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A multimodal approach to support teacher, researcher and AI collaboration in STEM+C learning environments 在 STEM+C 学习环境中支持教师、研究人员和人工智能协作的多模式方法
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-18 DOI: 10.1111/bjet.13518
Clayton Cohn, Caitlin Snyder, Joyce Horn Fonteles, Ashwin T. S., Justin Montenegro, Gautam Biswas
Recent advances in generative artificial intelligence (AI) and multimodal learning analytics (MMLA) have allowed for new and creative ways of leveraging AI to support K12 students' collaborative learning in STEM+C domains. To date, there is little evidence of AI methods supporting students' collaboration in complex, open‐ended environments. AI systems are known to underperform humans in (1) interpreting students' emotions in learning contexts, (2) grasping the nuances of social interactions and (3) understanding domain‐specific information that was not well‐represented in the training data. As such, combined human and AI (ie, hybrid) approaches are needed to overcome the current limitations of AI systems. In this paper, we take a first step towards investigating how a human‐AI collaboration between teachers and researchers using an AI‐generated multimodal timeline can guide and support teachers' feedback while addressing students' STEM+C difficulties as they work collaboratively to build computational models and solve problems. In doing so, we present a framework characterizing the human component of our human‐AI partnership as a collaboration between teachers and researchers. To evaluate our approach, we present our timeline to a high school teacher and discuss the key insights gleaned from our discussions. Our case study analysis reveals the effectiveness of an iterative approach to using human‐AI collaboration to address students' STEM+C challenges: the teacher can use the AI‐generated timeline to guide formative feedback for students, and the researchers can leverage the teacher's feedback to help improve the multimodal timeline. Additionally, we characterize our findings with respect to two events of interest to the teacher: (1) when the students cross a <jats:italic>difficulty threshold,</jats:italic> and (2) the <jats:italic>point of intervention</jats:italic>, that is, when the teacher (or system) should intervene to provide effective feedback. It is important to note that the teacher explained that there should be a lag between (1) and (2) to give students a chance to resolve their own difficulties. Typically, such a lag is not implemented in computer‐based learning environments that provide feedback.<jats:label/><jats:boxed-text content-type="box" position="anchor"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic <jats:list list-type="bullet"> <jats:list-item>Collaborative, open‐ended learning environments enhance students' STEM+C conceptual understanding and practice, but they introduce additional complexities when students learn concepts spanning multiple domains.</jats:list-item> <jats:list-item>Recent advances in generative AI and MMLA allow for integrating multiple datastreams to derive holistic views of students' states, which can support more informed feedback mechanisms to address students' difficulties in complex STEM+C environments.</jats:list-item> <jats:list-item>Hybrid human‐AI approache
生成式人工智能(AI)和多模态学习分析(MMLA)的最新进展,为利用人工智能支持 K12 学生在 STEM+C 领域的协作学习提供了新的创造性方法。迄今为止,几乎没有证据表明人工智能方法能够支持学生在复杂的开放式环境中开展协作。众所周知,人工智能系统在以下方面的表现不如人类:(1)解读学生在学习情境中的情绪;(2)把握社会互动的细微差别;(3)理解训练数据中未充分反映的特定领域信息。因此,需要结合人类和人工智能(即混合)的方法来克服人工智能系统目前的局限性。在本文中,我们迈出了第一步,研究教师和研究人员之间的人机协作如何利用人工智能生成的多模态时间轴来指导和支持教师的反馈,同时解决学生在协作建立计算模型和解决问题时遇到的 STEM+C 困难。为此,我们提出了一个框架,将人与人工智能合作中的人类部分描述为教师与研究人员之间的合作。为了评估我们的方法,我们向一位高中教师展示了我们的时间轴,并讨论了从我们的讨论中获得的关键见解。我们的案例研究分析揭示了利用人类-人工智能合作解决学生 STEM+C 挑战的迭代方法的有效性:教师可以使用人工智能生成的时间轴来指导学生的形成性反馈,而研究人员可以利用教师的反馈来帮助改进多模态时间轴。此外,我们还就教师感兴趣的两个事件描述了我们的研究结果:(1) 学生何时越过难度阈值;(2) 干预点,即教师(或系统)应何时进行干预以提供有效反馈。值得注意的是,教师解释说,在(1)和(2)之间应该有一个滞后期,让学生有机会自己解决困难。通常情况下,在提供反馈的计算机学习环境中不会有这样的滞后。 关于本主题的已知内容 合作式、开放式的学习环境可以增强学生对 STEM+C 概念的理解和练习,但当学生学习跨越多个领域的概念时,它们会带来额外的复杂性。生成式人工智能和 MMLA 的最新进展允许整合多个数据流以获得学生状态的整体视图,这可以支持更明智的反馈机制,以解决学生在复杂的 STEM+C 环境中遇到的困难。人类-人工智能混合方法将人类专家的领域知识、情商和社会意识与人工智能的常识和效率相结合,有助于解决学生在 STEM+C 学习中遇到的困难。本文的补充 我们使用混合智能方法扩展了之前的人类-人工智能合作框架,将合作关系中的人类部分描述为研究人员-教师合作关系,并将我们的方法描述为教师-研究人员-人工智能合作关系。我们将人工智能生成的多模态时间轴与学生遇到困难的视频配对,以实现人与人工智能的合作,并在观看视频的同时与一名高中教师进行积极讨论,以了解时间轴在课堂上的实用性。通过与教师的讨论,我们定义了两种类型的拐点来解决学生在 STEM+C 方面遇到的困难--困难阈值和干预点,并讨论了两者之间的反馈延迟时间间隔如何为教育工作者的干预措施提供信息。我们讨论了教师-研究人员-人工智能合作帮助教师为遇到 STEM+C 困难的学生提供支持的两种方式:(1)教师使用多模态时间轴指导对学生的反馈;(2)研究人员利用教师的意见迭代完善多模态时间轴。对实践和/或政策的影响 我们的案例研究表明,时间轴间隙(即屏幕外学生发现的脱离行为、话语中的停顿和环境行动中的停顿)对于识别拐点和制定形成性反馈尤为重要。人类与人工智能的协作存在于一个动态范围内,需要不同程度的人类控制和人工智能自动化,具体取决于学习任务的背景和学生在环境中的工作情况。我们利用多模态时间轴对这种人类-人工智能协作进行的分析可在未来扩展到以更多方式为学生和教师提供支持,例如,设计与学生直接互动的教学代理、为教师开发干预和反思工具、帮助教师精心制作日常课程计划以及协助教师和管理人员设计课程。
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引用次数: 0
Exploring Twitter as a social learning space for education scholars: An analysis of value‐added contributions to the #TPACK network 探索作为教育学者社交学习空间的 Twitter:对 #TPACK 网络增值贡献的分析
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-17 DOI: 10.1111/bjet.13521
Liz Ebersole, Teresa S. Foulger, Yi Jin, Daniel James Mourlam
