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Promoting Letter-Naming and Initial-Phoneme Detection Abilities Among Preschoolers at Risk for Specific Learning Disorder Using Technological Intervention With Two Types of Mats: With and Without Target Letter Forms 利用两种垫子进行技术干预,提高有特殊学习障碍风险的学龄前儿童的字母命名和首字母-音素检测能力:有目标字母形式和无目标字母形式
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-04 DOI: 10.1177/07356331241277967
Gila Apelboim-Dushnitzky, Oren Tova
This study tested the potential of a technological intervention procedure for promoting letter-naming and initial-phoneme detection skills among preschoolers at risk for Specific Learning Disorder. The study rational is based on evidence for paired associated learning of visual-verbal stimuli, integrated with the use of a tangible technological device (educational floor robot) as means for promoting letter knowledge. Two intervention groups ( N = 60) participated. The intervention lasted for eight sessions of phonological training; each dedicated to one target letter. Participants were asked to navigate the robot’s path from a current stopping point to the next according to phonological information processing. Both groups went through the same procedure, but using a different type of mat (one with and one without a visual form of the letter). A control group ( N = 30) of at-risk preschoolers received no intervention except for their preschool educational routine. We found that children who participated in phonological training with linkage to the visual form of the letter scored higher in post-intervention tests. Among other proposed explanations, we mention the advantages of using a tangible robot and seemingly three-dimensional letters, along with the tendency to consider visual features while processing language stimulus among children with dyslexia.
本研究测试了一种技术干预程序在促进有特殊学习障碍风险的学龄前儿童的字母命名和首字母-音素检测技能方面的潜力。研究的基本原理是基于视觉-语言刺激配对关联学习的证据,并结合使用有形技术设备(教育地板机器人)作为促进字母知识的手段。两个干预小组(N = 60)参加了这项研究。干预持续了八节语音训练课;每节课专门针对一个目标字母。参与者被要求根据语音信息处理,导航机器人从当前停止点到下一个停止点的路径。两组参与者都经历了相同的过程,但使用了不同类型的垫子(一个有字母的视觉形式,一个没有字母的视觉形式)。对照组(N = 30)的高危学龄前儿童除了接受学前教育常规之外,没有接受任何干预。我们发现,参加与字母视觉形式相关联的语音训练的儿童在干预后测试中得分更高。在其他建议的解释中,我们提到了使用有形机器人和看似立体的字母的优势,以及阅读障碍儿童在处理语言刺激时考虑视觉特征的倾向。
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引用次数: 0
Investigating the Effects of Artificial Intelligence-Assisted Language Learning Strategies on Cognitive Load and Learning Outcomes: A Comparative Study 调查人工智能辅助语言学习策略对认知负荷和学习效果的影响:比较研究
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-01 DOI: 10.1177/07356331241268349
Lijuan Feng
This study investigates the impact of AI-assisted language learning (AIAL) strategies on cognitive load and learning outcomes in the context of language acquisition. Specifically, the study explores three distinct AIAL strategies: personalized feedback and adaptive learning, interactive exercises with speech recognition, and intelligent tutoring with data-driven insights. The research employs a pretest-posttest random assignment experimental design, utilizing three experimental groups and a control group, with a total of 484 EFL students specializing in teaching English as a foreign language participating in the study. Data collection involves pre- and post-tests, questionnaires, and interviews to assess the influence of AIAL strategies on cognitive load and learning outcomes. Cognitive load is measured using the Cognitive Load Scale, while pretest-posttest assessments evaluate the efficacy of AIAL interventions across various language skills. These results contribute to the existing body of AIAL research by offering empirical evidence for the effectiveness of specific strategies in optimizing language learning experiences. The implications of this study extend to educators, researchers, and developers in the field of AIAL, emphasizing the potential of AIAL to enhance language acquisition processes and inform instructional design practices.
