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Perceptions of the Graduate Students on the Utilization of Quizizz in Virtual Classes 研究生对虚拟课堂中Quizizz应用的看法
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.306687
Marta Magadán-Díaz, Jesús I. Rivas-García
This research explored the perceptions that postgraduate students have of a compulsory subject within a master's degree from a Spanish online university, when using Quizizz. A mixed methodology is used where the qualitative analysis traces the roadmap for the quantitative one, identifying the key themes revealed by a sample of 11 students, which were then used to build a survey launched to 106 students. The conclusions are: firstly, Quizizz can maintain the curiosity and attention of the students, improve participation and motivation in the virtual classroom and generate pleasant learning experiences; second, students perceived Quizizz as an engaging and fun platform; third, competitiveness emerged as an important variable driving students' intrinsic motivation, driven by the desire to be among the top ranks in game rankings; and fourth, Quizizz is a valuable tool for reviewing and retaining key concepts and ideas, but not necessarily for improving test scores. Finally, Quizizz has a positive influence over motivation, engagement, and dynamization of the virtual classroom.
这项研究探讨了研究生在使用Quizizz时对西班牙在线大学硕士学位必修科目的看法。使用混合方法,其中定性分析跟踪定量分析的路线图,确定11名学生样本揭示的关键主题,然后用于建立对106名学生的调查。结论是:首先,Quizizz可以保持学生的好奇心和注意力,提高学生在虚拟课堂中的参与度和积极性,产生愉快的学习体验;其次,学生们认为Quizizz是一个吸引人的有趣平台;第三,竞争力成为驱动学生内在动机的重要变量,这是由渴望在游戏排名中名列前茅所驱动的;第四,Quizizz是一个复习和记住关键概念和思想的有价值的工具,但不一定能提高考试成绩。最后,Quizizz对虚拟教室的动机、参与度和动态化都有积极的影响。
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引用次数: 0
The Neuroscience of Student Engagement: Case Studies in Narrative Pedagogies in Mathematics, Science, and Technology 学生参与的神经科学:数学、科学和技术叙事教学法的案例研究
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.311440
S. Kalogeras, S. Mejri, Faidonas Efthimiou
This paper discusses the findings of cognitive, metacognitive, and emotional implications of narrative instruction. The work guides readers in multiple-case design studies depicting storytelling as effective pedological practice. The collective case approach connects works from education, learning design, neuroscience, narratology, psychology, mathematics, science, and technology. Consideration is given to course design, instruction, student engagement, and aesthetic perspectives. The primary case study highlights storytelling episodes to mirror principles and best practices in course design and course facilitation using Blackboard as a learning platform. Through the frameworks of narrative instruction, students enrolled in online and face-to-face mathematics courses were tasked with completing a financial management project. Of the 160 students who received the survey questionnaire, 45 (28%) have responded. Qualitative and quantitative data analysis using Qualtrics and IBM's SPSS showed that students gained valuable skills in money management and financial literacy.
本文讨论了叙事教学的认知、元认知和情感意义。本书引导读者进行多案例设计研究,将讲故事描述为有效的教育学实践。集体案例方法将来自教育、学习设计、神经科学、叙事学、心理学、数学、科学和技术的作品联系起来。考虑到课程设计,教学,学生参与和审美观点。主要案例研究突出了讲故事的情节,以反映课程设计的原则和最佳实践,并使用Blackboard作为学习平台促进课程。通过叙事教学的框架,参加在线和面对面数学课程的学生被要求完成一个财务管理项目。在收到调查问卷的160名学生中,有45名(28%)作出回应。使用Qualtrics和IBM的SPSS进行定性和定量数据分析表明,学生在资金管理和金融知识方面获得了宝贵的技能。
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引用次数: 0
Exploring Effective Online-Teaching Transition of College Teachers During COVID-19 新冠肺炎疫情下高校教师网络教学有效转型探讨
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.302087
G. S. Prakasha, Aparna Benoy
The study attempts to identify what is effective online teaching from teachers and students perspectives. What are the challenges faced by teachers which hampered effective online teaching? Whether perception of effective online teaching differed based on student gender and programme of study. The study employed mixed method research design including a survey questionnaire and semi-structured interview. Study collected data from 500 students out of which 200 are boys and 300 are girls on effective online teaching. Study conducted semi-structured interview with 8 college teachers through snowball sampling. The survey revealed that almost 80% of the teachers are not effective. Girls are less satisfied with online teaching transition of teachers than boys are. Similarly, postgraduates (PG) are not as satisfied as undergraduate (UG) students are. Interview data revealed themes and subthemes on challenges of effective online teaching faced by College teachers. Overall, the perceived online-teaching effectiveness is low and further research may find the causes for the same.
