British Journal of Educational Technology最新文献

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Timing matters: Effects of augmented reality game on students' learning achievement, satisfaction and acceptance 时间问题:增强现实游戏对学生学习成就、满意度和接受度的影响
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-10-04 DOI: 10.1111/bjet.13524
Peng Zhang, Jiangxu Li, Su Cai
{"title":"Timing matters: Effects of augmented reality game on students' learning achievement, satisfaction and acceptance","authors":"Peng Zhang, Jiangxu Li, Su Cai","doi":"10.1111/bjet.13524","DOIUrl":"https://doi.org/10.1111/bjet.13524","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental design, 68 second-graders engaged with the AR game <i>AR Easy Sign Language: Grams and Kilograms</i>, either before class or in class. Additionally, perspectives from eight students, one teacher and 24 parents (from the before-class group) were collected. Results indicated that providing the AR game in class significantly improved learners' achievement and acceptance compared to providing it before class. While overall satisfaction was unaffected by timing, students' cognitive focus differed: in-class participants emphasised the game's educational value, whereas those using it before class viewed it more as an entertaining tool with educational functionality. Both the teacher and parents acknowledged the educational value of AR games but expressed concerns regarding the cost and potential health issues. This study contributes to theoretical understanding and practical implementation strategies for AR games in education, particularly in optimising their timing for maximal impact.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000 </p><ul>\u0000 \u0000 <li>AR games integrate the advantages of augmented reality and games, enabling learners to interact with virtual and physical objects in a fun way, bringing a new dynamic to education.</li>\u0000 \u0000 <li>Prior research has shown that AR games contribute to the improved learning process and learning outcomes.</li>\u0000 \u0000 <li>However, applying technologies such as AR games to authentic educational contexts is still challenging, as it involves many decision-making issues to be investigated. One key issue that remains unresolved is determining the optimal timing of providing AR games.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000 </p><ul>\u0000 \u0000 <li>Providing AR games in class significantly enhanced students' learning achievement and acceptance, emphasising the need to carefully time such interventions.</li>\u0000 \u0000 <li>The timing of providing AR games influenced students' cognition, with in-class use promoting a focus on learning, while before-class use emphasised entertainment.</li>\u0000 \u0000 <li>Teachers and parents a","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1273-1293"},"PeriodicalIF":6.7,"publicationDate":"2024-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143809540","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Does community of inquiry really matter in understanding online learning? A confirmed perspective using mixed method 探究社区对理解在线学习真的很重要吗?使用混合方法确定的视角
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-30 DOI: 10.1111/bjet.13516
Yujie Zhou, Huiping Wu, Ge Cao
{"title":"Does community of inquiry really matter in understanding online learning? A confirmed perspective using mixed method","authors":"Yujie Zhou, Huiping Wu, Ge Cao","doi":"10.1111/bjet.13516","DOIUrl":"https://doi.org/10.1111/bjet.13516","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>High dropout rates in online courses, caused by potential factors such as financial issues, low motivation and poor self-regulation among learners, pose a significant challenge to the sustainable development of online education. Therefore, continuance of online courses has become a critical topic in both the academic and practical fields. By combining the Community of Inquiry framework (CoI) with Expectation-Confirmation Theory, this study introduces three new constructs—confirmed teaching presence (CTP), confirmed cognitive presence (CCP) and confirmed social presence (CSP)—into the research model to understand how confirmed expectations towards CoI determine online learners' course continuance intention. Utilizing a mixed-methods approach, the study conducted quantitative analysis on 409 learner surveys using partial least squares (PLS), followed by semi-structured interviews, which revealed the depth and breadth of the confirmed CoI expectations on learners' willingness to continue learning. Specifically, the quantitative results uncovered the differential effects of CTP, CCP and CSP on learners' course continuance intentions by elucidating the internal mechanisms. The interviews provided deeper insights by illuminating online learners' initial expectations as well as their pre-course and post-course expectations. The findings of the study not only provide evidence of the crucial role of confirmed expectations in shaping online learners' course continuance intention but also offer actionable recommendations for improving online course design and fostering lifelong learning.