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Measuring scientific inquiry ability related to hands-on practice: An automated approach based on multimodal data analysis 测量与动手实践相关的科学探究能力:基于多模态数据分析的自动化方法
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-28 DOI: 10.1007/s10639-024-12991-7
Yishen Song, Liming Guo, Qinhua Zheng

Scientific inquiry ability is closely related to the process of hands-on inquiry practice. However, its assessment is often separated from this practice due to the limitation of technical basis and labor cost. The development of multimodal data analysis provides a new opportunity to realize automated assessment based on hands-on practice. Therefore, this study aims to explore whether and how we can use automated multimodal data analysis approaches to measure the scientific inquiry ability of students during the hands-on inquiry practice. In a scientific inquiry activity called "Explore the Moon," designed for 472 fourth graders, we collected textual, tabular, and video data. Aiming to analyze and evaluate the data, we first designed a modal conversion method based on the multimodal pre-trained model LLaVA-7B and a text scoring method integrating keyword matching, one-way nearness, and Jaccard similarity. Then, to bridge the computing ability with the scoring criteria from science teachers, we constructed a structured representation language and verified the human–machine consistency of automated scoring. Finally, we used a multidimensional item response theory (IRT) model to validate the assessment's overall quality and analyze the participants' scientific inquiry ability. The proposed data analysis method has high man–machine consistency, and the results of IRT analysis present reasonable item characteristics. In summary, we constructed a low-cost and scalable multimodal assessment approach based on scientific inquiry activities, providing methodological support for science teachers to carry out formative evaluation of students' scientific inquiry activities in the daily inquiry-based learning environment.

科学探究能力与动手探究实践过程密切相关。然而,由于技术基础和人力成本的限制,其评价往往与实践相分离。多模态数据分析的发展为实现基于动手实践的自动化测评提供了新的契机。因此,本研究旨在探索能否以及如何使用自动化的多模态数据分析方法来测量学生在动手探究实践中的科学探究能力。在为 472 名四年级学生设计的名为 "探索月球 "的科学探究活动中,我们收集了文本、表格和视频数据。为了分析和评估这些数据,我们首先设计了一种基于多模态预训练模型 LLaVA-7B 的模态转换方法,以及一种整合了关键词匹配、单向接近度和 Jaccard 相似度的文本评分方法。然后,为了将计算能力与科学教师的评分标准结合起来,我们构建了一种结构化表示语言,并验证了自动评分的人机一致性。最后,我们使用多维项目反应理论(IRT)模型验证了测评的整体质量,并分析了参与者的科学探究能力。所提出的数据分析方法具有较高的人机一致性,IRT 分析结果呈现出合理的项目特征。总之,我们构建了一种基于科学探究活动的低成本、可扩展的多模态评价方法,为科学教师在日常探究式学习环境中对学生的科学探究活动进行形成性评价提供了方法支持。
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引用次数: 0
The impact of students’ use of ChatGPT on their research skills: The mediating effects of autonomous motivation, engagement, and self-directed learning 学生使用 ChatGPT 对其研究技能的影响:自主动机、参与和自主学习的中介效应
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-12981-9
Yi Li, Ghulfam Sadiq, Ghulam Qambar, Pengyu Zheng

Integrating ChatGPT into educational contexts has become prevalent due to its potential to revolutionize teaching, learning, and research. However, to ensure positive use, it is necessary to design learning environments that effectively incorporate this technology. This study employed self-determination theory as an undergirding framework to understand the impact of ChatGPT-integrated instruction on undergraduate students’ research skills. Moreover, the study explored the impact of ChatGPT-integrated instruction on students’ autonomous motivation, engagement, and self-directed learning, as well as the mediating role of these variables in the relationship between ChatGPT usage and research skills. In this quasi-experimental study, 366 undergraduate students majoring in education were divided into control and experimental groups. The control group received instruction without ChatGPT, while the experimental group received ChatGPT-integrated instruction and was allowed to use ChatGPT for research-related activities. The results revealed that the experimental group had significantly higher levels of research skills, motivation, engagement, and self-directed learning behavior. Moreover, the use of ChatGPT has a significant indirect impact on students’ research skills through the mediating variables. This suggests that high autonomous motivation and self-directed learning are crucial for students to fully benefit from ChatGPT in developing research skills. The findings offer valuable insights for educators to design AI-enhanced learning environments to enhance students’ research skills and learning outcomes.

