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Children's AI Design Platform for Making and Deploying ML-Driven Apps: Design, Testing, and Development 儿童AI设计平台,用于制作和部署ml驱动的应用程序:设计,测试和开发
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-15 DOI: 10.1109/TLT.2025.3529994
Nicolas Pope;Juho Kahila;Henriikka Vartiainen;Matti Tedre
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K–12 computing education. In response, we introduce “GenAI Teachable Machine,” a visual, data-driven design platform aimed at introducing novice learners to fundamental ML concepts and workflows, particularly in the context of classifiers. Following the design science research (DSR) method, this study presents the prior recommendations, standards, codevelopment, and extensive field testing that resulted in a platform enabling young learners to express their own interest-driven ideas through codesigning and sharing personally meaningful apps. The platform improves on the design of Google's popular Teachable Machine 2 by its ability to create a standalone app by defining one or more actions to be triggered by each classifier result, and deploy that app to other devices. It also enables one to distribute the collection of training data among many users. In addition to the DSR process, this article presents findings from usability lab tests (N = 8) and 6-h classroom projects involving fourth and seventh grade children (N = 213). The results show that children who had no experience of ML were able to navigate through the workflow and turn their own ideas into concrete ML-based apps. The majority of children were able to reflect and present, in their own words, their working process using data-driven (design) thinking concepts and insights.
人工智能的快速发展及其日益增加的社会影响使许多计算机教育工作者将重点转向机器学习(ML)的早期教育。有限的教育工具可供初学者学习机器学习和数据驱动系统的机制,这在K-12计算教育中是一个公认的挑战。作为回应,我们推出了“GenAI可教机器”,这是一个可视化的、数据驱动的设计平台,旨在向新手学习者介绍基本的ML概念和工作流程,特别是在分类器的背景下。本研究遵循设计科学研究(DSR)方法,提出了先前的建议、标准、共同开发和广泛的现场测试,从而形成了一个平台,使年轻学习者能够通过共同设计和分享个人有意义的应用程序来表达自己的兴趣驱动想法。该平台改进了b谷歌流行的teatable Machine 2的设计,它能够通过定义每个分类器结果触发的一个或多个操作来创建一个独立的应用程序,并将该应用程序部署到其他设备上。它还允许在许多用户之间分发训练数据集合。除了DSR过程,本文还介绍了可用性实验室测试(N = 8)和涉及四年级和七年级儿童的6小时课堂项目(N = 213)的结果。结果表明,没有机器学习经验的孩子能够在工作流程中导航,并将自己的想法转化为具体的基于机器学习的应用程序。大多数孩子能够用他们自己的语言,用数据驱动(设计)的思维概念和见解来反映和呈现他们的工作过程。
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引用次数: 0
A Collaborative Virtual Reality Flight Simulator: Efficacy, Challenges, and Potential 协作式虚拟现实飞行模拟器:功效、挑战和潜力
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-10 DOI: 10.1109/TLT.2025.3526863
Jamie I. Cross;Christine C. Boag-Hodgson
The incorporation of immersive technologies into student pilot training has been hindered by a lack of empirical evidence to support their efficacy. Existing research on virtual reality flight simulators is limited in scope, predominantly focused on single-users in small, piston-engine aircraft, with little concern for its application to commercial pilot operations. This article initiates the process of evaluating a virtual reality flight simulator to train ab-initio pilots in a multicrew environment using a complex jet aircraft (a Boeing 737-800). An experimental design-based research methodology was initially employed to identify and address any methodological issues. To demonstrate proof of concept, the study evaluated two different scenarios and assessed the performance of two head-mounted displays. Additionally, the research included measures of situational awareness and workload. The setup was configured to allow the evaluation of various combinations of virtual reality and desktop flight simulators within a multicrew environment. Valuable insights have been gained in creating a reliable environment for further research on collaborative virtual reality flight simulators. Proof of concept was demonstrated through satisfactory usability and fidelity in a two-pilot virtual reality simulator. The study confirmed that participants can effectively collaborate in a virtual environment during simulator sessions modeled on a typical initial First Officer airline training program for complex commercial aircraft. Participants in the virtual environment exhibited reduced workload (effort) in comparison to a desktop flight simulator, indicating a potential decrease in cognitive processing. This, in turn, suggests enhanced spatial memory, corroborated by measures of heightened team situational awareness in the virtual environment. The benefits of these findings are numerous, including the potential for a virtual reality flight simulator to supplement traditional pilot training methods.
