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Selecting student-authored questions for summative assessments 选择学生撰写的问题进行总结性评估
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-02-03 DOI: 10.25304/rlt.v29.2517
Alice Huang,Dale Hancock,Matthew Clemson,Giselle Yeo,Dylan Harney,Paul Denny,Gareth Denyer
Production of high-quality multiple-choice questions (MCQs) for both formative and summative assessments is a time-consuming task requiring great skill, creativity and insight. The transition to online examinations, with the concomitant exposure of previously tried-and-tested MCQs, exacerbates the challenges of question production and highlights the need for innovative solutions. Several groups have shown that it is practical to leverage the student cohort to produce a very large number of syllabus-aligned MCQs for study banks. Although student-generated questions are well suited for formative feedback and practice activities, they are generally not thought to be suitable for high-stakes assessments. In this study, we aimed to demonstrate that training can be provided to students in a scalable fashion to generate questions of similar quality to those produced by experts and that identification of suitable questions can be achieved with minimal academic review and editing. Second-year biochemistry and molecular biology students were assigned a series of activities designed to coach them in the art of writing and critiquing MCQs. This training resulted in the production of over 1000 MCQs that were then gauged for potential by either expert academic judgement or via a data-driven approach in which the questions were trialled objectively in a low-stakes test. Questions selected by either method were then deployed in a high-stakes in-semester assessment alongside questions from two academically authored sources: textbook-derived MCQs and past paper questions. A total of 120 MCQs from these four sources were deployed in assessments attempted by over 600 students. Each question was subjected to rigorous performance analysis, including the calculation of standard metrics from classical test theory and more sophisticated item response theory (IRT) measures. The results showed that MCQs authored by students, and selected at low cost, performed as well as questions authored by academics, illustrating the potential of this strategy for the efficient creation of large numbers of high-quality MCQs for summative assessment.
为形成性和总结性评估制作高质量的选择题(mcq)是一项耗时的任务,需要很高的技能、创造力和洞察力。向在线考试的过渡,伴随着之前经过验证和测试的mcq的暴露,加剧了问题制作的挑战,并突出了对创新解决方案的需求。一些研究小组已经表明,利用学生群体为学习库制作大量与教学大纲一致的mcq是可行的。虽然学生提出的问题非常适合形成性反馈和实践活动,但它们通常被认为不适合高风险评估。在这项研究中,我们的目的是证明可以以可扩展的方式向学生提供培训,以产生与专家产生的问题相似的质量,并且可以通过最少的学术审查和编辑来确定合适的问题。生物化学和分子生物学二年级的学生被分配了一系列活动,旨在指导他们写作和批评mcq的艺术。这次培训产生了1000多个mcq,然后通过专家学术判断或通过数据驱动的方法(在低风险测试中客观地测试问题)来衡量这些问题的潜力。通过这两种方法选择的问题随后被部署在一个高风险的学期评估中,同时还有两个学术来源的问题:教科书衍生的mcq和过去的论文问题。来自这四个来源的120个mcq被部署在600多名学生的评估中。每个问题都经过严格的性能分析,包括从经典测试理论和更复杂的项目反应理论(IRT)测量的标准指标的计算。结果显示,由学生撰写并以低成本选择的mcq的表现与学者撰写的问题一样好,这说明了该策略在有效创建大量高质量的总结性评估mcq方面的潜力。
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引用次数: 0
An examination of student preference for traditional didactic or chunking teaching strategies in an online learning environment 在线学习环境中学生对传统教学或分块教学策略的偏好
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-28 DOI: 10.25304/RLT.V29.2405
B. Humphries, D. Clark
This research examined first year undergraduate tertiary student preferences for different online video playback options by comparing a didactic long lecture recording versus a series of topical ‘chunked’ videos of identical learning material in an information literacy unit. Student preference was determined by student unique download choice of streaming video lecture material, cumulative visits and percent completion of viewing of lecture videos. De-identified click-stream data for 1268 university students across two academic years 2016 (n = 647) and 2017 (n = 621) were pooled to examine student preference. The major findings indicated a significant preference for chunk-style videos between 3 and 17 min duration when compared to traditional long-view didactic lecture materials. Results also highlighted an increase in unique views (60%–67%), cumulative visits (54%–67%) and percentage completions (25%) of chunked videos compared to didactic lectures (60 min). Additionally, student total viewing of the unit information influenced the final grade for the unit. Student preference and success were in favour of the smaller chunk-style lectures, which may also improve student attention, assist with time management to complete the materials and increase unit engagement. The overall findings of this research re-enforce the value of student-centric learning design in university education settings.
