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The Impact of Artificial General Intelligence-Assisted Project-Based Learning on Students’ Higher Order Thinking and Self-Efficacy 人工通用智能辅助项目式学习对学生高阶思维和自我效能的影响
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-30 DOI: 10.1109/TLT.2024.3488086
Ruxin Zheng;Huifen Xu;Minjuan Wang;Jijian Lu
This study investigates the impact of artificial general intelligence (AGI)-assisted project-based learning (PBL) on students’ higher order thinking and self-efficacy. Based on input from 17 experts, four key roles of AGI in supporting PBL were identified: information retrieval, information processing, information generation, and feedback evaluation. An educational experiment was then conducted with 198 eighth-grade students from two middle schools in China, using a pretest and posttest design. The students were divided into three groups: Experimental Group A (AGI-assisted PBL), Control Group B (PBL without AGI assistance), and Control Group C (traditional teaching methods). A scale was administered to assess students’ higher order thinking and self-efficacy before and after the experiment. In addition, semistructured interviews were conducted with 12 students from Experimental Group A to gather qualitative data on their perceptions of AGI-assisted PBL. The results indicated that students in Experimental Group A had significantly higher scores in higher order thinking and self-efficacy compared to those in Control Groups B and C, demonstrating the positive impact of AGI in supporting PBL learning.
本研究调查了人工智能(AGI)辅助项目式学习(PBL)对学生高阶思维和自我效能的影响。根据 17 位专家的意见,确定了 AGI 在支持项目式学习中的四个关键作用:信息检索、信息处理、信息生成和反馈评估。随后,对来自中国两所中学的 198 名八年级学生进行了教育实验,实验采用前测和后测设计。学生被分为三组:实验组 A(AGI 辅助的 PBL)、对照组 B(无 AGI 辅助的 PBL)和对照组 C(传统教学方法)。实验前后对学生的高阶思维和自我效能进行了量表评估。此外,还对实验组 A 的 12 名学生进行了半结构式访谈,以收集他们对 AGI 辅助 PBL 的看法的定性数据。结果表明,与对照组 B 和 C 的学生相比,实验组 A 的学生在高阶思维和自我效能感方面的得分明显更高,这证明了 AGI 在支持 PBL 学习方面的积极影响。
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引用次数: 0
Embedding Test Questions in Educational Mobile Virtual Reality: A Study on Hospital Hygiene Procedures 在教育移动虚拟现实中嵌入测试问题:医院卫生程序研究
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-29 DOI: 10.1109/TLT.2024.3487898
Fabio Buttussi;Luca Chittaro
Educational virtual environments (EVEs) can enable effective learning experiences on various devices, including smartphones, using nonimmersive virtual reality (VR). To this purpose, researchers and educators should identify the most appropriate pedagogical techniques, not restarting from scratch but exploring which traditional e-learning and VR techniques can be effectively combined or adapted to EVEs. In this direction, this article explores if test questions, a typical e-learning technique, can be effectively employed in an EVE through a careful well-blended design. We also consider the active performance of procedures, a typical VR technique, to evaluate if test questions can be synergic with it or if they can instead break presence and be detrimental to learning. The between-subject study we describe involved 120 participants in four conditions: with/without test questions and active/passive procedure performance. The EVE was run on a smartphone, using nonimmersive VR, and taught hand hygiene procedures for infectious disease prevention. Results showed that introducing test questions did not break presence but surprisingly increased it, especially when combined with active procedure performance. Participants’ self-efficacy increased after using the EVE regardless of condition, and the different conditions did not significantly change engagement. Moreover, participants who had answered test questions in the EVE showed a reduction in the number of omitted steps in an assessment of learning transfer. Finally, test questions increased participants’ satisfaction. Overall, these greater-than-expected benefits support the adoption of the proposed test question design in EVEs based on nonimmersive VR.
