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Why do college students engage in in-class media multitasking behaviours? A social learning perspective 大学生为何会出现课内媒体多任务处理行为?社会学习视角
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-15 DOI: 10.1111/bjet.13422
Chunxiao Yin, Lirui Li, Liang Yu
<div> <section> <p>People in modern society are media multitaskers due to portable devices and omnipresent wireless networks, and college students are no exception. Previous studies have indicated that students' media multitasking behaviours in class harm their academic performances, and understanding the reasons for college students' engagement in such behaviour is meaningful. However, the literature takes media multitasking behaviour as an audience behaviour, which ignores the interaction between students and their surroundings. This study fills this gap by emphasizing the role of the social learning process. A survey was conducted in a public and comprehensive university in western China, and a total of 457 valid respondents were obtained. The results from PLS-SEM revealed that college students' in-class media multitasking behaviours were influenced by both observational learning (ie, imitating others) and reinforcement learning (ie, in-class interventions), and this learning process was shaped by students' media multitasking self-efficacy and self-management of learning. These findings contribute to the current literature by providing a relatively new perspective for understanding college students' in-class media multitasking behaviours, and suggestions about how to deal with such behaviours are also provided.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>In-class media multitasking behaviours (ICMMBs) damage college students' academic performance.</li> <li>College students' ICMMBs are affected by individual factors, such as internet addiction and sensation seeking.</li> <li>Social learning theory is widely adopted as a general theoretical background to explain those behaviours of which possible consequences are easily observed no matter from others or from individuals themselves.</li> </ul> <p>What this paper adds </p><ul> <li>This work enriches the media multitasking literature by investigating the predictors of ICMMBs from a relatively new perspective, that is, the social learning perspective.</li> <li>This work also contributes to the literature on media multitasking by examining how the social learning process of college students' ICMMBs differs across students.</li> <li>This work extends the application scope of social learning theory to the context of college students' ICMMBs.</li> </ul> <p>Implications
由于便携式设备和无处不在的无线网络,现代社会的人们都是媒体多任务处理者,大学生也不例外。以往的研究表明,学生在课堂上的媒体多任务行为会损害他们的学业成绩,因此了解大学生从事这种行为的原因很有意义。然而,文献将媒体多任务行为视为受众行为,忽视了学生与其周围环境之间的互动。本研究通过强调社会学习过程的作用来填补这一空白。本研究在中国西部一所公立综合性大学进行了调查,共获得 457 位有效受访者。PLS-SEM的结果显示,大学生的课内媒体多任务行为受到观察学习(即模仿他人)和强化学习(即课内干预)的影响,而这一学习过程又受到学生的媒体多任务自我效能感和学习自我管理的影响。这些研究结果为理解大学生的课内媒体多任务行为提供了一个相对较新的视角,从而为当前的文献做出了贡献,同时也为如何处理此类行为提供了建议。社会学习理论作为一种普遍的理论背景被广泛采用,以解释那些无论从他人还是从个人自身都很容易观察到可能后果的行为。本文的贡献:本文从一个相对较新的视角,即社会学习视角,研究了 ICMMB 的预测因素,从而丰富了媒体多任务行为的文献。对实践和/或政策的启示:模仿他人的作用证明了课堂学习氛围的重要性,因此教师或讲师应特别注意营造远离 ICMMB 的学习氛围。教师或讲师应采取行动,降低对媒体多任务自我效能感(MMSE)较高的学生的学业成绩期望,因为媒体多任务自我效能感较高的学生往往高估了自己在同时进行其他任务时取得好成绩的能力。
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引用次数: 0
Design and validation of the AI literacy questionnaire: The affective, behavioural, cognitive and ethical approach 设计和验证人工智能素养问卷:情感、行为、认知和伦理方法
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-13 DOI: 10.1111/bjet.13411
Davy Tsz Kit Ng, Wenjie Wu, Jac Ka Lok Leung, Thomas Kin Fung Chiu, Samuel Kai Wah Chu
