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Improving executive functions at school. Integrating metacognitive exercise in class and computerized training at home to ensure training intensity and generalization. A feasibility pilot study 在学校提高执行功能。将课堂上的元认知练习和家庭中的电脑化训练结合起来,确保训练强度和普遍性。可行性试点研究
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-27 DOI: 10.1111/bjet.13470
Carlotta Rivella, Clara Bombonato, Chiara Pecini, Andrea Frascari, Paola Viterbori
<div> <section> <p>Previous research has demonstrated the effectiveness of executive functions (EFs) training, both in computer-based and school-based formats. However, there is limited research on the combined effects of these training modalities. This study aims to assess the feasibility and preliminary efficacy of an EFs training programme for primary school children. The programme includes computerized training sessions for home use and school activities with metacognitive elements. The study included a sample of 53 second-grade children, with 21 children in the training group and 32 children in the control group. Feasibility questionnaires were completed by children, parents and teachers. The children also underwent an EFs evaluation. The results indicate that the training was enjoyable for children and feasible for parents and teachers. Furthermore, preliminary efficacy analysis revealed significant improvements in working memory. These findings suggest that the training model holds promise for enhancing EFs in children in the school context.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Individual differences in executive functions influence acquisitions, behaviours and competencies in several specific domains from infancy to adulthood.</li> <li>Enhancing executive functions during school-age years can contribute to reducing or preventing academic, behavioural and social difficulties.</li> <li>Among interventions targeting executive functions in school-aged children, school-based interventions have shown the highest effectiveness, followed by metacognitive interventions and computer-based interventions.</li> </ul> <p>What this paper adds </p><ul> <li>This paper presents the implementation of an innovative school-based training programme designed to improve executive functions (EFs). The programme combines metacognitive sessions conducted at school with computer-based sessions carried out at home. The goal was to enhance the effectiveness and generalizability of the training.</li> <li>The training programme was found to be enjoyable for children and feasible for both parents and teachers.</li> <li>Preliminary efficacy data indicate promising results, suggesting that the training programme is effective in achieving its intended goals.</li>
以往的研究已经证明了执行功能(EFs)培训的有效性,包括基于计算机的培训和基于学校的培训。然而,关于这些训练模式的综合效果的研究却很有限。本研究旨在评估针对小学生的执行功能训练计划的可行性和初步效果。该计划包括供家庭使用的计算机化培训课程和具有元认知元素的学校活动。研究对象包括 53 名二年级儿童,其中 21 名儿童为训练组,32 名儿童为对照组。儿童、家长和教师填写了可行性问卷。这些儿童还接受了一项 EFs 评估。结果表明,培训对儿童来说是愉快的,对家长和教师来说也是可行的。此外,初步疗效分析表明,工作记忆有了显著改善。这些研究结果表明,该培训模式有望在学校环境中提高儿童的执行功能。在学龄期增强执行功能有助于减少或预防学业、行为和社交方面的困难。在针对学龄儿童执行功能的干预措施中,以学校为基础的干预措施效果最好,其次是元认知干预措施和以计算机为基础的干预措施。本文的补充内容 本文介绍了一项旨在改善执行功能(EFs)的创新性校本培训计划的实施情况。该计划将在学校开展的元认知课程与在家中开展的计算机课程相结合。目的是提高培训的有效性和可推广性。研究发现,该培训计划对儿童来说是愉快的,对家长和教师来说也是可行的。初步的效果数据表明,培训计划能有效地实现其预期目标。对实践和/或政策的启示 将校本元认知培训与在家进行的电脑化课程相结合,可以提供高强度的培训计划,而这可能是学校无法单独实现的。与教师和同伴一起在小组环境中开展的学校活动最受孩子们的欢迎,这表明在对孩子有意义的社会环境中,仅靠电脑课程无法取代学校元认知课程的价值。让家庭积极参与培训过程以确保良好的坚持性至关重要。此外,在实施培训计划之前,应评估每个家庭是否拥有技术资源。
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引用次数: 0
Exploring the impact of gamification on students’ academic performance: A comprehensive meta-analysis of studies from the year 2008 to 2023 探索游戏化对学生学习成绩的影响:对 2008 年至 2023 年研究的综合荟萃分析
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-27 DOI: 10.1111/bjet.13471
Jiyuan Zeng, Daner Sun, Chee-Kit Looi, Andy Chun Wai Fan

Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic achievement remains a subject of debate. This study employed a meta-analysis approach to examine the overall influence of gamification on students' academic performance. The sample comprised 22 experimental studies conducted between 2008 and 2023, comparing the effects of gamified and non-gamified classes. Utilizing a random effects model, the results revealed a moderately positive effect of gamification on student academic performance (Hedges's g = 0.782, p < 0.05). The paper further discussed the outcomes of various moderator analyses, providing valuable insights into the selection and utilization of game design elements, as well as considerations specific to different educational stages.