Social media has been shown to be an efficient way to engage in networked participatory scholarship (NPS), which is defined as the use of online social networks to share and further develop scholarship. As leaders in the field, educational technology scholars should be at the forefront of this practice. We used social network analysis (SNA) to examine the structure and characteristics of the #TPACK Twitter network and to determine whether and how the users were engaging in value‐added NPS. Our findings revealed that the #TPACK Twitter network was loosely organized, and users were not very well connected outside of their clusters. Our findings also revealed that #TPACK tweets largely did not represent value‐added NPS. The majority of posts lacked useful context, were limited to merely sharing links to resources and did not establish meaningful interactions among users. The implications of this study provide a new direction for educational technology researchers and PK‐12 practitioners to approach social media from a value‐added standpoint and to apply value‐added NPS to improve their use of social media to advance research, enhance professional learning and forge closer ties between researchers and practitioners.<jats:label/><jats:boxed-text content-type="box" position="anchor"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic <jats:list list-type="bullet"> <jats:list-item>Publication in high‐impact academic journals and measuring research impact through citations and journal indexing is still the dominant practice in research dissemination; however, there is growth in the use of alternative methods and the use of altmetrics to measure the impact of these methods.</jats:list-item> <jats:list-item>Scholars struggle with using social media in ways that align with networked participatory scholarship (NPS).</jats:list-item> <jats:list-item>Social network analysis (SNA) is the study of the structure and characteristics of the relationships that form in social networks, and can be used to fanalyze an online social network.</jats:list-item> </jats:list>What this paper adds <jats:list list-type="bullet"> <jats:list-item>Value‐added social learning theory and NPS can be used in SNA to both evaluate and inform scholars' social media practices.</jats:list-item> <jats:list-item>Educational technology scholars and practitioners struggle with using social media for value‐added NPS.</jats:list-item> <jats:list-item>Lost opportunities for value‐added NPS that were documented in this study include lack of engagement with the wider network, not sharing the role of spreading ideas and not making value‐added contributions.</jats:list-item> </jats:list>Implications for practice and policy <jats:list list-type="bullet"> <jats:list-item>Education scholars should use SNA as a tool to evaluate the level of value‐added NPS in the social media networks around areas of study they care about so that they can develop both personal and system
社交媒体已被证明是从事网络参与式学术研究(NPS)的有效途径,NPS 的定义是利用在线社交网络分享和进一步发展学术研究。作为该领域的领导者,教育技术学者应站在这一实践的前沿。我们使用社交网络分析(SNA)来研究 #TPACK Twitter 网络的结构和特征,并确定用户是否以及如何参与增值的 NPS。我们的研究结果表明,#TPACK Twitter 网络的组织结构松散,用户在其集群之外的联系并不紧密。我们的研究结果还显示,#TPACK 推文在很大程度上并不代表增值的 NPS。大多数帖子缺乏有用的背景,仅限于分享资源链接,没有在用户之间建立有意义的互动。这项研究的意义为教育技术研究人员和 PK-12 从业人员提供了一个新的方向,即从增值的角度来看待社交媒体,并应用增值的 NPS 来改进他们对社交媒体的使用,以推进研究、加强专业学习并在研究人员和从业人员之间建立更紧密的联系。实践者笔记有关本主题的已知内容 在影响力大的学术期刊上发表文章,并通过引用和期刊索引来衡量研究影响力,这仍然是研究传播的主流做法;但是,使用替代方法以及使用 Altmetrics 来衡量这些方法的影响力的情况正在增加。学者们在以符合网络参与式学术研究(NPS)的方式使用社交媒体方面举步维艰。社会网络分析(SNA)是对社会网络中形成的关系的结构和特征的研究,可用于分析在线社会网络。本文的补充内容 社会学习增值理论和 NPS 可用于 SNA,以评估和指导学者的社交媒体实践。教育技术学者和从业人员在利用社交媒体实现增值 NPS 方面存在困难。本研究中记录的失去增值 NPS 的机会包括:缺乏与更广泛网络的接触、没有分担传播思想的角色以及没有做出增值贡献。对实践和政策的启示 教育学者应使用 SNA 作为工具,评估他们所关注的研究领域的社交媒体网络中的增值 NPS 水平,从而制定个人和系统计划,实施增值 NPS,在这些平台上创建更具活力的学习空间。各院校应研究如何消除障碍并激励增值的 NPS。学术传播的创新应包括帮助学者发展成功实现增值新葡萄京娱乐场网址所需的技能。
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引用次数: 0
Youths' relationship with culture: Tracing sixth graders' learning through designing culturally centred multimedia projects 青少年与文化的关系:追踪六年级学生通过设计以文化为中心的多媒体项目进行学习的情况
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-17 DOI: 10.1111/bjet.13520
Lili Yan, Breanne K. Litts, Melissa Tehee, Stuart Baggaley, Jennifer Jenkins
Although education is framed as a future‐oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed. As a result, the futures youth can envision for themselves in these spaces are often static and limited by the dominant culture. As a move toward supporting youths' diverse cultural backgrounds and experiences, we ask how youth develop relationship with culture through creating culturally centred multimedia projects. Guided by a case study approach, we collected thirty‐six remixing multimedia projects from twelve sixth graders, who created these projects for three culturally centred learning activities over a school year. Findings share one case from each learning activity to demonstrate how students represent their relationships with culture through three forms of symbolising. Implications from this work reject the settled expectations of dominant culture in formal learning environments and, instead, invite youths' knowledges and experiences through remixing with multimedia.<jats:label/><jats:boxed-text content-type="box" position="anchor"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic <jats:list list-type="bullet"> <jats:list-item>Formal learning environments are shaped by norms rooted in the dominant culture but are often assumed to be acultural spaces.</jats:list-item> <jats:list-item>Multimedia technologies have been leveraged to engage youth with culture in the classroom.