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Editorial: Journey to the Future: Extended Reality and Intelligence Augmentation 社论:未来之旅:扩展现实和智能增强
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-15 DOI: 10.1109/TLT.2024.3513373
Minjuan Wang;John Chi-Kin Lee
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引用次数: 0
How to Design Immersive Virtual Learning Environments Based on Real-World Processes for the Edu-Metaverse—A Design Process Framework
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-06 DOI: 10.1109/TLT.2025.3525949
Malte Rolf Teichmann
Due to the rise of virtual reality and the—at least now—hypothetical construct of the Metaverse, learning processes are increasingly transferred to immersive virtual learning environments. While the literature provides few design guidelines, most papers miss an application and evaluation description of the design and development processes. As a result, few standardized design processes and related design frameworks exist that meaningfully integrate existing stand-alone design theories and resulting approaches for developing immersive virtual learning environments. The article tackles this challenge with a research procedure based on the design science research method to outline and communicate a Design process framework to create virtual learning environments based on real-world processes for the Edu-Metaverse. The simply applicable artifact represents a comprehensive five-step solution to a well-defined problem by combining interdisciplinary perspectives. It contributes to the concretization of the hypothetical term Metaverse in its intended domain. As a result, practitioners and researchers with different experience levels can use the low-threshold framework.
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引用次数: 0
Developing and Usability Testing of an Augmented Reality Tool for Online Engineering Education 面向在线工程教育的增强现实工具的开发与可用性测试
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-26 DOI: 10.1109/TLT.2024.3520413
Saurav Shrestha;Yongwei Shan;Robert Emerson;Zahrasadat Hosseini
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their real-world environment, using the AR Foundation framework within the Unity game engine. Learners can explore structural mechanics by manipulating loads and positions. SPEAR leverages a custom C# script based on the finite element method to offer a real-time simulation of beam deformation, accompanied by visualizations of the moment/shear diagrams and bending stresses. In addition, the integration of a cloud-based voice chat feature, photon unity networking 2, enhances social presence, fostering collaborative learning. Usability testing conducted with extended reality developers and structural engineers, utilizing the system usability scale, confirmed SPEAR's user-friendliness and intuitive interface. Results indicate high levels of participant satisfaction, validating its design and functionality. This study contributes to the field by highlighting SPEAR's pedagogical potential to enhance online engineering education through immersive AR experiences and social interaction. It offers a promising avenue for improving student engagement, comprehension, and performance. In addition, SPEAR facilitates future research into new learning theories and materials design strategies. Its versatility makes it a valuable tool for innovative online education approaches, potentially revolutionizing the learning experiences for students worldwide.
本文介绍了基于社会呈现的增强现实(SPEAR)工具的开发过程,这是一种为在线工程教育量身定制的基于增强现实(AR)的创新学习应用程序。SPEAR专注于结构光束弯曲的学习模块,使用户能够使用Unity游戏引擎中的AR基础框架将3d虚拟光束无缝集成到他们的现实环境中。学习者可以通过操纵载荷和位置来探索结构力学。SPEAR利用基于有限元方法的自定义c#脚本提供梁变形的实时模拟,并附带力矩/剪切图和弯曲应力的可视化。此外,集成了基于云的语音聊天功能,光子统一网络,增强了社交存在,促进了协作学习。与扩展现实开发人员和结构工程师一起进行的可用性测试,利用系统可用性量表,证实了SPEAR的用户友好性和直观的界面。结果表明高水平的参与者满意度,验证了其设计和功能。这项研究通过突出SPEAR的教学潜力,通过沉浸式AR体验和社交互动来增强在线工程教育,从而为该领域做出了贡献。它为提高学生的参与度、理解力和表现提供了一条有希望的途径。此外,SPEAR促进了未来对新的学习理论和材料设计策略的研究。它的多功能性使其成为创新在线教育方法的宝贵工具,有可能彻底改变全球学生的学习体验。
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引用次数: 0
Facilitating Online Self-Regulated Learning and Social Presence Using Chatbots: Evidence-Based Design Principles 使用聊天机器人促进在线自我调节学习和社交存在:基于证据的设计原则
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-26 DOI: 10.1109/TLT.2024.3523199
Weijiao Huang;Khe Foon Hew
In an online learning environment, both instruction and assessments take place virtually where students are primarily responsible for managing their own learning. This requires a high level of self-regulation from students. Many online students, however, lack self-regulation skills and are ill-prepared for autonomous learning, which can cause students to feel disengaged from online activities. In addition, students tend to feel isolated during online activities due to limited social interaction. To address these challenges, this study explores the use of chatbots to facilitate students’ self-regulated learning strategies and promote social presence to alleviate their feelings of isolation. Using a two-phase mixed-methods design, this study evaluates students’ behavioral engagement, perceived self-regulated learning strategies, and social presence in chatbot-supported online learning. In the first phase (Stage I Study), 39 students engaged in a goal-setting chatbot activity that employed the SMART framework and social presence indicators. The findings served as the basis for improving the chatbot design in the second phase (Stage II Study), in which 25 students interacted with the revised chatbot, focusing on goal-setting, help-seeking, self-evaluation, and social interaction with instructor's presence. The results show that the students in both studies had positive online learning experiences with the chatbots. Follow-up interviews with students and instructors provide valuable insights and suggestions for refining the chatbot design, such as chatbots for ongoing monitoring of self-regulation habits and personalized social interaction. Drawing from the evidence, we discuss a set of chatbot design principles that support students’ self-regulated learning and social presence in online settings.