该研究试图从教师和学生的角度确定什么是有效的在线教学。教师面临哪些阻碍有效在线教学的挑战?学生性别和学习项目对有效在线教学的看法是否存在差异。本研究采用调查问卷与半结构化访谈相结合的混合方法研究设计。研究收集了500名学生的数据,其中200名是男孩,300名是女孩,关于有效的在线教学。研究采用滚雪球抽样法对8名高校教师进行了半结构化访谈。调查显示,近80%的教师效率低下。女生对教师网络教学转型的满意度低于男生。同样,研究生(PG)也不像本科生(UG)那样满意。访谈数据揭示了高校教师面临的有效在线教学挑战的主题和副主题。总体而言,在线教学的有效性较低,进一步的研究可能会发现同样的原因。
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引用次数: 0
Reimagining Engagement: Adapting In-Person Simulations for Synchronous Classrooms 重新想象参与:适应同步教室的面对面模拟
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.2022010104
Terra Gargano, Edward E. Timke
This article explores how to successfully adapt simulations developed for traditional classrooms for synchronous platforms. Acknowledging the importance of the co-construction of knowledge and the impact of active learning in classrooms, this article explores instructional design approaches, logistical issues, and pedagogical considerations for translating successful in-person simulations to online synchronous learning environments. An example from a graduate level intercultural communication course is described as a platform for addressing lessons learned and sharing best practices. By reimagining five areas of adaptation, including materials, technology, grouping students, communication, and the role of the facilitator, faculty can examine critical junctures at the intersection of content knowledge, technology know-how, training pedagogy, and instructional design to conduct successful synchronous simulations.
本文探讨了如何成功地将为传统教室开发的模拟应用于同步平台。认识到知识的共同构建和课堂上主动学习的影响的重要性,本文探讨了将成功的面对面模拟转化为在线同步学习环境的教学设计方法、后勤问题和教学考虑。一个来自研究生层次的跨文化交际课程的例子被描述为一个总结经验教训和分享最佳实践的平台。通过重新设想五个适应领域,包括材料、技术、学生分组、沟通和推动者的角色,教师可以在内容知识、技术诀窍、培训教学法和教学设计的交叉点上检查关键节点,以成功地进行同步模拟。
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引用次数: 0
Pedagogically-Improved Blended Learning of a Chemistry Course Through a Computerized Virtual Laboratory 利用计算机化虚拟实验室改进化学课程混合学习的教学方法
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.302086
Nana Yaw Asabere, Gerald Elorm Gbagbe, Eyram Akofa Tawia, Joshua Etse Amegashie, Daniel Awuley Ayin
In the last decades, ICT has been promoting the creation and adoption of new learning and teaching styles. Virtual (computerized) laboratories play vital roles in learning and teaching by overcoming some limitations of conventional hands-on experiments. The number of chemistry (physical) laboratories in the Science Laboratory Technology (SLT) Department in Accra Technical University (ATU), Ghana is inadequate for the current population of students. Consequently, laboratory practice by students is very low. In this paper, we propose a virtual chemistry laboratory with simulated experiments for SLT students in ATU to support their education. To corroborate the research problem, we utilized a quantitative (questionnaire) research method, which involved a sample size of 271 SLT students (n = 271). Evaluation results of the study showed that the majority of students in the SLT Department are willing to use the virtual chemistry lab, and most of the students consider the virtual labs as an educative platform that would help them attain practical knowledge in their chemistry studies.