</jats:list-item> <jats:list-item>Remixing is a sociocultural learning process that allows youth to reimagine their lived experiences.</jats:list-item> </jats:list>What this paper adds <jats:list list-type="bullet"> <jats:list-item>Sixth graders' relationships with culture were mediated by remixing with multimedia resources in a series of culturally centred multimedia projects.</jats:list-item> <jats:list-item>Forms of symbolising in students' remixing works reveal diverse relationships with their own culture and other cultures.</jats:list-item> <jats:list-item>Culturally centred multimedia projects afford the development of intertwined and reciprocal relationships with one's own culture and other cultures.</jats:list-item> </jats:list>Implications for practice <jats:list list-type="bullet"> <jats:list-item>Formal learning environments and embedded learning activities often operate on static or limited relationships between youth and their diverse range of cultural experiences.</jats:list-item> <jats:list-item>Engaging with multimedia projects can develop students' relationships with their own culture and other cultures in a reciprocal way.</jats:list-item> <jats:list-item>Supporting the development of diverse relationships with culture is crucial to designing a culturally centred learning env
尽管教育是一项面向未来的事业,但我们往往无法为青年的多样化未来提供服务,尤其是在正规的学习环境中。正规学习环境的文化规范根植于主流的存在和认知方式,这决定了学习环境和学习技术的设计方式。因此,青少年在这些环境中为自己设想的未来往往是静态的,受到主流文化的限制。为了支持青少年的不同文化背景和经历,我们询问青少年如何通过创建以文化为中心的多媒体项目来发展与文化的关系。在案例研究方法的指导下,我们从 12 名六年级学生那里收集了 30 个混音多媒体项目,他们在一学年中为三个以文化为中心的学习活动创作了这些项目。研究结果分享了每个学习活动中的一个案例,展示了学生如何通过三种象征化形式来表现他们与文化的关系。这项工作的启示是,摒弃正规学习环境中对主流文化的既定期望,转而通过使用多媒体进行混音来激发青少年的知识和经验。多媒体技术已被用来让青少年在课堂上参与文化活动。混音是一种社会文化学习过程,可以让青少年重新想象他们的生活经历。本文的补充内容 在一系列以文化为中心的多媒体项目中,六年级学生与文化的关系以混音和多媒体资源为媒介。学生混音作品中的象征形式揭示了他们与自身文化和其他文化的不同关系。以文化为中心的多媒体项目有助于发展与自身文化和其他文化之间相互交织的互惠关系。对实践的启示 正规的学习环境和嵌入式学习活动往往是在青少年与他们的各种文化经验之间的静态或有限的关系上运作的。参与多媒体项目可以发展学生与自身文化和其他文化之间的互惠关系。支持发展与文化的多样化关系对于设计以文化为中心的学习环境至关重要。
{"title":"Youths' relationship with culture: Tracing sixth graders' learning through designing culturally centred multimedia projects","authors":"Lili Yan, Breanne K. Litts, Melissa Tehee, Stuart Baggaley, Jennifer Jenkins","doi":"10.1111/bjet.13520","DOIUrl":"https://doi.org/10.1111/bjet.13520","url":null,"abstract":"Although education is framed as a future‐oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed. As a result, the futures youth can envision for themselves in these spaces are often static and limited by the dominant culture. As a move toward supporting youths' diverse cultural backgrounds and experiences, we ask how youth develop relationship with culture through creating culturally centred multimedia projects. Guided by a case study approach, we collected thirty‐six remixing multimedia projects from twelve sixth graders, who created these projects for three culturally centred learning activities over a school year. Findings share one case from each learning activity to demonstrate how students represent their relationships with culture through three forms of symbolising. Implications from this work reject the settled expectations of dominant culture in formal learning environments and, instead, invite youths' knowledges and experiences through remixing with multimedia.&lt;jats:label/&gt;&lt;jats:boxed-text content-type=\"box\" position=\"anchor\"&gt;&lt;jats:caption&gt;Practitioner notes&lt;/jats:caption&gt;What is already known about this topic &lt;jats:list list-type=\"bullet\"&gt; &lt;jats:list-item&gt;Formal learning environments are shaped by norms rooted in the dominant culture but are often assumed to be acultural spaces.&lt;/jats:list-item&gt; &lt;jats:list-item&gt;Multimedia technologies have been leveraged to engage youth with culture in the classroom.&lt;/jats:list-item&gt; &lt;jats:list-item&gt;Remixing is a sociocultural learning process that allows youth to reimagine their lived experiences.&lt;/jats:list-item&gt; &lt;/jats:list&gt;What this paper adds &lt;jats:list list-type=\"bullet\"&gt; &lt;jats:list-item&gt;Sixth graders' relationships with culture were mediated by remixing with multimedia resources in a series of culturally centred multimedia projects.&lt;/jats:list-item&gt; &lt;jats:list-item&gt;Forms of symbolising in students' remixing works reveal diverse relationships with their own culture and other cultures.&lt;/jats:list-item&gt; &lt;jats:list-item&gt;Culturally centred multimedia projects afford the development of intertwined and reciprocal relationships with one's own culture and other cultures.&lt;/jats:list-item&gt; &lt;/jats:list&gt;Implications for practice &lt;jats:list list-type=\"bullet\"&gt; &lt;jats:list-item&gt;Formal learning environments and embedded learning activities often operate on static or limited relationships between youth and their diverse range of cultural experiences.&lt;/jats:list-item&gt; &lt;jats:list-item&gt;Engaging with multimedia projects can develop students' relationships with their own culture and other cultures in a reciprocal way.&lt;/jats:list-item&gt; &lt;jats:list-item&gt;Supporting the development of diverse relationships with culture is crucial to designing a culturally centred learning env","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":null,"pages":null},"PeriodicalIF":6.6,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142253941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Seeking to support preservice teachers' responsive teaching: Leveraging artificial intelligence‐supported virtual simulation 寻求支持职前教师的响应式教学:利用人工智能支持的虚拟仿真