游戏化的特点是在非游戏环境中融入游戏设计元素,与传统的讲授式教学方法相比,游戏化有可能提高学生的参与度和乐趣,因此在课堂上越来越受欢迎。虽然学生们普遍对游戏化持积极态度,但其对学习成绩的影响仍是一个争论的话题。本研究采用了荟萃分析法来考察游戏化对学生学业成绩的总体影响。样本包括 2008 年至 2023 年间进行的 22 项实验研究,比较了游戏化和非游戏化课堂的效果。利用随机效应模型,结果显示游戏化对学生学业成绩的影响为中度正效应(Hedges's g = 0.782, p < 0.05)。论文进一步讨论了各种调节分析的结果,为游戏设计元素的选择和利用以及不同教育阶段的具体注意事项提供了有价值的见解。目前的综述研究还不够全面。缺乏探讨游戏化各种影响的元分析。本文的补充 研究了地理区域、教育水平、学习环境、学科和游戏元素等因素对游戏化的影响。研究表明,游戏化对学生成绩的影响是显著而积极的,影响因素包括地理区域、教育水平、学习环境、学科和游戏元素。对实践和/或政策的启示 游戏化是教师提高学生成绩的明智选择。建议教师在教学方法中采用和运用适当的游戏元素。今后的研究可侧重于调查反馈作为游戏元素在教学中的影响。
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引用次数: 0
Evaluating technology enhanced learning by using single-case experimental design: A systematic review 利用单例实验设计评估技术强化学习:系统回顾
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-26 DOI: 10.1111/bjet.13468
Nadira Dayo, Sameh Said Metwaly, Wim Van Den Noortgate

Single-case experimental designs (SCEDs) may offer a reliable and internally valid way to evaluate technology-enhanced learning (TEL). A systematic review was conducted to provide an overview of what, why and how SCEDs are used to evaluate TEL. Accordingly, 136 studies from nine databases fulfilling the inclusion criteria were included. The results showed that most of the studies were conducted in the field of special education focusing on evaluating the effectiveness of computer-assisted instructions, video prompts and mobile devices to improve language and communication, socio-emotional, skills and mental health. The research objective of most studies was to evaluate the effects of the intervention; often no specific justification for using SCED was provided. Additionally, multiple baseline and phase designs were the most common SCED types, with most measurements in the intervention phase. Frequent data collection methods were observation, tests, questionnaires and task analysis, whereas, visual and descriptive analysis were common methods for data analysis. Nearly half of the studies did not acknowledge any limitations, while a few mentioned generalization and small sample size as limitations. The review provides valuable insights into utilizing SCEDs to advance TEL evaluation methodology and concludes with a reflection on further opportunities that SCEDs can offer for evaluating TEL.

单例实验设计(SCED)可以为评估技术辅助学习(TEL)提供一种可靠且内部有效的方法。我们进行了一项系统性综述,以概述什么是单例实验设计、为什么要使用单例实验设计以及如何使用单例实验设计来评估技术辅助学习。因此,符合纳入标准的 9 个数据库中的 136 项研究被纳入其中。结果显示,大多数研究都是在特殊教育领域进行的,重点是评估计算机辅助教学、视频提示和移动设备在改善语言和沟通、社会情感、技能和心理健康方面的效果。大多数研究的目的是评估干预措施的效果;通常没有提供使用 SCED 的具体理由。此外,多基线和分阶段设计是最常见的 SCED 类型,大多数测量都是在干预阶段进行的。常用的数据收集方法是观察、测试、问卷调查和任务分析,而直观分析和描述性分析则是常用的数据分析方法。近一半的研究不承认有任何局限性,但也有少数研究提到了普遍性和样本量小的局限性。本综述为利用 SCED 推动 TEL 评估方法提供了有价值的见解,并在最后对 SCED 为 TEL 评估提供的更多机会进行了反思。SCED 在没有干预措施和有干预措施的情况下,使用多种测量方法在多种条件下对单个参与者进行研究。SCED 可以成为评估任何干预措施(包括测试基于技术的干预措施)引起的行为变化的严格设计。本文的补充揭示了在 TEL 中使用 SCED 的模式、趋势和差距。确定了使用 SCED 进行研究的学科、教育技术工具和结果变量。通过阐明方法技巧,全面了解如何使用 SCED 评估电子学习。丰富了有关将 SCED 用于 TEL 的合理性和局限性的见解。对实践和/或政策的影响 提供信息,说明如何使用严格的 SCED 方法评估各学科的技术驱动干预措施。因此,有助于提高证据库的质量,为政策制定者和不同利益相关者提供设计、实施和决定影音技术的综合资源。
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引用次数: 0
Using explainable AI to unravel classroom dialogue analysis: Effects of explanations on teachers' trust, technology acceptance and cognitive load 使用可解释的人工智能来解读课堂对话分析:解释对教师信任度、技术接受度和认知负荷的影响
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-23 DOI: 10.1111/bjet.13466
Deliang Wang, Cunling Bian, Gaowei Chen