<div> <section> <p>Artificial intelligence (AI) literacy is at the top of the agenda for education today in developing learners' AI knowledge, skills, attitudes and values in the 21st century. However, there are few validated research instruments for educators to examine how secondary students develop and perceive their learning outcomes. After reviewing the literature on AI literacy questionnaires, we categorized the identified competencies in four dimensions: (1) affective learning (intrinsic motivation and self-efficacy/confidence), (2) behavioural learning (behavioural commitment and collaboration), (3) cognitive learning (know and understand; apply, evaluate and create) and (4) ethical learning. Then, a 32-item self-reported questionnaire on AI literacy (AILQ) was developed and validated to measure students' literacy development in the four dimensions. The design and validation of AILQ were examined through theoretical review, expert judgement, interview, pilot study and first- and second-order confirmatory factor analysis. This article reports the findings of a pilot study using a preliminary version of the AILQ among 363 secondary school students in Hong Kong to analyse the psychometric properties of the instrument. Results indicated a four-factor structure of the AILQ and revealed good reliability and validity. The AILQ is recommended as a reliable measurement scale for assessing how secondary students foster their AI literacy and inform better instructional design based on the proposed affective, behavioural, cognitive and ethical (ABCE) learning framework.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>AI literacy has drawn increasing attention in recent years and has been identified as an important digital literacy.</li> <li>Schools and universities around the world started to incorporate AI into their curriculum to foster young learners' AI literacy.</li> <li>Some studies have worked to design suitable measurement tools, especially questionnaires, to examine students' learning outcomes in AI learning programmes.</li> </ul> <p>What this paper adds </p><ul> <li>Develops an AI literacy questionnaire (AILQ) to evaluate students' literacy development in terms of affective, behavioural, cognitive and ethical (ABCE) dimensions.</li> <li>Proposes a parsimonious model based on the ABCE framework and addresses a skill set
人工智能(AI)素养是当今教育议程的重中之重,旨在培养学习者在 21 世纪的人工智能知识、技能、态度和价值观。然而,供教育工作者研究中学生如何发展和感知其学习成果的有效研究工具却很少。在回顾了有关人工智能素养问卷的文献后,我们将已确定的能力分为四个维度:(1) 情感学习(内在动机和自我效能/自信),(2) 行为学习(行为承诺和协作),(3) 认知学习(了解和理解;应用、评价和创造)和 (4) 道德学习。然后,开发并验证了 32 个项目的人工智能素养自我报告问卷(AILQ),以测量学生在这四个维度上的素养发展情况。通过理论回顾、专家判断、访谈、试点研究以及一阶和二阶确认性因子分析,对 AILQ 的设计和验证进行了研究。本文报告了一项试验性研究的结果,该研究使用了 AILQ 的初步版本,对香港的 363 名中学生进行了测试,以分析该工具的心理测量特性。结果表明,AILQ 具有四因素结构,并显示出良好的信度和效度。建议将 AILQ 作为可靠的测量量表,用于评估中学生如何培养自己的人工智能素养,并根据建议的情感、行为、认知和道德(ABCE)学习框架进行更好的教学设计。一些研究致力于设计合适的测量工具,特别是调查问卷,以检查学生在人工智能学习课程中的学习成果。本文的补充内容开发了人工智能素养调查问卷(AILQ),从情感、行为、认知和道德(ABCE)维度评估学生的素养发展。对实践和/或政策的启示研究人员可以使用 AILQ 作为衡量学生人工智能素养的指南,从业人员可以使用 AILQ 评估学生的人工智能素养发展。
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引用次数: 0
Collaborative dialogue patterns of pair programming and their impact on programming self-efficacy and coding performance 结对编程的协作对话模式及其对编程自我效能和编码绩效的影响
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-08 DOI: 10.1111/bjet.13412
Jinbo Tan, Lei Wu, Shanshan Ma