本研究探讨了人工智能辅助语言学习(AIAL)策略对语言学习中认知负荷和学习效果的影响。具体来说,本研究探讨了三种不同的 AIAL 策略:个性化反馈和自适应学习、语音识别互动练习以及数据驱动的智能辅导。研究采用了前测-后测随机分配实验设计,利用三个实验组和一个对照组,共有 484 名英语作为外语教学专业的 EFL 学生参与研究。数据收集包括前测、后测、问卷调查和访谈,以评估 AIAL 策略对认知负荷和学习效果的影响。认知负荷是通过认知负荷量表来测量的,而前测-后测评估则是评估 AIAL 干预措施对各种语言技能的效果。这些结果为特定策略在优化语言学习体验方面的有效性提供了实证证据,从而为现有的 AIAL 研究做出了贡献。这项研究对 AIAL 领域的教育工作者、研究人员和开发人员具有重要意义,强调了 AIAL 在增强语言习得过程和指导教学设计实践方面的潜力。
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引用次数: 0
Curiosity, Interest, and Engagement: Unpacking Their Roles in Students’ Learning within a Virtual Game Environment 好奇心、兴趣和参与:解读它们在虚拟游戏环境中学生学习中的作用
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-29 DOI: 10.1177/07356331241277904
Hsing-Ying Tu, Silvia Wen-Yu Lee
Learning in a virtual environment has been found to foster students’ affective responses, indicating the importance of exploring the factors which affect students’ learning when engaged in a virtual game. This study aimed to explore the relationships among students’ epistemic curiosity, situational interest, and learning engagement in an exploratory 3D virtual game environment. A virtual game was designed for elementary school students to learn concepts of evaporation and condensation in real-life situations. Data were collected using questionnaires from a total of 121 sixth-grade elementary school students, and were analyzed using partial least square structural equation modeling (PLS-SEM). The reliability and validity of the instruments employed in this study were verified. The structural relationships showed that I-type epistemic curiosity showed a stronger influence on the design of the virtual game environment compared to D-type epistemic curiosity. Challenge was found to be negatively predicted by I-type epistemic curiosity, but positively predicted by D-type epistemic curiosity. Instant enjoyment was also found to play a significant mediating role between I-type epistemic curiosity and emotional engagement. It is suggested that future research should consider providing students with interesting contexts and challenging tasks as a critical approach to designing virtual game learning environments.
研究发现,在虚拟环境中学习会促进学生的情感反应,这表明探索影响学生在虚拟游戏中学习的因素非常重要。本研究旨在探索学生在探索性三维虚拟游戏环境中的求知欲、情境兴趣和学习参与度之间的关系。本研究为小学生设计了一款虚拟游戏,让他们在真实情景中学习蒸发和冷凝的概念。通过问卷调查收集了 121 名六年级小学生的数据,并使用偏最小二乘法结构方程模型(PLS-SEM)对数据进行了分析。本研究采用的工具的信度和效度均得到验证。结构关系显示,与 D 型认识好奇心相比,I 型认识好奇心对虚拟游戏环境设计的影响更大。挑战性被 I 型认识好奇心负向预测,但被 D 型认识好奇心正向预测。研究还发现,即时享受在 I 型认识好奇心和情感投入之间起着重要的中介作用。建议未来的研究应考虑为学生提供有趣的情境和具有挑战性的任务,以此作为设计虚拟游戏学习环境的关键方法。
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引用次数: 0
On the Quality of the Experience With Virtual Reality-Based Instructional Tools for Science Lab Activities 在科学实验活动中使用虚拟现实教学工具的体验质量
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-28 DOI: 10.1177/07356331241270658
Alberto Cannavò, Federico De Lorenzis, Filippo Gabriele Pratticò, Lorenzo Galante, Fabrizio Lamberti
Today, immersive technologies like Virtual Reality (VR) are regarded as disruptive tools in many domains, including education. While the body of literature in the field is growing, studies that present contrasting findings are not uncommon. In fact, although there is evidence of the benefits brought by VR in the educational processes, in some cases the effects of a possible trade-off between learning effectiveness and quality of the learning experience (or QoLE) may be observed. The two dimensions are difficult to disentangle, as besides learning effectiveness, other factors like motivation, technology acceptability, workload, presence, immersion, engagement, and usability come to play. This paper digs into the above scenario by focusing on the QoLE of immersive VR-based learning and comparing it with that of two conventional approaches (a physical prop-based one and a 3D desktop application). Separation of the two dimensions is pursued by imposing equality of the learning performance achieved with the three approaches, aiming at getting rid of possible confounding factors. From the results of the user study performed in the context of a STEM-related laboratory activity, the VR-based approach appeared to be generally superior to the prop-based approach and showed several advantages over the 3D desktop application.
