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Exploring the impact of integrated design on employee learning engagement in the ubiquitous learning context: A deep learning-based hybrid multistage approach 在泛在学习环境中探索集成设计对员工学习投入的影响:基于深度学习的混合多阶段方法
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-28 DOI: 10.1016/j.chb.2024.108468
Dawei SHANG , Caiyi ZHANG , Li JIN
Learning engagement has received the attention of academics and practitioners; however, studies on employee learning engagement are limited. Based on an integrated hardware-software-value-design perspective and domain-specific innovativeness theory, we developed and tested a theoretical framework using a novel and hybrid multistage approach combining a partial least squares (PLS) structural equation model (SEM) and artificial neural networks from deep learning. We used multigroup analysis (PLS-MGA-ANN), which examines key integrated design elements and domain-specific innovativeness drivers of employee learning engagement in ubiquitous learning context. According to a sample of learners’ responses, the linear PLS-SEM results demonstrated that (a) integrating design elements, including perceived compatibility, familiarity, value, and user interface design, had a direct impact on domain-specific innovativeness; (b) domain-specific innovativeness had a direct impact on employee learning engagement and played a mediating role in the relationship between integrating design elements and employee learning engagement; and (c) copresence moderated the relationships between domain-specific innovativeness and employee learning engagement. Furthermore, through the evaluation of nonlinear models of the neural network, perceived compatibility and value revealed nonlinear average importance. Practical and theoretical implications are discussed.
学习参与受到了学术界和实践者的关注;然而,关于员工学习投入度的研究还很有限。基于集成的硬件-软件-价值设计视角和特定领域的创新理论,我们使用一种结合偏最小二乘(PLS)结构方程模型(SEM)和深度学习人工神经网络的新型混合多阶段方法开发并测试了一个理论框架。我们采用多组分析(PLS-MGA-ANN),研究了泛在学习背景下员工学习投入的关键集成设计元素和特定领域创新驱动因素。根据学习者的回答样本,线性PLS-SEM结果表明:(a)整合设计元素,包括感知兼容性、熟悉度、价值和用户界面设计,对特定领域的创新有直接影响;(b)领域创新对员工学习投入有直接影响,并在整合设计要素与员工学习投入的关系中起中介作用;(c)存在调节了特定领域创新与员工学习投入之间的关系。此外,通过对神经网络非线性模型的评价,感知相容性和感知值显示出非线性平均重要度。讨论了实际意义和理论意义。
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引用次数: 0
Suicidal ideation recognition based on sentence completion test via coding- and topic-enhanced model 通过编码和主题增强模型识别基于完句测试的自杀意念
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-23 DOI: 10.1016/j.chb.2024.108476
Xuetao Tian, Jing Li, Xinyi Wang, Liang Xu, Fang Luo
Suicidal ideation refers to the thoughts related to suicide, including but not limited to specific plans for death and desires for suicide. Its recognition is of great significance in preventing individuals from suicide. In the context of large-scale screening on suicide ideation, self-report scale is the most used approach, but the subjects are easy to conceal real information. Though some automated methods based on social media platforms are put forward, they are difficult to cover all the populations that need to be tested. To this challenge, in this paper, a new perspective on suicidal ideation recognition via sentence completion test (SCT) is provided. SCT contains some sentence fragments and requires subjects to complete them, having implicitness and being suitable for large-scale screening, but its use depends on automated scoring method. Therefore, based on a self-developed SCT, a dataset is collected, containing 1,399 individuals’ responses on both the SCT and one classical self-report scale about suicidal ideation. To support the prediction with reasonable evidences for such a psychometric task, considering that individual suicidal ideation may be reflected by the different response patterns of each item or the general topic contained in all items, a coding- and topic-enhanced model for suicidal ideation recognition is proposed. The strategies of contrastive learning and focal loss are leveraged to establish different representations of different response patterns in the SCT and solve the class-imbalanced problem. To verify the effectiveness, extensive experiments are conducted, demonstrating that the proposed method achieves a feasible and practical performance.