由于 ChatGPT 有可能给教学、学习和研究带来革命性的变化,因此将 ChatGPT 整合到教育环境中已变得十分普遍。然而,为了确保积极的使用效果,有必要设计出能有效结合这一技术的学习环境。本研究采用自我决定理论作为支撑框架,以了解 ChatGPT 整合教学对本科生研究技能的影响。此外,本研究还探讨了 ChatGPT 整合教学对学生自主动机、参与度和自主学习的影响,以及这些变量在 ChatGPT 使用与研究技能之间关系中的中介作用。在这项准实验研究中,366 名教育学专业的本科生被分为对照组和实验组。对照组接受不含 ChatGPT 的教学,而实验组接受整合了 ChatGPT 的教学,并允许使用 ChatGPT 进行与研究相关的活动。结果显示,实验组的研究技能、学习动机、参与度和自主学习行为都明显高于对照组。此外,通过中介变量,ChatGPT 的使用对学生的研究技能有显著的间接影响。这表明,高自主学习动机和自主学习行为是学生从 ChatGPT 中充分获益以发展研究技能的关键。研究结果为教育工作者设计人工智能增强型学习环境以提高学生的研究技能和学习成果提供了宝贵的启示。
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引用次数: 0
Exploring the efficacy of computer games as a pedagogical tool for teaching and learning programming: A systematic review 探索电脑游戏作为编程教学工具的功效:系统回顾
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-13005-2
Kuuku Nyameye Wilson, Benjamin Ghansah, Patricia Ananga, Stephen Opoku Oppong, Winston Kwamina Essibu, Einstein Kow Essibu

This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether computer games, primarily designed for entertainment, can effectively facilitate the teaching and learning of programming concepts. By analysing existing literature, this review aims to provide insights into the potential benefits, challenges, and overall efficacy of using computer games as a pedagogical tool for teaching and learning programming. Key themes explored include student engagement, skill acquisition, and the impact on learning outcomes. The findings of this review contribute to a deeper understanding of the innovative intersection between gaming and programming education and offer practical implications for educators and instructional designers.

这篇系统的文献综述研究了在编程教学中使用电脑游戏作为教学辅助工具的情况。随着技术无处不在地渗透到现代生活的方方面面,游戏设备与教育环境的结合也越来越受到关注。本文探讨了以娱乐为主要目的的电脑游戏能否有效促进编程概念的教学。通过分析现有文献,本综述旨在深入探讨将电脑游戏作为编程教学工具的潜在益处、挑战和总体功效。探讨的关键主题包括学生参与度、技能习得以及对学习成果的影响。本综述的研究结果有助于加深对游戏与编程教育之间创新交叉的理解,并为教育工作者和教学设计者提供了实际意义。
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引用次数: 0
VR technology acceptance for English learning amongst secondary school students: role of classroom climate and language learning anxiety 中学生在英语学习中接受虚拟现实技术:课堂气氛和语言学习焦虑的作用
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-12969-5
Siu Shing Man, Yizhen Fang, Alan Hoi Shou Chan, Jiayan Han

With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The proposed model highlighted language learning anxiety (LLA) as a critical factor and delineated secondary school students’ acceptance of VR technology through four classroom climate constructs: respecting viewpoints (RV), promoting mutual respect (PMR), academic support from teachers (AS) and promoting interaction (PI). The current study surveyed 512 secondary school students using a questionnaire. Data gathered were scrutinised utilising structural equation modelling for the assessment of the hypothetical model. This research validated the suitability of TAM in elucidating the acceptance of VR technology for English learning. Perceived ease of use (PEOU) positively influenced perceived usefulness (PU). PU and PEOU positively influenced secondary school students’ attitudes towards using VR. Amongst the four classroom climate dimensions, AS and PMR significantly negatively affected secondary school students’ LLA, whereas PI and RV had no significant effect on LLA. Attitudes towards using VR and PU positively influenced students’ willingness to use VR. Practical recommendations were provided to enhance secondary school students’ inclination towards utilising VR technology to enhance their efficiency and performance in learning English.

