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Do learners share the same perceived learning outcomes in MOOCs? Identifying the role of motivation, perceived learning support, learning engagement, and self-regulated learning strategies 学习者在MOOC中的学习结果是否相同?确定动机、感知学习支持、学习参与和自我调节学习策略的作用
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100880
Xiaomei Wei , Nadira Saab , Wilfried Admiraal

The aim of this study was to examine how motivation, perceived learning support, learning engagement, and self-regulated learning strategies relate to learners' perceived learning outcomes of massive open online courses (MOOCs). An online survey was administered to 546 participants from four MOOCs. Seven types of reasons for attending MOOCs were identified, ranging from intrinsic to extrinsic motivation. One-way MANOVA revealed that learners with autonomous motivation demonstrate higher scores on perceived learning outcomes than learners with controlled motivation. In addition, multiple regression analysis methods showed that course design, interaction with instructors and peers, engagement in learning activities, and applying cognitive and metacognitive learning strategies significantly explain differences in perceived learning outcomes. Furthermore, mediation analyses demonstrated that cognitive and metacognitive learning strategies significantly mediated the relationships between motivation, perceived learning support, and learning engagement on the one hand and perceived learning outcomes on the other. Finally, practical implications are discussed and future research directions are recommended.

本研究的目的是检验动机、感知的学习支持、学习参与和自我调节的学习策略如何与学习者在大规模开放在线课程(MOOC)中感知的学习结果相关。对来自四个MOOC的546名参与者进行了在线调查。确定了参加慕课的七种原因,从内在动机到外在动机。MANOVA的一种方法显示,具有自主动机的学习者在感知学习结果方面的得分高于具有受控动机的学生。此外,多元回归分析方法表明,课程设计、与教师和同伴的互动、参与学习活动以及应用认知和元认知学习策略可以显著解释感知学习结果的差异。此外,中介分析表明,认知和元认知学习策略显著中介了动机、感知学习支持和学习参与与感知学习结果之间的关系。最后,讨论了实际意义,并提出了未来的研究方向。
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引用次数: 20
Identifying university students’ online academic help-seeking patterns and their role in Internet self-efficacy 大学生网络学术求助模式的识别及其在网络自我效能感中的作用
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100893
Yang-Hsin Fan , Tzung-Jin Lin

The main purposes of this study were, first, to identify Taiwanese university students’ online academic help-seeking (OAHS) patterns and further to compare their Internet self-efficacy (ISE) among the identified patterns. A total of 366 Taiwanese university students were invited to fill out two questionnaires to understand their OAHS and ISE, respectively. The results revealed that three OAHS patterns, adaptive, self-reliant, and socially-affiliated, were characterized based on the cluster analysis. The differences in the students’ various ISE dimensions among the three patterns were then compared. The adaptive students, who commonly adopted all types of OAHS behaviors, tended to be the most efficacious in the seven measured ISE dimensions. The self-reliant students, highlighting that they mainly sought help by searching for relevant information online, showed higher confidence in the ISE dimensions of “Usage,” “Application,” and “Learning” than did the socially-affiliated students (i.e., those who tended to use formal and informal queries to seek academic help online). The socially-affiliated students only showed higher confidence in sharing online information than the self-reliant students. However, in the “Communication,” “Verifying,” and “Metacognition” ISE dimensions, there were no significant differences between the socially-affiliated and self-reliant students.

本研究的主要目的是,首先,识别台湾大学生的在线学术求助(OAHS)模式,并进一步比较他们在所识别的模式中的网络自我效能感(ISE)。共有366名台湾大学生被邀请填写两份问卷,分别了解他们的OAHS和ISE。结果表明,基于聚类分析,OAHS有三种模式,即适应性、自力更生和社会附属。然后比较了三种模式下学生不同ISE维度的差异。适应性学生通常采用所有类型的OAHS行为,在七个测量的ISE维度中往往是最有效的。自力更生的学生强调,他们主要通过在线搜索相关信息来寻求帮助,他们对“使用”、“应用”和“学习”的ISE维度表现出比社会关系学生(即那些倾向于使用正式和非正式查询来在线寻求学术帮助的学生)更高的信心。与自力更生的学生相比,有社会关系的学生在分享在线信息方面只表现出更高的信心。然而,在“沟通”、“验证”和“元认知”ISE维度上,社会附属和自力更生的学生之间没有显著差异。
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引用次数: 2
Towards a fully online flipped classroom model to support student learning outcomes and engagement: A 2-year design-based study 建立一个完全在线的翻转课堂模式,以支持学生的学习成果和参与度:一项为期2年的基于设计的研究
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100878
Chengyuan Jia , Khe Foon Hew , Du Jiahui , Li Liuyufeng