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-12 DOI: 10.1111/bjet.13522
Nuodi Zhang, Fengfeng Ke, Chih‐Pu Dai, Sherry A. Southerland, Xin Yuan
Preparing preservice teachers (PSTs) to be able to notice, interpret, respond to and orchestrate student ideas—the core practices of responsive teaching—is a key goal for contemporary science and mathematics teacher education. This mixed‐methods study, employing a virtual reality (VR)‐supported simulation integrated with artificial intelligence (AI)‐powered virtual students, explored the frequent patterns of PSTs' talk moves as they attempted to orchestrate a responsive discussion, as well as the affordances and challenges of leveraging AI‐supported virtual simulation to enhance PSTs' responsive teaching skills. Sequential analysis of the talk moves of both PSTs (<jats:italic>n</jats:italic> = 24) and virtual students indicated that although PSTs did employ responsive talk moves, they encountered difficulties in transitioning from the authoritative, teacher‐centred teaching approach to a responsive way of teaching. The qualitative analysis with triangulated dialogue transcripts, observational field notes and semi‐structured interviews revealed participants' engagement in (1) orchestrating discussion by leveraging the design features of AI‐supported simulation, (2) iterative rehearsals through naturalistic and contextualized interactions and (3) exploring realism and boundaries in AI‐powered virtual students. The study findings provide insights into the potential of leveraging AI‐supported virtual simulation to improve PSTs' responsive teaching skills. The study also underscores the need for PSTs to engage in well‐designed pedagogical practices with adaptive and in situ support.<jats:label/><jats:boxed-text content-type="box" position="anchor"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic <jats:list list-type="bullet"> <jats:list-item>Developing the teaching capacity of responsive teaching is an important goal for preservice teacher (PST) education. PSTs need systematic opportunities to build fluency in this approach.</jats:list-item> <jats:list-item>Virtual simulations can provide PSTs with the opportunities to practice interactive teaching and have been shown to improve their teaching skills.</jats:list-item> <jats:list-item>Artificial intelligence (AI)‐powered virtual students can be integrated into virtual simulations to enable interactive and authentic practice of teaching.</jats:list-item> </jats:list>What this paper adds <jats:list list-type="bullet"> <jats:list-item>AI‐supported simulation has the potential to support PSTs' responsive teaching skills.</jats:list-item> <jats:list-item>While PSTs enact responsive teaching talk moves, they struggle to enact those talk moves in challenging teaching scenarios due to limited epistemic and pedagogical resources.</jats:list-item> <jats:list-item>AI‐supported simulation affords iterative and contextualized opportunities for PSTs to practice responsive teaching talk moves; it challenges teachers to analyse student discourse and respond in real time.</jats:list
培养职前教师(PSTs)能够注意、解释、回应和协调学生的想法--回应式教学的核心实践--是当代科学和数学教师教育的一个重要目标。这项混合方法研究采用了虚拟现实(VR)支持的模拟,并整合了人工智能(AI)支持的虚拟学生,探讨了PST在尝试组织回应式讨论时经常出现的谈话动作模式,以及利用人工智能支持的虚拟模拟提高PST回应式教学技能的能力和挑战。对PST(n = 24)和虚拟学生的谈话动作进行的序列分析表明,虽然PST确实采用了回应式谈话动作,但他们在从权威式、以教师为中心的教学方法过渡到回应式教学方法时遇到了困难。通过对对话记录、现场观察记录和半结构式访谈进行三角分析,定性分析揭示了参与者在以下方面的参与情况:(1)利用人工智能支持的模拟的设计特点来协调讨论;(2)通过自然化和情境化的互动进行迭代演练;(3)探索人工智能驱动的虚拟学生的现实性和界限。研究结果提供了利用人工智能支持的虚拟仿真来提高PST响应式教学技能的潜力。该研究还强调,职前教师需要在自适应和原位支持下参与精心设计的教学实践。职前教师需要有系统的机会来熟练掌握这种方法。虚拟模拟可为职前教师提供实践互动教学的机会,并已证明可提高他们的教学技能。人工智能(AI)驱动的虚拟学生可以集成到虚拟仿真中,实现互动和真实的教学实践。本文所补充的内容是,人工智能支持的模拟有可能支持PST的响应式教学技能。虽然专业技术人员会做出响应式教学的言语动作,但由于认识论和教学资源有限,他们很难在具有挑战性的教学场景中做出这些言语动作。人工智能支持的模拟教学为专业教师提供了反复练习和情境化练习的机会,使他们能够练习回应式教学的谈话技巧;这对教师分析学生话语和实时回应提出了挑战。对实践和/或政策的影响 PST 应建立一个包含基本和高级反应式谈话动作的教学曲目库。学习模块应适应专业教师的已有经验,并为专业教师提供现场学习支持,帮助他们驾驭具有挑战性的教学场景。将互动功能和基于人工智能的虚拟学生整合到模拟中,可促进 PST 的积极参与。
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引用次数: 0
Basic mathematical skills and fraction understanding predict percentage understanding: Evidence from an intelligent tutoring system 基础数学技能和分数理解能力可预测百分比理解能力:来自智能辅导系统的证据
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-28 DOI: 10.1111/bjet.13517
Markus Wolfgang Hermann Spitzer, Miguel Ruiz‐Garcia, Korbinian Moeller
<jats:label/>Research on fostering learning about percentages within intelligent tutoring systems (ITSs) is limited. Additionally, there is a lack of data‐driven approaches for improving the design of ITS to facilitate learning about percentages. To address these gaps, we first investigated whether students' understanding of basic mathematical skills (eg, arithmetic, measurement units and geometry) and fractions within an ITS predicts their understanding of percentages. We then applied a psychological network analysis to evaluate interdependencies within the data on 44 subtopics of basic mathematical concepts, fractions and percentages. We leveraged a large‐scale dataset consisting of 2798 students using the ITS <jats:italic>bettermarks</jats:italic> and working on approximately 4.1 million mathematical problems. We found that advanced arithmetic, measurement units, geometry and fraction understanding significantly predicted percentage understanding. Closer inspection indicated that percentage understanding was best predicted by problems sharing similar features, such as fraction word problems and fraction/natural number multiplication/division problems. Our findings suggest that practitioners and software developers may consider revising specific subtopics which share features with percentage problems for students struggling with percentages. More broadly, our study demonstrates how evaluating interdependencies between subtopics covered within an ITS as a data‐driven approach can provide practical insights for improving the design of ITSs.