随着信息技术的不断发展和教育的进步,虚拟现实(VR)技术被越来越多地应用于加强学生的英语学习,以提高学习效率和成绩。本研究引入了一个虚拟现实技术接受模型(TAM)来满足这些要求。所提出的模型强调语言学习焦虑(LLA)是一个关键因素,并通过四个课堂氛围建构来划分中学生对 VR 技术的接受程度:尊重观点(RV)、促进相互尊重(PMR)、教师的学术支持(AS)和促进互动(PI)。本研究使用调查问卷对 512 名中学生进行了调查。利用结构方程模型对收集到的数据进行了仔细分析,以评估假设模型。这项研究验证了 TAM 适用于阐明 VR 技术在英语学习中的接受程度。感知易用性(PEOU)对感知有用性(PU)有积极影响。PU和PEOU对中学生使用VR的态度有积极影响。在四个课堂氛围维度中,AS 和 PMR 对中学生的 LLA 有显著的负面影响,而 PI 和 RV 对 LLA 没有显著影响。使用 VR 的态度和 PU 对学生使用 VR 的意愿有积极影响。研究提出了切实可行的建议,以增强中学生使用 VR 技术的倾向,提高他们学习英语的效率和成绩。
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引用次数: 0
Enhancing STEM collaboration through reflective strategies in the 6E learning model: insights from voice recognition analysis 通过 6E 学习模式中的反思策略加强 STEM 协作:语音识别分析的启示
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-12957-9
Chia-Ju Lin, Hsin-Yu Lee, Wei-Sheng Wang, Yueh-Min Huang, Ting-Ting Wu

In STEM hands-on learning activities, collaboration with group members can be a significant motivator for students’ engagement. This research is based on the 6E Learning by DeSIGN™ model and explores the impact of incorporating reflective strategies on students’ learning performance, motivation, and participation in collaborative STEM learning activities. Additionally, this study uses voice recognition processing technology to assess differences in collaborative discussion topics. The findings reveal that while adhering to the 6E learning framework can effectively enhance various aspects of students’ learning outcomes, the importance of reflective strategies remains paramount. Specific reflection stages can foster stronger connections and interactions among students and their learning partners. Furthermore, during the process of discussion and communication, group members gain a better understanding of the team’s shared goals, leading to heightened motivation and participation intent in contributing to the team’s success. Moreover, this study also identifies that members of groups engaged in the 6E + R learning model dedicate more time and effort to critical thinking and problem-solving during collaborative discussions, validating that collective reflective thinking within the team can assist novice learners in achieving higher-order thinking and maximizing their learning outcomes.

在科学、技术和工程实践学习活动中,与小组成员合作是学生参与的重要动力。本研究以 6E Learning by DeSIGN™ 模型为基础,探讨了在 STEM 合作学习活动中融入反思策略对学生学习成绩、学习动机和参与度的影响。此外,本研究还利用语音识别处理技术来评估合作讨论主题的差异。研究结果表明,虽然遵循 6E 学习框架可以有效提高学生各方面的学习成果,但反思策略仍然至关重要。特定的反思阶段可以促进学生与学习伙伴之间更紧密的联系和互动。此外,在讨论和交流的过程中,小组成员能更好地理解团队的共同目标,从而提高为团队成功做出贡献的积极性和参与意识。此外,本研究还发现,参与 6E + R 学习模式的小组成员在合作讨论过程中投入了更多的时间和精力进行批判性思考和解决问题,验证了团队中的集体反思可以帮助新手学习者实现高阶思维,最大限度地提高他们的学习成果。
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引用次数: 0
Integrating AI chatbots into the metaverse: Pre-service English teachers’ design works and perceptions 将人工智能聊天机器人融入元世界:职前英语教师的设计作品和看法
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-12924-4
Yohan Hwang, Seongyong Lee, Jaeho Jeon

