首页 > 最新文献

Journal of Educational Computing Research最新文献

英文 中文
Transitioning From Introductory to Professional Programming in Secondary Education: Comparing Learners’ Computational Thinking Skills, Behaviors, and Attitudes 中等教育中从入门编程到专业编程的过渡:比较学习者的计算思维技能、行为和态度
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-03 DOI: 10.1177/07356331231204653
Dan Sun, Chengcong Zhu, Fan Xu, Yan Li, Fan Ouyang, Miaoting Chen
Although previous research has provided some insights into the effects of block-based and text-based programming modalities, there is a dearth of a detailed, multi-dimensional analysis of the transition process from different introductory programming modalities to professional programming learning. This study employed a quasi-experimental design to address this gap, involving 64 secondary school students in two groups. For the beginning five weeks, the first group used an introductory block-based programming environment, while the second group used an introductory text-based programming environment. Then, both groups transitioned to professional text-based programming for the subsequent eight weeks. The results showed that participants who transitioned from introductory text-based programming to professional text-based programming (1) significantly outperformed in computational thinking skills; (2) had more code-writing and debugging behaviors and fewer irrelevant behaviors, and (3) had more interactions with the instructor. No significant differences were observed between the two groups regarding enjoyment, confidence, and interest in programming. Drawing on these findings, this study proposes pedagogical implications that could facilitate the adoption of programming modalities within the broader context of STEM education.
尽管先前的研究已经对基于块和基于文本的编程模式的影响提供了一些见解,但缺乏对从不同的入门编程模式到专业编程学习的过渡过程的详细、多维分析。本研究采用准实验设计来解决这一差距,涉及两组64名中学生。在开始的五个星期里,第一组使用介绍性的基于块的编程环境,而第二组使用介绍性的基于文本的编程环境。然后,在接下来的八周内,两组都过渡到专业的基于文本的编程。结果表明,从入门型文本编程过渡到专业型文本编程的参与者(1)在计算思维技能上显著优于其他参与者;(2)有更多的代码编写和调试行为,更少的无关行为;(3)有更多的与教练的互动。在享受、自信和对编程的兴趣方面,两组之间没有明显的差异。根据这些发现,本研究提出了教学意义,可以促进在STEM教育的更广泛背景下采用编程模式。
{"title":"Transitioning From Introductory to Professional Programming in Secondary Education: Comparing Learners’ Computational Thinking Skills, Behaviors, and Attitudes","authors":"Dan Sun, Chengcong Zhu, Fan Xu, Yan Li, Fan Ouyang, Miaoting Chen","doi":"10.1177/07356331231204653","DOIUrl":"https://doi.org/10.1177/07356331231204653","url":null,"abstract":"Although previous research has provided some insights into the effects of block-based and text-based programming modalities, there is a dearth of a detailed, multi-dimensional analysis of the transition process from different introductory programming modalities to professional programming learning. This study employed a quasi-experimental design to address this gap, involving 64 secondary school students in two groups. For the beginning five weeks, the first group used an introductory block-based programming environment, while the second group used an introductory text-based programming environment. Then, both groups transitioned to professional text-based programming for the subsequent eight weeks. The results showed that participants who transitioned from introductory text-based programming to professional text-based programming (1) significantly outperformed in computational thinking skills; (2) had more code-writing and debugging behaviors and fewer irrelevant behaviors, and (3) had more interactions with the instructor. No significant differences were observed between the two groups regarding enjoyment, confidence, and interest in programming. Drawing on these findings, this study proposes pedagogical implications that could facilitate the adoption of programming modalities within the broader context of STEM education.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135689531","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}
引用次数: 0
The Impact of Puzzle-Based Game With Scaffolding-Aid on Cultural Heritage Learning: Evidence From Eye Movements 基于脚手架的益智游戏对文化遗产学习的影响:来自眼球运动的证据
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-03 DOI: 10.1177/07356331231202951
Li Ye, Ruoyan Wang, Yongxin Hang
The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students’ understanding and appreciation of cultural heritage content. In the activity, students are tasked with reconstructing art patterns from cultural heritage artifacts, a process which is designed to bolster their performance in recognizing and appreciating such patterns. A control group, utilizing a non-interactive instructional video with the same content, was also established to contrast and evaluate the benefits of the game-based approach. The evaluation of knowledge acquisition and transfer was conducted through pattern tests, with the participants’ eye movements recorded during the testing process. The results show that the participants in the game group exhibited significant advantages in terms of efficiently recognizing fundamental content and effectively transferring pattern recognition. Furthermore, the examination of the visual behavior within the game reveals that the integration of the jigsaw puzzle (game mechanic) and scaffolding (instructional strategy) can enhance the efficacy and cognitive strategies employed by participants in comprehending heritage content. This study develops design methodologies for cultural heritage games that enhances learning and appreciation.
