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Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review 游戏化增强了学生的内在动力、自主感和相关性,但对能力的影响微乎其微:荟萃分析和系统综述
Pub Date : 2024-01-16 DOI: 10.1007/s11423-023-10337-7
Liuyufeng Li, Khe Foon Hew, Jiahui Du

Although many studies in recent years have examined the use of gamification as a motivational strategy in education, evidence regarding its effects on intrinsic motivation is inconsistent. To make the case for or against the adoption of gamification in education, this study examines its effects on students’ intrinsic motivation and the underlying motivational factors: perceived competence, autonomy, and relatedness. In this review, we analyzed the results of studies comparing gamified learning with non-gamified learning published between 2011 and 2022. The results of our meta-analysis of 35 independent interventions (involving 2500 participants) indicated an overall significant but small effect size favoring gamified learning over learning without gamification (Hedges’ g = 0.257, 95% CI [0.043, 0.471], p = .019) with no evidence of publication bias. Gamification also exerted a positive and significant effect on the students’ perceptions of autonomy (Hedges’ g = 0.638, 95% CI [0.139, 1.136], p = .012) and relatedness (Hedges’ g = 1.776, 95% CI [0.737, 2.814], p = .001), but minimal impact on competence (Hedges’ g = 0.277, 95% CI [0.001, 0.553], p = .049). To further investigate the possible reasons for the small impact on intrinsic motivation, a systematic review of 31 studies was conducted. The findings revealed two major challenges encountered in the adoption of gamification to increase students’ intrinsic motivation: students’ lack of perceived competence and lack of perceived autonomy in gamified classes.

尽管近年来有许多研究探讨了游戏化作为一种激励策略在教育中的应用,但有关其对内在动机影响的证据并不一致。为了证明在教育中采用游戏化的正确与否,本研究探讨了游戏化对学生内在动机的影响以及潜在的动机因素:感知能力、自主性和相关性。在这篇综述中,我们分析了2011年至2022年间发表的比较游戏化学习与非游戏化学习的研究结果。我们对 35 项独立干预措施(涉及 2500 名参与者)进行的荟萃分析结果表明,游戏化学习与非游戏化学习相比,总体效果显著,但影响较小(Hedges' g = 0.257, 95% CI [0.043, 0.471], p = .019),没有证据表明存在发表偏差。游戏化还对学生的自主感(Hedges' g = 0.638, 95% CI [0.139, 1.136],p = .012)和相关感(Hedges' g = 1.776, 95% CI [0.737, 2.814],p = .001)产生了积极而显著的影响,但对能力(Hedges' g = 0.277, 95% CI [0.001, 0.553],p = .049)的影响甚微。为了进一步研究对内在动机影响较小的可能原因,我们对 31 项研究进行了系统回顾。研究结果表明,在采用游戏化提高学生内在学习动机的过程中遇到了两大挑战:学生缺乏感知能力,以及在游戏化课堂中缺乏感知自主性。
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引用次数: 0
Automated feedback on discourse moves: teachers’ perceived utility of a professional learning tool 话语动作的自动反馈:教师对专业学习工具效用的看法
Pub Date : 2024-01-09 DOI: 10.1007/s11423-023-10338-6
Jennifer Jacobs, Karla Scornavacco, Charis Clevenger, Abhijit Suresh, Tamara Sumner

Technological tools that provide automated feedback on classroom teaching afford a unique opportunity for educators to engage in self-reflection and work towards improvement goals, in particular to ensure that their instructional environment is equitable and productive for students. More information is needed about how teachers experience automated professional learning tools, including what they perceive as relevant and impactful for their everyday teaching. This mixed-methods study explored the perceptions and engagement of 21 math teachers who used an AI-based tool that generates information about their discourse practices from classroom recordings. Findings indicate that teachers perceived the tool to have a high utility value, especially those who elected to use it over two school years. These teachers increased their use of talk moves over time, suggesting that they were making intentional changes due to their review and uptake of the personalized feedback. These results from this study speak to promising directions for developing AI-based professional learning tools that can support teacher learning and instructional improvement, particularly tools with robust perceived utility.

