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ChatGPT as an automated essay scoring tool in the writing classrooms: how it compares with human scoring ChatGPT 作为写作课堂上的自动作文评分工具:与人工评分的比较
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-13 DOI: 10.1007/s10639-024-12891-w
Ngoc My Bui, Jessie S. Barrot

With the generative artificial intelligence (AI) tool’s remarkable capabilities in understanding and generating meaningful content, intriguing questions have been raised about its potential as an automated essay scoring (AES) system. One such tool is ChatGPT, which is capable of scoring any written work based on predefined criteria. However, limited information is available about the reliability of this tool in scoring the different dimensions of writing quality. Thus, this study examines the relationship between the scores assigned by ChatGPT and a human rater and how consistent ChatGPT-assigned scores are when taken at multiple time points. This study employed a cross-sectional quantitative approach in analyzing 50 argumentative essays from each proficiency level (A2_0, B1_1, B1_2, and B2_0), totaling 200. These essays were rated by ChatGPT and an experienced human rater. Using correlational analysis, the results reveal that ChatGPT’s scoring did not align closely with an experienced human rater (i.e., weak to moderate relationships) and failed to establish consistency after two rounds of scoring (i.e., low intraclass correlation coefficient values). These results were primarily attributed to ChatGPT’s scoring algorithm, training data, model updates, and inherent randomness. Implications for writing assessment and future studies are discussed.

由于人工智能(AI)生成工具在理解和生成有意义的内容方面具有非凡的能力,人们对其作为自动作文评分(AES)系统的潜力提出了一些耐人寻味的问题。ChatGPT 就是这样一种工具,它能够根据预定义的标准对任何书面作品进行评分。然而,有关该工具在对写作质量的不同维度进行评分时的可靠性的信息十分有限。因此,本研究探讨了 ChatGPT 与人工评分者之间的关系,以及 ChatGPT 在多个时间点给出的分数的一致性。本研究采用横断面定量方法,分析了每个水平级别(A2_0、B1_1、B1_2 和 B2_0)的 50 篇议论文,共计 200 篇。这些作文由 ChatGPT 和一位经验丰富的人工评分员进行评分。通过相关分析,结果显示 ChatGPT 的评分与经验丰富的人类评分员的评分并不一致(即弱至中等关系),并且在两轮评分后未能建立一致性(即类内相关系数值较低)。这些结果主要归因于 ChatGPT 的评分算法、训练数据、模型更新和固有的随机性。本文讨论了写作评估和未来研究的意义。
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引用次数: 0
Greek translation, cultural adaptation, and psychometric validation of beginners computational thinking test (BCTt) 初学者计算思维测试(BCTt)的希腊语翻译、文化适应和心理测量验证
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-13 DOI: 10.1007/s10639-024-12887-6
Ioannis Vourletsis, Panagiotis Politis

Computational thinking (CT) is regarded as a valuable skill set for the students of the 21st century, fostering problem-solving skills applicable to academic disciplines and everyday problems. Assessing CT involves evaluating the development of its concepts, practices, and perspectives. However, establishing comprehensive and validated assessments across different educational levels remains challenging. The Beginners Computational Thinking Test (BCTt) is a validated tool for assessing CT concepts among primary school students, especially during their first grades (ages 5 to 10). This paper describes the translation, cultural adaptation, and psychometric validation of the BCTt for use with Greek students. The translation process involved both forward and backward translation, while the validity assessment included content and construct validity. The psychometric properties of the adapted scale were also evaluated using Item Difficulty Index, Item Discrimination Index, internal consistency, and test-retest reliability. The results indicated that the Greek version of the BCTt can be used as a reliable and valid tool for assessing the CT skills among students in the three lower grades of primary school, with greater suitability for use among students in the two lower grades. Finally, our findings contribute to improving the existing assessment tools tailored to primary school students while guiding future refinement efforts to enhance overall psychometric quality.