遗产教育在为子孙后代保护全球传统和实践方面的教学价值和全球相关性是无可争辩的。本研究旨在探讨将解谜游戏与搭架策略相结合,以增进学生对文化遗产内容的理解与欣赏的效果。在活动中,学生们的任务是利用文化遗产重建艺术图案,这一过程旨在提高他们对这些图案的识别和欣赏能力。另一个控制组,使用具有相同内容的非交互式教学视频,也被建立来对比和评估基于游戏的方法的好处。通过模式测试对知识的获取和转移进行评估,并记录参与者在测试过程中的眼球运动。结果表明,游戏组参与者在基础内容的有效识别和模式识别的有效转移方面表现出显著优势。此外,对游戏中的视觉行为的研究表明,拼图游戏(游戏机制)和脚手架(教学策略)的结合可以提高参与者理解遗产内容的效率和认知策略。本研究开发了文化遗产游戏的设计方法,以提高学习和欣赏。
{"title":"The Impact of Puzzle-Based Game With Scaffolding-Aid on Cultural Heritage Learning: Evidence From Eye Movements","authors":"Li Ye, Ruoyan Wang, Yongxin Hang","doi":"10.1177/07356331231202951","DOIUrl":"https://doi.org/10.1177/07356331231202951","url":null,"abstract":"The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students’ understanding and appreciation of cultural heritage content. In the activity, students are tasked with reconstructing art patterns from cultural heritage artifacts, a process which is designed to bolster their performance in recognizing and appreciating such patterns. A control group, utilizing a non-interactive instructional video with the same content, was also established to contrast and evaluate the benefits of the game-based approach. The evaluation of knowledge acquisition and transfer was conducted through pattern tests, with the participants’ eye movements recorded during the testing process. The results show that the participants in the game group exhibited significant advantages in terms of efficiently recognizing fundamental content and effectively transferring pattern recognition. Furthermore, the examination of the visual behavior within the game reveals that the integration of the jigsaw puzzle (game mechanic) and scaffolding (instructional strategy) can enhance the efficacy and cognitive strategies employed by participants in comprehending heritage content. This study develops design methodologies for cultural heritage games that enhances learning and appreciation.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135695607","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}
引用次数: 0
Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game 将沉浸式场景和互动情境线索脚手架融入决策分析能力训练游戏
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-29 DOI: 10.1177/07356331231205058
Chih-Chung Chien, Yen-Ting Ho, Huei-Tse Hou
In the post-pandemic era, distance education and training modes without space constraints are gradually becoming a new trend in training. Game-based training combined with situational simulations is a potential approach. This study used a simulation company scenario and a decision-making analysis task of promotion assessment as the game context, and proposed an innovative game mechanism integrating the simulation situation scenario and the interactive contextual clue scaffolding as a guide to enhance learning effectiveness. This study used the Gather Town platform to design a simulation office scenario, and Google Forms to design interactive contextual clue scaffolding. This study conducted empirical research to evaluate this mechanism, with a total of 60 participants divided into an experimental group that conducted game activities and a control group that was only provided with document files as scaffolding for comparative analysis. The results of the study revealed that the proposed exploration guidance mechanism of integrating immersive scenes and interactive contextual clue scaffolding could allow learners to experience a high level of game fidelity and increase the discovery rate and usefulness of the scaffolding. It also reduced learning anxiety, maintained learning motivation and high flow, and resulted in significantly higher learning effectiveness than the control group approach.
