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Using a Chatbot to Provide Formative Feedback: A Longitudinal Study of Intrinsic Motivation, Cognitive Load, and Learning Performance 使用聊天机器人提供形成性反馈:关于内在动机、认知负荷和学习成绩的纵向研究
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-08 DOI: 10.1109/TLT.2024.3364015
Jiaqi Yin;Tiong-Thye Goh;Yi Hu
This study aimed to examine sustainable effects of chatbot-based formative feedback on intrinsic motivation, cognitive load, and learning performance. A longitudinal quasi-experimental design with 173 undergraduate students was conducted. The experiment is a between-subject design. Students either received formative feedback from a chatbot or a teacher. Utilizing linear mixed model and t-test for data analysis, results showed the following. First, chatbot-based feedback resulted in increased learning interest, perceived choice, and value while decreasing perceived pressure over time. Second, chatbot-based feedback was effective in reducing cognitive load, particularly when learning contents involved conceptual or difficult knowledge. Finally, chatbot-based feedback was found to be more efficient and effective in supporting the mastery of application-based knowledge compared with teacher-based feedback. This study has practical implications for the design of chatbots, and it also enriches the methods of providing ongoing formative feedback in large-scale classrooms.
本研究旨在考察基于聊天机器人的形成性反馈对内在动机、认知负荷和学习成绩的可持续影响。研究采用纵向准实验设计,共有 173 名本科生参加。实验采用被试间设计。学生可以从聊天机器人或教师那里获得形成性反馈。利用线性混合模型和 t 检验进行数据分析,结果显示如下。首先,随着时间的推移,基于聊天机器人的反馈提高了学习兴趣、感知选择和价值,同时降低了感知压力。其次,基于聊天机器人的反馈能有效减轻认知负荷,尤其是当学习内容涉及概念性或难度较大的知识时。最后,与基于教师的反馈相比,基于聊天机器人的反馈在支持掌握应用型知识方面更加高效和有效。这项研究对聊天机器人的设计具有实际意义,同时也丰富了在大规模课堂上提供持续性形成性反馈的方法。
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引用次数: 0
Serious Video Games for Agricultural Learning: Scoping Review 用于农业学习的严肃视频游戏:范围审查
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-08 DOI: 10.1109/TLT.2024.3364086
Ismael E. Espinosa-Curiel;Carlos A. García de Alba-Chávez
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and identifying gaps. We systematically searched nine prominent research databases for papers on serious video games for agriculture learning published between January 2000 and July 2022. Two independent reviewers conducted screening, data extraction, and synthesized the collected data using a narrative approach. The initial search identified 3,297 articles, of which 0.58% (n = 19) were included in the review. Most reviewed games were released in the last five years, with a predominant presence in the mobile platform. They commonly employed a simulation-based approach, featuring 2-D graphics and designed for single-player experiences. These games mainly target students, focusing on crop production and sustainable agriculture. Educational theories were often unspecified in the studies. Evaluation protocols primarily consisted of pilot studies, emphasizing user experience and knowledge enhancement. Positive outcomes, such as improved user experiences, knowledge, and attitude and behavior changes, were commonly observed in these studies. This study highlights advancements in using serious video games for agricultural learning over 20 years. However, it stresses the need for deeper exploration of game elements' impact on user experience and effectiveness. Creating games for underrepresented players and specific agricultural challenges is essential, as is enhancing theoretical foundations and learning approaches. Rigorous research designs are vital for assessing game effectiveness across short, medium, and long terms.