<jats:label/><jats:boxed-text content-type="box" position="anchor"><jats:caption>Practitioner notes</jats:caption>What is already known about this topic <jats:list list-type="bullet"> <jats:list-item>Longitudinal studies showed that basic mathematical skills predict fraction understanding.</jats:list-item> <jats:list-item>There is only limited evidence on whether similar predictions can be observed for percentage understanding—in general and within intelligent tutoring systems.</jats:list-item> <jats:list-item>Process data from such intelligent tutoring systems can be leveraged to pursue both educational research questions and optimizing digital learning software.</jats:list-item> <jats:list-item>Problems involving percentages typically are word problems requiring multiplications and/or divisions.</jats:list-item> </jats:list>What this paper adds <jats:list list-type="bullet"> <jats:list-item>Similar to the case of fractions, students' performance on advanced arithmetic, measurement units and geometry significantly predicted performance with percentages.</jats:list-item> <jats:list-item>Students' performance with fractions also predicted performance with percentages significantly.</jats:list-item> <jats:list-item>A psychological network analysis was applied to evaluate specific interdependencies between a range of subtopics (eg, <jats:italic>Multiplying and dividing fractions, Adding and subtracting fractions</
在智能辅导系统(ITSs)中促进有关百分比学习的研究十分有限。此外,也缺乏数据驱动的方法来改进智能辅导系统的设计,以促进有关百分比的学习。为了弥补这些不足,我们首先研究了学生在智能辅导系统中对基本数学技能(如算术、测量单位和几何)和分数的理解是否能预测他们对百分比的理解。然后,我们应用心理网络分析来评估基本数学概念、分数和百分比的 44 个子主题数据中的相互依存关系。我们利用了一个大型数据集,该数据集由使用 ITS bettermarks 的 2798 名学生组成,共处理了约 410 万个数学问题。我们发现,对高级算术、测量单位、几何和分数的理解能显著预测对百分比的理解。仔细观察后发现,分数文字题和分数/自然数乘除题等具有相似特征的问题最能预测学生的百分比理解能力。我们的研究结果表明,教学人员和软件开发人员可以考虑针对学习百分数有困难的学生,修订与百分数问题有相同特点的特定子课题。更广泛地说,我们的研究表明,以数据为驱动的方法来评估综合学习策略所涵盖的子课题之间的相互依存关系,可以为改进综合学习策略的设计提供实用的见解。至于百分比理解能力是否也能得到类似的预测结果--无论是在一般情况下还是在智能辅导系统中--目前只有有限的证据。来自此类智能辅导系统的过程数据可用于解决教育研究问题和优化数字学习软件。涉及百分比的问题通常是需要乘法和/或除法的文字问题。本文的补充内容 与分数的情况类似,学生在高级算术、测量单位和几何方面的成绩对百分数的成绩有显著的预测作用。学生的分数成绩对百分数成绩也有明显的预测作用。本文应用心理网络分析来评估一系列子课题(如分数乘除法、分数加减法和百分数计算)之间的具体相互依赖关系。结果表明,分数文字题和涉及乘除法的分数问题最能预测学生对百分数的理解程度。对实践和/或政策的启示 当学生在学习百分数时遇到困难时,可建议他们复习以往具有类似特征的数学概念 (如分数文字游戏、分数/自然数乘除法问题)。软件开发人员可以考虑在智能辅导系统中为遇到困难的学生提供这种数据驱动的复习建议。心理网络分析可作为一种学习分析方法,以易于访问的可视化方式说明大量不同子课题之间的关系。
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引用次数: 0
Happy facial expressions and mouse pointing enhance EFL vocabulary learning from instructional videos 快乐的面部表情和鼠标指向可提高通过教学视频学习英语词汇的效果
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-15 DOI: 10.1111/bjet.13515
Zhongling Pi, Xuemei Huang, Yun Wen, Qin Wang, Xin Zhao, Xiying Li
Given their easy accessibility and dual‐channel model of content presentation, instructional videos have become a favoured tool for EFL vocabulary learning tool among many students. Teachers often use various nonverbal behaviours to elicit social reactions and guide learners' attention in instructional videos. The current study conducted three eye‐tracking experiments to examine the circumstances under which a teacher's happy facial expressions are beneficial in instructional videos, with or without pointing gestures and mouse pointing. Experiments 1 and 2 demonstrated that the combination of happy facial expressions and pointing gestures attracted learners' attention to the teacher and hindered students' learning performance, regardless of the complexity of slides. Experiment 3 showed that in instructional videos with complex slides, using happy facial expressions along with mouse pointing can enhance students' learning performance. Teachers are advised to show happy facial expressions and avoid using pointing gestures when designing instructional videos.Practitioner notesWhat is already known about this topic Given easy accessibility and dual‐channel model of content presentation, instructional videos have become a favoured tool for EFL vocabulary learning. When teachers record instructional videos while standing alongside slides, they often use nonverbal cues to support their speech. Teachers' social and attentional cues interactively influence students' learning processes and performance. What this paper adds A teacher's happy facial expressions evoke more positive emotions and greater motivation in learners compared to bored expressions. A teacher's pointing gestures, when combined with happy facial expressions, divert students' attention away from slides and towards the teacher. A teacher's happy facial expressions enhance students' learning performance when no pointing gestures are used in videos with simple slides. Implications for practice/policy Teachers are advised to display happy facial expressions and avoid using pointing gestures in instructional videos, regardless of the complexity of the slides. Practitioners should consider how to incorporate teachers' facial expressions pointing gestures and mouse pointing effectively.
