Pub Date : 2024-01-08DOI: 10.1177/07356331241226589
Hong Li Yang, Jing Jing Xiang
Though the relationship between mobile learning and academic achievement has increasingly gained attention by some researchers, the meta-analysis studies have yet to definitively conclude the overall impact of mobile learning on academic achievement. In order to synthesize the findings of 22 meta-analyses that are directly pertinent to the research question, encompassing papers that have been published, we examine to what extent publication year, subject category, and grade level moderate the influences of mobile learning on academic achievement as well as the moderating effect of methodological quality of first-order meta-analyses. There is the positive overall effect with significance (g = .665 p < .001, 95% CI = .443–.887) of mobile learning on students’ academic achievement compared to traditional learning. Moreover, the results confirmed that meta-analyses published in 2019–2020 had a significantly larger effect size than the ones published in 2014–2018, and the results were stable regardless of subject category, grade level, and methodological quality of first-order meta-analyses. Finally, insight and limitations were discussed.
尽管移动学习与学业成绩之间的关系越来越受到一些研究者的关注,但元分析研究尚未明确得出移动学习对学业成绩的总体影响。为了综合与研究问题直接相关的 22 项元分析(包括已发表的论文)的结果,我们考察了发表年份、学科类别和年级在多大程度上调节了移动学习对学业成绩的影响,以及一阶元分析的方法论质量的调节作用。与传统学习相比,移动学习对学生学业成绩的总体影响为正,且具有显著性(g = .665 p < .001, 95% CI = .443-.887)。此外,研究结果证实,2019-2020年发表的荟萃分析的效应大小明显大于2014-2018年发表的荟萃分析,且无论学科类别、年级、一阶荟萃分析的方法学质量如何,结果都很稳定。最后,讨论了启示和局限性。
{"title":"Mobile Learning and Students’ Academic Achievement: A Second-order Meta-analysis Study","authors":"Hong Li Yang, Jing Jing Xiang","doi":"10.1177/07356331241226589","DOIUrl":"https://doi.org/10.1177/07356331241226589","url":null,"abstract":"Though the relationship between mobile learning and academic achievement has increasingly gained attention by some researchers, the meta-analysis studies have yet to definitively conclude the overall impact of mobile learning on academic achievement. In order to synthesize the findings of 22 meta-analyses that are directly pertinent to the research question, encompassing papers that have been published, we examine to what extent publication year, subject category, and grade level moderate the influences of mobile learning on academic achievement as well as the moderating effect of methodological quality of first-order meta-analyses. There is the positive overall effect with significance (g = .665 p < .001, 95% CI = .443–.887) of mobile learning on students’ academic achievement compared to traditional learning. Moreover, the results confirmed that meta-analyses published in 2019–2020 had a significantly larger effect size than the ones published in 2014–2018, and the results were stable regardless of subject category, grade level, and methodological quality of first-order meta-analyses. Finally, insight and limitations were discussed.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"55 22","pages":""},"PeriodicalIF":4.8,"publicationDate":"2024-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139447500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Educational robots represent a unique form of teacher presence. Exploring how the communication features of robot instructors affect student learning experience could contribute to the advancement of educational robots. This study examined the impact of speech rate, voice type, and emotional tone of robots on students’ cognitive load, attitudes toward robot-assisted teaching, and learning performance. We recruited 477 Chinese primary school students assigned to either the speech rate, voice type, or emotional tone experiment. The results indicate that speech rate significantly influenced students’ cognitive load, with the medium speed condition resulting in higher germane load compared to both fast and slow speed conditions. Moreover, students had a lower preference for adult male voices over adult female, boy, or girl voices. However, voice type did not significantly impact attitudes toward robot-assisted teaching or learning outcomes. Emotional tone did not affect students’ cognitive load, attitudes, or learning performance. These findings provide valuable insights for instructors and designers when configuring the communication features of educational robots in classroom environments. Additionally, students generally prioritized the intelligence of the robot over its communication features, and they did not perceive the teaching content as difficult in all experiments. This study has methodological and practical significance.