在后疫情时代,不受空间限制的远程教育和培训模式正逐渐成为培训的新趋势。基于游戏的训练结合情境模拟是一种潜在的方法。本研究以模拟公司场景和晋升考核决策分析任务为游戏情境,提出了模拟情景场景与交互式情境线索脚手架相结合的创新游戏机制,以提升学习效果。本研究使用Gather Town平台设计模拟办公场景,使用Google Forms设计交互式上下文线索脚手架。本研究对这一机制进行了实证研究,将60名参与者分为实验组和对照组,实验组进行游戏活动,对照组只提供文档文件作为比较分析的脚手架。研究结果表明,所提出的沉浸式场景与交互式情境线索脚手架相结合的探索引导机制可以让学习者体验到较高的游戏保真度,提高脚手架的发现率和有用性。减少了学习焦虑,保持了学习动机和高心流,学习效果显著高于对照组。
{"title":"Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game","authors":"Chih-Chung Chien, Yen-Ting Ho, Huei-Tse Hou","doi":"10.1177/07356331231205058","DOIUrl":"https://doi.org/10.1177/07356331231205058","url":null,"abstract":"In the post-pandemic era, distance education and training modes without space constraints are gradually becoming a new trend in training. Game-based training combined with situational simulations is a potential approach. This study used a simulation company scenario and a decision-making analysis task of promotion assessment as the game context, and proposed an innovative game mechanism integrating the simulation situation scenario and the interactive contextual clue scaffolding as a guide to enhance learning effectiveness. This study used the Gather Town platform to design a simulation office scenario, and Google Forms to design interactive contextual clue scaffolding. This study conducted empirical research to evaluate this mechanism, with a total of 60 participants divided into an experimental group that conducted game activities and a control group that was only provided with document files as scaffolding for comparative analysis. The results of the study revealed that the proposed exploration guidance mechanism of integrating immersive scenes and interactive contextual clue scaffolding could allow learners to experience a high level of game fidelity and increase the discovery rate and usefulness of the scaffolding. It also reduced learning anxiety, maintained learning motivation and high flow, and resulted in significantly higher learning effectiveness than the control group approach.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135193420","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}
引用次数: 0
A Deep Learning Framework With Visualisation for Uncovering Students’ Learning Progression and Learning Bottlenecks 一个可视化的深度学习框架,用于揭示学生的学习进展和学习瓶颈
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-26 DOI: 10.1177/07356331231200600
Chun Yan Enoch Sit, Siu-Cheung Kong
Educational process mining aims (EPM) to help teachers understand the overall learning process of their students. Although deep learning models have shown promising results in many domains, the event log dataset in many online courses may not be large enough for deep learning models to approximate the probability distribution of students’ learning sequence due to a lack of participants. This study proposes a deep learning framework to help uncover the learning progression of learners. It aims to produce a graphical representation of the overall educational process from event logs. Our framework adopts the Smith–Waterman algorithm from the bioinformatics field to evaluate general learning sequences generated from deep learning models. Using our framework, we compare the performance of a deep learning model with the modified cross-attention layer and a model without modification and find that the modified model outperforms the other. The contribution of this framework is that it enables the use of neural architecture search techniques to uncover students’ general learning sequence irrespective of the dataset’s size. The framework also helps educators identify education materials that present as learning bottlenecks, enabling them to improve the materials and their respective layout order, thus facilitating student learning.
