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1.
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12–13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between students' progress within DragonBox and their algebraic knowledge and general mathematics achievement, (b) the moderating effects of students' prior performance on these relations and (c) the potential factors associated with students' in-game progress. Among students with higher prior algebraic knowledge, higher in-game progress was related to higher algebraic knowledge after the intervention. Higher in-game progress was also associated with higher end-of-year mathematics achievement, and this association was stronger among students with lower prior mathematics achievement. Students' demographic characteristics, prior knowledge and prior achievement did not significantly predict in-game progress beyond the number of intervention sessions students completed. These findings advance research on how, for whom and in what contexts game-based interventions, such as DragonBox, support mathematical learning and have implications for practice using game-based technologies to supplement instruction.

Practitioner notes

What is already known about this topic
  • DragonBox 12+ may support students' understanding of algebra but the findings are mixed.
  • Students who solve more problems within math games tend to show higher performance after gameplay.
  • Students' engagement with mathematics is often related to their prior math performance.
What this paper adds
  • For students with higher prior algebraic knowledge, solving more problems in DragonBox 12+ is related to higher algebraic performance after gameplay.
  • Students who make more in-game progress also have higher mathematics achievement, especially for students with lower prior achievement.
  • Students who spend more time playing DragonBox 12+ make more in-game progress; their demographic, prior knowledge and prior achievement are not related to in-game progress.
Implications for practice and/or policy
  • DragonBox 12+ can be beneficial as a supplement to algebra instruction for students with some understanding of algebra.
  • DragonBox 12+ can engage students with mathematics across achievement levels.
  • Dedicating time and encouraging students to play DragonBox 12+ may help them make more in-game progress, and in turn, support math learning.
  相似文献   

2.
Game-based learning environments hold significant promise for facilitating learning experiences that are both effective and engaging. To support individualised learning and support proactive scaffolding when students are struggling, game-based learning environments should be able to accurately predict student knowledge at early points in students' gameplay. Student knowledge is traditionally assessed prior to and after each student interacts with the learning environment with conventional methods, such as multiple choice content knowledge assessments. While previous student modelling approaches have leveraged machine learning to automatically infer students' knowledge, there is limited work that incorporates the fine-grained content from each question in these types of tests into student models that predict student performance at early junctures in gameplay episodes. This work investigates a predictive student modelling approach that leverages the natural language text of the post-gameplay content knowledge questions and the text of the possible answer choices for early prediction of fine-grained individual student performance in game-based learning environments. With data from a study involving 66 undergraduate students from a large public university interacting with a game-based learning environment for microbiology, Crystal Island , we investigate the accuracy and early prediction capacity of student models that use a combination of gameplay features extracted from student log files as well as distributed representations of post-test content assessment questions. The results demonstrate that by incorporating knowledge about assessment questions, early prediction models are able to outperform competing baselines that only use student game trace data with no question-related information. Furthermore, this approach achieves high generalisation, including predicting the performance of students on unseen questions.

Practitioner notes

What is already known about this topic
  • A distinctive characteristic of game-based learning environments is their capacity to enable fine-grained student assessment.
  • Adaptive game-based learning environments offer individualisation based on specific student needs and should be able to assess student competencies using early prediction models of those competencies.
  • Word embedding approaches from the field of natural language processing show great promise in the ability to encode semantic information that can be leveraged by predictive student models.
What this paper adds
  • Investigates word embeddings of assessment question content for reliable early prediction of student performance.
  • Demonstrates the efficacy of distributed word embeddings of assessment questions when used by early prediction models compared to models that use either no assessment information or discrete representations of the questions.
  • Demonstrates the efficacy and generalisability of word embeddings of assessment questions for predicting the performance of both new students on existing questions and existing students on new questions.
Implications for practice and/or policy
  • Word embeddings of assessment questions can enhance early prediction models of student knowledge, which can drive adaptive feedback to students who interact with game-based learning environments.
  • Practitioners should determine if new assessment questions will be developed for their game-based learning environment, and if so, consider using our student modelling framework that incorporates early prediction models pretrained with existing student responses to previous assessment questions and is generalisable to the new assessment questions by leveraging distributed word embedding techniques.
  • Researchers should consider the most appropriate way to encode the assessment questions in ways that early prediction models are able to infer relationships between the questions and gameplay behaviour to make accurate predictions of student competencies.
  相似文献   

