首页 > 最新文献

British Journal of Educational Technology最新文献

英文 中文
A systematic review of immersive technologies for education: Learning performance, cognitive load and intrinsic motivation 沉浸式教育技术系统综述:学习成绩、认知负荷和内在动力
Pub Date : 2024-07-16 DOI: 10.1111/bjet.13503
Matisse Poupard, Florian Larrue, Hélène Sauzéon, André Tricot
Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy. To address these gaps, we conducted a PRISMA systematic review to investigate the contributions and limitations of virtual reality (VR) and augmented reality (AR) in learning, specifically by examining their effects on cognitive load and intrinsic motivations. Through the application of an analytical grid, we systematically classified the impact of VR/AR on the causal relationship between learning performance (ie, objective learning improvement) and cognitive load or motivation, while respecting the fundamental assumptions of the main theories related to these factors. Analysing 36 studies, the findings reveal that VR, often causing extraneous load, hinders learning, particularly among novices. In contrast, AR optimizes cognitive load, proving beneficial for novice learners but demonstrating less effectiveness for intermediate learners. The effects on intrinsic motivation remain inconclusive, likely due to variations in measurement methods. The review underscores the need for detailed, sophisticated evaluations and comprehensive frameworks that consider both cognitive load and intrinsic motivation to improve understanding of the impact of immersive technologies on learning.What is knowVirtual and augmented reality show promise for education, but findings are inconsistent.Existing studies suggest that augmented reality optimizes learners' cognitive load.The literature often asserts that VR and AR are expected to enhance learning motivation.AddingVR introduces unnecessary cognitive load, while AR proves effective for learning performance and cognitive load, particularly for novice learners.The impact of AR and VR on motivation to learn is unclear.Our analytical grid offers a comprehensive framework for assessing the effects of AR and VR on learning outcomes.ImplicationsAR is more suitable than VR for education concerning cognitive load.The cost/benefit balance of VR should be carefully considered before implementation, especially for novice learners.Rigorous studies on motivation to learn in AR and VR contexts are essential.
由于沉浸式技术对优化学习者的认知负荷和培养内在动力具有潜在的积极影响,因此被认为对学习有诸多益处。然而,尽管取得了可喜的成果,但有关其对学习的实际影响的研究结果仍然没有定论,从而引发了有关功效决定因素的问题。为了填补这些空白,我们进行了一项 PRISMA 系统综述,研究虚拟现实(VR)和增强现实(AR)在学习中的贡献和局限性,特别是通过研究它们对认知负荷和内在动机的影响。通过应用分析网格,我们对虚拟现实/增强现实对学习成绩(即客观的学习进步)和认知负荷或动机之间因果关系的影响进行了系统分类,同时尊重了与这些因素相关的主要理论的基本假设。通过对 36 项研究进行分析,研究结果表明,虚拟现实往往会造成额外负担,从而阻碍学习,尤其是新手的学习。与此相反,AR 可优化认知负荷,证明对新手学习者有益,但对中级学习者的效果较差。对内在动机的影响仍然没有定论,这可能是由于测量方法的不同造成的。现有的研究表明,增强现实技术能优化学习者的认知负荷。我们的分析网格为评估 AR 和 VR 对学习成果的影响提供了一个综合框架。
{"title":"A systematic review of immersive technologies for education: Learning performance, cognitive load and intrinsic motivation","authors":"Matisse Poupard, Florian Larrue, Hélène Sauzéon, André Tricot","doi":"10.1111/bjet.13503","DOIUrl":"https://doi.org/10.1111/bjet.13503","url":null,"abstract":"Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy. To address these gaps, we conducted a PRISMA systematic review to investigate the contributions and limitations of virtual reality (VR) and augmented reality (AR) in learning, specifically by examining their effects on cognitive load and intrinsic motivations. Through the application of an analytical grid, we systematically classified the impact of VR/AR on the causal relationship between learning performance (ie, objective learning improvement) and cognitive load or motivation, while respecting the fundamental assumptions of the main theories related to these factors. Analysing 36 studies, the findings reveal that VR, often causing extraneous load, hinders learning, particularly among novices. In contrast, AR optimizes cognitive load, proving beneficial for novice learners but demonstrating less effectiveness for intermediate learners. The effects on intrinsic motivation remain inconclusive, likely due to variations in measurement methods. The review underscores the need for detailed, sophisticated evaluations and comprehensive frameworks that consider both cognitive load and intrinsic motivation to improve understanding of the impact of immersive technologies on learning.