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Promoting Self-Regulation Progress and Knowledge Construction in Blended Learning via ChatGPT-Based Learning Aid 基于ChatGPT的学习辅助工具促进混合学习中的自我调节进步和知识建构
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-03 DOI: 10.1177/07356331231191125
Ting-Ting Wu, Hsin-Yu Lee, Pin-Hui Li, Chia-Nan Huang, Yueh-Min Huang
This study combines ChatGPT, Apple’s Shortcuts, and LINE to create the ChatGPT-based Intelligent Learning Aid (CILA), aiming to enhance self-regulation progress and knowledge construction in blended learning. CILA offers real-time, convergent information to learners’ inquiries, as opposed to traditional Google search engine that provide divergent information. By addressing questions promptly, CILA minimizes interruptions during the performance phase of self-regulation progress. The tool records learners’ questions and answers, aiding self-reflection in self-regulation progress. We evaluated self-regulation progress using motivation, engagement, and self-efficacy as indicators. Findings show that CILA’s intervention effectively improves self-regulation progress and knowledge construction, offering benefits over divergent information in blended learning contexts with respect to amotivation, intrinsic motivation, and behavioral engagement. This research highlights the potential of incorporating large language models like ChatGPT in educational settings to support teachers and students.
本研究结合了ChatGPT、Apple’s Shortcuts和LINE,创建了基于ChatGPT的智能学习辅助工具(CILA),旨在增强混合学习中的自我调节进度和知识构建。CILA为学习者的查询提供实时、收敛的信息,而不是传统的谷歌搜索引擎提供不同的信息。通过及时解决问题,CILA最大限度地减少了自我监管进展绩效阶段的干扰。该工具记录学习者的问题和答案,有助于自我调节过程中的自我反思。我们使用动机、参与度和自我效能感作为指标来评估自我调节的进展。研究结果表明,CILA的干预有效地提高了自我调节进度和知识构建,在动机、内在动机和行为参与方面,在混合学习环境中提供了优于差异信息的优势。这项研究强调了将ChatGPT等大型语言模型纳入教育环境以支持教师和学生的潜力。
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引用次数: 4
A Multi-Strategy Computer-Assisted EFL Writing Learning System With Deep Learning Incorporated and Its Effects on Learning: A Writing Feedback Perspective 结合深度学习的多策略计算机辅助英语写作学习系统及其对学习的影响:写作反馈视角
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-28 DOI: 10.1177/07356331231189294
Binbin Chen, Lina Bao, Rui Zhang, Jingyu Zhang, Feng Liu, Shuai Wang, Mingjiang Li
Language learning has increasingly benefited from Computer-Assisted Language Learning (CALL) technologies, especially with Artificial Intelligence involved in recent years. CALL in writing learning acknowledged as the core of language learning is being realized by technologies like Automated Writing Evaluation (AWE), and Automated Essay Scoring (AES), which have developed considerably in both computer and language education fields. AWE has effectively enhanced EFL students’ writing performance to some extent, but such technology can only provide an evaluation in the form of scores, the majority of which are based on holistic scoring, resulting in the inability to provide comprehensive and detailed content-based feedback. In order to provide not only the writing multiple trait-specific evaluation scores, but also detailed writing feedback, we proposed a computer-assisted EFL writing learning system incorporating the neural network models and a couple of semantic-based NLP techniques, MsCAEWL, which fully meets the requirements of writing feedback theory, i.e., multiple, continuous, timely, clear, and multi-aspect guidance interactive feedback. The results of comparison experiments with the AWE baseline models and human raters demonstrated the superiority and the high correlation contained by the proposed system. The independent-sample t-test and paired-sample t-test results of the experiments on MsCAEWL effect validation suggested the significant impact of our proposed system in enhancing students’ EFL writing proficiency.
