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An Empirical Investigation of the Different Levels of Gamification in an Introductory Programming Course 程序设计入门课程中不同游戏化程度的实证研究
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-24 DOI: 10.1177/07356331221144074
Hazra Imran
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of gamification. Therefore, this study provides deeper insight into the three levels of gamification on the motivation, engagement, and performance of 450 undergraduates enrolled in an online course. The level of gamification is experimentally manipulated based on different gaming elements and the presentation of learning content. The outcomes were measured at three points. Quantitative methods were used to analyze defined measures, and qualitative methods were used to analyze open-ended measures. The results revealed no change in outcomes between all groups during pre-course and mid-course assessments. However, motivation, engagement, and performance are improved in gamified environments, and these effects are more noticeable towards the end of the course. It was discovered that the gamification level was a significant determinant of motivation and performance but not engagement, which highlights the importance of implementing gamification in educational platforms. The gamification appeared to be a pedagogically profound way of engaging students in the online course. The whole setup triggered the learner’s motivation to learn and perform in the course. We conclude that gamification does help in motivation, engagement and performance if considered properly. Thus, educators and educational institutions seeking to enhance student motivation and performance may look at the ‘right level’ of gamification as an appropriate methodology.
在传统的教学方法中加入游戏元素已经获得了很多关注,因为它能够融入一个引人入胜、激励人心和有趣的环境。因此,学习者的奉献精神和表现也更好。不幸的是,目前的游戏化模型没有考虑不同级别的游戏化的影响。因此,本研究对450名参加在线课程的本科生的动机、参与度和表现的三个游戏化水平提供了更深入的了解。游戏化的水平是基于不同的游戏元素和学习内容的呈现进行实验操作的。结果在三个方面进行了测量。定量方法用于分析定义的度量,定性方法用于分析开放式度量。结果显示,在课程前和课程中期评估期间,所有组的结果没有变化。然而,在游戏化的环境中,动机、参与度和表现都得到了改善,这些影响在课程结束时更加明显。研究发现,游戏化水平是动机和表现的重要决定因素,而不是参与度,这突出了在教育平台中实施游戏化的重要性。游戏化似乎是一种让学生参与在线课程的教学方式。整个设置激发了学习者在课程中学习和表现的动机。我们得出的结论是,如果考虑得当,游戏化确实有助于激励、参与和表现。因此,寻求提高学生动机和表现的教育工作者和教育机构可能会将游戏化的“正确水平”视为一种适当的方法。
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引用次数: 3
The Effectiveness of Automated Writing Evaluation on Writing Quality: A Meta-Analysis 自动写作评估对写作质量的有效性:一项元分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-17 DOI: 10.1177/07356331221127300
Nasha Zhai, Xiaomei Ma
Automated writing evaluation (AWE) has been frequently used to provide feedback on student writing. Many empirical studies have examined the effectiveness of AWE on writing quality, but the results were inconclusive. Thus, the magnitude of AWE’s overall effect and factors influencing its effectiveness across studies remained unclear. This study re-examined the issue by meta-analyzing the results of 26 primary studies with a total of 2468 participants from 2010 to 2022. The results revealed that AWE had a large positive overall effect on writing quality (g = 0.861, p < 0.001). Further moderator analyses indicated that AWE was more effective for post-secondary students than for secondary students and had more benefits for English as a Foreign Language (EFL) and English as a Second Language (ESL) learners than for Native English Speaker (NES) learners. When the genre of writing was considered, AWE showed a more significant impact on argumentative writing than on academic and mixed writing genres. However, intervention duration, feedback combination, and AWE platform did not moderate the effect of AWE on writing quality. The implications and recommendations for both research and practice are discussed in depth.
