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Towards prescriptive analytics of self-regulated learning strategies: A reinforcement learning approach 实现自我调节学习策略的规范性分析:强化学习方法
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-01-10 DOI: 10.1111/bjet.13429
Ikenna Osakwe, Guanliang Chen, Yizhou Fan, Mladen Rakovic, Shaveen Singh, Lyn Lim, Joep van der Graaf, Johanna Moore, Inge Molenaar, Maria Bannert, Alex Whitelock-Wainwright, Dragan Gašević
<div> <section> <p>Self-regulated learning (SRL) is an essential skill to achieve one's learning goals. This is particularly true for online learning environments (OLEs) where the support system is often limited compared to a traditional classroom setting. Likewise, existing research has found that learners often struggle to adapt their behaviour to the self-regulatory demands of OLEs. Even so, existing SRL analysis tools have limited utility for real-time or individualised support of a learner's SRL strategy during a study session. Accordingly, we explore a reinforcement learning based approach to learning optimal SRL strategies for a specific learning task. Specifically, we utilise the sequences of SRL processes acted by 44 participants, and their assessment scores for a prescribed learning task, in a purpose-built OLE to develop a long short-term memory (LSTM) network based reward function. This is used to train a reinforcement learning agent to find the optimal sequence of SRL processes for the learning task. Our findings indicate that the developed agents were able to effectively select SRL processes so as to maximise a prescribed learning goal as measured by predicted assessment score and predicted knowledge gains. The contributions of this work will facilitate the development of a tool which can detect sub-optimal SRL strategy in real-time and enable individualised SRL focused scaffolding.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Learners often fail to adequately adapt their behavior to the self-regulatory demands of e-Learning environments.</li> <li>In order to promote effective Self-regulated learning (SRL) capabilities, researchers and educators need tools that are able to analyze and diagnose a learner's SRL strategy use.</li> <li>Current methods for SRL analysis are more often descriptive as opposed to prescriptive and have limited utility for real-time analysis or support of a learner's SRL behavior.</li> </ul> <p>What this paper adds </p><ul> <li>This paper proposes the use of Reinforcement Learning for prescriptive analytics of SRL. We train a Reinforcement Learning agent on sequences of SRL processes acted by learners in order to learn the optimal SRL strategy for a given learning task.</li> </ul> <p>Implications for practice and/or policy </p><ul>
自我调节学习(SRL)是实现学习目标的一项基本技能。对于在线学习环境(OLEs)来说尤其如此,因为与传统的课堂环境相比,在线学习环境的支持系统往往是有限的。同样,现有的研究也发现,学习者往往很难使自己的行为适应在线学习环境的自我调节要求。即便如此,现有的自律学习分析工具在学习过程中对学习者自律学习策略的实时或个性化支持方面的作用仍然有限。因此,我们探索了一种基于强化学习的方法,以学习特定学习任务的最佳自律学习策略。具体来说,我们利用 44 名参与者的 SRL 过程序列,以及他们在规定学习任务中的评估分数,在专用的开放式学习环境中开发基于长短期记忆(LSTM)网络的奖励函数。该函数用于训练强化学习代理,以便为学习任务找到 SRL 过程的最佳序列。我们的研究结果表明,所开发的代理能够有效地选择 SRL 过程,从而最大限度地实现规定的学习目标,具体衡量标准是预测的评估分数和预测的知识收益。这项工作的贡献将有助于开发一种能够实时检测次优 SRL 策略的工具,并实现以 SRL 为重点的个性化支架。
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引用次数: 0
Design and implementation of an AI-enabled visual report tool as formative assessment to promote learning achievement and self-regulated learning: An experimental study 设计和实施人工智能可视化报告工具,作为促进学习成绩和自我调节学习的形成性评价:一项实验研究
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-01-09 DOI: 10.1111/bjet.13424
Xiaofang Liao, Xuedi Zhang, Zhifeng Wang, Heng Luo
