{"title":"Using an integrated probabilistic clustering approach to detect student engagement across asynchronous and synchronous online discussions","authors":"Mian Wu, Fan Ouyang","doi":"10.1007/s12528-023-09394-x","DOIUrl":"https://doi.org/10.1007/s12528-023-09394-x","url":null,"abstract":"<p>Online collaborative discussion (OCD) focuses on promoting individual knowledge inquiry and group knowledge construction through active peer interactions and communications. In practice, it is necessary to explore how different modes of OCD come into play, in which student engagement can function as an evaluating indicator. To identify student engagement in OCD, prior research has identified and categorized various types of student roles. However, although students usually change their engagement during the learning process and across learning occasions, most existing research focuses on examining unchanging student roles or developing roles in similar collaborative activities, which might overlook the probable role transitions brought by engagement changes. To fill this gap, this research proposes an integrated probabilistic clustering approach to detect student roles, role transitions, and fine-grained attributes of transitions across the asynchronous and synchronous OCD modes. The results demonstrate four roles (<i>Knowledge Constructor, Task Follower, Isolated Explorer,</i> and <i>Lurker</i>), four transition categories (<i>Maintenance of inactive participant, Transferring to inactive participant, Maintenance of active participant, and Transferring to active participant</i>), and the code co-occurrence structures of four transition categories. This research deepens the understanding of the complexity of student engagement in online collaborative discussions and offers both analytical and practical implications for improving student engagement.</p>","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"9 1","pages":""},"PeriodicalIF":5.6,"publicationDate":"2024-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139408126","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kyle M. L. Jones, A. VanScoy, Alison Harding, Amy Martin
{"title":"Changing student privacy responsibilities and governance needs: Views from faculty, instructional designers, and academic librarians","authors":"Kyle M. L. Jones, A. VanScoy, Alison Harding, Amy Martin","doi":"10.1007/s12528-023-09395-w","DOIUrl":"https://doi.org/10.1007/s12528-023-09395-w","url":null,"abstract":"","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"2 12","pages":"1-19"},"PeriodicalIF":5.6,"publicationDate":"2024-01-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139380244","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effects and acceptability of virtual reality to facilitate mindfulness practice in university students","authors":"","doi":"10.1007/s12528-023-09393-y","DOIUrl":"https://doi.org/10.1007/s12528-023-09393-y","url":null,"abstract":"<h3>Abstract</h3> <p>Mindfulness practices have proven to be effective for improving the mental health of many populations, including university students. However, these practices can be challenging for naive meditators. Virtual reality (VR) can create virtual scenarios that facilitate the practice of mindfulness. This study presents secondary data from a randomized controlled trial on the effects and acceptability of mindfulness-based VR environments conducted with a sample of university students. Specifically, it involved a single condition (n = 93) receiving an intervention that comprised six short mindfulness sessions in VR. Measurements were taken of participants’ state mindfulness and emotional state immediately before and after the implementation of each VR environment. Sense of presence was measured subsequent to each VR environment. Furthermore, participants were asked to rate their expectations for at baseline and satisfaction with the experience after the intervention. Participants significantly improved both state mindfulness and emotional states, and they reported a moderate-to-strong sense of presence in each of the VR environments. Moreover, participants reported high expectation and satisfaction scores for the intervention. This study shows the potential of VR in mindfulness, although there is a need for more research in this area and, in particular, more sophisticated trial designs.</p>","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"100 1","pages":""},"PeriodicalIF":5.6,"publicationDate":"2023-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138714720","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Validation of self-efficacy questionnaire of online learning for students with disabilities in higher education","authors":"Tuba Gezer, Stella Y. Kim, Othelia EunKyoung Lee","doi":"10.1007/s12528-023-09386-x","DOIUrl":"https://doi.org/10.1007/s12528-023-09386-x","url":null,"abstract":"","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135854879","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A story-driven gamified education on USB-based attack","authors":"Vasco Rikkers, Dipti Kapoor Sarmah","doi":"10.1007/s12528-023-09392-z","DOIUrl":"https://doi.org/10.1007/s12528-023-09392-z","url":null,"abstract":"Abstract In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training’s effectiveness. The goal of this study was to test the effectiveness of story-driven gamification in the prevention of USB-based attacks among students. To do this a story-driven gamified training was designed and deployed among students. It was found that story-elements were perceived to have a positive impact on the effectiveness of gamification. Testing the game showed that adding elements such as a guide and introducing characters caused the game to be more engaging and participants to learn more. Even to the extent that it was stated to be better than other gamification attempts lacking a focus on narrative. Because this research focuses on just story-elements and not other often used gamification elements such as rewards and leaderboards, it creates a clear image of how they should be used. It aids the design of a gamified training by showing what questions need to be answered to make story-elements work as effectively as possible towards the goal of the training. This also provides a foothold for future frameworks that could be made in regard to the usage of story-elements in gamification and education. During the research, there were also some questions raised that could be researched further such as a difference in results between participants with different study backgrounds.","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135095043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Linjing Wu, Shuang Yu, Qingtang Liu, Junmin Ye, Xinxin Zheng, Jianhu Wang
{"title":"Is cross-discipline better than same-discipline for cognitive engagement in computer supported collaborative learning? An empirical study using epistemic network analysis","authors":"Linjing Wu, Shuang Yu, Qingtang Liu, Junmin Ye, Xinxin Zheng, Jianhu Wang","doi":"10.1007/s12528-023-09389-8","DOIUrl":"https://doi.org/10.1007/s12528-023-09389-8","url":null,"abstract":"","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135481030","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring the impact of virtual laboratory with KWL reflective thinking approach on students’ science learning in higher education","authors":"Shenzhong Yan, Daner Sun, Qing Zhou, Yuqin Yang, Peiyao Tian","doi":"10.1007/s12528-023-09385-y","DOIUrl":"https://doi.org/10.1007/s12528-023-09385-y","url":null,"abstract":"","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136061423","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}