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Research in Learning Technology: making friends and influencing people 学习技术研究:交朋友和影响他人
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-30 DOI: 10.25304/rlt.v31.3212
James Brunton, Liz Bennett, Louise Drumm, Michael Flavin, Sarah Honeychurch, Simon Thomson, Tünde Varga-Atkins
The first issue of Research in Learning Technology (RLT) was published in 1993. Over 30 years, the journal has comprised an informal research and development facility for new ideas and practices in technology enhanced learning. This paper takes nine published articles from RLT: the three most downloaded in the period January 2021 – March 2023 (but published at any time); the three most downloaded articles published from January 2021 to March 2023; and the three most cited articles published from January 2018 to March 2023. The aim is to identify different areas of current interest and influence, different areas of practice, and different scholarly approaches. The authors are the journal’s current editorial team. This paper identifies diversity of technology enhanced learning-related subject matter and different approaches, too, but with ongoing interest in efficacy and in the ‘how’ of technology enhanced learning: how technology can be applied to truly enhance learning, comprising an approachable community, generating influence.
学习技术研究》(RLT)创刊于 1993 年。30 多年来,该期刊一直是一个非正式的研发机构,为技术强化学习领域的新理念和新实践提供支持。本文选取了《学习技术研究》中已发表的九篇文章:2021 年 1 月至 2023 年 3 月期间下载次数最多的三篇文章(但可随时发表);2021 年 1 月至 2023 年 3 月期间下载次数最多的三篇文章;2018 年 1 月至 2023 年 3 月期间被引用次数最多的三篇文章。目的是确定当前关注和影响的不同领域、不同的实践领域以及不同的学术方法。作者是该期刊的现任编辑团队。本文确定了技术强化学习相关主题的多样性,也确定了不同的方法,但始终关注技术强化学习的功效和 "如何":如何应用技术真正强化学习,组成一个平易近人的社区,产生影响力。
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引用次数: 0
The construction of gamer identity in narratives about video game playing and formal education learning experiences 电子游戏与正规教育学习经历叙事中玩家身份的建构
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-06 DOI: 10.25304/rlt.v31.2852
Jingyang Ai, Beth Cross, Carole Bignell
This study investigates how video game play influences gamers’ formal education through perceptions of their ‘gamer’ and ‘learner’ identities. Based on identity foundation in symbolic interactionism, we take gamer and learner identities as meaning structures with both dynamic and stable dimensions. The basis of this gamer identity perspective is identity has a crucial role in investigating learning. Applying a life history approach, we interviewed 10 participants in one-to-one interviews, with three interviews for each participant. Applying the narrative portrait, we analysed participant data. We found that gamer identity construction from video game playing, as a vital meaning structure, has four main aspects, namely in-game identification, social community expansion, restorative effect and meaning recognition, providing gamers with expansive ways to build learner and personal identity as that can benefit their formal education.
本研究调查了电子游戏如何通过对玩家“玩家”和“学习者”身份的认知影响玩家的正规教育。基于符号互动主义的身份基础,我们将玩家身份和学习者身份视为具有动态维度和稳定维度的意义结构。这种玩家身份视角的基础是,身份在调查学习中起着至关重要的作用。运用生活史的方法,我们对10名参与者进行了一对一的访谈,每位参与者进行了三次访谈。应用叙事肖像,我们分析了参与者的数据。我们发现,电子游戏玩家身份建构作为一种重要的意义结构,具有游戏内认同、社会社区扩展、修复效应和意义认同四个主要方面,为玩家提供了构建学习者和个人身份的广阔途径,从而有利于他们的正规教育。
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引用次数: 0
The outlook of learning through metaverse technology from the perspective of teachers in the science education 科学教育教师视角下的元技术学习观
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-10 DOI: 10.25304/rlt.v31.2933
Esmaeil Jafari
As a personal avatar, Metaverse can be very effective in science, technology, engineering and mathematics (STEM) classrooms such as science classes that are practical and experimental. In this article, the aim is to report a study related to the perception of teachers and their attitudes towards the use of metaverse tools in teaching elementary science classes in Iranian education system. The study uses qualitative content analysis as well as quantitative analysis represented by descriptive statistics. The former includes of semi-structured interviews with 28 samples from two groups of pre-service teachers (inexperienced) and in-service teachers (experienced), which participants were given the opportunity to express their perceptions of Metaverse tools through interviews. The latter comprises a survey was designed to get their attitudes towards the potential use of Metaverse technology. The results showed that the nature of inexperienced ‘digital native’ is in line with the metaverse world and this group had relatively high confidence in using Metaverse in their teaching. Generating these new ideas requires a degree of experience that pre-service teachers do not have. However, this gap can be bridged through a group of experienced teachers who can use their experience to help inexperienced teachers understand how such tools can be integrated into practice.