Alongside technological advances, the educational potential of artificial intelligence (AI) chatbots and the metaverse has generated significant interest in the field of computer-assisted language learning (CALL). However, despite this heightened interest, there have been no studies that have delved into the effective integration of these two technologies into educational contexts. In response to this concern, this research examined a teacher training course where pre-service teachers designed and used their customized chatbots within the context of the metaverse space. Fifty-five pre-service English teachers were assigned to the chatbot-only group (COG) (n = 31) and the chatbot-metaverse group (CMG) (n = 24). We first explored the CMG’s chatbot design works and teaching demonstrations in metaverse spaces and compared them to those of the COG, who developed and utilized chatbots in a physical classroom setting. We further compared their perceptions related to experiences with chatbot-based lesson designing and teaching demonstrations, using a survey and reflection papers. The comparison of design works and teaching demonstrations revealed that while both groups recognized the value and effectiveness of AI chatbots in the language classroom, the participants in the CMG tended to develop more authentic, immersive, and interactive learning tasks, with the metaverse space playing a crucial role as a context. Analysis of a survey and reflection papers indicated that the CMG reported more positive perceptions than the COG. We discussed how the metaverse space might have influenced the way teachers developed and integrated chatbots into their educational contexts. Pedagogical and theoretical implications regarding the combined use of AI chatbot and metaverse technologies were also provided.

随着技术的进步,人工智能(AI)聊天机器人和元宇宙的教育潜力引起了计算机辅助语言学习(CALL)领域的极大兴趣。然而,尽管兴趣高涨,却没有研究深入探讨如何将这两种技术有效整合到教育环境中。针对这一问题,本研究考察了一门教师培训课程,在该课程中,职前教师设计并使用了他们在元宇宙空间背景下定制的聊天机器人。55 名职前英语教师被分配到纯聊天机器人组(COG)(n = 31)和聊天机器人-元空间组(CMG)(n = 24)。我们首先探讨了CMG组在元宇宙空间中的聊天机器人设计作品和教学演示,并将其与COG组在物理教室环境中开发和使用聊天机器人的作品和教学演示进行了比较。我们还通过问卷调查和反思论文,进一步比较了他们对基于聊天机器人的课程设计和教学演示经验的看法。通过对设计作品和教学演示的比较发现,虽然两个小组都认识到了人工智能聊天机器人在语言课堂中的价值和有效性,但CMG小组的参与者倾向于开发更真实、更身临其境、更互动的学习任务,而元宇宙空间作为情境则发挥了关键作用。对调查和反思论文的分析表明,CMG 比 COG 报告了更积极的看法。我们讨论了元宇宙空间如何影响教师开发聊天机器人并将其融入教育环境的方式。我们还就人工智能聊天机器人和元数据技术的结合使用提供了教学和理论方面的启示。
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引用次数: 0
ChatGPT in early childhood STEM education: Can it be an innovative tool to overcome challenges? 儿童早期 STEM 教育中的 ChatGPT:它能成为克服挑战的创新工具吗?
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-12960-0
Hilal Uğraş, Mustafa Uğraş

The aim of this study is to determine the effectiveness of using ChatGPT, an artificial intelligence-supported tool, to overcome the challenges in the implementation of early childhood STEM education based on teachers’ views. In the study, a case study, which is a qualitative research method, was used. The participants of the study consisted of 43 early childhood teachers specialized in the field of STEM education who were determined by purposeful sampling method. Within the scope of the study, a training program was developed for teachers to integrate ChatGPT into early childhood STEM education and teachers voluntarily participated in this program. During the training process, the researchers collected data through observation reports and semi-structured interviews conducted after the training. The collected data were subjected to content analysis using MAXQDA software, and themes, categories and codes were identified. The findings revealed the teachers’ views that the use of ChatGPT in early childhood STEM education would be beneficial. It was determined that ChatGPT would provide advantages such as guidance, effective use of existing materials, the opportunity to design student-specific activities, and the potential to complete teachers’ missing knowledge. However, teachers also think that ChatGPT may cause negative situations such as technological addiction, regression in social skills, damage to the teacher-student relationship and misinformation. In conclusion, ChatGPT can benefit students’ education.

