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Increasing the immersivity of 360° videos facilitates learning and memory: implications for theory and practice 提高 360° 视频的沉浸感有助于学习和记忆:对理论和实践的启示
Pub Date : 2024-06-28 DOI: 10.1007/s11423-024-10402-9
Tom Peney, Paul A. Skarratt

Recent years have seen an increase in the use of immersive virtual reality (IVR) technology in education and training. Studies examining the efficacy of IVR-based interventions have shown improved performance compared to traditional training programmes; however, little is known about whether such improvements can be detected at the level of individual cognitive abilities. The present study sought to examine the effect of IVR on memory using an incidental learning paradigm. Undergraduate volunteers viewed a three-minute 360° video clip under immersive and non-immersive conditions—respectively, using a Head Mounted Display (HMD) or a 2D flat screen monitor—followed by a surprise recall task. Although both devices supported active exploration of the scene in 360°, recall was significantly improved for learners in the immersive condition. These findings suggest that IVR has a facilitative effect on cognition, and that learners may naturally engage with IVR-delivered content without any special instruction or preparation.

近年来,沉浸式虚拟现实(IVR)技术在教育和培训中的应用越来越多。对基于 IVR 的干预措施的效果进行的研究表明,与传统的培训计划相比,IVR 可以提高学习成绩;但是,对于能否在个人认知能力水平上检测到这种改善,人们知之甚少。本研究试图利用偶发学习范式来检验 IVR 对记忆的影响。本科生志愿者分别在沉浸和非沉浸条件下,使用头戴式显示器(HMD)或二维平面显示器观看了一段三分钟的 360° 视频短片,随后进行了突击回忆任务。虽然两种设备都支持主动探索 360° 场景,但身临其境条件下学习者的回忆能力明显提高。这些研究结果表明,IVR 对认知有促进作用,学习者可以在没有任何特殊指导或准备的情况下自然地参与 IVR 提供的内容。
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引用次数: 0
Investigating assessment types in an online climate change class: moderating and mediating effects 调查气候变化在线课堂的评估类型:调节和中介效应
Pub Date : 2024-06-21 DOI: 10.1007/s11423-024-10392-8
April L. Millet, Emre Dinç, Timothy J. Bralower

This study aimed to examine the effect of four types of assessment on overall student success in an online college-level climate change course. Quizzes, midterms, lab assignments, and a capstone project as well as knowledge check questions were used to assess different aspects of student learning, consistent with Bloom’s taxonomy hierarchy. Quizzes and midterms assess basic knowledge, including remembering and understanding concepts, laboratory assignments require students to analyze and integrate concepts, and the capstone allows students to evaluate their understanding and create new content. Binary logistic regression, multiple regression analysis, continuous-by-continuous interaction modeling, and path analysis were used to investigate the moderating and mediating effects of these assessment types. We found both direct and indirect positive interactions as well as one negative interaction. Positive interactions were identified between quiz and lab assignment achievement and between capstone achievement and lab assignment achievement. The total score for correctly answered knowledge check questions positively affected quiz and lab assignment achievements. The interaction between capstone project achievement and total score for correctly answered knowledge check questions showed a negative interaction. Finally, the total score for correctly answered knowledge-check questions had an indirect positive effect on overall student success in the course. Results show that different types of assessment in an online course are complementary and amplify student learning.

本研究旨在考察四种类型的评估对学生在大学在线气候变化课程中取得总体成功的影响。根据布卢姆分类学的层次结构,测验、期中考试、实验作业和毕业设计以及知识检查问题被用来评估学生学习的不同方面。小测验和期中考试评估基础知识,包括记忆和理解概念;实验作业要求学生分析和整合概念;毕业设计让学生评估自己的理解并创造新内容。我们使用二元逻辑回归、多元回归分析、连续-连续交互模型和路径分析来研究这些评估类型的调节和中介效应。我们发现了直接和间接的正交互作用以及一种负交互作用。小测验成绩和实验作业成绩之间以及毕业设计成绩和实验作业成绩之间存在正向交互作用。正确回答知识检查问题的总分对小测验和实验作业成绩有积极影响。毕业设计成绩与正确回答知识检查问题的总分之间的交互作用为负交互作用。最后,正确回答知识检查问题的总得分对学生在课程中的总体成绩有间接的积极影响。结果表明,在线课程中不同类型的评估是相辅相成的,可以促进学生的学习。
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引用次数: 0
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 2020 高等教育中自我调节学习与游戏式学习的交织:2009 年至 2020 年学术出版物综述
Pub Date : 2024-06-19 DOI: 10.1007/s11423-024-10393-7
Xiao-Li Zheng, Yun-Fang Tu, Gwo-Jen Hwang, Jue Yu, Yuan-Bo Huang

Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with game-based learning in higher education by searching the web of science database to systematically review the papers published between 2009 and 2020 in academic journals. The encoded dimensions ranged from the primary research purpose to research issues, including application domains, research methods, duration of the studies, SRL strategies, game types, and game genres. It was found that since 2015, the research purposes have become increasingly diverse, with skills acquisition in game-based learning being regarded as the most important goal, followed by knowledge acquisition and behavior change. Such games took goal orientation, peer learning, and regulating as the main SRL strategies, which exerted a positive effect on learning performance, self-efficacy/confidence, attitudes/effort, satisfaction/interest, and learning behavior. Meanwhile, these SRL strategies were well embedded into problem-solving, simulation, multi-type, and RPG game types against the setting of the real-life-related storyline as the main game genre. Since previous studies lacked the systematic application of all SRL strategies within a game-based learning environment, they could not uncover the dynamic and cyclic processes of SRL in game-based learning environments. Hence, this study proposed corresponding suggestions for future research issues as a reference for researchers, teachers, and decision-makers.

研究人员指出,在基于游戏的学习情境中,让学习者进入自我调节学习(SRL)状态非常重要;然而,对于教育研究人员和教育技术研究人员来说,如何有效地将两者结合起来仍然是一个挑战。为此,本研究通过搜索网络科学数据库,系统地查阅了2009年至2020年间发表在学术期刊上的论文,调查了高等教育中的自律学习策略与游戏化学习是如何交织在一起的。编码的维度从主要研究目的到研究问题,包括应用领域、研究方法、研究持续时间、SRL策略、游戏类型和游戏流派。研究发现,自 2015 年以来,研究目的变得越来越多样化,游戏式学习中的技能获取被视为最重要的目标,其次是知识获取和行为改变。这类游戏以目标定向、同伴学习和调节为主要的自学策略,对学习成绩、自我效能感/自信心、态度/努力程度、满意度/兴趣和学习行为产生了积极影响。同时,在以真实生活相关故事情节为主要游戏类型的背景下,这些SRL策略被很好地嵌入到问题解决、模拟、多类型和RPG等游戏类型中。由于以往的研究缺乏对所有SRL策略在游戏化学习环境中的系统应用,因此无法揭示SRL在游戏化学习环境中的动态循环过程。因此,本研究对未来的研究课题提出了相应的建议,供研究者、教师和决策者参考。
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引用次数: 0
Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes 基于自适应计算机代理的数字游戏对 EFL 学生英语学习成果的影响
Pub Date : 2024-06-18 DOI: 10.1007/s11423-024-10396-4
Gwo-Jen Hwang, Di Zhang

The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning system to achieve instructional goals. However, in traditional teaching systems, computer agents are designed to perform a single role, such as a teacher or a student. Computer agents with a single interactive logic often lack the functionality required to understand students’ conditions and needs from various perspectives, and cannot adapt for better learning support. Therefore, this study proposed an adaptive role-switching strategy that allows computer agents to adjust their roles and functions according to students' needs in digital games to promote their learning achievement. An adaptive computer agent-based digital game was developed to investigate the impact of this model on English vocabulary learning achievement, motivation, self-efficacy, and English anxiety among EFL (English as Foreign Language) students. A quasi-experiment was designed and 56 middle school students in four classes were recruited. Two classes (n = 30) were arranged to be the experimental group which used an adaptive computer agent-based digital game (adaptive computer agent-based digital game, ACA-DG), while two classes (n = 26) were arranged to be the control group which used the conventional computer agent-based digital game (conventional computer agent-based digital game, CCA-DG). The results showed that students in the experimental group had significantly higher learning achievement and self-efficacy than those in the control group. On the other hand, students in the experimental group had significantly lower English anxiety than those in the control group. There was no significant difference between the two groups regarding learning motivation.

