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Fast certificate issuance in a Moodle-based MOOC platform: A large-scale study 在基于 Moodle 的 MOOC 平台上快速颁发证书:大规模研究
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-20 DOI: 10.1111/jcal.13054
Gabriela Trindade Perry, Marlise Bock Santos

Background

Gestures are an integral component in human-to-human communication when the speaker is visually present to the listener. In the past several years, research has examined how computer-generated pedagogical agents can be designed to perform the four main gesture types and what this means for agent persona and learning outcomes. The research into agent gesturing has only explored gestures without other presentation strategies such as visual aids or verbal redundancy to properly explore the impact of gestures, and to avoid overly “rich” displays of information.

Objective

The objective of this study is to explore the use of static images and varying frequencies of gestures to assess whether two visual inputs increases the risk of the split-attention effect, and to investigate the potential for visual redundancy when two visual inputs coincide with narration. Data on cognitive load, agent persona, and learning outcomes (recall and transfer) will be collected to measure participants' learning experience while acquiring procedural knowledge, specifically regarding the principles of lightning, in comparison to previous research.

Method

A mixed methods approach consisted of three gesture frequency conditions (enhanced, average, no) with 118 participants. Quantitative data were analysed using a random-effect linear regression model; whereas qualitative data was collected through individual interviews that lasted 15–20 min.

Results and Conclusions

The use of enhanced gesture frequency and images may significantly increase intrinsic cognitive load, but gestures and images do not cause extraneous cognitive load. The enhanced gesture condition significantly outperformed the no-gesture condition. Interviews indicated that depending upon the gesture condition, students selectively attended to information that they perceived as offering them the greatest learning opportunity. Using two visual inputs does not cause split-attention, nor does it provide evidence of a visual redundancy effect.

背景学术不诚实的情况在在线学习环境中很常见,因为难以发现,导致风险程度相当低。然而,如果不加以识别,不诚实的学习者在 MOOC 点击流数据中引入的噪音可能会导致科学研究的结果和结论出现偏差。方法我们采用了描述性和推论性统计方法来分析巴西一个基于 Moodle 的 MOOC 平台的点击流数据。数据库中有113门MOOC课程的相关信息,以及2016年至2023年期间获得109050份证书的297687名学生的相关信息。结果与结论在没有最低课程时间限制的MOOC颁发的证书中,约有51%是通过快速颁发证书获得的,而在有最低课程时间限制的MOOC中,只有2%的证书是通过这种方式获得的。我们的结论是,课程配置的这种差异是解释所发现行为的关键。 结果表明,MOOCs 中不良行为的数量可能比报告的要高得多,对这种教育模式构成了潜在威胁。此外,这种行为的性质取决于课程配置。
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引用次数: 0
Exploring gesture frequencies and images in multimedia environments with pedagogical agents 利用教学代理探索多媒体环境中的手势频率和图像
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-12 DOI: 10.1111/jcal.13053
Robert O. Davis, Yong-Jik Lee, Joseph Vincent, Lili Wan

Background

Gestures are an integral component in human-to-human communication when the speaker is visually present to the listener. In the past several years, research has examined how computer-generated pedagogical agents can be designed to perform the four main gesture types and what this means for agent persona and learning outcomes. The research into agent gesturing has only explored gestures without other presentation strategies such as visual aids or verbal redundancy to properly explore the impact of gestures, and to avoid overly “rich” displays of information.

Objective

The objective of this study is to explore the use of static images and varying frequencies of gestures to assess whether two visual inputs increases the risk of the split-attention effect, and to investigate the potential for visual redundancy when two visual inputs coincide with narration. Data on cognitive load, agent persona, and learning outcomes (recall and transfer) will be collected to measure participants' learning experience while acquiring procedural knowledge, specifically regarding the principles of lightning, in comparison to previous research.

