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Research on the patterns of the organic growth knowledge production based on a dual perspective of content and behaviour 基于内容和行为双重视角的有机增长知识生产模式研究
IF 6.6 1区 教育学 Q1 Social Sciences Pub Date : 2023-12-19 DOI: 10.1111/bjet.13418
Yaqian Xu, Yang Yang

A new mode of knowledge production, known as the ‘organic growth pattern’, has emerged within the online learning environment. It exhibits several unique features, such as iterative growth, fuelled by collective intelligence, fuzzy complexity, etc. It is more valuable and adaptable to support knowledge innovation within rapidly changing fields. To reveal its new evolutional production pattern and the interaction mechanism of different generative topics, We take a dual perspective of content and behaviour into consideration. A total of 1855 interactive data points were collected from a connectivist massive open online course. The study employed methods, such as latent Dirichlet allocation, content analysis and lag sequential analysis. Results showed that (1) the paths of knowledge innovation were complex and diverse. The process typically began with an ill-structured question and was driven by collective contribution and cognitive conflict. (2) Knowledge production involved interactive evolution and collaborative growth of multiple generative topics. (3) The four stages of knowledge production were cyclic, with sense-making acting as a bridge between way-finding and innovation. Several implications of the findings are recommended to enhance the quality of knowledge growth, such as designing ill-structured questions, providing discussion activities from easy to difficult, introducing relevant topics, taking advantage of various platforms and mobilizing learners' or participants' quality attention-related behaviours.

在线学习环境中出现了一种新的知识生产模式,即 "有机增长模式"。它表现出一些独特的特征,如迭代增长、集体智慧的推动、模糊复杂性等。它在支持快速变化领域的知识创新方面更具价值和适应性。为了揭示其新的进化生产模式和不同生成主题的互动机制,我们从内容和行为的双重视角进行了研究。我们从一门互联主义大规模开放在线课程中收集了 1855 个互动数据点。研究采用了潜狄利克特分配、内容分析和滞后序列分析等方法。结果表明:(1) 知识创新的路径复杂多样。这一过程通常始于一个结构不严谨的问题,由集体贡献和认知冲突驱动。(2) 知识生产涉及多个生成主题的互动演化和协作增长。(3) 知识生产的四个阶段是循环往复的,而感性认识则是途径探索和创新之间的桥梁。为提高知识增长的质量,研究结果提出了一些建议,如设计结构不良的问题、提供由易到难的讨论活动、引入相关话题、利用各种平台以及调动学习者或参与者的高质量注意力相关行为等。
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引用次数: 0
Serious game the Emotion Detectives helps to improve social–emotional skills of children with neurodevelopmental disorders 严肃游戏《情感侦探》有助于提高神经发育障碍儿童的社交情感技能
IF 6.6 1区 教育学 Q1 Social Sciences Pub Date : 2023-12-18 DOI: 10.1111/bjet.13420
Joanna Löytömäki, Pasi Ohtonen, Kerttu Huttunen

Children with neurodevelopmental disorders often have social–emotional difficulties. Serious games can be used to support their social–emotional learning. This study investigated if 6–10-year-old children with autism spectrum condition, attention deficit hyperactivity disorder and developmental language disorder would improve their emotion discrimination skills by playing a serious game. Intervention (n = 30) and control groups (n = 20), comprising children with neurodevelopmental disorders, and a group of typically developing (TD) age peers (n = 106), completed six emotion discrimination tasks. ABA research design was applied in this study. Prior to the game intervention, children with neurodevelopmental disorders were significantly delayed in relation to their TD age peers in all tasks. After playing the game for two months, the children in the intervention group had significantly improved their emotion discrimination skills in four tasks, whereas the control group had significantly advanced in only one task without practice. Intervention gains were maintained at the one-month follow-up. Parents reported that the children in the intervention group somewhat improved their emotion recognition and behavioural skills in daily life in comparison to the control group. Implications for practice are discussed.

Practitioner notes

What is already known about this topic

  • Children with neurodevelopmental disorders often exhibit various social–emotional symptoms.
  • Within the field of social–emotional learning, many serious games have a narrow focus on specific skills, and they often only provide possibilities for observing target behaviours, not actual skill training.
  • There are mixed results on the efficacy of game-based interventions targeted at improving social–emotional skills.