在在线学习环境中,教学和评估都是虚拟的,学生主要负责管理自己的学习。这需要学生高度的自我调节能力。然而,许多在线学生缺乏自我调节能力,对自主学习准备不足,这可能会导致学生对在线活动感到脱节。此外,由于社交互动有限,学生在网络活动中容易感到孤立。为了解决这些挑战,本研究探讨了使用聊天机器人来促进学生的自我调节学习策略,并促进社会存在,以减轻他们的孤立感。采用两阶段混合方法设计,本研究评估了学生在聊天机器人支持的在线学习中的行为参与、感知的自我调节学习策略和社交存在。在第一阶段(第一阶段研究),39名学生参与了一个目标设定的聊天机器人活动,该活动采用了SMART框架和社会存在指标。这些发现为第二阶段(第二阶段研究)改进聊天机器人设计提供了基础,在第二阶段研究中,25名学生与修改后的聊天机器人进行了互动,重点是目标设定、寻求帮助、自我评估以及与讲师在场的社交互动。结果表明,两项研究中的学生都对聊天机器人有积极的在线学习体验。对学生和教师的后续访谈为改进聊天机器人的设计提供了宝贵的见解和建议,例如用于持续监控自我调节习惯和个性化社交互动的聊天机器人。根据这些证据,我们讨论了一套聊天机器人的设计原则,以支持学生在在线环境中的自我调节学习和社交存在。
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引用次数: 0
AAKT: Enhancing Knowledge Tracing With Alternate Autoregressive Modeling 用交替自回归建模增强知识跟踪
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-25 DOI: 10.1109/TLT.2024.3521898
Hao Zhou;Wenge Rong;Jianfei Zhang;Qing Sun;Yuanxin Ouyang;Zhang Xiong
Knowledge tracing (KT) aims to predict students' future performances based on their former exercises and additional information in educational settings. KT has received significant attention since it facilitates personalized experiences in educational situations. Simultaneously, the autoregressive (AR) modeling on the sequence of former exercises has been proven effective for this task. One of the primary challenges in AR modeling for KT is effectively representing the anterior (preresponse) and posterior (postresponse) states of learners across exercises. Existing methods often employ complex model architectures to update learner states using question and response records. In this study, we propose a novel perspective on KT task by treating it as a generative process, consistent with the principles of AR models. We demonstrate that knowledge states can be directly represented through AR encodings on a question–response alternate sequence, where model generate the most probable representation in hidden state space by analyzing history interactions. This approach underpins our framework, termed alternate autoregressive KT (AAKT). In addition, we incorporate supplementary educational information, such as question-related skills, into our framework through an auxiliary task, and include extra exercise details, such as response time, as additional inputs. Our proposed framework is implemented using advanced AR technologies from Natural Language Generation for both training and prediction. Empirical evaluations on four real-world KT datasets indicate that AAKT consistently outperforms all baseline models in terms of area under the receiver operating characteristic curve, accuracy, and root mean square error. Furthermore, extensive ablation studies and visualized analysis validate the effectiveness of key components in AAKT.
