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Inclusive online learning in Australia: Barriers and enablers 澳大利亚的全纳在线学习:障碍与促进因素
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-11 DOI: 10.1007/s10639-024-13012-3
Linda Marsden, Luke Munn, Liam Magee, Matthew Ferrinda, Justin St. Pierre, Amanda Third

While the pandemic highlighted the critical role technology plays in children’s lives, not all Australian children have reliable access to technology. This situation exacerbates educational disadvantage for children who are already amongst the nation’s most vulnerable. In this research, we carried out a project with three schools in Western Australia, conducting workshops, interviews and surveys with students, parents, and school staff from which we identified key barriers and enablers for digitally inclusive online learning at individual, interpersonal, organizational, and infrastructural levels. Our findings showed that language, credit rating, housing security, quality and affordability of infrastructural provisioning and teacher and family digital literacy all could act as barriers. Alongside provision of connectivity and devices, we successfully piloted a school-based Digital Inclusion Studio workshop to address aspects of this wider socio-ecology of digital inclusion. We conclude with recommendations for cultivating digital inclusion for learning at various levels: in the home, classroom and at the point of digital service provision and regulation.

虽然这次大流行凸显了技术在儿童生活中发挥的关键作用,但并非所有澳大利亚儿童都能可靠地使用技术。这种情况加剧了本已属于全国最弱势儿童的教育劣势。在这项研究中,我们与西澳大利亚的三所学校合作开展了一个项目,对学生、家长和学校教职员工进行了研讨、访谈和调查,并从中找出了在个人、人际、组织和基础设施层面实现数字包容性在线学习的主要障碍和促进因素。我们的研究结果表明,语言、信用等级、住房安全、基础设施供应的质量和可负担性以及教师和家庭的数字素养都可能成为障碍。在提供连接和设备的同时,我们还成功试行了以学校为基础的 "数字包容工作室 "研讨会,以解决数字包容的社会生态问题。最后,我们提出了在家庭、课堂以及数字服务提供和监管等各个层面培养数字包容性学习的建议。
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引用次数: 0
Spanish validation perceived ease of ICT among future early childhood education and primary school teachers 西班牙验证未来幼儿教育和小学教师对信息与传播技术难易程度的感知
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-12983-7
María Pilar Aparicio-Flores, Rosa Pilar Esteve-Faubel, Aitana Fernández-Sogorb, Carolina Gonzálvez

The use of Information and Communication Technologies (ICT) has been increasing in education. Despite its benefits, not everyone perceives its use with the same ease. This raises the need to observe the perceived ease of use (PEOU) of ICT among future teachers, which requires a valid and reliable instrument to measure this variable for the Spanish population. The aim of this study is to validate PEOU among trainee early childhood education and primary education teachers studying at Spanish universities and observe the factorial invariance across gender. Two studies were conducted: the first study consisted of an Exploratory Factor Analysis with 474 students (Mage = 21.17; SD = 4.03), while the second study tested the scale based on 796 students (Mage = 21.25; SD = 3.99). The results found that PEOU is a valid and reliable measurement scale consisting of two factors (FI. Difficulty [α = 0.89] and FII. Ease [α = 0.81], and that there are no gender differences. In conclusion, it provides a scale to assess PEOU of ICT among the Spanish adult population.

信息与传播技术(ICT)在教育领域的应用日益增多。尽管信息和传播技术好处多多,但并不是每个人都能同样轻松地使用它。因此,有必要观察未来教师对信息与传播技术易用性(PEOU)的感知,这就需要一个有效可靠的工具来测量西班牙人口的这一变量。本研究的目的是在西班牙大学学习的幼儿教育和小学教育见习教师中验证 PEOU,并观察不同性别的因子不变性。我们进行了两项研究:第一项研究是对 474 名学生(Mage = 21.17;SD = 4.03)进行探索性因子分析,第二项研究是对 796 名学生(Mage = 21.25;SD = 3.99)进行量表测试。结果发现,PEOU 是由两个因子(FI.难度[α = 0.89]和 FII.容易度[α=0.81],并且不存在性别差异。总之,它为评估西班牙成年人对信息和通信技术的兴趣程度提供了一个量表。
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引用次数: 0
Exploring the metacognition of self-directed informal learning on social media platforms: taking time and social interactions into consideration 探索社交媒体平台上自主非正式学习的元认知:将时间和社交互动考虑在内
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13026-x
Huijin Lu, Maria Limniou, Xiaojun Zhang