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000\u0000 </p><ul>\u0000 \u0000 <li>Online courses have expanded in scale and attracted a large number of learners in recent years, the large base of online learners has brought tremendous and unprecedented challenges to online course development. A high dropout rate is especially considered as a severe issue for online course development.</li>\u0000 \u0000 <li>The issue of learners' continuance intention was often explored from a technological perspective and at the platform level by using Information system (IS) theories.</li>\u0000 \u0000 <li>The community of inquiry (CoI) framework was extensively utilized as a theoretical basis for understanding online learning experiences and its three elements—teaching, cognitive and social presences—have long been deemed as major antecedents that influence learners' online learning behaviours and intentions.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000\u0000 <","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1248-1272"},"PeriodicalIF":6.7,"publicationDate":"2024-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143809962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Experiencing enjoyment in visual programming tasks promotes self-efficacy and reduces the gender gap 体验视觉编程任务的乐趣可以提高自我效能感,缩小性别差距
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-28 DOI: 10.1111/bjet.13523
Robbert Smit, Rahel Schmid, Nicolas Robin
{"title":"Experiencing enjoyment in visual programming tasks promotes self-efficacy and reduces the gender gap","authors":"Robbert Smit, Rahel Schmid, Nicolas Robin","doi":"10.1111/bjet.13523","DOIUrl":"https://doi.org/10.1111/bjet.13523","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>Secondary school students (<i>N</i> = 269) participated in a daylong visual programming course held in a stimulating environment for start-up enterprises. The tasks were application-oriented and partly creative. For example, a wearable device with light-emitting diodes, (ie, LEDs) could be applied to a T-shirt and used for optical messages. Our research questions related to the control-value model of achievement emotions. We measured experienced enjoyment four times and examined the dependence of enjoyment on the individual tasks. Experience of enjoyment was also tested for the prediction of students' self-efficacy for programming. The results showed that momentary enjoyment was not significantly dependent on the task situation, but it was dependent on the general enjoyment of programming. However, students with lower enjoyment scores showed higher increases in enjoyment during the final tasks than those with higher initial scores. The emotion score of the girls increased more than those of the boys but the girls' overall enjoyment scores were lower than those of the boys. Students' self-efficacy beliefs of both genders increased over the course, and some of the differences in beliefs can be explained by the enjoyment of the course. In conclusion, our teaching approach seemed beneficial for the motivation to learn programming, particularly among girls.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000 </p><ul>\u0000 \u0000 <li>Lower secondary students often report a lack of self-efficacy beliefs for visual programming, especially girls whose confidence in their abilities seems to be missing.</li>\u0000 \u0000 <li>Activities that show how programming can be used in everyday life or at work promote interest and enjoyment, especially among girls.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000 </p><ul>\u0000 \u0000 <li>Experiencing enjoyment did not depend on individual task types (more structured vs. more open), but proved to be stable across all tasks.</li>\u0000 \u0000 <li>The experience of positive emotions in our computer science course had an impact on the secondary school students' self-efficacy beliefs.</li>\u0000 </ul>\u0000 \u0000 <p>Implications for practice and/or policy\u0000 </p><ul>\u0000 \u0000 <li>The combination of smart textiles and programming was viewed as a motivating learning experie","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1231-1247"},"PeriodicalIF":6.7,"publicationDate":"2024-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.13523","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143809948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A multimodal approach to support teacher, researcher and AI collaboration in STEM+C learning environments 在 STEM+C 学习环境中支持教师、研究人员和人工智能协作的多模式方法
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-18 DOI: 10.1111/bjet.13518