由于缺乏支持其有效性的经验证据,将沉浸式技术纳入学生飞行员培训一直受到阻碍。现有的虚拟现实飞行模拟器的研究范围有限,主要集中在小型活塞发动机飞机上的单用户,很少关注其在商业飞行员操作中的应用。本文启动了评估虚拟现实飞行模拟器的过程,以训练ab-initio飞行员在多机组环境中使用复杂的喷气式飞机(波音737-800)。最初采用基于实验设计的研究方法来确定和解决任何方法学问题。为了证明这一概念,该研究评估了两种不同的场景,并评估了两种头戴式显示器的性能。此外,该研究还包括态势感知和工作量的测量。该设置被配置为允许在多机组环境中评估虚拟现实和桌面飞行模拟器的各种组合。在为协作式虚拟现实飞行模拟器的进一步研究创造可靠的环境方面获得了宝贵的见解。概念验证通过令人满意的可用性和保真度在双飞行员虚拟现实模拟器。该研究证实,参与者可以在模拟复杂商用飞机的典型初始副驾驶航空培训计划的虚拟环境中有效地协作。与桌面飞行模拟器相比,虚拟环境中的参与者表现出更少的工作量(努力),表明认知处理的潜在减少。反过来,这表明空间记忆增强,在虚拟环境中提高团队态势意识的测量证实了这一点。这些发现的好处很多,包括虚拟现实飞行模拟器的潜力,以补充传统的飞行员训练方法。
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引用次数: 0
Data Augmentation for Sparse Multidimensional Learning Performance Data Using Generative AI 基于生成式人工智能的稀疏多维学习性能数据增强
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-07 DOI: 10.1109/TLT.2025.3526582
Liang Zhang;Jionghao Lin;John Sabatini;Conrad Borchers;Daniel Weitekamp;Meng Cao;John Hollander;Xiangen Hu;Arthur C. Graesser
Learning performance data, such as correct or incorrect answers and problem-solving attempts in intelligent tutoring systems (ITSs), facilitate the assessment of knowledge mastery and the delivery of effective instructions. However, these data tend to be highly sparse (80%$sim$90% missing observations) in most real-world applications. This data sparsity presents challenges to using learner models to effectively predict learners' future performance and explore new hypotheses about learning. This article proposes a systematic framework for augmenting learning performance data to address data sparsity. First, learning performance data can be represented as a 3-D tensor with dimensions corresponding to learners, questions, and attempts, effectively capturing longitudinal knowledge states during learning. Second, a tensor factorization method is used to impute missing values in sparse tensors of collected learner data, thereby grounding the imputation on knowledge tracing (KT) tasks that predict missing performance values based on real observations. Third, data augmentation using generative artificial intelligence models, including generative adversarial network (GAN), specifically vanilla GANs and generative pretrained transformers (GPTs, specifically GPT-4o), generate data tailored to individual clusters of learning performance. We tested this systemic framework on adult literacy datasets from AutoTutor lessons developed for adult reading comprehension. We found that tensor factorization outperformed baseline KT techniques in tracing and predicting learning performance, demonstrating higher fidelity in data imputation, and the vanilla GAN-based augmentation demonstrated greater overall stability across varying sample sizes, whereas GPT-4o-based augmentation exhibited higher variability, with occasional cases showing closer fidelity to the original data distribution. This framework facilitates the effective augmentation of learning performance data, enabling controlled, cost-effective approach for the evaluation and optimization of ITS instructional designs in both online and offline environments prior to deployment, and supporting advanced educational data mining and learning analytics.