Social media has been recognized as a promising online communication environment that supports self-directed informal learning activities outside educational institutions. Development of metacognition is necessary for self-directed learning. Nevertheless, most studies have focused on the use of social media for formal learning. To fill this gap, we consider the specific nature of informal learning on social media and conduct an empirical study targeting individuals who initiate informal learning on one of the most popular social media platforms in China (Bilibili). We derive a new term, Metacognitive Involvement (MCI), to consider multiple facets of metacognition and examine how various MCI patterns change over time and their associations with social interactions based on Social Network Analysis (SNA). In total, 2,434 comments are manually coded and analyzed from one of Bilibili’s most popular learning channels. Our findings reveal that unlike in formal learning where learners do not divulge regarding metacognition, in an informal learning environment they are more active in sharing MCI across time. Furthermore, MCI plays the role of, among others, triggering interactions and MCI-related patterns. It highlights that informal learning on social media is turning MCI development from a static reflection by individuals to a highly dynamic and ongoing process impacted by others. The implications of this study are related to a further understanding of learners’ MCI development as well as how the dynamic mechanisms of informal learning on social media could promote personal development.

社交媒体已被公认为是一种前景广阔的在线交流环境,可支持教育机构之外的自主非正式学习活动。元认知的发展是自主学习的必要条件。然而,大多数研究都集中于社交媒体在正规学习中的应用。为了填补这一空白,我们考虑了社交媒体上非正式学习的特殊性质,并针对在中国最受欢迎的社交媒体平台之一(Bilibili)上发起非正式学习的个人开展了一项实证研究。我们提出了一个新术语--元认知参与(MCI),以考虑元认知的多个方面,并基于社交网络分析(SNA)研究了各种 MCI 模式随时间的变化及其与社交互动的关联。我们对来自 Bilibili 最受欢迎的学习频道之一的 2,434 条评论进行了人工编码和分析。我们的研究结果表明,在正规学习中,学习者不会透露元认知,而在非正规学习环境中,学习者会更积极地分享跨时间的元认知。此外,元认知还起到了引发互动和元认知相关模式的作用。研究强调,社交媒体上的非正式学习正在将 MCI 的发展从个人的静态反思转变为受他人影响的高度动态和持续的过程。本研究的意义在于进一步了解学习者的 MCI 发展,以及社交媒体上非正式学习的动态机制如何促进个人发展。
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引用次数: 0
English teachers’ gamification satisfaction and perception scale (ETGSPS) development and validation 英语教师游戏化满意度与感知量表(ETGSPS)的开发与验证
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13001-6
Jakub Helvich, Lukas Novak, Petr Mikoska, Stepan Hubalovsky, Katerina Juklova

Over the years, gamification has played an important role in English education. Despite the promising results, there is a scarcity of research on gamified English teaching. Additionally, most studies addressing this topic used tools with problematic validity, posing challenges in interpreting their findings. Therefore, the objectives were to develop and validate a measure assessing the teacher-perceived applicability of gamification applications and the perceived effect on learners’ motivation and learning outcomes. Two samples of 278 (M = 41.2, SD = 9.38; 81.3% females) and 333 (M = 43.7, SD = 9.2; 87% females) participants were used for Exploratory and Confirmatory Factor Analyses, respectively. Network analysis examined the mutual dynamics between the items. Additionally, two retest samples were collected to explore the stability of the scale. Measurement invariance was examined between the samples and education levels. The construct validity was assessed by examining associations with other constructs using Spearman’s Rank correlations. The results supported the four-factor model (CFI = 0.863; TLI = 0.85; RMSEA = 0.076; SRMR = 0.077) with excellent internal consistency (Cronbach’s α = 0.91 and McDonald’s ω = 0.94) and excellent stability (ICC = 0.96). The network analysis identified 9 communities. The measurement invariance revealed that the scale measures the same across different education levels and samples. Spearman’s Rank correlations suggested statistically significant associations between individual subscales and selected constructs except between learning outcomes and general point averages. Altogether, the scale exhibits a high temporal and cross-level robustness, making it a valuable tool for gamification assessment in English teaching.