<div> <section> <p>The purpose of this study was to investigate the collaborative dialogue patterns of pair programming and their impact on programming self-efficacy and coding performance for both slow- and fast-paced students. Forty-six postgraduate students participated in the study. The students were asked to solve programming problems in pairs; those pairs' conversations were recorded when they worked on their tasks. Data analysis methods, including lag sequential analysis, cluster analysis and paired <i>t</i>-test, were employed, and the results showed that (1) four collaborative dialogue patterns emerged: Lecture, Guide, Question and Answer (Q&A), and Inquiry patterns; (2) Guide and Inquiry patterns significantly increased programming self-efficacy for both fast- and slow-paced students while Lecture and Q&A patterns significantly increased programming self-efficacy for slow-paced students but not for fast-paced students; (3) Guide and Inquiry patterns played a significant role in improving coding performance for slow-paced students. The study reveals a complex relationship between collaborative dialogue patterns with programming self-efficacy and coding performance, critically affecting students' pair programming quality. Further details of the findings are also discussed.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Pair programming is promising in promoting problem solving and knowledge transfer and is widely used in programming education.</li> <li>There are different patterns observed in the pair programming process.</li> <li>Collaborative dialogue patterns found in “expert-novice” pair programming were derived from a single programming task.</li> </ul> <p>What this paper adds </p><ul> <li>Four collaborative dialogue patterns of pair programming emerged by increasing the different tasks and experiment duration and expanding the sample size, which further verified the stability of the similar patterns in previous studies.</li> <li>Four collaborative dialogue patterns showed different significant impacts on different students' programming self-efficacy and coding performance.</li> <li>This study presents the finer-grained characteristics of collaborative interaction in programmer pairs and contributes to the explanation regarding the different
本研究的目的是调查结对编程的协作对话模式及其对慢速和快速学生的编程自我效能感和编码表现的影响。46 名研究生参与了这项研究。学生们被要求结对解决编程问题;他们在完成任务时的对话被记录下来。研究采用了滞后序列分析、聚类分析和配对 t 检验等数据分析方法,结果表明:(1) 出现了四种协作对话模式:(1) 出现了四种协作对话模式:讲授、引导、问答(Q&A)和探究模式;(2) 引导和探究模式显著提高了快节奏和慢节奏学生的编程自我效能感,而讲授和问答模式显著提高了慢节奏学生的编程自我效能感,但没有提高快节奏学生的编程自我效能感;(3) 引导和探究模式在提高慢节奏学生的编码成绩方面发挥了重要作用。该研究揭示了协作对话模式与编程自我效能感和编码成绩之间的复杂关系,对学生的结对编程质量产生了重要影响。本文还讨论了研究结果的更多细节。
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引用次数: 0
The impact of social robots' presence and roles on children's performance in musical instrument practice 社交机器人的存在和角色对儿童乐器练习表现的影响
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-07 DOI: 10.1111/bjet.13416
Heqiu Song, Emilia I. Barakova, Jaap Ham, Panos Markopoulos
<div> <section> <p>Research on the educational applications of social robots has shown how they can motivate children and help improve academic learning outcomes. Here, we examine how robots can support skill learning and, more specifically, musical instrument practice. Drawing from social facilitation theory and evaluation apprehension theory we expected that the robot's mere presence would impact children's performance and that this effect would be contingent upon the children expecting the robot to evaluate their performance. We report an experiment with children (<i>N</i> = 31) aged nine to twelve who practiced a familiar and new piece alone, in the presence of an evaluative robot, and in the presence of a non-evaluative robot. We found that children performed better in terms of rhythm, pitch, and general impression in the presence of the non-evaluative robot. These findings offer important insights for designing robot tutors for music learning.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Social robots have been applied in different educational scenarios (e.g., second language, math, and programming) and were proven to be beneficial for children's motivation.