教育过程挖掘的目的是帮助教师了解学生的整体学习过程。尽管深度学习模型在许多领域显示出有希望的结果,但由于缺乏参与者,许多在线课程中的事件日志数据集可能不足以让深度学习模型近似学生学习序列的概率分布。本研究提出了一个深度学习框架来帮助揭示学习者的学习进程。它旨在从事件日志中生成整个教育过程的图形表示。我们的框架采用生物信息学领域的Smith-Waterman算法来评估深度学习模型生成的一般学习序列。使用我们的框架,我们比较了经过修改的交叉注意层和未经修改的模型的深度学习模型的性能,发现修改后的模型优于另一个模型。该框架的贡献在于,它允许使用神经架构搜索技术来揭示学生的一般学习序列,而不考虑数据集的大小。该框架还帮助教育工作者识别存在学习瓶颈的教育材料,使他们能够改进材料及其各自的布局顺序,从而促进学生的学习。
{"title":"A Deep Learning Framework With Visualisation for Uncovering Students’ Learning Progression and Learning Bottlenecks","authors":"Chun Yan Enoch Sit, Siu-Cheung Kong","doi":"10.1177/07356331231200600","DOIUrl":"https://doi.org/10.1177/07356331231200600","url":null,"abstract":"Educational process mining aims (EPM) to help teachers understand the overall learning process of their students. Although deep learning models have shown promising results in many domains, the event log dataset in many online courses may not be large enough for deep learning models to approximate the probability distribution of students’ learning sequence due to a lack of participants. This study proposes a deep learning framework to help uncover the learning progression of learners. It aims to produce a graphical representation of the overall educational process from event logs. Our framework adopts the Smith–Waterman algorithm from the bioinformatics field to evaluate general learning sequences generated from deep learning models. Using our framework, we compare the performance of a deep learning model with the modified cross-attention layer and a model without modification and find that the modified model outperforms the other. The contribution of this framework is that it enables the use of neural architecture search techniques to uncover students’ general learning sequence irrespective of the dataset’s size. The framework also helps educators identify education materials that present as learning bottlenecks, enabling them to improve the materials and their respective layout order, thus facilitating student learning.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134886080","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}
引用次数: 1
Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study 面向对象范式中增强概念设计的教育编程环境:系统的映射研究
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-21 DOI: 10.1177/07356331231203251
Alexandros Tsichouridis, Stelios Xinogalos, Apostolos Ampatzoglou
Teaching and learning programming, and especially Object-Oriented Programming (OOP), is a complicated and challenging task. Students have to comprehend various OOP concepts and utilize them for designing object-oriented programs. Various types of educational programming environments, such as microworlds and educational games, have been devised for supporting novices mainly in comprehending OOP concepts. However, such environments do not usually support students in the conceptual design of object-oriented programs of a considerable length and complexity. In this paper, we focus on a systematic mapping study (SMS) of educational programming environments for enhancing the conceptual design in OOP, which relies on modularity, abstraction and encapsulation. The research questions investigate the intended learning outcomes, the empirical evidence on the effectiveness, and the teaching/learning technologies used by educational programming environments for enhancing the conceptual design in OOP. The findings can support instructors in selecting appropriate tools for their courses and researchers in the field of educational programming environments for OOP.
教授和学习编程,特别是面向对象编程(OOP),是一项复杂而具有挑战性的任务。学生必须理解各种面向对象的概念,并利用它们来设计面向对象的程序。已经设计了各种类型的教育编程环境,例如微世界和教育游戏,主要用于支持初学者理解面向对象的概念。然而,这样的环境通常不支持学生进行相当长的和复杂的面向对象程序的概念设计。在面向对象的概念设计中,基于模块化、抽象和封装,对教育编程环境进行了系统的映射研究。研究问题调查了预期的学习结果、有效性的经验证据,以及教育编程环境用于增强面向对象概念设计的教学/学习技术。这些发现可以支持教师为他们的课程和面向对象的教育编程环境领域的研究人员选择适当的工具。
{"title":"Educational Programming Environments for Enhancing Conceptual Design in the Object-Oriented Paradigm: A Systematic Mapping Study","authors":"Alexandros Tsichouridis, Stelios Xinogalos, Apostolos Ampatzoglou","doi":"10.1177/07356331231203251","DOIUrl":"https://doi.org/10.1177/07356331231203251","url":null,"abstract":"Teaching and learning programming, and especially Object-Oriented Programming (OOP), is a complicated and challenging task. Students have to comprehend various OOP concepts and utilize them for designing object-oriented programs. Various types of educational programming environments, such as microworlds and educational games, have been devised for supporting novices mainly in comprehending OOP concepts. However, such environments do not usually support students in the conceptual design of object-oriented programs of a considerable length and complexity. In this paper, we focus on a systematic mapping study (SMS) of educational programming environments for enhancing the conceptual design in OOP, which relies on modularity, abstraction and encapsulation. The research questions investigate the intended learning outcomes, the empirical evidence on the effectiveness, and the teaching/learning technologies used by educational programming environments for enhancing the conceptual design in OOP. The findings can support instructors in selecting appropriate tools for their courses and researchers in the field of educational programming environments for OOP.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"36 Suppl 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136130151","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}
引用次数: 0
Determinants of Technological Interventions for Children With Autism - A Systematic Review 孤独症儿童技术干预的决定因素——系统综述
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-21 DOI: 10.1177/07356331231200701
Nazmul Hasan, Manisha J. Nene
Children with Autism face several significant challenges, including deficits in both verbal and nonverbal communication, difficulties with concentration, limited interest in their surroundings, non-responsiveness, and struggles with adapting to new situations. It is imperative to consider and address these challenges when implementing technological interventions aimed at enhancing the skills of children with Autism. This study aims to identify the research emphasis on the following four determinants of technological interventions for children with Autism - (i) involvement of caregivers, (ii) design considerations, (iii) persuasive technology, (iv) psychological and physiological effects of technologies. These determinants address their deficiencies in communication, coping with new situations, responsiveness and effects of using technologies respectively. A total of seventy six review articles from 2010 to 2022 have been selected through PRISMA guidelines for this study. Most of the selected review articles have not evaluated these four determinants in their studies. This study discusses this research scope and presents future research directions to bridge this gap to develop effective technological solutions to upskill the children with Autism.