{"title":"Examining the Effects of Communication Features of Educational Robots on Students’ Cognitive Load, Attitudes, and Learning Performance","authors":"Shan Li, Zuer Liu, Mengling Qiu, Jiaxin Huang, Juan Zheng, Guozhu Ding","doi":"10.1177/07356331231226422","DOIUrl":"https://doi.org/10.1177/07356331231226422","url":null,"abstract":"Educational robots represent a unique form of teacher presence. Exploring how the communication features of robot instructors affect student learning experience could contribute to the advancement of educational robots. This study examined the impact of speech rate, voice type, and emotional tone of robots on students’ cognitive load, attitudes toward robot-assisted teaching, and learning performance. We recruited 477 Chinese primary school students assigned to either the speech rate, voice type, or emotional tone experiment. The results indicate that speech rate significantly influenced students’ cognitive load, with the medium speed condition resulting in higher germane load compared to both fast and slow speed conditions. Moreover, students had a lower preference for adult male voices over adult female, boy, or girl voices. However, voice type did not significantly impact attitudes toward robot-assisted teaching or learning outcomes. Emotional tone did not affect students’ cognitive load, attitudes, or learning performance. These findings provide valuable insights for instructors and designers when configuring the communication features of educational robots in classroom environments. Additionally, students generally prioritized the intelligence of the robot over its communication features, and they did not perceive the teaching content as difficult in all experiments. This study has methodological and practical significance.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"35 2","pages":""},"PeriodicalIF":4.8,"publicationDate":"2024-01-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139448151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-03DOI: 10.1177/07356331241226459
Weipeng Yang
Computational Thinking (CT) is essential for developing creativity, problem-solving, and digital competence in the 21st century. Coding tools like robotic toys and tablet apps have become popular in early childhood education to support CT development, but there is a debate on which tool is more effective. Little evidence exists on the effect of coding on children’s Social-Emotional Competence (SEC), which is crucial for lifelong development and extends beyond cognitive development. This experimental study aimed to compare the effectiveness of two 9-week programs on promoting 73 preschool children’s CT and SEC, one using coding robots and the other using coding apps. The results showed that children who participated in the Coding Robot Program had higher CT scores than those in the Coding App Program, after controlling for age, gender, family socioeconomic status, and baseline CT scores. While the SEC scores showed no substantial disparities between the groups, it was revealed that the initial performance levels moderated the intervention effects on emotional regulation and overall SEC. This suggests that the Coding Robot Program could be especially advantageous for a subset of children who initially have difficulties with emotional regulation and social skills. Implications of this study are presented for research and practice.
{"title":"Coding With Robots or Tablets? Effects of Technology-Enhanced Embodied Learning on Preschoolers’ Computational Thinking and Social-Emotional Competence","authors":"Weipeng Yang","doi":"10.1177/07356331241226459","DOIUrl":"https://doi.org/10.1177/07356331241226459","url":null,"abstract":"Computational Thinking (CT) is essential for developing creativity, problem-solving, and digital competence in the 21st century. Coding tools like robotic toys and tablet apps have become popular in early childhood education to support CT development, but there is a debate on which tool is more effective. Little evidence exists on the effect of coding on children’s Social-Emotional Competence (SEC), which is crucial for lifelong development and extends beyond cognitive development. This experimental study aimed to compare the effectiveness of two 9-week programs on promoting 73 preschool children’s CT and SEC, one using coding robots and the other using coding apps. The results showed that children who participated in the Coding Robot Program had higher CT scores than those in the Coding App Program, after controlling for age, gender, family socioeconomic status, and baseline CT scores. While the SEC scores showed no substantial disparities between the groups, it was revealed that the initial performance levels moderated the intervention effects on emotional regulation and overall SEC. This suggests that the Coding Robot Program could be especially advantageous for a subset of children who initially have difficulties with emotional regulation and social skills. Implications of this study are presented for research and practice.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"36 7","pages":""},"PeriodicalIF":4.8,"publicationDate":"2024-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139452339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-03DOI: 10.1177/07356331231226179
Jiahua Zhang, Qianqian Pan, Di Zhang, Bin Meng, Gwo‐Jen Hwang
Virtual Reality (VR) shows the potential to tackle the limitations and deficiencies of traditional microteaching training by offering an intricate and lifelike environment that helps pre-service teachers to develop their teaching skills. However, the effects of VR training on each teaching skill sub-dimension remain inconclusive. This study identified nine sub-dimensions of teaching skills through a literature review. Moreover, a VR-based microteaching training system was developed, and the effects of VR on these sub-dimensions of teaching skills were explored by conducting a comparative experiment between virtual and traditional microteaching training. The results showed that virtual microteaching considerably enhanced pre-service teachers' teacher efficacy compared to traditional training, especially the efficacy of instructional strategies and classroom management. Furthermore, more significant improvements were noted in the questioning skill and the language and posture skills after virtual microteaching training, although there was no significant difference in teaching skills overall. Moreover, pre-service teachers reported a highly immersive experience during the virtual microteaching.