作为个人化身,Metaverse可以在科学、技术、工程和数学(STEM)教室中非常有效,例如实用和实验的科学课程。在这篇文章中,目的是报告一项与教师的看法和他们对在伊朗教育系统中使用虚拟工具教授基础科学课程的态度有关的研究。本研究采用定性的内容分析和以描述性统计为代表的定量分析。前者包括对来自两组职前教师(无经验)和在职教师(有经验)的28个样本进行半结构化访谈,参与者有机会通过访谈表达他们对Metaverse工具的看法。后者包括一项调查,旨在了解他们对Metaverse技术潜在用途的态度。结果表明,没有经验的“数字原生代”的本质与虚拟世界是一致的,这一群体对在教学中使用虚拟世界有相对较高的信心。产生这些新想法需要一定程度的经验,这是职前教师所不具备的。然而,这一差距可以通过一群经验丰富的教师来弥补,他们可以利用自己的经验帮助没有经验的教师了解如何将这些工具纳入实践。
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引用次数: 0
Social annotation: what are students’ perceptions and how does social annotation relate to grades? 社会注解:学生的认知是什么?社会注解与成绩有何关系?
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-09 DOI: 10.25304/rlt.v31.3050
Virginia Clinton-Lisell
Social annotation is a teaching and learning technique in which students post comments on electronic course materials in a shared space. The purpose of this study is to examine students’ perceptions of social annotation in the context of motivation and social justice. In addition, the connections between social annotation and course grades were examined. Students in a face-to-face course engaged in social annotation on their course textbook and completed a questionnaire on their perceptions (N = 41). Based on the findings, students had higher overall motivation for social annotation compared with quizzes. In contrast, comparisons of motivation between social annotation and individual notetaking were mixed depending on the motivational construct. Students reported average higher-than-average opportunities for representational justice with social annotation (i.e. opportunities to share experiences and speak from their identities). Regarding grades, multiple social annotation constructs were positively associated with course grades. However, only active reading time appeared to be uniquely predictive of course grades. These findings suggest that social annotations promote active reading, which may encourage better understanding of the course content. Importantly, these findings indicate that students are motivated to engage in social annotation.
社交注释是学生在共享空间对电子课程材料发表评论的一种教学技术。本研究的目的是考察学生在动机与社会公正的背景下对社会注释的认知。此外,我们也检视社会注解与课程成绩之间的关系。面对面课程的学生对课程教材进行社会注释,并完成一份关于其认知的问卷(N = 41)。根据调查结果,与测验相比,学生对社会注释的总体动机更高。相比之下,社会注释和个人笔记的动机比较是混合的,这取决于动机结构。学生报告说,具有社会注释的代表性正义的机会平均高于平均水平(即分享经验和从他们的身份发言的机会)。在成绩方面,多个社会注释构念与课程成绩呈正相关。然而,只有积极的阅读时间似乎是唯一能预测课程成绩的因素。这些发现表明,社交注释促进了主动阅读,这可能有助于更好地理解课程内容。重要的是,这些发现表明学生有动机参与社会注释。
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引用次数: 0
A theoretical framework for digital learning spaces: learning in individual spaces, working groups, communities of interest, and open connections 数字学习空间的理论框架:在个人空间、工作组、兴趣社区和开放连接中学习
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-29 DOI: 10.25304/rlt.v31.3084
Christian Dalsgaard, Thomas Ryberg
The paper presents a theoretical framework of four digital learning spaces: Individual space, Working group, Community of interest, and Open connections. The theoretical framework aims to highlight the unique potentials of digital technologies to expand learning activities. More specifically, the framework contributes with descriptions of specific learning activities that highlight the learning potentials of different social forms as well as learning potentials of digital technologies. The paper highlights learning potentials of digital technologies within each learning space; digital technologies as cognitive partners, collaboration tools, sharing tools, and as network relations and network effects. The framework is developed on the shoulders of existing educational frameworks, and contributes to learning technology research by combining conceptions of social forms, learning theory, and digital technology studies. Further, the framework is directed towards educational practice as a tool to develop learning activities, and to design digital learning spaces. The framework intends to function as a guiding framework that can help teachers and developers to focus on different levels of learning spaces and specific learning activities. Finally, the paper argues that digital technologies have the potential to expand opportunities for learning: specifically, to expand individual agency (within the individual space), collaborative knowledge building (within the working group), transparency (within a community of interest), and interaction with the outside world (through open connections).