自闭症儿童面临着一些重大的挑战,包括语言和非语言交流的缺陷,注意力不集中,对周围环境的兴趣有限,反应迟钝,难以适应新环境。在实施旨在提高自闭症儿童技能的技术干预措施时,必须考虑并应对这些挑战。本研究旨在确定对自闭症儿童进行技术干预的以下四个决定因素的研究重点——(i)照顾者的参与,(ii)设计考虑,(iii)说服技术,(iv)技术的心理和生理影响。这些决定因素分别解决了它们在沟通、应对新情况、反应能力和使用技术效果方面的不足。通过PRISMA指南,本研究共选择了2010年至2022年的76篇综述文章。大多数入选的综述文章在其研究中没有评估这四个决定因素。本研究探讨了这一研究范围,并提出了未来的研究方向,以弥合这一差距,开发有效的技术解决方案,以提高自闭症儿童的技能。
{"title":"Determinants of Technological Interventions for Children With Autism - A Systematic Review","authors":"Nazmul Hasan, Manisha J. Nene","doi":"10.1177/07356331231200701","DOIUrl":"https://doi.org/10.1177/07356331231200701","url":null,"abstract":"Children with Autism face several significant challenges, including deficits in both verbal and nonverbal communication, difficulties with concentration, limited interest in their surroundings, non-responsiveness, and struggles with adapting to new situations. It is imperative to consider and address these challenges when implementing technological interventions aimed at enhancing the skills of children with Autism. This study aims to identify the research emphasis on the following four determinants of technological interventions for children with Autism - (i) involvement of caregivers, (ii) design considerations, (iii) persuasive technology, (iv) psychological and physiological effects of technologies. These determinants address their deficiencies in communication, coping with new situations, responsiveness and effects of using technologies respectively. A total of seventy six review articles from 2010 to 2022 have been selected through PRISMA guidelines for this study. Most of the selected review articles have not evaluated these four determinants in their studies. This study discusses this research scope and presents future research directions to bridge this gap to develop effective technological solutions to upskill the children with Autism.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136130928","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}
引用次数: 0
Contextualized Game-Based Language Learning: Retrospect and Prospect 情境化游戏语言学习:回顾与展望
2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-20 DOI: 10.1177/07356331231189292
Lu Yang, Rui Li
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science (WoS) and reviewed a total of 82 Social Science Citation Index (SSCI) articles pertaining to CGBLL based on the proposed inclusion and exclusion criteria. The results revealed that most CGBLL studies were based on social frameworks, including situated learning and socio-cultural theory. Most learning activities were carried out in a local community. Language skills and learner perceptions were the two main research foci. The results also revealed that CGBLL not only improved students’ language performance and perceptions, but also promoted interaction and collaboration, knowledge transfer, autonomy and self-regulation, and higher-order thinking skills. In addition, technical issues, high cognitive load, difficult game tasks, the lack of user guide and explicit game instruction were the major challenges. Based on the results, implications have been made for teachers, designers, and researchers.
