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A learning analytics dashboard to support students' reflection on collaboration 一个学习分析仪表板,支持学生对协作的反思
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-11-07 DOI: 10.1111/jcal.13088
Vanessa Echeverria, Gloria Fernandez Nieto, Linxuan Zhao, Evelyn Palominos, Namrata Srivastava, Dragan Gašević, Viktoria Pammer-Schindler, Roberto Martinez-Maldonado

Background

Dashboards play a prominent role in learning analytics (LA) research. In collaboration activities, dashboards can show traces of team participation. They are often evaluated based on students' perceived satisfaction and engagement with the dashboard. However, there is a notable methodological gap in understanding how these dashboards support the nuanced process of student reflection.

Objective

This paper presents empirical evidence on how students from high and low-performing groups reflect individually on their performance while using a Learning Analytics Dashboard (LAD).

Methods

We address this in the context of education in healthcare, wherein we captured actions and positioning data from a simulation-based collaborative activity and generated a collaborative LAD. A total of 41 nursing students were invited to participate in a post-hoc semi-structured individual interview to use a collaborative LAD while answering a set of prompts to reflect on their individual and group performance. Students' reflections were coded and analysed using Bain's 5R reflection framework. We used epistemic network analysis to capture the dynamic reflection process and to understand the connections between the reflection stages (from low to high). We compared how different these connections were for students in high and low-performing groups.

Results and Conclusions

Our results revealed that most students were only able to achieve low and middle stages of reflection. Yet, students in low-performing groups predominantly followed low-to-middle stages of reflection. In contrast, students from high-performing groups demonstrated the ability to transition between low-to-middle and low-to-high stages of reflection. Based on these findings, we discuss implications for both research and practice, particularly emphasising the necessity to scaffold reflection when using LADs.

仪表板在学习分析(LA)研究中扮演着重要的角色。在协作活动中,仪表板可以显示团队参与的痕迹。它们通常是根据学生对仪表板的感知满意度和参与度来评估的。然而,在理解这些仪表板如何支持学生反思的微妙过程方面,存在着显著的方法差距。本文提供了经验证据,说明在使用学习分析仪表板(LAD)时,来自高表现和低表现群体的学生如何单独反映他们的表现。我们在医疗保健教育的背景下解决了这个问题,其中我们从基于模拟的协作活动中捕获了行动和定位数据,并生成了协作性LAD。共有41名护理专业学生被邀请参加一个临时半结构化的个人访谈,使用协作式LAD,同时回答一组提示,以反映他们的个人和团体表现。使用贝恩的5R反思框架对学生的反思进行编码和分析。我们使用认知网络分析来捕捉动态反思过程,并了解反思阶段之间的联系(从低到高)。我们比较了高表现组和低表现组学生之间这些联系的差异。结果与结论我们的研究结果显示,大多数学生只能达到中低阶段的反思。然而,表现不佳的学生主要是在中低阶段进行反思。相比之下,来自高绩效组的学生表现出在低到中、低到高反思阶段之间转换的能力。基于这些发现,我们讨论了对研究和实践的影响,特别强调了在使用lad时支架反射的必要性。
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引用次数: 0
Can we work it out? Affordances and constraints for cultivating perspective-taking in digital contexts 我们能解决吗?在数字环境中培养换位思考能力的支持和限制
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-26 DOI: 10.1111/jcal.13086
Shai Goldfarb Cohen, Gideon Dishon

Background

The rising importance of digital technologies in everyday communication has played a key role in processes of political polarization and rising mistrust and intolerance. We suggest this crisis could be productively conceptualized as a crisis in perspective-taking—the tendency and competency to actively consider others' mental and emotional states.

Objectives

This conceptual paper sets out to propose a theoretical framework that identifies the key affordances of digital platforms for promoting perspective-taking in formal educational settings (K-12 and higher education): (1) connecting diverse individuals, (2) simulating interactions with other perspectives and (3) supporting the articulation and sharing of perspectives.

Methods

Rather than summarizing the state of existing research, this paper aims to offer a novel conceptualization that allows unpacking the interplay between research on perspective-taking and work on the affordances and constraints of digital media. We identify the three key affordances outlined above, exemplifying them by focusing on one type of digital tool and comparing them along two axes: (i) the depth vs. diversity of interactions it supports and (ii) its cultivation of intergroup perspective-taking vs. interpersonal perspective-taking.

Results and Conclusions

This framework, we argue, articulates the advantages and limitations of digital tools towards engagement in perspective-taking, while providing a conceptual roadmap, and practical considerations, for researchers and practitioners interested in cultivating digitally mediated perspective-taking in educational settings.