教育虚拟环境(EVE)可以利用非沉浸式虚拟现实技术(VR),在包括智能手机在内的各种设备上实现有效的学习体验。为此,研究人员和教育工作者应找出最合适的教学技术,而不是从头开始,而是探索哪些传统的电子学习和 VR 技术可以有效地结合或适用于 EVE。在这个方向上,本文探讨了试题作为一种典型的电子学习技术,能否通过精心的混合设计在电子游戏中得到有效应用。我们还考虑了程序(一种典型的虚拟现实技术)的积极表现,以评估测试问题是否能与之协同增效,或者它们是否会打破存在感并不利于学习。在我们描述的主体间研究中,120 名参与者在四种条件下进行了学习:有/无测试问题和主动/被动程序表现。EVE在智能手机上运行,使用非沉浸式VR,教授预防传染病的手部卫生程序。结果表明,引入测试问题并没有破坏存在感,反而出人意料地提高了存在感,尤其是在与主动程序表现相结合时。无论在什么条件下,参与者在使用 EVE 后的自我效能感都有所提高,而不同的条件并没有显著改变参与度。此外,在学习迁移评估中,在电子学习环境中回答过测试问题的参与者减少了遗漏步骤的数量。最后,测试问题提高了参与者的满意度。总之,这些超出预期的益处支持在基于非沉浸式 VR 的 EVE 中采用建议的测试问题设计。
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引用次数: 0
Comparing the Effects of Instructor Manual Feedback and ChatGPT Intelligent Feedback on Collaborative Programming in China's Higher Education 比较教师手动反馈与 ChatGPT 智能反馈对中国高校协作编程的影响
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-25 DOI: 10.1109/TLT.2024.3486749
Fan Ouyang;Mingyue Guo;Ning Zhang;Xianping Bai;Pengcheng Jiao
Artificial general intelligence (AGI) has gained increasing global attention as the field of large language models undergoes rapid development. Due to its human-like cognitive abilities, the AGI system has great potential to help instructors provide detailed, comprehensive, and individualized feedback to students throughout the educational process. ChatGPT, as a preliminary version of the AGI system, has the potential to improve programming education. In programming, students often have difficulties in writing codes and debugging errors, whereas ChatGPT can provide intelligent feedback to support students’ programming learning process. This research implemented intelligent feedback generated by ChatGPT to facilitate collaborative programming among student groups and further compared the effects of ChatGPT with instructors’ manual feedback on programming. This research employed a variety of learning analytics methods to analyze students’ computer programming performances, cognitive and regulation discourses, and programming behaviors. Results indicated that no substantial differences were identified in students’ programming knowledge acquisition and group-level programming product quality when both instructor manual feedback and ChatGPT intelligent feedback were provided. ChatGPT intelligent feedback facilitated students’ regulation-oriented collaborative programming, while instructor manual feedback facilitated cognition-oriented collaborative discussions during programming. Compared to the instructor manual feedback, ChatGPT intelligent feedback was perceived by students as having more obvious strengths as well as weaknesses. Drawing from the results, this research offered pedagogical and analytical insights to enhance the integration of ChatGPT into programming education at the higher education context. This research also provided a new perspective on facilitating collaborative learning experiences among students, instructors, and the AGI system.
随着大型语言模型领域的快速发展,人工通用智能(AGI)越来越受到全球的关注。由于具有类似人类的认知能力,AGI 系统在帮助教师在整个教学过程中为学生提供详细、全面和个性化的反馈方面具有巨大潜力。ChatGPT 作为 AGI 系统的初级版本,具有改善编程教育的潜力。在编程过程中,学生往往在编写代码和调试错误时遇到困难,而 ChatGPT 可以提供智能反馈,支持学生的编程学习过程。本研究利用 ChatGPT 生成的智能反馈来促进学生小组之间的协作编程,并进一步比较了 ChatGPT 与教师手动反馈对编程的影响。本研究采用了多种学习分析方法来分析学生的计算机编程表现、认知和调节话语以及编程行为。结果表明,在教师手动反馈和 ChatGPT 智能反馈的情况下,学生在编程知识掌握和小组编程产品质量方面没有发现实质性差异。ChatGPT 智能反馈促进了学生以规则为导向的协作编程,而教师手动反馈则促进了编程过程中以认知为导向的协作讨论。与教师手动反馈相比,学生认为 ChatGPT 智能反馈有更明显的优点和缺点。根据研究结果,本研究为加强 ChatGPT 与高等教育编程教育的整合提供了教学和分析见解。这项研究还为促进学生、教师和 AGI 系统之间的协作学习体验提供了新的视角。
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引用次数: 0
Guest Editorial Intelligence Augmentation: The Owl of Athena 特约编辑 智能增强:雅典娜的猫头鹰
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-21 DOI: 10.1109/TLT.2024.3456072
Chris Dede
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引用次数: 0
Designing Learning Technologies: Assessing Attention in Children With Autism Through a Single Case Study 设计学习技术:通过单一案例研究评估自闭症儿童的注意力
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-10-07 DOI: 10.1109/TLT.2024.3475741
Yussy Chinchay;César A. Collazos;Javier Gomez;Germán Montoro
This research focuses on the assessment of attention to identify the design needs for optimized learning technologies for children with autism. Within a single case study incorporating a multiple-baseline design involving baseline, intervention, and postintervention phases, we developed an application enabling personalized attention strategies. These strategies were assessed for their efficacy in enhancing attentional abilities during digital learning tasks. Data analysis of children's interaction experience, support requirements, task completion time, and attentional patterns was conducted using a tablet-based application. The findings contribute to a comprehensive understanding of how children with autism engage with digital learning activities and underscore the significance of personalized attention strategies. Key interaction design principles were identified to address attention-related challenges and promote engagement in the learning experience. This study advances the development of inclusive digital learning environments for children on the autism spectrum by leveraging attention assessment.