Clayton Cohn, Caitlin Snyder, Joyce Horn Fonteles, Ashwin T. S., Justin Montenegro, Gautam Biswas
{"title":"A multimodal approach to support teacher, researcher and AI collaboration in STEM+C learning environments","authors":"Clayton Cohn, Caitlin Snyder, Joyce Horn Fonteles, Ashwin T. S., Justin Montenegro, Gautam Biswas","doi":"10.1111/bjet.13518","DOIUrl":"10.1111/bjet.13518","url":null,"abstract":"<div>\u0000 \u0000 <section>\u0000 \u0000 \u0000 <p>Recent advances in generative artificial intelligence (AI) and multimodal learning analytics (MMLA) have allowed for new and creative ways of leveraging AI to support K12 students' collaborative learning in STEM+C domains. To date, there is little evidence of AI methods supporting students' collaboration in complex, open-ended environments. AI systems are known to underperform humans in (1) interpreting students' emotions in learning contexts, (2) grasping the nuances of social interactions and (3) understanding domain-specific information that was not well-represented in the training data. As such, combined human and AI (ie, hybrid) approaches are needed to overcome the current limitations of AI systems. In this paper, we take a first step towards investigating how a human-AI collaboration between teachers and researchers using an AI-generated multimodal timeline can guide and support teachers' feedback while addressing students' STEM+C difficulties as they work collaboratively to build computational models and solve problems. In doing so, we present a framework characterizing the human component of our human-AI partnership as a collaboration between teachers and researchers. To evaluate our approach, we present our timeline to a high school teacher and discuss the key insights gleaned from our discussions. Our case study analysis reveals the effectiveness of an iterative approach to using human-AI collaboration to address students' STEM+C challenges: the teacher can use the AI-generated timeline to guide formative feedback for students, and the researchers can leverage the teacher's feedback to help improve the multimodal timeline. Additionally, we characterize our findings with respect to two events of interest to the teacher: (1) when the students cross a <i>difficulty threshold,</i> and (2) the <i>point of intervention</i>, that is, when the teacher (or system) should intervene to provide effective feedback. It is important to note that the teacher explained that there should be a lag between (1) and (2) to give students a chance to resolve their own difficulties. Typically, such a lag is not implemented in computer-based learning environments that provide feedback.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000\u0000 </p><ul>\u0000 \u0000 <li>Collaborative, open-ended learning environments enhance students' STEM+C conceptual understanding and practice, but they introduce additional complexities when students learn concepts spanning multiple domains.</li>\u0000 \u0000 <li>Recent advances in generative AI and MMLA allow for integrating mul","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 2","pages":"595-620"},"PeriodicalIF":6.7,"publicationDate":"2024-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.13518","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142253939","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring Twitter as a social learning space for education scholars: An analysis of value-added contributions to the #TPACK network 探索作为教育学者社交学习空间的 Twitter:对 #TPACK 网络增值贡献的分析
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-17 DOI: 10.1111/bjet.13521
Liz Ebersole, Teresa S. Foulger, Yi Jin, Daniel James Mourlam
{"title":"Exploring Twitter as a social learning space for education scholars: An analysis of value-added contributions to the #TPACK network","authors":"Liz Ebersole, Teresa S. Foulger, Yi Jin, Daniel James Mourlam","doi":"10.1111/bjet.13521","DOIUrl":"10.1111/bjet.13521","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>Social media has been shown to be an efficient way to engage in networked participatory scholarship (NPS), which is defined as the use of online social networks to share and further develop scholarship. As leaders in the field, educational technology scholars should be at the forefront of this practice. We used social network analysis (SNA) to examine the structure and characteristics of the #TPACK Twitter network and to determine whether and how the users were engaging in value-added NPS. Our findings revealed that the #TPACK Twitter network was loosely organized, and users were not very well connected outside of their clusters. Our findings also revealed that #TPACK tweets largely did not represent value-added NPS. The majority of posts lacked useful context, were limited to merely sharing links to resources and did not establish meaningful interactions among users. The implications of this study provide a new direction for educational technology researchers and PK-12 practitioners to approach social media from a value-added standpoint and to apply value-added NPS to improve their use of social media to advance research, enhance professional learning and forge closer ties between researchers and practitioners.