自动写作评估(AWE)经常被用来提供对学生写作的反馈。许多实证研究都检验了AWE对写作质量的有效性,但结果并不确定。因此,AWE的总体效应的大小以及影响其在各研究中有效性的因素尚不清楚。这项研究通过对2010年至2022年共有2468名参与者的26项初级研究的结果进行荟萃分析,重新审视了这一问题。研究结果表明,AWE对写作质量有很大的总体正向影响(g=0.861,p<0.001)。进一步的调节因素分析表明,与母语为英语的学习者相比,AWE对于中学后学生更有效,并且对英语作为外语(EFL)和英语作为第二语言(ESL)的学习者更有好处。当考虑写作类型时,AWE对议论文写作的影响比对学术和混合写作类型的影响更大。然而,干预持续时间、反馈组合和AWE平台并没有调节AWE对写作质量的影响。深入讨论了对研究和实践的影响和建议。
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引用次数: 9
The Syncretic Effect of Dual-Source Data on Affective Computing in Online Learning Contexts: A Perspective From Convolutional Neural Network With Attention Mechanism 网络学习环境下双源数据对情感计算的融合效应——基于注意机制的卷积神经网络
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-11-10 DOI: 10.1177/07356331221115663
Xuesong Zhai, Jiaqi Xu, Nian-Shing Chen, Jun Shen, Yan Li, Yonggu Wang, Xiaoyan Chu, Yumeng Zhu
Affective computing (AC) has been regarded as a relevant approach to identifying online learners’ mental states and predicting their learning performance. Previous research mainly used one single-source data set, typically learners’ facial expression, to compute learners’ affection. However, a single facial expression may represent different affections in various head poses. This study proposed a dual-source data approach to solve the problem. Facial expression and head pose are two typical data sources that can be captured from online learning videos. The current study collected a dual-source data set of facial expressions and head poses from an online learning class in a middle school. A deep learning neural network using AlexNet with an attention mechanism was developed to verify the syncretic effect on affective computing of the proposed dual-source fusion strategy. The results show that the dual-source fusion approach significantly outperforms the single-source approach based on the AC recognition accuracy between the two approaches (dual-source approach using Attention-AlexNet model 80.96%; single-source approach, facial expression 76.65% and head pose 64.34%). This study contributes to the theoretical construction of the dual-source data fusion approach, and the empirical validation of the effect of the Attention-AlexNet neural network approach on affective computing in online learning contexts.
情感计算(AC)被认为是识别在线学习者心理状态和预测其学习成绩的一种相关方法。以往的研究主要使用单一来源的数据集,通常是学习者的面部表情,来计算学习者的情感。然而,在不同的头部姿势中,单一的面部表情可能代表不同的情感。本研究提出了一种双源数据的方法来解决这一问题。面部表情和头部姿势是可以从在线学习视频中捕捉到的两个典型数据源。目前的研究收集了一组来自中学在线学习班的面部表情和头部姿势的双源数据。使用具有注意力机制的AlexNet开发了一个深度学习神经网络,以验证所提出的双源融合策略对情感计算的融合效果。结果表明,基于两种方法之间的AC识别准确率,双源融合方法显著优于单源方法(使用Attention AlexNet模型的双源方法为80.96%;单源方法为面部表情76.65%和头部姿态64.34%),以及注意力AlexNet神经网络方法在在线学习环境中对情感计算的影响的实证验证。
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引用次数: 0
Mapping Computational Thinking Skills Through Digital Games Co-Creation Activity Amongst Malaysian Sub-urban Children 通过马来西亚郊区儿童的数字游戏共同创造活动映射计算思维技能
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-31 DOI: 10.1177/07356331221121106
M. K. Othman, Syazni Jazlan, Fatin Afiqah Yamin, Shaziti Aman, F. Mohamad, Nurfarahani Norman Anuar, Abdulrazak Yahya Saleh, Ahmad Azaini Abdul Manaf
This study investigates how digital game co-creation promotes Computational Thinking (CT) skills among children in sub-urban primary schools. Understanding how CT skills can be fostered in learning programming concepts through co-creating digital games is crucial to determine instructional strategies that match the young students' interests and capacities. The empirical study has successfully produced a new checklist that can be used as a tool to describe the learning of CT skills when children co-create digital games. The checklist consists of 10 core CT skills: abstraction, decomposition, algorithmic thinking, generalisation, representation, socialisation, code literacy, automation, coordination, and debugging. Thirty-six 10–12 year-olds from sub-urban primary schools in Borneo participated in creating games in three separate eight-hour sessions. In addition, one pilot session with five participants was conducted. The game co-creation process was recorded to identify and determine how these young, inexperienced, untrained young learners collaborated while using CT skills. Analysis of their narratives while co-creating digital games revealed a pattern of using CT while developing the games. Although none of the groups demonstrated the use of all ten CTs, conclusively, all ten components of the CT were visibly present in their co-created digital games.