这项研究的重点是评估注意力,以确定自闭症儿童优化学习技术的设计需求。在一项包含基线、干预和干预后三个阶段的多基线设计的单一案例研究中,我们开发了一款支持个性化注意力策略的应用程序。我们对这些策略在数字学习任务中提高注意力能力的效果进行了评估。我们使用基于平板电脑的应用程序对儿童的互动体验、支持要求、任务完成时间和注意力模式进行了数据分析。研究结果有助于全面了解自闭症儿童如何参与数字学习活动,并强调了个性化注意力策略的重要性。研究还确定了关键的交互设计原则,以应对与注意力相关的挑战并促进学习体验的参与度。这项研究通过利用注意力评估,推动了自闭症谱系儿童包容性数字学习环境的发展。
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引用次数: 0
Investigating the Efficacy of ChatGPT-3.5 for Tutoring in Chinese Elementary Education Settings 研究 ChatGPT-3.5 在中国小学教育环境中的辅导效果
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-19 DOI: 10.1109/TLT.2024.3464560
Yu Bai;Jun Li;Jun Shen;Liang Zhao
The potential of artificial intelligence (AI) in transforming education has received considerable attention. This study aims to explore the potential of large language models (LLMs) in assisting students with studying and passing standardized exams, while many people think it is a hype situation. Using primary education as an example, this research investigates whether ChatGPT-3.5 can achieve satisfactory performance on the Chinese Primary School Exams and whether it can be used as a teaching aid or tutor. We designed an experimental framework and constructed a benchmark that comprises 4800 questions collected from 48 tasks in Chinese elementary education settings. Through automatic and manual evaluations, we observed that ChatGPT-3.5’s pass rate was below the required level of accuracy for most tasks, and the correctness of ChatGPT-3.5’s answer interpretation was unsatisfactory. These results revealed a discrepancy between the findings and our initial expectations. However, the comparative experiments between ChatGPT-3.5 and ChatGPT-4 indicated significant improvements in model performance, demonstrating the potential of using LLMs as a teaching aid. This article also investigates the use of the trans-prompting strategy to reduce the impact of language bias and enhance question understanding. We present a comparison of the models' performance and the improvement under the trans-lingual problem decomposition prompting mechanism. Finally, we discuss the challenges associated with the appropriate application of AI-driven language models, along with future directions and limitations in the field of AI for education.
人工智能(AI)在改变教育方面的潜力已受到广泛关注。本研究旨在探索大型语言模型(LLM)在帮助学生学习和通过标准化考试方面的潜力,而很多人认为这是一种炒作情况。本研究以小学教育为例,探讨 ChatGPT-3.5 是否能在中国小学考试中取得令人满意的成绩,以及是否可用作教学辅助工具或辅导工具。我们设计了一个实验框架,并构建了一个基准,其中包括从中国小学教育环境中的 48 个任务中收集的 4800 道题。通过自动和人工评估,我们发现 ChatGPT-3.5 的通过率在大多数任务中都低于要求的准确率,而且 ChatGPT-3.5 的答案解释正确率也不尽如人意。这些结果表明,实验结果与我们最初的预期存在差异。不过,ChatGPT-3.5 和 ChatGPT-4 的对比实验表明,模型性能有了显著提高,这证明了使用 LLM 作为教学辅助工具的潜力。本文还研究了如何使用反向提示策略来减少语言偏差的影响并增强对问题的理解。我们比较了模型的性能以及在跨语言问题分解提示机制下的改进情况。最后,我们讨论了适当应用人工智能驱动的语言模型所面临的挑战,以及人工智能教育领域的未来发展方向和局限性。
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引用次数: 0
Impact of Gamified Learning Experience on Online Learning Effectiveness 游戏化学习体验对在线学习效果的影响
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-17 DOI: 10.1109/TLT.2024.3462892
Xiangping Cui;Chen Du;Jun Shen;Susan Zhang;Juan Xu
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is between the gamified learning experience and the effectiveness of online learning, remain to be further explored. This research article is based on the theory of gamified learning experience and uses structural equation modeling methodology to explore the relationship among the three dimensions of situation-based cognitive experience, collaboration-based social experience, and motivation-based subjectivity experience and the effectiveness of online learning. The results indicate that there is a significant positive correlation among the three dimensions, and all three dimensions have a significant positive impact on the online learning effectiveness. The subjective experience based on motivation has the greatest impact on the online learning effectiveness, and the other two dimensions have a significant positive impact on the online learning effectiveness. The impact on online learning effectiveness is similar. Finally, the article makes recommendations based on the research conclusions, expecting to provide a research foundation for enhancing the gamified learning experience and improving the effectiveness of online learning.