{"title":"Effects of Virtual Reality Based Microteaching Training on Pre-Service Teachers’ Teaching Skills from a Multi-Dimensional Perspective","authors":"Jiahua Zhang, Qianqian Pan, Di Zhang, Bin Meng, Gwo‐Jen Hwang","doi":"10.1177/07356331231226179","DOIUrl":"https://doi.org/10.1177/07356331231226179","url":null,"abstract":"Virtual Reality (VR) shows the potential to tackle the limitations and deficiencies of traditional microteaching training by offering an intricate and lifelike environment that helps pre-service teachers to develop their teaching skills. However, the effects of VR training on each teaching skill sub-dimension remain inconclusive. This study identified nine sub-dimensions of teaching skills through a literature review. Moreover, a VR-based microteaching training system was developed, and the effects of VR on these sub-dimensions of teaching skills were explored by conducting a comparative experiment between virtual and traditional microteaching training. The results showed that virtual microteaching considerably enhanced pre-service teachers' teacher efficacy compared to traditional training, especially the efficacy of instructional strategies and classroom management. Furthermore, more significant improvements were noted in the questioning skill and the language and posture skills after virtual microteaching training, although there was no significant difference in teaching skills overall. Moreover, pre-service teachers reported a highly immersive experience during the virtual microteaching.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"76 3","pages":""},"PeriodicalIF":4.8,"publicationDate":"2024-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139388093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-02DOI: 10.1177/07356331231225468
Ting-Ting Wu, L. M. Silitonga, Budi Dharmawan, A. Murti
The relationship between computational thinking (CT) and academic self-efficacy for building students’ academic resilience—a trait crucial for problem-solving, peer relationships, and confidence development—was investigated. A mixed-methods approach was employed in a study involving 60 participants; half were given CT instruction and half were instructed traditionally. Quantitative data were analyzed using analysis of covariance and path analysis, while MAXQDA software was employed for qualitative interview data. The study found a positive correlation between CT instruction and academic self-efficacy with increased academic resilience, particularly in the experimental group, and identified key factors contributing to resilience. This study demonstrates the effectiveness of computational thinking (CT) and academic self-efficacy in enhancing academic performance, offering a new understanding of how these elements can be integrated into education to boost student resilience. It establishes a direct empirical link between CT instruction and increased academic self-efficacy, underscoring the value of specific teaching methodologies in fostering resilience. The findings are significant for educators, policymakers, and stakeholders in developing strategies to enhance students’ academic and personal success, thereby promoting their overall well-being. Recognizing the importance of CT and self-efficacy paves the way for customized educational programs that effectively support and empower students to thrive.
{"title":"Empowering Students to Thrive: The Role of CT and Self-Efficacy in Building Academic Resilience","authors":"Ting-Ting Wu, L. M. Silitonga, Budi Dharmawan, A. Murti","doi":"10.1177/07356331231225468","DOIUrl":"https://doi.org/10.1177/07356331231225468","url":null,"abstract":"The relationship between computational thinking (CT) and academic self-efficacy for building students’ academic resilience—a trait crucial for problem-solving, peer relationships, and confidence development—was investigated. A mixed-methods approach was employed in a study involving 60 participants; half were given CT instruction and half were instructed traditionally. Quantitative data were analyzed using analysis of covariance and path analysis, while MAXQDA software was employed for qualitative interview data. The study found a positive correlation between CT instruction and academic self-efficacy with increased academic resilience, particularly in the experimental group, and identified key factors contributing to resilience. This study demonstrates the effectiveness of computational thinking (CT) and academic self-efficacy in enhancing academic performance, offering a new understanding of how these elements can be integrated into education to boost student resilience. It establishes a direct empirical link between CT instruction and increased academic self-efficacy, underscoring the value of specific teaching methodologies in fostering resilience. The findings are significant for educators, policymakers, and stakeholders in developing strategies to enhance students’ academic and personal success, thereby promoting their overall well-being. Recognizing the importance of CT and self-efficacy paves the way for customized educational programs that effectively support and empower students to thrive.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"45 12","pages":""},"PeriodicalIF":4.8,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139390171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-29DOI: 10.1177/07356331231225269
Lihui Sun, Junjie Liu
Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students’ understanding of programming’s abstract concepts and code logic. Text-based programming approaches can solve the problems faced by graphical programming, but few studies have explored the impact of text-based programming on CT. Therefore, we conducted a quasi-experimental study with 98 6th graders to explore the impact of gamified Python programming on CT. The findings showed that CT skills, as well as abstraction and decomposition, pattern recognition and evaluation in CT sub-skills, were significantly higher with students in the experimental group than in the control group. Furthermore, we found that gamified Python programming enabled boys and girls to reach the same level of CT skills. However, in terms of CT sub-skills, we found that gamified Python programming was more beneficial to the development of pattern recognition and evaluation skills for boys and abstraction and decomposition skills for girls. This demonstrated the effectiveness of gamified Python programming to improve primary students’ CT skills while clarifying the impact of gender and enriching research in the field of text-based programming.