虽然情境化游戏语言学习的研究已经引起了越来越多的学术兴趣,但在理论基础、学习情境、研究重点和研究成果等方面,还缺乏系统的综述来综合其研究趋势。为了解决这一差距,本研究收集了Web of Science (WoS)上的数据,并根据所提出的纳入和排除标准,对82篇与CGBLL相关的社会科学引文索引(SSCI)文章进行了综述。结果表明,大多数CGBLL研究基于社会框架,包括情境学习理论和社会文化理论。大多数学习活动都是在当地社区进行的。语言技能和学习者感知是两个主要的研究重点。CGBLL不仅提高了学生的语言表现和感知能力,还促进了学生的互动与协作、知识转移、自主与自我调节以及高阶思维能力。此外,技术问题、高认知负荷、困难的游戏任务、缺乏用户指南和明确的游戏指导是主要挑战。基于这些结果,对教师、设计师和研究人员产生了启示。
{"title":"Contextualized Game-Based Language Learning: Retrospect and Prospect","authors":"Lu Yang, Rui Li","doi":"10.1177/07356331231189292","DOIUrl":"https://doi.org/10.1177/07356331231189292","url":null,"abstract":"While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science (WoS) and reviewed a total of 82 Social Science Citation Index (SSCI) articles pertaining to CGBLL based on the proposed inclusion and exclusion criteria. The results revealed that most CGBLL studies were based on social frameworks, including situated learning and socio-cultural theory. Most learning activities were carried out in a local community. Language skills and learner perceptions were the two main research foci. The results also revealed that CGBLL not only improved students’ language performance and perceptions, but also promoted interaction and collaboration, knowledge transfer, autonomy and self-regulation, and higher-order thinking skills. In addition, technical issues, high cognitive load, difficult game tasks, the lack of user guide and explicit game instruction were the major challenges. Based on the results, implications have been made for teachers, designers, and researchers.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136264765","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}
引用次数: 0
Effect of an Analogy-Based Approach of Artificial Intelligence Pedagogy in Upper Primary Schools 基于类比的小学人工智能教学方法的效果
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-08 DOI: 10.1177/07356331231201342
Yun Dai, Z. Lin, Angpeng Liu, Dan Dai, Wenlan Wang
Artificial intelligence (AI) has emerged as a prominent topic in K-12 education recently. However, pedagogical design has remained a major challenge, especially among young learners. Guided by the Zone of Proximal Development theory and AI education research literature, this design-based study proposes an analogy-based pedagogical approach to support AI teaching and learning in upper primary education. This pedagogical approach is centered on human–AI comparison, where humans are gradually shifted from an analogue to a contrast to make visible the attributes, mechanisms, and processes of AI. To evaluate its effectiveness, a quasi-experimental study with mixed methods was conducted. The quantitative comparison shows that the participants in the experimental group learning with the analogy-based pedagogical approach significantly outperformed their peers with the conventional direct instructional approach in all three dimensions of AI knowledge, skills, and ethical awareness. Qualitative analyses further reveal its pedagogical benefits, including demystifying AI through relatable and engaging learning, supporting student comprehension and skill mastery, and nurturing critical thinking and attitudes. The analogy-based approach contributes to the field of K-12 AI education with an age-appropriate, child-friendly pedagogical approach. Notably, AI education should prioritize teaching for student understanding, and AI should be recognized as an independent subject with interdisciplinary applications.