近年来,语言学习越来越多地受益于计算机辅助语言学习(CALL)技术,尤其是人工智能技术。写作学习中的CALL被公认为语言学习的核心,它正通过自动写作评估(AWE)和自动论文评分(AES)等技术来实现,这些技术在计算机和语言教育领域都有了长足的发展。AWE在一定程度上有效地提高了EFL学生的写作成绩,但这种技术只能以分数的形式提供评估,其中大多数都是基于整体评分的,导致无法提供全面、详细的基于内容的反馈。为了不仅提供写作的多特质特异性评价分数,而且提供详细的写作反馈,我们提出了一个计算机辅助EFL写作学习系统,该系统结合了神经网络模型和两种基于语义的NLP技术MsCAEWL,完全符合写作反馈理论的要求,即多个、连续、及时、清晰,以及多方面指导互动反馈。与AWE基线模型和人类评分器的比较实验结果表明了所提出的系统的优越性和高相关性。MsCAEWL效应验证实验的独立样本t检验和配对样本t检验结果表明,我们提出的系统在提高学生的英语写作水平方面具有显著影响。
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引用次数: 0
Spatial Cognition Effects of IVE Teaching Resources on Red-Green Color Blindness IVE教学资源对红绿色盲的空间认知效应
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-05 DOI: 10.1177/07356331231158759
Jun Wang, S. Jin, Zheng Zhong, Sijia Feng, Yaxin Deng, Ruining Li
Immersive Virtual Environments can provide users with a sense of spatial presence and experience. But learners with Color Vision Deficiency cannot receive information entirely in the environments because they are difficult to distinguish some or all colors. This study selects learners with red-green color blindness as the sample, and designs three kinds of barrier-free Teaching Resources based on a color scheme and color contrast to explore their impacts on spatial cognition and learning experience. The experimental results show that the Color Adjusted Teaching Resources has significant differences both in learning satisfaction and technology acceptance, and the Contrast Adjusted Teaching Resources performs an important role in improving spatial cognition and technology acceptance. In addition, the Color and Contrast Adjusted Teaching Resources is significantly different from the Color Adjusted Teaching Resources in spatial cognition. Therefore, the findings indicated that the barrier-free color scheme and higher contrast of Teaching Resources can significantly improve spatial cognition, learning satisfaction, and technology acceptance of learners with red-green color blindness. To some extent, the research results can contribute to the design of barrier-free Teaching Resources about red-green color blindness.
沉浸式虚拟环境可以为用户提供空间存在感和体验。但是,色觉缺陷的学习者无法完全在环境中接收信息,因为他们很难区分某些或所有颜色。本研究以红绿色盲学习者为样本,设计了三种基于配色方案和色彩对比的无障碍教学资源,以探讨它们对空间认知和学习体验的影响。实验结果表明,色彩调整教学资源在学习满意度和技术接受度方面存在显著差异,对比调整教学资源对提高空间认知和技术接受具有重要作用。此外,色彩和对比度调整后的教学资源与色彩调整后的教育资源在空间认知上存在显著差异。因此,研究结果表明,无障碍配色方案和较高的教学资源对比度可以显著提高红绿色盲学习者的空间认知、学习满意度和技术接受度。研究结果对红绿色盲无障碍教学资源的设计具有一定的参考价值。
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引用次数: 1
Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms 在线游戏化平台中游戏机制的任务技术匹配对学习结果的影响
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-03 DOI: 10.1177/07356331231187285
Wei-Tsong Wang, Mega Kartika Sari
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by applying the well-known task-technology fit theory (TTF). TTF is frequently employed to improve fit between tasks to be completed and the technology applied. The findings indicate that achieving gamification fit can reduce the cognitive load of students and result in enhanced learning performance in terms of learning outcomes. Data collected from 266 participants were analyzed using the technique of the partial least squares to validate the developed research model. The findings of this study can aid educators and educational technology designers in identifying the design mechanisms and characteristics that can be used to ensure design fit on gamification platforms.