如今,虚拟现实(VR)等沉浸式技术被认为是包括教育在内的许多领域的颠覆性工具。虽然该领域的文献越来越多,但研究结果截然相反的情况并不少见。事实上,尽管有证据表明 VR 在教育过程中带来了好处,但在某些情况下,学习效果和学习体验质量(或 QoLE)之间可能存在权衡。这两个方面很难区分,因为除了学习效果,还有其他因素,如动机、技术可接受性、工作量、临场感、沉浸感、参与度和可用性等。本文通过关注基于虚拟现实的沉浸式学习的 QoLE,并将其与两种传统方法(基于实物道具的方法和三维桌面应用程序)进行比较,对上述情况进行了深入研究。为了将这两个维度区分开来,我们对三种方法的学习效果进行了比较,目的是排除可能存在的干扰因素。从在与 STEM 相关的实验室活动中进行的用户研究结果来看,基于 VR 的方法总体上优于基于道具的方法,并且与 3D 桌面应用程序相比显示出若干优势。
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引用次数: 0
Does Generative Artificial Intelligence Improve the Academic Achievement of College Students? A Meta-Analysis 生成式人工智能能提高大学生的学习成绩吗?元分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-28 DOI: 10.1177/07356331241277937
Lihui Sun, Liang Zhou
The use of generative artificial intelligence (Gen-AI) to assist college students in their studies has become a trend. However, there is no academic consensus on whether Gen-AI can enhance the academic achievement of college students. Using a meta-analytic approach, this study aims to investigate the effectiveness of Gen-AI in improving the academic achievement of college students and to explore the effects of different moderating variables. A total of 28 articles (65 independent studies, 1909 participants) met the inclusion criteria for this study. The results showed that Gen-AI significantly improved college students’ academic achievement with a medium effect size (Hedges’s g = 0.533, 95% CI [0.408,0.659], p < .05). There were within-group differences in the three moderator variables, activity categories, sample size, and generated content, when the generated content was text ( g = 0.554, p < .05), and sample size of 21–40 ( g = 0.776, p < .05), the use of independent learning styles ( g = 0.600, p < .05) had the most significant improvement in college student’s academic achievement. The intervention duration, the discipline types, and the assessment tools also had a moderate positive impact on college students’ academic achievement, but there were no significant within-group differences in any of the moderating variables. This study provides a theoretical basis and empirical evidence for the scientific application of Gen-AI and the development of educational technology policy.