在过去的几十年里,信息通信技术一直在促进新的学习和教学方式的创造和采用。虚拟(计算机化)实验室克服了传统动手实验的一些局限性,在学习和教学中发挥着至关重要的作用。加纳阿克拉技术大学(ATU)科学实验室技术(SLT)系的化学(物理)实验室数量不足以满足目前的学生人数。因此,学生的实验室实践非常少。在本文中,我们提出了一个虚拟的化学实验室,模拟实验,以支持ATU的SLT学生的教育。为了证实研究问题,我们采用了定量(问卷)研究方法,涉及271名SLT学生(n = 271)的样本量。本研究的评估结果显示,大部分SLT系学生愿意使用虚拟化学实验室,大部分学生认为虚拟化学实验室是一个教育平台,可以帮助他们在化学学习中获得实用知识。
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引用次数: 0
Incorporating Affective Computing Into an Interactive System With MakeyMakey: An Emotional Human-Computer Interaction Design 用MakeyMakey将情感计算融入交互系统:情感人机交互设计
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.2022010102
Hsin-Lan Liu, H. Lin, Liang Yu-Chen, Zeng Yu-cheng, Zhan Kai-cheng, Liu Hsin-Yueh
People's motions or behaviors often ensue from these positive or negative emotions. Set off either subconsciously or intentionally, these fragmentary responses also represent people's emotional vacillations at different times, albeit rarely noted or discovered. This system incorporates affective computing into an interactive installation: While a user is performing an operation, the system instantaneously and randomly generates corresponding musical instrument sound effects and special effects. The system is intended to enable users to interact with emotions through the interactive installation to yield a personalized digital artwork as well learning about how emotions affect the causative factors of consciousness and personal behaviors. At the end of the process, this project design renders three questionnaires for users to fill in as a means to enhance the integrity and richness of the system with a survey and to further increase the stability and precision of the system through progressive modifications aligned with user suggestions.
人们的动作或行为往往是由这些积极或消极的情绪引起的。这些零碎的反应要么是下意识的,要么是有意的,它们也代表了人们在不同时间的情绪波动,尽管很少被注意到或发现。该系统将情感计算融入到交互式装置中:当用户进行操作时,系统会即时随机生成相应的乐器音效和特效。该系统旨在让用户通过互动装置与情绪互动,产生个性化的数字艺术品,并了解情绪如何影响意识和个人行为的因果因素。在此过程的最后,本项目设计提供了三份问卷供用户填写,通过调查来增强系统的完整性和丰富性,并根据用户的建议进行逐步修改,进一步提高系统的稳定性和精度。
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引用次数: 1
The Counterproductive Effects on Learning Achievement and Intrinsic Motivation for Ludicization as an Online Learning Pedagogy Involving Game Elements 游戏化在线学习教学法对学习成绩的反生产效应及内在动机
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.309080
Qi Zhang, Zhonggen Yu
This study investigated the actual efficiency of ludicization, a game-related pedagogy that integrates game elements with online learning based on ludic metaphorization of educational contexts, by identifying whether it exerts counterproductive effects on learning achievement and intrinsic motivation. This study involved adapted versions of CET-6 (College English Test-6) and Harter's intrinsic motivation scale to assess learning achievement and intrinsic motivation, respectively. ANCOVA revealed that ludicization showed counterproductive effects on posttest scores (N = 36, M = 62.910, SD = .865) compared with the control group (N = 36, M = 63.937, SD = .865). ANOVA suggested that ludicization exerted counterproductive and insignificant effects on intrinsic motivation-related subscales: challenge, curiosity, and independent mastery. The main conclusion was that ludicization would exert insignificant or even counterproductive effects on learning achievement and intrinsic motivation. These findings implied that we should not take positive effects of game-related pedagogies for granted.
ludicization是一种基于教育情境的滑稽隐喻,将游戏元素与在线学习结合起来的游戏相关教学法,本研究通过确定它是否会对学习成就和内在动机产生反作用,调查了ludicization的实际效率。本研究采用改编版大学英语六级(CET-6)和哈特内在动机量表分别评估学习成就和内在动机。ANCOVA结果显示,与对照组(N = 36, M = 62.910, SD = 0.865)相比,滑稽化对后测成绩有反效果(N = 36, M = 63.937, SD = 0.865)。方差分析表明,滑稽化对内在动机相关的子量表:挑战、好奇心和独立掌握产生了反生产和不显著的影响。主要结论是,滑稽化对学习成绩和内在动机的影响不显著,甚至会产生反效果。这些发现表明,我们不应该想当然地认为与游戏相关的教学方法会产生积极影响。
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引用次数: 0
Exploring the Acceptance of Augmented Reality-Based Educational Games: A Systematic Review 探索基于增强现实的教育游戏的接受度:系统回顾
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.306685
Wu Rong, Zhonggen Yu
Recent studies have integrated educational games with augmented reality (AR) to develop learners’ motivation. However, few reviews focused on the acceptance of AR-based educational games. This review aims to provide comprehensive insight into the acceptance of AR-based educational games. This review followed the selection process of the Preferred Reporting Items for Systematic Review and Meta-analysis (PRISMA), including nine peer-reviewed articles published from January 2019 to March 2022. It is concluded that studies preferred to recruit students to play AR-based educational games via handhelds and used questionnaires to understand students’ acceptance. Technology Acceptance Model was the most frequently used model. Perceived usefulness and perceived ease of use were two dominant factors influencing students’ acceptance of AR-based educational games. In the future, game designers should integrate target learning knowledge in designing AR. Future studies should focus on the effect of socio-cultural constructs on different participants’ acceptance of AR-based educational games.