Method

A mixed methods approach consisted of three gesture frequency conditions (enhanced, average, no) with 118 participants. Quantitative data were analysed using a random-effect linear regression model; whereas qualitative data was collected through individual interviews that lasted 15–20 min.

Results and Conclusions

The use of enhanced gesture frequency and images may significantly increase intrinsic cognitive load, but gestures and images do not cause extraneous cognitive load. The enhanced gesture condition significantly outperformed the no-gesture condition. Interviews indicated that depending upon the gesture condition, students selectively attended to information that they perceived as offering them the greatest learning opportunity. Using two visual inputs does not cause split-attention, nor does it provide evidence of a visual redundancy effect.

背景手势是人与人交流中不可或缺的组成部分,当说话者与听话者可视时,就会出现手势。在过去的几年中,研究人员已经探讨了如何设计计算机生成的教学代理来做出四种主要手势,以及这对代理角色和学习效果的意义。本研究的目的是探索使用静态图像和不同频率的手势来评估两种视觉输入是否会增加注意力分离效应的风险,并研究当两种视觉输入与叙述同时出现时视觉冗余的可能性。将收集有关认知负荷、代理角色和学习成果(回忆和迁移)的数据,以衡量参与者在获取程序性知识(特别是有关闪电原理的知识)时的学习体验,并与之前的研究进行比较。方法 混合方法包括三种手势频率条件(增强、平均、无),共有 118 名参与者参与。采用随机效应线性回归模型对定量数据进行分析;而定性数据则通过持续 15-20 分钟的个别访谈收集。结果与结论使用增强型手势频率和图像可能会显著增加内在认知负荷,但手势和图像不会造成外在认知负荷。增强手势条件明显优于无手势条件。访谈表明,根据手势条件的不同,学生会选择性地关注他们认为能提供最大学习机会的信息。使用两种视觉输入不会导致注意力分散,也不会产生视觉冗余效应。
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引用次数: 0
The effect of instructor's voice enthusiasm and visual cueing in multimedia learning 多媒体学习中教师的声音热情和视觉提示的效果
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-12 DOI: 10.1111/jcal.13049
Lei Han, Haoyue Guo, Zongshuo Ma, Ruihua Wang, Mengshi Xiao

Background

Given the current technological advancements and the growing need for remote education, multimedia learning has become more popular among teachers and students. Therefore, the creation of multimedia teaching programmes that can improve learning outcomes has become increasingly important. However, there is a lack of research on whether incorporating visual cues into instructors' emotional designs is more effective than using only one approach.

Objectives

Based on the cognitive-affective theory of learning with media and the cognitive affective model of e-learning, this study aimed to explore how instructor's voice enthusiasm and visual cueing affect students' multimedia learning experience and learning outcomes.

Methods

A 2 (instructor's voice enthusiasm: high vs. low) × 2 (visual cueing: visual cues vs. no cues) between-subjects design was used, college students unfamiliar with immunomodulation learned about this subject in a video lesson. Then, they then took a retention test and completed the learning experience scales.

Results and Conclusions

The results indicated that both the instructor's vocal enthusiasm and visual cueing independently have a positive impact on learners' retention test scores. However, if present simultaneously, their positive effects are not cumulative. Specifically, when visual cueing was provided, the instructor's voice enthusiasm did not significantly affect the retention test. Without visual cueing, the instructor's high voice enthusiasm positively impacts the retention test. In addition, the learning experience mediated between the instructor's voice enthusiasm and retention test. These findings offer insights into enhancing the efficacy of multimedia learning by foregrounding instructors' emotional engagement and refining the design of instructional content cues.