Deep neural networks are increasingly employed to model classroom dialogue and provide teachers with prompt and valuable feedback on their teaching practices. However, these deep learning models often have intricate structures with numerous unknown parameters, functioning as black boxes. The lack of clear explanations regarding their classroom dialogue analysis likely leads teachers to distrust and underutilize these AI-powered models. To tackle this issue, we leveraged explainable AI to unravel classroom dialogue analysis and conducted an experiment to evaluate the effects of explanations. Fifty-nine pre-service teachers were recruited and randomly assigned to either a treatment (n = 30) or control (n = 29) group. Initially, both groups learned to analyse classroom dialogue using AI-powered models without explanations. Subsequently, the treatment group received both AI analysis and explanations, while the control group continued to receive only AI predictions. The results demonstrated that teachers in the treatment group exhibited significantly higher levels of trust in and technology acceptance of AI-powered models for classroom dialogue analysis compared to those in the control group. Notably, there were no significant differences in cognitive load between the two groups. Furthermore, teachers in the treatment group expressed high satisfaction with the explanations. During interviews, they also elucidated how the explanations changed their perceptions of model features and attitudes towards the models. This study is among the pioneering works to propose and validate the use of explainable AI to address interpretability challenges within deep learning-based models in the context of classroom dialogue analysis.