</li> <li>Musical instrument learning requires practice, perseverance, and social support to become successful.</li> <li>Social robots can be used as a provider of social support during musical instrument practice.</li> <li>Children tend to perform better on easy or well-rehearsed tasks and worse on complex tasks or new ones with the presence of observers, but only when they believe the observer can evaluate them.</li> </ul> <p>What this paper adds </p><ul> <li>Social robots are beneficial for children's performance in musical instrument learning.</li> <li>Limited evidence was found to prove that children tend to perform better on old melodies and worse on new melodies in the presence of a social robot. However, the results confirmed that the level of evaluative of the robot matters.</li> <li>Children tend to have better performance with the robot that did not provide evaluative comments when practicing a new melody (a difficult task) than alone and with the robot that offered evaluative comments.</li> <li
有关社交机器人教育应用的研究表明,它们可以激发儿童的学习动机,帮助提高学习成绩。在此,我们将研究机器人如何支持技能学习,特别是乐器练习。借鉴社交促进理论和评价忧虑理论,我们预计机器人的存在将影响儿童的表现,而这种影响将取决于儿童是否期待机器人对他们的表现进行评价。我们报告了一项实验,实验对象是九到十二岁的儿童(31 人),他们分别单独练习了一首熟悉的和新的乐曲,在有评价机器人在场的情况下,以及在没有评价机器人在场的情况下。我们发现,在非评价型机器人在场的情况下,儿童在节奏、音高和总体印象方面表现得更好。这些发现为设计音乐学习机器人辅导员提供了重要启示。
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引用次数: 0
A dual-process motivation mediation model to explain female high school students' cognitive engagement and disengagement in emergency remote teaching and online learning in South Korea 解释韩国女高中生在紧急远程教学和在线学习中的认知参与和脱离的双过程动机中介模型
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-07 DOI: 10.1111/bjet.13415
Ji Yae Bong, Kyunghwa Cho, Zhichun Liu, Dan He
<div> <section> <p>High attrition/dropout rates and low engagement have been major concerns of online educators. This study examined female high school students' cognitive engagement and disengagement in an online learning context during the COVID-19 pandemic through the lens of self-determination theory's basic psychological needs. We investigated an extended dual-process motivation mediation model that emphasizes the mediating role of the need for competence, including an additional factor, technology self-efficacy, in a South Korean high school context (<i>n</i> = 235). Results from structural equation modelling provided evidence for the proposed model. Our findings indicated that the exogenous variables (ie, perceived autonomy support, perceived teacher control and technology self-efficacy) predicted cognitive engagement and disengagement with the mediating role of competence need satisfaction and competence need frustration. We found distinct processes including (a) “autonomy support-competence need satisfaction-cognitive engagement”, (b) “teacher control-competence need frustration-cognitive disengagement”, (c) “technology self-efficacy-competence need satisfaction-cognitive engagement” and (d) “technology self-efficacy-competence need frustration (negative effect)-cognitive disengagement”. This study suggests using autonomy support strategies to fulfil students' competence needs in online learning contexts. We also found a possible role of technology self-efficacy in influencing psychological competence needs, cognitive engagement and cognitive disengagement in online learning contexts. Implications of the findings are discussed.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>High attrition/dropout rates and low engagement have been major concerns of online educators.</li> <li>Emergency remote teaching (ERT) has implications for online teaching beyond the ERT paradigm.</li> <li>Self-determination theory (SDT) has been adopted and adapted with the goal of determining how to achieve need satisfaction, optimize learner motivation and enhance student engagement in classroom settings.</li> </ul> <p>What this paper adds </p><ul> <li>This study applied a dual-process motivation mediation model to investigate both cognitive engagement and disengagement among female high school students in an ERT online learning environment.</li>