数字技术在日常交流中日益重要,在政治两极分化、不信任和不容忍加剧的过程中发挥了关键作用。我们认为,这种危机可以有效地概念化为换位思考的危机,即积极考虑他人心理和情绪状态的倾向和能力。本概念性论文提出了一个理论框架,该框架确定了数字平台在促进正规教育环境(K-12和高等教育)中的观点吸收方面的关键功能:(1)连接不同的个体,(2)模拟与其他观点的互动,(3)支持观点的表达和分享。方法本文的目的不是总结现有研究的现状,而是提供一个新的概念,使透视研究与数字媒体的支持和约束之间的相互作用得以揭示。我们确定了上面概述的三个关键启示,通过关注一种数字工具并沿着两个轴进行比较来举例说明:(i)它所支持的互动的深度与多样性;(ii)它对群体间换位思考与人际换位思考的培养。我们认为,该框架阐明了数字工具在参与换位思考方面的优势和局限性,同时为有兴趣在教育环境中培养数字媒介换位思考的研究人员和实践者提供了概念路线图和实践考虑。
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引用次数: 0
Wearable smart glasses for first-person video analysis to evaluate nursing skills: A pilot study with a mixed method design 用于第一人称视频分析评估护理技能的可穿戴智能眼镜:一项混合方法设计的试点研究
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-26 DOI: 10.1111/jcal.13080
Sun Kyung Kim, Youngho Lee, Hye Ri Hwang, Oe Nam Kim

Background

Comprehensive assessment of skills and performance are necessary to improve the quality of care in nursing education. Various factors pose challenges to accurate assessments, including high student–teacher ratio and observer bias.

Objectives

To establish an assessment system based on first-person video of smart glasses and validate its usability and feasibility.

Methods

We used two cameras (smart glasses for first-person perspective and a web cam) to perform video analysis for skill and performance assessments. Usability tests were conducted using quantitative and qualitative questionnaires for the usefulness and acceptability of the current assessment system. Data from standardised checklists for three clinical nursing skills (intramuscular injection, endotracheal suction, and Levin tube feeding) were used to analyse the inter-rater reliability in addition to Fleiss' Kappa coefficient analysis. A total of 22 participants (18 students and 4 reviewers) were recruited. They completed the study. Apart from physical discomfort component, the proposed smart glasses-based first-person video assessment system achieved good usability scores from both students and reviewers.

Results and Conclusions

Fleiss' Kappa values for individual items ranged from 0.450 to 0.808, with an overall average value of 0.592. Results of this study validated the potential of smart glasses-based assessment system where a set of beneficial mechanisms may meaningfully support the formative learning process. However, issues regarding upgrading the device and need for guidelines for roles of raters and students still remain.