背景鉴于当前的技术进步和对远程教育日益增长的需求,多媒体学习越来越受到教师和学生的欢迎。因此,制作能够提高学习效果的多媒体教学程序变得越来越重要。本研究以媒体学习的认知情感理论和电子学习的认知情感模型为基础,旨在探讨教师的语音热情和视觉提示如何影响学生的多媒体学习体验和学习效果。研究采用了 2(教师的声音热情:高与低)×2(视觉提示:有视觉提示与无提示)的被试间设计,让不熟悉免疫调节的大学生通过视频课程了解这一主题。结果和结论结果表明,教师的声音热情和视觉提示都会对学习者的保持测试得分产生积极影响。但是,如果同时出现,它们的积极影响就不会累积。具体来说,在提供视觉提示的情况下,教师的声音热情对保持测试的影响不大。在没有视觉提示的情况下,教师的声音热情会对保持测试产生积极影响。此外,学习体验在教员的声音热情和保持测试之间起到了中介作用。这些发现为通过强调教师的情感投入和改进教学内容线索的设计来提高多媒体学习的效果提供了启示。
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引用次数: 0
Comparing effects of different goal type orders on collaborative simulation-based inquiry in engineering problem solving: A process modelling approach 比较不同目标类型顺序对工程问题解决中基于协作模拟探究的影响:过程建模方法
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-08 DOI: 10.1111/jcal.13050
Yanyan Sun, Chengjun Feng, Di Peng, Bian Wu

Background

Both learning and problem solving are major goals of complex problem solving in engineering education. The order of knowledge construction and problem solving in learning through problem solving, however, has not been explained in current literature.

Objectives

To understand their relationships, this study compared the effects of different goal type orders on collaborative simulation-based inquiry in engineering problem solving.

Methods

In the study, 24 engineering undergraduate students worked in pairs to solve a wind tunnel problem using a computer simulation application. Process mining and epistemic network analysis were used to model the inquiry process and identify inquiry patterns based on the log data and discussion discourse.

Results and Conclusions

The results showed the goal type of first assigned subtask influenced the inquiry strategies of medium-performance learners most. In addition, the goal type of first assigned subtask had influence on learners' inquiry process. The learners assigned with a problem-solving goal subtask first (Problem solving goal-Learning goal condition) had more simulation trials and centered their inquiry discourse around clarification while the learners assigned with a learning goal subtask first (Learning goal-Problem solving goal condition) connected reflection with other inquiry phases more often. The findings of this study suggested assigning a learning goal subtask first in simulated-based complex engineering problem solving could be used as an idea-centered scaffolding, especially for medium-performance learners. However, low-performance learners would experience a “situate knowledge paradox” and needs extra guidance. It is important to monitor the knowledge construction process in complex problem solving, even when seeking a solution is the major task.

学习和解决问题是工程教育中复杂问题解决的主要目标。为了了解它们之间的关系,本研究比较了不同目标类型顺序对工程问题解决中基于模拟的协作探究的影响。在本研究中,24 名工程学本科生结成对子,使用计算机模拟应用程序解决风洞问题。研究使用了过程挖掘和认识网络分析来模拟探究过程,并根据日志数据和讨论话语识别探究模式。此外,首次分配的子任务的目标类型对学习者的探究过程也有影响。先分配问题解决目标子任务(问题解决目标-学习目标条件)的学习者有更多的模拟试验,他们的探究话语以澄清为中心,而先分配学习目标子任务(学习目标-问题解决目标条件)的学习者则更多地将反思与其他探究阶段联系起来。本研究的结果表明,在模拟复杂工程问题解决的过程中,首先分配学习目标子任务可以作为一种以想法为中心的支架,尤其是对中等成绩的学习者而言。然而,学习成绩差的学习者会出现 "情景知识悖论",需要额外的指导。在复杂问题解决过程中,即使寻求解决方案是主要任务,对知识建构过程进行监控也很重要。
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引用次数: 0
Text-to-speech and virtual reality agents in primary school classroom environments 小学课堂环境中的文本到语音和虚拟现实代理
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-07 DOI: 10.1111/jcal.13046
Laduona Dai, Veronika Kritskaia, Evelien van der Velden, Reinder Vervoort, Marlieke Blankendaal, Merel M. Jung, Marie Šafář Postma, Max M. Louwerse

Background

The integration of Text-to-Speech (TTS) and virtual reality (VR) technologies in K-12 education is an emerging trend. However, little is known about how students perceive these technologies and whether these technologies effectively facilitate learning.