\u0000What is know\u0000\u0000Virtual and augmented reality show promise for education, but findings are inconsistent.\u0000Existing studies suggest that augmented reality optimizes learners' cognitive load.\u0000The literature often asserts that VR and AR are expected to enhance learning motivation.\u0000Adding\u0000\u0000VR introduces unnecessary cognitive load, while AR proves effective for learning performance and cognitive load, particularly for novice learners.\u0000The impact of AR and VR on motivation to learn is unclear.\u0000Our analytical grid offers a comprehensive framework for assessing the effects of AR and VR on learning outcomes.\u0000Implications\u0000\u0000AR is more suitable than VR for education concerning cognitive load.\u0000The cost/benefit balance of VR should be carefully considered before implementation, especially for novice learners.\u0000Rigorous studies on motivation to learn in AR and VR contexts are essential.\u0000\u0000","PeriodicalId":505245,"journal":{"name":"British Journal of Educational Technology","volume":"83 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141643326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning 信息呈现的时机很重要:游戏式学习对中学生认知、动机和情感的影响
Pub Date : 2024-07-15 DOI: 10.1111/bjet.13510
Yuanyuan Hu, Pieter Wouters, Marieke van der Schaaf, Liesbeth Kester
Learning with games requires two types of information, namely domain‐specific information and game‐specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and performance), motivation (ie, achievement goals) and emotion (ie, achievement emotions). Participants were secondary school students (N = 145). Participants participated in a 2 × 2 factorial experiment with two factors—timing of domain‐specific information presentation and timing of game‐specific information presentation, either before or during gameplay. We measured mental effort, chemistry knowledge, time on task, achievement goals and achievement emotions. Multiple regression and robust regression revealed that presenting domain‐specific information before gameplay promoted higher approach goals, higher avoidance goals and more enjoyment than presenting it during gameplay. There was no difference between presenting game‐specific information before gameplay and during gameplay except for performance‐avoidance goals. We conclude that timing of information presentation affects motivational and emotional processes and outcomes and that students feel more motivated and enjoyed when domain‐specific information is presented before learning than during learning. Educators may change the timing of domain‐specific information presentation accordingly.What is already known about this topicWell‐designed game‐based learning can increase learning.Game‐based learning needs effective instructional design features.What this paper addsOne instructional design feature, timing of information presentation, affects motivation and emotion in game‐based learning.Students feel more motivated and enjoyed when domain‐specific information is presented before learning than during learning.This study is one of the first to focus on cognitive, motivational and emotional processes and outcomes, and their interconnections.Implications for practice and policyEducators would do well to present domain‐specific information before learning than during learning.Researchers on instructional design features should attend to all cognitive, motivational and emotional processes and outcomes instead of just one or two.