计算思维(CT)被认为是 21 世纪学生的一项宝贵技能,它可以培养适用于学科和日常问题的解决问题的技能。对计算思维的评估包括对其概念、实践和观点的发展进行评价。然而,在不同教育阶段建立全面、有效的评估仍具有挑战性。初学者计算思维测试(BCTt)是一种经过验证的工具,用于评估小学生的计算思维概念,尤其是一年级(5 至 10 岁)的学生。本文介绍了针对希腊学生的 BCTt 的翻译、文化适应和心理测量验证。翻译过程包括正译和反译,而效度评估则包括内容效度和结构效度。此外,还使用项目难度指数、项目辨别指数、内部一致性和重复测试信度对改编量表的心理测量特性进行了评估。结果表明,希腊语版 BCTt 可作为一种可靠有效的工具,用于评估小学低年级三个年级学生的 CT 技能,而且更适合用于低年级两个年级的学生。最后,我们的研究结果有助于改进现有的针对小学生的评估工具,同时指导今后的改进工作,以提高整体心理测量质量。
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引用次数: 0
Designing and evaluating ONCologic EMergencies escape room game for undergraduate nursing students: The ONCEM quasi-experimental pilot study 为护理专业本科生设计和评估 ONCologic EMergencies 逃生室游戏:ONCEM 准实验试点研究
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-12 DOI: 10.1007/s10639-024-12885-8
Ayşe Arikan Dönmez, Afra Çalik, Kübra Terzi, Sevgisun Kapucu

The present pilot study aimed to develop, implement, and evaluate an escape room game for oncologic emergencies. This quasi-experimental pilot study was developed and evaluated by teachers for an oncology nursing course. A total of 76 nursing students ​participated in the study. After completing the game, students were given access to the data collection tools including “Introductory Information Form, Instructional Materials Motivation Survey, Student Satisfaction and Self-Confidence in Learning Scale, Simulation Design Scale by clicking on a link at the end of the game. Findings revealed that the students participating in the escape room game were highly motivated, satisfied, and self-confident with learning, and they were also satisfied with the design of the game. There were statistical differences between the total and sub-dimension scores of the variables examined and the scales used (p < 0,05). The current study on the use of an oncological emergencies-themed escape room as a teaching and learning strategy has provided promising insights. In nursing education, traditionally dominated by theoretical and practical intensive content, current study findings underline the value of this innovative strategy in helping students to improve motivation, satisfaction, and confidence in learning.

本试点研究旨在开发、实施和评估针对肿瘤急诊的逃生室游戏。这项准实验性试点研究由肿瘤护理课程的教师开发和评估。共有 76 名护理专业学生参与了这项研究。在完成游戏后,学生可以通过点击游戏结束时的链接访问数据收集工具,包括 "介绍信息表、教材动机调查表、学生满意度和学习自信心量表、模拟设计量表"。调查结果显示,参与密室逃脱游戏的学生对学习的积极性、满意度和自信心都很高,他们对游戏的设计也很满意。所研究变量的总分和分维度得分与所使用的量表之间存在统计学差异(p < 0,05)。目前关于将以肿瘤急症为主题的逃生室作为一种教学策略的研究提供了很有前景的见解。在传统上以理论和实践强化内容为主的护理教育中,目前的研究结果强调了这一创新策略在帮助学生提高学习动力、满意度和信心方面的价值。
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引用次数: 0
Exploring the digital divide in primary education: A comparative study of urban and rural mathematics teachers’ TPACK and attitudes towards technology integration in post-pandemic China 探索小学教育中的数字鸿沟:后大流行时代中国城乡数学教师技术知识包与技术整合态度的比较研究
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-12 DOI: 10.1007/s10639-024-12890-x
Mao Li

This study investigates disparities in Technological Pedagogical Content Knowledge (TPACK) and attitudes towards digital technology integration among primary mathematics teachers in urban and rural China. In response to the post-pandemic era’s rapid technological advances, this research highlights the digital divide in primary education. A survey of 366 teachers assessed TPACK proficiency, technology access, professional development, and demographic impact factors like age and gender. The instrument, refined through Exploratory Factor Analysis (EFA) and confirmed with Confirmatory Factor Analysis (CFA), provided reliable measures. Data analysis employed descriptive statistics and non-parametric tests (Mann-Whitney U and Kruskal-Wallis) to explore differences across demographics. Findings reveal stark contrasts between urban and rural educators. Urban teachers exhibited higher TPACK proficiency and more favourable attitudes towards technology, likely due to enhanced access to resources and professional development. Conversely, rural teachers, challenged by limited access and support, displayed lower proficiency and less positive attitudes. Furthermore, younger teachers showed greater ease with technology integration than older counterparts, with no significant gender differences. The study’s implications highlight the need for tailored professional development in rural areas and equitable policymaking for technology access across all educational environments. These findings illuminate the urban-rural digital divide in China’s primary education and contribute to the global understanding of technology integration in diverse educational settings. Also, this research enriches the academic discourse on technological equity in education, providing a framework for comparative international studies and policy development.