基于数字游戏的语言学习(DGBLL)的有效性已得到学者们的认可。随着计算机技术和多媒体学习环境的发展,计算机代理被广泛应用于游戏系统中,为学习提供指导或帮助。计算机代理是在数字化学习系统中为实现教学目标而创建的虚拟角色。然而,在传统的教学系统中,计算机代理被设计为扮演单一角色,如教师或学生。交互逻辑单一的计算机代理往往缺乏从不同角度了解学生状况和需求所需的功能,无法适应更好的学习支持。因此,本研究提出了一种自适应角色转换策略,让计算机代理在数字游戏中根据学生的需求调整自己的角色和功能,以促进学生的学习成绩。本研究开发了一种基于计算机代理的自适应数字游戏,以调查该模式对 EFL(英语作为外语)学生的英语词汇学习成绩、学习动机、自我效能感和英语焦虑的影响。我们设计了一个准实验,招募了四个班级的 56 名初中生。其中两个班(30 人)为实验组,使用自适应计算机代理数字游戏(adaptive computer agent-based digital game, ACA-DG);两个班(26 人)为对照组,使用传统计算机代理数字游戏(conventional computer agent-based digital game, CCA-DG)。结果显示,实验组学生的学习成绩和自我效能感明显高于对照组。另一方面,实验组学生的英语焦虑明显低于对照组学生。两组学生在学习动机方面没有明显差异。
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引用次数: 0
Cultivating visual literacy and critical thinking tendency with technological knowledge organizing supports: a concept mapping-based online problem-posing approach 利用技术知识组织支持培养视觉素养和批判性思维倾向:基于概念图的在线问题提出方法
Pub Date : 2024-06-18 DOI: 10.1007/s11423-024-10394-6
Ying Hu, Gwo-Jen Hwang

In the contemporary society, it is important to cultivate students’ visual literacy. However, there has been a lack of sufficient training for students to improve their visual literacy in the classroom. A problem-posing approach (Visual Thinking Strategy, VTS, a learning strategy with question sequences to facilitate critical inquiry) has been proposed to achieve this objective. However, problem-posing should be supported with scaffolds to help learning deeply. And concept mapping is such a scaffold to aid problem-posing in visual literacy cultivation. In this study, a quasi-experiment was conducted on two classes of undergraduate students in Shanghai to evaluate the effects of the proposed approach. An online learning system was developed based on the proposed approach; moreover, a quasi-experiment was conducted on two classes of undergraduate students to evaluate the effects of the proposed approach. The experimental results show that the concept mapping-based online problem-posing approach improved the depth of students’ visual analysis, which indicates sharpening of students’ visual literacy and their critical thinking tendency. The interview results further showed that the students perceived the approach as being effective from the perspectives of “increasing visual analysis capability,” “developing thinking capability,” and “improving self-reflection in learning.”

在当代社会,培养学生的视觉素养十分重要。然而,在课堂上一直缺乏对学生提高视觉素养的充分培训。为实现这一目标,有人提出了问题提出法(视觉思维策略,VTS,一种以问题序列促进批判性探究的学习策略)。不过,提出问题的方法应辅以支架,以帮助学生深入学习。而概念图正是视觉素养培养中帮助学生提出问题的支架。本研究对上海两个班的本科生进行了准实验,以评估所提出的方法的效果。根据所提出的方法开发了一个在线学习系统,并对两个班级的本科生进行了准实验,以评估所提出的方法的效果。实验结果表明,基于概念图的在线问题提出方法提高了学生的视觉分析深度,这表明学生的视觉素养和批判性思维倾向得到了提升。访谈结果进一步表明,学生从 "提高视觉分析能力"、"发展思维能力 "和 "改善学习中的自我反思 "等角度认为该方法有效。
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引用次数: 0
Comprehensive school physical activity program technology practice questionnaire (CSPAP-TPQ) 学校体育活动综合计划技术实践问卷(CSPAP-TPQ)
Pub Date : 2024-06-17 DOI: 10.1007/s11423-024-10399-1
Taemin Ha, Brian Dauenhauer, Jennifer Krause, Jaimie McMuellen, Matthew Farber

A large body of research shows that physical activity helps school-aged children and adolescents improve their health and academic performance, and many different types of technology can be used to facilitate and promote physical activity within a school community. This study aimed to develop a valid and reliable questionnaire, titled the Comprehensive School Physical Activity Program Technology Practice Questionnaire (CSPAP-TPQ) that investigates the current practice of technology use for physical activity promotion among various school stakeholders. Two rounds of the Delphi method (n = 24 experts) were employed to determine the content validity of questionnaire items. Reliability was established using the test–retest method among 43 registered Active Schools Champions. The final version of the questionnaire encompasses 41 unique technologies with items related to respondent demographics, school characteristics, and technology experience. Expert consensus, percent agreement, and chi-square analyses suggest that the CSPAP-TPQ is a valid and reliable tool for examining technology use in school-based physical activity, which can positively impact not only students’ health and well-being but also their academic achievement.