深度神经网络被越来越多地用于模拟课堂对话,并为教师的教学实践提供及时而有价值的反馈。然而,这些深度学习模型往往结构复杂,有许多未知参数,就像黑盒子一样。由于缺乏对课堂对话分析的清晰解释,教师很可能不信任这些人工智能驱动的模型,并对其利用不足。为了解决这个问题,我们利用可解释的人工智能来解释课堂对话分析,并进行了一项实验来评估解释的效果。我们招募了 59 名职前教师,并将他们随机分配到治疗组(30 人)或对照组(29 人)。起初,两组教师都学习使用人工智能驱动的模型分析课堂对话,但不做解释。随后,治疗组接受人工智能分析和解释,而对照组继续只接受人工智能预测。结果表明,与对照组教师相比,治疗组教师对人工智能驱动的课堂对话分析模型的信任度和技术接受度明显更高。值得注意的是,两组在认知负荷方面没有明显差异。此外,治疗组教师对解释表示非常满意。在访谈中,他们还阐明了讲解如何改变了他们对模型特征的认识和对模型的态度。课堂对话被认为是教学过程中的一个关键要素,研究人员越来越多地利用人工智能技术,特别是深度学习方法来分析课堂对话。本文通过一项实验研究证明,提供模型解释可以提高教师对人工智能课堂对话模型的信任度和技术接受度,同时不会增加他们的认知负担。教师们对可解释人工智能提供的模型解释表示满意。可解释人工智能的整合可以有效解决用于分析课堂对话的复杂人工智能模型的可解释性难题。为课堂对话设计的智能教学系统可以从先进的人工智能模型和可解释人工智能方法中受益,这些方法既能为用户提供自动分析,又能提供清晰的解释。通过让用户理解分析背后的基本原理,解释可以促进用户对人工智能模型的信任和接受。
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引用次数: 0
Towards inclusivity in AI: A comparative study of cognitive engagement between marginalized female students and peers 实现人工智能的包容性:边缘化女学生与同龄人认知参与的比较研究
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-23 DOI: 10.1111/bjet.13467
Shiyan Jiang, Jeanne McClure, Cansu Tatar, Franziska Bickel, Carolyn P. Rosé, Jie Chao
<div> <section> <p>This study addresses the need for inclusive AI education by focusing on marginalized female students who historically lack access to learning opportunities in computing. It applies the theoretical framework of intersectionality to understand how gender, race and ethnicity intersect to shape these students' learning experiences and outcomes. Specifically, this study investigated 27 high-school students' cognitive engagement in machine learning practices. We conducted the Wilcoxon–Mann–Whitney test to explore differences in cognitive engagement between marginalized female students and their peers, employed comparative content analysis to delve into significant differences and analysed interview data thematically to gain deeper insights into students' machine learning model development processes. The findings indicated that, when engaging in machine learning practices requiring drawing diverse cultural perspectives, marginalized female students demonstrated significantly higher performance compared to their peers. In particular, marginalized female students exhibited strengths in holistic language analysis, paying attention to writers' intentions and recognizing cultural nuances in language. This study suggests that integrating language analysis and machine learning across subjects has the potential to empower marginalized female students and amplify their perspectives. Furthermore, it calls for a strengths-based approach to reshape the narrative of underrepresentation and promote equitable participation in machine learning and AI.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Female students, particularly those from underrepresented groups such as African American and Latina students, often experience low levels of cognitive engagement in computing.</li> <li>Marginalized female students possess unique strengths that, when nurtured, have the potential to not only transform their own learning experiences but also contribute to the advancement of the computing field.</li> <li>It is critical to empower marginalized female students in K-12 AI (ie, a subfield of computing) education, seeking to bridge the gender and racial disparity in AI.</li> </ul> <p>What this paper adds </p><ul> <li>Marginalized female students outperformed their peers in responding to machine learning questions related to feature analysis and feature distribution interpretati
本研究关注历来缺乏计算机学习机会的边缘化女学生,以满足对包容性人工智能教育的需求。本研究运用交叉性理论框架来理解性别、种族和民族是如何交叉影响这些学生的学习经历和结果的。具体而言,本研究调查了 27 名高中学生在机器学习实践中的认知参与情况。我们通过 Wilcoxon-Mann-Whitney 检验来探索边缘化女学生与同龄人在认知参与方面的差异,采用比较内容分析法来深入研究显著差异,并对访谈数据进行专题分析,以深入了解学生的机器学习模型开发过程。研究结果表明,在参与需要汲取不同文化视角的机器学习实践时,边缘化女学生的表现明显高于同龄人。特别是,边缘化女学生在整体语言分析、关注作者意图和识别语言中的文化细微差别方面表现出优势。这项研究表明,跨学科整合语言分析和机器学习有可能增强边缘化女学生的能力,扩大她们的视野。此外,本研究还呼吁采用基于优势的方法来重塑代表性不足的说法,并促进对机器学习和人工智能的公平参与。关于本主题的已知情况女学生,尤其是那些来自非裔美国人和拉丁裔学生等代表性不足群体的女学生,在计算机领域的认知参与度往往较低。被边缘化的女学生拥有独特的优势,如果加以培养,她们不仅有可能改变自己的学习经历,还能为计算机领域的进步做出贡献。在 K-12 人工智能(即计算机的一个子领域)教育中,增强被边缘化的女学生的能力至关重要,这有助于弥合人工智能领域的性别和种族差异。在回答这些问题时,她们通过考虑特征之间的相互作用和作者的意图,展示了一种分析语言的整体方法。她们利用了有关在不同文化背景下如何使用语言表达意义的知识。对实践和/或政策的启示教育工作者应该设计学习环境,鼓励学生利用他们的文化背景、语言洞察力和不同经验,提高他们在人工智能相关活动中的参与度和表现。教育工作者应战略性地将语言分析和机器学习整合到不同学科中,创造跨学科学习体验,支持学生探索语言、文化和人工智能之间的相互作用。教育机构和政策倡议应采用基于优势的方法,通过承认边缘化女学生的固有能力和不同背景,重点增强她们的能力。
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引用次数: 0
Meta-analysis of the effect of 360-degree videos on students' learning outcomes and non-cognitive outcomes 360 度视频对学生学习成果和非认知成果影响的元分析
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-17 DOI: 10.1111/bjet.13464
Zhujun Jiang, Yicong Zhang, Feng-Kuang Chiang

A 360-degree video offers a novel visual experience for education. This immersive experience not only amplifies students' engagement and curiosity but also assists them in delving into and comprehending intricate concepts from a multitude of viewpoints. Given its novelty, there is a relative shortage of studies on 360-degree video's overall effectiveness in education. This study conducted a meta-analysis of 49 peer-reviewed articles. Utilizing a random-effects model to compute effect sizes (ES), the results showed that 360-degree videos have a moderate impact on both learning (Hedges' g = 0.525) and non-cognitive outcomes (Hedges' g = 0.527), with notable heterogeneity observed across the studies. Furthermore, the studies were coded to examine the moderating effects of their characteristics, such as the level of education, the field of education, the display types, experimental design, the sample size and the control treatment. The findings suggest a medium effect of 360-degree videos on knowledge acquisition and a smaller effect on task performance. In terms of non-cognitive outcomes, the least impact was noted in the domain of social and emotional qualities, while the most significant impact was in attitudes and beliefs. Based on these findings, the study proposed future research directions focusing on enhancing teaching strategies and improving research designs concerning the use of 360-degree videos in educational contexts.