高流失率/辍学率和低参与度一直是在线教育工作者关注的主要问题。本研究通过自我决定理论的基本心理需求视角,考察了在 COVID-19 大流行期间,女高中生在在线学习环境中的认知参与和脱离情况。我们研究了一个扩展的双过程动机中介模型,该模型强调了能力需求的中介作用,包括在韩国高中背景下的附加因素--技术自我效能(n = 235)。结构方程模型的结果为所提出的模型提供了证据。我们的研究结果表明,外生变量(即感知到的自主支持、感知到的教师控制和技术自我效能感)在能力需求满足和能力需求挫折的中介作用下,预测了认知参与和脱离。我们发现了不同的过程,包括(a)"自主支持--能力需求满足--认知参与",(b)"教师控制--能力需求挫折--认知脱离",(c)"技术自我效能感--能力需求满足--认知参与 "和(d)"技术自我效能感--能力需求挫折(负效应)--认知脱离"。本研究建议在在线学习情境中使用自主支持策略来满足学生的能力需求。我们还发现,在在线学习情境中,技术自我效能感可能对心理能力需求、认知参与和认知脱离产生影响。本文讨论了研究结果的意义。
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引用次数: 0
Empathic pedagogical conversational agents: A systematic literature review 移情教学对话代理:系统文献综述
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-06 DOI: 10.1111/bjet.13413
Elvis Ortega-Ochoa, Marta Arguedas, Thanasis Daradoumis

Artificial intelligence (AI) and natural language processing technologies have fuelled the growth of Pedagogical Conversational Agents (PCAs) with empathic conversational capabilities. However, no systematic literature review has explored the intersection between conversational agents, education and emotion. Therefore, this study aimed to outline the key aspects of designing, implementing and evaluating these agents. The data sources were empirical studies, including peer-reviewed conference papers and journal articles, and the most recent publications, from the ACM Digital Library, IEEE Xplore, ProQuest, ScienceDirect, Scopus, SpringerLink, Taylor & Francis Online, Web of Science and Wiley Online Library. The remaining papers underwent a rigorous quality assessment. A filter study meeting the objective was based on keywords. Comparative analysis and synthesis of results were used to handle data and combine study outcomes. Out of 1162 search results, 13 studies were selected. The results indicate that agents promote dialogic learning, proficiency in knowledge domains, personalized feedback and empathic abilities as essential design principles. Most implementations employ a quantitative approach, and two variables are used for evaluation. Feedback types play a vital role in achieving positive results in learning performance and student perceptions. The main limitations and gaps are the time range for literature selection, the level of integration of the empathic field and the lack of a detailed development stage report. Moreover, future directions are the ethical implications of agents operating beyond scheduled learning times and the adoption of Responsible AI principles. In conclusion, this review provides a comprehensive framework of empathic PCAs, mostly in their evaluation. The systematic review registration number is osf.io/3xk6a.

人工智能(AI)和自然语言处理技术推动了具有移情对话能力的教学对话代理(PCA)的发展。然而,还没有系统的文献综述探讨过对话代理、教育和情感之间的交叉点。因此,本研究旨在概述设计、实施和评估这些代理的关键方面。数据来源是实证研究,包括同行评审的会议论文和期刊论文,以及来自 ACM 数字图书馆、IEEE Xplore、ProQuest、ScienceDirect、Scopus、SpringerLink、Taylor & Francis Online、Web of Science 和 Wiley Online Library 的最新出版物。其余论文经过了严格的质量评估。根据关键词筛选出符合目标的研究。比较分析和结果综合被用来处理数据和合并研究结果。在 1162 项搜索结果中,选出了 13 项研究。结果表明,代理促进对话式学习、精通知识领域、个性化反馈和移情能力是基本的设计原则。大多数实施方案采用量化方法,并使用两个变量进行评估。反馈类型在学习成绩和学生感知方面取得积极成果方面起着至关重要的作用。主要的局限和差距在于文献选择的时间范围、移情领域的整合程度以及缺乏详细的开发阶段报告。此外,未来的发展方向还包括:代理在预定学习时间之外运行的道德影响,以及采用负责任的人工智能原则。总之,本综述为移情型 PCAs 提供了一个全面的框架,主要是对其进行评估。系统综述注册号为osf.io/3xk6a。
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引用次数: 0
How do students learn with real-time personalized scaffolds? 学生如何使用实时个性化的支架进行学习?
