The synergistic effects in an AI-supported online scientific argumentation learning environment

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Yu-Ren Lin , Cheng-Yu Hung
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Abstract

This study combines scientific argumentation, gamified learning, and textual scaffolding to address the needs of cognitive, affective, and skill-based dimensions, designing an AI-interactive learning environment. Through the synergy created by these three dimensions, it aims to promote scientific argumentation learning. An online learning platform called AI web-based online learning in argumentation (AWOLA) was developed to support the study, featuring three distinct versions: gamified learning with textual scaffolding, gamified learning only, and textual scaffolding only. Four scientific argumentation topics, arranged from descriptive to theoretical, were incorporated into the platform. A total of 285 ninth-grade students participated in this quasi-experimental study, evenly distributed across three experimental groups and a control group based on prior knowledge. The experimental groups used three different versions of AWOLA, while the control group received primarily teacher-centered lecture instruction. Results revealed that differences among the three experimental groups were more pronounced for theoretical scientific argumentation topics compared to descriptive ones. Students in the group experiencing the most comprehensive synergy outperformed others in scientific knowledge understanding (including learning progress and retention), learning motivation, and the construction of multiple arguments. These students demonstrated precise use of scientific terminology and interacted with AI as a bridge connecting abstract concepts to everyday experiences. Even with AI-assisted learning, there is still considerable room for improvement in students' argumentation skills.
人工智能支持的在线科学论证学习环境的协同效应
本研究结合科学论证、游戏化学习和文本脚手架来解决认知、情感和基于技能维度的需求,设计一个人工智能互动学习环境。通过这三个维度的协同作用,促进科学论证学习。为了支持这项研究,开发了一个名为AI基于web的在线论证学习(AWOLA)的在线学习平台,该平台具有三个不同的版本:带文本脚手架的游戏化学习、仅游戏化学习和仅文本脚手架。四个科学论证主题,从描述性到理论性,被纳入平台。285名九年级学生参加了本准实验研究,根据先验知识平均分为三个实验组和一个对照组。实验组使用三种不同版本的AWOLA,而对照组主要接受以教师为中心的讲座教学。结果显示,三个实验组在理论科学论证主题上的差异比描述性科学论证主题更明显。在科学知识的理解(包括学习进展和记忆)、学习动机和多重论点的构建方面,经历最全面协同作用的组的学生表现优于其他组。这些学生展示了对科学术语的精确使用,并与人工智能互动,将抽象概念与日常经验联系起来。即使有了人工智能辅助学习,学生的论证能力仍有很大的提升空间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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