游戏学习需要两类信息,即特定领域信息和特定游戏信息。在游戏中同时呈现这两类信息可能会对认知资源提出很高的要求。本研究探讨了信息呈现的时机如何影响认知(即心理努力和表现)、动机(即成就目标)和情绪(即成就情感)。参与者为中学生(N = 145)。参与者参加了一个 2 × 2 因子实验,其中包含两个因素--特定领域信息呈现的时间和游戏特定信息呈现的时间(在游戏之前或游戏过程中)。我们对脑力劳动、化学知识、完成任务时间、成就目标和成就情绪进行了测量。多元回归和稳健回归显示,与在游戏过程中呈现特定领域信息相比,在游戏之前呈现特定领域信息能促进更高的接近目标、更高的回避目标和更多的乐趣。而在游戏之前和游戏过程中提供游戏特定信息则没有任何区别,除了表现-回避目标。我们的结论是,信息呈现的时机会影响动机和情感过程及结果,在学习前呈现特定领域信息比在学习过程中呈现特定领域信息更能激发学生的学习动机和乐趣。教育者可以相应地改变特定领域信息呈现的时机。本文补充了一个教学设计特点,即信息呈现的时机会影响游戏式学习中的动机和情感。这项研究是首批关注认知、动机和情感过程和结果及其相互联系的研究之一。对实践和政策的启示教育工作者最好在学习前而不是在学习过程中提供特定领域的信息。研究教学设计特点的人员应该关注所有认知、动机和情感过程和结果,而不是只关注一两个过程和结果。
{"title":"Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning","authors":"Yuanyuan Hu, Pieter Wouters, Marieke van der Schaaf, Liesbeth Kester","doi":"10.1111/bjet.13510","DOIUrl":"https://doi.org/10.1111/bjet.13510","url":null,"abstract":"Learning with games requires two types of information, namely domain‐specific information and game‐specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and performance), motivation (ie, achievement goals) and emotion (ie, achievement emotions). Participants were secondary school students (N = 145). Participants participated in a 2 × 2 factorial experiment with two factors—timing of domain‐specific information presentation and timing of game‐specific information presentation, either before or during gameplay. We measured mental effort, chemistry knowledge, time on task, achievement goals and achievement emotions. Multiple regression and robust regression revealed that presenting domain‐specific information before gameplay promoted higher approach goals, higher avoidance goals and more enjoyment than presenting it during gameplay. There was no difference between presenting game‐specific information before gameplay and during gameplay except for performance‐avoidance goals. We conclude that timing of information presentation affects motivational and emotional processes and outcomes and that students feel more motivated and enjoyed when domain‐specific information is presented before learning than during learning. Educators may change the timing of domain‐specific information presentation accordingly.\u0000What is already known about this topic\u0000\u0000Well‐designed game‐based learning can increase learning.\u0000Game‐based learning needs effective instructional design features.\u0000What this paper adds\u0000\u0000One instructional design feature, timing of information presentation, affects motivation and emotion in game‐based learning.\u0000Students feel more motivated and enjoyed when domain‐specific information is presented before learning than during learning.\u0000This study is one of the first to focus on cognitive, motivational and emotional processes and outcomes, and their interconnections.\u0000Implications for practice and policy\u0000\u0000Educators would do well to present domain‐specific information before learning than during learning.\u0000Researchers on instructional design features should attend to all cognitive, motivational and emotional processes and outcomes instead of just one or two.\u0000\u0000","PeriodicalId":505245,"journal":{"name":"British Journal of Educational Technology","volume":"28 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141649438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Utilizing large language models for EFL essay grading: An examination of reliability and validity in rubric‐based assessments 利用大型语言模型进行 EFL 论文评分:基于评分标准的评估中的信度和效度检验
Pub Date : 2024-06-04 DOI: 10.1111/bjet.13494
Fatih Yavuz, Özgür Çelik, Gamze Yavaş Çelik
