信息被用于探索性因素分析,作为创新发展的基线。在关注学生和一组专家对本研究干预的评分之前,本研究简要地考察了学生对任何类型的移动学习的体验。对10名学生和专家进行了初步研究,以确定他们认为与衡量虚拟学习环境中英语语言学习MALLIE有效性最相关的因素。对70个变量进行探索性因子分析,提取出4个负荷量超过0.30的因子:MALL、VLE(虚拟学习环境)、4Cs(语言学习的四个基本组成部分)和ELCS(英语语言沟通能力);因子负荷在0.55 ~ 0.81之间。此外,我们还进行了深度访谈来收集定性数据,并利用初步研究的结果来设计和开发MALLIE应用程序并测试其学习效果。接下来,对105名学生和专家进行了一项关于他们对MALLIE的接受程度以及他们将来使用它或类似东西的意图的意见调查;调查的主要主题涉及MALLIE的感知有用性、其易用性、受访者对其使用的态度、对受访者使用的同伴影响以及受访者的使用行为和使用意图。该研究调查和分析的目的是评估通过任何设备上可用的移动语言学习应用程序学习英语的有效性和效率。
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引用次数: 0
EJEL Editorial 2023: Trends and Research Gaps in e-Learning EJEL编辑2023:电子学习的趋势和研究差距
Q1 Social Sciences Pub Date : 2023-09-11 DOI: 10.34190/ejel.21.3.3193
Paula Charbonneau-Gowdy, Marija Cubric, Katya Pechenkina, Ronald Dyer, Andrew Pyper, Heinrich Söbke, Pia Spangenberger
PBL's motivation, outcomes, and its significance for students’ experience and fo r graduate marketing programs. They describe the collaboration between faculty members and graduate students from business and education fields to develop a web-based simulation, immersing students in a factory environment and addressing a challenging learning topic. The simulation proved to be more useful and productive than the original design team anticipated and has since been scaled for use by other university and industry students. The paper presents a compelling argument for hybrid online PBL learning design, a popular topic in e-Learning.
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引用次数: 1
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Electronic Journal of e-Learning
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