3.
Recent years have seen a surge of calls for personalization of education. Automatised adaptivity in serious games has been advocated as a potential instantiation of such calls. Yet little is known about the extent to which personalised learning through automatised adaptivity poses an advantage for language learning over generalised teacher-led sequencing in digital, game-based learning environments. The goal of this paper is to address this question by comparing the learning outcomes in reading accuracy and fluency of didactic sequences designed by EFL teachers or by an adaptive algorithm. A total of 67 participants completed several proficiency and reading skills pretest and posttest and used the iRead system for 6 months. Results showed that all learners made progress in reading skills, but no significant differences were found between the two sequences in relation to the development of reading skills. It was also shown that adaptivity works best if it leads to increase in the number of games per feature. Results are discussed in the context of previous findings, and the role of adaptivity and sequencing is critically assessed.

Practitioner notes

What is already known about this topic?
  • Serious games have the potential to aid learning but empirical research is needed.
  • Findings about the efficiency of serious games are mixed.
  • Current and reviewed versions of the Simple View of Reading constitute a suitable framework to measure reading acquisition.
What this paper adds?
  • It contributes to the growing corpus of research on digital serious games.
  • It provides empirical evidence on the use of an adaptive system in formal education.
  • Comparing a teacher-led sequence to an algorithmic adaptive sequence on the same digital serious game has never been done before.
  • The paper shows the need to obtain both system-internal and system-external data in order to capture the impact of gameplay on the development of L2 reading skills.
Implications for practise and/or policy
  • It sheds some light on how certain game designs may actually help practise with different degrees of intervention by teachers.
  • It is interesting for teachers to use an adaptive sequence that they can check and intervene in if needed.
  相似文献   

4.
This article argues that digital games and school‐based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts – ancillary print and multimodal texts about digital games – can play in connecting pupils’ gaming literacy practices to ‘traditional’ school‐based literacies still needed for academic success. By including the reading, writing and design of digital game paratexts in the literacy curriculum, teachers can actively and legitimately include digital games in their literacy instruction. To help teachers understand pupils’ gaming literacy practices in relation to other forms of literacy practices, we present a heuristic for understanding gaming (HUG) literacy. We argue our heuristic can be used for effective teacher professional development because it assists teachers in identifying the elements of gameplay that would be appropriate for the demands of the literacy curriculum. The heuristic traces gaming literacy across the quadrants of actions, designs, situations and systems to provide teachers and practitioners with a knowledge of gameplay and a metalanguage for talking about digital games. We argue this knowledge will assist them in capitalising on pupils’ existing gaming literacy by connecting their out‐of‐school gaming literacy practices to the literacy and English curriculum.  相似文献   

5.
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the exploration of concepts. The field, however, lacks research on how best to teach with games. For example, an unanswered question is whether gameplay should take place before instruction, after instruction, or integrated throughout in order to maximize the effectiveness of the game. To answer this question, a study was conducted with 103 middle school students who either played a digital game designed to teach algebraic concepts before receiving formal instruction, received formal instruction before playing the game, or received formal instruction intermittently during their gameplay session. The results indicate while on average all participants showed improvement in terms of learning, those who played the game before receiving instruction showed significant improvement. These results provide evidence supporting the theory that games are effective when used as an advanced organization tool.  相似文献   

6.
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of learning analytics methods to provide evidence for psychometric qualities of a digital GBA called Shadowspect, particularly to what extent Shadowspect is a robust assessment tool for middle school students' spatial reasoning skills. Our findings indicate that Shadowspect is a valid assessment for spatial reasoning skills, and it has comparable precision for both male and female students. In addition, students' enjoyment of the game is positively related to their overall competency as measured by the game regardless of the level of their existing spatial reasoning skills.