This study investigates the validity and reliability of generative large language models (LLMs), specifically ChatGPT and Google's Bard, in grading student essays in higher education based on an analytical grading rubric. A total of 15 experienced English as a foreign language (EFL) instructors and two LLMs were asked to evaluate three student essays of varying quality. The grading scale comprised five domains: grammar, content, organization, style & expression and mechanics. The results revealed that fine‐tuned ChatGPT model demonstrated a very high level of reliability with an intraclass correlation (ICC) score of 0.972, Default ChatGPT model exhibited an ICC score of 0.947 and Bard showed a substantial level of reliability with an ICC score of 0.919. Additionally, a significant overlap was observed in certain domains when comparing the grades assigned by LLMs and human raters. In conclusion, the findings suggest that while LLMs demonstrated a notable consistency and potential for grading competency, further fine‐tuning and adjustment are needed for a more nuanced understanding of non‐objective essay criteria. The study not only offers insights into the potential use of LLMs in grading student essays but also highlights the need for continued development and research.What is already known about this topicLarge language models (LLMs), such as OpenAI's ChatGPT and Google's Bard, are known for their ability to generate text that mimics human‐like conversation and writing.LLMs can perform various tasks, including essay grading.Intraclass correlation (ICC) is a statistical measure used to assess the reliability of ratings given by different raters (in this case, EFL instructors and LLMs).What this paper addsThe study makes a unique contribution by directly comparing the grading performance of expert EFL instructors with two LLMs—ChatGPT and Bard—using an analytical grading scale.It provides robust empirical evidence showing high reliability of LLMs in grading essays, supported by high ICC scores.It specifically highlights that the overall efficacy of LLMs extends to certain domains of essay grading.Implications for practice and/or policyThe findings open up potential new avenues for utilizing LLMs in academic settings, particularly for grading student essays, thereby possibly alleviating workload of educators.The paper's insistence on the need for further fine‐tuning of LLMs underlines the continual interplay between technological advancement and its practical applications.The results lay down a footprint for future research in advancing the use of AI in essay grading.
本研究调查了生成式大语言模型(LLM),特别是 ChatGPT 和谷歌的 Bard,在根据分析评分标准对高等教育中的学生作文进行评分时的有效性和可靠性。共有 15 位经验丰富的英语作为外语(EFL)的教师和两位 LLM 被要求对三篇不同质量的学生作文进行评价。评分标准包括五个方面:语法、内容、组织、风格与表达以及力学。结果表明,微调 ChatGPT 模型的信度非常高,类内相关(ICC)为 0.972;默认 ChatGPT 模型的 ICC 为 0.947;Bard 模型的 ICC 为 0.919,具有相当高的信度。此外,在比较 LLM 和人类评分员的评分时,某些领域出现了明显的重叠。总之,研究结果表明,虽然法律硕士在评分能力方面表现出了明显的一致性和潜力,但还需要进一步的微调和调整,以便对非客观性论文标准有更细致的了解。这项研究不仅为 LLMs 在学生作文评分中的潜在应用提供了见解,还强调了继续开发和研究的必要性。关于本主题的已知内容大型语言模型(LLMs),如 OpenAI 的 ChatGPT 和谷歌的 Bard,因其能够生成模仿人类对话和写作的文本而闻名。类内相关(ICC)是一种统计量度,用于评估不同评分者(本例中为 EFL 讲师和 LLMs)给出的评分的可靠性。本论文的贡献本研究通过使用分析性评分量表直接比较专家 EFL 讲师与两种 LLMs(ChatGPT 和 Bard)的评分表现,做出了独特的贡献。研究结果为在学术环境中使用 LLMs 开辟了潜在的新途径,尤其是在给学生作文评分时,从而有可能减轻教育工作者的工作量。本文坚持认为有必要对 LLM 进行进一步微调,这强调了技术进步与实际应用之间的持续互动。
{"title":"Utilizing large language models for EFL essay grading: An examination of reliability and validity in rubric‐based assessments","authors":"Fatih Yavuz, Özgür Çelik, Gamze Yavaş Çelik","doi":"10.1111/bjet.13494","DOIUrl":"https://doi.org/10.1111/bjet.13494","url":null,"abstract":"This study investigates the validity and reliability of generative large language models (LLMs), specifically ChatGPT and Google's Bard, in grading student essays in higher education based on an analytical grading rubric. A total of 15 experienced English as a foreign language (EFL) instructors and two LLMs were asked to evaluate three student essays of varying quality. The grading scale comprised five domains: grammar, content, organization, style & expression and mechanics. The results revealed that fine‐tuned ChatGPT model demonstrated a very high level of reliability with an intraclass correlation (ICC) score of 0.972, Default ChatGPT model exhibited an ICC score of 0.947 and Bard showed a substantial level of reliability with an ICC score of 0.919. Additionally, a significant overlap was observed in certain domains when comparing the grades assigned by LLMs and human raters. In conclusion, the findings suggest that while LLMs demonstrated a notable consistency and potential for grading competency, further fine‐tuning and adjustment are needed for a more nuanced understanding of non‐objective essay criteria. The study not only offers insights into the potential use of LLMs in grading student essays but also highlights the need for continued development and research.