本研究调查了中国城市和农村小学数学教师在技术教学内容知识(TPACK)和对数字技术整合态度方面的差异。为了应对后大流行时代的快速技术进步,本研究强调了小学教育中的数字鸿沟。通过对 366 名教师进行调查,评估了他们的 TPACK 熟练程度、技术获取途径、专业发展以及年龄和性别等人口影响因素。调查工具经过探索性因子分析(EFA)的改进和确证性因子分析(CFA)的确认,提供了可靠的测量指标。数据分析采用了描述性统计和非参数检验(Mann-Whitney U 和 Kruskal-Wallis),以探讨不同人口统计学因素之间的差异。研究结果显示,城市和农村教育工作者之间存在鲜明对比。城市教师的 TPACK 熟练程度更高,对技术的态度也更积极,这可能是由于他们有更多的机会获得资源和专业发展。与此相反,农村教师由于资源和支持有限,熟练程度较低,态度也不积极。此外,年轻教师比年长教师更易于技术整合,性别差异不明显。这项研究的意义强调,需要在农村地区开展有针对性的专业发展,并为所有教育环境中的技术使用制定公平的政策。这些发现揭示了中国小学教育中的城乡数字鸿沟,有助于全球了解不同教育环境中的技术整合。此外,这项研究还丰富了有关教育技术公平的学术讨论,为国际比较研究和政策制定提供了一个框架。
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引用次数: 0
Proactive personality, interaction, and teaching strategy alignment: A conceptual-level analysis of interaction in distance learning 积极主动的个性、互动和教学策略调整:远程学习中互动的概念层面分析
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-12 DOI: 10.1007/s10639-024-12893-8
Hao Zhang, Shihan Chen, Sen Zheng

Based on the instructional interaction principles outlined by Chen and Wang (2016) in third-generation distance learning, this study employs a recursive logical perspective on the evolution of the theory of interaction in distance education. It constructs a structural equation model to measure the mediating utility path of the learner’s proactive personality and the interactive outcomes of online learning to test the hierarchical relationships in the instructional interaction concepts of third-generation distance learning. The study proposes a mechanism for cultivating and transforming proactive personality, aiming to explore the potential pathways for online differentiated instruction management based on learner personality traits. The research conclusions reevaluate the conceptual hierarchy under the third-generation distance learning interaction theory and confirm the positive and significant impact of proactive personality on learners’ online learning interaction. According to the data analysis, recommendations are made for the implementation of personalized teaching strategies based on the strength of the proactive personality: (1)Teaching strategies for individuals with strong proactive personalities should adhere to principles of open environments, challenging tasks, shaping central roles, and immediate high-frequency interactions; (2) Teaching strategies for individuals with weak proactive personalities should adhere to principles of creating an active atmosphere while downplaying identity, stimulating introspection and providing timely feedback, and offering simple and low-pressure tasks; (3) By mixing individuals with a wide range of proactive personality traits and implementing intra-group settings and teacher-driven approaches, the learning drive of individuals with strong proactive personalities can be leveraged to benefit those with weak proactive personalities. This study contribute to explain the explicit process of learners’ cognitive networks and presents the direction of knowledge transmission and its periodic forms, which enriches the theoretical basis for the evaluation of instructional interaction in online courses and provides practical references for personalized teaching interaction strategies.