本文提出了四个数字学习空间的理论框架:个人空间、工作组、兴趣社区和开放连接。该理论框架旨在强调数字技术扩展学习活动的独特潜力。更具体地说,该框架有助于描述具体的学习活动,这些活动突出了不同社会形式的学习潜力以及数字技术的学习潜力。本文强调了数字技术在每个学习空间中的学习潜力;数字技术作为认知伙伴、协作工具、共享工具以及网络关系和网络效应。该框架是在现有教育框架的基础上发展起来的,结合了社会形态、学习理论和数字技术研究的概念,为学习技术研究做出了贡献。此外,该框架面向教育实践,作为开发学习活动和设计数字学习空间的工具。该框架旨在作为一个指导框架,帮助教师和开发人员关注不同层次的学习空间和具体的学习活动。最后,本文认为数字技术具有扩大学习机会的潜力:具体而言,扩大个人能动性(在个人空间内)、协作性知识建设(在工作组内)、透明度(在利益共同体内)以及与外部世界的互动(通过开放连接)。
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引用次数: 1
The impact of E-learning and ICT on English language learning: COVID-19 context 电子学习和信息通信技术对英语学习的影响:COVID-19背景
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-18 DOI: 10.25304/rlt.v31.2941
Julio Antonio Álvarez Martínez, Juan Fernando Gómez
Background: E-learning and ICT have developed an innovative way of teaching English. To make sure the learning of this foreign language is effective, educational establishments and universities adjusted their infrastructure and technological devices. Aim: This article aims to present the results from a comprehensive examination of the literature regarding the Effects of E-learning and ICT on English language learning in COVID-19. Methods: The investigators made use of the PRISMA MODEL to determine the 65 articles to be included in the sample selection. A systematic search was performed on databases to select articles on E-learning and ICT related to English language learning. The databases employed for this study were Scielo, Redalyc, Dialnet, cademic Publishing (ACPI), Springer, Scopus, ECLAC, and MINTIC. Results: These technologies experienced an increase in usage during the COVID-19 pandemic. Conclusion: Incorporating e-learning and ICT has made language learning more dynamic. In addition, it demanded training of teachers to manage the tools and resources that they offer.
背景:电子学习和信息通信技术发展了一种创新的英语教学方式。为了确保这种外语的学习是有效的,教育机构和大学调整了他们的基础设施和技术设备。目的:本文旨在介绍对新冠肺炎疫情中电子学习和信息通信技术对英语学习影响的文献的综合研究结果。方法:研究者使用PRISMA模型确定纳入样本选择的65篇文章。在数据库中进行系统搜索,选择与英语语言学习相关的电子学习和ICT文章。本研究使用的数据库为Scielo、Redalyc、Dialnet、学术出版(ACPI)、Springer、Scopus、ECLAC和MINTIC。结果:在COVID-19大流行期间,这些技术的使用量有所增加。结论:电子学习和信息通信技术的结合使语言学习更具活力。此外,它要求培训教师管理他们提供的工具和资源。
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引用次数: 0
Using information and communication technologies for the assessment of a large number of students 利用信息和通信技术对大量学生进行评估
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-20 DOI: 10.25304/rlt.v31.2945
K. Baryktabasov, Chinara Jumabaeva, U. Brimkulov
Many examinations with thousands of participating students are organized worldwide every year. Usually, this large number of students sit the exams simultaneously and answer almost the same set of questions. This method of learning assessment requires tremendous effort and resources to prepare the venues, print question books and organize the whole process. Additional restrictions and obstacles may appear in conditions similar to those during the COVID-19 pandemic. One way to obviate the necessity of having all the students take an exam during the same period of time is to use a computer-assisted assessment with random item selection, so that every student receives an individual set of questions. The objective of this study is to investigate students’ perceptions of using random item selection from item banks in order to apply this method in large-scale assessments. An analysis of the responses of more than 1000 surveyed students revealed that most of them agree or completely agree with using the proposed method of assessment. The students from natural science departments showed more tolerance of this method of assessment compared with students from other groups. Based on the findings of this study, the authors concluded that higher-education institutions could benefit from implementing the abovementioned assessment method.