严肃视频游戏通过模拟现实生活中的挑战场景,为农业提供了一个身临其境的学习环境。然而,有关其有效性的实证证据却很少。本范围界定综述遵循 PRISMA-ScR 指南,总结了有关用于农业学习的严肃视频游戏的文献,强调了研究趋势并找出了差距。我们在九个著名的研究数据库中系统检索了 2000 年 1 月至 2022 年 7 月间发表的有关农业学习的严肃视频游戏的论文。两位独立审稿人进行了筛选和数据提取,并采用叙述的方法对收集到的数据进行了综合。初步检索发现了 3297 篇文章,其中 0.58%(n = 19)被纳入综述。大多数被收录的游戏都是在过去五年中发布的,主要集中在移动平台上。这些游戏通常采用基于模拟的方法,以 2-D 图形为特色,专为单人游戏体验而设计。这些游戏的主要目标受众是学生,侧重于作物生产和可持续农业。研究中往往没有具体说明教育理论。评估方案主要包括试点研究,强调用户体验和知识提升。这些研究普遍观察到了积极的成果,如用户体验的改善、知识的提高、态度和行为的改变。本研究强调了 20 年来利用严肃视频游戏进行农业学习所取得的进展。不过,它强调了深入探讨游戏元素对用户体验和效果的影响的必要性。为代表性不足的玩家和特定的农业挑战制作游戏至关重要,加强理论基础和学习方法也同样重要。严格的研究设计对于评估游戏在短期、中期和长期的有效性至关重要。
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引用次数: 0
Blended Laboratory Design Using Raspberry Pi Pico for Digital Circuits and Systems 使用 Raspberry Pi Pico 进行数字电路与系统的混合实验室设计
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-07 DOI: 10.1109/TLT.2024.3363230
Zoe C. M. Davidson;Shuping Dang;Xenofon Vasilakos
Raspberry Pi Pico, based on chip RP2040, is an easy-to-use development microcontroller board that can provide flexible input/output functions and meets the teaching needs of basic electronics to first-year university undergraduates. This article presents our blended laboratory design using Raspberry Pi Pico for the course unit Digital Circuits and Systems. Considering the impacts of Coronavirus Disease 2019 (COVID-19) and the reduced number of students attending the in-person laboratory, we provide an alternative approach using an online Raspberry Pi Pico simulator produced by Wokwi for those students who cannot attend the physical laboratory. The entire laboratory is designed by design-based learning pedagogical methodology and consists of three dependent sessions. Throughout the three laboratory sessions, first-year undergraduates are expected to understand the basic digital logic and electronic circuits by building a simplified interactive traffic light controller system using Raspberry Pi Pico and Python programming. The intended learning outcomes, full details of the blended laboratory design, and the laboratory design evaluation results are given and discussed in this article to verify the effectiveness of the blended laboratory design using Raspberry Pi Pico. By analyzing the empirical data collected from laboratory participants, the effectiveness of the proposed blended laboratory design can be well supported, and all intended learning outcomes are successfully achieved subject to the impacts of COVID-19.
基于芯片 RP2040 的 Raspberry Pi Pico 是一种易于使用的开发型微控制器板,可提供灵活的输入/输出功能,满足大学一年级本科生基础电子学的教学需求。本文介绍了我们在《数字电路与系统》课程单元中使用 Raspberry Pi Pico 进行的混合实验室设计。考虑到 2019 年冠状病毒病(COVID-19)的影响以及参加现场实验室的学生人数减少,我们提供了一种替代方法,即使用 Wokwi 制作的在线 Raspberry Pi Pico 模拟器,为无法参加实体实验室的学生提供服务。整个实验室采用基于设计的学习教学方法,由三个依存环节组成。在这三个实验环节中,一年级本科生将通过使用 Raspberry Pi Pico 和 Python 编程建立一个简化的交互式交通灯控制器系统,了解基本的数字逻辑和电子电路。本文给出并讨论了混合实验室设计的预期学习成果、全部细节以及实验室设计评估结果,以验证使用 Raspberry Pi Pico 的混合实验室设计的有效性。通过分析从实验室参与者那里收集到的实证数据,可以很好地支持所建议的混合实验室设计的有效性,并且在 COVID-19 的影响下成功实现了所有预期的学习成果。
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引用次数: 0
How Can Self-Evaluation and Self-Efficacy Skills of Young Learners be Scaffolded in a Web Application? 如何在网络应用中培养青少年的自我评价和自我效能感技能?