这项研究调查了一年级本科生对不同在线视频播放选项的偏好,通过比较一段讲授性的长篇讲座录音和信息素养单元中相同学习材料的一系列主题“块”视频。学生的偏好是由学生对流媒体视频讲座材料的独特下载选择、累计访问量和完成观看讲座视频的百分比决定的。在2016年(n = 647)和2017年(n = 621)两个学年中,1268名大学生的去识别点击流数据被汇总起来,以检查学生的偏好。主要研究结果表明,与传统的长时间教学材料相比,学生更喜欢3到17分钟的块式视频。结果还显示,与说教式讲座(60分钟)相比,分组视频的独立浏览量(60%-67%)、累计访问量(54%-67%)和完成率(25%)都有所增加。此外,学生对单元信息的总体浏览影响了该单元的最终成绩。学生的偏好和成功倾向于较小的块式讲座,这也可以提高学生的注意力,帮助完成材料的时间管理,增加单元的参与度。本研究的整体结果强化了以学生为中心的学习设计在大学教育中的价值。
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引用次数: 17
Long-term effectiveness of immersive VR simulations in undergraduate science learning: lessons from a media-comparison study 沉浸式VR模拟在本科科学学习中的长期有效性:来自媒体比较研究的经验教训
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-18 DOI: 10.25304/RLT.V29.2482
Prajakt Pande, Amalie Thit, A. Sørensen, B. Mojsoska, Morten E. Moeller, P. Jepsen
Our main goal was to investigate if and how using multiple immersive virtual reality (iVR) simulations and their video playback, in a science course, affects student learning over time. We conducted a longitudinal study, in ecological settings, at an undergraduate field-course on three topics in environmental biology. Twenty-eight undergraduates were randomly assigned to either an iVR-interaction group or a video-viewing group. During the field-course, the iVR group interacted with a head-mounted device-based iVR simulation related to each topic (i.e. total three interventions), while the video group watched a pre-recorded video of the respective simulation on a laptop. Cognitive and affective data were collected through the following checkpoints: a pre-test before the first intervention, one topic-specific post-test immediately after each intervention, a final post-test towards the end of the course, and a longitudinal post-test deployed approximately 2 months after the course. Through a descriptive analysis, it was found that student performance on the knowledge tests increased considerably over time for the iVR group but remained unchanged for the video group. While no within- or between-group differences were noted for intrinsic motivation and self-efficacy measures, students in the iVR group enjoyed all the simulations, and perceived themselves to benefit from those simulations.
我们的主要目标是调查在科学课程中使用多个沉浸式虚拟现实(iVR)模拟及其视频播放是否以及如何影响学生的学习。在生态环境下,我们对一门本科生实地课程进行了一项纵向研究,涉及环境生物学的三个主题。28名大学生被随机分配到ivr互动组和视频观看组。在实地课程中,iVR组与每个主题相关的基于头戴式设备的iVR模拟进行交互(即总共三个干预),而视频组则在笔记本电脑上观看预先录制的各自模拟视频。认知和情感数据通过以下检查点收集:第一次干预前的预测试,每次干预后立即进行一次特定主题的后测试,课程结束时的最终后测试,以及课程后约2个月的纵向后测试。通过描述性分析,我们发现,随着时间的推移,iVR组学生在知识测试中的表现显著提高,而视频组则保持不变。虽然在内在动机和自我效能测量方面没有发现组内或组间差异,但iVR组的学生喜欢所有的模拟,并认为自己从这些模拟中受益。
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引用次数: 17
Use of augmented reality (AR) to aid bioscience education and enrich student experience 利用扩增实境(AR)辅助生物科学教育及丰富学生体验
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-15 DOI: 10.25304/rlt.v29.2572
Laura E. Reeves,Edward Bolton,Matthew Bulpitt,Alex Scott,Ian Tomey,Micah Gates,Robert A. Baldock
In recent years, development of new technologies designed to enhance user experience have accelerated, often being used in modern media such as in films and games. Specifically, immersive experiences, such as virtual reality (VR) and augmented reality (AR), have redefined how digital media can be delivered, encouraging us to interact with and explore our environment. Reciprocally, as the power of these technologies has advanced, the associated costs to implement them have decreased, making them more cost-effective and feasible to deliver in a variety of settings. Despite the cost reduction, several issues remain with accessibility due to the knowledge base required to generate, optimise and deliver three-dimensional (3D)-digital content in both AR and VR. Here, we sought to integrate an AR-based experience into a level-4 biochemistry module in order to support the delivery of university lectures on protein structure and function. Traditionally, this topic would comprise two-dimensional still images of complex 3D structures. By combining a breadth of subject-specific and technological expertise from across the university, we developed an AR-enhanced learning experience hosted on the Zapworks AR platform. AR enabled full illustration of the complexity of these 3D structures, while promoting collaboration through a shared user experience. Assessing the impact of the AR experience via a formative test and survey revealed that despite only a modest increase in test performance, students overwhelmingly reported positively on the engaging nature and interactivity of AR. Critically, expanding our repertoire of content delivery formats will support the forward-thinking blended learning environments adopted across the higher education sector.