学习表现数据,例如智能辅导系统(ITSs)中的正确或错误答案和解决问题的尝试,有助于评估知识掌握和提供有效的指导。然而,在大多数实际应用中,这些数据往往是高度稀疏的(80%$sim$90%缺少观测值)。这种数据稀疏性对使用学习者模型来有效预测学习者未来的表现和探索关于学习的新假设提出了挑战。本文提出了一个系统的框架来增强学习性能数据,以解决数据稀疏问题。首先,学习绩效数据可以表示为三维张量,其维度对应于学习者、问题和尝试,有效捕获学习过程中的纵向知识状态。其次,使用张量分解方法在收集的学习器数据的稀疏张量中输入缺失值,从而将输入建立在知识跟踪(KT)任务上,该任务根据实际观察预测缺失的性能值。第三,使用生成式人工智能模型的数据增强,包括生成式对抗网络(GAN),特别是香草GAN和生成式预训练变形器(gpt,特别是gpt - 40),生成针对单个学习性能集群的数据。我们在AutoTutor为成人阅读理解开发的课程中的成人读写数据集上测试了这个系统框架。我们发现,张量分解在跟踪和预测学习性能方面优于基线KT技术,在数据输入方面表现出更高的保真度,基于gan的增强在不同样本量上表现出更大的整体稳定性,而基于gpt - 40的增强表现出更高的可变性,偶尔会显示出更接近原始数据分布的保真度。该框架促进了学习绩效数据的有效增强,在部署之前,为在线和离线环境中的ITS教学设计的评估和优化提供了可控的、具有成本效益的方法,并支持先进的教育数据挖掘和学习分析。
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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 如何为edu - meta - a设计过程框架设计基于现实世界过程的沉浸式虚拟学习环境
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.
由于虚拟现实和虚拟世界的兴起,学习过程越来越多地转移到沉浸式虚拟学习环境中。虽然文献提供了很少的设计指南,但大多数论文都错过了设计和开发过程的应用和评估描述。因此,很少有标准化的设计过程和相关的设计框架能够有意义地整合现有的独立设计理论和开发沉浸式虚拟学习环境的最终方法。本文通过一个基于设计科学研究方法的研究过程来解决这一挑战,以概述和传达一个设计过程框架,从而为Edu-Metaverse创建基于现实世界过程的虚拟学习环境。简单适用的工件通过结合跨学科的透视图,代表了对定义良好的问题的全面的五步解决方案。它有助于将假想的术语“元宇宙”在其预期领域中具体化。因此,具有不同经验水平的从业者和研究人员可以使用低阈值框架。
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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 调查文化和资源敏感的技术支持学习
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.
文化差异会影响高等教育中学习的方式。过去的研究忽视了特定文化对学习和技术整合的影响,因此,本文探讨了文化和资源对技术支持学习的影响。本研究通过问卷调查(n = 58)、焦点小组调查(n = 15)和访谈(n = 2)收集了巴布亚新几内亚大学的学生、讲师和大学管理人员的数据。问卷调查结果的描述性统计,辅以传统的访谈和焦点小组调查的内容分析,揭示了对巴布亚新几内亚高等教育和教学的看法。通常,采用学习技术时没有仔细考虑用户的需求,特别是他们的文化影响,这有时会阻碍所选择的学习技术的有效实施。本文讨论了与技术限制、文化影响、交流问题和PNG特有的其他挑战相关的主要发现。报告强调,学生和讲师都热衷于在教学和学习中采用技术;然而,体制上的限制阻碍了能够促进学习的技术的成功实施。这一点,再加上传统习俗、习俗和信仰体系等文化影响,也影响了西方教育的传播方式。文章最后提出了实施具有文化敏感性的学习管理系统的建议,以适应基础设施和社会挑战。
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引用次数: 0
期刊
IEEE Transactions on Learning Technologies
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