The overarching goal of this design-based research is to develop and evaluate a set of design principles for a fully online flipped classroom to support students' learning outcomes, behavioural, emotional, and cognitive engagement. In a fully online flipped classroom, students are encouraged to complete online pre-class activities asynchronously. But unlike in the conventional flipped approach, students do not subsequently meet face-to-face in classrooms, but rather online synchronously. The testbed involved a conventional flipped class (Cycle 0), a fully online flipped class (Cycle 1), and a refined fully online flipped class (Cycle 2). The results showed that although all three groups of students performed equally well in learning, the refined online flipped model was more effective in supporting students' behavioural engagement in the synchronous online class sessions than the online flipped model. This study contributes to the extant literature by explicating the design principles that support student engagement in fully online flipped learning.

这项基于设计的研究的首要目标是为一个完全在线的翻转课堂制定和评估一套设计原则,以支持学生的学习成果、行为、情感和认知参与。在完全在线的翻转课堂中,鼓励学生异步完成在线课前活动。但与传统的翻转方式不同,学生们随后不会在课堂上面对面见面,而是同步在线见面。试验台包括一个传统的翻转课堂(第0周期)、一个完全在线的翻转课程(第1周期)和一个改进的完全在线的翻页课程(第2周期)。结果表明,尽管三组学生的学习表现都一样好,但与在线翻转模型相比,改进的在线翻转模型在支持学生在同步在线课堂中的行为参与方面更有效。本研究通过解释支持学生参与完全在线翻转学习的设计原则,为现有文献做出了贡献。
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引用次数: 10
Progression of students' SRL processes in subsequent programming problem-solving tasks and its association with tasks outcomes 学生SRL过程在后续编程问题解决任务中的进展及其与任务结果的关系
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100881
Marek Hatala , Sina Nazeri , Fatemeh Salehian Kia

Learning programming is difficult, and many students fail or have poor outcomes. To learn to program means to master steps in the complex problem-solving activity. Previous research uncovered a rich set of domain-specific and generic cognitive and metacognitive strategies students use when they learn to program. The processes that problem-solving experts demonstrate are very similar to those studied by self-regulated learning researchers. This study proposes Self-Regulated Learning (SRL) process types derived from the SRL phases indicators developed from log data captured from students' interaction with the instructional scaffold for programming assignments in LMS. The process types were defined from theoretical and pragmatic perspectives, with the aim to indicate concrete interventions for improving problemsolving skills. We have observed and quantified students' use of the SRL processes of distinct types in the series of five problem-solving assignments. We have also observed the progression of SRL processes used by each student in the assignments. Our modelling showed that students with domain knowledge at the same level achieve higher assignment marks when they demonstrate SRL processes at the higher level; importantly, students with the lowest programming skills benefit the most.

学习编程是困难的,许多学生失败或成绩不佳。学习编程意味着掌握复杂问题解决活动中的步骤。先前的研究发现,学生在学习编程时使用了一套丰富的特定领域和通用的认知和元认知策略。解决问题专家所展示的过程与自我调节学习研究人员所研究的过程非常相似。本研究提出了自我调节学习(SRL)过程类型,该过程类型源于SRL阶段指标,该指标是从学生与LMS中编程作业的教学支架的互动中获取的日志数据中开发的。过程类型是从理论和实践的角度定义的,目的是指出提高解决问题技能的具体干预措施。我们观察并量化了学生在五项解决问题的系列作业中使用不同类型的SRL过程的情况。我们还观察了每个学生在作业中使用的SRL过程的进展。我们的模型显示,具有相同水平领域知识的学生在更高水平上展示SRL过程时,会获得更高的作业分数;重要的是,编程技能最低的学生受益最大。
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引用次数: 3
Bichronous online learning: Award-winning online instructor practices of blending asynchronous and synchronous online modalities 同步在线学习:屡获殊荣的混合异步和同步在线模式的在线讲师实践
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100879
Florence Martin , Swapna Kumar , Albert D. Ritzhaupt , Drew Polly