最近的研究将教育游戏与增强现实(AR)相结合,以培养学习者的动机。然而,很少有评论关注基于ar的教育游戏的接受程度。本文旨在全面了解基于ar的教育游戏的接受程度。本综述遵循了系统评价和荟萃分析首选报告项目(PRISMA)的选择过程,包括2019年1月至2022年3月发表的9篇同行评议文章。研究结果表明,研究倾向于招募学生通过手持设备玩基于ar的教育游戏,并采用问卷调查的方式了解学生的接受程度。技术接受模型是最常用的模型。感知有用性和感知易用性是影响学生接受基于ar的教育游戏的两个主要因素。未来,游戏设计师应该将目标学习知识整合到AR设计中。未来的研究应该关注社会文化建构对不同参与者接受AR教育游戏的影响。
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引用次数: 0
Active Learning Online: Necessity, Faculty Role, and a Concept Model for Course Design 主动在线学习:必要性、教师角色和课程设计的概念模型
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.2022010105
Viktor Wang, L. Hitch, G. Torrisi-Steele
Preparing graduates for the present and future workforce is an important strategic learning and teaching goal of higher education. Towards realizing this goal, institutions are expending significant effort promoting active learning as an institution-wide teaching approach. Active learning defined as learners deeply participating in the learning process are being increasingly used in face-to-face contexts, but can it be used just as effectively in the online environments now common in higher education? In their 2017 paper, the authors established that active learning online is certainly possible. In this current article the authors assert that not only is active learning online possible, but that it is a necessity to bolster workforce and higher order thinking skills needed in this current century. Importantly, the faculties have a crucial role to play in implementing active learning online, and active learning online permeate the whole of the online learning experience within courses.
培养毕业生适应当前和未来的劳动力,是高等教育的重要战略学习和教学目标。为了实现这一目标,各院校正在大力推广主动学习,将其作为一种全校范围的教学方法。主动学习被定义为学习者深度参与学习过程,它越来越多地用于面对面的环境中,但它能同样有效地用于现在高等教育中常见的在线环境吗?在他们2017年的论文中,作者确定了在线主动学习当然是可能的。在这篇最新的文章中,作者断言,在线主动学习不仅是可能的,而且是支持本世纪所需的劳动力和更高层次思维技能的必要条件。重要的是,学院在实施在线主动学习方面发挥着至关重要的作用,在线主动学习渗透到课程的整个在线学习体验中。
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引用次数: 0
Fostering the Learning Process in a Programming Course With a Chatbot 用聊天机器人培养编程课程的学习过程
IF 0.8 Q4 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijopcd.306686
S. I. Malik, M. Ashfaque, R. Mathew, J. Jabbar, Rim Al-Nuaimi, Abir Al-Sideiri
Novice programmers have to focus and learn different programming skills in programming 1 course at the same time. Therefore, they need more support to answer their queries related to the programming domain. This study developed and offered a chatbot in programming 1 course. The chatbot focuses on course details, fundamental programming concepts, and common programming errors. The perception of programming 1 students and instructors regarding the chatbot in programming education were collected through the survey and focus group respectively. The results of the students’ survey revealed that the chatbot supports students in learning programming and common programming errors in the course. The focus group participants agreed that the chatbot provides one-to-one teaching experience to novices. The chatbot serves as a virtual teaching assistant and promotes students-centered learning. The focus group participants also agreed that the chatbot approach provides additional support to students in their learning process of programming domain.
新手程序员必须同时关注和学习不同的编程技巧。因此,他们需要更多的支持来回答与编程领域相关的查询。本研究在编程课程中开发并提供了一个聊天机器人。聊天机器人侧重于课程细节、基本编程概念和常见编程错误。通过调查和焦点小组的方式分别收集编程1学生和教师对编程教育中聊天机器人的看法。学生的调查结果显示,聊天机器人帮助学生学习编程和课程中常见的编程错误。焦点小组的参与者一致认为,聊天机器人为新手提供了一对一的教学体验。聊天机器人作为虚拟助教,促进以学生为中心的学习。焦点小组的参与者也一致认为,聊天机器人的方法为学生在编程领域的学习过程中提供了额外的支持。
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引用次数: 0
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International Journal of Online Pedagogy and Course Design
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