本研究调查了数字游戏共同创造如何促进郊区小学儿童的计算思维(CT)技能。了解如何通过共同创造数字游戏在学习编程概念中培养CT技能,对于确定符合年轻学生兴趣和能力的教学策略至关重要。该实证研究成功地生成了一个新的清单,可以作为描述儿童共同创造数字游戏时CT技能学习的工具。清单包括10项核心CT技能:抽象、分解、算法思维、概括、表示、社会化、代码素养、自动化、协调和调试。来自婆罗洲郊区小学的36名10-12岁的孩子参加了三个独立的8小时会议的游戏制作。此外,还举办了一次有五人参加的试验性会议。游戏的共同创造过程被记录下来,以确定这些年轻的、缺乏经验的、未经训练的年轻学习者如何在使用CT技能时进行合作。通过分析他们在共同创造数字游戏时的故事,我们发现了他们在开发游戏时使用CT的模式。虽然没有一个小组展示了所有10种CT的使用,但最终,CT的所有10种组件都出现在他们共同创造的数字游戏中。
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引用次数: 0
The Negative Impact of Information and Communication Technologies Overuse on Student Performance: Evidence From OECD Countries 过度使用信息和通信技术对学生成绩的负面影响:来自经合组织国家的证据
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-28 DOI: 10.1177/07356331221133408
Lucía Gorjón, Ainhoa Osés
The increasing presence of technologies at school has triggered a vivid debate on the way ICT influences students’ learning process. Using PISA 2018 data for 15-year-old students and hierarchical linear models, we find an inverted U-shaped relationship between ICT use at school and students’ performance in mathematics in 22 OECD countries. In all cases, the excessive use of technology is associated with a lower academic performance, although this penalty differs across countries, which points to the importance of addressing country-specific analyses. The differentiated profile of those very intensive users, who suffer from above-average bullying exposure, draws into question whether the effect can be deemed as causal. Based on Inverse Probability Weighting techniques, the findings indicate that the very intensive use of ICT at school causes an underperformance of students equivalent to around half an academic course in Estonia, Finland and Spain. The results highlight the need for policy makers and instructors to ensure that the frequent use of ICT at school does not interfere with students’ learning process.
科技在学校的日益普及引发了一场关于信息通信技术如何影响学生学习过程的生动辩论。利用PISA 2018年15岁学生的数据和分层线性模型,我们发现22个经合组织国家的学校信息通信技术使用与学生数学成绩之间存在倒u型关系。在所有情况下,过度使用技术都与较低的学习成绩有关,尽管这种惩罚因国家而异,这表明了针对具体国家进行分析的重要性。这些高度密集的用户的不同特征,他们遭受了高于平均水平的欺凌暴露,引发了一个问题,即这种影响是否可以被视为因果关系。基于逆概率加权技术,研究结果表明,在爱沙尼亚、芬兰和西班牙,在学校大量使用信息通信技术导致学生的表现不佳,相当于大约一半的学术课程。研究结果突出表明,决策者和教师需要确保在学校频繁使用信息通信技术不会干扰学生的学习过程。
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引用次数: 4
Who Can Benefit More From More or Less Elaborated Feedback in a Computer-Based Assessment? Dominant Goal Orientation Matters 在基于计算机的评估中,谁能从或多或少详细的反馈中获益更多?显性目标取向很重要
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-27 DOI: 10.1177/07356331221132079
Zhen Wang, Yang Cao, Shaoying Gong
Although learner characteristics have been identified as important moderator variables for feedback effectiveness, the question of why learners benefit differently from feedback has only received limited attention. In this study, we investigated: (1) whether learners’ dominant goal orientation moderated the effects of computer-based elaborated feedback on learning; and (2) whether learners’ feedback perception and learning motivation mediated the relationship between elaborated feedback and learning performance. To answer these questions, 101 undergraduates with dominant learning or performance goals were randomly exposed to cue feedback or explanation feedback while working on psychological statistics tasks in a computer-based assessment. Results revealed the moderation role of dominant goal orientation in the relations between elaborated feedback and learning. Specifically, elaborated feedback had more positive effects on dominant learning-oriented learners, but no effects on dominant performance-oriented learners. In addition, feedback perception mediated the moderating effect of dominant goal orientation on the relationship between elaborated feedback and transfer performance. These findings contribute to a better understanding of the role of goal orientations in feedback learning.