Bichronous Online Learning is the blending of asynchronous and synchronous online learning. In this qualitative study, 12 award-winning online instructors were interviewed for their online teaching practices focused on blending, design, facilitation, and assessment of asynchronous and synchronous online modalities. Data was collected through virtual interviews which were recorded, transcribed and analyzed. Award-winning instructor practices of blending are discussed through their blending decisions, sequences, and models. Instructors shared their decisions related to blending, such as modality purposes, affordances, and required or optional synchronous sessions. Blending sequences that emerged were asynchronous followed by synchronous, asynchronous followed by synchronous and then asynchronous again. Blending models that resulted were the complement model, replacement model and enhancement model. Asynchronous and synchronous design, facilitation and assessment strategies used by the award-winning online instructors are discussed in detail. The findings have implications for online instructors, students, instructional designers and administrators.

双时在线学习是异步和同步在线学习的融合。在这项定性研究中,采访了12位获奖的在线教师,他们的在线教学实践侧重于异步和同步在线模式的融合、设计、促进和评估。数据是通过虚拟访谈收集的,这些访谈被记录、转录和分析。通过混合决策、顺序和模型,讨论了屡获殊荣的混合教练实践。讲师们分享了他们与混合相关的决定,如模态目的、可供性以及要求或可选的同步会话。出现的混合序列是异步的,然后是同步的,异步的,再同步的,然后又是异步的。由此产生的混合模型是补充模型、替换模型和增强模型。详细讨论了获奖在线讲师使用的异步和同步设计、促进和评估策略。研究结果对在线教师、学生、教学设计人员和管理人员都有启示。
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引用次数: 9
Credit hours is not enough: Explaining undergraduate perceptions of course workload using LMS records 学分是不够的:使用LMS记录解释本科生对课程工作量的看法
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100882
Zachary A. Pardos , Conrad Borchers , Run Yu

Credit hours traditionally quantify expected instructional time per week in a course, informing student course selection decisions and contributing to degree requirement satisfaction. In this study, we investigate course load measures beyond this metric, including determinants from course assignment structure and LMS interactions. Collecting 596 course load ratings on time load, mental effort, and psychological stress, we investigate to what extent course design decisions gleaned from LMS data explain students’ perception of course load. We find that credit hours alone explain little variance compared to LMS features, specifically number of assignments and course drop ratios late in the semester. Student-level features (e.g., satisfied prerequisites and course GPA) exhibited stronger associations with course load than the credit hours of a course; however, they added only little explained variance when combined with LMS features. We analyze students’ perceived importance and manageability of course load dimensions and argue in favor of adopting a construct of course load more holistic than credit hours.

学分通常量化课程中每周的预期教学时间,为学生的课程选择决策提供信息,并有助于满足学位要求。在这项研究中,我们研究了超出这一指标的课程负荷测量,包括来自课程分配结构和LMS交互的决定因素。我们收集了596个关于时间负荷、心理努力和心理压力的课程负荷评分,调查了从LMS数据中收集的课程设计决策在多大程度上解释了学生对课程负荷的感知。我们发现,与LMS特征相比,仅凭学时就可以解释很少的差异,特别是学期末的作业数量和课程下降率。学生水平特征(例如,满足的先决条件和课程平均成绩)与课程负荷的相关性比课程的学时更强;然而,当与LMS特征相结合时,它们只添加了很少的解释方差。我们分析了学生对课程负荷维度的重要性和可管理性,并主张采用比学时更全面的课程负荷结构。
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引用次数: 3
Measuring social presence in online-based learning: An exploratory path analysis using log data and social network analysis 测量在线学习中的社交存在:使用日志数据和社交网络分析的探索性路径分析
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.1016/j.iheduc.2022.100894
Lisa-Maria Norz, Verena Dornauer, Werner O. Hackl, Elske Ammenwerth

Social presence is a key element in collaborative/cooperative learning. In online learning environments, it is challenging to measure the current state of social presence. This work aims to identify measures of social presence.