<div> <section> <p>Formative assessment is essential for improving teaching and learning, and AI and visualization techniques provide great potential for its design and delivery. Using NLP, cognitive diagnostic and visualization techniques designed to analyse and present students' monthly exam data, we developed an AI-enabled visual report tool comprising six modules and conducted an empirical study of its effectiveness in a high school biology classroom. A total of 125 students in a ninth-grade biology course were assigned to a treatment group (<i>n</i> = 63) receiving AI-enabled visual reports as the intervention and a control group (<i>n</i> = 62) receiving overall oral feedback from the teacher. We present the main statistical results of the within-subjects design and the between-subjects design respectively, to better capture the main findings. Repeated measures ANOVA revealed a significant interaction effect of intervention and time on learning achievement, and the paired-sample Wilcoxon test indicated that the treatment group had experienced increasing learning anxiety (Cohen's <i>d</i> = 0.203, <i>p</i> = 0.046) and self-efficacy (Cohen's <i>d</i> = 1.793, <i>p</i> = 0.000) over time. Moreover, we conducted a series of non-parametric tests to compare the effects of AI-enabled visual reports and teacher feedback, but found no significant differences except for an increased self-efficacy (Cohen's <i>d</i> = 0.312, <i>p</i> = 0.046). Additionally, we had the students in the treatment group rate their favourable modules in the AI-enabled visual report and provide evaluative feedback. The study results provide important insights into the design and implementation of effective formative assessment supported by artificial AI and visualization techniques.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Formative assessment is essential for improving teaching and learning.</li> <li>Traditional formative assessment tools lack accurate data-oriented assessment and usability.</li> <li>AI and visualization techniques have great potential for formative assessment.</li> </ul> <p>What this paper adds </p><ul> <li>This study designs and implements an AI-enabled visual report tool that generates data-driven, user-friendly reports.</li> <li>The AI-enabled visual report can not only enhance students' learning achievement and self-regulated learning over time but also increase their test anxiety.</li>
形成性评估对于改进教学至关重要,而人工智能和可视化技术为其设计和实施提供了巨大的潜力。我们利用 NLP、认知诊断和可视化技术来分析和展示学生的月考数据,开发了一个由六个模块组成的人工智能可视化报告工具,并在高中生物课堂上对其有效性进行了实证研究。九年级生物课程的 125 名学生被分配到治疗组(n = 63)和对照组(n = 62),治疗组接受人工智能可视化报告作为干预措施,对照组则接受教师的整体口头反馈。为了更好地反映主要研究结果,我们分别列出了主体内设计和主体间设计的主要统计结果。重复测量方差分析显示,干预和时间对学习成绩有显著的交互作用,配对样本 Wilcoxon 检验表明,随着时间的推移,治疗组的学习焦虑(Cohen's d = 0.203,p = 0.046)和自我效能感(Cohen's d = 1.793,p = 0.000)都在增加。此外,我们还进行了一系列非参数检验,以比较人工智能可视化报告和教师反馈的效果,但除了自我效能感有所提高(Cohen's d = 0.312,p = 0.046)外,没有发现其他显著差异。此外,我们还让治疗组的学生在人工智能可视化报告中对其有利的模块进行评分,并提供评价反馈。传统的形成性评估工具缺乏以数据为导向的准确评估和可用性,而人工智能和可视化技术在形成性评估方面具有巨大潜力。本研究设计并实施了一种人工智能可视化报告工具,该工具可生成数据驱动、用户友好的报告。随着时间的推移,人工智能可视化报告不仅能提高学生的学习成绩和自我调节学习能力,还能增加他们的考试焦虑。我们建议在设计人工智能可视化报告时,优先考虑成绩排名、个人掌握和知识预警模块。
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引用次数: 0
Uncovering the predictive effect of behaviours on self-directed learning ability 揭示行为对自主学习能力的预测作用
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-01-08 DOI: 10.1111/bjet.13427
Bowen Liu, Yonghe Wu, Hang Shu, Yongpeng Cui, Can Zuo, Wenhao Li

Self-direction has become an important skill in the 21st century. To cultivate learners with a high level of self-direction, it is necessary to diagnose their self-directed learning (SDL) ability. This study diagnosed and predicted learners' SDL ability based on their actual SDL behaviours. The study was performed in a self-directed 3D design class lasting 90 minutes. A total of 193 middle school students participated in the study. The results of the Pearson correlation analysis (p < 0.001) showed that the reported perception of SDL ability was significantly correlated with SDL behaviours. The results of the hierarchical multiple linear regression analysis showed that the SDL behaviours explained 84.9% of the variance in SDL ability (adjusted R2 = 0.849, p < 0.001). Therefore, SDL behaviours had significant predictive effects on the reported perception of SDL ability. Moreover, based on the random forest algorithm, the study built an SDL ability prediction model with high performance (accuracy = 0.83, precision = 0.82, recall = 0.84) using SDL behaviours as features. The study provides evidence for the design of effective strategies to enhance SDL ability and promote SDL behaviours.