Practitioner notes

What is already known about this topic:
  • Digital games can be a powerful context to support and assess student learning.
  • Games as assessments need to meet certain psychometric qualities such as validity and generalizability.
  • Learning analytics provide useful ways to establish assessment models for educational games, as well as to investigate their psychometric qualities.
What this paper adds:
  • How a digital game can be coupled with learning analytics practices to assess spatial reasoning skills.
  • How to evaluate psychometric qualities of game-based assessment using learning analytics techniques.
  • Investigation of validity and generalizability of game-based assessment for spatial reasoning skills and the interplay of the game-based assessment with enjoyment.
Implications for practice and/or policy:
  • Game-based assessments that incorporate learning analytics can be used as an alternative to pencil-and-paper tests to measure cognitive skills such as spatial reasoning.
  • More training and assessment of spatial reasoning embedded in games can motivate students who might not be on the STEM tracks, thus broadening participation in STEM.
  • Game-based learning and assessment researchers should consider possible factors that affect how certain populations of students enjoy educational games, so it does not further marginalize specific student populations.
  相似文献   

7.
This article reports on a trace-based assessment of approaches to learning used by middle school aged children who interacted with NASA Mars Mission science, technology, engineering and mathematics (STEM) games in Whyville, an online game environment with 8 million registered young learners. The learning objectives of two games included awareness and knowledge of NASA missions, developing knowledge and skills of measurement and scaling, applying measurement for planetary comparisons in the solar system. Trace data from 1361 interactions were analysed with nonparametric multidimensional scaling methods, which permitted visual examination and statistical validation, and provided an example and proof of concept for the multidimensional scaling approach to analysis of time-based behavioural data from a game or simulation. Differences in approach to learning were found illustrating the potential value of the methodology to curriculum and game-based learning designers as well as other creators of online STEM content for pre-college youth. The theoretical framework of the method and analysis makes use of the Epistemic Network Analysis toolkit as a post hoc data exploration platform, and the discussion centres on issues of semantic interpretation of interaction end-states and the application of evidence centred design in post hoc analysis.

Practitioner notes

What is already known about this topic
  • Educational game play has been demonstrated to positively affect learning performance and learning persistence.
  • Trace-based assessment from digital learning environments can focus on learning outcomes and processes drawn from user behaviour and contextual data.
  • Existing approaches used in learning analytics do not (fully) meet criteria commonly used in psychometrics or for different forms of validity in assessment, even though some consider learning analytics a form of assessment in the broadest sense.
  • Frameworks of knowledge representation in trace-based research often include concepts from cognitive psychology, education and cognitive science.
What this paper adds
  • To assess skills-in-action, stronger connections of learning analytics with educational measurement can include parametric and nonparametric statistics integrated with theory-driven modelling and semantic network analysis approaches widening the basis for inferences, validity, meaning and understanding from digital traces.
  • An expanded methodological foundation is offered for analysis in which nonparametric multidimensional scaling, multimodal analysis, epistemic network analysis and evidence-centred design are combined.
Implications for practice and policy
  • The new foundations are suggested as a principled, theory-driven, embedded data collection and analysis framework that provides structure for reverse engineering of semantics as well as pre-planning frameworks that support creative freedom in the processes of creation of digital learning environments.
  相似文献   

8.
The anthropomorphic characteristics of artificial intelligence (AI) can provide a positive environment for self-regulated learning (SRL). The factors affecting adolescents' SRL through AI technologies remain unclear. Limited AI and disciplinary knowledge may affect the students' motivations, as explained by self-determination theory (SDT). In this study, we examine the mediating effects of needs satisfaction in SDT on the relationship between students' previous technical (AI) and disciplinary (English) knowledge and SRL, using an AI conversational chatbot. Data were collected from 323 9th Grade students through a questionnaire and a test. The students completed an AI basic unit and then learned English with a conversational chatbot for 5 days. Confidence intervals were calculated to investigate the mediating effects. We found that students' previous knowledge of English but not their AI knowledge directly affected their SRL with the chatbot, and that satisfying the need for autonomy and competence mediated the relationships between both knowledge (AI and English) and SRL, but relatedness did not. The self-directed nature of SRL requires heavy cognitive learning and satisfying the need for autonomy and competence may more effectively engage young children in this type of learning. The findings also revealed that current chatbot technologies may not benefit students with relatively lower levels of English proficiency. We suggest that teachers can use conversational chatbots for knowledge consolidation purposes, but not in SRL explorations.