360 度视频为教育提供了一种新颖的视觉体验。这种身临其境的体验不仅能提高学生的参与度和好奇心,还能帮助他们从多个角度深入研究和理解复杂的概念。鉴于其新颖性,有关 360 度视频在教育中的整体效果的研究相对不足。本研究对 49 篇同行评审文章进行了荟萃分析。利用随机效应模型计算效应大小(ES),结果表明,360 度视频对学习(Hedges' g = 0.525)和非认知结果(Hedges' g = 0.527)都有适度影响,不同研究之间存在明显的异质性。此外,还对这些研究进行了编码,以检查其特征的调节作用,如教育水平、教育领域、展示类型、实验设计、样本量和对照处理。研究结果表明,360 度视频对知识获取的影响中等,对任务表现的影响较小。在非认知结果方面,社会和情感品质的影响最小,而态度和信念的影响最大。基于这些发现,该研究提出了未来的研究方向,重点是加强教学策略和改进有关在教育环境中使用 360 度视频的研究设计。它们能增强学习者的临场感,加深对主题的理解,提高非认知技能。360 度视频对学习和非认知结果的影响参差不齐。本文补充道,360 度视频对学生的学习成果(g = 0.0.525)和非认知成果(g = 0.0.527)具有中等效果。在 360 度视频对学习成果和非认知成果的影响方面,观察到了显著的异质性。在非认知结果方面,360 度视频在社会和情感品质领域的影响最小。确定影响 360 度视频效果的关键调节因素,包括参与者的教育水平、应用领域、样本大小、显示类型、实验设计和对照处理。对实践和/或政策的影响 通过 360 度视频加强社会和情感学习,帮助理解和管理情感体验。制定符合不同学科特点的学习策略。鼓励采用教师辅助方法,支持正规教育环境下的结构化课程学习和教学。在未来的研究中,可收集多模态数据进行分析,以探索学习过程。
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引用次数: 0
Student profiles based on in-game performance and help-seeking behaviours in an online mathematics game 基于在线数学游戏中的游戏表现和求助行为的学生档案
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-13 DOI: 10.1111/bjet.13463
Reilly Norum, Ji-Eun Lee, Erin Ottmar, Lane Harrison
<div> <section> <p>Well-designed online educational games can improve students' math knowledge, skills and engagement; however, more research is needed to understand how to formatively assess components of students' mathematical understanding and learning as students solve problems in online educational games. In this study, we examined how 7th-grade students' (<i>N</i> = 760) in-game performance (ie, strategy efficiency, mathematical validity of the first action, mathematical errors) and help-seeking behaviours (ie, hint requests) correlated with their algebraic knowledge in an online mathematics game. The <i>k</i>-means cluster analysis identified four groups of students based on their in-game metrics, and some variabilities in their in-game performance were found. Although hint requests were available, only a few students showed a high percentage of hint requests during their gameplay. The regression analysis revealed that students' in-game performance and help-seeking behavioural patterns explained a significant amount of variance in students' algebraic knowledge above and beyond their prior knowledge. Our results suggest that how students interact with the online learning game is related to their later math performance, and qualitative aspects of student behaviours captured using log data provide meaningful information to students' algebraic understanding.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Well-designed online educational games can improve students' math knowledge, skills, and engagement.</li> <li>Several studies found that some in-game metrics, such as in-game progress or correctness of tasks, are positively associated with learning outcomes.</li> <li>However, many studies used simple metrics like the correctness of each task or the number of problems completed to measure students' performance in the game.</li> <li>Few studies measured more in the moment or qualitative aspects of student in-game performance, for example, how efficiently students solved problems in the game.</li> </ul> <p>What this paper adds </p><ul> <li>In-game metrics measuring more in the moment and qualitative aspects of students' problem-solving explained a significant amount of variance in students' algebraic knowledge above and beyond students' prior knowledge.</li> <li>Students' strategy efficiency and strategic planning were positively associated with students
精心设计的在线教育游戏可以提高学生的数学知识、技能和参与度;然而,如何在学生解决在线教育游戏中的问题时,对学生的数学理解和学习进行形成性评估,还需要更多的研究。在本研究中,我们考察了七年级学生(N = 760)在在线数学游戏中的游戏表现(即策略效率、第一次操作的数学有效性、数学错误)和寻求帮助的行为(即提示请求)与其代数知识的相关性。K-means 聚类分析根据游戏中的指标确定了四组学生,并发现他们在游戏中的表现存在一些差异。虽然有提示请求,但只有少数学生在游戏中显示出较高的提示请求比例。回归分析表明,学生在游戏中的表现和寻求帮助的行为模式解释了学生代数知识中的大量差异,这些差异超出了他们的已有知识。我们的研究结果表明,学生与在线学习游戏的互动方式与他们以后的数学成绩有关,利用日志数据捕捉到的学生行为的定性方面为学生理解代数知识提供了有意义的信息。一些研究发现,游戏中的一些指标(如游戏进度或任务正确率)与学习效果呈正相关。然而,许多研究使用简单的指标,如每个任务的正确率或完成问题的数量来衡量学生在游戏中的表现。很少有研究对学生在游戏中的表现进行即时或定性测量,例如,学生在游戏中解决问题的效率。本文补充的内容 在游戏中衡量学生解决问题的即时性和定性方面的指标可以解释学生代数知识中的大量差异,这些差异超出了学生的已有知识。学生的策略效率和策略规划与学生的数学解题成绩呈正相关。虽然几乎所有问题都有提示,但只有少数学生表现出较高的寻求帮助行为,而游戏中成绩最低但最需要帮助的学生表现出较低的寻求帮助行为。对实践和/或政策的启示 将学生进行分类,可以识别出解决问题能力水平不同的学生,帮助教师提供更加个性化的教学。教师可以利用这些信息作为形成性评估,以确定需要干预的核心领域,尤其是在游戏中教授的数学概念上有困难的学生。可能需要采取教学策略,使提示对学生更有吸引力或更有吸引力。
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引用次数: 0
Self-regulation and shared regulation in collaborative learning in adaptive digital learning environments: A systematic review of empirical studies 自适应数字学习环境中协作学习的自我调节和共同调节:实证研究的系统回顾
IF 6.6 1区 教育学 Q1 Social Sciences Pub Date : 2024-04-09 DOI: 10.1111/bjet.13459
Kshitij Sharma, Andy Nguyen, Yvonne Hong