背景在护理教育中,综合评估技能和绩效是提高护理质量的必要条件。各种因素对准确评估构成挑战,包括高师生比例和观察者偏见。目的建立基于第一人称视频的智能眼镜评估系统,验证其可用性和可行性。方法我们使用两个摄像头(第一人称视角的智能眼镜和一个网络摄像头)进行视频分析,以评估技能和表现。可用性测试采用定量和定性问卷,以评估当前评估系统的有用性和可接受性。采用三种临床护理技能(肌内注射、气管内吸引和Levin管饲)的标准化核对表数据,除Fleiss' Kappa系数分析外,还分析了评分间信度。共招募了22名参与者(18名学生和4名审稿人)。他们完成了这项研究。除了身体不适的部分,所提出的基于智能眼镜的第一人称视频评估系统在学生和评论者中都获得了很好的可用性分数。结果与结论各单项Fleiss’Kappa值范围为0.450 ~ 0.808,总体平均值为0.592。本研究的结果验证了基于智能眼镜的评估系统的潜力,其中一套有益的机制可能有意地支持形成性学习过程。然而,有关设备升级的问题,以及对评分者和学生角色的指导方针的需求仍然存在。
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引用次数: 0
Integrating peer assessment cycle into ChatGPT for STEM education: A randomised controlled trial on knowledge, skills, and attitudes enhancement 将同行评估周期融入STEM教育ChatGPT:一项关于知识、技能和态度增强的随机对照试验
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-23 DOI: 10.1111/jcal.13085
Ting-Ting Wu, Hsin-Yu Lee, Pei-Hua Chen, Chia-Ju Lin, Yueh-Min Huang
<div> <section> <h3> Background</h3> <p>Science, Technology, Engineering, and Mathematics (STEM) education in Asian universities struggles to integrate Knowledge, Skills, and Attitudes (KSA) due to large classes and student reluctance. While ChatGPT offers solutions, its conventional use may hinder independent critical thinking.</p> </section> <section> <h3> Objectives</h3> <p>This study introduces PA-GPT, using ChatGPT as a “virtual peer” in peer assessments to promote active learning and enhance knowledge, higher-order thinking skills (HOTS), and attitudes—the core of KSA in STEM.</p> </section> <section> <h3> Methods</h3> <p>A randomised controlled trial involved 61 first-year engineering students (43 males, 18 females) from a university in Southern Taiwan enrolled in “Network Embedded Systems and Applications.” Participants, all with prior ChatGPT experience but no programming background, were purposively sampled. They were randomly assigned to the experimental group (<i>n</i> = 31) using PA-GPT or the control group (<i>n</i> = 30) using traditional ChatGPT. Over 8 weeks, data were collected using pre- and post-tests: a knowledge construction test (20 items, <i>α</i> = 0.85); a HOTS scale (<i>α</i> = 0.78–0.83) measuring critical thinking, problem-solving, and creativity; and the S-STEM questionnaire (<i>α</i> >0.80) assessing attitudes towards STEM subjects and 21st-century learning. ANCOVA analysed the data, controlling for pre-test scores, and Levene's test checked homogeneity of variances.</p> </section> <section> <h3> Results and Conclusions</h3> <p>ANCOVA results showed that PA-GPT significantly outperformed traditional ChatGPT in enhancing knowledge construction (<i>F</i> = 9.89, <i>p</i> = 0.002), critical thinking (<i>F</i> = 37.00, <i>p</i> < 0.001), problem-solving (<i>F</i> = 9.40, <i>p</i> = 0.003), creativity (F = 7.22, <i>p</i> = 0.009), and attitudes towards mathematics (<i>F</i> = 25.52, <i>p</i> < 0.001), engineering/technology (<i>F</i> = 16.06, <i>p</i> < 0.001), and 21st-century learning (<i>F</i> = 26.38, <i>p</i> < 0.001). These findings demonstrate that PA-GPT effectively addresses challenges in student engagement and HOTS development in STEM education by simulating peer interactions. Peer Assessment with ChatGPT (PA-GPT) promotes active learning and self-reflection, potentially revolutionising AI-assisted education in large class settings. This study provides pioneering evidence for the effectiveness of AI-driven peer assessment in enhancing comprehensive STEM competencies, offering a promising direction for future educational technology integration.</p> </section> <
亚洲大学的科学、技术、工程和数学(STEM)教育由于大班和学生的不情愿而难以整合知识、技能和态度(KSA)。虽然ChatGPT提供了解决方案,但它的常规使用可能会阻碍独立的批判性思维。本研究引入PA-GPT,使用ChatGPT作为同伴评估中的“虚拟同伴”,以促进主动学习,提高STEM中KSA的核心知识、高阶思维技能(HOTS)和态度。方法采用随机对照试验方法,选取台湾南部一所大学“网络嵌入式系统与应用”专业的61名一年级工科学生(男43名,女18名)。参与者之前都有ChatGPT的经验,但没有编程背景,有意取样。随机分为使用PA-GPT的实验组(n = 31)和使用传统ChatGPT的对照组(n = 30)。在8周内,采用前测和后测收集数据:知识构建测试(20项,α = 0.85);HOTS量表(α = 0.78-0.83)衡量批判性思维、解决问题和创造力;S-STEM问卷(α >0.80)评估对STEM科目和21世纪学习的态度。ANCOVA分析了数据,控制了测试前的分数,Levene的测试检查了方差的同质性。ANCOVA结果显示,PA-GPT在知识构建(F = 9.89, p = 0.002)、批判性思维(F = 37.00, p < 0.001)、问题解决(F = 9.40, p = 0.003)、创造力(F = 7.22, p = 0.009)、对数学(F = 25.52, p < 0.001)、工程/技术(F = 16.06, p < 0.001)和21世纪学习(F = 26.38, p < 0.001)的态度方面显著优于传统ChatGPT。这些发现表明,PA-GPT通过模拟同伴互动,有效地解决了STEM教育中学生参与和HOTS发展的挑战。基于ChatGPT的同伴评估(PA-GPT)促进了主动学习和自我反思,可能会在大班环境中彻底改变人工智能辅助教育。本研究为人工智能驱动的同行评估在提高STEM综合能力方面的有效性提供了开创性的证据,为未来的教育技术整合提供了一个有希望的方向。
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引用次数: 0
Kahoot! Game-based digital learning platform: A comprehensive meta-analysis Kahoot !基于游戏的数字学习平台:综合元分析
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-22 DOI: 10.1111/jcal.13084
Osman Özdemir