自杀意念是指与自杀有关的想法,包括但不限于具体的死亡计划和自杀愿望。认识到这一点对于预防个人自杀具有重要意义。在对自杀意念进行大规模筛查时,自我报告量表是最常用的方法,但受试者容易隐瞒真实信息。虽然有一些基于社交媒体平台的自动化方法被提出,但它们很难覆盖所有需要测试的人群。针对这一难题,本文通过句子完成测试(SCT)为自杀意念识别提供了一个新视角。SCT包含一些句子片段,需要受试者完成,具有隐含性,适合大规模筛查,但其使用依赖于自动评分方法。因此,基于自主开发的 SCT,我们收集了一个数据集,其中包含 1,399 人对 SCT 和一个经典的自杀意念自我报告量表的回答。考虑到个体的自杀意念可能会通过每个项目的不同回答模式或所有项目所包含的一般主题反映出来,为了对这样一项心理测量任务的预测提供合理的证据支持,我们提出了一个编码和主题增强的自杀意念识别模型。利用对比学习和焦点丢失的策略,在 SCT 中建立了不同反应模式的不同表征,解决了类不平衡问题。为了验证其有效性,我们进行了大量的实验,证明所提出的方法具有切实可行的性能。
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引用次数: 0
Self-organized or meta-organized contests? The two faces of innovation contests in digital product innovation 自组织竞赛还是元组织竞赛?数字产品创新竞赛的两面性
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-21 DOI: 10.1016/j.chb.2024.108477
Ting Xiao , Yu Zeng , Cai Yang , Haowen Xiao , Yueyan Wu
Unlike traditional centralized innovation within a firm, digital innovation is more distributed and involves many heterogeneous innovators within a society. A key challenge is the personalized governance of different innovators. We explored how innovation contests affected digital product innovation across multiple innovators, using a self- or meta-organized contest. Using a dataset of 17,985 innovators, 14,734 innovation contests, and 212,767 digital products from 2015 to 2022, we found that a self-organized contest increases the originality and popularity of digital products, whereas a meta-organized contest decreases these outcomes. An innovation contest is a valuable governance tool for digital innovation, but it backfires when there is a mismatch with a particular innovator. Specifically, the self-organized contest is more helpful for experts' and openers' digital product innovation, but not for novices' or conservatives’ innovation. The opposite is true for meta-organized contests. This study contributes to contest management and personalized governance in digital innovation.
与企业内部的传统集中式创新不同,数字创新更加分散,涉及社会中的许多异质创新者。一个关键的挑战是如何对不同的创新者进行个性化管理。我们利用自组织或元组织的竞赛,探讨了创新竞赛如何影响多个创新者的数字产品创新。通过对2015年至2022年期间17985名创新者、14734场创新竞赛和212767件数字产品的数据集进行分析,我们发现,自发组织的竞赛会提高数字产品的原创性和受欢迎程度,而元组织的竞赛则会降低这些结果。创新大赛是数字创新的重要治理工具,但如果与特定创新者不匹配,则会适得其反。具体来说,自发组织的竞赛更有助于专家和开放者的数字产品创新,但对新手或保守者的创新却没有帮助。元组织竞赛的情况则恰恰相反。这项研究有助于数字创新中的竞赛管理和个性化治理。
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引用次数: 0
A meta-analysis of self-regulation and digital recreation from birth to adolescence 从出生到青春期自我调节和数字娱乐的荟萃分析
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-20 DOI: 10.1016/j.chb.2024.108472
Steven J. Howard , Nicole Hayes , Sumudu Mallawaarachchi , Daniel Johnson , Cathrine Neilsen-Hewett , Janelle Mackenzie , Laura A. Bentley , Sonia L.J. White
There is good reason to implicate self-regulation in our digital recreation duration, choices, and behaviours. However, the direction, degree, and diversity of their association is unclear. To offer more robust and nuanced evidence to this issue of acute public concern, the current study presents a comprehensive meta-analysis of the associations between self-regulation and digital recreation from birth to adolescence – consolidating 183 studies reporting 232 associations from 234,476 children and adolescents. Across these studies, digital recreation clustered into investigations of screen time, features of problematic digital engagement, exposure to violent content, communicating with strangers online, sexting, and media multitasking. Although a pattern of negative bivariate associations was observed between self-regulation and aspects of digital recreation, the strength of association for screen time was weak (r = −.04 for computer use to r = −.15 for social media use). Once control variables were considered, relationships with exposure to violent digital content were rendered similarly trivial, suggesting other variables likely account for these correlations. This reduces our confidence in these associations. In contrast, lower self-regulation was more highly associated with problematic engagement (r = −.28 for problematic gaming to r = −.41 for problematic mobile phone use), communicating with strangers online (r = −.18), and sexting (r = −.20). This pattern of results points to a relationship that is variable by type of digital activity, which in our meta-analyses ranged from null to strong and negative. Where a relationship exists, it may be bi-directional given associations remained for longitudinal studies that positioned either self-regulation or digital recreation as predictor. Most moderators of these associations were non-significant, although the negative association of self-regulation with time spent gaming was increasingly strong with increasing participant age. This study instigates a disentangling of the nature of the relationship between self-regulation and digital choices and behaviours across the early stages of life.
