教育技术干预对教育环境中创造性思维的影响:荟萃分析

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH Interactive Technology and Smart Education Pub Date : 2024-07-02 DOI:10.1108/itse-11-2023-0224
Zeinab Zaremohzzabieh, Seyedali Ahrari, Haslinda Abdullah, R. Abdullah, Mahboobeh Moosivand
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引用次数: 0

摘要

目的 本研究旨在对教育环境中教育技术干预对创造性思维发展的影响进行元分析调查。近年来,由于研究结果不一致,研究人员对各种教育技术(包括互动学习环境、数字教学和平台、教育游戏和机器人)在不同教育环境中对学生创造性思维的影响一直存在争议。本研究通过综合 35 项相关实证研究(共有 2,776 人参与)进行荟萃分析,旨在调查教育技术干预措施与托伦斯创造性思维测试(TTCT)及其分量表(流畅性、灵活性、独创性和详尽性)之间的关联。从总体上看,研究结果表明教育技术对整个 TTCT 量表的影响程度适中,所采用的工具、混合方法和目标结果具有高度异质性。此外,结果表明,在 TTCT 分量表中,只有三个分量表(流畅性、灵活性和独创性)受到教育技术的影响。在各种干预措施中,互动学习环境产生的平均效应大小为中等至最大。此外,调节分析表明,干预措施对 TTCT 两个分量表(灵活性和独创性)的影响受到学校类型、研究设计和干预持续时间的调节。得出的结论是,在不同的教育环境中,促进学生创造性思维的干预措施是有效的。原创性/价值尽管研究结果的同质性较低,可能会对研究结果产生影响,但大的失效安全 N 表明这些研究结果是稳健的。该研究探讨了异质性的潜在原因,并强调了在这一领域开展进一步研究的重要性。
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Effects of educational technology intervention on creative thinking in educational settings: a meta-analysis
Purpose This study aims to meta-analytically investigate the impact of educational technology interventions on the development of creative thinking in educational settings. In recent years, the debate among researchers has persisted regarding the impact of various educational technologies, including interactive learning environments, digital instruction and platforms, and educational games and robotics, on students' creative thinking in diverse educational settings due to inconsistent findings. Design/methodology/approach This study, conducting a meta-analysis by synthesizing 35 relevant empirical studies with 2,776 participants, aims to investigate the association between educational technology interventions and the Torrance Tests of Creative Thinking (TTCT) and its subscales (fluency, flexibility, originality and elaboration). Findings No evident publication bias was found. From a general perspective, the results demonstrate a moderate level of influence of educational technology on the overall TTCT scale, with high heterogeneity attributed to the adopted instruments, mixed methods and target outcomes. Additionally, the results indicate that only three of the TTCT subscales (fluency, flexibility and originality) are influenced by educational technologies. Among the interventions, interactive learning environments yielded medium to the largest mean effect size. Furthermore, moderator analyses suggest that the effects of interventions on two subscales of TTCT (flexibility and originality) are moderated by school types, research design and the duration of intervention. The conclusion drawn is that interventions promoting students' creative thinking in different educational settings are efficacious. Originality/value Despite the low homogeneity of the results, which might have influenced the findings, the large fail-safe N suggests that these findings are robust. The study examined potential causes of heterogeneity and emphasized the importance of further research in this area.
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
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