\u0000What is already known about this topic\u0000\u0000Large language models (LLMs), such as OpenAI's ChatGPT and Google's Bard, are known for their ability to generate text that mimics human‐like conversation and writing.\u0000LLMs can perform various tasks, including essay grading.\u0000Intraclass correlation (ICC) is a statistical measure used to assess the reliability of ratings given by different raters (in this case, EFL instructors and LLMs).\u0000What this paper adds\u0000\u0000The study makes a unique contribution by directly comparing the grading performance of expert EFL instructors with two LLMs—ChatGPT and Bard—using an analytical grading scale.\u0000It provides robust empirical evidence showing high reliability of LLMs in grading essays, supported by high ICC scores.\u0000It specifically highlights that the overall efficacy of LLMs extends to certain domains of essay grading.\u0000Implications for practice and/or policyThe findings open up potential new avenues for utilizing LLMs in academic settings, particularly for grading student essays, thereby possibly alleviating workload of educators.The paper's insistence on the need for further fine‐tuning of LLMs underlines the continual interplay between technological advancement and its practical applications.The results lay down a footprint for future research in advancing the use of AI in essay grading.\u0000","PeriodicalId":505245,"journal":{"name":"British Journal of Educational Technology","volume":"6 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141266099","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Improving the quality of communicating with dementia patients: A virtual reality‐based simulated communication approach 提高与痴呆症患者沟通的质量:基于虚拟现实的模拟交流方法
Pub Date : 2024-06-04 DOI: 10.1111/bjet.13497
Hui‐Chen Lin, Hsin Huang, Chia‐Kuang Tsai, Shao‐Chen Chang
Dementia patients may have language barriers and decreased comprehension ability. Their family caregivers can feel frustrated when communicating with them. Poor communication hinders family caregivers from obtaining accurate health information about patients, and may also increase their emotional burden, affecting patient care quality. The present study developed a virtual reality‐based simulated communication training (VRSCT) system and applied it to a training course for family caregivers of dementia patients. It allowed family caregivers to simulate real‐world situations in a VR environment, experience the daily communication barriers and stress with dementia patients, and apply their acquired knowledge and skills to solve related problems. This study used a randomised control experimental design with mixed analysis methods. A total of 63 family caregivers were recruited and randomly divided into the experimental group (N = 32) learning with the VRSCT system to interact with virtual dementia patients and practice communication skills, and the control group (N = 31) using the traditional role‐playing method for practice. Quantitative data were analysed to determine participants' knowledge of dementia care, attitudes, communication confidence and skills. In addition, the qualitative method was used to analyse the participants' discussion records. The results showed that by using the VRSCT approach, participants significantly improved their knowledge of dementia care, attitudes, communication confidence and communication skills compared to the control group. In addition, participants reported that through the real‐time feedback of the VRSCT system, they could recognise their previous incorrect communication approach. As a result, they adjusted their communication strategies and increased their self‐confidence.What is already known about this topicSituational simulation helps learners improve their