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Knowledge check-based concept mapping in digital games: impacts on students’ learning performance and behaviors 数字游戏中基于知识检查的概念图:对学生学习成绩和行为的影响
Pub Date : 2024-04-24 DOI: 10.1007/s11423-024-10378-6
Kuan-Fu Chen, Gwo‐Jen Hwang, Mei-Rong Alice Chen
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引用次数: 0
Dimensions of scale: Connected Learning Initiative (CLIx)—a case study of educational technology initiative in India 规模:互联学习倡议(CLIx)--印度教育技术倡议案例研究
Pub Date : 2024-04-22 DOI: 10.1007/s11423-024-10372-y
Omkar Balli, Ekta Singla
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引用次数: 0
Could virtual reality be the next approach for international students learning Maltese? 虚拟现实能否成为留学生学习马耳他语的下一个途径?
Pub Date : 2024-04-22 DOI: 10.1007/s11423-024-10375-9
Jacqueline Żammit

This study examines the potential of virtual reality (VR) technology in language learning, specifically for the Maltese language. Despite the popularity and advancement of VR, its use in teaching minor languages like Maltese has not been extensively explored. The concern is that the lack of technological resources may lead to the extinction of the Maltese language in the digital world. The study utilizes a primarily qualitative research methodology, with a minor quantitative component, to collect data from twenty-five teachers regarding the use of VR in Maltese language learning contexts. The findings reveal both the potential benefits and challenges of using VR in teaching Maltese as a second language (ML2). Although the participants have not used VR for teaching Maltese due to the absence of Maltese VR apps, they have experience with VR in English. They praise VR for its ability to create an immersive and engaging learning environment with entertaining features. However, the study also highlights several challenges associated with VR, including high costs, the bulkiness of headsets, and technical issues. It underscores the pressing need for additional research and development in this field to ensure the preservation of the Maltese language in the digital era.

本研究探讨了虚拟现实(VR)技术在语言学习,特别是马耳他语学习中的潜力。尽管虚拟现实技术很流行,也很先进,但它在马耳他语等小语种教学中的应用尚未得到广泛探索。令人担忧的是,技术资源的缺乏可能会导致马耳他语在数字世界中消亡。本研究主要采用定性研究方法,辅以少量定量研究,向二十五位教师收集有关在马耳他语学习环境中使用虚拟现实技术的数据。研究结果揭示了在马耳他语第二语言(ML2)教学中使用虚拟现实技术的潜在好处和挑战。尽管由于缺乏马耳他语 VR 应用程序,参与者还没有在马耳他语教学中使用过 VR,但他们有在英语中使用 VR 的经验。他们称赞 VR 能够创造一个身临其境、引人入胜的学习环境,并具有娱乐功能。然而,研究也强调了与 VR 相关的一些挑战,包括高昂的成本、头戴式设备的笨重以及技术问题。研究强调,迫切需要在这一领域进行更多的研究和开发,以确保在数字时代保护马耳他语。
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引用次数: 0
Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning 将沉浸式虚拟现实技术融入支架式游戏学习,提高低学习动机学生的多模态科学学习能力
Pub Date : 2024-04-18 DOI: 10.1007/s11423-024-10369-7
Ai-Chu Elisha Ding, Kuo-Ting Tim Huang, Jessica DuBois, Huali Fu

Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the effects of a scaffolded Game-based Learning (GBL) science unit using a virtual reality (VR) game component. The VR game focused on the scientific method, lab safety, and equipment, and purposefully embedded instructional scaffolds to support the needs of diverse learners. The quasi-experimental study (pre- and post-test design) investigated the acquisition of targeted science knowledge with student groups of differing motivation levels and under two different game modes (immersive and non-immersive). With a mixed methods embedded design, quantitative data (student pre- and post-tests) was analyzed first followed by qualitative data (classroom video observations and student focus groups). Statistical analysis revealed: (1) students demonstrate an overall improvement on the post-test of targeted science knowledge in a scaffolded GBL learning design, (2) students using the immersive VR mode showed greater improvement in targeted science knowledge than students using the non-immersive desktop game, and (3) students with low intrinsic motivation performed better in the immersive VR than the desktop version. Further examination of qualitative data uncovered the GBL curricular activities and scaffolds may have also contributed to students’ science learning gains through reflection and discussion after gameplay experiences. The repeated multimodal learning opportunities and the opportunities to learn through whole-body movements were also found to be the potential reasons why the immersive VR group outperformed the non-immersive group.