本研究基于Chen和Wang(2016)概述的第三代远程教育中的教学互动原则,采用递归逻辑视角研究远程教育中互动理论的演变。它构建了一个结构方程模型来测量学习者主动性人格与在线学习互动结果的中介效用路径,以检验第三代远程教育教学互动理念中的层次关系。研究提出了积极主动人格的培养与转化机制,旨在探索基于学习者人格特质的在线差异化教学管理的潜在路径。研究结论重新评估了第三代远程学习互动理论下的概念层次,证实了积极主动型人格对学习者在线学习互动的积极显著影响。根据数据分析,提出了基于主动型人格力量的个性化教学策略实施建议:(1)针对主动性强的个体,教学策略应坚持开放环境、挑战性任务、塑造中心角色、即时高频互动等原则;(2)针对主动性弱的个体,教学策略应坚持营造活跃氛围的同时淡化身份、激发内省并及时反馈、提供简单低压任务等原则;(3) 通过混合具有各种积极主动个性特征的个体,实施组内设置和教师驱动的方法,可以利用积极主动个性强的个体的学习动力,使积极主动个性弱的个体受益。本研究有助于解释学习者认知网络的显性过程,提出知识传播的方向及其周期性形式,丰富了网络课程教学互动评价的理论基础,为个性化教学互动策略提供了实践参考。
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引用次数: 0
A framework for designing software engineering project-based learning experiences based on the 4 C/ID model 基于 4 C/ID 模型的软件工程项目式学习体验设计框架
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-12 DOI: 10.1007/s10639-024-12882-x
Nikola Luburić, Jelena Slivka, Luka Dorić, Simona Prokić, Aleksandar Kovačević

Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with learning principles. This study designs a framework that aids software engineering instructors in designing, administering, and refining structured PBL experiences. We follow design science research to iteratively understand the problem of effective PBL experiences and design solutions for consistently creating them. We validate our intermediary designs by instantiating PBL experiences for a fourth-year undergraduate course on software design, running the experience, and reflecting on the gathered data. We repeat this process four times. Through the lens of pragmatism, we validate our final design by interviewing five software engineering instructors to examine the applicability of our framework to their courses. The resulting framework is based on the four-component instructional design model, where each instantiated PBL experience is a sequence of learning tasks. The framework is divided into four composite activities to reduce the cost of authoring PBL experiences. The paper includes heuristics and examples to aid instructors in using our framework. The designed framework has successfully created four large-scale PBL experiences, each lasting three months and including teams of 16 students. The case study results and the interviewees’ perceptions indicate that the framework is useful for higher education study programs, coding boot camps, and onboarding corporate training programs.

基于项目的学习(PBL)是一种学习技术,因其能够提高特定领域和一般领域的技能以及相关的知识和态度而备受赞誉。然而,持续设计有效的 PBL 体验具有挑战性,这主要是由于在设计符合学习原则的 PBL 体验时缺乏教师的支持和指导。本研究设计了一个框架,帮助软件工程教师设计、管理和完善结构化 PBL 体验。我们按照设计科学研究的方法,反复理解有效 PBL 体验的问题,并为持续创造这些体验设计解决方案。我们通过在四年级本科生软件设计课程中实施 PBL 体验、运行体验并对收集的数据进行反思来验证我们的中间设计。这个过程我们重复了四次。通过实用主义的视角,我们对五位软件工程教师进行了访谈,以考察我们的框架在他们课程中的适用性,从而验证了我们的最终设计。最终形成的框架基于四组件教学设计模式,其中每个实例化的 PBL 体验都是一连串的学习任务。该框架分为四个复合活动,以降低编写 PBL 体验的成本。论文包括启发式方法和示例,以帮助教师使用我们的框架。所设计的框架已成功创建了四个大型 PBL 体验,每个体验持续三个月,包括由 16 名学生组成的团队。案例研究结果和受访者的看法表明,该框架适用于高等教育学习项目、编码训练营和企业入职培训项目。
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引用次数: 0
Applying the Gollin effect to design VR for stargazing, and exploring the correlates between participants’ VR self-efficacy, interest, frustration, flow experience and learning outcomes 应用戈林效应设计观星 VR,探索参与者的 VR 自我效能、兴趣、挫败感、流动体验和学习成果之间的相关性
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-11 DOI: 10.1007/s10639-024-12860-3
Kai-Hsin Tai, Jon-Chao Hong

Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a remote controller joystick, we designed an immersive Virtual Reality (IVR) game named Stargazing-Fun for participants to locate stars with different levels of brightness and to draw lines between stars to form constellations. To understand the learning effect of this IVR design, visitors to an Astronomical Museum were invited to take part in an experiment, during which the learning effectiveness of IVR-Stargazing-Fun was examined by conducting pre- and post-tests and administering a questionnaire related to IVR self-efficacy, learning interest, IVR frustration, and flow experience. A total of 213 useful data were subjected to structural equation modeling. The results of this study indicated that IVR self-efficacy was positively related to learning interest, but negatively related to IVR frustration; flow experience could be positively predicted by learning interest, but negatively predicted by IVR frustration; and flow experience could positively predict learning outcome. Besides, comparing the pretest and posttest, the results showed learning progress in IVR practice. Results imply that the Gollin effect can be applied to VR designs for beginner of stargazing.