大量研究表明,体育活动有助于学龄儿童和青少年提高健康水平和学习成绩,而许多不同类型的技术可用于促进和推动学校社区的体育活动。本研究旨在开发一份有效、可靠的问卷,名为 "学校体育活动综合计划技术实践问卷"(CSPAP-TPQ),调查目前学校各利益相关方使用技术促进体育活动的实践情况。采用了两轮德尔菲法(n = 24 位专家)来确定问卷项目的内容有效性。在 43 名注册的 "活跃学校 "倡导者中,采用重测法确定了问卷的可靠性。问卷的最终版本包含 41 项独特的技术,项目涉及受访者的人口统计、学校特点和技术经验。专家共识、同意率和卡方分析表明,CSPAP-TPQ 是一种有效、可靠的工具,可用于检查校本体育活动中技术的使用情况,这不仅会对学生的健康和福祉产生积极影响,还会对他们的学业成绩产生积极影响。
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引用次数: 0
Integrating dialectical constructivist scaffolding-based argumentation mapping to support students’ dialectical thinking, oral and dialogical argumentation complexity 整合辩证建构主义支架式论证图谱,支持学生的辩证思维、口头和对话论证复杂性
Pub Date : 2024-06-17 DOI: 10.1007/s11423-024-10395-5
Darmawansah Darmawansah, Gwo-Jen Hwang, Chi-Jen Lin

Dialectical thinking is a way of discussing and analyzing things from different viewpoints to reach a solution. It is often taught in language courses by conducting argumentation activities. However, without providing effective strategies or tools, learners generally encounter difficulties in structuring their viewpoints during the argumentation process. To solve this problem, this study proposed dialectical constructivist scaffolding-based argumentation mapping (DCS-AM), which integrates a structured, four-stage process to support students’ dialectical thinking and oral and dialogical argumentation complexity. The argumentation map refers to a visualized tool that enables learners to structure their viewpoints for making arguments. A quasi-experiment was conducted in an English as a Foreign Language course. A total of 26 students were in the DCS-AM group, while 22 students were in the conventional constructivist scaffolding-based argumentation mapping (CS-AM) group, which adopted a more conventional format, emphasizing direct discussion and teacher-led knowledge transmission. The experimental results found that students in the DCS-AM group exhibited significantly better dialectical thinking than those in the CS-AM group. Also, an epistemic network analysis (ENA) of oral and dialogical argumentation revealed that students in the DCS-AM group frequently developed more complex argumentation than those in the CS-AM group in terms of the structural component and discourse activity, including the process of students’ dialectical thinking that was found in both groups. This finding shows that technology-supported dialectical constructivist scaffolding can help students improve their dialectical thinking and argumentation skills.

辩证思维是从不同角度对事物进行讨论和分析,从而得出解决方案的一种方法。在语言课程中,通常通过开展论证活动来教授辩证思维。然而,如果不提供有效的策略或工具,学习者在论证过程中一般会遇到观点结构化的困难。为解决这一问题,本研究提出了基于支架的辩证建构主义论证图(DCS-AM),它整合了一个结构化的四阶段过程,以支持学生的辩证思维和口头及对话论证的复杂性。论证图指的是一种可视化工具,能让学习者结构化地提出论证观点。我们在一门英语作为外语的课程中进行了一次准实验。共有 26 名学生参加了 DCS-AM 组,22 名学生参加了传统的建构主义支架式论证图(CS-AM)组,后者采用了更传统的形式,强调直接讨论和教师主导的知识传授。实验结果发现,DCS-AM 组学生的辩证思维能力明显优于 CS-AM 组。此外,对口头和对话论证的认识论网络分析(ENA)显示,DCS-AM 组的学生在结构成分和话语活动方面经常比 CS-AM 组的学生发展出更复杂的论证,包括两组学生的辩证思维过程。这一发现表明,技术支持下的辩证建构主义支架可以帮助学生提高辩证思维和论证能力。
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引用次数: 0
Exploring fluctuations in collaborative engagement: how do cognitive and socio-emotional interaction intertwine in online collaborative learning? 探索协作参与中的波动:在线协作学习中认知与社会情感互动如何交织?
Pub Date : 2024-06-12 DOI: 10.1007/s11423-024-10386-6
Xin Li, Yanyan Li, Rui Wang, Jiazhen Li
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引用次数: 0
Examination of systemic factors that impact instructional designers’ practices in higher education 研究影响高等教育教学设计师实践的系统性因素
Pub Date : 2024-06-10 DOI: 10.1007/s11423-024-10388-4
Jill E. Stefaniak
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引用次数: 0
The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments 利用缩短距离策略加强知识积累环境中的机会主义合作
Pub Date : 2024-06-10 DOI: 10.1007/s11423-024-10389-3
Yujie Chen, Yibing Zhang
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引用次数: 0
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Educational Technology Research and Development
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