Pub Date : 2024-09-19DOI: 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.
{"title":"Investigating the Efficacy of ChatGPT-3.5 for Tutoring in Chinese Elementary Education Settings","authors":"Yu Bai;Jun Li;Jun Shen;Liang Zhao","doi":"10.1109/TLT.2024.3464560","DOIUrl":"https://doi.org/10.1109/TLT.2024.3464560","url":null,"abstract":"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.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"17 ","pages":"2156-2171"},"PeriodicalIF":2.9,"publicationDate":"2024-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142517999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Impact of Gamified Learning Experience on Online Learning Effectiveness","authors":"Xiangping Cui;Chen Du;Jun Shen;Susan Zhang;Juan Xu","doi":"10.1109/TLT.2024.3462892","DOIUrl":"10.1109/TLT.2024.3462892","url":null,"abstract":"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.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"17 ","pages":"2130-2139"},"PeriodicalIF":2.9,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142266332","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-10DOI: 10.1109/TLT.2024.3451050
Seng Chee Tan;Kay Wijekumar;Huaqing Hong;Justin Olmanson;Robert Twomey;Tanmay Sinha
{"title":"Guest Editorial Education in the World of ChatGPT and Generative AI","authors":"Seng Chee Tan;Kay Wijekumar;Huaqing Hong;Justin Olmanson;Robert Twomey;Tanmay Sinha","doi":"10.1109/TLT.2024.3451050","DOIUrl":"https://doi.org/10.1109/TLT.2024.3451050","url":null,"abstract":"","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"17 ","pages":"2062-2064"},"PeriodicalIF":2.9,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10673879","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142174017","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-09-09DOI: 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 $>$