提供课堂教学自动反馈的技术工具为教育工作者提供了一个独特的机会,使他们能够进行自我反思,努力实现改进目标,特别是确保他们的教学环境对学生来说是公平和富有成效的。我们需要更多关于教师如何体验自动化专业学习工具的信息,包括他们认为哪些工具与他们的日常教学相关并对他们产生影响。这项混合方法研究探讨了 21 名数学教师对使用人工智能工具的看法和参与情况,该工具可从课堂录音中生成有关教师话语实践的信息。研究结果表明,教师认为该工具具有很高的实用价值,尤其是那些选择在两个学年中使用该工具的教师。随着时间的推移,这些教师更多地使用了 "谈话动作",这表明他们通过审查和接受个性化反馈,有意识地做出了改变。本研究的这些结果为开发基于人工智能的专业学习工具(尤其是具有强大感知效用的工具)指明了方向,这些工具可以为教师的学习和教学改进提供支持。
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引用次数: 0
The effects of unplugged programming activities on K-9 students’ computational thinking: meta-analysis 不插电编程活动对九岁以下儿童计算思维的影响:荟萃分析
Pub Date : 2024-01-08 DOI: 10.1007/s11423-023-10339-5
Yanjun Zhang, Yanping Liang, Xiaohong Tian, Xiao Yu

Due to its task-based, gamified, and interactive features, unplugged programming activity has been widely employed in education and teaching as an activity away from electronic screens and other digital devices. There is ongoing debate over how to help K-9 pupils develop their computational thinking through unplugged programming activities. Based on findings from 15 experimental and quasi-experimental studies conducted domestically and abroad between 2006 and 2023, this study adopts meta-analysis to quantitatively analyze the influence of unplugged programming activities on K-9 students’ computational thinking, focusing on an in-depth analysis of variables such as different students’ grade, gender, experimental period, research discipline, and unplugged programming activities categories. The results show that unplugged programming activity has a positive effect on the computational thinking of K-9 students (Hedges’ g = .631, 95% CI .463, .799, P < .001), and its promotion effect is affected by the variables such as students’ grade, learning time, subjects studied, and unplugged programming activities categories. Based on the conclusions of the meta-analysis, this paper proposes several suggestions. For example, it suggests paying attention to the cultivation of computational thinking among middle school students, and mastering the appropriate timing for unplugged programming activities to avoid the plateau effect. Additionally, it recommends strengthening the integration of unplugged programming activities across different disciplines, as well as promoting the use of storytelling and collaborative unplugged programming activities in the classroom.

由于不插电编程活动具有任务型、游戏化和互动性等特点,它作为一种远离电子屏幕和其他数字设备的活动,已被广泛应用于教育和教学中。关于如何通过不插电编程活动帮助 K-9 学生发展计算思维的争论一直存在。本研究基于2006年至2023年间国内外15项实验和准实验研究的结果,采用元分析法定量分析了不插电编程活动对九小学生计算思维的影响,重点对不同学生的年级、性别、实验时间、研究学科、不插电编程活动类别等变量进行了深入分析。结果表明,不插电编程活动对九小学生的计算思维有积极的促进作用(Hedges' g = .631,95% CI .463,.799,P < .001),其促进作用受学生年级、学习时间、研究学科、不插电编程活动类别等变量的影响。基于荟萃分析的结论,本文提出了几点建议。例如,建议重视中学生计算思维的培养,掌握拔插式编程活动的恰当时机,避免出现高原效应。此外,本文还建议加强不插电编程活动与不同学科的整合,并在课堂上推广使用讲故事和协作式不插电编程活动。
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引用次数: 0
Successful and unsuccessful mapping behaviors for learning procedural-type knowledge 学习程序类知识的成功和不成功的映射行为
Pub Date : 2024-01-05 DOI: 10.1007/s11423-023-10336-8

