练习、游戏还是测试?利用日志文件分析评价学生在不同网络学习活动中的动机

G. Ben-Zadok, Moshe Leiba, Rafi Nachmias
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引用次数: 4

摘要

动机是学习过程的重要组成部分(Anderman & Dawson 2011;Anderman & Wolters 2006;Schunk & Zimmerman, 2006),并且在很多情况下会影响学生在学习环境中的行为。正是由于这个原因,许多教育研究集中于努力了解其各个方面和含义。从在线学习环境开发者的角度来看,有必要为学生提供各种各样的教育工具,如互动练习和游戏,这可能会促进学习动机,从而提高学习(Gee, 2003;梅耶,2011;Mintz & Nachmias, 1998)。在网络环境中,学生可以根据自己的喜好和需要选择自己的学习路径。例如,他们的选择取决于他们所消费的内容的类型或数量、他们投入学习的时间以及他们愿意付出的努力。积极的学生会消耗更多的内容和使用更多的工具,花更多的时间去思考,并努力正确回答问题(例如,Cocea & Weibelzahl, 2007)。因此,很明显,开发人员应该了解学生的行为,以加强环境的设计,以更好地学习(Pahl, 2004)。在线环境中学习者动机的评估对研究人员和开发人员来说一直是一个挑战,因为如果不实际观察学生的学习过程,很难进行评估。传统的研究工具,如调查和问卷,以及学习环境的LMS(学习管理系统),对所提出的问题提供的信息有限。这一差距可以通过日志文件分析来弥补,这使得通过自动和持续收集数字痕迹来了解在线学习者成为可能(Hershkovitz & Nachmias, 2009)。因此,在本研究中,我们使用日志文件分析作为方法论工具来了解学生在不同活动中的实际行为,并试图推断他们的学习动机。该研究建立在先前文献中描述的动机方面和测量的基础上。在线学习环境包含各种教育工具,以增强学生在特定学科领域的知识和技能。这些工具通常包含丰富的媒介,如模拟、游戏和其他互动工具(Mayer, 2011)。然而,对于学生来说,也许最普遍的工具是练习,他们可以在练习中获得关于答案准确性的即时反馈(Egenfeldt-Nielsen, 2005;Weiss & Muller, 2008)。先前的研究通过表明这种反馈有助于学生评估他们的知识和能力,并关注他们的学习过程来描述这种反馈对学习的影响(Chickering & Gamson, 1987;Gibbs & Simpson, 2004)。另一方面,在一些研究中,人们发现这些工具在帮助学生发展高级知识和技能方面只取得了有限的成功。在这方面提到的原因是,这些工具设计得很差,过于简单、无聊和重复,并且它们不允许用户进行任何主动探索的可能性(Kirriemuir & McFarlane, 2004;褶皱翼,2005)。游戏是在线环境中的另一种常见工具。越来越多的研究表明,游戏作为学习工具具有巨大的潜力。除了有能力提高学生的知识和技能外,他们还通过竞争、乐趣和创造力等因素产生学习动机(Gee, 2003;Gredler, 2004;Mintz & Nachmias, 1998)。有些研究甚至指出玩游戏与学习结果之间的联系(Klopfer, Osterweil, & Salen, 2009;莫尔、温特斯、塞鲁利和比约克,2006;Sandford, Ulicsak, Facer, & Rudd, 2006)。…
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[Chais] Drills, Games or Tests? Evaluating Students' Motivation in Different Online Learning Activities, Using Log File Analysis
Introduction Motivation is an essential component of the learning process (Anderman & Dawson 2011; Anderman & Wolters 2006; Schunk & Zimmerman, 2006) and in many cases impacts the students' behaviors in the learning environment. It is for this reason that much educational research focuses on efforts to learn about its varied aspects and implications. From the point of view of developers of online learning environments, there is a need to offer students a variety of educational tools, such as interactive exercises and games, that may promote motivation to learn and thereby enhance learning (Gee, 2003; Mayer, 2011; Mintz & Nachmias, 1998). Students in online environments may choose their own learning path based on their preferences and needs. Their choice is exercised, for example, by the type or amount of content they consume, the time they dedicate to learning, and the effort they are willing to make (Sims & Hedberg, 1995). Motivated students consume more content and use more tools, dedicate more time to thinking, and make an effort to answer questions correctly (e.g., Cocea & Weibelzahl, 2007). Hence, it is clear that developers should be informed about students' behaviors in order to enhance the design of the environments for better learning (Pahl, 2004). Assessment of learners' motivation in online environments has been a challenge for researchers as well as developers due to the fact that it is a difficult factor to evaluate without physically observing the students in the learning process. Traditional research tools, such as surveys and questionnaires, as well as the LMS (Learning Management Systems) of the learning environments, provide limited information to the issue posed. This gap may be bridged with log file analysis, which makes it possible to learn about the online learner by automatically and continuously collecting digital traces (Hershkovitz & Nachmias, 2009). Therefore in this study we have used log file analysis as a methodological tool to learn about the students' actual behavior in different activities and to try and infer their motivation for learning. The study builds on aspects and measurements of motivation that have been previously described in the literature. Background Educational Tools in Online Learning Online learning environments contain a variety of educational tools to enhance students' knowledge and skills in a specific subject domain. These tools are often rich in media such as simulations, games, and other interactive tools (Mayer, 2011). However, perhaps the most prevalent tool for students are the drills in which they get immediate feedback regarding the accuracy of their answers (Egenfeldt-Nielsen, 2005; Weiss & Muller, 2008). Previous research described the influence of this feedback on learning by suggesting that it helps students to assess their knowledge and competence and to focus on their learning process (Chickering & Gamson, 1987; Gibbs & Simpson, 2004). On the other hand, in some studies, it was found that these tools have achieved only limited success in helping students develop advanced knowledge and skills. The reasons mentioned in this regard are that such tools have been poorly designed and are simplistic, boring, and repetitious, and they do not allow users any possibilities for active exploration (Kirriemuir & McFarlane, 2004; Schank, 2005). Games are another common tool in online environments. A growing volume of research indicates that games have promising potential as learning tools. Alongside their ability to improve students' knowledge and skills, they generate motivation for learning by means of components such as competition, fun, and creativity (Gee, 2003; Gredler, 2004; Mintz & Nachmias, 1998). Some studies even point out the link between playing games and learning outcomes (Klopfer, Osterweil, & Salen, 2009; Mor, Winters, Cerulli, & Bjork, 2006; Sandford, Ulicsak, Facer, & Rudd, 2006). …
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