<div> <section> <h3> Background</h3> <p>In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are used significantly by teachers and students in educational environments worldwide.</p> </section> <section> <h3> Objectives</h3> <p>This article aims to examine the effects of Kahoot, a digital learning platform, on education through meta-analysis. This meta-analysis provides a holistic understanding of the potential impact of Kahoot on education by synthesizing the results of various experimental studies. This study evaluates the influence of Kahoot on key educational variables, such as academic achievement, retention, motivation, anxiety and attitude, which are essential for enhancing teaching methods and optimizing learning environments.</p> </section> <section> <h3> Methods</h3> <p>The study conducted a meta-analysis following the guidelines outlined in the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). A total of 43 studies that met the specified criteria were included in the sample, providing a comprehensive overview of the impact of Kahoot across different contexts. The sample was <i>n =</i> 1706 for the experimental group and <i>n =</i> 1647 for the control group.</p> </section> <section> <h3> Results and Conclusion</h3> <p>The findings from the meta-analysis indicate that Kahoot has a significant moderate positive effect on academic achievement, with an average effect size of 0.772 (95%CI: 0.540–1.004). The analysis also shows a very large positive effect on retention, with an average effect size of 1.492, suggesting that students using Kahoot tend to have significantly higher retention compared with those who do not. For motivation, Kahoot demonstrates a large positive effect, with an average effect size of 0.960, indicating that students using Kahoot tend to be more motivated. The impact on anxiety is less clear, with a small negative effect size of −0.338, suggesting a moderate reduction in anxiety levels among students using Kahoot. Lastly, Kahoot appears to have a medium positive effect on students' attitudes towards learning, with an average effect size of 0.678.</p> </section> <section> <h3> Takeaways</h3> <p>These results underscore th
近年来,科技在课堂上的广泛应用鼓励了传统教学方式向数字化学习环境的转变。科技游戏学习平台,如Kahoot!,用于鼓励学生在学习环境中积极参与和互动,在世界各地的教育环境中被教师和学生大量使用。本文旨在通过荟萃分析来检验数字学习平台Kahoot对教育的影响。本荟萃分析通过综合各种实验研究的结果,全面了解Kahoot对教育的潜在影响。本研究评估了Kahoot对学习成绩、记忆、动机、焦虑和态度等关键教育变量的影响,这些变量对于改进教学方法和优化学习环境至关重要。方法本研究按照系统评价和荟萃分析首选报告项目(PRISMA)中概述的指南进行了荟萃分析。样本中总共包含了43项符合指定标准的研究,全面概述了Kahoot在不同背景下的影响。实验组样本n = 1706,对照组样本n = 1647。结果与结论meta分析结果显示,Kahoot对学业成绩有显著的中等正向影响,平均效应量为0.772 (95%CI: 0.540 ~ 1.004)。分析还显示,Kahoot对留存率有非常大的积极影响,平均效应值为1.492,这表明使用Kahoot的学生的留存率明显高于不使用Kahoot的学生。在动机方面,Kahoot显示出较大的正向效应,平均效应量为0.960,说明使用Kahoot的学生往往更有动机。对焦虑的影响不太清楚,负效应大小为- 0.338,这表明使用Kahoot的学生的焦虑水平有适度的降低。最后,Kahoot对学生的学习态度有中等正向影响,平均效应量为0.678。这些结果强调了Kahoot作为一种有效教育工具的潜力。本研究的结果为教育工作者和政策制定者提供了有价值的指导信息,通过有效使用数字工具,如Kahoot,帮助优化教学方法和学习环境。研究结果表明,Kahoot可以提高学习成绩、记忆力、积极性和态度,并有可能减少焦虑,使其成为现代教育实践中有前途的数字工具。
{"title":"Kahoot! Game-based digital learning platform: A comprehensive meta-analysis","authors":"Osman Özdemir","doi":"10.1111/jcal.13084","DOIUrl":"https://doi.org/10.1111/jcal.13084","url":null,"abstract":"&lt;div&gt;\u0000 \u0000 \u0000 &lt;section&gt;\u0000 \u0000 &lt;h3&gt; Background&lt;/h3&gt;\u0000 \u0000 &lt;p&gt;In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are used significantly by teachers and students in educational environments worldwide.&lt;/p&gt;\u0000 &lt;/section&gt;\u0000 \u0000 &lt;section&gt;\u0000 \u0000 &lt;h3&gt; Objectives&lt;/h3&gt;\u0000 \u0000 &lt;p&gt;This article aims to examine the effects of Kahoot, a digital learning platform, on education through meta-analysis. This meta-analysis provides a holistic understanding of the potential impact of Kahoot on education by synthesizing the results of various experimental studies. This study evaluates the influence of Kahoot on key educational variables, such as academic achievement, retention, motivation, anxiety and attitude, which are essential for enhancing teaching methods and optimizing learning environments.&lt;/p&gt;\u0000 &lt;/section&gt;\u0000 \u0000 &lt;section&gt;\u0000 \u0000 &lt;h3&gt; Methods&lt;/h3&gt;\u0000 \u0000 &lt;p&gt;The study conducted a meta-analysis following the guidelines outlined in the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). A total of 43 studies that met the specified criteria were included in the sample, providing a comprehensive overview of the impact of Kahoot across different contexts. The sample was &lt;i&gt;n =&lt;/i&gt; 1706 for the experimental group and &lt;i&gt;n =&lt;/i&gt; 1647 for the control group.