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-30 DOI: 10.1111/bjet.13414
Lyn Lim, Maria Bannert, Joep van der Graaf, Yizhou Fan, Mladen Rakovic, Shaveen Singh, Inge Molenaar, Dragan Gašević
<div> <section> <p>Scaffolds that support self-regulated learning (SRL) have been found to improve learning outcomes. The effects of scaffolds can differ depending on how learners use them and how specific scaffolds might influence learning processes differently. Personalized scaffolds have been proposed to be more beneficial for learning due to their adaptivity to learning progress and individualized content to learning needs. The present study investigated finer-grained effects of how personalized scaffolds driven by a rule-based artificial intelligence system influenced SRL processes, especially how students learned with them. Using a pre-post experimental design, we investigated personalized scaffolds based on university students' real-time learning processes in a technologically enhanced learning environment. Students in the experimental group (<i>n</i> = 30) received personalized scaffolds, while the control group (<i>n</i> = 29) learned without scaffolds. All students completed a 45-minute learning task with trace data recorded. Findings indicated scaffold effects on students' subsequent learning behaviour. Additionally, only scaffold interaction correlated to essay performance and suggests that the increase in frequencies of SRL activities alone does not contribute directly to learning outcomes. As guidelines for real-time SRL support are lacking, this study provides valuable insights to enhance SRL support with adaptive learning technologies.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ol> <li>Self-regulated learning scaffolds, especially adaptive scaffolds, improve learning.</li> <li>Personalized scaffolds have effects on self-regulated learning activities.</li> <li>Past research focused on aggregated effects of scaffolds.</li> </ol> <p>What this paper adds </p><ol> <li>Investigates how students learn with personalized scaffolds in terms of frequencies of learning activities and scaffold interaction.</li> <li>Takes a closer look at which learning activities and when the effects of personalized scaffolds occur.</li> <li>Examines how finer-grained effects of personalized scaffolds correspond to learning outcomes.</li> </ol> <p>Implications for practice and/or policy </p><ol>
支持自我调节学习(SRL)的支架已被发现可以改善学习效果。支架的效果可能会有所不同,这取决于学习者如何使用它们以及特定支架对学习过程的不同影响。个性化支架由于其对学习进度的适应性和个性化内容对学习需求的适应性而被认为更有利于学习。本研究调查了由基于规则的人工智能系统驱动的个性化支架如何影响SRL过程,特别是学生如何使用它们学习的细粒度效应。采用前-后实验设计,我们在技术增强的学习环境中研究了基于大学生实时学习过程的个性化支架。实验组(n = 30)接受个性化支架,对照组(n = 29)不接受支架学习。所有学生都完成了一个45分钟的学习任务,并记录了跟踪数据。研究结果表明,脚手架效应对学生随后的学习行为有影响。此外,只有脚手架互动与论文表现相关,这表明单独增加SRL活动的频率并不能直接促进学习成果。由于缺乏实时SRL支持的指导方针,本研究为使用自适应学习技术增强SRL支持提供了有价值的见解。
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引用次数: 0
A visual learning analytics approach for knowledge building: Impact on students' epistemic understanding of discourse, productive inquiry and domain knowledge 知识建构的视觉学习分析方法:对学生对话语、生产性探究和领域知识的认知理解的影响
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-20 DOI: 10.1111/bjet.13409
Yuyao Tong, Chao Yang, Gaowei Chen
<div> <section> <p>In this study, we examine the design process for a visual learning analytics (VLA) approach in addition to its effect on developing students' epistemic understanding of discourse and relationships to promote knowledge-building inquiry. Over a 3-month period, an experimental class of secondary school students took a visual arts course using a knowledge-building design augmented by VLA, while a comparison class took the same course within a regular knowledge-building environment. The VLA approach implemented in the experimental class emphasized collective reflections using assessment tools to visualize the students' online and classroom discussions. The analysis of the students' questionnaire responses and Knowledge Forum discourse showed that the VLA approach helped the students develop a deeper epistemic understanding of discourse for productive inquiry and greater domain knowledge. In addition, the students' epistemic understanding was associated with their performance in productive Knowledge Forum inquiry. Qualitative analysis of the classroom and group discussions, interview responses and learning artefacts showed that the VLA design helped them understand the nature of discourse deeply by encouraging them to notice community orientations, increase their awareness of productive discourse moves and advance idea development. The implications of the VLA design in improving epistemic understanding of discourse are discussed. We contribute to the literature by examining the epistemic dimensions of discourse and implementing VLA as an epistemic tool for knowledge building.