Objectives

This study aims to investigate the perception and effectiveness of TTS voices and VR agents in a K-12 classroom setting, with a focus on information recall.

Methods

Using a recent TTS architecture, we developed four different synthetic voices based on 5, 10, 15 and 20 h of training materials. Two experiments were conducted involving students in a K-12 setting. The first experiment examined students' evaluations of TTS voices with varying hours of training material and the impact on information recall. The second experiment assessed the effect of pairing TTS voices with a VR agent on students' perception and recall performance.

Results and Conclusions

Human voices received superior quality ratings over TTS voices within the classroom context. The integration of a VR agent was found to enhance the perception of TTS voices, aligning with existing literature on the positive impact of virtual agents on speech synthesis. However, this incorporation did not translate to improved recall, suggesting that the student focus may have been compromised by the VR agent's novelty and its design limitations.

背景在 K-12 教育中整合文本到语音(TTS)和虚拟现实(VR)技术是一种新兴趋势。本研究旨在调查 TTS 语音和 VR 代理在 K-12 课堂环境中的感知和有效性,重点是信息回忆。方法利用最新的 TTS 架构,我们根据 5、10、15 和 20 小时的培训材料开发了四种不同的合成语音。我们在 K-12 环境中对学生进行了两次实验。第一个实验考察了学生对不同训练时长的 TTS 语音的评价以及对信息回忆的影响。第二个实验评估了将 TTS 语音与 VR 代理配对使用对学生感知和回忆能力的影响。结果与结论在课堂环境中,人声比 TTS 语音获得了更高的质量评价。研究发现,虚拟现实代理的整合增强了对 TTS 语音的感知,这与虚拟代理对语音合成产生积极影响的现有文献相吻合。然而,这种整合并没有转化为记忆力的提高,这表明学生的注意力可能受到了虚拟现实代理的新颖性及其设计局限性的影响。
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引用次数: 0
Measuring (meta)cognitive processes in multimedia learning: Matching eye tracking metrics and think-aloud protocols in case of seductive details 测量多媒体学习中的(元)认知过程:在诱人细节的情况下匹配眼动跟踪指标和思考-朗读协议
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-07 DOI: 10.1111/jcal.13051
Lisa Stark, Andreas Korbach, Roland Brünken, Babette Park

Background

Both learning and problem solving are major goals of complex problem solving in engineering education. The order of knowledge construction and problem solving in learning through problem solving, however, has not been explained in current literature.

Objectives

To understand their relationships, this study compared the effects of different goal type orders on collaborative simulation-based inquiry in engineering problem solving.

Methods

In the study, 24 engineering undergraduate students worked in pairs to solve a wind tunnel problem using a computer simulation application. Process mining and epistemic network analysis were used to model the inquiry process and identify inquiry patterns based on the log data and discussion discourse.

Results and Conclusions

The results showed the goal type of first assigned subtask influenced the inquiry strategies of medium-performance learners most. In addition, the goal type of first assigned subtask had influence on learners' inquiry process. The learners assigned with a problem-solving goal subtask first (Problem solving goal-Learning goal condition) had more simulation trials and centered their inquiry discourse around clarification while the learners assigned with a learning goal subtask first (Learning goal-Problem solving goal condition) connected reflection with other inquiry phases more often. The findings of this study suggested assigning a learning goal subtask first in simulated-based complex engineering problem solving could be used as an idea-centered scaffolding, especially for medium-performance learners. However, low-performance learners would experience a “situate knowledge paradox” and needs extra guidance. It is important to monitor the knowledge construction process in complex problem solving, even when seeking a solution is the major task.