教学视频因其易于获取和双通道的内容呈现模式,已成为许多学生喜爱的英语词汇学习工具。在教学视频中,教师通常会使用各种非语言行为来引起社会反应,引导学习者的注意力。本研究进行了三项眼动跟踪实验,以探讨在教学视频中,无论是否有指点手势和鼠标指点,教师的快乐面部表情在何种情况下对学习者有益。实验 1 和 2 表明,无论幻灯片的复杂程度如何,快乐的面部表情和指向手势的组合都会吸引学习者对教师的注意力,并阻碍学生的学习表现。实验 3 表明,在幻灯片复杂的教学视频中,使用快乐的面部表情和鼠标指向可以提高学生的学习成绩。建议教师在设计教学视频时,表现出快乐的面部表情,并避免使用指向手势。当教师站在幻灯片旁录制教学视频时,他们通常会使用非语言暗示来支持自己的讲话。教师的社交和注意力暗示交互影响着学生的学习过程和表现。本文的补充内容 与厌烦的表情相比,教师快乐的面部表情能唤起学习者更多的积极情绪和更大的学习动力。教师的指点手势与快乐的面部表情相结合,可将学生的注意力从幻灯片转移到教师身上。在有简单幻灯片的视频中,如果不使用指向手势,教师的快乐面部表情会提高学生的学习成绩。对实践/政策的启示 建议教师在教学视频中无论幻灯片的复杂程度如何,都要表现出快乐的面部表情,并避免使用指向手势。从业人员应考虑如何有效地将教师的面部表情指向手势和鼠标指向结合起来。
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引用次数: 0
The interplay of learning, analytics and artificial intelligence in education: A vision for hybrid intelligence 教育中学习、分析和人工智能的相互作用:混合智能的愿景
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-15 DOI: 10.1111/bjet.13514
Mutlu Cukurova
This paper presents a multidimensional view of AI's role in education, emphasising the intricate interplay among AI, analytics and human learning processes. Here, I challenge the prevalent narrow conceptualisation of AI as tools in Education, exemplified in generative AI tools, and argue for the importance of alternative conceptualisations of AI for achieving human–AI hybrid intelligence. I highlight the differences between human intelligence and artificial information processing, the importance of hybrid human–AI systems to extend human cognition and posit that AI can also serve as an instrument for understanding human learning. Early learning sciences and AI in Education Research (AIED), which saw AI as an analogy for human intelligence, have diverged from this perspective, prompting a need to rekindle this connection. The paper presents three unique conceptualisations of AI: the externalisation of human cognition, the internalisation of AI models to influence human mental models and the extension of human cognition via tightly coupled human–AI hybrid intelligence systems. Examples from current research and practice are examined as instances of the three conceptualisations in education, highlighting the potential value and limitations of each conceptualisation for human competence development, as well as the perils of overemphasis on approaches that replace human learning opportunities with AI tools. The paper concludes with advocacy for a broader approach to AIED that goes beyond considerations on the design and development of AI and includes educating people about AI and innovating educational systems to remain relevant in an AI ubiquitous world.
本文从多维角度阐述了人工智能在教育中的作用,强调了人工智能、分析和人类学习过程之间错综复杂的相互作用。在此,我对将人工智能狭隘地视为教育工具(以生成式人工智能工具为例)的普遍观点提出质疑,并论证了替代性人工智能概念对于实现人类-人工智能混合智能的重要性。我强调了人类智能与人工信息处理之间的差异,人类-人工智能混合系统对于扩展人类认知的重要性,并认为人工智能也可以作为理解人类学习的工具。早期的学习科学和教育研究中的人工智能(AIED)将人工智能视为人类智能的类比,但现在已经偏离了这一视角,因此有必要重新建立这种联系。本文提出了人工智能的三个独特概念:人类认知的外化、人工智能模型的内化以影响人类心智模型,以及通过紧密耦合的人类-人工智能混合智能系统扩展人类认知。本文以当前的研究和实践为例,探讨了这三种概念在教育中的应用,强调了每种概念对人类能力发展的潜在价值和局限性,以及过分强调以人工智能工具取代人类学习机会的方法所带来的危害。最后,本文倡导采用更广泛的方法来进行人工智能教育与发展,这种方法不仅考虑人工智能的设计与开发,还包括对人们进行人工智能教育,以及创新教育系统,以便在人工智能无处不在的世界中保持相关性。
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引用次数: 0
Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms 将运动学习平台作为核心课程工具纳入幼儿园课堂
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-01 DOI: 10.1111/bjet.13511
Valeria Aloizou, Stavey Linardatou, Michael Boloudakis, Symeon Retalis
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in‐game elements by either immersing their own image within the game environment or by controlling an avatar using their hand and body gestures. Nonetheless, successfully incorporating these technologies into classrooms with sizable student populations presents a challenge, necessitating the implementation of a well‐considered design approach. This paper introduces a systematic learning design approach facilitating the integration of a movement‐based learning platform as a core curriculum tool in multimodal learning stations within authentic Kindergarten classroom settings. The design approach was evaluated in a case study involving three kindergarten teachers and 49 students conducted over a full school year. Progress data were gathered utilizing a combination of quantitative and qualitative evaluation tools. Analysis of the data suggests that integrating multimodal learning activities led to improvements in overall academic performance, particularly in critical mathematical skills compared to pre‐test scores. Teachers expressed a positive attitude towards the integration of movement‐based games using the learning design approach, finding it to be beneficial and effective for student learning. The study emphasizes the importance of purposeful design in creating immersive learning experiences and underscores the significance of utilizing multiple