我们有充分的理由认为,自我调节与我们的数字娱乐时间、选择和行为有关。然而,其关联的方向、程度和多样性尚不明确。为了给这一公众高度关注的问题提供更有力、更细致的证据,本研究对从出生到青春期的自我调节与数字娱乐之间的关联进行了全面的荟萃分析--整合了来自 234,476 名儿童和青少年的 183 项研究,报告了 232 种关联。在这些研究中,数字娱乐主要集中在屏幕时间的调查、有问题的数字参与的特征、接触暴力内容、与陌生人在线交流、sexting 和媒体多任务处理。虽然在自我调节和数字娱乐的各个方面之间观察到了负的双变量关联模式,但屏幕时间的关联强度较弱(使用电脑的关联度为-.04,使用社交媒体的关联度为-.15)。一旦考虑了控制变量,与接触暴力数字内容之间的关系也变得同样微不足道,这表明其他变量很可能是这些相关性的原因。这降低了我们对这些关联的信心。相比之下,较低的自我调节能力与问题参与(问题游戏的相关系数为-.28,问题手机使用的相关系数为-.41)、与陌生人在线交流(相关系数为-.18)和性短讯(相关系数为-.20)的相关性更高。这种结果模式表明,不同类型的数字活动之间存在着不同的关系,在我们的元分析中,这种关系从无效到强烈和负面不等。鉴于将自我调节或数字娱乐定位为预测因素的纵向研究仍存在关联,这种关系可能是双向的。虽然自我调节与游戏时间的负相关随着参与者年龄的增加而越来越强,但这些关联的大多数调节因素并不显著。这项研究有助于厘清自我调节与人生早期阶段的数字选择和行为之间的关系。
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引用次数: 0
The role of personal and contextual factors when investigating technology integration in general and vocational education 调查普通教育和职业教育中的技术整合时个人和环境因素的作用
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-19 DOI: 10.1016/j.chb.2024.108475
Alberto Cattaneo , Maria-Luisa Schmitz , Philipp Gonon , Chiara Antonietti , Tessa Consoli , Dominik Petko
This study aims to investigate the extent to which perceived personal and school-related factors influence the quality of technology integration in teaching at the upper secondary level and how this differs between general and vocational education. The quality of technology integration was operationalised through the different activities supported by technology according to the ICAP model. We used data from a survey of 1660 teachers from 106 upper secondary schools in Switzerland to construct structural equation models of the interplay between school-related factors, teacher-related factors, and technology integration. Apart from confirming that technology integration is generally high across all school types, the study shows that among school-related factors, goal clarity is a significant predictor of constructive learning activities and of all the three personal factors considered in the study: teachers’ positive beliefs, technological knowledge, and technological pedagogical content knowledge. Moreover, these personal factors, in turn, constitute significant predictors of all the four types of learning activities. Both full-time and dual vocational schools integrate constructive and interactive activities more than general schools, and vocational teachers report significantly higher beliefs and lower technological pedagogical content knowledge than general school teachers. These findings confirm the importance of considering the interplay between personal and school-related factors when training teachers in technology integration, with interesting differences across school types that seem to depend more on the contextual culture than on the curriculum organisation.