尽管学习者特征已被确定为反馈有效性的重要调节变量,但为什么学习者从反馈中受益不同的问题只受到有限的关注。在本研究中,我们调查了:(1)学习者的主导目标取向是否调节了基于计算机的详细反馈对学习的影响;(2)学习者的反馈感知和学习动机是否介导了详细反馈与学习成绩之间的关系。为了回答这些问题,101名具有主导学习或表现目标的本科生在进行基于计算机的评估中的心理统计任务时,被随机暴露于线索反馈或解释反馈。研究结果表明,主导目标定向在阐述反馈和学习之间的关系中起着调节作用。具体而言,阐述反馈对显性学习型学习者有更积极的影响,但对显性表现型学习者没有影响。此外,反馈感知介导了显性目标定向对阐述反馈与迁移绩效之间关系的调节作用。这些发现有助于更好地理解目标导向在反馈学习中的作用。
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引用次数: 0
Abstractive-Based Programming Approach to Computational Thinking: Discover, Extract, Create, and Assemble 基于抽象的计算思维编程方法:发现、提取、创建和组装
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-26 DOI: 10.1177/07356331221134423
Ndudi O. Ezeamuzie
Most studies suggest that students develop computational thinking (CT) through learning programming. However, when the target of CT is decoupled from programming, emerging evidence challenges the assertion of CT transferability from programming. In this study, CT was operationalized in everyday problem-solving contexts in a learning experiment (n = 59) that investigated whether learning programming enhances students’ CT skills. Specifically, this study examined the influence of a novel, systematic and micro instructional strategy that is grounded in abstraction and comprised of four independent but related processes – discover, extract, create, and assemble (DECA) towards simplification of problem-solving. Subsidiary questions explored the effects of students’ age, gender, computer proficiency, and prior programming experience on the development of CT. No significant difference was found between the CT skill and programming knowledge of the groups at the posttest. However, within-group paired t-tests showed that the experimental group that integrated DECA had significant improvement in CT but not in the control group across the pretest-posttest axis. Implications of the inconclusive finding about the transfer of programming skills to CT are emphasized and the arguments for disentangling CT from programming are highlighted.
大多数研究表明,学生通过学习编程发展计算思维(CT)。然而,当CT的目标与规划解耦时,新出现的证据挑战了CT可从规划中转移的断言。在本研究中,在一个学习实验(n = 59)中,CT被应用于日常问题解决情境中,以调查学习编程是否能提高学生的CT技能。具体来说,本研究考察了一种新颖、系统和微观的教学策略的影响,该策略以抽象为基础,由四个独立但相关的过程组成——发现、提取、创造和组装(DECA),以简化问题解决。辅助问题探讨了学生的年龄、性别、计算机熟练程度和先前的编程经验对CT发展的影响。两组后测CT技能和编程知识差异无统计学意义。然而,组内配对t检验显示,整合DECA的实验组在CT上有显著改善,而对照组在前测后测轴上没有显著改善。本文强调了关于编程技能转移到CT的不确定发现的含义,并强调了将CT与编程分离开来的论点。
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引用次数: 1
Recurrent Neural Network-FitNets: Improving Early Prediction of Student Performanceby Time-Series Knowledge Distillation 递归神经网络- fitnets:通过时间序列知识蒸馏改善学生成绩的早期预测
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-26 DOI: 10.1177/07356331221129765
Ryusuke Murata, Fumiya Okubo, T. Minematsu, Yuta Taniguchi, Atsushi Shimada
This study helps improve the early prediction of student performance by RNN-FitNets, which applies knowledge distillation (KD) to the time series direction of the recurrent neural network (RNN) model. The RNN-FitNets replaces the teacher model in KD with “an RNN model with a long-term time-series in which the features during the entire course are inputted” and the student model in KD with “an RNN model with a short-term time-series in which only the features during the early stages are inputted.” As a result, the RNN model in the early stage was trained to output the same results as the more accurate RNN model in the later stages. The experiment compared RNN-FitNets with a normal RNN model on a dataset of 296 university students in total. The results showed that RNN-FitNets can improve early prediction. Moreover, the SHAP value was employed to explain the contribution of the input features to the prediction results by RNN-FitNets. It was shown that RNN-FitNets can consider the future effects of the input features from the early stages of the course.