游戏化平台的设计是多种多样且不断发展的。在学习平台中过度使用各种游戏机制会分散学习过程的注意力。然而,博弈机制的契合度仍不确定。因此,本研究运用著名的任务-技术拟合理论(TTF)探讨了在实施博弈机制时实现拟合对学习结果的影响。TTF经常用于改进待完成的任务与所应用的技术之间的配合。研究结果表明,实现游戏化契合可以减轻学生的认知负荷,从而在学习成果方面提高学习绩效。利用偏最小二乘法对266名参与者的数据进行分析,以验证所建立的研究模型。本研究的发现可以帮助教育工作者和教育技术设计师确定设计机制和特征,以确保设计适合游戏化平台。
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引用次数: 0
The Development and Validation of the Questionnaire to Characterize Learning Strategies in Computer Programming (CEAPC) 计算机程序设计学习策略调查问卷的编制与验证
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-29 DOI: 10.1177/07356331231183450
Stephanie Torres Jiménez, J. J. Ramírez-Echeverry, Felipe Restrepo-Calle
This article presents the design, construct validation, and reliability of a self-report instrument in Spanish that aims to characterize different types of strategies that students can use to learn computer programming. We provide a comprehensive overview of the identification of learning strategies in the existing literature, the design and development of preliminary questionnaire items, the refinement of item wording, and the examination of the internal structure and reliability of the final instrument. The construction of the items was based on the educational theory of Self-Regulated Learning. The final version of the questionnaire, called the Computer Programming Learning Strategies Questionnaire (CEAPC), was administered to 647 students enrolled in computer programming courses. The data collected from the participants were used to examine the construct validity and reliability of the questionnaire. The CEAPC consists of 13 subscales, each corresponding to a different type of learning strategy, and a total of 89 items. Statistical analyses of the data indicate that the CEAPC has adequate construct validity. In addition, the results of the internal consistency analysis indicate satisfactory reliability across the different subscales of the instrument. This study contributes to the field of educational research, particularly in the area of self-regulated learning in computer programming.
本文介绍了西班牙语自我报告工具的设计、结构验证和可靠性,旨在描述学生可以用来学习计算机编程的不同类型的策略。我们全面概述了现有文献中学习策略的识别,初步问卷项目的设计和开发,项目措辞的改进,以及最终工具的内部结构和可靠性的检验。项目的构建基于自我调节学习的教育理论。问卷的最终版本被称为计算机编程学习策略问卷(CEAPC),对647名参加计算机编程课程的学生进行了调查。本研究以问卷的结构效度和信度来检验问卷的结构效度和信度。CEAPC由13个子量表组成,每个子量表对应一种不同类型的学习策略,共89个项目。数据的统计分析表明,CEAPC具有足够的结构效度。此外,内部一致性分析的结果表明,在仪器的不同分量表令人满意的信度。这项研究有助于教育研究领域,特别是在计算机编程的自我调节学习领域。
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引用次数: 0
Game-Based Learning for Students’ Computational Thinking: A Meta-Analysis 游戏学习对学生计算思维的影响:一项元分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-14 DOI: 10.1177/07356331231178948
Jingsi Ma, Yi Zhang, Zhifang Zhu, Sunan Zhao, Qiyun Wang
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students’ CT. The effects of various factors on the learning process for acquiring CT were also examined. The results showed that (a) conducting GBL can foster students’ CT, and the overall effect was at the upper-middle level (Hedges’ g = .600, 95% CI [.465, .735], p < .001). (b) Furthermore, conducting GBL can improve students’ CT concepts (Hedges’ g = .916, 95% CI [.410, 1.423], p < .001), CT skills (Hedges’ g = .494, 95% CI [.389, .600], p < .001), and CT perspectives (Hedges’ g = .927, 95% CI [.039, 1.816], p < .05). (c) Additionally, game mode, teaching context, and participant characteristics have positive effects on CT. Based on the findings, it is suggested that using more unplugged games and video games, designing collaborative game activities, and tailoring approaches according to gender difference and programming experience can effectively promote CT. The results have significance for fostering students’ CT in GBL; it is further suggested that instruction processes be rationally designed.
计算思维教育越来越受到教育工作者和研究者的关注。本研究对27项实证研究进行了荟萃分析,以检验游戏学习(GBL)对培养学生认知能力的有效性。本研究还探讨了各种因素对CT学习过程的影响。结果表明:(a)开展GBL可以促进学生的CT,总体效果处于中上水平(Hedges’g = .600, 95% CI[。][465, .735], p < .001]。(b)此外,进行GBL可以提高学生的CT概念(Hedges’g = .916, 95% CI[。]410,1.423], p < .001), CT技能(Hedges ' g = .494, 95% CI[。389, .600], p < .001), CT透视(Hedges ' g = .927, 95% CI[。[039, 1.816], p < 0.05]。(c)此外,游戏模式、教学情境、参与者特征对CT有正向影响。基于上述研究结果,建议采用更多的不插电游戏和视频游戏,设计协作游戏活动,根据性别差异和编程经验定制方法,可以有效促进CT的发展。结果对培养GBL学生的CT有一定意义;建议合理设计教学过程。
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引用次数: 0
Predicting the Persuasiveness of Influence Strategies From Student Online Learning Behaviour Using Machine Learning Methods 利用机器学习方法从学生在线学习行为预测影响策略的说服力
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-13 DOI: 10.1177/07356331231178873
F. Orji, Julita Vassileva
There is a dearth of knowledge on how persuasiveness of influence strategies affects students’ behaviours when using online educational systems. Persuasiveness is a term used in describing a system’s capability to motivate desired behaviour. Most existing approaches for assessing the persuasiveness of a system are based on subjective measures (questionnaires) which are static and do not allow for automatic measurement of systems persuasiveness at run-time. Being able to automatically predict a system’s persuasiveness at run-time is essential for dynamic and continuous adaptation of the system to reflect each individual user’s state. In this study, we investigate the links between persuasiveness of influence strategies and students’ behaviour in an online educational system for a course. We implemented and tested Machine Learning (ML) classification models to determine whether persuasiveness had a significant impact on students’ usage of a learning system. Our findings revealed that students learning data can be applied to predict the persuasiveness of different influence strategies. The implications are that by using machine learning classifiers powered with learning sessions data, online educational systems would be able to automatically adapt their persuasive strategies to improve students’ engagement and learning.