使用生成式人工智能(Gen-AI)帮助大学生学习已成为一种趋势。然而,对于 Gen-AI 能否提高大学生的学业成绩,学术界尚未达成共识。本研究采用元分析方法,旨在研究 Gen-AI 在提高大学生学业成绩方面的有效性,并探讨不同调节变量的影响。共有 28 篇文章(65 项独立研究,1909 名参与者)符合本研究的纳入标准。结果表明,Gen-AI 显著提高了大学生的学业成绩,且效果中等(Hedges's g = 0.533, 95% CI [0.408,0.659], p <.05)。活动类别、样本量和生成内容这三个调节变量存在组内差异,当生成内容为文本时(g = 0.554,p <.05),样本量为 21-40 时(g = 0.776,p <.05),自主学习方式的使用(g = 0.600,p <.05)对大学生学业成绩的提高最为显著。干预时间、学科类型和评估工具也对大学生的学业成绩产生了适度的积极影响,但任何调节变量在组内都没有显著差异。本研究为 Gen-AI 的科学应用和教育技术政策的制定提供了理论基础和实证依据。
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引用次数: 0
Empowering Student Learning Through Artificial Intelligence: A Bibliometric Analysis 通过人工智能提高学生学习能力:文献计量分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-28 DOI: 10.1177/07356331241278636
Gawon Yun, Kewman M. Lee, Hailey Hyunjin Choi
Scholarly interest in artificial intelligence (AI) has surged as researchers delve into its transformative impact on various aspects of our lives. AI poses both benefits and challenges, particularly in the context of educators' endeavors to comprehend the intricacies of students' learning processes. Although the use of AI to enhance and assist student learning is relatively new, the exponential growth of scholarly attention and publications in AI and student learning in recent years underscores the compelling necessity for further inquiry. Investigating this area is crucial for understanding the emerging trends in this research domain. This study aims to provide insights into the burgeoning research trajectories on AI from a student learning perspective. Using a bibliometric approach, this study examined 663 scholarly articles pertaining to the interface between AI and student learning published between 1961 and 2024. Our findings reveal four major thematic areas including AI in education and educational technology, AI-driven learning environments, essential AI enablers, and human learning and highlight promising avenues at this intersection.
随着研究人员深入探讨人工智能对我们生活各个方面的变革性影响,学术界对人工智能(AI)的兴趣急剧上升。人工智能既带来了好处,也带来了挑战,特别是在教育工作者努力理解学生学习过程的复杂性方面。虽然利用人工智能来提高和帮助学生学习相对较新,但近年来学术界对人工智能和学生学习的关注和相关出版物呈指数级增长,这凸显了进一步探究的迫切必要性。对这一领域的研究对于了解这一研究领域的新兴趋势至关重要。本研究旨在从学生学习的角度,深入探讨新兴的人工智能研究轨迹。本研究采用文献计量学方法,对 1961 年至 2024 年间发表的 663 篇与人工智能和学生学习之间的关系有关的学术文章进行了研究。我们的研究结果揭示了四大主题领域,包括人工智能在教育和教育技术中的应用、人工智能驱动的学习环境、重要的人工智能推动因素以及人类学习,并强调了这一交叉领域的前景。
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引用次数: 0
Designing an Inclusive Artificial Intelligence (AI) Curriculum for Elementary Students to Address Gender Differences With Collaborative and Tangible Approaches 为小学生设计包容性人工智能(AI)课程,以协作和有形方法解决性别差异问题
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-28 DOI: 10.1177/07356331241271059
Keunjae Kim, Kyungbin Kwon
This study presents an inclusive K-12 AI curriculum for elementary schools, focusing on six design principles to address gender disparities. The curriculum, designed by the researchers and an elementary teacher, uses tangible tools, and emphasizes collaboration in solving daily problems. The MANOVA results revealed initial gender differences in AI knowledge. Following MANCOVA analysis showed significant improvements in AI knowledge, as well as perceptions and behavioral intentions toward AI, effectively bridging the observed knowledge gaps without any significant differences attributed to gender or initial knowledge levels. This evidence underscores the success of tangible and collaborative AI interventions in uniformly enhancing AI knowledge and positively changing perceptions and behavioral intentions among all participants, regardless of gender. Both female and non-binary students felt increased engagement and reduced anxiety toward AI, with improved comprehension and a preference for collaborative learning. This study contributes to the design of inclusive AI interventions, highlighting gender differences and including non-binary students as an essential part of the analysis.