背景近年来,眼动仪已成为学习研究的一种重要方法,因为它被认为可以显示(元)认知过程。然而,眼动跟踪指标与特定(元)认知过程之间的假设关系却鲜有实证证据,因此所用指标的建构效度可能会受到质疑。参照多媒体学习的过程模型,研究了理论上推导出的眼动跟踪指标与通过思考-朗读协议捕捉到的多媒体学习的口头(元)认知过程之间的相关性。此外,考虑到在两组设计中已确立的多媒体教学的诱导细节效应,对(元)认知过程的两种过程测量的敏感性进行了研究。最后,计算了序列中介,以研究这两种过程测量在共同解释细节诱惑效应时是否互为补充。结果与结论相关分析和序列中介分析表明,眼动指标和口头表达的(元)认知过程只有部分对应。然而,这两种测量方法都能敏感地显示出诱惑性细节效应。因此,尽管该研究为如何验证提供了启示,但仍需要进一步的系统研究来验证多媒体学习中特定(元)认知过程的眼动追踪指标。
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引用次数: 0
The effectiveness of self-regulated learning strategies in higher education blended learning: A five years systematic review 高等教育混合式学习中自我调节学习策略的有效性:五年系统回顾
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-07 DOI: 10.1111/jcal.13052
Ren-Zhi Luo, Yue-Liang Zhou

Background

The COVID-19 has accelerated the transition to blended learning (BL) in higher education, prompting a need for further investigation into the efficacy of self-regulated learning strategies (SRLS) in these new educational environments.

Objective

The primary goal of this research is to assess the effectiveness of SRLS in BL in higher education over the past five years, with a focus on trends, theoretical underpinnings, methodologies, and their impact on learning outcomes.

Methods

This paper used the PRISMA 2020 review process for multiple rounds of screening, encompassing identification, screening, eligibility determination, and final inclusion. Following rigorous screening procedures, a total of 15 SSCI articles were ultimately chosen for analysis. The study design incorporated a comprehensive six-part coding scheme, with the selected articles focusing on SRLS in BL environments within higher education.

Results and Conclusions

From 2019 to 2023, research on SRLS in BL environments in higher education has primarily focused on resource management, motivational beliefs, and metacognitive strategies, with a relatively limited emphasis on cognitive strategies. These studies have utilized a diverse range of theoretical frameworks, predominantly employing quantitative and mixed methods. Out of the 15 articles reviewed, 14 clearly indicate that SRLS have a positive impact on learning outcomes. Furthermore, this paper underscores the importance of interdisciplinary research and emphasizes the crucial role played by educators in supporting the implementation of SRLS. Future studies should delve deeper into exploring the effects of individual differences and environmental factors on SRLS.

背景COVID-19加速了高等教育向混合式学习(BL)的过渡,促使人们需要进一步研究自我调节学习策略(SRLS)在这些新的教育环境中的有效性。本研究的主要目标是评估过去五年中高等教育中自我调节学习策略的有效性,重点关注趋势、理论基础、方法论及其对学习成果的影响。经过严格的筛选程序,最终共选择了 15 篇 SSCI 文章进行分析。研究设计纳入了一个由六个部分组成的综合编码方案,所选文章侧重于高等教育BL环境中的SRLS.Results and Conclusions从2019年到2023年,关于高等教育BL环境中SRLS的研究主要集中在资源管理、动机信念和元认知策略上,对认知策略的强调相对有限。这些研究采用了多种理论框架,主要采用定量和混合方法。在所审查的 15 篇文章中,有 14 篇明确指出 SRLS 对学习成果有积极影响。此外,本文强调了跨学科研究的重要性,并强调了教育工作者在支持实施 SRLS 方面所发挥的关键作用。今后的研究应深入探讨个体差异和环境因素对 SRLS 的影响。
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引用次数: 0
Examining students' self-regulated learning processes and performance in an immersive virtual environment 考察学生在沉浸式虚拟环境中的自我调节学习过程和表现
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-01 DOI: 10.1111/jcal.13047
Yi-Fan Li, Jue-Qi Guan, Xiao-Feng Wang, Qu Chen, Gwo-Jen Hwang

Background

Self-regulated learning (SRL) is a predictive variable in students' academic performance, especially in virtual reality (VR) environments, which lack monitoring and control. However, current research on VR encounters challenges in effective interventions of cognitive and affective regulation, and visualising the SRL processes using multimodal data.