知识追踪(KT)旨在根据学生以前的练习和教育环境中的附加信息预测学生未来的表现。KT因在教育情境中提供个性化体验而备受关注。同时,对先前的练习序列进行自回归(AR)建模已被证明是有效的。AR建模的主要挑战之一是有效地表示学习者在练习中的前(反应前)和后(反应后)状态。现有的方法通常采用复杂的模型架构,利用问题和回答记录来更新学习者的状态。在这项研究中,我们提出了一种新的视角来看待KT任务,将其视为一个生成过程,与AR模型的原理一致。我们证明了知识状态可以通过AR编码在问答交替序列上直接表示,其中模型通过分析历史交互生成隐藏状态空间中最可能的表示。这种方法支持我们的框架,称为交替自回归KT (AAKT)。此外,我们通过辅助任务将补充教育信息(如与问题相关的技能)合并到我们的框架中,并将额外的练习细节(如响应时间)作为额外的输入。我们提出的框架使用来自自然语言生成的先进AR技术来实现训练和预测。对四个实际KT数据集的经验评估表明,AAKT在接收器工作特征曲线下的面积、精度和均方根误差方面始终优于所有基线模型。此外,广泛的消融研究和可视化分析验证了AAKT关键成分的有效性。
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引用次数: 0
Using RoblockLLy in the Classroom: Bridging the Gap in Computer Science Education Through Robotics Simulation 在课堂上使用roblockly:通过机器人模拟弥合计算机科学教育的差距
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-19 DOI: 10.1109/TLT.2024.3520329
Rafael Herrero-Álvarez;Rafael Arnay;Eduardo Segredo;Gara Miranda;Coromoto León
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free tool is available through a web browser and does not need a complex installation or specific hardware requirements, allowing educational robotics to be introduced to a wide range of users by working on practical projects that will help them understand key concepts of robotics and programming. The effectiveness of RoblockLLy has been validated based on motivation, usability, and user experience criteria. The tool was validated with 212 secondary school students (12–16 years old). Specifically, motivation was measured with the Intrinsic Motivation Inventory, usability with the System Usability Scale, and user experience with the User Experience Questionnaire. Generally speaking, the results demonstrate that students perceived RoblockLLy as a novel and interesting tool. The ratings for usability were predominantly positive, although a few students indicated a preference for expert assistance. The overall rating of the user experience was positive as well, yet notable differences in attitudes toward motivation and usability were observed between genders.
roblockly是为中小学生设计的教育机器人模拟器,其目标是提高他们对科学、技术、工程和数学的兴趣。在计算机科学的特殊情况下,它允许发展计算思维技能。它在设计时就考虑到使用方便。这个免费工具可以通过web浏览器获得,不需要复杂的安装或特定的硬件要求,允许教育机器人通过实际项目介绍给广泛的用户,这将帮助他们理解机器人和编程的关键概念。roblockly的有效性已经根据动机、可用性和用户体验标准进行了验证。该工具在212名中学生(12-16岁)中进行了验证。具体来说,动机是用内在动机量表测量的,可用性是用系统可用性量表测量的,用户体验是用用户体验问卷测量的。总的来说,结果表明学生认为roblockly是一个新颖有趣的工具。可用性的评分主要是积极的,尽管一些学生表示更喜欢专家的帮助。对用户体验的总体评价也是积极的,但对动机和可用性的态度在性别之间存在显著差异。
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引用次数: 0
IEEE Transactions on Learning Technologies IEEE学习技术汇刊
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-19 DOI: 10.1109/TLT.2024.3370428
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引用次数: 0
Investigating Culture and Resource-Sensitive Technology-Enabled Learning
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-12-17 DOI: 10.1109/TLT.2024.3514832
Philemon Yalamu;Abdullah Al Mahmud;Caslon Chua
Cultural differences can impact how learning is delivered in higher education. Past studies have overlooked the impacts of specific cultures on learning and technology integration, and therefore, this article explores aspects of culture and resource implications for technology-enabled learning. The study collected data from students, lecturers, and university administrators at the University of Papua New Guinea via questionnaire (n = 58), focus group (n = 15), and interview (n = 2). Descriptive statistics of questionnaire responses supplemented by conventional content analysis of interview and focus group responses revealed perceptions of higher education and teaching in Papua New Guinea (PNG). Often, learning technologies are adopted without careful consideration of the users’ requirements, especially their cultural influences, which sometimes hinder the effective implementation of chosen technologies for learning. This article discusses the key findings related to technology limitations, cultural influences, communication issues, and other challenges unique to PNG. It highlights that students and lecturers are keen to embrace technology in teaching and learning; however, institutional constraints hinder the successful implementation of technology that would allow them to advance learning. This, coupled with cultural influences such as traditional customs, practices, and belief systems, also affects how Western education is delivered. The article concludes with recommendations for implementing culturally sensitive learning management systems that can accommodate infrastructure and social challenges.