representations to enhance student motivation and engagement. The proposed systematic learning design approach has the potential to be applied to a broad range of grade levels, academic subjects and educational contexts to facilitate the integration of immersive technologies.Practitioner notesWhat is already known about this topic? Immersive technologies are becoming popular in education. Immersive technologies have been shown to enhance skills and enable the collection of multimodal data to better understand learning processes. The movement‐based learning games fall under the category of immersive technologies that merge real and virtual worlds. Designing effective immersive learning experiences for these new technology‐enhanced learning environments remains a question. What this paper adds A proposed systematic learning design approach that demonstrates the way that movement‐based learning games can be used seamlessly as core curriculum tool in authentic k
由于身临其境技术能够促进学生主动学习,并让他们参与概念和技能的学习,因此,将这种技术融入教育已变得越来越流行。身临其境技术的一种形式包括结合动作互动的教育游戏,让孩子们通过将自己的形象沉浸在游戏环境中,或通过使用手和身体手势控制化身来参与游戏元素。然而,要成功地将这些技术融入有大量学生的课堂是一项挑战,必须采用深思熟虑的设计方法。本文介绍了一种系统化的学习设计方法,有助于将基于动作的学习平台作为核心课程工具,整合到真实的幼儿园课堂环境中的多模态学习站中。该设计方法在一学年的案例研究中进行了评估,涉及三名幼儿园教师和 49 名学生。研究采用定量和定性相结合的评价工具收集进展数据。对数据的分析表明,与测试前的分数相比,整合多模态学习活动提高了整体学习成绩,尤其是关键数学技能。教师对使用学习设计方法整合基于动作的游戏持积极态度,认为这对学生的学习有益且有效。这项研究强调了有目的的设计在创造身临其境的学习体验中的重要性,并强调了利用多种表现形式提高学生学习动机和参与度的重要性。所提出的系统化学习设计方法有可能应用于广泛的年级、学科和教育环境,以促进身临其境技术的整合。 身临其境技术在教育领域越来越受欢迎。沉浸式技术已被证明可以提高技能,并能收集多模态数据,从而更好地了解学习过程。基于动作的学习游戏就属于融合现实和虚拟世界的沉浸式技术。为这些新的技术强化学习环境设计有效的沉浸式学习体验仍然是一个问题。本文补充的内容 提出了一种系统的学习设计方法,展示了如何将基于动作的学习游戏作为核心课程工具,在真实的幼儿园环境中无缝使用一整个学年。让 20 名或更多学生在大课堂上有效参与运动型学习游戏的方法。运动型游戏对学生参与、学业成绩、认知发展和社会情感成长的影响。教师对在课堂上使用建议的系统学习设计方法开展运动学习体验的看法和态度。对实践和/或政策的启示 在职幼儿园和小学教师可采用建议的系统化学习设计方法,将沉浸式技术融入课程。这可确保这些技术在整个学年中得到持续使用,从而提供持续和吸引人的学习体验。校区管理者可以利用建议的方法,为职前和在职幼儿园和小学教师制定培训计划,重点是了解沉浸式技术、管理大教室以及将游戏融入日常课程计划。学校管理人员可以采用建议的系统化学习设计方法,建立健全的系统,监测和评估沉浸式技术对学生参与、学业成绩、认知发展和社会情感成长的影响。特殊教育在职教师可以利用基于运动的学习游戏的灵活性,为有特殊需要的学生设计个性化的学习体验。这包括调整难度、节奏和互动类型,以满足个人要求。特殊教育管理者可以推广使用所建议的方法,营造全纳学习环境,让所有学生,无论其能力如何,都能参与其中,并从沉浸式技术中受益。
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引用次数: 0
Enhancing students' learning outcomes in self‐regulated virtual reality learning environment with learning aid mechanisms 利用学习辅助机制提高学生在自我调节虚拟现实学习环境中的学习效果
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-31 DOI: 10.1111/bjet.13512
Wei‐Sheng Wang, Hsin‐Yu Lee, Chia‐Ju Lin, Pin‐Hui Li, Yueh‐Min Huang, Ting‐Ting Wu
Virtual Reality (VR) has demonstrated significant advantages in various educational fields as it allows learners to actively learn in high interactivity and realism under their learning pace. However, for low‐achieving students, VR learning environments may introduce some challenges, which are problems encountered during their learning process, which lead to difficulties in self‐regulating their learning progress and becoming disoriented in the lack of guidance. This study aims to explore the improvement of self‐regulated VR learning environment based on the Cognitive Theory of Multimedia Learning and enhance the performance of low‐achieving students. We designed a VR course on electronic circuit hardware and programming, providing participants with a series of learning aids in the VR learning environment, including feedback, hints and guidance. Feedback aids provide correct or incorrect feedback after each task or test, guidance aids display progress following each task or test and hint aids offer guidance when inactivity is detected. A quasi‐experiment was conducted by using questionnaires and practical tasks to assess the participants' cognitive levels, practical hands‐on skills, self‐regulated learning abilities and learning engagement after VR learning. The results demonstrated significant improvements in all learning indicators for low‐achieving students.Practitioner notesWhat is already known about this topic Virtual Reality (VR) presents itself as a promising tool for self‐regulated learning (SRL). SRL abilities are of paramount importance within the learning environment of VR. In the context of the self‐regulated Virtual Reality (SRVR) learning environment, low‐achieving students have received little attention. What this paper adds It examines the effectiveness of learning aid mechanisms within the SRVR learning environment. These mechanisms support cognitive levels and increase engagement in SRVR learning. Low‐achieving learners benefit from the presence of learning aid mechanisms in the SRVR learning environment. Implications for practice and/or policy Providing learning aid mechanisms within the SRVR learning environment can potentially augment learning. Learning aids mechanism have the potential to provide comprehensive support within the SRVR setting.