本研究介绍了一套面向小学的 K-12 全纳人工智能课程,重点关注解决性别差异的六项设计原则。该课程由研究人员和一名小学教师共同设计,使用有形工具,强调在解决日常问题时的协作。MANOVA 分析结果显示,在人工智能知识方面存在初步的性别差异。随后的 MANCOVA 分析表明,人工智能知识以及对人工智能的看法和行为意向都有了明显改善,有效弥合了观察到的知识差距,而性别或初始知识水平却没有任何显著差异。这一证据突出表明,有形的协作式人工智能干预措施能够成功地统一提高所有参与者的人工智能知识水平,并积极改变他们对人工智能的看法和行为意向,而不论其性别如何。女学生和非二元学生都感到对人工智能的参与度提高了,焦虑减少了,理解力提高了,并且更喜欢协作学习。这项研究有助于设计包容性人工智能干预措施,突出性别差异,并将非二元学生作为分析的重要组成部分。
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引用次数: 0
Exploring Clusters of Novice Programmers’ Anxiety-Induced Behaviors During Block- and Text-Based Coding: A Predictive and Moderation Analysis of Programming Quality and Error Debugging Skills 探索程序员新手在块编码和基于文本的编码过程中因焦虑而产生的行为集群:编程质量和错误调试技能的预测和调节分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-31 DOI: 10.1177/07356331241270707
Abdullahi Yusuf, Amiru Yusuf Muhammad
The study investigates the potential of anxiety clusters in predicting programming performance in two distinct coding environments. Participants comprised 83 second-year programming students who were randomly assigned to either a block-based or a text-based group. Anxiety-induced behaviors were assessed using physiological measures (Apple Watch and Electrocardiogram machine), behavioral observation, and self-report. Utilizing the Hidden Markov Model and Optimal Matching algorithm, we found three representative clusters in each group. In the block-based group, clusters were designated as follows: “stay calm” (students allocating more of their time to a calm state), “stay hesitant” (students allocating more of their time to a hesitant state), and “to-calm” (those allocating minimal time to a hesitant and anxious state but displaying a pronounced propensity to transition to a calm state). In contrast, clusters in the text-based group were labeled as: “to-hesitant” (exhibiting a higher propensity to transition to a hesitant state), “stay hesitant” (allocating significant time to a hesitant state), and “stay anxious” (remaining persistently anxious in a majority of the coding time). Additionally, our results indicate that novice programmers are more likely to experience anxiety during text-based coding. We discussed the findings and highlighted the policy implications of the study.
本研究调查了焦虑集群在预测两种不同编码环境下的编程成绩方面的潜力。参与者包括 83 名编程专业二年级学生,他们被随机分配到基于区块或基于文本的小组。焦虑引起的行为通过生理测量(苹果手表和心电图机)、行为观察和自我报告进行评估。利用隐马尔可夫模型和最优匹配算法,我们在每组中找到了三个具有代表性的聚类。在基于区块的小组中,群组被指定如下:"保持平静"(学生将更多的时间用于平静状态)、"保持犹豫"(学生将更多的时间用于犹豫状态)和 "转为平静"(学生将极少的时间用于犹豫和焦虑状态,但表现出明显的向平静状态过渡的倾向)。相比之下,文本组中的群组被标记为"犹豫"(表现出较高的过渡到犹豫状态的倾向)、"保持犹豫"(将大量时间分配给犹豫状态)和 "保持焦虑"(在大部分编码时间内持续焦虑)。此外,我们的研究结果表明,程序员新手在进行文本编码时更容易感到焦虑。我们讨论了研究结果,并强调了本研究的政策含义。
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引用次数: 0
A Mobile Contextualized Educational Game Framework With ChatGPT Interactive Scaffolding for Employee Ethics Training 利用 ChatGPT 交互式脚手架开展员工职业道德培训的移动情境化教育游戏框架
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-26 DOI: 10.1177/07356331241268505
Yu-Chi Chen, Huei-Tse Hou
Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions and explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated learning activities can have a positive impact on learning. The application of ChatGPT to role-playing has potential; therefore, this study designed a “ChatGPT-based NPCs scaffolding Workflow Framework” and used it as the basis for designing and evaluating an educational game for employee ethics training with empirical evidence. This study had 61 participants, divided into a document scaffolding group ( n = 32) and a ChatGPT-based NPC group ( n = 29) and examined the learning achievement, flow, motivation, and anxiety in the two groups. The results showed that the designs of both groups benefited learning achievement, and both groups could maintain a certain level of high motivation and engagement. Through qualitatively analyzing the content of students’ discussions with NPCs, it was found that there is potential for NPC-assisted learning through ChatGPT. Overall, this study explored the efficacy and limitations of using ChatGPT-based NPCs as scaffolding in game-based learning and found that it is extensible. We also present a framework for the design of ChatGPT-based NPCs scaffolding mechanism.