communication skills in a safe environment.Virtual reality (VR) creates a realistic, highly interactive learning environment, allowing users to be deeply immersed in the learning experience.What this paper addsThis study proposed a VR‐based simulated communication training (VRSCT) approach; moreover, seven dementia cases of different degrees of severity were designed in the VR system to enable family members to experience possible challenges of taking care of dementia patients they might encounter in their daily lives.Each case in the VRSCT system has its unique symptoms and communication barriers. The learner in the story plays a caregiver, experiencing and solving the problems and challenges posed by the system.The experimental results show that the proposed method improves learners' knowledge, attitudes, communication confidence, and communication skills related to dementia care.Implications for practice and/or policyUtilising VR training can amplify awareness and secure enhanced social support for dementia‐related challenges.Using VRSCT
痴呆症患者可能存在语言障碍,理解能力也会下降。他们的家庭护理人员在与他们沟通时可能会感到沮丧。沟通不畅阻碍了家庭护理人员获得患者的准确健康信息,还可能增加他们的情绪负担,影响患者护理质量。本研究开发了一个基于虚拟现实的模拟沟通培训(VRSCT)系统,并将其应用于痴呆症患者家庭护理人员的培训课程中。该系统可让家庭照护者在虚拟现实环境中模拟真实世界的情境,体验与痴呆症患者的日常沟通障碍和压力,并运用所学知识和技能解决相关问题。本研究采用随机对照实验设计和混合分析方法。共招募了 63 名家属照护者,并将他们随机分为实验组(32 人)和对照组(31 人),实验组学习使用 VRSCT 系统与虚拟痴呆症患者互动,练习沟通技巧,对照组则使用传统的角色扮演法进行练习。对定量数据进行了分析,以确定参与者对痴呆症护理的了解程度、态度、沟通信心和技巧。此外,还采用定性方法分析了参与者的讨论记录。结果显示,与对照组相比,通过使用 VRSCT 方法,参与者在痴呆症护理知识、态度、沟通信心和沟通技巧方面均有显著提高。此外,参与者还表示,通过 VRSCT 系统的实时反馈,他们能够认识到自己之前不正确的沟通方式。虚拟现实(VR)创造了一个逼真、高度互动的学习环境,让用户能够深深地沉浸在学习体验中。本文的补充 本研究提出了一种基于 VR 的模拟沟通训练(VRSCT)方法;此外,还在 VR 系统中设计了七个不同严重程度的痴呆症案例,让家庭成员体验在日常生活中照顾痴呆症患者可能遇到的挑战。实验结果表明,所提出的方法提高了学习者与痴呆症护理相关的知识、态度、沟通信心和沟通技巧。 对实践和/或政策的启示利用 VR 培训可以提高人们对痴呆症相关挑战的认识,并获得更多的社会支持。利用 VRSCT,随着政府和机构认识到 VR 培训的有效性,他们将提供更多的资源并促进其广泛应用。
{"title":"Improving the quality of communicating with dementia patients: A virtual reality‐based simulated communication approach","authors":"Hui‐Chen Lin, Hsin Huang, Chia‐Kuang Tsai, Shao‐Chen Chang","doi":"10.1111/bjet.13497","DOIUrl":"https://doi.org/10.1111/bjet.13497","url":null,"abstract":"Dementia patients may have language barriers and decreased comprehension ability. Their family caregivers can feel frustrated when communicating with them. Poor communication hinders family caregivers from obtaining accurate health information about patients, and may also increase their emotional burden, affecting patient care quality. The present study developed a virtual reality‐based simulated communication training (VRSCT) system and applied it to a training course for family caregivers of dementia patients. It allowed family caregivers to simulate real‐world situations in a VR environment, experience the daily communication barriers and stress with dementia patients, and apply their acquired knowledge and skills to solve related problems. This study used a randomised control experimental design with mixed analysis methods. A total of 63 family caregivers were recruited and randomly divided into the experimental group (N = 32) learning with the VRSCT system to interact with virtual dementia patients and practice communication skills, and the control group (N = 31) using the traditional role‐playing method for practice. Quantitative data were analysed to determine participants' knowledge of dementia care, attitudes, communication confidence and skills. In addition, the qualitative method was used to analyse the participants' discussion records. The results showed that by using the VRSCT approach, participants significantly improved their knowledge of dementia care, attitudes, communication confidence and communication skills compared to the control group. In addition, participants reported that through the real‐time feedback of the VRSCT system, they could recognise their previous incorrect communication approach. As a result, they adjusted their communication strategies and increased their self‐confidence.\u0000What is already known about this topic\u0000\u0000Situational simulation helps learners improve their communication skills in a safe environment.