自我导向已成为 21 世纪的一项重要技能。要培养具有高水平自主学习能力的学习者,就必须诊断他们的自主学习能力(SDL)。本研究根据学习者的实际自主学习行为来诊断和预测学习者的自主学习能力。这项研究是在一堂持续 90 分钟的自主三维设计课上进行的。共有 193 名中学生参与了研究。皮尔逊相关分析(p < 0.001)结果表明,报告的 SDL 能力感知与 SDL 行为显著相关。分层多元线性回归分析结果显示,可持续发展学习行为解释了 84.9% 的可持续发展学习能力方差(调整后 R2 = 0.849,p < 0.001)。因此,可持续发展学习行为对报告的可持续发展学习能力具有显著的预测作用。此外,基于随机森林算法,本研究以 SDL 行为为特征,建立了一个 SDL 能力预测模型,该模型具有较高的性能(准确率 = 0.83,精确率 = 0.82,召回率 = 0.84)。为了培养具有高水平自主学习能力的学习者,有必要对学习者的自主学习(SDL)能力进行诊断。SDL是个人内在属性和外在自主行为的结合。基于随机森林算法,本研究以SDL行为为特征,建立了一个性能较高的SDL能力预测模型。研究结果表明,教师可以设计有效的策略来促进SDL行为,从而达到提高学习者SDL能力的目的。
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引用次数: 0
Investigation of the moderation effect of gender and study level on the acceptance and use of generative AI by higher education students: Comparative evidence from Poland and Egypt 调查性别和学习水平对高校学生接受和使用生成式人工智能的调节作用:来自波兰和埃及的比较证据
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-01-04 DOI: 10.1111/bjet.13425
Artur Strzelecki, Sara ElArabawy

This study delves into the implications of incorporating AI tools, specifically ChatGPT, in higher education contexts. With a primary focus on understanding the acceptance and utilization of ChatGPT among university students, the research utilizes the Unified Theory of Acceptance and Use of Technology (UTAUT) as the guiding framework. The investigation probes into four crucial constructs of UTAUT—performance expectancy, effort expectancy, social influence and facilitating conditions—to understand their impact on the intent and actual use behaviour of students. The study relies on data collected from six universities in two countries and assessed through descriptive statistics and structural equation modelling techniques, and also takes into account participants' gender and study level. The key findings show that performance expectancy, effort expectancy, and social influence significantly influence behavioural intention. Furthermore, behavioural intention, when considered alongside facilitating conditions, influences actual use behaviour. This research also explores the moderating impact of gender and study level on the relationships among these variables. The results not only augment our comprehension of technology acceptance in the context of AI tools but also provide valuable input for formulating strategies that promote effective incorporation of ChatGPT in higher education. The study underscores the need for effective awareness initiatives, bespoke training programmes, and intuitive tool designs to bolster students' perceptions and foster the wider adoption of AI tools in education.