Abstract

Mind mapping is a powerful technique that is often used for teaching declarative knowledge, but seldom implemented to record procedural knowledge. The present study focused on the latter. During a 12-week public presentation course, self-developed mind mapping software was utilized as a learning tool and an instrument to collect and analyze user behavior logs while summarizing and revising procedural knowledge. The participants were 53 working adults. They were divided into successful and unsuccessful mapping profiles based on their improvement. The pre- and post-tests on presentation skills, lag sequential analysis on log data, and interviews suggested that participants showing successful mapping behavior prioritized readability and ease of navigation of their maps. Their counterparts with unsuccessful mapping behavior tended to overload their maps and overuse highlighting. The discovery of actions and behavior patterns during the creation and revision of mind maps corresponding to successful/unsuccessful mind mapping profiles provides important suggestions to enhance existing digital mind mapping tools and to diagnose students who are falling behind. The implementation of mind mapping for procedural learning expands the area of mind mapping research and enlarges our understanding of teaching procedural knowledge.

摘要 思维导图是一种强大的技术,常用于陈述性知识的教学,但很少用于记录程序性知识。本研究侧重于后者。在为期 12 周的公开演讲课程中,利用自行开发的思维导图软件作为学习工具,并在总结和修订程序性知识时收集和分析用户行为日志。参与者为 53 名在职成年人。根据他们的进步情况,将他们分为成功和不成功的思维导图档案。对演示技能的前后测试、日志数据的滞后序列分析以及访谈表明,制图行为成功的参与者优先考虑地图的可读性和导航的便捷性。而制图行为不成功的学员则倾向于使地图过载和过度使用高亮显示。在创建和修改思维导图的过程中发现了与成功/不成功思维导图特征相对应的行动和行为模式,这为改进现有的数字思维导图工具和诊断落后学生提供了重要建议。思维导图在程序性学习中的应用拓展了思维导图的研究领域,扩大了我们对程序性知识教学的理解。
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引用次数: 0
A two-staged SEM: artificial neural network approach for understanding and predicting the factors of students’ satisfaction with emergency remote teaching 了解和预测学生对应急远程教学满意度因素的两阶段 SEM:人工神经网络方法
Pub Date : 2024-01-03 DOI: 10.1007/s11423-023-10335-9
Anupma Sangwan, Anurag Sangwan, Anju Sangwan, Poonam Punia

This study seeks to address knowledge gaps regarding the role of self-regulated learning as a mediator in the relationship between interactions, internet self-efficacy, and student satisfaction. We conducted a survey of 1590 students from north Indian universities about their level of satisfaction, self-regulated learning, internet self-efficacy, and different interactions (learner-learner interaction, learner-content interaction, and learner-instructor interaction) during emergency remote teaching. By employing a two-stage SEM-ANN approach, this study contributes to methodological advancements and provides a comprehensive analysis of complex relationships. According to the findings, the identified factors are significant predictors of students’ satisfaction with online education in synchronous settings. Our research also shows that self-regulated learning fully mediates the effect of internet self-efficacy on student satisfaction during emergency remote teaching. This suggests that internet self-efficacy alone may not guarantee student satisfaction unless accompanied by self-regulated learning skills.

本研究旨在填补有关自我调节学习在互动、网络自我效能感和学生满意度之间的中介作用的知识空白。我们对来自北印度大学的 1590 名学生进行了一项调查,内容涉及他们在紧急远程教学过程中的满意度、自我调节学习、网络自我效能以及不同的互动(学习者-学习者互动、学习者-内容互动和学习者-教师互动)。通过采用两阶段 SEM-ANN 方法,本研究为方法论的进步做出了贡献,并提供了对复杂关系的全面分析。研究结果表明,所确定的因素是学生对同步环境下在线教育满意度的重要预测因素。我们的研究还表明,在紧急远程教学中,自我调节学习完全调节了网络自我效能对学生满意度的影响。这表明,除非同时具备自我调节学习技能,否则仅凭网络自我效能感可能无法保证学生的满意度。
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引用次数: 0
Block-based versus text-based programming: a comparison of learners’ programming behaviors, computational thinking skills and attitudes toward programming 基于块的编程与基于文本的编程:学习者的编程行为、计算思维能力和编程态度比较
Pub Date : 2024-01-02 DOI: 10.1007/s11423-023-10328-8
Dan Sun, C. Looi, Yan Li, Chengcong Zhu, Caifeng Zhu, Miaoting Cheng
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引用次数: 0
The effectiveness of design thinking on K-12 school students’ creativity in a maker curriculum 创客课程中设计思维对 K-12 学生创造力的影响
Pub Date : 2023-12-26 DOI: 10.1007/s11423-023-10332-y
Jinbo Tan, Kinshuk, Lei Wu