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-30 DOI: 10.1109/TLT.2024.3360121
Thomas Sergent;Morgane Daniel;François Bouchet;Thibault Carron
Self-regulated learning (SRL) skills are critical for students of all ages to maximize their learning. Two key processes of SRL are being aware of one's performance (self-evaluation) and believing in one's capabilities to produce given attainments (self-efficacy). To assess and improve these capabilities in young children (5–8), we use a literacy web application, where we introduced two randomly triggered prompts to evaluate perceived difficulty and desired difficulty. Comparing students' actual performance with their responses to self-regulatory prompts provides information about their ability to self-regulate their learning, in particular their self-evaluation and self-efficacy. The novelty of this work resides in studying the SRL of young children (5–8) in digital learning environments while learning another task (reading in our case), measuring and improving some SRL abilities themselves and not only measuring and improving academic results in other tasks, and the large number of students on which the studies were carried (over 400 000). Using 15 982 994 responses from 467 116 students, we first measured two types of SRL deficits, and then, we assessed how a scaffolding and remediation strategy can reduce these deficits. In Study 1, we compare a group receiving remediation feedback to a control group, whereas in Study 2, we determine the impact of age and level on the remediation efficiency. Our contribution is twofold: a method to address on the long term a deficit in self-evaluation or in self-efficacy in a digital learning environment, and a corroboration of the fact that students who are academically at risk lack self-efficacy and avoid tackling challenging exercises compared with their level. We, therefore, recommend that digital learning environments integrate an overlay of SRL, such as self-evaluation and self-efficacy remediation loops, especially for younger students and students who are struggling academically. We included notes for educational practitioners in this article for this purpose.
自我调节学习(SRL)技能对于各年龄段的学生最大限度地提高学习成绩至关重要。自我调节学习的两个关键过程是意识到自己的表现(自我评价)和相信自己有能力取得既定成绩(自我效能感)。为了评估和提高幼儿(5-8 岁)的这些能力,我们使用了一个识字网络应用程序,其中引入了两个随机触发的提示,以评估感知难度和期望难度。比较学生的实际表现和他们对自我调节提示的反应,可以了解他们自我调节学习的能力,特别是他们的自我评价和自我效能感。这项工作的新颖之处在于:在数字学习环境中研究幼儿(5-8 岁)的自律学习能力,同时学习另一项任务(在我们的案例中是阅读);测量和提高自律学习能力本身的某些能力,而不仅仅是测量和提高其他任务的学习成绩;研究的学生人数众多(超过 400 000 人)。利用来自 467 116 名学生的 15 982 994 份答卷,我们首先测量了两种类型的自学能力缺陷,然后评估了支架和补救策略如何能够减少这些缺陷。在研究 1 中,我们将接受补救反馈的小组与对照组进行了比较,而在研究 2 中,我们确定了年龄和水平对补救效率的影响。我们的贡献有两个方面:一是提供了一种在数字化学习环境中长期解决自我评价或自我效能感不足问题的方法;二是证实了学业有风险的学生缺乏自我效能感,并避免处理与其水平相比具有挑战性的练习这一事实。因此,我们建议在数字化学习环境中加入自我学习方法,如自我评价和自我效能感补救循环,尤其是针对低年级学生和学业有困难的学生。为此,我们在本文中为教育从业者提供了注意事项。
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引用次数: 0
Advancing Education Through Extended Reality and Internet of Everything Enabled Metaverses: Applications, Challenges, and Open Issues 通过支持扩展现实和万物互联的 Metaverses 推进教育:应用、挑战和未决问题
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-26 DOI: 10.1109/TLT.2024.3358859
Senthil Kumar Jagatheesaperumal;Kashif Ahmad;Ala Al-Fuqaha;Junaid Qadir
Metaverse has evolved as one of the popular research agenda that let users learn, socialize, and collaborate in a networked 3-D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with high-speed communication, the metaverse is an ideal model for education, training, and skill development tasks. To facilitate research in this area, we provide a comprehensive review of the various educational use cases and explore how enabling technologies, such as extended reality and the Internet of Everything will play a major role in educational services in future metaverses. Then, we provide an overview of metaverse-based educational applications focusing on education, training, and skill development and analyze the technologies they are built upon. We identify common research problems and future research directions in the domain. This article also identifies core ethical considerations of metaverse for education and potential pitfalls. We believe this survey can fully demonstrate the versatility of metaverse-driven education, which could serve as a potential guideline for the researchers.