We manually coded 3546 students' postings (n = 49 students). We selected measures from social network analysis and indices derived from log data as potential indicators. We conducted an exploratory path analysis to define which indicators appropriately describe social presence.

The size of the individual egocentric student's network (path coefficient = −0.56**) and constraint (path coefficient = −0.51**), as well as the number of forums in which students were active (path coefficient = 0.49**) and the number of solved learning activities (path coefficient = −0.59**) were indicators of the level of social presence.

We were able to identify four indicators for social presence in online-based courses readily available within routine data from learning management systems. We will focus now on how social presence in an ongoing course develops.

社会存在是协作/合作学习的一个关键因素。在在线学习环境中,衡量当前的社交状态是一项挑战。这项工作旨在确定社会存在的衡量标准。我们手动编码了3546名学生的帖子(n=49名学生)。我们选择了社交网络分析中的指标和日志数据中的指数作为潜在指标。我们进行了探索性路径分析,以确定哪些指标能够恰当地描述社会存在。以自我为中心的学生个人网络的规模(路径系数=−0.56**)和约束(路径系数=−0.51**),以及学生活跃的论坛数量(路径系数=0.49**)和解决的学习活动数量(路径系数=−0.59**)是社会存在水平的指标。我们能够在学习管理系统的常规数据中找到在线课程中社交存在的四个指标。现在,我们将重点关注正在进行的课程中的社会存在是如何发展的。
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引用次数: 3
Let them choose: Optional assignments and online learning patterns as predictors of success in online general chemistry courses 让他们自己选择:可选作业和在线学习模式作为在线普通化学课程成功的预测因素
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.1016/j.iheduc.2022.100867
Yael Feldman-Maggor , Ron Blonder , Inbal Tuvi-Arad

This study examined learning processes in undergraduate online general chemistry courses. The study aimed to characterize learners according to their learning patterns and to identify indicators that predict students' success in an online environment. Specifically, we focused on the role of a central factor affecting success in online courses: self-regulated learning and learner engagement. To this end, we used a mixed methods approach that combines semi-structured interviews and statistical analysis. We applied two logistic regression models and a decision tree algorithm and found two parameters that can predict completion of the course: the submission status of an optional assignment and the students' cumulative video opening pattern (SCOP). Recommendations for institutions and lecturers regarding the benefits of implementing these models to identify self-regulated learning patterns in online courses and to design future effective interventions are discussed. Regarding students, we emphasize the importance of time management and how choices they make with respect to their learning process affect their potential for success.

本研究考察了本科在线普通化学课程的学习过程。该研究旨在根据学习者的学习模式来描述他们的特征,并确定预测学生在在线环境中取得成功的指标。具体来说,我们关注的是影响在线课程成功的一个核心因素:自主学习和学习者参与。为此,我们采用了半结构化访谈和统计分析相结合的混合方法。我们应用了两个逻辑回归模型和决策树算法,并找到了两个可以预测课程完成情况的参数:可选作业的提交状态和学生的累积视频开放模式(SCOP)。针对实施这些模式的好处,对机构和讲师提出了建议,以确定在线课程中自我调节的学习模式,并设计未来有效的干预措施。对于学生,我们强调时间管理的重要性,以及他们在学习过程中所做的选择如何影响他们成功的潜力。
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引用次数: 8
Improving serious games by crowdsourcing feedback from the STEAM online gaming community 通过STEAM在线游戏社区的众包反馈改进严肃游戏
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.1016/j.iheduc.2022.100874
Christian Moro , Charlotte Phelps , James Birt

The inclusion of game-based learning in tertiary institutions is increasing as educators seek ways to enhance student engagement and motivation. During the development process for gaming resources, educators need feedback to ensure a quality learning experience. In many cases this feedback is generally received from students at the end of the subject or course and is often regulated centrally. Another way of garnering feedback and capturing player analytics could be to capitalize on the millions of global gamers. A game developed for use in a Health Sciences and Medicine program, The King's Request: Physiology and Anatomy Revision Game, was made freely available on the Steam platform. Over 16,000 Steam users engaged with the game over 12 months, with 150 providing written reviews. In contrast, a cohort of 100 first-year health science and medical students were requested to review the game after playing in class, with only 17 providing written feedback. In reviewing feedback, similarities were found between the groups, such as where both Steam community players and in-class students requested more questions and a longer game. However, the Steam community highlighted several unique aspects which could be used to improve the game for learning, such as a refined implementation of the incentive system. As the online gaming community is far larger than students enrolled in any tertiary subject, its expansive feedback can be used to accelerate the design and refinement of serious games. This wealth of feedback could provide unique insights for educators wishing to improve the provision of games in education and the overall student learning experience.