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000\u0000 </p><ul>\u0000 \u0000 <li>Publication in high-impact academic journals and measuring research impact through citations and journal indexing is still the dominant practice in research dissemination; however, there is growth in the use of alternative methods and the use of altmetrics to measure the impact of these methods.</li>\u0000 \u0000 <li>Scholars struggle with using social media in ways that align with networked participatory scholarship (NPS).</li>\u0000 \u0000 <li>Social network analysis (SNA) is the study of the structure and characteristics of the relationships that form in social networks, and can be used to analyze an online social network.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000\u0000 </p><ul>\u0000 \u0000 <li>Value-added social learning theory and NPS can be used in SNA to both evaluate and inform scholars' social media practices.</li>\u0000 \u0000 <li>Educational technology scholars and practitioners struggle with using social media for value-added NPS.</li>\u0000 \u0000 <li>Lost opportunities for value-added NPS that were documented in this study include lack of engagement with the wider network, not sharing the role of spreading ideas and not maki","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1210-1230"},"PeriodicalIF":6.7,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142253940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Youths' relationship with culture: Tracing sixth graders' learning through designing culturally centred multimedia projects 青少年与文化的关系:追踪六年级学生通过设计以文化为中心的多媒体项目进行学习的情况
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-17 DOI: 10.1111/bjet.13520
Lili Yan, Breanne K. Litts, Melissa Tehee, Stuart Baggaley, Jennifer Jenkins
{"title":"Youths' relationship with culture: Tracing sixth graders' learning through designing culturally centred multimedia projects","authors":"Lili Yan, Breanne K. Litts, Melissa Tehee, Stuart Baggaley, Jennifer Jenkins","doi":"10.1111/bjet.13520","DOIUrl":"10.1111/bjet.13520","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed. As a result, the futures youth can envision for themselves in these spaces are often static and limited by the dominant culture. As a move toward supporting youths' diverse cultural backgrounds and experiences, we ask how youth develop relationship with culture through creating culturally centred multimedia projects. Guided by a case study approach, we collected thirty-six remixing multimedia projects from twelve sixth graders, who created these projects for three culturally centred learning activities over a school year. Findings share one case from each learning activity to demonstrate how students represent their relationships with culture through three forms of symbolising. Implications from this work reject the settled expectations of dominant culture in formal learning environments and, instead, invite youths' knowledges and experiences through remixing with multimedia.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000 </p><ul>\u0000 \u0000 <li>Formal learning environments are shaped by norms rooted in the dominant culture but are often assumed to be acultural spaces.</li>\u0000 \u0000 <li>Multimedia technologies have been leveraged to engage youth with culture in the classroom.</li>\u0000 \u0000 <li>Remixing is a sociocultural learning process that allows youth to reimagine their lived experiences.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000 </p><ul>\u0000 \u0000 <li>Sixth graders' relationships with culture were mediated by remixing with multimedia resources in a series of culturally centred multimedia projects.</li>\u0000 \u0000 <li>Forms of symbolising in students' remixing works reveal diverse relationships with their own culture and other cultures.</li>\u0000 \u0000 <li>Culturally centred multimedia projects afford the development of intertwined and reciprocal relationships with one's own culture and other cultures.</li>\u0000 </ul>\u0000 \u0000 <p>Implications for practice\u0000 </p><ul>\u0000 ","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1191-1209"},"PeriodicalIF":6.7,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.13520","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142253941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effects of escape room game-based civics education on junior high school students' learning motivation, critical thinking and flow experience 密室逃生游戏型公民教育对初中生学习动机、批判性思维和心流体验的影响