元宇宙(Metaverse)已发展成为热门的研究议程之一,它能让用户在一个联网的三维沉浸式虚拟世界中学习、社交和协作。由于元宇宙具有丰富的多媒体流功能和高速通信带来的身临其境的用户体验,因此是教育、培训和技能开发任务的理想模型。为了促进该领域的研究,我们全面回顾了各种教育用例,并探讨了扩展现实和万物互联等使能技术将如何在未来的元虚拟世界教育服务中发挥重要作用。然后,我们概述了基于元宇宙的教育应用,重点关注教育、培训和技能发展,并分析了这些应用所依托的技术。我们指出了该领域常见的研究问题和未来的研究方向。本文还指出了元世界教育的核心伦理问题和潜在隐患。我们相信,这项调查可以充分展示元数据驱动教育的多功能性,从而为研究人员提供潜在的指导。
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引用次数: 0
A Flipped Remote Lab: Using a Peer-Assessment Tool for Learning 3-D Modeling 翻转式远程实验室:使用同伴评估工具学习 3D 建模
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-26 DOI: 10.1109/TLT.2024.3358800
Mario Vallarino;Saverio Iacono;Edoardo Bellanti;Gianni V. Vercelli
This article introduces a novel approach to remote laboratory instruction, specifically designed for teaching three-dimensional modeling using Blender software. The lab uses virtual machines to provide students with the necessary computational power to carry out the course activities, along with the correct version of the software. The flipped remote lab approach combines the elements of flipped classroom and peer assessment, making it suitable for face-to-face, totally online, or hybrid classes. Prior to each of the two lectures, students begin to practice by replicating the instructor's demonstrations in a set of concise tutorials. Upon completion of the assigned tasks, students carry out self-assessments of their own modeling, in addition to assessing two models created by their peers. A rubric comprising three questions facilitates the assessment process and allows providing feedback on each response. During the subsequent lecture, students work together with the instructor to address challenges encountered in their modeling, exploring also the advanced aspects of software usage that time constraints preclude in a traditional setting. The analysis of the flipped remote lab results reveals that student responses in peer-assessment activities are relevant to the posed questions. Moreover, the students who realized the models demonstrated a comparable level of rigor in self-assessment as their mates who reviewed their works. While students express a high degree of appreciation for the laboratory activities, a notable concern is the highlighted heavy workload. Increasing the allocated time for task completion can help mitigate the workload impact. The article concludes with insights gained from the implementation of the flipped remote lab approach.
本文介绍了一种新颖的远程实验教学方法,专门用于使用 Blender 软件进行三维建模教学。该实验室使用虚拟机为学生提供开展课程活动所需的计算能力以及正确版本的软件。翻转远程实验室方法结合了翻转课堂和同伴评估的元素,适合面授、完全在线或混合式课堂。在每两次讲座之前,学生们都会通过一组简明教程,模仿教师的演示开始练习。完成指定任务后,学生除了要对自己的建模进行自我评估外,还要对同伴创建的两个模型进行评估。由三个问题组成的评分标准为评估过程提供了便利,并允许对每个答复提供反馈。在随后的讲座中,学生们与教师一起解决建模过程中遇到的难题,并探索软件使用的高级方面,而在传统环境下,由于时间限制,这些问题无法解决。对翻转远程实验室结果的分析表明,学生在互评活动中的回答与提出的问题相关。此外,实现模型的学生在自我评估中表现出的严谨程度与审查他们作品的同学不相上下。虽然学生们对实验活动表示高度赞赏,但一个值得关注的问题是,实验活动的工作 量非常大。增加分配给完成任务的时间有助于减轻工作量的影响。文章最后介绍了从实施翻转式远程实验室方法中获得的启示。
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引用次数: 0
Learning Style Identification Using Semisupervised Self-Taught Labeling 利用半监督自学标签识别学习风格
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-26 DOI: 10.1109/TLT.2024.3358864
Hani Y. Ayyoub;Omar S. Al-Kadi
Education is a dynamic field that must be adaptable to sudden changes and disruptions caused by events like pandemics, war, and natural disasters related to climate change. When these events occur, traditional classrooms with traditional or blended delivery can shift to fully online learning, which requires an efficient learning environment that meets students’ needs. While learning management systems support teachers’ productivity and creativity, they typically provide the same content to all learners in a course, ignoring their unique learning styles. To address this issue, we propose a semisupervised machine learning approach that detects students’ learning styles using a data mining technique. We use the commonly used Felder-Silverman learning style model and demonstrate that our semisupervised method can produce reliable classification models with few labeled data. We evaluate our approach on two different courses and achieve an accuracy of 88.83% and 77.35%, respectively. Our work shows that educational data mining and semisupervised machine learning techniques can identify different learning styles and create a personalized learning environment.