多年来,游戏化在英语教育中发挥了重要作用。尽管取得了可喜的成果,但有关游戏化英语教学的研究却很少。此外,大多数针对这一主题的研究使用的工具在有效性方面存在问题,这给解释研究结果带来了挑战。因此,我们的目标是开发并验证一种测量方法,评估教师认为游戏化应用的适用性以及对学习者学习动机和学习成果的影响。研究人员分别对 278 名(男 = 41.2,女 SD = 9.38;81.3% 为女性)和 333 名(男 = 43.7,女 SD = 9.2;87% 为女性)参与者进行了探索性因素分析和确认性因素分析。网络分析研究了各项目之间的相互动态关系。此外,还收集了两个重测样本,以探讨量表的稳定性。对样本和教育水平之间的测量不变性进行了检验。通过使用斯皮尔曼等级相关检验与其他建构之间的关联,评估了建构效度。结果支持四因素模型(CFI = 0.863; TLI = 0.85; RMSEA = 0.076; SRMR = 0.077),具有良好的内部一致性(Cronbach's α = 0.91 和 McDonald's ω = 0.94)和出色的稳定性(ICC = 0.96)。网络分析确定了 9 个群体。测量不变性表明,该量表在不同教育水平和样本中的测量结果相同。斯皮尔曼等级相关性表明,除了学习成绩和总平均分之间的相关性外,各分量表和选定的建构之间都存在统计意义上的显著相关性。总之,该量表具有较高的时间和跨层次稳健性,是英语教学游戏化评估的重要工具。
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引用次数: 0
Feasibility study on virtual reality-based training for skin cancer screening: Bridging the gap in dermatological education 基于虚拟现实的皮肤癌筛查培训可行性研究:缩小皮肤病学教育的差距
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13019-w
Marvin Mergen, Lisa Will, Norbert Graf, Marcel Meyerheim

Despite growing interest in the inclusion of virtual reality (VR) in medical education, its full potential for immersive and interactive training remains underutilized, particularly in dermatology. As part of a multidisciplinary project, we tested the feasibility of integrating a VR training scenario for a complete skin cancer screening into the curriculum with 58 medical students. The evaluation focused on simulation usability, cognitive task load, immersion, change in perceived competence, suitability, and cybersickness using established and adapted questionnaires. Participants reported rather high levels of system usability and immersion and medium cognitive task load. Self-assessed competence in performing a skin cancer screening increased significantly after the training simulation.

Prior skin cancer screening experience correlated positively with self-assessed competence and theoretical knowledge, which themselves were neither related to gender nor age. Age correlated negatively with perceived usability and immersion, enjoyment of learning during the simulation and assessed appropriateness of the simulation to learn a dermatological full-body examination while being positively correlated with perceived cybersickness. Gender was significantly associated with the need for technical help during the simulation and openness to new technologies.

As a blueprint of a feasibility evaluation, this study can contribute to further refinement of the presented and relatable VR applications in medical curricula.

尽管人们对将虚拟现实(VR)纳入医学教育的兴趣与日俱增,但其在沉浸式互动培训方面的全部潜力仍未得到充分利用,尤其是在皮肤病学领域。作为多学科项目的一部分,我们测试了将完整皮肤癌筛查的 VR 培训场景纳入 58 名医学生课程的可行性。评估的重点是模拟可用性、认知任务负荷、沉浸感、感知能力的变化、适用性,以及使用既定和改编问卷的晕机感。参与者报告了相当高的系统可用性和沉浸感,以及中等的认知任务负荷。在模拟训练后,进行皮肤癌筛查的自评能力显著提高。之前的皮肤癌筛查经验与自评能力和理论知识呈正相关,而自评能力和理论知识本身与性别和年龄无关。年龄与感知到的可用性和沉浸感、在模拟过程中的学习乐趣以及模拟对学习皮肤病全身检查的适当性呈负相关,而与感知到的网络晕眩呈正相关。作为可行性评估的蓝图,本研究有助于进一步完善医学课程中的VR应用。
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引用次数: 0
The effects of an augmented reality lens imaging learning system on students’ science achievement, learning motivation, and inquiry skills in physics inquiry activities 增强现实镜头成像学习系统对学生在物理探究活动中的科学成就、学习动机和探究技能的影响
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-12973-9
Yu-Jun Liao, Wernhuar Tarng, Tzu-Ling Wang