&lt;/p&gt;\u0000 &lt;/section&gt;\u0000 \u0000 &lt;section&gt;\u0000 \u0000 &lt;h3&gt; Results and Conclusion&lt;/h3&gt;\u0000 \u0000 &lt;p&gt;The findings from the meta-analysis indicate that Kahoot has a significant moderate positive effect on academic achievement, with an average effect size of 0.772 (95%CI: 0.540–1.004). The analysis also shows a very large positive effect on retention, with an average effect size of 1.492, suggesting that students using Kahoot tend to have significantly higher retention compared with those who do not. For motivation, Kahoot demonstrates a large positive effect, with an average effect size of 0.960, indicating that students using Kahoot tend to be more motivated. The impact on anxiety is less clear, with a small negative effect size of −0.338, suggesting a moderate reduction in anxiety levels among students using Kahoot. Lastly, Kahoot appears to have a medium positive effect on students' attitudes towards learning, with an average effect size of 0.678.&lt;/p&gt;\u0000 &lt;/section&gt;\u0000 \u0000 &lt;section&gt;\u0000 \u0000 &lt;h3&gt; Takeaways&lt;/h3&gt;\u0000 \u0000 &lt;p&gt;These results underscore th","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 1","pages":""},"PeriodicalIF":5.1,"publicationDate":"2024-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/jcal.13084","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142861965","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
ICT and academic achievement in secondary education: A hierarchical linear modelling 信息和通信技术与中学教育的学业成绩:分层线性建模
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-21 DOI: 10.1111/jcal.13070
F. Sehkar Fayda-Kinik, Munevver Cetin
<div> <section> <h3> Background</h3> <p>The unprecedented access to information in the 21st century entails a deep understanding of information and communication technology (ICT)-related factors in education and their impacts on learning and teaching. The role of attitudes towards ICT is a proven factor in student achievement. However, there is no consensus about the direction of this impact.</p> </section> <section> <h3> Objectives</h3> <p>This study aimed to explore the relationship between student attitudes towards ICT including interest in ICT (INTICT), perceived ICT competence (COMPICT), perceived autonomy related to ICT use (AUTICT) and ICT in social interaction (SOIAICT), and their achievement scores for mathematics, reading, and science by analysing student-, school-, and country-level factors hierarchically in the quartiles of performance.</p> </section> <section> <h3> Methods</h3> <p>The study group was determined as 300,279 15-year-old students from 21,903 schools in 53 countries. Descriptive and correlational analyses were carried out in addition to the hierarchical linear modelling (HLM) employed to reveal the relationship between attitudes towards ICT and academic achievement in mathematics, reading, and science through the investigation of student-, school-, and country-level factors hierarchically in the quartiles of performance.</p> </section> <section> <h3> Results and Conclusions</h3> <p>The results detected moderate to weak relationships among the constructs of INTICT, COMPICT, AUTICT and SOIAICT. Based on the HLM findings, complex interactions between ICT attitudes and academic performance were identified with a tendency towards positive associations between specific attitude components and high achievement levels, particularly in mathematics and science. The research identified the significance of considering student-, school-, and country-level factors for high, above-average, below-average, and low achievers to comprehensively understand the role of ICT attitudes in shaping educational outcomes.</p> </section> <section> <h3> Takeaways</h3> <p>Policymakers should design educational policies, subject-specific strategies and ICT-related interventions by considering the multifaceted factors influencing student performance across different subjects and achievement quartiles. Particularly at the school and country levels, contextual factors should be evaluated when designing interventions to support low achievers.</p>
21世纪前所未有的信息获取要求我们深刻理解与信息通信技术(ICT)相关的教育因素及其对学与教的影响。对信息和通信技术的态度在学生成绩中的作用已得到证实。然而,对于这种影响的方向还没有达成共识。摘要本研究旨在探讨学生对ICT的态度,包括ICT兴趣(INTICT)、ICT能力感知(COMPICT)、ICT使用自主性感知(AUTICT)和ICT社交互动感知(SOIAICT)与数学、阅读和科学成绩之间的关系。国家层面的因素按四分位数分级。方法选取53个国家21903所学校的300279名15岁学生作为研究对象。除了采用层次线性模型(HLM)来揭示对信息通信技术的态度与数学、阅读和科学方面的学术成就之间的关系之外,还进行了描述性和相关性分析,该模型通过调查学生、学校和国家层面的因素在表现的四分位数中分层进行了调查。结果与结论INTICT、COMPICT、AUTICT和soiict构形之间存在中至弱的相关关系。基于HLM的研究结果,信息通信技术态度与学业成绩之间的复杂相互作用被确定为特定态度成分与高成就水平之间的正相关趋势,特别是在数学和科学方面。该研究确定了考虑学生、学校和国家层面因素对高、高于平均水平、低于平均水平和低成就的重要性,以全面了解信息通信技术态度在塑造教育成果方面的作用。决策者应通过考虑影响不同学科和成绩四分位数学生表现的多方面因素,设计教育政策、特定学科战略和与信息通信技术相关的干预措施。特别是在学校和国家一级,在设计支持低成就者的干预措施时,应评估环境因素。
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引用次数: 0
Incorporating online writing resources into self-regulated learning strategy-based instruction: An intervention study 将在线写作资源纳入基于自我调节学习策略的教学:干预研究
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-10 DOI: 10.1111/jcal.13081
Tomoko Yabukoshi, Atsushi Mizumoto