Objectives

This study aimed to analyse multimodal data to investigate the SRL processes (behaviour, cognition and affective states) and learning performance in the VR environment.

Methods

This study developed a VR-based immersive learning system that supports SRL activities, and conducted a pilot study in an English for Geography course. A total of 21 undergraduates participated. Face tracker, electroencephalography, and learning logs were used to gather data for learning behaviour, cognition and affective states in the VR environment.

Results and Conclusions

First, the study identified three categories of learners (HG, MG and LG) within the VR environment who presented different behavioural engagement and SRL strategies. The HG exhibited the highest level of cognition and affective states, which resulted in superior performance in terms of vocabulary acquisition and retention. The MG, despite possessing a higher level of cognition, performed inadequately in other aspects, leading to no difference in vocabulary acquisition and retention from the LG. By collecting and mining multimodal data, this study helps to enrich the visual analysis of SRL processes. In addition, the results of this study help to dissect the problems of students' SRL in a VR learning environment. Furthermore, this study provides a theoretical basis and reference for the study of SRL development in immersive learning environments.

背景自我调节学习(SRL)是学生学业成绩的一个预测变量,尤其是在缺乏监测和控制的虚拟现实(VR)环境中。本研究旨在分析多模态数据,以调查虚拟现实环境中的自律学习过程(行为、认知和情感状态)和学习成绩。方法本研究开发了一个基于虚拟现实的沉浸式学习系统,该系统支持自律学习活动,并在地理英语课程中进行了试点研究。共有 21 名本科生参与。结果与结论首先,研究发现了 VR 环境中的三类学习者(HG、MG 和 LG),他们表现出不同的行为参与和 SRL 策略。HG 表现出最高水平的认知和情感状态,因此在词汇学习和保持方面表现出色。而 MG 虽然拥有较高的认知水平,但在其他方面表现不佳,因此在词汇掌握和保持方面与 LG 没有差异。通过收集和挖掘多模态数据,本研究有助于丰富SRL过程的可视化分析。此外,本研究的结果还有助于剖析学生在 VR 学习环境中的 SRL 问题。此外,本研究还为研究沉浸式学习环境中的自学能力发展提供了理论依据和参考。
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引用次数: 0
Flight emotions unleashed: Navigating training phases and difficulty levels in simulated flying 释放飞行情绪在模拟飞行中驾驭训练阶段和难度级别
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-27 DOI: 10.1111/jcal.13037
Alejandra Ruiz-Segura, Andrew Law, Sion Jennings, Alain Bourgon, Ethan Churchill, Susanne Lajoie

Background

Flying accuracy is influenced by pilots' affective reactions to task demands. A better understanding of task-related emotions and flying performance is needed to enhance pilot training.

Objective

Understand pilot trainees' performance and emotional dynamics (intensity, frequency and variability) based on training phase and difficulty level in a flight simulator.

Methods

Twenty-three volunteers performed basic flight manoeuvres. Trials were divided into three phases: Introduction (trials 1–7), session A (trials 8–15) and session B (trials 16–22). Three task difficulty levels were implemented (low, medium and high). Flying performance was evaluated using root mean square error (RMSE) and expert ratings. Emotional intensity was inferred from physiological (electrodermal activity) and behavioural (facial expressions) emotional responses. Emotional variability was calculated to understand fluctuations among multiple emotions. Emotional responses were mapped into task-relevant emotions, like sadness with boredom, and fear with anxiety.