Adaptive learning technologies are closely related to learners' self-regulatory processes in individual and collaborative learning. This study presents the outcomes of a systematic literature review of empirical evidence on adaptive learning environments to foster self-regulation and shared regulation of learning in collaborative settings. We provide an overview of what and how adaptive technologies have been used to understand and promote self-regulated learning in collaborative contexts. A search resulted in 38 papers being analysed. Specifically, we identified the seven main objectives (feedback and scaffolding, self-regulatory skills and strategies, learning trajectories, collaborative learning processes, adaptation and regulation, self-assessment, and help-seeking behaviour) that the adaptive technology research has been focusing on. We also summarize the implications derived from the reviewed papers and frame them within seven thematic areas. Finally, this review stresses that future research should consider developing a converging theoretical framework that would enable concrete monitoring and support for self-regulation and socially shared regulation of learning. Our findings set a baseline to support the adoption and proliferation of adaptive learning technology within self-regulated learning research and development.

Practitioner notes

What is already known about this topic

  • By providing personalized and learner-centric adaptive learning environments (ADLEs), adaptive learning technology can support and foster self-regulated learning (SRL) practices.
  • It is possible to create a more student-centred and effective learning environment by combining adaptive learning and collaborative learning.
  • Socially shared regulatory activities can involve planning, monitoring, controlling and reflecting on a group's learning processes.