近年来,旨在提高用户体验的新技术的发展已经加速,经常被用于现代媒体,如电影和游戏。具体来说,沉浸式体验,如虚拟现实(VR)和增强现实(AR),重新定义了数字媒体的交付方式,鼓励我们与环境互动和探索。反过来,随着这些技术的进步,实施这些技术的相关成本也降低了,使它们在各种环境中更具成本效益和可行性。尽管降低了成本,但由于在AR和VR中生成、优化和交付三维(3D)数字内容所需的知识库,在可访问性方面仍然存在一些问题。在这里,我们试图将基于ar的体验整合到4级生物化学模块中,以支持大学关于蛋白质结构和功能的讲座。传统上,这个主题将包括复杂的3D结构的二维静止图像。通过结合整个大学广泛的特定学科和技术专业知识,我们在Zapworks AR平台上开发了AR增强学习体验。AR能够充分展示这些3D结构的复杂性,同时通过共享用户体验促进协作。通过形成性测试和调查评估AR体验的影响显示,尽管测试成绩只有适度的提高,但绝大多数学生对AR的吸引力和互动性持积极态度。至关重要的是,扩大我们的内容交付格式将支持高等教育部门采用的前瞻性混合学习环境。
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引用次数: 0
Measuring the correlation between digital media usage and students’ perceived writing ability: Are they related? 测量数字媒体使用与学生感知写作能力之间的相关性:它们是否相关?
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-15 DOI: 10.25304/RLT.V29.2506
J. Parrella, H. Leggette, Tobin Redwine
The purpose of our correlational, quantitative study was to determine if time spent using digital media (i.e. text messaging and social media) influences students’ media writing self-perceptions (MWSPs). We measured students’ perceived writing ability using the MWSP scale and their time spent using digital media with the social networking time use scale (SONTUS). Correlations between students’ MWSP scores and SONTUS scores were statistically insignificant, suggesting that time spent using digital media does not negatively influence their perceived writing abilities. However, results from further analyses indicated that as students’ social media use increased, so did their ability to recognise the difference between writing for social media and writing for professional publications. We also found that the more students text the more they use social media and vice versa. We present directions for future research and practice.
我们相关定量研究的目的是确定使用数字媒体(即短信和社交媒体)的时间是否会影响学生的媒体写作自我感知(MWSPs)。我们使用MWSP量表测量学生的感知写作能力,并使用社交网络时间使用量表(SONTUS)测量他们使用数字媒体的时间。学生的MWSP分数和SONTUS分数之间的相关性在统计上不显著,这表明使用数字媒体的时间不会对他们的写作能力产生负面影响。然而,进一步分析的结果表明,随着学生社交媒体使用的增加,他们识别社交媒体写作和专业出版物写作之间差异的能力也在提高。我们还发现,学生发短信越多,他们使用社交媒体的次数就越多,反之亦然。提出了今后研究和实践的方向。
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引用次数: 5
Two groups separated by a shared goal: how academic managers and lecturers have embraced the introduction of digital technologies in UK Higher Education 两个群体被一个共同的目标分隔开来:学术管理者和讲师如何在英国高等教育中引入数字技术
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-15 DOI: 10.25304/RLT.V29.2446
Xue-wei Zhou, Melania Milecka-Forrest
Digital technologies have been widely used in higher education (HE) for years, and the benefits have been recognised by both students and academics. Although many universities have developed their own digital technology strategies, many do not share either their vision or implementation strategies with staff. This research explores differences and similarities in the perception of digital technology by lecturers and academic managers. The purpose of this paper is to compare and contrast motivations, barriers and support systems required for the use and adoption of digital strategies. Interviews were conducted with a group of 20 lecturers and academic managers in the HE sector. The results reveal that both groups shared a common view that the introduction of digital technology can have a clear set of benefits to students; however, their motivations for introducing new approaches differed significantly. Whilst it is important not to generalise too much given the lack of homogeneity in the two groups and also the crossover between managers and lecturers, managers tended to take a performance goal-based approach to its introduction whilst lecturers were more learning goal orientated. This difference can cause significant difficulties in the implementation of new approaches to learning.