Background

While self-regulated learning (SRL) strategy-based writing instruction has been proposed in English as a foreign language (EFL) classrooms, there is insufficient evidence with Japanese EFL learners and little discussion on incorporating online resources into SRL strategy-based writing instruction, despite the availability of various online platforms.

Objectives

This study proposed an SRL strategy-based instruction for technology-assisted writing and explored its immediate and sustained impacts on Japanese tertiary EFL learners' writing performance, reported use of SRL strategies, self-efficacy beliefs and perceived acceptance of technology.

Methods

The research design used was a pre-experimental pre-test, post-test and delayed post-test design with a quantitative approach using convenience sampling. Participants were 44 students enrolled in an academic writing course at a Japanese university. Over an 8-week period, these students received SRL strategy-based writing instruction supported by online writing resources. The research instruments included writing tests and questionnaires assessing SRL strategies, self-efficacy and technology acceptance at the beginning of the intervention (Time 1), immediately after the intervention (Time 2) and 1 month after the intervention (Time 3). The data analysis techniques involved ANOVA, post-hoc tests, and examination of the effect sizes.

Results and Conclusion

The results showed statistically significant improvements in students' writing performance, SRL strategy use, self-efficacy and technology acceptance from Time 1 to Time 2 and persistent impacts at Time 3, suggesting the intervention's potential to improve EFL writing. This study contributes to EFL writing pedagogy by exploring the immediate and sustained impacts of teaching SRL strategies in a technology-enhanced writing environment.

背景 虽然在英语作为外语(EFL)的课堂上已经提出了以自我调节学习(SRL)策略为基础的写作教学,但在日本的 EFL 学习者中却没有足够的证据,而且尽管有各种在线平台,但关于将在线资源纳入以 SRL 策略为基础的写作教学的讨论却很少。 本研究提出了一种基于 SRL 策略的技术辅助写作教学,并探讨了它对日本高等院校 EFL 学习者的写作成绩、报告的 SRL 策略使用情况、自我效能信念和对技术的感知接受程度的直接和持续影响。 研究方法 研究设计采用了实验前预测试、实验后测试和延迟后测试设计,并采用便利抽样的定量方法。参与者为日本一所大学学术写作课程的 44 名学生。在为期8周的时间里,这些学生接受了基于SRL策略的写作指导,并得到了在线写作资源的支持。研究工具包括写作测试和调查问卷,分别在干预开始时(时间1)、干预结束后(时间2)和干预结束1个月后(时间3)对SRL策略、自我效能感和技术接受度进行评估。数据分析方法包括方差分析、事后检验和效应大小检验。 结果与结论 结果表明,从时间 1 到时间 2,学生的写作成绩、自学能力策略使用、自我效能感和技术接受度都有了统计学意义上的显著提高,并且在时间 3 时仍有持续影响,这表明该干预措施具有提高 EFL 写作水平的潜力。本研究通过探讨在技术强化的写作环境中教授自学能力策略的直接和持续影响,为 EFL 写作教学法做出了贡献。
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引用次数: 0
Using knowledge building and flipped learning to enhance students' learning performance in a hands-on STEM activity 利用知识建构和翻转学习提高学生在 STEM 实践活动中的学习成绩
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-08 DOI: 10.1111/jcal.13069
Jyun-Chen Chen, Chia-Yu Liu