中学生在掌握科学概念和应用基于内容的知识方面仍然很吃力。结合创新技术和使用游戏式学习(GBL)的教学设计可能是提高学生掌握科学知识的关键。本研究采用混合方法设计,考察了使用虚拟现实(VR)游戏组件的支架式游戏学习(GBL)科学单元的效果。VR 游戏侧重于科学方法、实验室安全和设备,并有目的地嵌入了教学支架,以支持不同学习者的需求。这项准实验研究(前后测试设计)调查了不同动机水平的学生群体在两种不同游戏模式(沉浸式和非沉浸式)下对目标科学知识的掌握情况。采用混合方法嵌入式设计,首先分析定量数据(学生的前后测试),然后分析定性数据(课堂视频观察和学生焦点小组)。统计分析显示:(1) 在支架式 GBL 学习设计中,学生在目标科学知识的后测中表现出了整体提高;(2) 使用沉浸式 VR 模式的学生比使用非沉浸式桌面游戏的学生在目标科学知识方面有了更大的提高;(3) 内在动机低的学生在沉浸式 VR 中的表现比桌面版更好。对定性数据的进一步研究发现,GBL课程活动和支架也可能通过游戏体验后的反思和讨论促进了学生的科学学习。反复的多模态学习机会和通过全身运动进行学习的机会,也被认为是沉浸式 VR 组优于非沉浸式组的潜在原因。
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引用次数: 0
Analysis of a chatbot as a dialogic reading facilitator: its influence on learning interest and learner interactions 分析聊天机器人作为对话式阅读辅助工具:对学习兴趣和学习者互动的影响
Pub Date : 2024-04-15 DOI: 10.1007/s11423-024-10370-0
Chen-Chung Liu, Chen Wei Chiu, Chia-Hui Chang, Fang-ying Lo

Educational chatbots are gaining momentum due to their distinctive affordances of interactivity, immediacy, ease of use, and individualized experience. However, a fairly limited body of literature discusses how a chatbot can facilitate collaborative learning among peers in extensive reading contexts to encourage more vibrant interactions supporting further interest development. Therefore, this research aimed to analyze the affordances and limitations of a chatbot to facilitate human–human interactions by incorporating the refined Academically Productive Talk framework for nurturing a learning community, forming accurate knowledge, fostering rigorous thinking, and encouraging affective responses for elementary school learners. Specifically, the purpose of the research was to observe the situational interest of the learners, their interaction patterns, and their social learning behaviors. This research developed a chatbot stored with 64 children’s storybooks to initiate and facilitate peer dialogues. A group of 30 learners were paired up to conduct two chatbot-facilitated dialogic reading activities. A total of 30 discourse logs and students’ feedback on a survey of situational interest were analyzed. The discourse analysis of this research supports the affordances of the chatbot acting as an effective dialogue initiator and discussion facilitator to support both human-chatbot and human–human social learning. The chatbot encourages a diverse interactive dialogic climate, and four interaction patterns were identified. The situational interest of the initial encounter with the chatbot was boosted; however, their interest was unable to be sustained. The implications for the affordances and limitations of educational chatbots are discussed.

教育聊天机器人因其独特的互动性、即时性、易用性和个性化体验等优势,正在获得越来越多的关注。然而,关于聊天机器人如何在广泛的阅读环境中促进同伴间的协作学习,从而鼓励更活跃的互动,支持进一步的兴趣培养,这方面的文献相当有限。因此,本研究旨在分析聊天机器人在促进人际互动方面的能力和局限性,具体做法是结合精炼的 "学术生产性谈话 "框架,为小学学习者培育学习社区、形成准确的知识、培养严谨的思维和鼓励情感反应。具体来说,研究目的是观察学习者的情境兴趣、互动模式和社会学习行为。本研究开发了一个存储有 64 本儿童故事书的聊天机器人,用于发起和促进同伴对话。一组 30 名学习者配对开展了两次聊天机器人辅助的对话阅读活动。共分析了 30 篇对话日志和学生对情境兴趣调查的反馈。这项研究的话语分析支持聊天机器人作为有效的对话发起者和讨论促进者,支持人与聊天机器人和人与人之间的社会学习。聊天机器人鼓励多样化的互动对话氛围,并确定了四种互动模式。与聊天机器人初次相遇的情景兴趣得到了提升,但他们的兴趣却无法持续。本文讨论了教育聊天机器人的承受能力和局限性。
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引用次数: 0
Advancing understanding of learning experience design: refining and clarifying definitions using an eDelphi study approach 促进对学习体验设计的理解:利用 eDelphi 研究方法完善和澄清定义
Pub Date : 2024-04-15 DOI: 10.1007/s11423-024-10355-z
Andrew Tawfik, Matthew Schmidt, Linda Payne, Rui Huang

We report findings from an eDelphi study that aimed to explore 16 expert panelists’ perspectives regarding the key attributes of learning experience design (LXD) as it relates to the following: design, disciplines, methods, and theory. Findings suggest consensus was reached regarding LXD’s focus on learner-centrism and incorporating human-centered design practices to design learning environments. LXD practitioners adapt methods and theories from fields such as human–computer interaction and user experience. Implications suggest a need to develop specific methods and theories within our own field.

