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Do prompts and strategy instruction contribute to pre-service teachers’ peer-feedback on technology-integration? 提示和策略指导是否有助于职前教师对技术整合的同伴反馈?
Pub Date : 2024-08-08 DOI: 10.1007/s11423-024-10403-8
Ulrike Franke, Iris Backfisch, Luisa Scherzinger, Arash Tolou, Christoph Thyssen, Taiga Brahm, Ina Rudolf, A. Lachner
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引用次数: 0
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course 运用自我决定理论设计在线课程的动机:中学数学课程的行动研究
Pub Date : 2024-08-06 DOI: 10.1007/s11423-024-10410-9
Emily Shank, Hengtao Tang, William Morris

With continued growth in online learning, motivation remains a key factor in persistence and achievement. Online mathematics students struggle with self-regulation and self-efficacy. As reported by Ryan and Deci (Self-determination theory: basic psychological needs in motivation, development, and wellness, Guilford Press, 2017, https://doi.org/10.3233/EFI-2004-22201), in their well-established self-determination theory, contended that satisfying the psychological needs of autonomy (involving self-regulation), competence (involving self-efficacy), and relatedness (involving a sense of belonging) creates a suitable environment for integrated extrinsic and intrinsic motivation to thrive. The purpose of this action research was to implement a self-determination theory-based online unit for mathematics students to improve their motivation levels. A convergent mixed methods action research design was employed to identify changes in the levels of autonomy, competence, and relatedness of the participants in an Algebra 2 course (n = 50) at a fully online school in the northeastern United States. Results from the motivation questionnaire and student interviews indicated a significant increase in competence and relatedness after completing the intervention. While no significant increase in autonomy was evident in the quantitative results, the qualitative findings showed some support for improved autonomy. Recommendations for online mathematics course design to support increased motivation are provided.

随着在线学习的不断发展,学习动机仍然是影响学生坚持学习和取得成绩的关键因素。在线数学学生在自我调节和自我效能感方面存在困难。Ryan 和 Deci(《自我决定理论:动机、发展和健康中的基本心理需求》,吉尔福德出版社,2017 年,https://doi.org/10.3233/EFI-2004-22201)在其成熟的自我决定理论中认为,满足自主性(涉及自我调节)、能力(涉及自我效能)和相关性(涉及归属感)的心理需求,可以为综合外在动机和内在动机的茁壮成长创造一个合适的环境。本行动研究的目的是为数学系学生实施基于自我决定理论的在线单元,以提高他们的学习动机水平。在美国东北部的一所完全在线学校中,我们采用了聚合混合方法行动研究设计,以确定代数 2 课程(n = 50)参与者在自主性、能力和相关性水平上的变化。动机问卷和学生访谈的结果表明,完成干预后,能力和亲和力显著提高。虽然定量结果显示自主性没有明显提高,但定性结果显示自主性有所提高。本研究为在线数学课程的设计提供了建议,以支持提高学习动机。
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引用次数: 0
A proposed methodology for investigating student-chatbot interaction patterns in giving peer feedback 研究学生与聊天机器人在给予同伴反馈时的互动模式的方法建议
Pub Date : 2024-08-02 DOI: 10.1007/s11423-024-10408-3
Michael Pin-Chuan Lin, Daniel H. Chang, Philip H. Winne

A chatbot is artificial intelligence software that converses with a user in natural language. It can be instrumental in mitigating teaching workloads by coaching or answering student inquiries. To understand student-chatbot interactions, this study is engineered to optimize student learning experience and instructional design. In this study, we developed a chatbot that supplemented disciplinary writing instructions to enhance peer reviewer’s feedback on draft essays. With 23 participants from a lower-division post-secondary education course, we delved into characteristics of student-chatbot interactions. Our analysis revealed students were often overconfident about their learning and comprehension. Drawing on these findings, we propose a new methodology to identify where improvements can be made in conversation patterns in educational chatbots. These guidelines include analyzing interaction pattern logs to progressively redesign chatbot scripts that improve discussions and optimize learning. We describe new methodology providing valuable insights for designing more effective instructional chatbots by enhancing and engaging student learning experiences through improved peer feedback.