恒星观测包括研究恒星的形成、恒星的特性和支配恒星的物理定律,对许多学习者来说是一个容易接受的课题;然而,许多观星初学者可能会觉得具有挑战性。通过应用动画显示中的补充戈林效应和使用遥控器操纵杆进行游戏般的触觉效应,我们设计了一个名为 "观星乐趣 "的沉浸式虚拟现实(IVR)游戏,让参与者找到不同亮度的恒星,并在恒星之间画线组成星座。为了了解这种 IVR 设计的学习效果,我们邀请一家天文博物馆的参观者参加了一项实验,在实验过程中,通过进行前测和后测,以及发放有关 IVR 自我效能、学习兴趣、IVR 挫折感和流动体验的问卷,考察了 IVR-Stargazing-Fun 的学习效果。共对 213 个有用数据进行了结构方程建模。研究结果表明,IVR自我效能感与学习兴趣呈正相关,但与IVR挫败感呈负相关;学习兴趣可以正向预测流动体验,但IVR挫败感可以负向预测流动体验;流动体验可以正向预测学习结果。此外,对比前测和后测,结果显示了 IVR 实践中的学习进步。研究结果表明,戈林效应可应用于观星初学者的 VR 设计。
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引用次数: 0
Learner acceptance of video conferencing technologies and e-professionalism 学习者对视频会议技术和电子专业主义的接受程度
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-11 DOI: 10.1007/s10639-024-12880-z
Hulya Julie Yazici

As institutions continue blended or hybrid learning, video conferencing in education remains central. This study investigates learner acceptance with three popular videoconferencing platforms – Zoom, Microsoft Teams, and BigBlueButton – and the development of e-professionalism. E-professionalism applies professionalism to online behaviors, including social media. We develop an expanded Technology Acceptance Model (TAM) to include perceived internal and external support along with ease of use and usefulness, and a four-factor professionalism model. Data is collected from 340 undergraduate business students of a 4 year higher education institution in the USA. A Partial Least Squares approach revealed a significant relationship between perceived technology acceptance and e-professionalism. Selecting a video conferencing tool (VCT) with an intuitive design, like Zoom, and providing educational support positively impacts the learning and teaming experience and cultivates professionalism.

随着各机构继续开展混合式或混合型学习,视频会议在教育中的地位依然举足轻重。本研究调查了学习者对 Zoom、Microsoft Teams 和 BigBlueButton 这三种流行视频会议平台的接受程度,以及电子专业主义的发展情况。电子专业主义将专业精神应用于在线行为,包括社交媒体。我们建立了一个扩展的技术接受模型(TAM),将感知到的内部和外部支持、易用性和实用性以及四要素职业化模型纳入其中。数据收集自美国一所四年制高等院校的 340 名商科本科生。偏最小二乘法显示,感知技术接受度与电子专业主义之间存在显著关系。选择像 Zoom 这样设计直观的视频会议工具 (VCT),并提供教育支持,会对学习和团队合作体验产生积极影响,并培养专业精神。
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引用次数: 0
Application of social justice theory in online learning: A comparison of rural and urban students on perceived learning effectiveness in pre and during COVID-19 era 社会公正理论在在线学习中的应用:农村和城市学生在 COVID-19 前和 COVID-19 期间对学习效果感知的比较
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-11 DOI: 10.1007/s10639-024-12874-x
Nazia Habib, Muhammad Mumtaz, Sean Watts

The current study was conducted to identify the perceived effectiveness of online learning systems for urban and rural students of higher education institutions in Pakistan. A survey of 592 students from ten public and private sector institutions in Pakistan was conducted to obtain their opinions against eleven factors of perceived learning effectiveness including goal setting, time management, environmental structure, help-seeking, self-evaluation, attitude towards blended learning, technology quality, learning motivation, level of student interaction and grade average of students for two (online and face-to-face) semesters. Results indicated that there were significant differences between rural (292) and urban (300) students on the perceived effectiveness of online learning systems against all the variables including their grade performance, which were previously insignificant during online classes. The results have revalidated the social justice theory that equal opportunities and resources should be provided to all on an equitable basis to achieve the results of any social activity including online education, which is the contribution of the current research. The research has discussed several implications for policymakers, higher education institutions, and researchers in detail. Keywords, Higher education institutions, Goal setting, Attitude towards blended learning, Learning effectiveness, Technology quality.