The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students’ science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging unit. A quasi-experimental design was utilized comprising an experimental group and a control group. The participants included 60 eighth-grade students from two classes in a junior high school in Taiwan. One class, consisting of 30 students, was assigned as the experimental group and utilized an AR lens imaging learning system for inquiry-based learning. The other class, also consisting of 30 students, served as the control group and utilized traditional lens imaging devices for inquiry-based learning. The instructional duration comprised two sessions totaling 90 min. The study’s results revealed that implementing the AR lens imaging learning system for inquiry-based learning resulted in improvements in overall science achievement in the lens imaging unit. Additionally, individual science achievement was enhanced in the convex and concave lens imaging topics. Furthermore, the AR lens imaging learning system increased students’ motivation for science learning. It also enhanced students’ specific inquiry skills in the concave lens imaging topic, such as observation and analysis and discovery. However, no enhancement was observed in inquiry skills for the convex lens imaging topic.

本研究旨在探讨采用增强现实(AR)镜头成像系统对探究式学习的影响,涉及初中学生的科学成绩、科学学习动机和探究技能。为此,我们专门为镜头成像单元开发了一个 AR 镜头成像学习系统。实验采用准实验设计,包括一个实验组和一个对照组。参与者包括来自台湾一所初中两个班级的 60 名八年级学生。一个班有 30 名学生,被指定为实验组,利用 AR 镜头成像学习系统进行探究式学习。另一个班也有 30 名学生,作为对照组,使用传统镜头成像设备进行探究式学习。教学时间为两节课,共 90 分钟。研究结果表明,在探究式学习中使用 AR 镜头成像学习系统提高了镜头成像单元的整体科学成绩。此外,凸透镜和凹透镜成像主题的个人科学成绩也得到了提高。此外,AR 镜头成像学习系统提高了学生的科学学习积极性。它还提高了学生在凹透镜成像课题中的特定探究技能,如观察、分析和发现。然而,凸透镜成像专题的探究技能没有得到提高。
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引用次数: 0
Should there be an attitude in motivating students to achieve satisfaction in blended learning? 在混合式学习中,是否应采取激励学生的态度,使其获得满足感?
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13029-8
Sri Wilda Albeta, Jimmi Copriady, Yustina, Radjawali Usman Rery

The present study aims to explore the factors influencing learning satisfaction in blended learning implementation. The two variables are attitude and motivation. In addition, this study aims to explain the difference between students’ attitudes, motivation, and learning satisfaction based on gender and the scientific field. A number of 488 students filled out the questionnaires. The interesting aspect of the finding in this study is that attitude is more effective in learning satisfaction if there is motivation to intervene in the blended learning implementation. The effect of motivation as intervening in the model provides a higher significant influence on satisfaction in learning than attitude directly. Other findings, in this study, present that learning satisfaction on the learning implementation can be achieved by students without any difference in gender and scientific field. Science students have higher attitudes and motivation in learning than non-science students. Male students’ attitudes and motivation are higher than female students. The present study contributes to providing empirical evidence and explaining the factors influencing learning satisfaction. The variables are attitude and motivation, which influence students learning satisfaction. The present study, in practice, provides information for teachers and educational institutions to be able to upgrade student attitudes and motivation in blended learning in order to reach student learning satisfaction. Blended learning can be implemented sustainably by considering aspects of student characteristics.