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Supporting students to develop a meta-level understanding, ie, their epistemic understanding of the nature of discourse, is important for promoting productive inquiry but continues to be challenging in education, and limited research has focused on the epistemic aspects of discourse.</li> <li>Little research has examined the role of a computer-supported knowledge-building environment augmented by a visual learning analytics approach on students' epistemic understanding of discourse, productive inquiry and domain knowledge.</li> </ul> <p>What this paper adds </p><ul> <li>A knowledge-building design augmented by a visual learning analytics approach linking online and face-to-face discourse supported students' epistemic understanding of discourse, productive inquiry and domain knowledge.</li> <li>VLA-supported
在本研究中,我们考察了视觉学习分析(VLA)方法的设计过程,以及它对培养学生对话语和关系的认识论理解以促进知识构建探究的影响。在三个月的时间里,实验班的中学生使用VLA增强的知识构建设计学习视觉艺术课程,而比较班的学生在常规的知识构建环境中学习相同的课程。在实验班实施的VLA方法强调集体反思,使用评估工具将学生的在线和课堂讨论可视化。对学生的问卷回答和知识论坛话语的分析表明,VLA方法有助于学生对话语进行更深入的认知理解,从而进行富有成效的探究和获得更多的领域知识。此外,学生的认知理解与他们在生产性知识论坛探究中的表现有关。对课堂和小组讨论、访谈回应和学习人工制品的定性分析表明,VLA设计通过鼓励他们注意社区导向、提高他们对生产性话语运动的认识和促进思想发展,帮助他们深刻理解话语的本质。讨论了VLA设计在提高语篇认知理解方面的意义。我们通过研究话语的认知维度和实现VLA作为知识构建的认知工具来贡献文献。
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引用次数: 0
Measuring learning in digital games: Applying a game-based assessment framework 衡量数字游戏中的学习:应用基于游戏的评估框架
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-17 DOI: 10.1111/bjet.13407
Chioma Udeozor, Fernando Russo Abegão, Jarka Glassey
<div> <section> <p>Digital games (DGs) have the potential to immerse learners in simulated real-world environments that foster contextualised and active learning experiences. These also offer opportunities for performance assessments by providing an environment for students to carry out tasks requiring the application of knowledge and skills learned in the classroom. Although widely used for teaching and learning, there are challenges in using digital game applications for assessment. Designing assessments around tasks in complex learning environments like DGs is not always easy, particularly for educators new to using these technologies for teaching. This paper presents a game-based assessment framework (GBAF) that is designed to be educator-friendly and useful for the design of assessments for immersive learning environments. The application of the framework to the design of embedded and external (multiple-choice questions) assessments is also presented. The GBAF offered an easy and structured basis for the design of two distinct assessments for a computer game. It provides educators with useful guidelines for designing assessments around pre-existing games.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic</p> <p>Immersive technologies are increasingly being used for teaching and learning due to their benefits to knowledge and skills acquisition. However, for educators interested in using these tools for formal classroom teaching, there is a lack of resources and guidance on assessment designs and implementations. The most commonly used assessment design framework, the evidence-centred design (ECD), is complicated to use, requiring advanced machine learning skills to implement. This has so far limited its use to large-scale computerised and game-based testing.</p> <p>What this paper adds</p> <p>This paper presents a framework developed to guide educators through the design and implementation of assessments when teaching with immersive learning applications. Grounded in the constructive alignment principles and the ECD framework, the game-based assessment framework is designed to help educators align assessment tasks to game tasks and the intended learning outcomes. It also provides step-by-step guidelines for the identification of appropriate immersive applications. It shows the practical application of the framework to the design of embedded (in-game) assessments and external (multiple-choice tests) assessments.</p> <p>Implications for practice and/or policy</p> <p>The framework presented in this paper provides a structured and pedagogically sound basis for th