数字技术已经在高等教育中广泛应用多年,其好处已经得到了学生和学者的认可。尽管许多大学已经制定了自己的数字技术战略,但许多大学并没有与员工分享他们的愿景或实施策略。本研究探讨了讲师和学术管理者对数字技术认知的差异和相似之处。本文的目的是比较和对比使用和采用数字战略所需的动机、障碍和支持系统。我们采访了20位高等教育领域的讲师和学术管理人员。结果显示,两组人都有一个共同的观点,即数字技术的引入可以给学生带来一系列明显的好处;然而,他们引进新方法的动机有很大的不同。考虑到两组缺乏同质性,以及管理者和讲师之间的交叉,重要的是不要过度概括,管理者倾向于采用基于绩效目标的方法来引入,而讲师则更多地以学习目标为导向。这种差异可能会在实施新的学习方法时造成重大困难。
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引用次数: 3
Increasing the attention, relevance, confidence and satisfaction (ARCS) of students through interactive science learning multimedia 通过互动式多媒体科学学习提高学生的注意力、相关性、自信心和满意度
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-01 DOI: 10.25304/rlt.v29.2383
Herianto, I. Wilujeng
Research in Learning Technology 2021. © 2021 Herianto and I. Wilujeng. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2021。©2021 Herianto and I. Wilujeng。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 7
A participatory framework proposal for guiding researchers through an educational mobile app development 指导研究人员通过教育移动应用程序开发的参与式框架提案
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-12-31 DOI: 10.25304/rlt.v28.2370
Rita Tavares, R. Vieira, Luís Pedro
The research work reported in this article is part of a wider study aimed at developing a mobile application (app) for Science Education in primary school. For that, we designed a participatory framework proposal nested within the larger framework of Educational Design Research. This framework emerged from the authors’ need to organise the different phases of the mobile apps development and to arrange the expected products that arise from them. Our framework suggests a grounded, participatory and user-centred approach, relating literature contributions with data collected among future end-users. In this study, we exemplify the implementation of the proposed framework by presenting the outcomes of a specific moment of the preliminary research: students’ stories and drawing analysis, to define the mobile app concept. For that, we (1) present and describe the participatory framework proposal, (2) identify and characterise the research method adopted to define the mobile app concept, (3) reveal and analyse data collected from the implementation of a creative writing and drawing activity performed by fourth grade primary-school students, and (4) describe the implications of data analysis in the mobile app concept definition. Our intention is to share with other educational researchers an approach that can be used to develop educational mobile apps grounded on future end-users’ perceptions and ideas. We also aim to contribute to deepen the Educational Design Research apps by proposing and exemplifying the implementation of a framework that brings together researchers, students, teachers and experts.
本文中报道的研究工作是一项更广泛的研究的一部分,该研究旨在为小学科学教育开发一款移动应用程序。为此,我们设计了一个参与式框架提案,嵌套在教育设计研究的大框架内。这个框架的出现是因为作者需要组织移动应用程序开发的不同阶段,并安排由此产生的预期产品。我们的框架提出了一种基于基础的、参与性的和以用户为中心的方法,将文献贡献与未来最终用户收集的数据联系起来。在本研究中,我们通过展示初步研究的特定时刻的结果(学生的故事和绘图分析)来举例说明所提出框架的实施,以定义移动应用程序的概念。为此,我们(1)提出并描述参与式框架提案,(2)确定并描述用于定义移动应用概念的研究方法,(3)揭示和分析从四年级小学生进行的创意写作和绘画活动中收集的数据,以及(4)描述数据分析在移动应用概念定义中的含义。我们的目的是与其他教育研究人员分享一种方法,可以用来开发基于未来终端用户的看法和想法的教育移动应用程序。我们还旨在通过提出和示范将研究人员、学生、教师和专家聚集在一起的框架的实施,为深化教育设计研究应用程序做出贡献。
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引用次数: 2
Engaging the control-value theory: a new era of student response systems and formative assessment to improve student achievement 参与控制价值理论:学生回应系统和形成性评估的新时代,以提高学生成绩
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-12-10 DOI: 10.25304/rlt.v28.2454
Mary W. Paul, C. Torgerson, S. Tracz, K. Coy, J. Wahleithner
Research in Learning Technology 2020. © 2020 M. W. Paul et al. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2020。©2020 M. W. Paul等。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 2
The effectiveness of flipped learning strategy in the development of scientific research skills in procedural research course among higher education diploma students 翻转学习策略在高等教育文凭学生程序性研究课科研技能培养中的有效性
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-11-25 DOI: 10.25304/rlt.v28.2327
Omar M. Mahasneh
Research in Learning Technology 2020. © 2020 O.M. Mahasneh. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2020。©2020 O.M. Mahasneh。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 7
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Research in Learning Technology
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