本研究旨在调查个人感知因素和学校相关因素对高中教学中技术整合质量的影响程度,以及普通教育和职业教育之间的差异。根据 ICAP 模型,技术整合的质量是通过技术所支持的不同活动来实现的。我们利用对瑞士 106 所高中学校 1660 名教师的调查数据,构建了学校相关因素、教师相关因素和技术整合之间相互作用的结构方程模型。除了证实所有类型学校的技术整合程度普遍较高外,研究还表明,在与学校相关的因素中,目标清晰度是建设性学习活动的重要预测因素,也是研究中考虑的三个个人因素(教师的积极信念、技术知识和技术教学内容知识)的重要预测因素。此外,这些个人因素反过来又对所有四种类型的学习活动构成重要的预测因素。与普通学校相比,全日制和双元制职业学校都更多地融入了建设性和互动性活动,职业学校教师的信念明显高于普通学校教师,而技术教学内容知识则低于普通学校教师。这些研究结果证明,在对教师进行技术整合培训时,考虑个人因素和学校相关因素之间的相互作用非常重要,不同类型学校之间的有趣差异似乎更多地取决于环境文化而非课程组织。
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引用次数: 0
Similarities and differences between internet addiction and nicotine dependence —— motivation network 网络成瘾与尼古丁依赖的异同 -- 动机网络
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-19 DOI: 10.1016/j.chb.2024.108480
Jin Chen , Xin-Yue Wang , Sai-Nan Huang , Jian-Xia Lu , Hui Zheng

Background

Motivation, encompassing positive reinforcement, negative reinforcement, and compulsion, significantly influences addictive behavior. Yet, there is little research available on these motivational dimensions and their connection to addictive behavior. This study addressed these gaps by investigating motivation in internet addiction (IA) and nicotine dependence (ND).

Methods

Cross-sectional data from 472 nicotine users (NUs) and 1004 internet users (IUS) were examined using the Chinese version of the Habit, Reward, and Fear Scale. The Glasso network method was used to estimate the networks, and four interrelated centrality measures were calculated.

Results

IUs exhibited significantly lower total addiction motivation scores, as well as lower reward and fear dimensions, compared to NUs. In the Severity-Motivation Network, reward and fear motivations had the highest centrality. The habitual motivation of NUs demonstrated the highest closeness and betweenness centrality, showing a strong positive correlation with the degree of ND. The fear motivation of IUs exhibited a strong positive correlation with the degree of IA. In the symptom-motivation network, reward and habit nodes displayed higher centrality in NUs, whereas reward and fear nodes were most central for IUs.

Conclusions

The findings indicate that reward, fear, and habit motivations are key factors in explaining behaviors associated with nicotine use and internet use. The unique positions of habitual motivation in ND and fear motivation in IA provide new perspectives for understanding addictive behaviors. These should be considered key motivational targets for clinicians to address.
背景动机包括正强化、负强化和强迫,对成瘾行为有重大影响。然而,有关这些动机维度及其与成瘾行为之间联系的研究却很少。本研究通过调查网络成瘾(IA)和尼古丁依赖(ND)中的动机来填补这些空白。方法使用中文版习惯、奖赏和恐惧量表对 472 名尼古丁使用者(NUs)和 1004 名网络使用者(IUS)的横断面数据进行研究。结果与 NUs 相比,IUs 表现出明显较低的成瘾动机总分,以及较低的奖励和恐惧维度。在严重程度-动机网络中,奖励和恐惧动机的中心度最高。NU 的习惯性动机表现出最高的接近性和中心度之间性,与 ND 程度呈很强的正相关。IU 的恐惧动机与 IA 的程度有很强的正相关性。结论 研究结果表明,奖励、恐惧和习惯性动机是解释尼古丁使用和互联网使用相关行为的关键因素。习惯性动机在 ND 中的独特位置和恐惧动机在 IA 中的独特位置为理解成瘾行为提供了新的视角。临床医生应将这两种动机作为重点研究对象。
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引用次数: 0
Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator 游戏玩家的竞争精神与游戏中的冲动性购买之间的联系:需要人气作为中介,社会能力作为调节剂
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-19 DOI: 10.1016/j.chb.2024.108479
Hakan Cengiz , Arezoo Pouyan , Hasan Azdemir
This study investigated the effects of competitive attitudes on in-game impulse purchase behaviors, focusing on the mediating role of the need for popularity and the moderating effect of social competence. Data collected from 234 participants via broadcasters on Discord and Twitch platforms was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings confirm that the need for popularity fully mediates the relationship between competitive attitudes and in-game impulse purchases. Moreover, social competence was found to moderate this relationship negatively, indicating that individuals with lower social competence are more influenced by their need for popularity when making in-game impulse purchases. These insights highlight the significant impact of social dynamics and individual psychological traits on consumer behavior in gaming environments. Furthermore, these results emphasize the ethical imperative for game developers to implement protective measures to safeguard consumers from the potential negative effects of in-game impulse purchases.