聊天机器人是一种人工智能软件,能用自然语言与用户对话。它可以通过辅导或回答学生的询问来减轻教学工作量。为了了解学生与聊天机器人之间的互动,本研究旨在优化学生的学习体验和教学设计。在这项研究中,我们开发了一个聊天机器人,作为学科写作指导的补充,以加强同行评阅人对作文草稿的反馈。在一门低年级高等教育课程的 23 名参与者中,我们深入研究了学生与聊天机器人互动的特点。我们的分析表明,学生往往对自己的学习和理解能力过于自信。根据这些发现,我们提出了一种新的方法来确定教育聊天机器人对话模式的改进方向。这些指导原则包括分析交互模式日志,以逐步重新设计聊天机器人脚本,从而改善讨论并优化学习。我们描述的新方法为设计更有效的教学聊天机器人提供了有价值的见解,通过改进同伴反馈来增强和吸引学生的学习体验。
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引用次数: 0
Understanding how pre-service science teachers design inquiry-based activities in a knowledge integration (KI) based collaborative learning environment: a network analytic approach 了解职前科学教师如何在基于知识整合(KI)的协作学习环境中设计探究式活动:一种网络分析方法
Pub Date : 2024-07-26 DOI: 10.1007/s11423-024-10404-7
Taotao Long, Zhixia Zheng, Yu Shi, MingWen Tong, Zhi Liu

Inquiry-based instruction has played an important role in science education, and been recognized as a critical approach to improve students’ scientific learning effectiveness. However, current research revealed that it is a challenge for teacher education programs to improve pre-service science teachers’ inquiry-based instructional activity design competency. Due to the dynamic and complicated process of the instructional design competency improvement, there is a strong need for new methods that could trace this process. Considering the Knowledge Integration (KI) theory has been demonstrated to be able to help science teachers design their inquiry-based instructional activities in a large amount of existing research, in this study, a KI-based collaborative learning environment was designed to support 19 pre-service science teachers’ inquiry-based instructional activity design. Epistemic network analysis (ENA) was applied to trace the development process of their inquiry-based instructional activity design e behaviour patterns. Data analysis results revealed that the pre-service science teachers demonstrated gradually more active in “guiding students to design exploratory activities” and “guiding students to communicate and cooperate” in their instructional designs during the process of using the KI-based collaborative learning environment. Through identifying and comparing the design patterns of the high-performing and low-performing groups, the results showed that the low-performing groups demonstrated more active on “posing inquiry questions” and “guiding students to formulate scientific explanation,” while the high performing groups demonstrated more active in “guiding students to design exploratory activities” and “guiding students to communicate and cooperate.” Furthermore, the semi-structured interview results demonstrated that the KI-based collaborative learning environment not only provided the pre-service science teachers a convenient way on online collaboration, but also helped them form more normative and integrated understandings on inquiry-based instruction. However, this study demonstrated that quite a few pre-service science teachers still had misconceptions on inquiry-based instruction. Suggestions are provided for improving pre-service science teachers’ inquiry-based instructional design competency in a technology-enhanced learning environment.

探究式教学在科学教育中发挥了重要作用,被认为是提高学生科学学习效率的关键方法。然而,目前的研究表明,如何提高职前科学教师的探究式教学活动设计能力是教师教育项目面临的一个挑战。由于教学设计能力提高的过程是动态和复杂的,因此亟需新的方法来跟踪这一过程。考虑到知识整合(KI)理论已在大量现有研究中被证明能够帮助科学教师设计探究式教学活动,本研究设计了一个基于知识整合的协作学习环境,以支持19名职前科学教师的探究式教学活动设计。应用认识网络分析(ENA)追踪了他们探究式教学活动设计的发展过程和行为模式。数据分析结果显示,职前科学教师在使用基于知识创新的协作学习环境的过程中,在 "引导学生设计探究性活动 "和 "引导学生交流与合作 "的教学设计中表现出逐渐增强的积极性。通过识别和比较高绩效组和低绩效组的设计模式,结果显示低绩效组在 "提出探究问题 "和 "引导学生形成科学解释 "方面表现得更为积极,而高绩效组在 "引导学生设计探索活动 "和 "引导学生交流与合作 "方面表现得更为积极。此外,半结构式访谈结果表明,基于 KI 的协作学习环境不仅为职前科学教师提供了便捷的在线协作方式,还帮助他们对探究式教学形成了更加规范和完整的理解。然而,本研究表明,相当多的职前科学教师对探究式教学仍存在误解。本研究为提高职前科学教师在技术强化学习环境中的探究式教学设计能力提供了建议。
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引用次数: 0
How the relationship between verbal and nonverbal text signals influences second language expository text comprehension: knowledge structure analysis 语言和非语言文本信号之间的关系如何影响第二语言说明性文本的理解:知识结构分析
Pub Date : 2024-07-19 DOI: 10.1007/s11423-024-10405-6
Kyung Kim