教育是一个充满活力的领域,必须能够适应由流行病、战争和与气候变化有关的自然灾害等事件引起的突然变化和中断。当这些事件发生时,采用传统或混合授课方式的传统课堂可能会转变为完全在线学习,这就需要一个高效的学习环境来满足学生的需求。虽然学习管理系统可以提高教师的工作效率和创造力,但它们通常会向课程中的所有学习者提供相同的内容,而忽略了他们独特的学习方式。为了解决这个问题,我们提出了一种半监督机器学习方法,利用数据挖掘技术检测学生的学习风格。我们使用了常用的 Felder-Silverman 学习风格模型,并证明了我们的半监督方法可以在标注数据很少的情况下生成可靠的分类模型。我们在两门不同的课程上评估了我们的方法,准确率分别达到了 88.83% 和 77.35%。我们的工作表明,教育数据挖掘和半监督机器学习技术可以识别不同的学习风格,并创建个性化的学习环境。
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引用次数: 0
Supporting Collaborative Writing Tasks in Large-Scale Distance Education 支持大规模远程教育中的协作写作任务
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-18 DOI: 10.1109/TLT.2024.3355791
Marc Burchart;Joerg M. Haake
In distance education courses with a large number of students and groups, the organization and facilitation of collaborative writing tasks are challenging. Teachers need support for planning, specification, execution, monitoring, and evaluation of collaborative writing tasks in their course. This requires a collaborative learning platform for coordinating all of the different phases in the writing process. In order to enable the design of such a platform, we created a process model of collaborative writing tasks that is based on the identification of participants, activities, phases, and orchestration from the literature. This model may serve as a basis for teachers to specify the instances for such tasks and can be used to determine the functional requirements needed for supporting model-compliant tasks on a collaborative learning platform. We present a general architecture for a platform of this kind that is independent of a concrete learning management systerm (LMS) system or shared editor and demonstrate its implementation using Moodle, Etherpad Lite, and Docker. The platform makes it easier for teachers to create groups and automatically assign members to collaborative workspaces. It enables asynchronous as well as synchronous text editing and communication. It also respects the European information security and data protection requirements and helps teachers monitor both the writing and reviewing activities. The platform was evaluated over a period of three semesters in distance learning courses with more than 4500 students. It proved a scalable and robust environment for coordinating the collaborative writing process of teachers and students and enables analysis of collaborative writing behavior by teachers and researchers.
在有大量学生和小组的远程教育课程中,组织和促进协作写作任务具有挑战性。教师需要在课程中为协作写作任务的规划、规范、执行、监控和评估提供支持。这就需要一个协作学习平台来协调写作过程中的所有不同阶段。为了能够设计这样一个平台,我们根据文献中对参与者、活动、阶段和协调的识别,创建了一个协作写作任务的过程模型。该模型可作为教师指定此类任务实例的基础,并可用于确定在协作学习平台上支持符合模型的任务所需的功能要求。我们提出了一个独立于具体学习管理系统(LMS)或共享编辑器的此类平台的总体架构,并使用 Moodle、Etherpad Lite 和 Docker 演示了其实现。该平台使教师更容易创建群组,并自动将成员分配到协作工作空间。它既能实现异步文本编辑,也能实现同步文本编辑和交流。该平台还遵守欧洲信息安全和数据保护要求,帮助教师监控写作和审阅活动。该平台在有 4500 多名学生参加的远程学习课程中进行了为期三个学期的评估。事实证明,该平台是一个可扩展的、稳健的环境,可以协调教师和学生的协作写作过程,并使教师和研究人员能够对协作写作行为进行分析。
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引用次数: 0
Assessment of Kinematic and Kinetic Attributes of Graphic Execution of Children With Autism and Typically Developing Children Using a Digitized Platform 使用数字化平台评估自闭症儿童和发育正常儿童执行图形的运动学和动力学属性
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-18 DOI: 10.1109/TLT.2024.3355793
Pragya Verma;Niravkumar Patel;Prachi Sharma;Manasi Anand Kanetkar;Madhu Singh;Uttama Lahiri
Intact graphic execution ability is considered an important gateway to one's academic success. It is often reported that the graphic execution ability of neurotypical children and those having autism, i.e., children with autism spectrum disorder (ASD) is differentiated. Although insightful, these reports had been mostly for text handwriting task that is not language agnostic (with observations related to a writer's language skills), thereby emphasizing the importance of assessing graphic execution ability during language-agnostic graphic task. The assessment can be carried out in terms of kinetic (e.g., grip force exerted on the pen barrel, in-hand manipulation of the pen, etc.) and kinematic (e.g., speed of the pen-tip, pen-tip pressure, etc.) attributes. Given the importance of assessing one's graphic execution ability and the use of language-agnostic platform, in our study, we present the design of a language-agnostic digitized platform that can assess the kinematic and kinetic attributes of one's graphic execution ability. We included shape drawing (with varying turns) as the graphic task. Also, we carried out a study in which 25 neurotypical children and 25 children with ASD took part. Results indicated that, irrespective of the shape being drawn, the kinematic and kinetic attributes of graphic execution were differentiated between the two participant groups. Our system has the potential to help teachers, therapists, etc., to assess one's graphic execution ability and adopt timely strategies addressing the difficulties (if any) faced by a child.