本研究调查了竞技态度对游戏内冲动购买行为的影响,重点研究了人气需求的中介作用和社交能力的调节作用。研究使用偏最小二乘法结构方程模型(PLS-SEM)分析了通过 Discord 和 Twitch 平台上的主播收集到的 234 名参与者的数据。研究结果证实,对人气的需求完全调节了竞争态度与游戏内冲动购买之间的关系。此外,研究还发现社交能力对这一关系起负向调节作用,表明社交能力较低的个体在进行游戏内冲动性购买时更受其受欢迎程度需求的影响。这些见解凸显了社会动力和个体心理特征对游戏环境中消费者行为的重要影响。此外,这些结果还强调了游戏开发商在道德上必须采取保护措施,保护消费者免受游戏内冲动性购买的潜在负面影响。
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引用次数: 0
Battle of the E-cowarriors: Differential effects of environmental appeals by influencers and organizations on youth's pro-environmental attitudes and behavior intentions 电子战士之战:影响者和组织的环保呼吁对青少年环保态度和行为意向的不同影响
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-19 DOI: 10.1016/j.chb.2024.108478
Heleen Dekoninck , Desiree Schmuck
Environmental social media influencers (SMIs)—or ‘greenfluencers’—nowadays receive considerable scholarly and public attention. Yet, SMIs' persuasive power compared to institutional sources like environmental nonprofit organizations (ENPOs) on social media remains uninvestigated. We address this gap with a pre-registered between-subjects experiment (N = 269) among 16-to-25-year-olds from Belgium using real SMIs and ENPOs. We find that both sources affect pro-environmental outcomes, but via different mechanisms and among different groups. ENPOs are perceived as more trustworthy, which translates to higher pro-environmental attitudes and behavior intentions. SMIs affect pro-environmental behavior intentions via wishful identification and perceived similarity—yet only among women with higher environmental concern. Both sources stimulate pro-environmental outcomes via perceptions of attainability. Finally, SMIs' effects on pro-environmental outcomes are not fully explained by these source perceptions, which points to the necessity to study additional mechanisms. Overall, our findings illuminate important boundary conditions and mechanisms of newfangled pro-environmental persuasion via social media.
环境社交媒体影响者(SMIs)--或称 "绿色影响者"--如今受到了学术界和公众的广泛关注。然而,与环境非营利组织(ENPOs)等机构来源相比,SMIs 在社交媒体上的说服力仍未得到研究。我们利用真实的 SMI 和 ENPO,对比利时 16-25 岁的青少年进行了一次预先登记的主体间实验(N = 269),以弥补这一空白。我们发现,这两种来源都会影响支持环保的结果,但通过不同的机制和不同的群体。ENPO 被认为更值得信赖,从而转化为更高的亲环境态度和行为意向。SMI 通过一厢情愿的认同和感知到的相似性来影响亲环境行为意向--但这只适用于对环境关注度较高的女性。这两个来源都通过可实现性的感知来刺激亲环境结果。最后,SMIs 对亲环境结果的影响并不能完全通过这些来源感知来解释,这说明有必要对其他机制进行研究。总之,我们的研究结果阐明了通过社交媒体进行新式亲环境劝说的重要边界条件和机制。
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引用次数: 0
Socially (dis)connected in a connected world: The role of young people's digital maturity 互联世界中的社会(失)联:青少年数字成熟度的作用
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-18 DOI: 10.1016/j.chb.2024.108473
Teresa Koch , Franziska Laaber , Alvaro Arenas , Arnd Florack
Social media offer constant social interactions, but young people do not necessarily benefit from these regarding social connectedness. We investigated whether adolescents with higher digital maturity (Laaber et al., 2023) are better able to use social media to enhance social connectedness, and tested three mechanisms of how, who and why individuals engage with others online. The results of a longitudinal and cross-sectional study with adolescent-parent dyads from three European countries (Ntotal = 573) showed that with higher digital maturity, adolescents report higher social connectedness. The relation was not explained by higher active use, but engaging with real-life rather than virtual friends online and holding compassionate goals for others mediated the positive relationship between digital maturity and social connectedness. The findings support digital maturity as an important ability when using digital technologies, as it relates to beneficial social interactions, and suggest potential mechanisms to be strengthened to help adolescents experience positive interactions online.