What this paper adds

  • Provides a systematic literature review of empirical evidence on ADLEs, SRL and socially shared regulation of learning (SSRL) in collaborative contexts.
  • Summarizes the insights on (S)SRL through ADLEs in collaborative learning.
  • Identifies challenges and opportunities for ADLEs to support (S)SRL in collaborative learning.
自适应学习技术与学习者在个人和协作学习中的自我调节过程密切相关。本研究介绍了系统性文献综述的成果,综述了有关自适应学习环境的经验证据,以促进协作环境中学习的自我调节和共同调节。我们概述了适应性技术是如何用于理解和促进协作环境中的自我调节学习的。通过检索,我们对 38 篇论文进行了分析。具体来说,我们确定了适应性技术研究一直关注的七个主要目标(反馈和支架、自我调节技能和策略、学习轨迹、协作学习过程、适应和调节、自我评估和寻求帮助的行为)。我们还总结了从综述论文中得出的启示,并将其归纳为七个主题领域。最后,本综述强调,未来的研究应考虑制定一个趋同的理论框架,以便对学习的自我调节和社会共享调节进行具体的监控和支持。我们的研究结果为支持自适应学习技术在自我调节学习研究和发展中的应用和推广奠定了基础。通过将自适应学习与协作学习相结合,可以创建一个更加以学生为中心、更加有效的学习环境。社会共享的调节活动可以涉及对小组学习过程的规划、监测、控制和反思。本文的补充内容 对协作环境中的 ADLEs、SRL 和社会共享学习调控(SSRL)的实证证据进行了系统的文献综述。总结在协作学习中通过 ADLEs 进行(S)SRL 的见解。指出在协作学习中通过 ADLE 支持(S)SRL 所面临的挑战和机遇。对实践和/或政策的启示 学习分析和教育技术研究人员可以将系统综述作为未来研究的指南。学习分析和教育技术从业人员可以将本系统综述作为该领域现状的总结。
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引用次数: 0
Facilitating cognitive development and addressing stereotypes with a cross-cultural learning activity supported by interactive 360-degree video technology 通过 360 度互动视频技术支持的跨文化学习活动促进认知发展和消除陈规定型观念
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-05 DOI: 10.1111/bjet.13461
Rustam Shadiev, Xuan Chen, Barry Lee Reynolds, Yanjie Song, Fahriye Altinay

This study investigates a virtual reality (VR) cross-cultural interactive learning environment that combines a 360-degree video camera for content creation, a viewing tool, and a video conference platform for real-time interaction. This environment aims to address the limitations of traditional 360-degree VR tools, particularly in enabling simultaneous, interactive engagement among multiple users. The study recruited 31 university students from China and Indonesia utilizing convenience sampling to test the efficacy of the environment in fostering cognitive development and challenging cross-cultural stereotypes. The methodology included analysing student-created content, questionnaire responses, and insights from semistructured interviews. The analysis, grounded in a cognitive development taxonomy and an assessment of stereotype changes, revealed that the students reached the “remember” and “understand” cognitive levels. Additionally, prevalent stereotypes held by the students were addressed. The immersive nature of the VR environment and the interactions with foreign peers were highly appreciated, significantly contributing to cognitive growth and stereotype mitigation. These findings offer valuable insights for educators and researchers in technology-assisted cross-cultural education, emphasizing the importance of designing interactive VR-based activities that effectively facilitate cognitive development and address cross-cultural stereotypes.