我们报告了一项 eDelphi 研究的结果,该研究旨在探讨 16 位专家组成员对学习体验设计(LXD)关键属性的看法,这些属性涉及以下方面:设计、学科、方法和理论。研究结果表明,大家对学习体验设计(LXD)以学习者为中心,并将以人为本的设计实践融入学习环境设计达成了共识。LXD 实践者采用了人机交互和用户体验等领域的方法和理论。结果表明,有必要在我们自己的领域内发展特定的方法和理论。
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引用次数: 0
Spotlighting spectatorship: elevating observation-based learning in the design and evaluation of body-scale learning environments 聚焦旁观:在人体尺度学习环境的设计和评估中提升基于观察的学习
Pub Date : 2024-04-15 DOI: 10.1007/s11423-024-10373-x
Leah F. Rosenbaum

Research on the educational value of play tends to focus on active players, especially when evaluating novel interaction technologies. However, a long history of scholarship underscores observing communal practice as a primary means of enculturation and learning. This paper demonstrates learning opportunities available within a range of participation forms—from spectator to player and some in between—that emerge around Geometris, a collaborative, body-scale geometry game, as installed in a children’s science museum. Considering learning as participation in communal practice, I present frequency analysis of roughly 350 participants followed by thick narrative descriptions of 3 focal groups to characterize the learning opportunities available within diverse forms of participation in this technologically enabled gameplay. I also identify particular design elements—namely the user-agnostic input mechanism and certain crowd control measures—that inadvertently enabled these participation forms. Theoretical implications include the pedagogically relevant range of action–perception possibilities available across participation forms. Additionally, proposed design heuristics could facilitate these diverse forms of participation in other educational designs.

关于游戏的教育价值的研究往往侧重于活跃的参与者,尤其是在评估新颖的交互技 术时。然而,历史悠久的学术研究强调,观察公共实践是文化熏陶和学习的主要手段。本文展示了一系列参与形式中的学习机会--从旁观者到参与者,以及一些介于两者之间的参与形式--这些参与形式围绕着安装在儿童科学博物馆中的协作式人体比例几何游戏《Geometris》而产生。考虑到学习是对公共实践的参与,我对大约 350 名参与者进行了频率分析,随后对 3 个焦点小组进行了深入的叙述性描述,以描述在这一技术化游戏中各种参与形式所提供的学习机会。我还指出了一些特殊的设计元素--即与用户无关的输入机制和某些人群控制措施--这些元素无意中促成了这些参与形式。其理论意义包括:在教学上,不同参与形式的行动感知可能性范围是不同的。此外,所提出的设计启发式方法还能在其他教育设计中促进这些不同形式的参与。
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引用次数: 0
Integrating the engineering design process into the conceive-design-implement-operate model for promoting high school students’ STEM competence 将工程设计过程纳入 "构思-设计-实施-操作 "模式,提高高中生的 STEM 能力
Pub Date : 2024-04-15 DOI: 10.1007/s11423-024-10377-7
Feifei Xi, Hongliang Ma, Zhongling Pi, Yuhan Dong, Junmei Sun, Rucheng Jin

Recently, integrated science, technology, engineering, and mathematics (STEM) education has gained sustained attention in K-12 settings, and engineering design-based pedagogy has become a key issue. Compared with rich research in higher education, relatively few studies are performed on engineering education in K-12 schools. In this study, we combined Conceive-Design-Implement-Operate (CDIO) model with the engineering design process (EDP), naming EDP-CDIO, aiming to promote high school students’ STEM competence and compare its effects with the conventional CDIO approach. A pretest–posttest nonequivalent group design was conducted among 64 eleventh-grade students with eleven lessons. Quantitative data were collected via a pretest and posttest, and qualitative data were collected via artifacts and semistructured interviews. The repeated-measures analysis of variance and epistemic network analysis revealed that, compared with the conventional CDIO approach, the EDP-CDIO model significantly improved students’ STEM knowledge, skills, and attitudes and developed more comprehensive epistemic networks in STEM competence. These findings provide a reference for K-12 STEM teachers, encouraging them to implement the EDP-CDIO model more frequently in the classroom, especially with the iterative design process.