Practitioner notes

What is already known about this topic
  • Artificial intelligence (AI) technologies can potentially support students' self-regulated learning (SRL) of disciplinary knowledge through chatbots.
  • Needs satisfaction in Self-determination theory (SDT) can explain the directive process required for SRL.
  • Technical and disciplinary knowledge would affect SRL with technologies.
What this paper adds
  • This study examines the mediating effects of needs satisfaction in SDT on the relationship between students' previous AI (technical) and English (disciplinary) knowledge and SRL, using an AI conversational chatbot.
  • Students' previous knowledge of English but not their AI knowledge directly affected their SRL with the chatbot.
  • Autonomy and competence were mediators, but relatedness was not.
Implications for practice and/or policy
  • Teachers should use chatbots for knowledge consolidation rather than exploration.
  • Teachers should support students' competence and autonomy, as these were found to be the factors that directly predicted SRL.
  • School leaders and teacher educators should include the mediating effects of needs satisfaction in professional development programmes for digital education.
  相似文献   

9.
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year study, researchers developed four biology-themed UbiqGames and curricula. An analysis of gameplay patterns and posttest data suggests that both male and female students played the games. Correlation of content knowledge gains with specific game design attributes (e.g., simulation feedback and depth of content) suggested areas for further research on “casual” learning games.  相似文献   

10.
Interactive apps are commonly used to support the acquisition of foundational skills. Yet little is known about how pedagogical features of such apps affect learning outcomes, attainment and motivation—particularly when deployed in lower-income contexts, where educational gains are most needed. In this study, we analyse which app features are most effective in supporting the acquisition of foundational literacy and numeracy skills. We compare five apps developed for the Global Learning XPRIZE and deployed to 2041 out-of-school children in 172 remote Tanzanian villages. A total of 41 non-expert participants each provided 165 comparative judgements of the five apps from the competition, across 15 pedagogical features. Analysis and modelling of these 6765 comparisons indicate that the apps created by the joint winners of the XPRIZE, who produced the greatest learning outcomes over the 15-month field trial, shared six pedagogical features—autonomous learning, motor skills, task structure, engagement, language demand and personalisation. Results demonstrate that this combination of features is effective at supporting learning of foundational skills and has a positive impact on educational outcomes. To maximise learning potential in environments with both limited resources and deployment opportunities, developers should focus attention on this combination of features, especially for out-of-school children in low- and middle-income countries.

Practitioner notes

What is already known about this topic
  • Interactive apps are becoming common to support foundational learning for children both in and out of school settings.
  • The Global Learning XPRIZE competition demonstrates that learning apps can facilitate learning improvements in out-of-school children living in sub-Saharan Africa.
  • To understand which app features are most important in supporting learning in these contexts, we need to establish which pedagogical features were shared by the winning apps.
What this paper adds
  • Effective learning of foundational skills can be achieved with a range of pedagogical features.
  • To maximise learning, apps should focus on combining elements of autonomous learning, motor skills, task structure, engagement, language demand and personalisation.
  • Free Play is not a key pedagogical feature to facilitate learning within this context.
Implications for practice and/or policy
  • When developing learning apps with primary-aged, out-of-school children in low-income contexts, app developers should try to incorporate the six key features associated with improving learning outcomes.
  • Governments, school leaders and parents should use these findings to inform their decisions when choosing an appropriate learning app for children.
  相似文献   

11.
The promise of using immersive technologies in learning has increasingly been attracting researchers' and practitioners' attention. However, relevant empirical works are usually conducted in fully controlled Virtual Reality (VR) laboratories, as opposed to conventional settings. This quasi-experimental study compares the effectiveness of video learning resources to that of stereoscopic 360° VR, as supplements to the traditional instructional approach. The potential of such methods was examined in high school settings, in the context of the ‘Life and Evolution’ module, with participants (n = 70) divided equally into control and experimental groups. As a point of reference (control condition), we considered the adoption of Video Learning Resources, as students are more acquainted with this instructional method. In the intervention approach (experimental condition), students adopted the use of low-end mobile-VR (VeeR Mini VR Goggles). The key findings indicate differences in the learning motivation, confidence and satisfaction, but no statistically significant difference was identified regarding the factual or conceptual knowledge gains. The study offers insights on the potential of the investigated technologies in the subject of secondary school Biology and further provides implications for theory and practice.