本研究调查了一个虚拟现实(VR)跨文化互动学习环境,该环境结合了用于创建内容的 360 度摄像机、观看工具和用于实时互动的视频会议平台。该环境旨在解决传统 360 度 VR 工具的局限性,尤其是在实现多用户同时互动参与方面。研究采用方便抽样的方法,从中国和印度尼西亚招募了 31 名大学生,以测试该环境在促进认知发展和挑战跨文化刻板印象方面的功效。研究方法包括分析学生创作的内容、问卷答复以及半结构式访谈的见解。分析以认知发展分类法和定型观念变化评估为基础,显示学生达到了 "记住 "和 "理解 "的认知水平。此外,学生普遍持有的刻板印象也得到了解决。身临其境的虚拟现实环境以及与外国同伴的互动受到了高度评价,极大地促进了认知的发展和刻板印象的缓解。这些研究结果为教育工作者和研究人员在技术辅助跨文化教育方面提供了宝贵的见解,强调了设计基于 VR 的互动活动的重要性,这些活动能有效促进认知发展并解决跨文化刻板印象问题。-现有的 360 度视频技术只能提供有限的学习场景,尤其是无法让多个学生同时使用头戴式显示器(HMD)观看虚拟现实(VR)内容并进行实时互动。为了克服这一限制,我们开发了一个虚拟现实(VR)跨文化互动学习环境。我们的解决方案包括一个 360 度视频观看工具,学生可以使用该工具观看创建的内容,以及一个在线视频会议平台,该平台便于学生通过头戴式显示器观察彼此观看的内容,并实现学生之间的实时交流,以讨论他们正在体验的内容。我们的技术方法促进了来自不同地域和文化背景的学生在虚拟现实学习环境中的互动。学生不仅可以接收目标文化的信息,还可以实时交流与文化相关的信息并进行沟通。由于我们的方法既方便又自主,因此在解决教师和学生在跨文化教学中面临的共同挑战方面具有巨大潜力。
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引用次数: 0
GeoSolvAR: Scaffolding spatial perspective-taking ability of middle-school students using AR-enhanced inquiry learning environment GeoSolvAR:利用 AR 增强型探究学习环境培养中学生的空间透视能力
IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-04-01 DOI: 10.1111/bjet.13456
Anveshna Srivastava, Vihang Vaidya, Sahana Murthy, Chandan Dasgupta
<div> <section> <p>Spatial perspective-taking (SPT) ability positively influences performance in STEM fields. While limited research studies have been done with school students, they have yielded inconclusive findings and, hence, here we report findings from our study with an augmented reality (AR) enhanced learning environment (ARELE), <i>GeoSolvAR</i>, on middle-school students' SPT ability. We conducted a sequential explanatory mixed-method study with 90 students to test GeoSolvAR's twin features of augmented systems and inquiry-based activities. The study had one experimental (<i>n</i> = 30) and two control groups (<i>n</i> = 30 × 2), where students were individually administered an online pre- and posttest to measure their SPT ability. The experimental group worked with both the features of GeoSolvAR, while the control group worked with only the AR feature or had no intervention. Our findings reveal that the experimental group showed significant improvement in SPT ability while students in the control groups showed non-significant improvement or no change. Furthermore, we found that all experimental group students used certain body movements and imagined shifts in spatial positions while solving the activity questions. Thus, we conjecture that GeoSolvAR affords thinking and imagining with the body which makes it a potent tool for improving students' SPT ability.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Spatial perspective taking (SPT) belongs to a set of spatial abilities that have been shown to positively influence academic success and career success in STEM fields.</li> <li>Augmented reality systems with their ability to augment 2D images into 3D forms are being explored mostly in college and above levels to improve SPT ability.</li> <li>Limited research investigating the improvement of SPT in school students has used VR digital games or robots. These have either yielded inconclusive findings or not found any improvement in school students' SPT abilities.</li> </ul> <p>What this paper adds </p><ul> <li>Conclusive evidence for improving SPT ability in middle-school students.</li> <li>Empirical evidence for a design to effectively combine augmenting abilities of AR systems with inquiry-based learning scaffolds to improve the SPT ability of middle-school students.</li> <li>A conjecture about the mechanism by which middle-school children's spati
空间透视(SPT)能力对 STEM 领域的成绩有积极影响。虽然针对在校学生进行的研究有限,但都没有得出结论。因此,我们在此报告增强现实(AR)学习环境(ARELE)--GeoSolvAR--对中学生空间透视能力的研究结果。我们对 90 名学生进行了一项顺序解释性混合方法研究,以检验 GeoSolvAR 的增强系统和探究式活动这两个特点。该研究有一个实验组(n = 30)和两个对照组(n = 30 × 2),学生们分别接受了在线前测和后测,以测量他们的SPT能力。实验组使用 GeoSolvAR 的两种功能,而对照组只使用 AR 功能或不进行干预。我们的研究结果表明,实验组学生的 SPT 能力有显著提高,而对照组学生的 SPT 能力没有显著提高或没有变化。此外,我们还发现,所有实验组学生在解决活动问题时都使用了特定的肢体动作和想象的空间位置移动。因此,我们推测,GeoSolvAR 提供了用身体进行思考和想象的功能,这使其成为提高学生 SPT 能力的有效工具。增强现实系统能够将二维图像增强为三维形式,目前主要在大学及以上级别进行探索,以提高空间透视能力。使用 VR 数字游戏或机器人来提高在校学生 SPT 能力的研究有限。这些研究要么没有得出结论,要么没有发现在校学生的 SPT 能力有任何提高。本文补充了提高中学生 SPT 能力的确凿证据。提供经验证据,说明如何将增强现实技术系统的增强能力与探究式学习支架有效结合,以提高中学生的SPT能力。猜想使用增强现实强化学习环境(ARELE)工具提高中学生空间透视能力的机制。对实践和政策的启示 教师等实践者可以直接使用 GeoSolvAR(ARELE 工具)帮助中学生提高空间透视能力。技术强化学习和科学教育领域的研究人员可利用研究结果设计改进型 AR 工具,并测试其对学生空间透视能力的影响。这项工作可以作为进一步研究提高空间透视能力对学生 STEM 学科成绩影响的基础。我们的工作为将具身认知作为解决 SPT 任务的策略提供了支持。对特定头部和手部动作(手势)的识别可以进一步探究,以了解ARELE如何介导学生在SPT任务中的表现的确切机制。
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引用次数: 0
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British Journal of Educational Technology
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