Background

Society requires individuals to have the ability to synthesise knowledge from diverse sources, typically acquired through science, technology, engineering, and mathematics (STEM) education.

Objectives and Methods

We utilised a moderately rigorous design to investigate the effects of combining a hands-on STEM activity with active learning approaches of knowledge building (KB) and flipped learning on the learning performance of 188 senior students. Students needed to work in groups to construct a remote-controlled car using a remote-control module and electrical circuit, followed by the task of putting balls into a basket.

Results

After the activity, all participants' STEM knowledge, learning motivation, and creativity improved. For STEM knowledge, students who received the integrated KB and flipped learning approach (E2 group) outscored those who received only KB (E1 group), whereas the E1 group outperformed those who received lectures (control group). For learning motivation, the E1 group outperformed the control group. The E2 group outperformed the control group on the post-test only when the students' learning motivation pre-test scores were lower, suggesting the effectiveness of both active learning approaches. For creativity, both E1 and E2 groups performed better than the control group.

Conclusions

The potential benefits of combining active learning approaches with hands-on STEM activities were revealed in terms of STEM knowledge, learning motivation, and creativity. Surprisingly, the combination method was the most effective in energising unmotivated students for STEM education.

背景 社会要求个人具备综合不同来源知识的能力,这种能力通常是通过科学、技术、工程和数学(STEM)教育获得的。 目标和方法 我们采用适度严谨的设计,研究了将 STEM 实践活动与知识建构(KB)和翻转学习等主动学习方法相结合对 188 名高年级学生学习成绩的影响。学生需要以小组为单位,利用遥控模块和电路制作一辆遥控汽车,然后完成将球放入篮子的任务。 结果 活动结束后,所有参与者的 STEM 知识、学习动力和创造力都有所提高。在 STEM 知识方面,接受综合知识库和翻转学习法的学生(E2 组)的成绩优于只接受知识库的学生(E1 组),而 E1 组的成绩优于接受讲座的学生(对照组)。在学习动机方面,E1 组优于对照组。只有当学生的学习动机前测分数较低时,E2 组才会在后测成绩上优于对照组,这表明两种主动学习方法都很有效。在创造力方面,E1 和 E2 组的表现均优于对照组。 结论 将主动学习法与动手实践 STEM 活动相结合,在 STEM 知识、学习动机和创造力方面都有潜在的益处。令人惊讶的是,在激发无心向学的学生对 STEM 教育的兴趣方面,结合法最为有效。
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引用次数: 0
Desktop-based virtual reality social platforms versus video conferencing platforms for online synchronous learning in higher education: An experimental study to evaluate students' learning gains and user experience 基于桌面的虚拟现实社交平台与视频会议平台在高等教育在线同步学习中的对比:评估学生学习收获和用户体验的实验研究
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-06 DOI: 10.1111/jcal.13075
Anna Flavia Di Natale, Claudia Repetto, Daniela Villani

Background

Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes.

Objectives

This study examined the effectiveness of desktop-based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students' learning gains and experiences in online synchronous learning.

Methods

The study used a within-subject design, involving 34 college students in two online lecture modules, one via a VR social platform and another through a VC platform. Knowledge assessments occurred pre- and post-modules and after 1 week. Students also completed post-module questionnaires to evaluate their learning experience, in terms of social presence, easiness of use and perceived emotions. In-depth interviews provided further insights into their experiences with both platforms.

Results

The study showed that using VR social platforms for online synchronous learning enhanced immediate knowledge, especially in students less interested in the content, yet it did not notably impact long-term knowledge retention. Despite no significant findings in social presence from questionnaires, interviews indicated that the VR's heightened interactivity might be offset by the effect of not seeing others' real appearances in promoting social presence. Furthermore, the VC platform was found to be easier to use, attributed to its familiarity and user-friendliness. Finally, students experienced increased fun, awe and interest, along with reduced boredom, when using the VR social platform.