Practitioner notes

What is already known about this topic
  • Researchers' interest over the potential of Virtual Reality on different STEM disciplines is increasing consistently.
  • An increasing number of efforts can be identified discussing the integration of multimedia learning resources in the secondary school context.
  • Empirical studies on the subject of Biology are focusing on students' academic performance and achievement but not on learning motivation and satisfaction.
What this paper adds
  • This quasi-experimental study comparatively examines academic performance, with the focus being on learning motivation and satisfaction, across different modalities (stereoscopic 360° Virtual Reality applications-VR, Video Learning Recourses-VLR).
  • The findings demonstrate that both instructional methods are sufficient in enhancing students' knowledge acquisition and academic performance.
  • The adoption of stereoscopic 360° VR influences students' learning motivation and impacts long-term memory retention.
Implications for practice and policy
  • Educators are advised to consider the systematic adoption of “immersive” multimedia tools to enhance the subject of Biology as they can greatly encourage scientific inquiry.
  • Instructional designers are advised to adopt open educational resources aligned to the curriculum of the local context.
  • Educational researchers are advised to integrate stereoscopic 360°-VR solutions in the conventional classroom settings.
  相似文献   

12.
This study presents the outcomes of a semi-systematic literature review on the role of learning theory in multimodal learning analytics (MMLA) research. Based on previous systematic literature reviews in MMLA and an additional new search, 35 MMLA works were identified that use theory. The results show that MMLA studies do not always discuss their findings within an established theoretical framework. Most of the theory-driven MMLA studies are positioned in the cognitive and affective domains, and the three most frequently used theories are embodied cognition, cognitive load theory and control–value theory of achievement emotions. Often, the theories are only used to inform the study design, but there is a relationship between the most frequently used theories and the data modalities used to operationalize those theories. Although studies such as these are rare, the findings indicate that MMLA affordances can, indeed, lead to theoretical contributions to learning sciences. In this work, we discuss methods of accelerating theory-driven MMLA research and how this acceleration can extend or even create new theoretical knowledge.

Practitioner notes

What is already known about this topic
  • Multimodal learning analytics (MMLA) is an emerging field of research with inherent connections to advanced computational analyses of social phenomena.
  • MMLA can help us monitor learning activity at the micro-level and model cognitive, affective and social factors associated with learning using data from both physical and digital spaces.
  • MMLA provide new opportunities to support students' learning.
What this paper adds
  • Some MMLA works use theory, but, overall, the role of theory is currently limited.
  • The three theories dominating MMLA research are embodied cognition, control–value theory of achievement emotions and cognitive load theory.
  • Most of the theory-driven MMLA papers use theory ‘as is’ and do not consider the analytical and synthetic role of theory or aim to contribute to it.
Implications for practice and/or policy
  • If the ultimate goal of MMLA, and AI in Education in general, research is to understand and support human learning, these studies should be expected to align their findings (or not) with established relevant theories.
  • MMLA research is mature enough to contribute to learning theory, and more research should aim to do so.
  • MMLA researchers and practitioners, including technology designers, developers, educators and policy-makers, can use this review as an overview of the current state of theory-driven MMLA.
  相似文献   

13.
Predictors of academic success at university are of great interest to educators, researchers and policymakers. With more students studying online, it is important to understand whether traditional predictors of academic outcomes in face-to-face settings are relevant to online learning. This study modelled self-regulatory and demographic predictors of subject grades in 84 online and 80 face-to-face undergraduate students. Predictors were effort regulation, grade goal, academic self-efficacy, performance self-efficacy, age, sex, socio-economic status (SES) and first-in-family status. A multi-group path analysis indicated that the models were significantly different across learning modalities. For face-to-face students, none of the model variables significantly predicted grades. For online students, only performance self-efficacy significantly predicted grades (small effect). Findings suggest that learner characteristics may not function in the same way across learning modes. Further factor analytic and hierarchical research is needed to determine whether self-regulatory predictors of academic success continue to be relevant to modern student cohorts.