人工智能(AI)最近成为K-12教育中的一个突出话题。然而,教学设计仍然是一个重大挑战,尤其是在年轻学习者中。在近端发展区理论和人工智能教育研究文献的指导下,这项基于设计的研究提出了一种基于类比的教学方法,以支持高等小学教育中的人工智能教学。这种教学方法以人与人工智能的比较为中心,即人类逐渐从模拟转变为对比,以使人工智能的属性、机制和过程可见。为了评估其有效性,采用混合方法进行了一项准实验研究。定量比较表明,在人工智能知识、技能和道德意识的所有三个维度上,使用基于类比的教学方法进行实验组学习的参与者显著优于使用传统直接教学方法的同龄人。定性分析进一步揭示了其教学优势,包括通过相关和参与的学习来揭开人工智能的神秘面纱,支持学生的理解和技能掌握,以及培养批判性思维和态度。基于类比的方法以适合年龄、适合儿童的教学方法为K-12人工智能教育领域做出了贡献。值得注意的是,人工智能教育应优先考虑学生理解的教学,人工智能应被视为一门具有跨学科应用的独立学科。
{"title":"Effect of an Analogy-Based Approach of Artificial Intelligence Pedagogy in Upper Primary Schools","authors":"Yun Dai, Z. Lin, Angpeng Liu, Dan Dai, Wenlan Wang","doi":"10.1177/07356331231201342","DOIUrl":"https://doi.org/10.1177/07356331231201342","url":null,"abstract":"Artificial intelligence (AI) has emerged as a prominent topic in K-12 education recently. However, pedagogical design has remained a major challenge, especially among young learners. Guided by the Zone of Proximal Development theory and AI education research literature, this design-based study proposes an analogy-based pedagogical approach to support AI teaching and learning in upper primary education. This pedagogical approach is centered on human–AI comparison, where humans are gradually shifted from an analogue to a contrast to make visible the attributes, mechanisms, and processes of AI. To evaluate its effectiveness, a quasi-experimental study with mixed methods was conducted. The quantitative comparison shows that the participants in the experimental group learning with the analogy-based pedagogical approach significantly outperformed their peers with the conventional direct instructional approach in all three dimensions of AI knowledge, skills, and ethical awareness. Qualitative analyses further reveal its pedagogical benefits, including demystifying AI through relatable and engaging learning, supporting student comprehension and skill mastery, and nurturing critical thinking and attitudes. The analogy-based approach contributes to the field of K-12 AI education with an age-appropriate, child-friendly pedagogical approach. Notably, AI education should prioritize teaching for student understanding, and AI should be recognized as an independent subject with interdisciplinary applications.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":" ","pages":""},"PeriodicalIF":4.8,"publicationDate":"2023-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45025759","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}
引用次数: 0
Towards a Hermeneutics of Computational Thinking in Wing’s Approximations 论Wing近似中计算思维的解释学
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-31 DOI: 10.1177/07356331231193142
M. Peracaula-Bosch, Juan González-Martínez
In this article, we delve into a hermeneutic process that analyzes the term Computational Thinking as it was constructed through Wing’s series of iterations in conceptualization attempts (2006, 2008, 2011 and 2014). On the one hand, this brings us to analyze the relations and intersections between different process of thought (analytical, logical, mathematical, system, engineering, algorithmic) and the role of search for simplicity, generalization, and scalability in the layers of abstraction in Computational Thinking. On the other hand, we explore the roots and the discursive environment of authors that could contribute to this conceptualizing process in the years around its popularization following Jeannette Wing’s founding article in 2006. We have also included in our analysis the points of convergence with Seymour Papert’s work related to the computer-machine seen as an “object-to-think-with” helping to the construction of knowledge from an epistemological perspective to the computing-human. Even though a consensus on the definition of the concept has not yet ben encountered, the analysis helps to highlight the solid reference points that address what is at the core of Computational thinking and what should be the framework of educational interventions and research that revolve around it.
在这篇文章中,我们深入研究了一个解释学过程,该过程分析了计算思维一词,因为它是通过Wing在概念化尝试中的一系列迭代构建的(2006年、2008年、2011年和2014年)。一方面,这让我们分析了不同思维过程(分析、逻辑、数学、系统、工程、算法)之间的关系和交叉点,以及在计算思维的抽象层中寻找简单性、通用性和可扩展性的作用。另一方面,我们探索了作者的根源和话语环境,这些根源和环境可能有助于在Jeannette Wing 2006年的创始文章之后,这一概念化过程的普及。在我们的分析中,我们还包括了与西摩·帕珀特的工作的一致点,该工作与被视为“思考对象”的计算机机器有关,有助于从认识论的角度构建计算机人类的知识。尽管尚未就这一概念的定义达成共识,但该分析有助于突出坚实的参考点,这些参考点涉及计算思维的核心,以及围绕计算思维的教育干预和研究框架。