虚拟现实(Virtual Reality,VR)在各个教育领域都显示出显著的优势,因为它可以让学习者根据自己的学习进度,在高度互动和逼真的环境中积极主动地学习。然而,对于学习成绩较差的学生来说,虚拟现实学习环境可能会带来一些挑战,即在学习过程中遇到问题,导致他们难以自我调节学习进度,在缺乏指导的情况下迷失方向。本研究旨在探索基于多媒体学习认知理论的自我调节 VR 学习环境的改进,提高成绩差的学生的学习成绩。我们设计了一门关于电子电路硬件和编程的 VR 课程,在 VR 学习环境中为学员提供了一系列学习辅助工具,包括反馈、提示和指导。反馈辅助工具在每个任务或测试后提供正确或错误的反馈,指导辅助工具在每个任务或测试后显示进度,提示辅助工具在检测到学员不活动时提供指导。通过问卷调查和实际任务,对参与者的认知水平、实际动手能力、自我调节学习能力和学习参与度进行了VR学习后的准实验评估。结果表明,学习成绩差的学生在所有学习指标上都有明显改善。 虚拟现实(VR)是一种很有前途的自律学习(SRL)工具。在虚拟现实学习环境中,自律学习能力至关重要。在自我调节的虚拟现实(SRVR)学习环境中,成绩差的学生很少受到关注。本文将对 SRVR 学习环境中学习辅助机制的有效性进行研究。这些机制有助于提高认知水平,并提高 SRVR 学习的参与度。学习成绩差的学生能从SRVR学习环境中的学习辅助机制中受益。对实践和/或政策的影响 在SRVR学习环境中提供学习辅助机制可能会增强学习效果。学习辅助机制有可能在SRVR环境中提供全面的支持。
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引用次数: 0
Vulnerable student digital well-being in AI-powered educational decision support systems (AI-EDSS) in higher education 高等教育中由人工智能驱动的教育决策支持系统(AI-EDSS)中的弱势学生数字福祉
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-16 DOI: 10.1111/bjet.13508
Paul Prinsloo, Mohammad Khalil, Sharon Slade

Students' physical and digital lives are increasingly entangled. It is difficult to separate students' digital well-being from their offline well-being given that artificial intelligence increasingly shapes both. Within the context of education's fiduciary and moral duty to ensure safe, appropriate and effective digital learning spaces for students, the continuing merger between artificial intelligence and learning analytics not only opens up many opportunities for more responsive teaching and learning but also raises concerns, specifically for previously disadvantaged and vulnerable students. While digital well-being is a well-established research focus, it is not clear how AI-Powered Educational Decision Support Systems (AI-EDSS) might impact on the inherent, situational and pathogenic vulnerability of students. In this conceptual paper, we map the digital well-being of previously disadvantaged and vulnerable students in four overlapping fields, namely (1) digital well-being research; (2) digital well-being research in education; (3) digital well-being research in learning analytics; and (4) digital well-being in AI-informed educational contexts. With this as the basis, we engage with six domains from the IEEE standard 7010–2020IEEE Recommended Practice for Assessing the Impact of Autonomous and Intelligent Systems on Human Well-Being and provide pointers for safeguarding and enhancing disadvantaged and vulnerable student digital well-being in AI-EDSS.

Practitioner notes

What is already known about this topic

  • Digital well-being research is a well-established focus referring to the impact of digital engagement on human well-being.
  • Digital well-being is effectively inseparable from general well-being as it is increasingly difficult to disentangle our online and offline lives and, as such, inherently intersectional.
  • Artificial Intelligence shows promise for enhancing human digital well-being, but there are concerns about issues such as privacy, bias, transparency, fairness and accountability.
  • The notion of ‘vulnerable individuals’ includes individuals who were previously disadvantaged, and those with inherent, situational and/or pathogenic vulnerabilities.
  • While current advances in AI-EDSS may support identification of digital wellness, proxies for digital wellness should be used with care.
学生的物质生活和数字生活越来越紧密地联系在一起。鉴于人工智能越来越多地影响着学生的数字生活和线下生活,很难将两者分开。在教育承担着确保学生安全、适当和有效的数字学习空间的信托和道德责任的背景下,人工智能与学习分析之间的持续融合不仅为更有针对性的教学提供了许多机会,而且也引起了人们的关注,特别是对以前处于不利地位和弱势的学生而言。虽然数字福祉是一个成熟的研究重点,但人工智能驱动的教育决策支持系统(AI-EDSS)会如何影响学生固有的、情境性的和病因性的脆弱性,目前尚不清楚。在这篇概念性论文中,我们从四个相互重叠的领域,即(1) 数字福祉研究;(2) 教育中的数字福祉研究;(3) 学习分析中的数字福祉研究;(4) 人工智能教育背景下的数字福祉,来描绘以往处于不利地位和弱势的学生的数字福祉。在此基础上,我们参与了 IEEE 标准 7010-2020-IEEEE Recommended Practice for Assessing the Impact of Autonomous and Intelligent Systems on Human Well-Being 中的六个领域,并为保障和提高 AI-EDSS 中弱势和易受伤害学生的数字福祉提供了指导。人工智能在提高人类数字福祉方面大有可为,但也存在隐私、偏见、透明度、公平性和问责制等问题。"弱势个体 "的概念包括以前处于不利地位的个体,以及那些具有内在、情景和/或病因脆弱性的个体。虽然人工智能-教育与健康调查(AI-EDSS)的当前进展可能有助于识别数字福祉,但应谨慎使用数字福祉的替代指标。本研究的贡献概述了数字健康研究,特别提到了它可能对弱势学生产生的影响。说明了IEEE标准7010-2020--IEEE《评估自主和智能系统对人类健康影响的推荐实践》中五个领域的具体脆弱性,这些脆弱性因其在在线学习环境中的重要性而被选中。为设计和实施公平、道德、负责和透明的AI-EDSS提供了指导,特别提到了弱势学生。对实践和/或政策的启示人工智能教育与发展系统的公平、公正、透明和问责会影响到所有学生,但可能会对弱势学生产生更大的(积极或消极)影响。批判性地了解学生的弱势性质--无论是固有的、情境的和/或致病的,以及时间性/永久性的--是至关重要的。由于人工智能教育与发展系统可能会加剧现有的弱势,导致致病的弱势,因此在设计人工智能教育与发展系统时需要谨慎。
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引用次数: 0
期刊
British Journal of Educational Technology
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