Practitioner Notes

What is already known about this topic
  • Self-regulatory and demographic variables are important predictors of university outcomes like grades.
  • It is unclear whether the relationships between predictor variables and outcomes are the same across learning modalities, as research findings are mixed.
What this paper adds
  • Models predicting university students' grades by demographic and self-regulatory predictors differed significantly between face-to-face and online learning modalities.
  • Performance self-efficacy significantly predicted grades for online students.
  • No self-regulatory variables significantly predicted grades for face-to-face students, and no demographic variables significantly predicted grades in either cohort.
  • Overall, traditional predictors of grades showed no/small unique effects in both cohorts.
Implications for practice and/or policy
  • The learner characteristics that predict success may not be the same across learning modalities.
  • Approaches to enhancing success in face-to-face settings are not automatically applicable to online settings.
  • Self-regulatory variables may not predict university outcomes as strongly as previously believed, and more research is needed.
  相似文献   

14.
The COVID-19 pandemic has posed a significant challenge to higher education and forced academic institutions across the globe to abruptly shift to remote teaching. Because of the emergent transition, higher education institutions continuously face difficulties in creating satisfactory online learning experiences that adhere to the new norms. This study investigates the transition to online learning during Covid-19 to identify factors that influenced students' satisfaction with the online learning environment. Adopting a mixed-method design, we find that students' experience with online learning can be negatively affected by information overload, and perceived technical skill requirements, and describe qualitative evidence that suggest a lack of social interactions, class format, and ambiguous communication also affected perceived learning. This study suggests that to digitalize higher education successfully, institutions need to redesign students' learning experience systematically and re-evaluate traditional pedagogical approaches in the online context.

Practitioner notes

What is already known about this topic
  • University transitions to online learning during the Covid-19 pandemic were undertaken by faculty and students who had little online learning experience.
  • The transition to online learning was often described as having a negative influence on students' learning experience and mental health.
  • Varieties of cognitive load are known predictors of effective online learning experiences and satisfaction.
What this paper adds
  • Information overload and perceptions of technical abilities are demonstrated to predict students' difficulty and satisfaction with online learning.
  • Students express negative attitudes towards factors that influence information overload, technical factors, and asynchronous course formats.
  • Communication quantity was not found to be a significant factor in predicting either perceived difficulty or negative attitudes.
Implications for practice and/or policy
  • We identify ways that educators in higher education can improve their online offerings and implementations during future disruptions.
  • We offer insights into student experience concerning online learning environments during an abrupt transition.
  • We identify design factors that contribute to effective online delivery, educators in higher education can improve students' learning experiences during difficult periods and abrupt transitions to online learning.
  相似文献   

15.
Formative assessment is considered to be helpful in students' learning support and teaching design. Following Aufschnaiter's and Alonzo's framework, formative assessment practices of teachers can be subdivided into three practices: eliciting evidence, interpreting evidence and responding. Since students' conceptions are judged to be important for meaningful learning across disciplines, teachers are required to assess their students' conceptions. The focus of this article lies on the discussion of learning analytics for supporting the assessment of students' conceptions in class. The existing and potential contributions of learning analytics are discussed related to the named formative assessment framework in order to enhance the teachers' options to consider individual students' conceptions. We refer to findings from biology and computer science education on existing assessment tools and identify limitations and potentials with respect to the assessment of students' conceptions.