Two questions regarding text signals’ influence on second language (L2) science expository text comprehension were examined. First, the contextual relationship between verbal headings and non-verbal underlining signals (i.e., related or unrelated) was manipulated to investigate how these verbal and nonverbal text signals influence L2 text comprehension. Second, the physical distance between a heading and the underlined terms (i.e., close or distant) was manipulated to investigate how the physical proximity to the heading influences L2 text comprehension. University mixed proficiency Korean English language learners (n = 160) were randomly assigned to one of four conditions by proficiency level in a 2 (related or unrelated) × 2 (close or distant) design; one coherent text and three incoherent texts. Then all participants read assigned multiple-topic expository text, created a visual map of the text they read, and then completed a comprehension posttest (all in English). For the low proficient L2 readers, a heading served primarily as a general visual cue, leading the readers to respond only to underlined information regardless of the relatedness of heading and distance. For the high proficient L2 readers, a heading acted as a content-specific cue leading the readers to respond more to underlined information that related to the heading content and heading closeness. These results have direct instructional text design implications for organizing L2 expository texts for L2 readers.

本研究探讨了有关文本信号对第二语言(L2)科学说明性文本理解影响的两个问题。首先,对语言标题和非语言下划线信号(即相关或无关)之间的上下文关系进行了操作,以研究这些语言和非语言文本信号如何影响 L2 文本理解。其次,操纵标题与下划线术语之间的物理距离(即近或远),研究与标题的物理距离如何影响 L2 文本理解。大学混合水平韩国英语学习者(n = 160)按水平随机分配到四种条件之一,即 2(相关或不相关)×2(近或远)设计;一个连贯文本和三个不连贯文本。然后,所有参与者阅读指定的多主题说明性文本,绘制所读文本的视觉地图,然后完成理解能力后测(全部用英语进行)。对于低水平的 L2 阅读者来说,标题主要是作为一种一般的视觉提示,导致阅读者只对下划线信息做出反应,而不管标题和距离之间的关联性。对于熟练程度高的第二语言读者来说,标题是一种特定内容的提示,引导读者对与标题内容和标题距离相关的下划线信息做出更多反应。这些结果对于为 L2 读者组织 L2 说明性文本具有直接的教学文本设计意义。
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引用次数: 0
Collaborative learning, peer communication, and tool use as design strategies: revising the Informed Design Teaching and Learning Matrix based on instructional practices of secondary design educators 作为设计策略的协作学习、同伴交流和工具使用:根据中学设计教育工作者的教学实践修订知情设计教学矩阵
Pub Date : 2024-07-16 DOI: 10.1007/s11423-024-10358-w
Tiffany A. Roman, Elizabeth Boling
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引用次数: 0
Instructor presence in instructional videos in higher education: three field experiments in university courses 高等教育教学视频中的讲师存在:大学课程中的三个实地实验
Pub Date : 2024-07-08 DOI: 10.1007/s11423-024-10391-9
Steffi Heidig, Maik Beege, Günter Daniel Rey, Sascha Schneider

In formal educational settings, such as online university lectures, instructional videos often consist of PowerPoint slides accompanied by a video or audio explanation from the instructor. It has been assumed that the social cues provided by the instructor’s video may facilitate affective processes and affect learning outcomes. Research on instructor presence in instructional videos has focused primarily on laboratory and online studies that are not embedded in the courses in which learners are enrolled. Therefore, we present three field studies examining instructor presence in instructional videos embedded in higher education courses to strengthen external validity (exam-relevant topic, > 30 min long, personally known instructor). The results of these studies show positive effects of a visible instructor compared to no visible instructor on some affective measures: social presence in Study 1 (n = 18, d = .85) and well-being in Study 3 (n = 38, d = 1.01), but not on others (well-being in Studies 1 & 2 (n = 53); motivation in Studies 1–3, social presence in Studies 2 & 3). They also show no effects on extraneous processing or learning outcomes (Studies 1–3). Thus, no general effect of instructor presence can be shown for instructional videos embedded in university courses in higher education, but there are also no detrimental effects. This leads to implications for future research, teaching, and design practice.