本研究有助于提高RNN- fitnets对学生成绩的早期预测,该方法将知识蒸馏(KD)应用于递归神经网络(RNN)模型的时间序列方向。RNN- fitnets将KD中的教师模型替换为“具有长期时间序列的RNN模型,其中输入整个课程的特征”,将KD中的学生模型替换为“具有短期时间序列的RNN模型,其中仅输入早期阶段的特征”。因此,早期阶段的RNN模型被训练成与后期阶段更精确的RNN模型输出相同的结果。实验将RNN- fitnets与普通RNN模型在总共296名大学生的数据集上进行了比较。结果表明,RNN-FitNets可以提高早期预测。此外,利用SHAP值解释了输入特征对RNN-FitNets预测结果的贡献。结果表明,RNN-FitNets可以从课程的早期阶段就考虑到输入特征的未来影响。
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引用次数: 2
Effectiveness of Feedback Based on Log File Analysis in Introductory Programming Courses 基于日志文件分析的反馈在程序设计入门课程中的有效性
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-25 DOI: 10.1177/07356331221132651
Heidi Meier, M. Lepp
Especially in large courses, feedback is often given only on the final results; less attention is paid to the programming process. Today, however, some programming environments, e.g., Thonny, log activities during programming and have the functionality of replaying the programming process. This information can be used to provide feedback, and this knowledge can be integrated into practical sessions in the classroom. This study aimed to analyse how feedback based on logs affects exam results, task completion time, the number of runs, error messages, and pastes (of the whole group and beginners and non-beginners separately). An experiment was conducted in 2020 and 2021 in the course “Introduction to Programming”. Some groups received additional feedback on homework throughout the course based on log information; the remaining groups worked as usual. Based on the information received from the logs, general recommendations were also offered in the practical sessions. Our study showed that feedback based on logs improved mainly exam test results and programming task solving time among beginners. Therefore, it would be a good method to use, especially in beginner groups.
特别是在大型课程中,反馈通常只针对最终结果;对编程过程的关注较少。然而,今天,一些编程环境,例如,anthony,在编程过程中记录活动,并具有重放编程过程的功能。这些信息可以用来提供反馈,这些知识可以整合到课堂上的实践课程中。本研究旨在分析基于日志的反馈如何影响考试成绩、任务完成时间、运行次数、错误信息和粘贴(整个组、初学者和非初学者分别)。在“编程入门”课程中,在2020年和2021年进行了实验。一些小组在整个课程中根据日志信息收到了关于作业的额外反馈;其余的小组照常工作。根据从日志收到的资料,实务会议也提出了一般性建议。我们的研究表明,基于日志的反馈主要提高了初学者的考试成绩和编程任务解决时间。因此,这将是一个很好的方法,特别是在初学者群体中。
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引用次数: 0
The Effects of Computational Thinking Integration in STEM on Students’ Learning Performance in K-12 Education: A Meta-analysis STEM计算思维整合对K-12学生学习成绩的影响:Meta分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-25 DOI: 10.1177/07356331221114183
Li Cheng, Xiaoman Wang, Albert D. Ritzhaupt
Computational thinking is believed to be beneficial for Science, Technology, Engineering, and Mathematics (STEM) learning as it is closely related to many other skills required by STEM disciplines. There has been an increasing interest in integrating computational thinking into STEM and many studies have been conducted to examine the effects of this intervention. This meta-analysis examined the effects of computational thinking integration in STEM on students’ STEM learning performance in the K-12 education context. Following systematic procedures, we identified 20 publications with 21 studies meeting the inclusion and exclusion criteria from a range of academic databases. We extracted effect sizes on student learning outcomes in one-group pretest-posttest designs. We also examined a range of moderating variables in the models, including student levels, STEM disciplines, intervention durations, alignment with content standards (e.g., CSTA/NGSS), types of intervention (e.g., simulation), and the use of unplugged/plugged activities. Overall, we found a statistically significant large effect size (g = 0. 85 [95% CI of 0.57–1.14]; p < .001), indicating a large overall effect of computational thinking integration on STEM learning outcomes. The effect sizes were significantly moderated by intervention durations. We provide a discussion of the findings and present implications for future research and practice.
计算思维被认为对科学、技术、工程和数学(STEM)学习有益,因为它与STEM学科所需的许多其他技能密切相关。人们对将计算思维融入STEM越来越感兴趣,并且已经进行了许多研究来检验这种干预的效果。这项荟萃分析考察了STEM中的计算思维整合对K-12教育背景下学生STEM学习成绩的影响。根据系统程序,我们从一系列学术数据库中确定了20篇出版物,其中21项研究符合纳入和排除标准。我们在一组前测后测设计中提取了对学生学习结果的影响大小。我们还研究了模型中的一系列调节变量,包括学生水平、STEM学科、干预持续时间、与内容标准的一致性(如CSTA/NGSS)、干预类型(如模拟)以及不插电/不插电活动的使用。总体而言,我们发现具有统计学意义的大效应大小(g=0。85[95%CI为0.57-1.14];p<.001),表明计算思维整合对STEM学习结果的总体影响很大。干预持续时间显著调节了效果大小。我们对研究结果以及目前对未来研究和实践的影响进行了讨论。
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引用次数: 1
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Journal of Educational Computing Research
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