Practitioner notes

What is already known about this topic
  • Students' conceptions are considered to be important for learning processes, but interpreting evidence for learning with respect to students' conceptions is challenging for teachers.
  • Assessment tools have been developed in different educational domains for teaching practice.
  • Techniques from artificial intelligence and machine learning have been applied for automated assessment of specific aspects of learning.
What does the paper add
  • Findings on existing assessment tools from two educational domains are summarised and limitations with respect to assessment of students' conceptions are identified.
  • Relevent data that needs to be analysed for insights into students' conceptions is identified from an educational perspective.
  • Potential contributions of learning analytics to support the challenging task to elicit students' conceptions are discussed.
Implications for practice and/or policy
  • Learning analytics can enhance the eliciting of students' conceptions.
  • Based on the analysis of existing works, further exploration and developments of analysis techniques for unstructured text and multimodal data are desirable to support the eliciting of students' conceptions.
  相似文献   

16.
Well-designed computer or app-based instruction has a number of potential benefits (eg increasing accessibility and feasibility of high-quality instruction, reducing time and resources required for training expert delivery, saving instructional time). However, variation in implementation can still affect outcomes when using educational technology. Research generally suggests that without follow-up support after training, implementation of educational interventions is often poor and outcomes reduced. However, the extent to which this is the case when the core element of an intervention is computer or app-delivered is not yet clear. This study investigated the effects of providing ongoing implementation support for Headsprout Early Reading (HER, an early reading programme accessible via a computer or an app), to determine whether such support leads to better outcomes. Twenty-two primary schools (269 learners) participated in a cluster-randomised controlled trial. Eleven schools received initial training followed by ongoing support across the school year, whereas the other 11 schools received initial training and technical support only. Pre- and post-measures of reading skills were conducted using the York Assessment of Reading for Comprehension. We found no effect of implementation support on outcomes, and no effect of implementation support on delivery of the core element of HER. However, there were some effects of implementation support on the implementation of other HER elements relating to the responsiveness of educators to learners' learning within HER. These findings have implications for providing access to high quality online instruction in early reading skills at scale, with minimal training. More broadly, the current study suggests that well-designed computer or app-based instruction can yield positive outcomes with minimal implementation support and training. However, further research is required to ensure the interplay between learners' app-based learning and teacher intervention functions as intended to provide additional support for those who need it.

Practitioner notes

What is already known about this topic

  • Well-designed computer or app-based instruction has a number of potential benefits (eg increasing accessibility and feasibility of high-quality instruction, reducing time and resources required for training expert delivery, saving instructional time).
  • Implementation can still affect outcomes when using educational technology, and without follow-up support after training, implementation of educational interventions is often poor and outcomes reduced.
  • The extent to which this is the case when the core element of an intervention is computer or app-delivered is not yet clear.

What this paper adds

  • We found that providing implementation support for teachers and teaching assistants delivering Headsprout Early Reading (HER; an early reading programme accessible via a computer or an app) did not affect the reading outcomes of learners.
  • We also found the implementation support did not affect delivery of the core, app-delivered element of the programme.
  • However, there were notable differences in implementation of other aspects of the programme, particularly in relation to the role of the teacher or educational practitioner in managing the interplay between the app-based learning and teacher intervention for learners who require further support.

Implications for practice and policy

  • These findings have implications for providing access to high quality instruction in early reading skills at scale, with minimal training.
  • More broadly, the current study suggests that well-designed computer or app-based instruction can yield positive outcomes with minimal implementation support and training.
  • However, the findings of this study identify some potential risk of an over-reliance on technology to facilitate the learning of all learners accessing the programme.
  • Further research is required to ensure the interplay between learners' app-based learning and teacher intervention functions as intended to provide additional support for those who need it.
  相似文献   

17.
Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people’s everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to draw upon. The research used a game called Stats Invaders!, a variant of the classic videogame Space Invaders. In Stats Invaders!, the locations of descending alien invaders follow probability distributions, and players need to infer the shape of the distributions to play well. The experiment tested whether the game developed participants’ intuitions about the structure of random events and thereby prepared them for future learning from a subsequent written passage on probability distributions. Community-college students who played the game and then read the passage learned more than participants who only read the passage.  相似文献   

18.
ABSTRACT

In this article, we use a model for games and literacy to explore how one FIFA gamer worked across contexts. Previously, this model has been used to address the role of computer and video games in the teaching of literacy in the subject of English. In the current article, we combine this model with a learning lives perspective, which builds on the idea of following the learner across a wide range of contexts. The findings illustrate how one learner is able to research a specific topic, build a convincing argument for it and transfer knowledge from one source to another in a critical way. The knowledge of a game and its culture and the world around the game is prevalent in a gamer’s literacy practices out of school, and this is shown when our participant draws upon this knowledge in literacy practices for specific tasks in school.  相似文献   