在使用在线教育系统时,影响策略的说服力如何影响学生的行为,这方面的知识缺乏。说服力是一个术语,用于描述系统激发期望行为的能力。评估系统说服力的大多数现有方法都是基于静态的主观测量(问卷),并且不允许在运行时自动测量系统说服力。能够在运行时自动预测系统的说服力对于系统的动态和连续适应以反映每个单独用户的状态是必不可少的。在本研究中,我们调查了影响策略的说服力与在线课程教育系统中学生行为之间的联系。我们实施并测试了机器学习(ML)分类模型,以确定说服力是否对学生使用学习系统有重大影响。我们的研究结果表明,学生的学习数据可以用来预测不同影响策略的说服力。这意味着,通过使用由学习会话数据驱动的机器学习分类器,在线教育系统将能够自动调整他们的说服策略,以提高学生的参与度和学习。
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引用次数: 0
Does Motion-Sensing Technology Enhance Students’ Learning? A Meta-Analysis 体感技术能促进学生的学习吗?一个荟萃分析
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-05-29 DOI: 10.1177/07356331231176741
Qingding Yu, Kun Yu
Body movements are regarded as part of the learning process. With the evolution of motion-sensing technology (MST) (e.g., Kinect, Xtion Pro, and Leap Motion), educational researchers try to explore the effect of MST on learning. However, the effect of MST on learning performance is still unclear. This is the first meta-analysis that aims to examine the effectiveness of MST on students’ learning. A total of 48 effect sizes from 37 independent and high-quality studies are analyzed, and the result suggests that MST has an upper-medium effect on learning (SMD = .574, 95% CI = [.450, .698], p < .001), particularly in the affective domain (SMD = .822). Moreover, three of eleven moderators (i.e., the subject, site of learning, and region) have moderating effects. The moderator analysis indicates that the following conditions are more conducive to MST-assisted learning: (1) 31∼50 students, (2) middle school, (3) >1 month, (4) No-STEM subjects, (5) game-based learning, (6) small group + individual learning, (7) high embodied level, (8) classroom, and (9) Asia and Europe. Finally, the discussions, implications, limitations, and future research directions are put forward.