{"title":"Effects of Gamified Python Programming on Primary School Students’ Computational Thinking Skills: A Differential Analysis of Gender","authors":"Lihui Sun, Junjie Liu","doi":"10.1177/07356331231225269","DOIUrl":"https://doi.org/10.1177/07356331231225269","url":null,"abstract":"Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students’ understanding of programming’s abstract concepts and code logic. Text-based programming approaches can solve the problems faced by graphical programming, but few studies have explored the impact of text-based programming on CT. Therefore, we conducted a quasi-experimental study with 98 6th graders to explore the impact of gamified Python programming on CT. The findings showed that CT skills, as well as abstraction and decomposition, pattern recognition and evaluation in CT sub-skills, were significantly higher with students in the experimental group than in the control group. Furthermore, we found that gamified Python programming enabled boys and girls to reach the same level of CT skills. However, in terms of CT sub-skills, we found that gamified Python programming was more beneficial to the development of pattern recognition and evaluation skills for boys and abstraction and decomposition skills for girls. This demonstrated the effectiveness of gamified Python programming to improve primary students’ CT skills while clarifying the impact of gender and enriching research in the field of text-based programming.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"66 s262","pages":""},"PeriodicalIF":4.8,"publicationDate":"2023-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139146102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-10DOI: 10.1177/07356331231220313
Ezgi Arzu Yurdakök, Filiz Kalelioğlu
The study examined the effect of teaching text-based programming with a physical programming tool on secondary school students’ computational thinking skills and self-efficacy perceptions. The study was conducted according to a sequential explanatory design as a mixed method research. The study group consisted of 85 secondary school students. Within the scope of the study, a physical programming tool called Micro:bit was used to teach Python programming for a period of 6 weeks. Data were collected using the Self-Efficacy Perception Scale for Computational Thinking Skill, Bebras: International Challenge on Informatics and Computational Thinking Tasks, tests focused on programming tool, concepts, and processes, and through semi-structured interview questioning. According to the findings obtained from pretests and posttests, a significant and positive difference was found in the students’ computational thinking skills and self-efficacy perceptions towards computational thinking skill. As a result of having received instruction in programming, the students satisfactorily learnt the required programming concepts and processes. Through learning Python programming with a physical programming tool, the students not only gained the skills required to write appropriate syntax, and to test and debug code, but they also learnt programming concepts such as variables, conditional expressions, loops, and functions.