本研究旨在确定巴基斯坦高等教育机构的城市和农村学生对在线学习系统的感知效果。对巴基斯坦十所公立和私立院校的 592 名学生进行了调查,以了解他们对感知学习效果的 11 个因素的看法,包括目标设定、时间管理、环境结构、寻求帮助、自我评价、对混合式学习的态度、技术质量、学习动机、学生互动水平和学生两个学期(在线和面授)的平均成绩。结果表明,农村学生(292 人)和城市学生(300 人)对在线学习系统有效性的感知在包括成绩在内的所有变量上都存在显著差异,而这些变量在以前的在线课程中并不明显。研究结果再次验证了社会公正理论,即应在公平的基础上为所有人提供平等的机会和资源,以实现包括在线教育在内的任何社会活动的成果,这也是本研究的贡献所在。研究详细讨论了对政策制定者、高等教育机构和研究人员的若干启示。关键词:高等教育机构;目标设定;对混合式学习的态度;学习效果;技术质量。
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引用次数: 0
An extension of UTAUT model to understand elementary school students’ behavioral intention to use an online homework platform 扩展UTAUT模型,了解小学生使用在线作业平台的行为意向
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-10 DOI: 10.1007/s10639-024-12852-3
Shiya Chen, Lu Huang, Rustam Shadiev, Peiying Hu

The introduction of online homework has revolutionized traditional assignment formats, providing students with access to abundant learning resources, a convenient platform for completing assignments, real-time interactive learning opportunities, and accurate feedback. However, there is a paucity of research exploring the perspectives of elementary school students on the use of online homework platforms. This study, rooted in the online learning experiences of elementary school users, introduces three variables—perceived playfulness, perceived interactivity, and flow experience—to extend the UTAUT model. The investigation explores the behavioral intention of elementary school students to use online homework platforms. Data were collected through a questionnaire survey involving 312 elementary school students, and structural equation modeling was employed to analyze 289 valid responses. The results indicate that flow experience, social influence, performance expectancy, and effort expectancy significantly influence the behavioral intention of elementary school students to use online homework platforms. Additionally, perceived playfulness and perceived interactivity indirectly impact students' behavioral intention through the mediation of flow experience. Furthermore, it was observed that students' effort expectancy affects their performance expectancy. In conclusion, this research contributes to a deeper understanding of Chinese elementary school students’ behavioral intention to use online homework platforms by reflecting their status and requirements within the context of online homework. The findings provide valuable insight for optimizing and upgrading online homework platforms as well as their pedagogical application.

在线家庭作业的引入彻底改变了传统的作业形式,为学生提供了丰富的学习资源、便捷的作业完成平台、实时互动的学习机会和准确的反馈。然而,从小学生的角度探讨在线作业平台使用情况的研究却很少。本研究立足于小学生用户的在线学习体验,引入了三个变量--感知到的游戏性、感知到的互动性和流动体验--以扩展UTAUT模型。本研究探讨了小学生使用在线作业平台的行为意向。研究通过问卷调查收集了 312 名小学生的数据,并采用结构方程模型分析了 289 份有效答卷。结果表明,流动体验、社会影响、绩效预期和努力预期会显著影响小学生使用在线作业平台的行为意向。此外,感知到的游戏性和感知到的互动性通过流动体验的中介作用间接影响了学生的行为意向。此外,还观察到学生的努力期望会影响他们的成绩期望。总之,本研究通过反映小学生在在线作业情境中的地位和要求,有助于深入理解中国小学生使用在线作业平台的行为意向。研究结果为在线作业平台的优化升级及其教学应用提供了有价值的启示。
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引用次数: 0
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Education and Information Technologies
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