本研究旨在根据教师的观点,确定使用人工智能支持工具 ChatGPT 来克服幼儿 STEM 教育实施过程中的挑战的有效性。本研究采用了案例研究这种定性研究方法。研究的参与者包括 43 名专门从事 STEM 教育的幼儿教师,他们是通过有目的的抽样方法确定的。在研究范围内,为将 ChatGPT 纳入幼儿 STEM 教育的教师制定了培训计划,教师们自愿参加了该计划。在培训过程中,研究人员通过观察报告和培训后进行的半结构化访谈收集数据。研究人员使用 MAXQDA 软件对收集到的数据进行了内容分析,并确定了主题、类别和代码。研究结果显示,教师们认为在幼儿 STEM 教育中使用 ChatGPT 是有益的。教师们认为 ChatGPT 有以下优势:指导、有效利用现有材料、有机会设计针对学生的活动、有可能补全教师缺失的知识。然而,教师们也认为 ChatGPT 可能会造成负面情况,如技术成瘾、社交技能退步、师生关系受损和信息错误等。总之,ChatGPT 对学生的教育大有裨益。
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引用次数: 0
The effectiveness of students’ retellings of and responses to digital stories as a post-viewing activity on their reading attitudes and narrative comprehension 作为一项观后感活动,学生对数字故事的复述和回应对其阅读态度和叙事理解能力的影响
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-27 DOI: 10.1007/s10639-024-12925-3
Fitnat Gürgil Ulusoy, Mustafa Ulusoy

This experimental study investigates the effects of retelling, reading response, and combined retelling and reading response activities that second-grade students participated in after watching digital stories on their reading attitudes and narrative comprehension levels. In this pre-test–post-test control group design, 140 students, composed of 35 students in each group, participated in the study in three different experimental groups (retelling, response, and retelling–response) and a control group. The digital stories created by pre-service teachers were used in the written and oral retelling and response activities, in which second graders participated in small groups of seven and watched the digital stories on large smart screens. The experimental period, including the pre-test and post-test, lasted nine weeks. The students watched nine digital stories. In the pre-and post-tests, the students’ total, recreational, and academic reading attitudes and narrative comprehension levels were assessed. The results showed that the narrative comprehension scores of all experimental groups increased significantly compared with those of the control group. In addition, when the pre-and post-test total reading attitude scores and narrative comprehension scores of the experimental groups and the control group were compared, statistically significant increases in the scores of all experimental groups demonstrated the effectiveness of the interventions. This study contributes to the literature by showing that digital stories created by pre-service teachers improved second-grade students’ reading attitudes and narrative comprehension levels when used in the retelling, response, and retelling–response groups.

本实验研究调查了二年级学生在观看数字故事后参加的复述、阅读回应以及复述与阅读回应相结合的活动对其阅读态度和叙事理解水平的影响。在这种前测-后测对照组设计中,140 名学生(每组 35 人)参加了三个不同的实验组(复述组、回应组和复述-回应组)和一个对照组的研究。在书面和口头复述与回答活动中使用了职前教师制作的数字故事,二年级学生以七人小组为单位参加了这些活动,并观看了智能大屏幕上的数字故事。包括前测和后测在内的实验期持续了九周。学生们观看了九个数字故事。在前测和后测中,对学生的总体阅读态度、娱乐阅读态度、学术阅读态度和叙事理解水平进行了评估。结果显示,与对照组相比,实验组学生的叙事理解能力得分均有显著提高。此外,当比较实验组和对照组在测试前后的阅读态度总分和叙事理解得分时,所有实验组的得分均有统计学意义上的显著提高,这证明了干预措施的有效性。本研究表明,职前教师创作的数字故事在复述组、回应组和复述-回应组中使用时,提高了二年级学生的阅读态度和叙事理解水平,从而为相关文献做出了贡献。
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引用次数: 0
Effect of students’ deep learning in virtual venue environment: a meta-analysis based on 45 experiments and quasi-experiments at home and abroad 学生在虚拟场地环境中的深度学习效果:基于国内外 45 项实验和准实验的荟萃分析
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-26 DOI: 10.1007/s10639-024-12985-5
Xinyi Wu, Xiaohui Chen, Xingyang Wang, Hanxi Wang

With the application of virtual venues in the field of education, numerous educational empirical studies have examined the impact of deep learning in the learning environment of virtual venues, but the conclusions are not always in agreement. The present study adopted the meta-analysis method and RStudio software to test the overall effect of 45 domestic and foreign experimental and quasi-experimental studies, and eight moderating variables (experiment period, knowledge type, virtual venue type, and feedback strategy) were analyzed. The research results indicated that moderating variables had different degrees of influence on the deep learning effect of students in the learning environment of virtual venues. There were no intra-group differences in the type of virtual venue and the experiment period, while there were intra-group differences in other moderating variables. According to the results of meta-analysis, suggestions were put forward from four aspects (course design of virtual venues, selection and application of feedback strategies, knowledge type design of virtual venues, and empirical research suggestions) to serve as references for strengthening the deep learning impact of students and the scientific design of course content of virtual venues.