在正规的教育环境中,如大学在线讲座,教学视频通常由 PowerPoint 幻灯片组成,并配有教师的视频或音频讲解。人们认为,教师视频提供的社交线索可能会促进情感过程并影响学习效果。有关教学视频中教师存在感的研究主要集中在实验室和在线研究上,这些研究并没有嵌入到学习者注册的课程中。因此,我们介绍了三项实地研究,考察了嵌入高等教育课程的教学视频中教师的临场表现,以加强外部效度(与考试相关的主题、30 分钟的时长、亲自认识的教师)。这些研究结果表明,与没有可见指导教师相比,可见指导教师对某些情感测量指标有积极影响:研究 1 中的社会临场感(n = 18,d = 0.85)和研究 3 中的幸福感(n = 38,d = 1.01),但对其他指标没有影响(研究 1 和研究 2 中的幸福感(n = 53);研究 1-3 中的动机,研究 2 和研究 3 中的社会临场感)。这些研究还表明,对无关处理或学习结果没有影响(研究 1-3)。因此,对于高等教育中嵌入大学课程的教学视频而言,指导教师的存在没有普遍影响,但也没有不利影响。这为今后的研究、教学和设计实践提供了启示。
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引用次数: 0
Enhancing middle school students’ computational thinking competency through game-based learning 通过游戏式学习提高初中生的计算思维能力
Pub Date : 2024-07-08 DOI: 10.1007/s11423-024-10400-x
Yanjun Pan, Elizabeth L. Adams, Leanne R. Ketterlin-Geller, Eric C. Larson, Corey Clark

Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their computational thinking competency—a competency that can be used across disciplinary boundaries in accordance with curriculum requirements. To address this need, the current study investigated how game-based learning influenced middle school students’ learning processes, particularly on the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Additionally, the study examined how these outcomes were moderated by individual differences. We observed evidence that the gaming experience influenced students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Compared to age (grade) and prior gaming experience, gender tended to play a more important role in moderating students’ computational thinking competency, self-efficacy toward computational thinking competency, and game-based engagement. Implications and possible directions for future research regarding using game-based learning to enhance computational thinking competency are discussed.

计算思维被认为是每个人都必须学习的基本能力。然而,教师们发现,在 K-12 环境中实施现有的学习方法具有挑战性,因为现有的方法通常侧重于教授计算概念和技能(即编程技能),而不是帮助学生发展计算思维能力--一种可根据课程要求跨学科使用的能力。为了满足这一需求,本研究调查了基于游戏的学习如何影响中学生的学习过程,尤其是计算思维能力的发展、计算思维的自我效能感以及游戏过程中的参与度。此外,本研究还考察了个体差异对这些结果的调节作用。我们观察到的证据表明,游戏体验影响了学生的计算思维自我效能感,但不影响计算思维能力或游戏参与度。与年龄(年级)和之前的游戏经历相比,性别在调节学生的计算思维能力、计算思维能力自我效能感和游戏参与度方面往往发挥着更重要的作用。本文讨论了利用游戏式学习提高计算思维能力的意义和未来研究的可能方向。
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引用次数: 0
Is metaverse a buzzword in education? Insights from a systematic review 元宇宙是教育领域的流行语吗?系统综述的启示
Pub Date : 2024-07-06 DOI: 10.1007/s11423-024-10398-2
Shihui Feng, Xin Xu, Shanghao Li, Ze Li, David Gibson

Although the metaverse is a trending topic in several fields, it is not a new concept within the field of education. In this study, we followed the PRISMA framework and identified 37 articles since 2008 that researched the metaverse in education. We critically reviewed these articles, aiming to examine the evolution of the field’s conceptual understanding of the metaverse in education, identify its applications and effects, as well as synthesize the technical solutions and adoption challenges for implementing metaverse systems in schools. We found that the early empirical implementation of metaverse concepts in education mainly emphasized the characteristics of 3D virtual environments and avatars using the Second Life and OpenSim platforms. These traditional applications were found to be effective in supporting various teaching methods and enhancing students’ learning experiences and outcomes. In recent studies, more advanced technologies that pursue the fusion of physical and virtual environments (e.g. AI techniques, VR/AR devices, cloud platforms, wearable devices) have been incorporated into metaverse systems. However, the extent to which physical and virtual environments were fused in metaverse applications in education needs to be further clarified. We suggest that the conceptual clarity of the metaverse in education will keep evolving along with the technology development, and teacher preparedness for this new technical revolution needs more attention.