本研究深入探讨了将人工智能工具(特别是 ChatGPT)应用于高等教育的意义。本研究以了解大学生对 ChatGPT 的接受和使用情况为主要重点,采用技术接受和使用统一理论(UTAUT)作为指导框架。调查探究了UTAUT的四个关键建构--绩效预期、努力预期、社会影响和便利条件,以了解它们对学生使用意图和实际使用行为的影响。研究依赖于从两个国家的六所大学收集的数据,并通过描述性统计和结构方程模型技术进行评估,还考虑了参与者的性别和学习水平。主要研究结果表明,绩效预期、努力预期和社会影响对行为意向有重大影响。此外,行为意向与促进条件一起考虑时,会影响实际使用行为。本研究还探讨了性别和学习水平对这些变量之间关系的调节作用。研究结果不仅加深了我们对人工智能工具背景下技术接受度的理解,还为制定促进将 ChatGPT 有效融入高等教育的策略提供了宝贵的意见。这项研究强调,有必要采取有效的宣传措施、定制培训计划和直观的工具设计,以增强学生的认知,促进人工智能工具在教育领域的广泛应用。
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引用次数: 0
BJET Editorial 2024: A call for research rigour BJET 编辑 2024:呼吁严谨研究
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-28 DOI: 10.1111/bjet.13426
Sara Hennessy, Mutlu Cukurova, Cathy Lewin, Manolis Mavrikis, Louis Major
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引用次数: 0
How does drawing influence the effectiveness of oral self-explanation versus instructional explanation in video learning? 在视频学习中,绘画如何影响口头自我讲解与教学讲解的效果?
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-22 DOI: 10.1111/bjet.13423
Yi Zhang, Caixia Liu, Yana Xing, Zhongling Pi, Jiumin Yang

This study investigated the effects of two types of oral explanations (ie, self-explanation vs. instructional explanation) and drawing activity (no drawing vs. drawing) on video learning outcomes. These outcomes were measured by visual attention to the video (indexed by fixation time on text and diagram areas), explanation quality (indexed by personal references, concepts, and elaborations), drawing quality, behaviour patterns and overall learning performance gain. A total of 116 undergraduate and graduate students watched a 4-min video on the human body's respiratory system. They were randomly assigned to one of four conditions (explanation generation: self-explanation vs. instructional explanation × drawing activity: no drawing vs. drawing). Results indicated that without a drawing requirement, students in the self-explanation condition displayed fewer personal references and exhibited a lower learning performance gain than those in the instructional explanation condition. Conversely, when drawing was required, self-explanation students demonstrated higher drawing quality and better learning performance gain. Additionally, students in the drawing condition directed more attention to the diagram area than those in the no drawing condition. These findings suggest that in video learning (1) educators should encourage students to produce oral instructional explanations and (2) if the goal is for students to generate self-explanations, they should also be prompted to draw to bolster their self-explanation efforts.

本研究调查了两种口头解释(即自我解释与指导性解释)和绘画活动(不绘画与绘画)对视频学习效果的影响。这些结果通过对视频的视觉注意力(以文字和图表区域的固定时间为指标)、讲解质量(以个人参考、概念和阐述为指标)、绘画质量、行为模式和整体学习成绩的提高来衡量。共有 116 名本科生和研究生观看了一段关于人体呼吸系统的 4 分钟视频。他们被随机分配到四个条件之一(产生解释:自我解释 vs. 指导性解释 × 绘图活动:不绘图 vs. 绘图)。结果表明,在没有绘画要求的情况下,自我解释条件下的学生比教学解释条件下的学生展示了更少的个人参考资料,学习成绩的提高也更低。相反,如果要求画图,自我解释条件下的学生则表现出更高的绘画质量和更好的学习成绩提高。此外,画图条件下的学生比不画图条件下的学生更关注图表区域。这些研究结果表明,在视频学习中,(1) 教育者应鼓励学生制作口头教学解释;(2) 如果目标是让学生产生自我解释,则也应促使他们绘画,以加强他们的自我解释努力。
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引用次数: 0
How to train students to engage in text-picture integration for multimedia lessons 如何训练学生参与多媒体课的文本-图片整合
IF 6.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-21 DOI: 10.1111/bjet.13419
Xiaoxue Leng, Fuxing Wang, Richard E. Mayer, Tingting Zhao
<div> <section> <p>This study investigated the effectiveness of visual training or verbal training on how to use a text-picture processing strategy for learning from computer-based multimedia instructional material. Sixty-nine university students were randomly assigned to the verbal training group (students received text-based instruction for a text-picture processing strategy), the visual training group (students observed a video depicting an expert's eye fixations while using a text-picture processing strategy for an initial portion of a multimedia lesson) or the control group (students did not receive any instruction). During reading a multimedia lesson on biology, students' eye movements were tracked; and after the lesson, students took a posttest. Concerning learning outcomes, both visual and verbal training helped students perform better than the control group on a recall test and the verbal training group perform better on a transfer test. Concerning learning processes, both visual and verbal training caused students to attend less to on-screen text and more to on-screen pictures as compared to the control group. Mediation analysis showed that increased attention to pictures was a mediator for better learning outcomes. Practical and theoretical implications are discussed.