随着虚拟场馆在教育领域的应用,众多教育实证研究考察了虚拟场馆学习环境下深度学习的影响,但结论不尽一致。本研究采用荟萃分析法和RStudio软件,对国内外45项实验和准实验研究的总体效应进行了检验,并对8个调节变量(实验周期、知识类型、虚拟场馆类型、反馈策略)进行了分析。研究结果表明,调节变量对虚拟场馆学习环境下学生深度学习效果有不同程度的影响。虚拟场所类型和实验时间不存在组内差异,而其他调节变量存在组内差异。根据荟萃分析结果,从四个方面(虚拟场所的课程设计、反馈策略的选择与应用、虚拟场所的知识类型设计、实证研究建议)提出建议,为加强学生深度学习效果和科学设计虚拟场所的课程内容提供参考。
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引用次数: 0
The relationship between inert thinking and ChatGPT dependence: An I-PACE model perspective 惰性思维与 ChatGPT 依赖性之间的关系:I-PACE 模型视角
IF 5.5 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-26 DOI: 10.1007/s10639-024-12966-8
Jian-Hong Ye, Mengmeng Zhang, Weiguaju Nong, Li Wang, Xiantong Yang

ChatGPT, as an example of generative artificial intelligence, possesses high-level conversational and problem-solving capabilities supported by powerful computational models and big data. However, the powerful performance of ChatGPT might enhance learner dependency. Although it has not yet been confirmed, many teachers and scholars are also concerned about this issue. Therefore, it is necessary to investigate this topic further. This study’s objective is to explore the association between inert thinking, positive experiences with ChatGPT, avoidance learning motivation, and ChatGPT dependence, based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model. Employing a cross-sectional design, we conducted an online survey with 870 Taiwanese university students, who had an average age of 22.81 years. The study found that inert thinking was positively associated with both positive experiences with ChatGPT and ChatGPT dependence. Furthermore, a significant association was found between inert thinking and avoidance learning motivation. Positive experience with ChatGPT was also positively related to avoidance learning motivation and ChatGPT dependence. Due to the scarcity of empirical research on generative artificial intelligence, the issues that people worry about when discussing AI were confirmed in this study. Moreover, avoidance learning motivation was positively correlated with ChatGPT dependence. Based on these findings, this study calls for educators to help students overcome inert thinking and avoidance learning motivation to prevent dependency on emerging technologies.

作为生成式人工智能的一个范例,ChatGPT 在强大的计算模型和大数据支持下,拥有高级对话和问题解决能力。然而,ChatGPT 的强大性能可能会增强学习者的依赖性。虽然尚未得到证实,但许多教师和学者也在关注这一问题。因此,有必要对这一问题作进一步研究。本研究的目的是基于 "人--影响--认知--执行 "交互模型(I-PACE),探讨惰性思维、对 ChatGPT 的积极体验、回避学习动机与 ChatGPT 依赖性之间的关联。我们采用横断面设计,对平均年龄为 22.81 岁的 870 名台湾大学生进行了在线调查。研究发现,惰性思维与 ChatGPT 的积极体验和 ChatGPT 依赖性均呈正相关。此外,研究还发现惰性思维与回避学习动机之间存在重要关联。ChatGPT 的积极体验也与回避学习动机和 ChatGPT 依赖性呈正相关。由于有关生成式人工智能的实证研究很少,人们在讨论人工智能时所担心的问题在本研究中得到了证实。此外,回避学习动机与 ChatGPT 依赖性呈正相关。基于这些发现,本研究呼吁教育工作者帮助学生克服惰性思维和回避型学习动机,以防止对新兴技术产生依赖。
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引用次数: 0
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