{"title":"Towards a Hermeneutics of Computational Thinking in Wing’s Approximations","authors":"M. Peracaula-Bosch, Juan González-Martínez","doi":"10.1177/07356331231193142","DOIUrl":"https://doi.org/10.1177/07356331231193142","url":null,"abstract":"In this article, we delve into a hermeneutic process that analyzes the term Computational Thinking as it was constructed through Wing’s series of iterations in conceptualization attempts (2006, 2008, 2011 and 2014). On the one hand, this brings us to analyze the relations and intersections between different process of thought (analytical, logical, mathematical, system, engineering, algorithmic) and the role of search for simplicity, generalization, and scalability in the layers of abstraction in Computational Thinking. On the other hand, we explore the roots and the discursive environment of authors that could contribute to this conceptualizing process in the years around its popularization following Jeannette Wing’s founding article in 2006. We have also included in our analysis the points of convergence with Seymour Papert’s work related to the computer-machine seen as an “object-to-think-with” helping to the construction of knowledge from an epistemological perspective to the computing-human. Even though a consensus on the definition of the concept has not yet ben encountered, the analysis helps to highlight the solid reference points that address what is at the core of Computational thinking and what should be the framework of educational interventions and research that revolve around it.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":" ","pages":""},"PeriodicalIF":4.8,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47457093","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}
引用次数: 0
Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review 通过游戏学习教与学计算思维:系统回顾
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-17 DOI: 10.1177/07356331231180951
Xinyue Wang, Mengmeng Cheng, Xinfeng Li
Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021. Thirty-nine studies were included in the review and findings suggested that GBL has positive effects on CT, but has non-significant effects on some CT elements (e.g., conditions, triggers, and abstraction) because of limited time to learn these elements and students’ preferences for using CT elements. Game elements, particularly clear goals and rules, progressive challenges, immediate feedback, storyline, avatar, social interaction and various reward mechanisms were used to motivate students to engage in activities to develop CT. Furthermore, single or multiple theoretical foundations, such as constructivist learning theory and experiential learning theory, may guide the design and implementation of game-based activities. Problem-solving, project-based approaches were used to encourage students to use CT to solve problems or complete a project. Finally, guidelines for designing and implementing game-based learning activities for promoting CT were discussed.
计算思维(CT)被认为是21世纪每个人都应该具备的基本技能。基于游戏的学习(GBL)可以用于CT教学,有必要阐明如何设计和实施基于游戏的CT教学。该文献被系统地检索了2011年至2021年间发表的实证研究。该综述包括39项研究,研究结果表明,GBL对CT有积极影响,但对一些CT元素(如条件、触发因素和抽象)没有显著影响,因为学习这些元素的时间有限,以及学生对使用CT元素的偏好。游戏元素,特别是明确的目标和规则、渐进式挑战、即时反馈、故事情节、化身、社交互动和各种奖励机制,被用来激励学生参与发展CT的活动。此外,单一或多种理论基础,如建构主义学习理论和体验式学习理论,可以指导基于游戏的活动的设计和实现。采用基于项目的解决问题方法鼓励学生使用CT解决问题或完成项目。最后,讨论了设计和实施基于游戏的学习活动以促进CT的指导方针。
{"title":"Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review","authors":"Xinyue Wang, Mengmeng Cheng, Xinfeng Li","doi":"10.1177/07356331231180951","DOIUrl":"https://doi.org/10.1177/07356331231180951","url":null,"abstract":"Computational thinking (CT) is considered a fundamental skill that everyone in the 21st century should have. Game-based learning (GBL) may be used to teach CT, and it’s necessary to clarify how to design and implement game-based CT teaching. The literature was systematically searched for empirical studies published between 2011 and 2021. Thirty-nine studies were included in the review and findings suggested that GBL has positive effects on CT, but has non-significant effects on some CT elements (e.g., conditions, triggers, and abstraction) because of limited time to learn these elements and students’ preferences for using CT elements. Game elements, particularly clear goals and rules, progressive challenges, immediate feedback, storyline, avatar, social interaction and various reward mechanisms were used to motivate students to engage in activities to develop CT. Furthermore, single or multiple theoretical foundations, such as constructivist learning theory and experiential learning theory, may guide the design and implementation of game-based activities. Problem-solving, project-based approaches were used to encourage students to use CT to solve problems or complete a project. Finally, guidelines for designing and implementing game-based learning activities for promoting CT were discussed.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":" ","pages":""},"PeriodicalIF":4.8,"publicationDate":"2023-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46594770","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}
引用次数: 2
期刊
Journal of Educational Computing Research
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1