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Pre-training on key concepts or terms improves learning, but little is known whether and how pre-training on strategy acquisition supports learning.</li> <li>Mayer's multimedia principle suggests people learn better from illustrated text than from text alone; however, learners sometimes fail to integrate text and picture.</li> </ul> <p>What this paper adds </p><ul> <li>Pre-training on text-picture processing strategy is effective.</li> <li>Verbal and visual training foster text-picture processing strategy acquisition.</li> <li>Verbal training improves both recall and transfer test performance, and visual training improves only recall test performance.</li> <li>Verbal training is better in improving outcomes.</li> <li>Fixation time on pictures mediates the effects of training on learning outcomes.</li> </ul> <p>Implications for practice and/or policy </p><ul> <li>Pre-training should be used to support l
本研究调查了视觉训练或语言训练对如何使用文本-图片处理策略学习基于计算机的多媒体教学材料的有效性。69名大学生被随机分配到语言训练组(学生接受基于文本的文本-图片处理策略指导)、视觉训练组(学生在多媒体课程的初始部分观看专家使用文本-图片处理策略时的眼动视频)或对照组(学生不接受任何指导)。在阅读生物多媒体课件的过程中,对学生的眼球运动进行了跟踪;课后,学生进行了后测。在学习结果方面,视觉训练和语言训练都有助于学生在回忆测试中取得比对照组更好的成绩,而语言训练组则在迁移测试中取得更好的成绩。在学习过程方面,与对照组相比,视觉训练和语言训练都使学生减少了对屏幕文字的关注,增加了对屏幕图片的关注。中介分析表明,增加对图片的关注是提高学习效果的中介因素。本文的补充内容关于文本-图片处理策略的预培训是有效的。对实践和/或政策的启示应该使用预培训来支持学习者的策略习得,本研究还就如何设计策略习得的预培训提供了建议。
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引用次数: 0
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 EDUCATION & EDUCATIONAL RESEARCH 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 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-18 DOI: 10.1111/bjet.13420
Joanna Löytömäki, Pasi Ohtonen, Kerttu Huttunen
<div> <section> <p>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 (<i>n</i> = 30) and control groups (<i>n</i> = 20), comprising children with neurodevelopmental disorders, and a group of typically developing (TD) age peers (<i>n</i> = 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.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>Children with neurodevelopmental disorders often exhibit various social–emotional symptoms.</li> <li>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.</li> <li>There are mixed results on the efficacy of game-based interventions targeted at improving social–emotional skills.</li> </ul> <p>What this paper adds </p><ul> <li>The Emotion Detectives game used in this study offers a well-designed learning environment that provides adaptive learning and feedback systems.</li> <li>The participating children's social–emotional skills were assessed with versatile methods and via triangulation.</li> <li>Intervention with the Emotion Detectives game helped to decrease some emotion and behavioural symptoms of the players.</li>
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 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-12-16 DOI: 10.1111/bjet.13417
Regina Kaplan-Rakowski, Deborah Cockerham, Richard E. Ferdig
<div> <section> <p>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 (<i>N</i> = 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.</p> </section> <section> <div> <div> <h3>Practitioner notes</h3> <p>What is already known about this topic </p><ul> <li>VR can support an immersive and engaging experience for users.</li> <li>VR is more immersive than tablets.</li> <li>When designed effectively, sound can increase immersion and engagement.</li> <li>When integrated into the visual environment, sound can add authenticity to the learning content.</li> <li>VR can complement museum exhibits as it allows museum visitors to extend their learning experiences.</li> </ul> <p>What this paper adds </p><ul> <li>VR enriched with sound can significantly and positively impact sense of presence.</li> <li>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.</li> <li>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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British Journal of Educational Technology
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