完整的图形执行能力被认为是一个人学业成功的重要标志。经常有报道称,神经畸形儿童和自闭症儿童(即患有自闭症谱系障碍(ASD)的儿童)的图形执行能力存在差异。虽然这些报告很有见地,但大多是针对与语言无关的文字手写任务(观察结果与书写者的语言技能有关),因此强调了在与语言无关的图形任务中评估图形执行能力的重要性。评估可以从运动属性(如笔杆的握力、手握笔的操作等)和运动属性(如笔尖的速度、笔尖的压力等)两方面进行。鉴于评估图形执行能力和使用语言无关平台的重要性,我们在研究中设计了一个语言无关的数字化平台,可以评估图形执行能力的运动学和动力学属性。我们将形状绘制(不同的转弯)作为图形任务。此外,我们还对 25 名神经畸形儿童和 25 名患有自闭症的儿童进行了研究。结果表明,无论绘制的是什么形状,两组参与者在图形执行的运动学和动力学属性上都存在差异。我们的系统可以帮助教师、治疗师等评估儿童的图形执行能力,并针对儿童面临的困难(如有)及时采取相应的策略。
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引用次数: 0
Student Perceptions of ChatGPT Use in a College Essay Assignment: Implications for Learning, Grading, and Trust in Artificial Intelligence 学生对在大学论文作业中使用 ChatGPT 的看法:人工智能对学习、评分和信任的影响
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-16 DOI: 10.1109/TLT.2024.3355015
Chad C. Tossell;Nathan L. Tenhundfeld;Ali Momen;Katrina Cooley;Ewart J. de Visser
This article examined student experiences before and after an essay writing assignment that required the use of ChatGPT within an undergraduate engineering course. Utilizing a pre–post study design, we gathered data from 24 participants to evaluate ChatGPT's support for both completing and grading an essay assignment, exploring its educational value and impact on the learning process. Our quantitative and thematic analyses uncovered that ChatGPT did not simplify the writing process. Instead, the tool transformed the student learning experience yielding mixed responses. Participants reported finding ChatGPT valuable for learning, and their comfort with its ethical and benevolent aspects increased postuse. Concerns with ChatGPT included poor accuracy and limited feedback on the confidence of its output. Students preferred instructors to use ChatGPT to help grade their assignments, with appropriate oversight. They did not trust ChatGPT to grade by itself. Student views of ChatGPT evolved from a perceived “cheating tool” to a collaborative resource that requires human oversight and calibrated trust. Implications for writing, education, and trust in artificial intelligence are discussed.
本文研究了在本科工程学课程中需要使用 ChatGPT 的论文写作任务前后的学生体验。我们采用前-后研究设计,收集了 24 名参与者的数据,评估 ChatGPT 对完成论文作业和评分的支持,探索其教育价值和对学习过程的影响。我们的定量和主题分析发现,ChatGPT 并没有简化写作过程。相反,该工具改变了学生的学习体验,并产生了不同的反应。参与者认为 ChatGPT 对学习很有价值,而且在使用后,他们对 ChatGPT 在道德和善意方面的舒适度也有所提高。对 ChatGPT 的担忧包括准确性差以及对其输出结果的信心反馈有限。学生们更希望教师在适当的监督下使用 ChatGPT 帮助他们批改作业。他们不信任 ChatGPT 本身的评分能力。学生对 ChatGPT 的看法从认为它是一种 "作弊工具 "发展到需要人工监督和校准信任的协作资源。本文讨论了人工智能对写作、教育和信任的影响。
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引用次数: 0
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