尽管元宇宙是多个领域的热门话题,但在教育领域却不是一个新概念。在本研究中,我们遵循 PRISMA 框架,确定了自 2008 年以来研究教育领域元宇宙的 37 篇文章。我们对这些文章进行了严格的审查,旨在研究该领域对教育领域元数据概念理解的演变,确定其应用和影响,并总结在学校实施元数据系统的技术解决方案和采用挑战。我们发现,元宇宙概念在教育领域的早期实证实施主要强调三维虚拟环境和使用第二人生(Second Life)和开放模拟(OpenSim)平台的化身(avatars)的特点。这些传统应用被认为能有效支持各种教学方法,提高学生的学习体验和效果。在最近的研究中,更多追求物理和虚拟环境融合的先进技术(如人工智能技术、VR/AR 设备、云平台、可穿戴设备)已被纳入元宇宙系统。然而,在教育领域的元数据应用中,物理环境与虚拟环境的融合程度还有待进一步澄清。我们认为,元宇宙在教育领域的概念清晰度将随着技术的发展而不断演变,教师对这场新技术革命的准备工作需要更多关注。
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引用次数: 0
Investigating the effect of multiple try-feedback on students computational thinking skills through online inquiry-based learning platform 通过在线探究式学习平台探究多次尝试反馈对学生计算思维能力的影响
Pub Date : 2024-07-01 DOI: 10.1007/s11423-024-10397-3
Nitesh Kumar Jha, Plaban Kumar Bhowmik, Kaushal Kumar Bhagat

A majority of research in Computational Thinking (CT) mainly focuses on teaching coding to school students. However, CT involves more than just coding and includes other skills like algorithmic thinking. The current study developed an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) that follows Inquiry-Based Learning (IBL) pedagogy to support CT activities. IBL-based CT steps include algorithm design, analysis, and comparison of algorithms. Also, the platform allows students to explore multiple solutions to a problem and provides multiple-try feedback with hints as support during problem-solving activities. The hint generation strategy uses a Knowledge Graph that captures knowledge about the problem's solution in a machine-processible form. A six-week quasi-experimental study was conducted to determine the effectiveness of multiple-try feedback with hints on students’ CT skills. The study included 79 high school students: 41 students as part of the experimental group (EG) were provided problem-specific hints, and 38 as part of the control group (CG) with CT-general hints. The results showed that the students in the EG group improved their CT skills significantly more than those in the CG group. In addition, the study also evaluates the effectiveness of intervention considering biases in gender and prior coding experience. Female students performed better than male students in both groups after the intervention. Furthermore, in EG group, observations showed that students without coding experience performed better than their counterparts with experience. The findings suggest that the IBL-based CT activity on CT-ONLINQ can be deployed to improve the CT skills of school students.

计算思维(CT)方面的大部分研究主要集中于向在校学生教授编码。然而,计算思维不仅仅涉及编码,还包括算法思维等其他技能。本研究开发了一个计算思维在线探究式学习平台(CT-ONLINQ),该平台采用探究式学习(IBL)教学法来支持计算思维活动。基于 IBL 的计算思维步骤包括算法设计、分析和算法比较。此外,该平台还允许学生探索问题的多种解决方案,并在解决问题的活动中提供多次尝试反馈和提示作为支持。提示生成策略使用知识图谱,以机器可处理的形式捕捉有关问题解决方案的知识。我们进行了一项为期六周的准实验研究,以确定带有提示的多次尝试反馈对学生 CT 技能的影响。该研究包括 79 名高中生:实验组(EG)的 41 名学生获得了针对具体问题的提示,对照组(CG)的 38 名学生获得了 CT 一般提示。结果显示,EG 组学生的 CT 技能提高幅度明显高于 CG 组。此外,研究还考虑了性别和先前编码经验的偏差,评估了干预的效果。干预后,两组中女生的表现均优于男生。此外,在 EG 组中,观察结果显示,没有编码经验的学生比有经验的学生表现更好。研究结果表明,CT-ONLINQ 上基于 IBL 的 CT 活动可用于提高在校学生的 CT 技能。
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引用次数: 0
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Educational Technology Research and Development
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