本研究旨在探讨混合式学习实施过程中影响学习满意度的因素。这两个变量是态度和动机。此外,本研究还旨在解释基于性别和科学领域的学生态度、学习动机和学习满意度之间的差异。共有 488 名学生填写了调查问卷。本研究发现的有趣之处在于,如果有干预混合式学习实施的动机,态度对学习满意度的影响会更大。与态度直接影响学习满意度相比,动机介入模型对学习满意度的影响更大。本研究的其他发现表明,学生在学习实施过程中的学习满意度与性别和科学领域没有任何差异。理科学生的学习态度和动机高于非理科学生。男生的学习态度和动机高于女生。本研究有助于提供实证证据,解释影响学习满意度的因素。影响学生学习满意度的变量是态度和动机。本研究在实践中为教师和教育机构提供了信息,使他们能够在混合式学习中提升学生的态度和学习动机,以达到学生的学习满意度。考虑到学生特点的各个方面,混合式学习可以持续实施。
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引用次数: 0
Examining self-regulation models of programming students in visual environments: A bottom-up analysis of learning behaviour 研究视觉环境中编程学生的自我调节模式:自下而上的学习行为分析
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13016-z
Zhaojun Duo, Jianan Zhang, Yonggong Ren, Xiaolu Xu

Self-regulated learning (SRL) significantly impacts the process and outcome of programming problem-solving. Studies on SRL behavioural patterns of programming students based on trace data are limited in number and lack of coverage. In this study, hence, the Hidden Markov Model (HMM) was employed to probabilistically mine trace data from a visual programming learning platform, intending to unveil students’ SRL states and patterns during programming problem-solving in a bottom-up manner. Furthermore, the K-means clustering technique was utilized to cluster the Online Self-regulated Learning Questionnaire (OSLQ) survey data, enabling the investigation of prominent behavioural characteristics and patterns among students with differing levels of SRL. The results show that programming problem-solving involves five SRL states: problem information processing, task decomposition and planning, goal-oriented knowledge reconstruction, data modelling and solution formulating. Students with a high level of SRL are more engaged in the problem information processing stage, where they plan task objectives and develop problem-solving strategies by profoundly analyzing the structural relationships of the problem. In contrast, students with low levels of SRL decompose the problem and develop a strategic approach through interacting with the knowledge content, which results in a certain blindness in the problem-solving process.

自我调节学习(SRL)对程序设计问题解决的过程和结果有重大影响。基于跟踪数据对编程学生自律学习行为模式的研究数量有限,且缺乏覆盖面。因此,本研究采用隐马尔可夫模型(HMM)对可视化编程学习平台的跟踪数据进行概率挖掘,旨在以自下而上的方式揭示学生在编程问题解决过程中的自律学习状态和模式。此外,还利用 K-means 聚类技术对在线自律学习问卷(OSLQ)调查数据进行聚类,从而研究不同自律学习水平的学生的突出行为特征和模式。结果表明,程序设计问题的解决涉及五种自律学习状态:问题信息处理、任务分解和规划、目标导向的知识重建、数据建模和解决方案制定。SRL 水平高的学生在问题信息处理阶段更投入,他们通过深刻分析问题的结构关系来规划任务目标和制定解决问题的策略。与此相反,自学能力水平低的学生则通过与知识内容的互动来分解问题并制定策略方法,这就造成了他们在解决问题过程中的一定盲目性。
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引用次数: 0
Immersive virtual reality in education: impact on the emotional intelligence of university students 沉浸式虚拟现实教育:对大学生情商的影响
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13013-2
Yiluo Wang, Lifang Pan

At present, when the educational process takes place both in classrooms and remotely, the role of innovative technologies is rapidly increasing. The purpose of the study is to determine the influence of immersive virtual reality in teaching on predictors of emotional intelligence development in university students. The questionnaire method was used in the work. In this study, the experimental group utilized immersive virtual reality based on SV-IVR videos, while the control group underwent instruction through traditional methods. According to the Self-Emotional Appraisal, the experimental group showed higher post-test values compared with the control group. In Others’ Emotional Appraisal, the experimental group also showed a significant increase in post-test results, compared with the control group. These results indicate that VR training improves the assessment of other people’s emotions and positively affects the self-assessment of emotions. As for the Use of Emotions, the experimental group and the control group showed a slight increase in post-test results. Final data on the Regulation of Emotions in the experimental group were higher in the post-test compared to the control group. The significant difference between the post-testing indicators of the two groups highlights the positive impact of VR training on the regulation of emotions. Adequate teaching methods, particularly incorporating innovative technologies (virtual reality), have the potential to enhance and cultivate emotional intelligence among students. The need for additional scientific research on a specific issue lies in the importance of organizing, summarizing, and validating the effectiveness of training future university teachers to incorporate virtual reality into their classes.