ChatGPT 等技术和其他人工智能工具为学生提供了更多提问和探索知识的机会,从而对学习产生了影响。在基于游戏的情境学习活动中加入非玩家角色(NPC)作为支架,可以对学习产生积极影响。因此,本研究设计了一个 "基于 ChatGPT 的 NPCs 支架工作流程框架",并以此为基础设计和评估了一个有实证依据的员工道德培训教育游戏。本研究有 61 名参与者,分为文件支架组(32 人)和基于 ChatGPT 的 NPC 组(29 人),考察了两组的学习成绩、流程、动机和焦虑。结果表明,两组的设计都有利于提高学习成绩,两组都能保持一定程度的高学习动机和参与度。通过定性分析学生与人大讨论的内容,发现通过 ChatGPT 进行人大辅助学习是有潜力的。总之,本研究探讨了在基于游戏的学习中使用基于 ChatGPT 的 NPC 作为支架的有效性和局限性,并发现它具有可扩展性。我们还提出了基于 ChatGPT 的 NPCs 支架机制的设计框架。
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引用次数: 0
The Roles of Pedagogical Agent’s Emotional Support: Dynamics Between Emotions and Learning Strategies in Multimedia Learning 教学代理情感支持的作用:多媒体学习中情感与学习策略之间的动态关系
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-24 DOI: 10.1177/07356331241263598
Yueru Lang, Shaoying Gong, Xiangen Hu, Boyuan Xiao, Yanqing Wang, Tiantian Jiang
The present research conducted two experiments with an intelligent tutoring system to investigate the overall and dynamic impact of emotional support from a pedagogical agent (PA). In Experiment 1, a single factor intergroup design was used to explore the impact of PA’s emotional support (supportive vs. non-supportive) on learners’ emotions, intrinsic motivation, and learning gain. Sixty participants were recruited and randomly assigned to one of the two conditions. Experiment 2 also conducted a single factor between-subjects design to investigated the dynamic patterns between emotions and learning strategies among 30 participants using lag sequential analysis. Results showed that: Compared with the non-supportive pedagogical agent, the supportive pedagogical agent reduced frustration and improved learning gain, but did not increase intrinsic motivation. In addition, learners with the supportive pedagogical agent used more appropriate strategies after frustration and surprise, and use less ineffective strategies after confusion and enjoyment to avoid reaching a wrong answer. If learners did not receive emotional support in such cases, learning strategies following these emotions were more likely lead to negative cognitive results, or negative emotions tended to appear repeatedly. Instructors or PAs should identify learners’ emotions in time and provide the appropriate emotional support according to learners’ emotions.
本研究利用智能辅导系统进行了两项实验,以研究教学代理(PA)的情感支持对学习者的整体和动态影响。在实验 1 中,采用了单因素组间设计,以探讨教学代理的情感支持(支持性与非支持性)对学习者的情感、内在动机和学习收获的影响。我们招募了 60 名参与者,并将他们随机分配到两种条件中的一种。实验 2 还采用单因素被试间设计,利用滞后序列分析法研究了 30 名参与者的情绪与学习策略之间的动态模式。结果显示与非支持性教学代理相比,支持性教学代理减少了挫败感,提高了学习收获,但并没有增加内在动机。此外,使用支持性教学代理的学习者在挫折和惊喜之后使用了更多适当的策略,而在困惑和愉快之后使用了较少的无效策略,以避免得出错误答案。如果学习者在这种情况下没有得到情感支持,在这些情绪之后采取的学习策略更有可能导致消极的认知结果,或者消极情绪倾向于反复出现。教師或輔助教師應及時識別學習者的情緒,並根據學習者的情緒提供適當的情緒支援。
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引用次数: 0
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Journal of Educational Computing Research
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