每年,世界各地都有成千上万的学生参加考试。通常,这么多的学生同时参加考试,回答几乎相同的一套问题。这种学习评估方法需要花费巨大的精力和资源来准备场地、打印考卷和组织整个过程。在类似于COVID-19大流行期间的情况下,可能会出现额外的限制和障碍。避免让所有学生在同一时间参加考试的一种方法是使用随机选题的计算机辅助评估,这样每个学生都收到一套单独的问题。本研究的目的是调查学生对使用随机项目选择的看法,以便将这种方法应用于大规模的评估。一项对1000多名被调查学生的回答的分析显示,他们中的大多数人同意或完全同意使用拟议的评估方法。与其他组的学生相比,自然科学系的学生对这种评估方法的容忍度更高。基于本研究的结果,作者得出结论,高等教育机构可以从实施上述评估方法中获益。
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引用次数: 0
Social presence as a training resource: comparing VR and traditional training simulations 社交在场作为训练资源:比较VR与传统训练模拟
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-20 DOI: 10.25304/rlt.v31.2827
J. Uhl, Klaus Neundlinger, Georg Regal
From immersive simulations to interactive tutorials, Virtual Reality (VR) is transforming the way we learn and practise new skills. Especially for social skills training, a growing number of simulations have been designed in which trainees learn to master difficult communicative situations. One of the factors to which the effectiveness of VR as a learning technology is attributed to is the users’ feeling of social presence during the simulated interaction. This paper presents the evaluation of (1) a role play training, (2) a learning app and (3) a VR training application in a workshop series. Social presence was perceived as equally convincing and engaging for the prototypical VR scene as for the traditional form of role play, although the course of the interaction in VR was highly determined compared to the interaction dynamics of a human role play. In our interpretation, this confirms social presence as a valuable resource for training social interaction, which spans across various learning settings and methods in increasingly blended or hybrid learning and working contexts.
从沉浸式模拟到交互式教程,虚拟现实(VR)正在改变我们学习和练习新技能的方式。特别是在社交技能训练方面,越来越多的模拟被设计出来,学员可以在模拟中学习如何掌握困难的交际情境。VR作为一种学习技术的有效性的因素之一是用户在模拟交互过程中的社交存在感。本文介绍了对(1)角色扮演培训,(2)学习应用程序和(3)系列研讨会中的VR培训应用程序的评估。尽管与人类角色扮演的互动动态相比,VR中的互动过程是高度确定的,但在原型VR场景中,社交存在被认为与传统形式的角色扮演一样具有说服力和吸引力。在我们的解释中,这证实了社会存在是训练社会互动的宝贵资源,在日益混合或混合的学习和工作环境中,社会互动跨越了各种学习环境和方法。
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引用次数: 0
Pursuing professional learning by using social media: how do instructional designers apply self-regulated learning? 利用社交媒体追求专业学习:教学设计师如何运用自律学习?
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-19 DOI: 10.25304/rlt.v31.2934
P. Muljana, Tian Luo
The instructional design and technology field is dynamic, requiring instructional designers to stay abreast through timely professional learning. Social media offers characteristics to collapse the time, geographical, and financial limitations of informal professional learning, but challenges exist. Continuous professional learning requires proactive actions, wherein self-regulated learning (SRL) plays an important role. However, not all professionals know the effective strategies to promote SRL skills. This study examines instructional designers’ ( N = 17) experiences of professional learning on social media through an SRL lens. Data collected through semi-structured inter-views were analyzed using thematic analysis. Findings include SRL strategies conducted by instructional designers and the challenges they faced. This study informs instructional-design professionals and educators of ways to encourage continuous professional learning using social media while fostering SRL simultaneously.
教学设计和技术领域是动态的,要求教学设计师通过及时的专业学习跟上时代的步伐。社交媒体提供了打破非正式专业学习的时间、地理和财务限制的特点,但挑战依然存在。持续的专业学习需要积极主动的行动,其中自我调节学习(self-regulated learning, SRL)起着重要的作用。然而,并不是所有的专业人士都知道提升SRL技能的有效策略。本研究透过SRL视角检视教学设计师(N = 17)在社交媒体上的专业学习经验。通过半结构化访谈收集的数据采用主题分析进行分析。研究结果包括教学设计师实施的SRL策略和他们面临的挑战。这项研究为教学设计专业人士和教育工作者提供了鼓励使用社交媒体进行持续专业学习的方法,同时也促进了SRL的发展。
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引用次数: 0
Learning patterns and risks in distance learning during the COVID-19 lockdown – the pupils’ perspective in drama pedagogy-based focus groups 2019冠状病毒病疫情封锁期间远程教育的学习模式和风险——基于戏剧教学法的焦点小组的学生视角
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-05 DOI: 10.25304/rlt.v31.2968
Adam Cziboly, Ádám Bethlenfalvy, S. Németh, Richárd Rajnai
In this study
在这项研究中
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引用次数: 0
期刊
Research in Learning Technology
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