目前,无论是在课堂上还是在远程教育过程中,创新技术的作用都在迅速增强。本研究旨在确定沉浸式虚拟现实教学对大学生情商发展预测因素的影响。研究采用了问卷调查法。在本研究中,实验组利用基于 SV-IVR 视频的沉浸式虚拟现实技术,而对照组则通过传统方法进行教学。在 "自我情感评价 "方面,实验组的测试后数值高于对照组。在 "他人情感评价 "方面,与对照组相比,实验组的后测结果也有显著提高。这些结果表明,VR 培训改善了对他人情绪的评估,并对自我情绪评估产生了积极影响。至于 "情绪的使用",实验组和对照组的后测成绩都略有上升。与对照组相比,实验组在情绪调节方面的最终数据在后测中更高。两组的后测指标差异明显,凸显了 VR 培训对情绪调节的积极影响。适当的教学方法,尤其是结合创新技术(虚拟现实)的教学方法,有可能提高和培养学生的情商。针对具体问题进行更多科学研究的必要性在于,对未来大学教师将虚拟现实技术融入课堂的培训效果进行整理、总结和验证具有重要意义。
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引用次数: 0
Google or ChatGPT: Who is the better helper for university students Google 还是 ChatGPT:谁是大学生的好帮手
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-10 DOI: 10.1007/s10639-024-13002-5
Mengmeng Zhang, Xiantong Yang

Using information technology tools for academic help-seeking among college students has become a popular trend. In the evolutionary process between Generative Artificial Intelligence (GenAI) and traditional search engines, when students face academic challenges, do they tend to prefer ChatGPT, or are they more inclined to utilize Google? And what are the key factors influencing learners’ preference to use ChatGPT for academic help-seeking? These relevant questions merit attention. The study employed a mixed-method research design to investigate university students’ online academic help-seeking preferences. The results indicated that students tend to prefer using ChatGPT to seek academic assistance, reflecting the potential popularity of GenAI in the educational field. Additionally, in comparing seven machine learning algorithms, the Random Forest and LightGBM algorithms exhibited superior performance. These two algorithms were employed to evaluate the predictive capability of 18 potential factors. It was found that ChatGPT fluency, ChatGPT distortions, and age were the core factors influencing how university students seek academic help. Overall, this study underscores that educators should prioritize the cultivation of students’ critical thinking skills, while technical personnel should enhance the fluency and reliability of ChatGPT and Google searches, and explore the integration of chat and search functions to achieve optimal balance.

大学生利用信息技术工具寻求学术帮助已成为一种流行趋势。在生成式人工智能(GenAI)与传统搜索引擎的进化过程中,当学生面临学业挑战时,他们是倾向于使用ChatGPT,还是更倾向于使用谷歌?影响学习者使用 ChatGPT 寻求学术帮助的关键因素是什么?这些相关问题值得关注。本研究采用混合方法研究设计,调查了大学生的在线学术求助偏好。结果表明,学生倾向于使用 ChatGPT 寻求学术帮助,这反映了 GenAI 在教育领域的潜在受欢迎程度。此外,在对七种机器学习算法的比较中,随机森林算法和LightGBM算法表现优异。这两种算法被用来评估 18 个潜在因素的预测能力。结果发现,ChatGPT 流畅度、ChatGPT 失真和年龄是影响大学生如何寻求学术帮助的核心因素。总之,本研究强调教育工作者应优先培养学生的批判性思维能力,而技术人员则应提高 ChatGPT 和谷歌搜索的流畅性和可靠性,并探索聊天和搜索功能的整合,以实现最佳平衡。
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引用次数: 0
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