19.
Educational applications (apps) offer opportunities for designing learning activities children enjoy and benefit from. We redesigned a typical mobile learning activity to make it more enjoyable and useful for children. Relying on the technology acceptance model, we investigated whether and how implementing this activity in an app can increase children's intention to use. During the 27-day study, children (N = 103, 9–14 years) used the app to memorize one-sentence learning plans each day. Children used three different app-based learning activities throughout the study. In two standard activities, children reread or reassembled the words of the plan. In the redesigned activity, children represented the meaning of the plan with emojis. Children repeatedly reported on their attitude towards each activity. Subsequently, children reported perceived enjoyment and intention to use the app. Results showed children found the emoji activity most enjoyable, and enjoyment of the emoji activity contributed uniquely towards intention to use. Additionally, children's enjoyment of the app mediated their intention to use the app in the future. Overall, the study suggests that children's enjoyment of an app is crucial in predicting their subsequent intention to use, and it provides a concrete example of how emojis can be used to boost enjoyment.

Practitioner notes

What is already known about this topic
  • Educational applications provide children with unrestricted access to mobile learning resources.
  • Positive attitudes towards educational applications predict behavioural intention to use these applications, at least in young adults.
  • There is a need for more research examining the relevance of enjoyable learning activities in fostering children's sustained usage of an educational application.
What this paper adds
  • Positive attitude towards the use of emojis during learning activities uniquely contributed to children's behavioural intention to use the application.
  • Perceived enjoyment predicted behavioural intention to use the application.
  • Perceived enjoyment mediated the effect of attitude towards using learning activities on the behavioural intention to use the mobile educational application.
Implications for practice and/or policy
  • These findings highlight the importance of enjoyment for children's' acceptance of educational applications.
  • Enjoyable learning activities are necessary to ensure sustained usage of educational applications.
  • The paper provides a concrete example of how emojis can be used to boost enjoyment of a typical mobile learning activity.
  相似文献   

20.
Online professional development programmes have a long tradition in adult education. However, in early childhood education, such programmes are only just beginning to be developed. Before online professional development courses can be made inclusive, accessible and widely available to early childhood educators, they must meet a few basic requirements. The present study provides insights into essential aspects that need to be considered when setting up online professional development programmes, a field which is still in its infancy in Austria. The results of a representative survey (n = 317) demonstrated that early childhood educators' digital competencies are highly variable and cannot be taken for granted. The survey results also stress the need to provide educators with functional digital devices appropriate to their work environment. Early childhood educators' interest in online professional development programmes is very high, in recognition of the advantages afforded by flexible participation options independent of users' time constraints or location. The development of attractive, compelling and accessible online professional development courses can contribute to current professionalisation efforts in the field of early childhood education.

Practitioner notes

What is already known about this topic
  • Online professional development has already a very long tradition in the field of adult vocational training but not in Early Childhood Education.
  • The possibility of attending online professional development programmes independent of a participant's time constraints or location is viewed as a particularly beneficial advantage.
  • Online professional development programmes positively affect the professionalisation of educators. For this reason, they must increasingly be integrated into the field of early childhood education.
What this paper adds
  • In the field of early childhood education in German-speaking regions, online professional development training courses are only beginning to be developed.
  • This paper examines the challenges and barriers for early childhood educators associated with implementing online professional development programmes for early childhood educators.
  • The survey was conducted during the COVID-19 pandemic and includes current data on the ongoing digitalisation boom.
Implications for practise and/or policy
  • Online professional development courses should not be understood as competition for conventional face-to-face programmes. Instead, they act as a useful supplement.
  • Media competencies are a fundamental prerequisite for everyday professional life—early childhood educators need functional media devices, stable internet connections, and support structures in IT and computer literacy.
  • Early childhood educators require effective instruction in using online professional development programmes to expand online professional development programmes in their field. They must also address compelling topics in early childhood education relevant to educators' practise.
  相似文献   

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