研究表明,游戏化学习体验可以有效改善在线学习中学生缺乏持续学习动力、容易产生倦怠等突出问题,从而提高在线学习的有效性。然而,如何提升在线学习中的游戏化学习体验,以及游戏化学习体验与在线学习效果之间的影响,还有待进一步探讨。本文以游戏化学习体验理论为基础,采用结构方程建模方法,探讨基于情境的认知体验、基于协作的社会体验和基于动机的主观体验三个维度与在线学习效果之间的关系。结果表明,三个维度之间存在显著的正相关,且三个维度均对在线学习效果有显著的正向影响。基于动机的主观体验对在线学习效果的影响最大,其他两个维度对在线学习效果也有显著的正向影响。对在线学习效果的影响类似。最后,文章根据研究结论提出了建议,期望为增强游戏化学习体验、提高在线学习效果提供研究基础。
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引用次数: 0
Guest Editorial Education in the World of ChatGPT and Generative AI 特约编辑 ChatGPT 和生成式人工智能世界中的教育
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-10 DOI: 10.1109/TLT.2024.3451050
Seng Chee Tan;Kay Wijekumar;Huaqing Hong;Justin Olmanson;Robert Twomey;Tanmay Sinha
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引用次数: 0
AI-Based Automatic Detection of Online Teamwork Engagement in Higher Education 基于人工智能的高等教育在线团队合作自动检测
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-09 DOI: 10.1109/TLT.2024.3456447
Alejandra J. Magana;Syed Tanzim Mubarrat;Dominic Kao;Bedrich Benes
Fostering productive engagement within teams has been found to improve student learning outcomes. Consequently, characterizing productive and unproductive time during teamwork sessions is a critical preliminary step to increase engagement in teamwork meetings. However, research from the cognitive sciences has mainly focused on characterizing levels of productive engagement. Thus, the theoretical contribution of this study focuses on characterizing active and passive forms of engagement, as well as negative and positive forms of engagement. In tandem, researchers have used computer-based methods to supplement quantitative and qualitative analyses to investigate teamwork engagement. Yet, these studies have been limited to information extracted primarily from one data stream. For instance, text data from discussion forums or video data from recordings. We developed an artificial intelligence (AI)-based automatic system that detects productive and unproductive engagement during live teamwork sessions. The technical contribution of this study focuses on the use of three data streams from an interactive session: audio, video, and text. We automatically analyze them and determine each team's level of engagement, such as productive engagement, unproductive engagement, disengagement, and idle. The AI-based system was validated based on hand-coded data. We used the system to characterize productive and unproductive engagement patterns in teams using deep learning methods. Results showed that there were $>$91% prediction accuracy and $< $7% mismatches between predictions for the three engagement detectors. Moreover, Pearson's $r$ values between the predictions of the three detectors were $>$0.844. On a scale of $-$1 (unproductive engagement) to 1 (productive engagement), the scores for all teams were 0.94 $pm$ 0.04, suggesting high productive engagement. In addition, teams tended to mostly be in productive engagement before transitioning to disengagement ($>$90.34% of the time) and to idle ($>$93.69% of the time). Before transitioning to productive engagement, we noticed almost equal fractions of teams being in idle and disengagement modes. These results show that the system effectively detects engagement and can be a viable tool for characterizing productive and unproductive engagement patterns in teamwork sessions.