What this paper adds

  • The Emotion Detectives game used in this study offers a well-designed learning environment that provides adaptive learning and feedback systems.
  • The participating children's social–emotional skills were assessed with versatile methods and via triangulation.
  • Intervention with the Emotion Detectives game helped to decrease some emotion and behavioural symptoms of the players.
患有神经发育障碍的儿童往往在社交情感方面存在困难。严肃游戏可用于支持他们的社交情感学习。本研究调查了 6-10 岁患有自闭症谱系障碍、注意缺陷多动障碍和语言发育障碍的儿童是否会通过玩严肃游戏来提高他们的情绪辨别能力。干预组(n = 30)和对照组(n = 20)由患有神经发育障碍的儿童和一组发育正常(TD)的同龄人(n = 106)组成,他们完成了六项情绪辨别任务。本研究采用了 ABA 研究设计。在进行游戏干预之前,神经发育障碍儿童在所有任务中的表现都明显落后于发育正常的同龄儿童。在玩了两个月的游戏后,干预组儿童在四项任务中的情绪辨别能力有了显著提高,而对照组儿童在没有练习的情况下仅在一项任务中取得了显著进步。干预成果在一个月的随访中得以保持。家长们表示,与对照组相比,干预组儿童在日常生活中的情绪识别和行为技能有了一定程度的提高。本文讨论了对实践的启示。
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引用次数: 0
The impact of sound and immersive experience on learners when using virtual reality and tablet: A mixed-method study 使用虚拟现实和平板电脑时,声音和沉浸式体验对学习者的影响:混合方法研究
IF 6.6 1区 教育学 Q1 Social Sciences Pub Date : 2023-12-16 DOI: 10.1111/bjet.13417
Regina Kaplan-Rakowski, Deborah Cockerham, Richard E. Ferdig

Multisensory-rich VR experiences, which encompass visual, auditory, and haptic stimuli, have the potential to enhance engagement, motivation, and learning. However, extensive sensory stimuli could also compromise learning through sensory overload. In museum settings, visitors who are inundated with excessive stimuli such as unrelated background music or competing visual options may not experience optimal learning. This mixed-methods study addressed this potential problem by exploring the impact of sound on learning, enjoyment, sense of presence, and the development of interest among museum attendees (N = 255) who used two different types of technology: high-immersion VR or a tablet. Results from a one-way MANOVA revealed that learning and sense of presence were unaffected by the technology used unless sound was added. Using a tablet with sound lowered the sense of presence. Participants in the VR condition with or without sound had significantly higher enjoyment scores than those in either tablet condition. The development of interest was not significantly affected by any condition, regardless of whether sound was used. The research findings have implications for implementing VR for learning in museum settings. For instance, VR can enhance a sense of presence in museum exhibits, but a sense of presence may be significantly diminished when museum visitors use tablets with sound. Additional recommendations for the use of multimodal VR in museums are provided.

Practitioner notes

What is already known about this topic

  • VR can support an immersive and engaging experience for users.
  • VR is more immersive than tablets.
  • When designed effectively, sound can increase immersion and engagement.
  • When integrated into the visual environment, sound can add authenticity to the learning content.
  • VR can complement museum exhibits as it allows museum visitors to extend their learning experiences.

What this paper adds

  • VR enriched with sound can significantly and positively impact sense of presence.
  • Compared with a soundless VR exhibition, VR enriched with sound enhances engagement of museum visitors by drawing their attention to the content of the exhibits.
  • VR with and without sound can support learning and
包含视觉、听觉和触觉刺激的多感官 VR 体验有可能提高参与度、动机和学习效果。然而,广泛的感官刺激也可能因感官超载而影响学习。在博物馆环境中,参观者如果受到过多的刺激,如无关的背景音乐或相互竞争的视觉选项,就可能无法获得最佳的学习体验。这项混合方法研究针对这一潜在问题,探讨了声音对学习、乐趣、临场感的影响,以及使用两种不同类型技术(高沉浸式 VR 或平板电脑)的博物馆参观者(255 人)兴趣的培养。单向 MANOVA 的结果显示,除非添加声音,否则学习和临场感不受所使用技术的影响。使用带声音的平板电脑会降低临场感。在有声音或无声音的 VR 条件下,参与者的乐趣得分明显高于平板电脑条件下的参与者。无论是否使用声音,兴趣的培养都没有受到任何条件的明显影响。研究结果对在博物馆环境中实施 VR 学习具有启示意义。例如,VR 可以增强博物馆展品的临场感,但当博物馆参观者使用带声音的平板电脑时,临场感可能会明显减弱。研究还为在博物馆中使用多模态 VR 提出了其他建议。
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引用次数: 0
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 Social Sciences Pub Date : 2023-12-15 DOI: 10.1111/bjet.13422
Chunxiao Yin, Lirui Li, Liang Yu