Results and Conclusions

The most frequent facial expressions neutral, anger and surprise. Neutral and anger were interpreted as deep focus states. Surprise was likely a response to unexpected events. Flying performance and emotional dynamics varied across training phases and difficulty levels. During introduction, performance was less accurate, and emotions were less frequent. During session A, performance improved while participants experienced more physiological arousal and emotional variability. During session B, performance was the most accurate. In high-difficulty tasks, performance was the least accurate, participants expressed emotions with more frequency, more variability and higher physiological arousal. Future studies can use simulated flying tasks for trainees to familiarize with their emotional reactions to task demands expecting to improve training outcomes.

背景飞行准确性受飞行员对任务要求的情绪反应影响。方法23名志愿者进行了基本的飞行操作。试验分为三个阶段:入门阶段(试验 1-7)、A 阶段(试验 8-15)和 B 阶段(试验 16-22)。任务难度分为三个等级(低、中、高)。飞行表现采用均方根误差(RMSE)和专家评分进行评估。情绪强度根据生理(皮电活动)和行为(面部表情)情绪反应进行推断。计算情绪变异性是为了了解多种情绪之间的波动。情绪反应被映射为与任务相关的情绪,如悲伤与无聊、恐惧与焦虑。中性和愤怒被解释为深度专注状态。惊讶可能是对意外事件的反应。在不同的训练阶段和难度下,飞行表现和情绪动态各不相同。在入门阶段,飞行表现的准确性较低,情绪波动也较小。在 A 阶段,飞行表现有所改善,而参与者的生理唤醒和情绪变化则更多。在 B 阶段,表现最为准确。在高难度任务中,表现的准确性最低,参与者表达情绪的频率更高,变异性更大,生理唤醒程度更高。未来的研究可以利用模拟飞行任务让学员熟悉他们对任务要求的情绪反应,从而提高训练效果。
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引用次数: 0
Early artificial intelligence education: Effects of cooperative play and direct instruction on kindergarteners' computational thinking, sequencing, self-regulation and theory of mind skills 早期人工智能教育:合作游戏和直接教学对幼儿园儿童计算思维、排序、自我调节和思维理论能力的影响
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-25 DOI: 10.1111/jcal.13040
Jiahong Su, Weipeng Yang, Iris Heung Yue Yim, Hui Li, Xiao Hu

Background

While the integration of robot-based learning in early childhood education has gained increasing attention in recent years, there is still a lack of evidence regarding the impact of AI robots on young children's learning.

Objectives

The study explored the effectiveness of two AI education approaches in advancing kindergarteners' computational thinking, sequencing, self-regulation and theory of mind skills.

Methods

An experiment was conducted with 90 kindergarteners (ages 5–6) randomly assigned to either a direct instruction (DI), cooperative play (CP) or control group.

Results

Results show that (1) children in all three groups had significant improvements on computational thinking, sequencing and self-regulation; (2) both early AI education approaches (CP and DI) significantly enhance young children's computational thinking, sequencing, self-regulation and theory of mind skills; (3) the DI group had significant higher improvement than the CP group on computational thinking; (4) the CP group exhibited greater enhancements in theory of mind skills than the DI group.

Conclusion

These findings jointly demonstrate that each AI educational approach has unique strengths, underscoring the significance of designing new pedagogies to expand children's skills.

背景近年来,将基于机器人的学习融入幼儿教育的做法越来越受到关注,但关于人工智能机器人对幼儿学习的影响,目前仍缺乏证据。结果结果表明:(1) 三组儿童在计算思维、排序和自我调节方面都有显著提高;(2) 两种早期人工智能教育方法(CP 和 DI)都能显著提高幼儿的计算思维、排序、自我调节和心智理论技能;(3) DI 组在计算思维方面的提高显著高于 CP 组;(4) CP 组在心智理论技能方面的提高高于 DI 组。结论这些研究结果共同表明,每种人工智能教育方法都有其独特的优势,强调了设计新教学法以拓展儿童技能的重要性。
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引用次数: 0
期刊
Journal of Computer Assisted Learning
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