{"title":"The Effect of Teaching Physical Programming on Computational Thinking Skills and Self-Efficacy Perceptions Towards Computational Thinking","authors":"Ezgi Arzu Yurdakök, Filiz Kalelioğlu","doi":"10.1177/07356331231220313","DOIUrl":"https://doi.org/10.1177/07356331231220313","url":null,"abstract":"The study examined the effect of teaching text-based programming with a physical programming tool on secondary school students’ computational thinking skills and self-efficacy perceptions. The study was conducted according to a sequential explanatory design as a mixed method research. The study group consisted of 85 secondary school students. Within the scope of the study, a physical programming tool called Micro:bit was used to teach Python programming for a period of 6 weeks. Data were collected using the Self-Efficacy Perception Scale for Computational Thinking Skill, Bebras: International Challenge on Informatics and Computational Thinking Tasks, tests focused on programming tool, concepts, and processes, and through semi-structured interview questioning. According to the findings obtained from pretests and posttests, a significant and positive difference was found in the students’ computational thinking skills and self-efficacy perceptions towards computational thinking skill. As a result of having received instruction in programming, the students satisfactorily learnt the required programming concepts and processes. Through learning Python programming with a physical programming tool, the students not only gained the skills required to write appropriate syntax, and to test and debug code, but they also learnt programming concepts such as variables, conditional expressions, loops, and functions.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"102 ","pages":""},"PeriodicalIF":4.8,"publicationDate":"2023-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138982296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-11-28DOI: 10.1177/07356331231215752
Alyssa P. Lawson, Richard E. Mayer
In multimedia learning, there is a lot of new information that learners are exposed to, making it a cognitively intensive process. Poorly-designed multimedia lessons can introduce distractions that must be dealt with by the learner. However, learners do not all share the same skill at managing incoming information or holding capacity, which could create individual differences in the impact of multimedia lessons on learning and lead to inequity in learning. In three experiments, learners saw a multimedia lesson varying in the amount of distracting material included: high (Experiment 1), moderate (Experiment 2), or low (Experiment 3). Learners took a posttest and completed tasks to assess individual differences in managing incoming information (executive function) and holding capacity (working memory capacity). When distractions were present (Experiment 1 and Experiment 2), executive function was related to posttest performance such that as executive functioning increased, performance on the posttest increased. However, when distractions were not present (Experiment 3), executive function was not related to posttest performance. Individual differences in working memory capacity were not related to posttest performance at any level of distraction. This indicates the importance of considering individual differences in learners' executive functioning in the design of multimedia lessons.
{"title":"Role of Individual Differences in Executive Function for Learning From Distracting Multimedia Lessons","authors":"Alyssa P. Lawson, Richard E. Mayer","doi":"10.1177/07356331231215752","DOIUrl":"https://doi.org/10.1177/07356331231215752","url":null,"abstract":"In multimedia learning, there is a lot of new information that learners are exposed to, making it a cognitively intensive process. Poorly-designed multimedia lessons can introduce distractions that must be dealt with by the learner. However, learners do not all share the same skill at managing incoming information or holding capacity, which could create individual differences in the impact of multimedia lessons on learning and lead to inequity in learning. In three experiments, learners saw a multimedia lesson varying in the amount of distracting material included: high (Experiment 1), moderate (Experiment 2), or low (Experiment 3). Learners took a posttest and completed tasks to assess individual differences in managing incoming information (executive function) and holding capacity (working memory capacity). When distractions were present (Experiment 1 and Experiment 2), executive function was related to posttest performance such that as executive functioning increased, performance on the posttest increased. However, when distractions were not present (Experiment 3), executive function was not related to posttest performance. Individual differences in working memory capacity were not related to posttest performance at any level of distraction. This indicates the importance of considering individual differences in learners' executive functioning in the design of multimedia lessons.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"9 1","pages":""},"PeriodicalIF":4.8,"publicationDate":"2023-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139216672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-11-14DOI: 10.1177/07356331231213932
Fangzheng Zhao, Richard E. Mayer, Nicoletta Adamo-Villani, Christos Mousas, Minsoo Choi, Luchcha Lam, Magzhan Mukanova, Klay Hauser
This study examined how well people can recognize and relate to animated pedagogical agents of varying ethnicities/races and genders. For both Study 1 (realistic-style agents) and Study 2 (cartoon-style agents), participants viewed brief video clips of virtual agents of varying racial/ethnic categories and gender types and then identified their race/ethnicity and gender and rated how human-like and likable the agent appeared. Participants were highly accurate in identifying Black and White agents but were less accurate for Asian, Indian, and Hispanic agents. Participants were accurate in recognizing gender differences. Participants rated all types of agents as moderately human-like, except for White agents. Likability ratings were lowest for White and male agents. The same pattern of results was obtained across two independent studies with different participants and different onscreen agents, which indicates that the results are not solely due to one specific set of agents. Consistent with the Media Equation Hypothesis and the Alliance Hypothesis, this work shows that people are sensitive to the race/ethnicity and gender of onscreen agents and relate to them differently. These findings have implications for how to design animated pedagogical agents for improved multimedia learning environments in the future and serve as a crucial first step in highlighting the possibility and feasibility of incorporating diverse onscreen virtual agents into educational computer software.