社交媒体提供了持续不断的社交互动,但青少年并不一定能从这些社交互动中获益。我们调查了数字成熟度较高的青少年(Laaber 等人,2023 年)是否能更好地利用社交媒体增强社会联系,并测试了个人如何、由谁以及为何与他人进行在线互动的三种机制。对来自三个欧洲国家的青少年-家长二人组(总人数 = 573)进行的纵向和横向研究结果表明,数字成熟度越高,青少年报告的社会联系度就越高。这种关系并不能用更高的主动使用率来解释,但与现实生活中的朋友而不是虚拟朋友在线交往,以及对他人抱有同情的目标,则是数字成熟度与社会关联度之间正向关系的中介。研究结果支持数字成熟度是使用数字技术时的一项重要能力,因为它关系到有益的社会互动,并建议加强潜在机制,帮助青少年体验积极的网上互动。
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引用次数: 0
The effect of artificial intelligence tools on EFL learners' engagement, enjoyment, and motivation 人工智能工具对英语学习者的参与、乐趣和动力的影响
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-12 DOI: 10.1016/j.chb.2024.108474
Lingjie Yuan , Xiaojuan Liu
The use of Artificial Intelligence (AI) tools has become increasingly prevalent within higher education and numerous studies have indicated the efficacy of AI applications within the English as a foreign language (EFL) context. Enhancing student engagement, foreign language enjoyment (FLE), and motivation in the field of AI education are significant in promoting effective learning outcomes. The rise of AI in educational settings has led to a paucity of research exploring its impact on various educational constructs. This quasi-experimental research examined the role of utilizing an AI tool, specifically Duolingo, on the engagement of FLE, and motivation of Chinese EFL learners. The present study involved 383 out of 412 Chinese university EFL students, who were assigned to either the experimental or control group. Both groups participated in pre- and post-intervention assessments prior to and following a 12-session intervention. Running a One-way Analysis of Covariance (ANCOVA) revealed statistically significant improvements in FLE, engagement, and motivation within the experimental group. On the contrary, the control group demonstrated a minor alteration in the aforementioned variables. AI tools possess the capability to captivate the attention of students and consequently enhance their motivation to actively participate in the educational experience. The results of the study designate that there are significant implications for both teachers and teacher educators concerning the incorporation of AI tools in the EFL classroom environment.
人工智能(AI)工具在高等教育中的使用越来越普遍,许多研究表明,人工智能应用在英语作为外语(EFL)的环境中非常有效。在人工智能教育领域,提高学生的参与度、外语乐趣(FLE)和学习动力对于促进有效的学习成果意义重大。随着人工智能在教育环境中的兴起,探索其对各种教育构建的影响的研究越来越少。本准实验研究探讨了使用人工智能工具(特别是 Duolingo)对中国 EFL 学习者的 FLE 参与度和学习动机的影响。本研究涉及 412 名中国大学 EFL 学生中的 383 人,他们被分配到实验组或对照组。两组学生都参加了为期 12 节课的干预前和干预后评估。通过单向协方差分析(ANCOVA)发现,实验组在FLE、参与度和学习动机方面都有显著改善。相反,对照组在上述变量方面的变化较小。人工智能工具有能力吸引学生的注意力,从而提高他们积极参与教育体验的积极性。研究结果表明,在 EFL 课堂环境中使用人工智能工具对教师和教师教育者都有重要意义。
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引用次数: 0
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Computers in Human Behavior
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