身体动作被认为是学习过程的一部分。随着体感技术(如Kinect、Xtion Pro和Leap Motion)的发展,教育研究者试图探索体感技术对学习的影响。然而,MST对学习绩效的影响尚不清楚。这是第一个旨在检验MST对学生学习有效性的元分析。我们对来自37个独立高质量研究的48个效应量进行了分析,结果表明MST对学习具有中上效应(SMD = .574, 95% CI =[])。450, 0.698], p < 0.001),尤其是在情感领域(SMD = 0.822)。此外,11个调节因子中有3个(即,主题、学习地点和地区)具有调节作用。调节因子分析表明,以下条件更有利于mst辅助学习:(1)31 ~ 50名学生,(2)中学,(3)>1个月,(4)无stem科目,(5)基于游戏的学习,(6)小组+个人学习,(7)高体现水平,(8)课堂,(9)亚洲和欧洲。最后,提出了本文的讨论、启示、局限性和未来的研究方向。
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引用次数: 0
The Search for Computer Science Concepts in Coding Animated Narratives: Tensions and Opportunities 在编码动画叙述中寻找计算机科学概念:紧张和机会
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-05-17 DOI: 10.1177/07356331231174929
K. Woo, Garry Falloon
Coding is increasingly popular in schools around the world and is often taught by non-specialist teachers as an integrated task with other subject areas. In this article, we explore the relationship between computer science (CS) concepts and students’ multimodal expression in a coding animated narrative (CAN) task in the context of an integrated English-Technology unit of learning. Through this collective case study, we explore how CS concepts underpin semiotic elements of an animated narrative, analyse the factors that influence the extent to which students exercise those concepts, and reveal the tensions and opportunities that a CAN task may present for learning computer science concepts in regular, non-specialist, cross-curricular classrooms. The findings suggest that CAN tasks are unique in presenting opportunities for students to learn challenging CS concepts such as synchronisation and parallelism. At the same time, CAN tasks present tensions for teaching CS concepts in non-specialist classrooms, where student projects are often judged on their visual qualities. In such settings, procedural, rather than conceptual knowledge, may be a more efficient route to creative outcomes. It also means that drawing skills need to be prioritised. Role specialisation often led to better quality projects but at the expense of individual students’ conceptual development in computer science.
编程在世界各地的学校越来越受欢迎,通常由非专业教师教授,作为与其他学科领域的综合任务。在这篇文章中,我们探讨了计算机科学(CS)概念与学生在编码动画叙事(CAN)任务中的多模态表达之间的关系。通过这个集体案例研究,我们探讨了计算机科学概念如何支撑动画叙事的符号学元素,分析了影响学生运用这些概念的程度的因素,并揭示了CAN任务可能为在常规、非专业、跨学科的课堂上学习计算机科学概念带来的紧张和机会。研究结果表明,CAN任务在为学生提供学习具有挑战性的CS概念(如同步和并行)的机会方面是独一无二的。与此同时,CAN任务在非专业教室中教授CS概念带来了紧张,因为学生的项目通常是根据其视觉质量来评判的。在这种情况下,程序性知识,而不是概念性知识,可能是获得创造性成果的更有效途径。这也意味着绘画技能需要优先考虑。角色专业化通常会带来更高质量的项目,但却以牺牲学生个人在计算机科学方面的概念发展为代价。
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引用次数: 0
The Effect of Augmented Reality Technology on Middle School Students’ Mathematic Academic Achievement, Self-Regulated Learning Skills, and Motivation 增强现实技术对中学生数学学业成绩、自主学习技能和学习动机的影响
IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-05-16 DOI: 10.1177/07356331231176022
Gülay Çeti̇ntav, Ramazan Yılmaz
This study aimed to investigate the effects of augmented reality (AR) applications in geometry teaching on academic achievement, self-regulated learning skills (SRLS), and motivation of secondary school students. The research was carried out on students in the eighth grade at a state secondary school in Turkey. The research was carried out according to the quasi-experimental design with the pretest-posttest control group, including 20 students in the experimental group (EG) and 20 in the control group (CG). While geometry teaching supported by AR applications was carried out with the EG students, traditional education was carried out with the CG students. Within the scope of the mathematics course, the achievements of the three-dimensional geometric objects unit in the curriculum were discussed. As a result of the analysis, it was determined that the difference in achievement test, self-regulated learning scale, and motivation scale scores between the groups was statistically significant in favor of the EG students. The study’s qualitative findings show that the AR application is fun and interesting for the students and positively affects academic achievement and active participation in the lesson. The research results were discussed according to the results in the literature, and suggestions were made for new research and applications.
本研究旨在探讨增强现实(AR)在几何教学中的应用对中学生学业成绩、自主学习技能和学习动机的影响。这项研究是在土耳其一所公立中学的八年级学生中进行的。本研究采用准实验设计,采用前测后测对照组,实验组(EG) 20名,对照组(CG) 20名。在EG学生中进行AR应用支持的几何教学,在CG学生中进行传统教育。在数学课程的范围内,讨论了三维几何物体单元在课程中的成就。分析结果表明,两组学生在成就测试、自我调节学习量表和动机量表得分上的差异均具有统计学意义,有利于EG学生。本研究的定性结果表明,AR应用对学生来说是有趣的,并且对学习成绩和积极参与课程有积极的影响。根据文献结果对研究结果进行了讨论,并对新的研究和应用提出了建议。
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引用次数: 0
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Journal of Educational Computing Research
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