\u0000Virtual reality (VR) creates a realistic, highly interactive learning environment, allowing users to be deeply immersed in the learning experience.\u0000What this paper adds\u0000\u0000This study proposed a VR‐based simulated communication training (VRSCT) approach; moreover, seven dementia cases of different degrees of severity were designed in the VR system to enable family members to experience possible challenges of taking care of dementia patients they might encounter in their daily lives.\u0000Each case in the VRSCT system has its unique symptoms and communication barriers. The learner in the story plays a caregiver, experiencing and solving the problems and challenges posed by the system.\u0000The experimental results show that the proposed method improves learners' knowledge, attitudes, communication confidence, and communication skills related to dementia care.\u0000Implications for practice and/or policy\u0000\u0000Utilising VR training can amplify awareness and secure enhanced social support for dementia‐related challenges.\u0000Using VRSCT","PeriodicalId":505245,"journal":{"name":"British Journal of Educational Technology","volume":"6 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141265827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
What makes tablet‐based learning effective? A study of the role of real‐time adaptive feedback 平板电脑学习为何有效?实时自适应反馈的作用研究
Pub Date : 2024-02-07 DOI: 10.1111/bjet.13439
Tiphaine Colliot, Omar Krichen, Nathalie Girard, Éric Anquetil, Éric Jamet
This study investigated the added value of real‐time adaptive feedback on seventh graders' performances in tablet‐based geometry learning. To isolate the effects of the medium (ie, tablet) from those of the feedback, three groups were compared: paper‐and‐pencil, pen‐based tablet without feedback and pen‐based tablet with feedback. The feedback was provided by a tutoring system based on an artificial intelligence that automatically interpreted students' pen strokes on the screen. A total of 85 French students drew three geometric shapes, either on paper or on a tablet, and then performed a transfer task on paper. Results showed that using a tablet without feedback did not improve learning but seemed to enhance interest in the task compared to the paper‐and‐pencil group. Students in the tablet with feedback group performed significantly better than the other two groups on learning, as well as on transfer. This study was the first to combine media comparison and added‐value approaches to test the effects on students' geometry performances of using a new educational app on a pen‐based tablet in a naturalistic classroom environment. Results showed that it was not the medium used but the intelligent tutoring system‐based feedback that improved students' performance. Our data therefore indicate that artificial intelligence is a promising way of providing learners with real‐time adaptive feedback in order to improve their performances.What is already known about this topicPrevious meta‐analyses have investigated the effects of tablet‐based learning.Tablet computers have been proven to increase students' motivation.Yet, the influence of tablet computers on learning outcomes remains inconclusive.Other studies show that certain features of environments, such as feedback, have positive effects on learning.What this paper addsMost of the previous studies adopted a media comparison approach (paper‐ vs. tablet‐based instruction).We combine this approach with an added‐value approach by adding or not real‐time AI‐based feedback.Results showed that tablet use increased children's interest but not their learning outcomes.Feedback improved children's performance in a training task and a later transfer paper task.Implications for practice and/or policyTablet computers can promote students' interest in the task during geometry instruction.App features play a critical role in improving students' learning.Specifically, IA‐based adaptive feedback helps children to perform better on a geometry task.