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.

Practitioner notes

What is already known about this topic

  • In-class media multitasking behaviours (ICMMBs) damage college students' academic performance.
  • College students' ICMMBs are affected by individual factors, such as internet addiction and sensation seeking.
  • 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.

What this paper adds

  • This work enriches the media multitasking literature by investigating the predictors of ICMMBs from a relatively new perspective, that is, the social learning perspective.
  • This work also contributes to the literature on media multitasking by examining how the social learning process of college students' ICMMBs differs across students.
  • This work extends the application scope of social learning theory to the context of college students' ICMMBs.

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 Social Sciences 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

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.

Practitioner notes

What is already known about this topic

  • AI literacy has drawn increasing attention in recent years and has been identified as an important digital literacy.
  • Schools and universities around the world started to incorporate AI into their curriculum to foster young learners' AI literacy.
  • Some studies have worked to design suitable measurement tools, especially questionnaires, to examine students' learning outcomes in AI learning programmes.

What this paper adds

  • Develops an AI literacy questionnaire (AILQ) to evaluate students' literacy development in terms of affective, behavioural, cognitive and ethical (ABCE) dimensions.
  • 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 Social Sciences Pub Date : 2023-12-08 DOI: 10.1111/bjet.13412
Jinbo Tan, Lei Wu, Shanshan Ma

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 t-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.

Practitioner notes

What is already known about this topic

  • Pair programming is promising in promoting problem solving and knowledge transfer and is widely used in programming education.
  • There are different patterns observed in the pair programming process.
  • Collaborative dialogue patterns found in “expert-novice” pair programming were derived from a single programming task.

What this paper adds

  • 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.
  • Four collaborative dialogue patterns showed different significant impacts on different students' programming self-efficacy and coding performance.
  • 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 Social Sciences Pub Date : 2023-12-07 DOI: 10.1111/bjet.13416
Heqiu Song, Emilia I. Barakova, Jaap Ham, Panos Markopoulos

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 (N = 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.

Practitioner notes

What is already known about this topic

  • 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.
  • Musical instrument learning requires practice, perseverance, and social support to become successful.
  • Social robots can be used as a provider of social support during musical instrument practice.
  • 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.

What this paper adds

  • Social robots are beneficial for children's performance in musical instrument learning.
  • 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.
  • 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.
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 Social Sciences Pub Date : 2023-12-07 DOI: 10.1111/bjet.13415
Ji Yae Bong, Kyunghwa Cho, Zhichun Liu, Dan He

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 (n = 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.

Practitioner notes

What is already known about this topic

  • High attrition/dropout rates and low engagement have been major concerns of online educators.
  • Emergency remote teaching (ERT) has implications for online teaching beyond the ERT paradigm.
  • 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.

What this paper adds

  • 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.
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 Social Sciences 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 Social Sciences 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

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 (n = 30) received personalized scaffolds, while the control group (n = 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.

Practitioner notes

What is already known about this topic

  1. Self-regulated learning scaffolds, especially adaptive scaffolds, improve learning.
  2. Personalized scaffolds have effects on self-regulated learning activities.
  3. Past research focused on aggregated effects of scaffolds.

What this paper adds

  1. Investigates how students learn with personalized scaffolds in terms of frequencies of learning activities and scaffold interaction.
  2. Takes a closer look at which learning activities and when the effects of personalized scaffolds occur.
  3. Examines how finer-grained effects of personalized scaffolds correspond to learning outcomes.

Implications for practice and/or policy

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
期刊
British Journal of Educational Technology
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