研究发现,在团队中培养富有成效的参与能提高学生的学习成绩。因此,确定团队合作会议期间有成效和无成效时间的特征,是提高团队合作会议参与度的关键第一步。然而,认知科学的研究主要集中在描述生产性参与的水平。因此,本研究的理论贡献主要集中在描述主动和被动的参与形式,以及消极和积极的参与形式。与此同时,研究人员还使用基于计算机的方法来补充定量和定性分析,以调查团队合作参与度。然而,这些研究主要局限于从一种数据流中提取信息。例如,来自论坛的文本数据或来自录音的视频数据。我们开发了一种基于人工智能(AI)的自动系统,可以检测现场团队合作会议中的生产性参与和非生产性参与。本研究的技术贡献集中在使用互动会议的三个数据流:音频、视频和文本。我们对它们进行自动分析,并确定每个团队的参与程度,如生产性参与、非生产性参与、脱离参与和闲置参与。基于人工智能的系统根据手工编码的数据进行了验证。我们利用该系统,采用深度学习方法来描述团队中的生产性参与和非生产性参与模式。结果表明,三种参与度检测器的预测准确率为91%,预测不匹配率为7%。此外,三种检测器预测值之间的皮尔逊r值为$>0.844。在$-$1(非生产性参与)到$1(生产性参与)的范围内,所有团队的得分均为 0.94 $pm$ 0.04,表明生产性参与程度较高。此外,在过渡到脱离($>90.34% 的时间)和闲置($>93.69% 的时间)之前,团队往往大多处于生产性参与状态。在过渡到生产性参与之前,我们注意到处于闲置和脱离模式的团队比例几乎相等。这些结果表明,该系统能有效检测参与情况,并可作为一种可行的工具,用于描述团队工作会议中的生产性参与和非生产性参与模式。
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引用次数: 0
Exploring the Answering Capability of Large Language Models in Addressing Complex Knowledge in Entrepreneurship Education 探索大语言模型在创业教育中处理复杂知识的应答能力
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-09 DOI: 10.1109/TLT.2024.3456128
Qi Lang;Shengjing Tian;Mo Wang;Jianan Wang
Entrepreneurship education is critical in encouraging students' innovation, creativity, and entrepreneurial spirit. It provides essential skills and knowledge, enabling them to open their creative potential and apply innovative thinking across diverse professional fields. With the widespread application of large language models in education, intelligent-assisted teaching in entrepreneurship education is stepping into a new learning phase anytime and anywhere. Entrepreneurship education extends across interdisciplinary knowledge fields, incorporating subjects like finance and risk management, which require advanced mathematical computational skills. This complexity presents new challenges for artificial-intelligence-assisted question-and-answer models. The study explores how students can maximize the knowledge repository of current large language models to improve learning efficiency and experimentally validates the performance differences between large language models and graph convolutional reasoning models regarding the complex semantic reasoning and mathematical computational demands in entrepreneurship education questions. Based on case studies, it is found that despite the broad prospects of large language models in entrepreneurship education, they still need to improve in practical applications. Especially in tasks within entrepreneurship education that demand precision, such as mathematical computations and risk assessment, the accuracy and efficiency of existing models still need improvement. Therefore, further exploration into algorithm optimization, model fusion, and other technical enhancements can improve the processing capabilities of intelligent question-and-answer systems for specific domain issues, aiming to meet the practical needs of entrepreneurship education.
创业教育对于鼓励学生的创新、创造和创业精神至关重要。创业教育为学生提供必要的技能和知识,使他们能够开启创造潜能,将创新思维应用于不同的专业领域。随着大语言模型在教育领域的广泛应用,创业教育中的智能辅助教学正步入随时随地学习的新阶段。创业教育涉及跨学科知识领域,融合了金融、风险管理等需要高级数学计算技能的学科。这种复杂性对人工智能辅助问答模型提出了新的挑战。本研究探讨了学生如何最大限度地利用当前大型语言模型的知识库来提高学习效率,并通过实验验证了大型语言模型和图卷积推理模型在创业教育问题的复杂语义推理和数学计算需求方面的性能差异。基于案例研究发现,尽管大语言模型在创业教育中的应用前景广阔,但在实际应用中仍需改进。特别是在创业教育中对精确度要求较高的任务中,如数学计算和风险评估,现有模型的精确度和效率仍有待提高。因此,进一步探索算法优化、模型融合等技术改进,可以提高智能问答系统对特定领域问题的处理能力,从而满足创业教育的实际需求。
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IEEE Transactions on Learning Technologies
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