本研究调查了实时自适应反馈对七年级学生基于平板电脑的几何学习成绩的附加值。为了将媒介(即平板电脑)的影响与反馈的影响分离开来,我们对三组学生进行了比较:纸笔组、无反馈的笔基平板电脑组和有反馈的笔基平板电脑组。反馈由基于人工智能的辅导系统提供,该系统可自动解读学生在屏幕上的笔触。共有 85 名法国学生在纸上或平板电脑上绘制了三种几何图形,然后在纸上完成了转移任务。结果显示,与纸笔组相比,使用无反馈的平板电脑并没有提高学习效果,但似乎提高了对任务的兴趣。有反馈的平板电脑组的学生在学习和迁移方面的表现明显优于其他两组。这项研究首次将媒体比较法和附加值法结合起来,测试在自然课堂环境中使用基于笔的平板电脑上的新教育应用程序对学生几何成绩的影响。结果表明,提高学生成绩的不是所使用的媒介,而是基于智能辅导系统的反馈。因此,我们的数据表明,人工智能是为学习者提供实时自适应反馈以提高其学习成绩的一种很有前途的方法。 关于本主题的已知内容以前的荟萃分析研究了基于平板电脑的学习效果。结果表明,平板电脑的使用提高了儿童的学习兴趣,但并没有提高他们的学习效果,而反馈则提高了儿童在训练任务和之后的转纸任务中的表现。对实践和/或政策的启示平板电脑可以在几何教学中提高学生对任务的兴趣,而应用程序的功能在提高学生的学习效果方面起着至关重要的作用。
{"title":"What makes tablet‐based learning effective? A study of the role of real‐time adaptive feedback","authors":"Tiphaine Colliot, Omar Krichen, Nathalie Girard, Éric Anquetil, Éric Jamet","doi":"10.1111/bjet.13439","DOIUrl":"https://doi.org/10.1111/bjet.13439","url":null,"abstract":"This study investigated the added value of real‐time adaptive feedback on seventh graders' performances in tablet‐based geometry learning. To isolate the effects of the medium (ie, tablet) from those of the feedback, three groups were compared: paper‐and‐pencil, pen‐based tablet without feedback and pen‐based tablet with feedback. The feedback was provided by a tutoring system based on an artificial intelligence that automatically interpreted students' pen strokes on the screen. A total of 85 French students drew three geometric shapes, either on paper or on a tablet, and then performed a transfer task on paper. Results showed that using a tablet without feedback did not improve learning but seemed to enhance interest in the task compared to the paper‐and‐pencil group. Students in the tablet with feedback group performed significantly better than the other two groups on learning, as well as on transfer. This study was the first to combine media comparison and added‐value approaches to test the effects on students' geometry performances of using a new educational app on a pen‐based tablet in a naturalistic classroom environment. Results showed that it was not the medium used but the intelligent tutoring system‐based feedback that improved students' performance. Our data therefore indicate that artificial intelligence is a promising way of providing learners with real‐time adaptive feedback in order to improve their performances.\u0000What is already known about this topic\u0000\u0000Previous meta‐analyses have investigated the effects of tablet‐based learning.\u0000Tablet computers have been proven to increase students' motivation.\u0000Yet, the influence of tablet computers on learning outcomes remains inconclusive.\u0000Other studies show that certain features of environments, such as feedback, have positive effects on learning.\u0000What this paper adds\u0000\u0000Most of the previous studies adopted a media comparison approach (paper‐ vs. tablet‐based instruction).\u0000We combine this approach with an added‐value approach by adding or not real‐time AI‐based feedback.\u0000Results showed that tablet use increased children's interest but not their learning outcomes.\u0000Feedback improved children's performance in a training task and a later transfer paper task.\u0000Implications for practice and/or policy\u0000\u0000Tablet computers can promote students' interest in the task during geometry instruction.\u0000App features play a critical role in improving students' learning.\u0000Specifically, IA‐based adaptive feedback helps children to perform better on a geometry task.\u0000\u0000","PeriodicalId":505245,"journal":{"name":"British Journal of Educational Technology","volume":"14 S20","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139794650","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
British Journal of Educational Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1