近来,科学、技术、工程和数学(STEM)综合教育在 K-12 环境中得到了持续的关注,以 工程设计为基础的教学法已成为一个关键问题。与高等教育领域的丰富研究相比,针对 K-12 学校工程教育的研究相对较少。本研究将 "构思-设计-实施-操作"(CDIO)模式与工程设计过程(EDP)相结合,命名为 "EDP-CDIO",旨在提高高中生的STEM能力,并比较其与传统的CDIO方法的效果。在 64 名十一年级学生中进行了前测-后测非等效组设计,共 11 节课。通过前测和后测收集定量数据,通过人工制品和半结构化访谈收集定性数据。重复测量方差分析和认识网络分析显示,与传统的 CDIO 方法相比,EDP-CDIO 模式显著提高了学生的 STEM 知识、技能和态度,并发展了更全面的 STEM 能力认识网络。这些发现为 K-12 STEM 教师提供了参考,鼓励他们在课堂上更多地实施 EDP-CDIO 模式,尤其是迭代设计过程。
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引用次数: 0
Promoting pre-service teachers’ knowledge integration from multiple text sources across domains with instructional prompts 通过教学提示促进职前教师跨领域整合多种文本来源的知识
Pub Date : 2024-04-10 DOI: 10.1007/s11423-024-10363-z
Inka Sara Hähnlein, Pablo Pirnay-Dummer

Multiple document comprehension and knowledge integration across domains are particularly important for pre-service teachers, as integrated professional knowledge forms the basis for teaching expertise and competence. This study examines the effects of instructional prompts and relevance prompts embedded in pre-service teachers’ learning processes on the quality their knowledge integration in multiple document comprehension across domains. 109 pre-service teachers participated in an experimental study. They read four texts on “competencies” from different knowledge domains and wrote a text on a given scenario. Experimental group 1 was aided with instructional and relevance prompts, while experimental group 2 received only relevance prompts. The control group received no prompting. Perceived relevance of knowledge integration was assessed in a pre-post-test. Pre-service teachers’ separative and integrative learning, epistemological beliefs, metacognition, study-specific self-concept, and post-experimental motivation were assessed as control variables. Participants’ texts were analyzed concerning knowledge integration by raters and with computer linguistic measures. A key finding is that combined complex prompting enhances pre-service teachers perceived relevance of knowledge integration. This study found effects of prompting types on the pre-service teachers’ semantic knowledge structures. Implications for transfer are discussed.

多文档理解和跨领域知识整合对职前教师尤为重要,因为整合的专业知识是教学专业技能和能力的基础。本研究探讨了职前教师学习过程中的教学提示和相关性提示对其跨领域多文档理解知识整合质量的影响。109 名职前教师参加了实验研究。他们阅读了不同知识领域的四篇关于 "能力 "的文章,并就给定的情景撰写了一篇文章。实验组 1 得到了教学提示和相关性提示,而实验组 2 只得到了相关性提示。对照组不接受任何提示。对知识整合相关性的感知通过前后测试进行评估。职前教师的分离式学习和整合式学习、认识论信念、元认知、特定学习的自我概念和实验后动机作为控制变量进行了评估。由评分者和计算机语言测量对参与者的文本进行了知识整合分析。一个重要发现是,综合的复杂提示增强了职前教师对知识整合相关性的感知。本研究发现了提示类型对职前教师语义知识结构的影响。研究还讨论了知识迁移的意义。
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引用次数: 0
How does gamification bring long-term sustainable effects on children’s learning? Implications from a crossover quasi-experimental study 游戏化如何为儿童学习带来长期可持续的影响?一项交叉准实验研究的启示
Pub Date : 2024-04-09 DOI: 10.1007/s11423-023-10341-x
Xiuhan Li, Yuqin Yang, Samuel Kai Wah Chu

Gamification is gaining popularity in education because of its positive effects on learning motivation and engagement. However, several studies have doubted the long-term sustainable effects of gamification pedagogy, arguing that it provides only short-term benefits. Therefore, the purpose of this work is to explore the sustainability of gamification effects in learning. A crossover quasi-experiment was designed to trace the change of the impact of a gamified reading tool on children’s reading over time. The results show that active participants’ reading habits, motivation, and interests increased sharply during the use of the gamification application and then decreased slightly after they ceased using the application but remained higher than before the intervention. A discussion of how to create the persistence and sustainability of the effects of gamification for learning is presented.

游戏化对学习动机和参与度有积极影响,因此在教育领域越来越受欢迎。然而,一些研究对游戏化教学法的长期可持续性效果表示怀疑,认为它只能带来短期效益。因此,这项工作的目的是探索游戏化教学效果的可持续性。我们设计了一个交叉准实验,追踪游戏化阅读工具对儿童阅读的影响随时间的变化。结果显示,在使用游戏化应用程序期间,积极参与者的阅读习惯、动机和兴趣急剧上升,停止使用后略有下降,但仍高于干预前。报告还讨论了如何使游戏化学习的效果持久和可持续。
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引用次数: 0
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Educational Technology Research and Development
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