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引用次数: 0
A High-Quality Generation Approach for Educational Programming Projects Using LLM 法学硕士教育规划项目的高质量生成方法
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-15 DOI: 10.1109/TLT.2024.3499751
Tian Song;Hang Zhang;Yijia Xiao
High-quality programming projects for education are critically required in teaching. However, it is hard to develop those projects efficiently and artificially constrained by the lecturers' experience and background. The recent popularity of large language models (LLMs) has led to a great number of applications in the field of education, but concerns persist that the output might be unreliable when dealing with intricate requirements. In this study, we design a customized role-based agent (CRBA), which can be configured for different roles specializing in specific areas of expertise, making the LLM yield content of higher specialization. An iterative architecture of multi-CRBAs is proposed to generate multistep projects, where CRBAs automatically criticize and optimize the LLM's intermediate outputs to enhance quality. We propose ten evaluation metrics across three aspects to assess project quality through expert grading. Further, we conduct an A/B test among 60 undergraduate students in a programming course and collect their feedback through a questionnaire. According to the students' rating results, the LLM-generated projects have comparable performance to man-made ones in terms of project description, learning step setting, assistance to students, and overall project quality. This study effectively integrates LLM into educational scenarios and enhances the efficiency of creating high-quality and practical programming exercises for lecturers.
高质量的教育编程项目在教学中是至关重要的。然而,由于讲师的经验和背景的人为限制,难以有效地开展这些项目。最近流行的大型语言模型(llm)在教育领域得到了大量的应用,但人们仍然担心,在处理复杂的需求时,输出可能不可靠。在本研究中,我们设计了一个定制化的基于角色的代理(CRBA),它可以配置不同的角色,专攻特定的专业领域,使LLM产生更高的专业化内容。提出了一种多crba迭代体系结构来生成多步骤项目,其中crba自动批评和优化LLM的中间输出以提高质量。我们提出了三个方面的十个评估指标,通过专家评分来评估项目质量。此外,我们对60名编程课程的本科生进行了A/B测试,并通过问卷收集他们的反馈。根据学生的评分结果,llm生成的项目在项目描述、学习步骤设置、对学生的帮助和整体项目质量方面与人工项目表现相当。本研究有效地将LLM整合到教学场景中,提高了为讲师创建高质量和实用的编程练习的效率。
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引用次数: 0
Reimagining STEM Learning: A Comparative Analysis of Traditional and Service Learning Approaches for Social Entrepreneurship 重新构想STEM学习:社会企业家传统学习方法与服务学习方法的比较分析
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-11-06 DOI: 10.1109/TLT.2024.3492352
Peter H. F. Ng;Peter Q. Chen;Astin C. H. Wu;Ken S. K. Tai;Chen Li
This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a “STEM with meaning” approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage, explore, explain, elaborate, and evaluate), seeks to move beyond traditional lecture-based methods by promoting a deeper understanding of technology's societal impacts.Through a comparative analysis involving experimental and comparison groups, we evaluate the cycle's effectiveness in enhancing students' problem-solving skills, empathy, knowledge application, and sense of social responsibility—essential qualities for successful social entrepreneurs. This article contributes to the burgeoning field of entrepreneurship education by demonstrating the value of a pedagogical approach that combines AI, ML, and game development with a strong emphasis on social entrepreneurship. Our results advocate a shift toward educational models that prepare students with technical skills and the awareness and capabilities needed to address complex social issues. Through this research, we highlight the critical role of innovative teaching methods in cultivating the next generation of socially responsible entrepreneurs, thereby enriching both the educational landscape and society at large.
本研究考察了一个实践教学周期,旨在将尖端技术(人工智能(AI)和机器学习(ML)游戏开发)和社会企业家精神整合到“有意义的STEM”方法中。这种循环植根于服务学习和5E建构主义教学模式(参与、探索、解释、阐述和评估),旨在通过促进对技术社会影响的更深入理解,超越传统的基于讲座的方法。通过实验组和对照组的对比分析,我们评估了该循环在提高学生解决问题的能力、同理心、知识应用和社会责任感方面的有效性,这些都是成功的社会企业家所必需的品质。本文通过展示将AI, ML和游戏开发与社会创业相结合的教学方法的价值,为新兴的创业教育领域做出了贡献。我们的研究结果提倡一种教育模式的转变,即培养学生的技术技能以及解决复杂社会问题所需的意识和能力。通过这项研究,我们强调了创新教学方法在培养下一代具有社会责任感的企业家方面的关键作用,从而丰富了教育景观和整个社会。
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引用次数: 0
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IEEE Transactions on Learning Technologies
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