随着教育工作者寻求提高学生参与度和积极性的方法,高等教育机构越来越多地将基于游戏的学习纳入其中。在游戏资源的开发过程中,教育工作者需要反馈来确保高质量的学习体验。在许多情况下,这些反馈通常是在课程结束时从学生那里收到的,并且通常是集中管理的。另一种获取反馈和玩家分析的方法便是利用全球数百万玩家。一款专为健康科学和医学课程开发的游戏《国王的要求:生理学和解剖学复习游戏》在Steam平台上免费发布。超过16000名Steam用户在12个月内参与了游戏,其中150人提供了书面评论。相比之下,100名一年级健康科学和医学专业的学生被要求在课堂上玩完游戏后对游戏进行评论,只有17人提供了书面反馈。在回顾反馈时,我们发现了小组间的相似之处,例如Steam社区玩家和课堂学生都要求更多问题和更长时间的游戏。然而,Steam社区强调了一些可以用于改进游戏的独特方面,例如完善激励系统的执行。由于在线游戏社区的规模远远大于任何高等院校的学生,因此其广泛的反馈可用于加速严肃游戏的设计和改进。这些丰富的反馈可以为教育工作者提供独特的见解,帮助他们改善教育中的游戏和学生的整体学习体验。
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引用次数: 6
Developing effective e-learning environments through e-learning use mediating technology affordance and constructivist learning aspects for performance impacts: Moderator of learner involvement 通过电子学习开发有效的电子学习环境,使用中介技术、资源和建构主义学习方面的绩效影响:学习者参与的调节因素
IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.1016/j.iheduc.2022.100871
Ing-Long Wu , Pi-Jung Hsieh , Shwu-Ming Wu

E-learning use indicates the success of implementing e-learning environments since it plays a key role in mediating drivers for goal achievement. The motivation for e-learning use greatly depends on developing effective e-learning processes. Two particular issues, technology use and constructivist learning, are proposed for further defining three key determinants, technology affordances, e-content interaction, and e-social interaction, as the determinants of e-learning use, and in turn, academic performance. The three determinants for their integration are unique for a special guide to effective e-learning design. Learner involvement is an emotional moderator for an interactive role with e-learning use. An existing e-learning environment with learning experience is used to collect both subjective and objective data. Technology affordances and e-content interaction have important influence on e-learning use, whereas e-social interaction does not. E-learning use also indicates the importance as a key mediator to achieve academic performance. Learner involvement shows insignificance with the moderating role. These findings have important implications for developing new learning approaches and effective e-learning processes, in particular, the insignificance of e-social interaction and learner involvement.

电子学习的使用表明了实施电子学习环境的成功,因为它在调节目标实现的驱动因素方面起着关键作用。使用电子学习的动机在很大程度上取决于开发有效的电子学习过程。两个特定的问题,技术使用和建构主义学习,被提议进一步定义三个关键决定因素,技术支持,电子内容互动和电子社会互动,作为电子学习使用的决定因素,反过来,学业成绩。它们整合的三个决定因素对于有效的电子学习设计的特别指南来说是独一无二的。学习者参与是使用电子学习的互动角色的情感调节者。利用已有的具有学习经验的电子学习环境,收集主观和客观数据。技术支持和电子内容交互对电子学习的使用有重要影响,而电子社交交互则没有影响。电子学习的使用也表明了作为取得学业成绩的关键中介的重要性。学习者投入表现出不显著的调节作用。这些发现对于开发新的学习方法和有效的电子学习过程具有重要意义,特别是电子社会互动和学习者参与的重要性。
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引用次数: 9
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