Conclusion

The findings highlight the potential of VR to enrich online learning while underscoring the need for effective strategies facilitating a smooth integration into educational settings.

背景 高等教育中的在线同步学习经常难以克服社交存在感方面的差距,从而导致学生不满意和学习效果不佳。 目的 本研究考察了基于桌面的虚拟现实(VR)社交平台与视频会议(VC)平台相比,在提高学生在线同步学习的收获和体验方面的有效性。 研究方法 该研究采用主体内设计,34 名大学生参与了两个在线讲座模块,一个通过 VR 社交平台,另一个通过 VC 平台。知识评估在模块前、模块后和一周后进行。学生们还完成了模块后的问卷调查,从社交存在感、易用性和感知情绪等方面评估他们的学习体验。通过深入访谈,学生们进一步了解了使用这两个平台的体验。 结果 研究表明,在在线同步学习中使用虚拟现实社交平台能增强即时知识,尤其是对内容不太感兴趣的学生,但这对长期知识保留并无明显影响。尽管问卷调查在社交存在感方面没有明显发现,但访谈表明,VR 增强的互动性可能会被看不到他人真实面貌的影响所抵消,从而促进社交存在感。此外,由于 VC 平台的熟悉性和用户友好性,学生发现 VC 平台更容易使用。最后,学生们在使用 VR 社交平台时体验到了更多的乐趣、敬畏感和兴趣,同时也减少了无聊感。 结论 研究结果凸显了 VR 在丰富在线学习方面的潜力,同时也强调了需要制定有效的策略,促进 VR 与教育环境的顺利融合。
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引用次数: 0
Duration versus accuracy—what matters for computerised adaptive testing in schools? 持续时间与准确性--学校电脑适应性测试的关键是什么?
IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-10-06 DOI: 10.1111/jcal.13074
Nikola Ebenbeck, Morten Bastian, Andreas Mühling, Markus Gebhardt

Background

Computerised adaptive tests (CATs) are tests that provide personalised, efficient and accurate measurement while reducing testing time, depending on the desired level of precision. Schools have different types of assessments that can benefit from a significant reduction in testing time to varying degrees, depending on the area of application, but for which the loss of measurement accuracy has a different impact. The implementation of CAT can take several approaches, each of which can potentially affect the resulting test length and accuracy.

Objectives

We compare the methods of estimation-based CAT and binary-search-based CAT to determine the extent to which they are suitable for school assessment in terms of their length and accuracy.

Methods

This study uses simulations based on empirical data from a cohort of pupils with and without special needs (n = 400) to examine the effects of probabilistic estimation-based CAT and deterministic binary-search-based CAT on the length and accuracy of an adaptive reading test for pupils with different ability levels.

Results and Conclusions

Estimation-based CAT leads to a 40% test reduction with an average accuracy of r = 0.96, while binary-search-based CAT leads to a test reduction of up to 88% with an average accuracy of r = 0.83. Both methods demonstrate the applicability of CAT in educational environments. Practical advantages and disadvantages of both methods for learning environments are discussed, as well as which method is best suited for specific assessment needs.

背景 计算机化自适应测验(CAT)是一种能提供个性化、高效和精确测量的测验,同时还能根据所需的精确程度缩短测验时间。根据应用领域的不同,学校有不同类型的评估,这些评估可以在不同程度上受益于测试时间的大幅缩短,但测量精确度的损失会对这些评估产生不同的影响。实施计算机辅助测试可以采用多种方法,每种方法都可能影响测试时间和准确性。 目的 我们比较了基于估算的计算机辅助测验和基于二元搜索的计算机辅助测验两种方法,以确定它们在测验长度和准确性方面适合学校评估的程度。 方法 本研究以一组有特殊需要和无特殊需要的学生(n = 400)的经验数据为基础进行模拟,研究基于概率估计的计算机辅助阅读和基于确定性二元搜索的计算机辅助阅读对不同能力水平学生的适应性阅读测试的长度和准确性的影响。 结果和结论 基于估算的计算机辅助学习可使测试时间缩短 40%,平均准确率为 r = 0.96;基于二元搜索的计算机辅助学习可使测试时间缩短 88%,平均准确率为 r = 0.83。这两种方法都证明了 CAT 在教育环境中的适用性。本文讨论了这两种方法在学习环境中的实际优缺点,以及哪种方法最适合特定的评估需求。
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引用次数: 0
期刊
Journal of Computer Assisted Learning
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