{"title":"Recognizing and Relating to the Race/Ethnicity and Gender of Animated Pedagogical Agents","authors":"Fangzheng Zhao, Richard E. Mayer, Nicoletta Adamo-Villani, Christos Mousas, Minsoo Choi, Luchcha Lam, Magzhan Mukanova, Klay Hauser","doi":"10.1177/07356331231213932","DOIUrl":"https://doi.org/10.1177/07356331231213932","url":null,"abstract":"This study examined how well people can recognize and relate to animated pedagogical agents of varying ethnicities/races and genders. For both Study 1 (realistic-style agents) and Study 2 (cartoon-style agents), participants viewed brief video clips of virtual agents of varying racial/ethnic categories and gender types and then identified their race/ethnicity and gender and rated how human-like and likable the agent appeared. Participants were highly accurate in identifying Black and White agents but were less accurate for Asian, Indian, and Hispanic agents. Participants were accurate in recognizing gender differences. Participants rated all types of agents as moderately human-like, except for White agents. Likability ratings were lowest for White and male agents. The same pattern of results was obtained across two independent studies with different participants and different onscreen agents, which indicates that the results are not solely due to one specific set of agents. Consistent with the Media Equation Hypothesis and the Alliance Hypothesis, this work shows that people are sensitive to the race/ethnicity and gender of onscreen agents and relate to them differently. These findings have implications for how to design animated pedagogical agents for improved multimedia learning environments in the future and serve as a crucial first step in highlighting the possibility and feasibility of incorporating diverse onscreen virtual agents into educational computer software.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"58 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134902624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-11-10DOI: 10.1177/07356331231210946
Nikolaos Pellas
Educational technologists and practitioners have made substantial strides in developing affordable digital and tangible resources to support both formal and informal computer science instruction. However, there is a lack of research on practice-based assignments, such as Internet of Things (IoT) projects, that allow undergraduate students to design and demonstrate educational robots using digital or physical assistance, especially when it comes to computational thinking (CT) and programming skills development in association with their psycho-emotional experience. This study compares the impact of Scratch and LEGO ® WeDo robotic kits on students' CT and programming skills development. A quasi-experimental approach was conducted, involving two hundred forty-six participants ( n = 246), who were equally divided between Scratch and LEGO ® WeDo groups. Results indicate that the LEGO ® WeDo group showed greater improvement in CT and programming skills development, while designing and presenting IoT projects. Nevertheless, no significant association between motivation, grit, and CT skills was observed. The findings highlight the potential of tangible robotics in facilitating students’ hands-on learning and enhancing motivation to foster CT and programming skills. This study provides a wide range of implications for instructional designers on how to use tangible robotics to support hands-on IoT projects in computer science courses.
{"title":"Assessing Computational Thinking, Motivation, and Grit of Undergraduate Students Using Educational Robots","authors":"Nikolaos Pellas","doi":"10.1177/07356331231210946","DOIUrl":"https://doi.org/10.1177/07356331231210946","url":null,"abstract":"Educational technologists and practitioners have made substantial strides in developing affordable digital and tangible resources to support both formal and informal computer science instruction. However, there is a lack of research on practice-based assignments, such as Internet of Things (IoT) projects, that allow undergraduate students to design and demonstrate educational robots using digital or physical assistance, especially when it comes to computational thinking (CT) and programming skills development in association with their psycho-emotional experience. This study compares the impact of Scratch and LEGO ® WeDo robotic kits on students' CT and programming skills development. A quasi-experimental approach was conducted, involving two hundred forty-six participants ( n = 246), who were equally divided between Scratch and LEGO ® WeDo groups. Results indicate that the LEGO ® WeDo group showed greater improvement in CT and programming skills development, while designing and presenting IoT projects. Nevertheless, no significant association between motivation, grit, and CT skills was observed. The findings highlight the potential of tangible robotics in facilitating students’ hands-on learning and enhancing motivation to foster CT and programming skills. This study provides a wide range of implications for instructional designers on how to use tangible robotics to support hands-on IoT projects in computer science courses.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"107 50","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135136957","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}