The role of creativity has been well recognized in wholesome development of children’s personality and attitude. Among various approaches to foster creativity in children, design thinking (DT) has emerged as a significant approach. The study presented in this paper explores the implementation of DT into maker education to help K-12 students acquire creativity effectively. Majority of the studies in the literature have measured students’ creativity using a traditional creative ability scale, instead of work performance or both. We proposed a Three-Stage DT Framework (TSDTF) suitable for maker education, which has three stages, namely pre-design, in-design and post-design. TSDTF provides more specificity to indicate students’ learning process iteratively. Then we applied TSDTF to the 3D model-design curriculum to see the impact on the students’ work performance, learning achievement, and creativity ability. The study engaged two sixth-grade classes, with a total of 90 students, wherein the experimental group (45 students) was taught using TSDTF and the control group (45 students) was taught with traditional pedagogy. The results showed that there was no significant difference in basic knowledge of learning achievements for the students in both groups, while the students in the experimental group improved their work performance, operational skill of learning achievements, and creative ability more significantly than those in the control group. The qualitative analysis of the interview data revealed that the DT approach helped the students to be creative, thus enabling them to develop innovative works. The study showed that it is important for teachers to utilize the DT learning strategy in maker education in developing the students’ creative thinking.

创造力在儿童个性和态度的健康发展中的作用已得到广泛认可。在各种培养儿童创造力的方法中,设计思维(DT)已成为一种重要的方法。本文介绍的研究探讨了在创客教育中实施设计思维,以帮助 K-12 学生有效地获得创造力。文献中的大多数研究都使用传统的创造能力量表来衡量学生的创造力,而不是工作表现或两者兼而有之。我们提出了适合创客教育的三阶段设计能力框架(TSDTF),包括设计前、设计中和设计后三个阶段。TSDTF 提供了更具体的方法来说明学生的迭代学习过程。然后,我们将 TSDTF 应用于三维模型设计课程,观察其对学生的工作表现、学习成绩和创造能力的影响。研究涉及两个六年级班级,共 90 名学生,其中实验组(45 名学生)采用 TSDTF 教学法,对照组(45 名学生)采用传统教学法。结果显示,两组学生在学习成绩基础知识方面没有显著差异,而实验组学生在作业成绩、学习成绩操作技能和创新能力方面比对照组学生有更明显的提高。对访谈数据的定性分析显示,DT 方法有助于学生发挥创造力,从而使他们能够开发出创新作品。研究表明,教师在创客教育中运用 DT 学习策略对培养学生的创新思维具有重要意义。
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引用次数: 0
Detector-driven classroom interviewing: focusing qualitative researcher time by selecting cases in situ 探测器驱动的课堂访谈:通过现场选择案例集中定性研究人员的时间
Pub Date : 2023-12-22 DOI: 10.1007/s11423-023-10324-y
Ryan S. Baker, Stephen Hutt, Nigel Bosch, Jaclyn L. Ocumpaugh, Gautam Biswas, Luc Paquette, J. M. A. Andres, Nidhi Nasiar, Anabil Munshi
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引用次数: 0
Students’ acceptance of and preferences regarding online exams: a systematic literature review 学生对在线考试的接受程度和偏好:系统文献综述
Pub Date : 2023-12-22 DOI: 10.1007/s11423-023-10333-x
Arif Cem Topuz, Kinshuk
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引用次数: 0
Development and validation of the blended laboratory and e-learning instructional design (BLEND) model for university remote laboratory sessions: responding to the COVID-19 pandemic and planning for the future 为大学远程实验室课程开发和验证混合实验室和电子学习教学设计(BLEND)模型:应对 COVID-19 大流行病并规划未来
Pub Date : 2023-12-21 DOI: 10.1007/s11423-023-10327-9
Gyeong-Geon Lee, Hun-Gi Hong
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引用次数: 0
期刊
Educational Technology Research and Development
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