数字游戏(dg)有可能让学习者沉浸在模拟的现实世界环境中,从而培养情境化和积极的学习体验。这也为学生提供了一个环境,让他们完成需要运用课堂上所学知识和技能的任务,从而为绩效评估提供了机会。虽然广泛用于教学和学习,但在使用数字游戏应用程序进行评估方面存在挑战。在像DGs这样复杂的学习环境中,围绕任务设计评估并不总是那么容易,特别是对于刚开始使用这些技术进行教学的教育工作者来说。本文提出了一个基于游戏的评估框架(GBAF),该框架旨在对教育工作者友好,并有助于设计沉浸式学习环境的评估。该框架在设计内嵌和外部(多项选择题)评估中的应用也被提出。GBAF为设计电脑游戏的两种不同评估提供了一个简单而结构化的基础。它为教育工作者提供了围绕已有游戏设计评估的有用指南。
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引用次数: 0
The effects of physical fidelity and task repetition on perceived task load and performance in the virtual reality-based training simulation 基于虚拟现实的训练仿真中,物理保真度和任务重复对感知任务负荷和性能的影响
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-15 DOI: 10.1111/bjet.13406
Eunbyul Yang, Sanghoon Park, Jeeheon Ryu
<div> <section> <p>This study aimed to examine how the levels of physical fidelity of controllers (high, mid and low) and task repetitions (four trials) influence undergraduate students' perceived task load and performance in an immersive virtual reality (VR)-based simulation. The simulation was developed using the Unity 3D engine. VR controllers were developed to reflect a real power tool in three fidelity levels: high (most realistic: weight and tactile engagement), mid (tactile engagement without weight) and low (control group: only controller). The tasks were designed to reflect complexities with four working postures: no walking & standing up, no walking & bending over, walking & standing up and walking & bending over. Thirty-six healthy undergraduate male students participated in the study. Participants were instructed to complete motor tasks accurately. Audio feedback (drill sound) and haptic feedback (vibration) were activated for three groups when the controller and a screw made contact. Each participant used all three fidelity controllers and repeated the four tasks in a counterbalanced order to account for order effects. The results of a one-way repeated measures MANOVA indicated that two dimensions of task load were significantly different among the three physical fidelity conditions. Also, task completion time, inaccurate operation time and inaccurate counts were significantly shorter when four tasks were repeated. The study findings provide design implications for VR-based training experiences for future workforce development.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>VR training simulations offer immersive opportunities for skills development, creating interactive and visually appealing learning environments.</li> <li>VR training simulations employ VR controllers as interactive interfaces to enhance task performance in virtual environments.</li> <li>Consideration of physical fidelity is crucial to improve simulation realism and support realistic sensory input for user interaction and tool manipulation. High physical fidelity in VR training simulations enhances immersion, realism and task performance.</li> </ul> <p>What this paper adds </p><ul> <li>We developed a VR controller that emulates the physical characteristics of a power tool, including weight and tactile feedback. We investigated the impact of different levels of physical fidelity on VR training simulation.</li>
本研究旨在研究在基于沉浸式虚拟现实(VR)的模拟中,控制器的物理保真度(高、中、低)水平和任务重复(四项试验)如何影响本科生的感知任务负荷和表现。模拟是使用Unity 3D引擎开发的。VR控制器的开发是为了在三个保真度水平上反映真实的电动工具:高(最真实:重量和触觉接触),中(没有重量的触觉接触)和低(对照组:只有控制器)。这些任务的设计反映了四种工作姿势的复杂性:不走路;站着,不准走动;弯下腰,走着;站起来走路弯腰。36名健康的男大学生参加了这项研究。参与者被要求准确地完成运动任务。当控制器和螺钉接触时,三组的音频反馈(钻声)和触觉反馈(振动)被激活。每个参与者使用所有三个保真度控制器,并以平衡的顺序重复四项任务,以解释顺序效应。单因素重复测量方差分析结果表明,三种物理保真度条件下任务负荷的两个维度存在显著差异。重复四项任务时,任务完成时间、不准确操作时间和不准确计数均显著缩短。研究结果为未来劳动力发展提供了基于vr的培训经验的设计启示。
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引用次数: 0
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British Journal of Educational Technology
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