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-16 DOI: 10.1111/bjet.13519
Hsiu-Ling Chen, Abebayehu Yohannes, Ning-Li Hung
{"title":"Effects of escape room game-based civics education on junior high school students' learning motivation, critical thinking and flow experience","authors":"Hsiu-Ling Chen, Abebayehu Yohannes, Ning-Li Hung","doi":"10.1111/bjet.13519","DOIUrl":"https://doi.org/10.1111/bjet.13519","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth grade students' learning motivation, critical thinking and flow experience. To explore the effects, a quasi-experimental pretest–posttest with a control group design method was employed. The participants were 76 eighth grade students. The subjects were divided into two groups: the experimental group, which used an escape room game, and the control group which used the Google classroom digital platform. The results of the study indicated that there was a significant difference between the two groups in favour of the experimental group in terms of learning motivation. There was a significant difference between the two groups' critical thinking in favour of the experimental group for the ‘assumption’ and ‘interpretation’ subscales of the critical thinking test. Regarding flow experience, the experimental group performed significantly better than the control group. Finally, based on the research results, suggestions are made for the future use of escape room games for teaching and for future research.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000 </p><ul>\u0000 \u0000 <li>Escape room games have substantial potential for enhancing learning, motivation and critical thinking.</li>\u0000 \u0000 <li>Studies promoting mental flow, integrating complex skills and using multiple strategies in a game context are limited.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000 </p><ul>\u0000 \u0000 <li>Students' mind flow experience and critical thinking were enhanced through escape room games.</li>\u0000 \u0000 <li>The escape room game made the learning process more varied, triggered students' interest, and improved their learning motivation.</li>\u0000 \u0000 <li>This study compared the effect of escape room game-based learning with the Google Classroom platform, not the traditional teaching approach.</li>\u0000 </ul>\u0000 \u0000 <p>Implications for practice and/or policy\u0000 </p><ul>\u0000 \u0000 <li>Escape room games offer learners innovative opportunities to develop critical thinking skills.</li>\u0000 \u0000 <li>Us","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1170-1190"},"PeriodicalIF":6.7,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143809865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Seeking to support preservice teachers' responsive teaching: Leveraging artificial intelligence-supported virtual simulation 寻求支持职前教师的响应式教学:利用人工智能支持的虚拟仿真
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-09-12 DOI: 10.1111/bjet.13522
Nuodi Zhang, Fengfeng Ke, Chih-Pu Dai, Sherry A. Southerland, Xin Yuan
{"title":"Seeking to support preservice teachers' responsive teaching: Leveraging artificial intelligence-supported virtual simulation","authors":"Nuodi Zhang, Fengfeng Ke, Chih-Pu Dai, Sherry A. Southerland, Xin Yuan","doi":"10.1111/bjet.13522","DOIUrl":"10.1111/bjet.13522","url":null,"abstract":"<div>\u0000 \u0000 \u0000 <section>\u0000 \u0000 <p>Preparing preservice teachers (PSTs) to be able to notice, interpret, respond to and orchestrate student ideas—the core practices of responsive teaching—is a key goal for contemporary science and mathematics teacher education. This mixed-methods study, employing a virtual reality (VR)-supported simulation integrated with artificial intelligence (AI)-powered virtual students, explored the frequent patterns of PSTs' talk moves as they attempted to orchestrate a responsive discussion, as well as the affordances and challenges of leveraging AI-supported virtual simulation to enhance PSTs' responsive teaching skills. Sequential analysis of the talk moves of both PSTs (<i>n</i> = 24) and virtual students indicated that although PSTs did employ responsive talk moves, they encountered difficulties in transitioning from the authoritative, teacher-centred teaching approach to a responsive way of teaching. The qualitative analysis with triangulated dialogue transcripts, observational field notes and semi-structured interviews revealed participants' engagement in (1) orchestrating discussion by leveraging the design features of AI-supported simulation, (2) iterative rehearsals through naturalistic and contextualized interactions and (3) exploring realism and boundaries in AI-powered virtual students. The study findings provide insights into the potential of leveraging AI-supported virtual simulation to improve PSTs' responsive teaching skills. The study also underscores the need for PSTs to engage in well-designed pedagogical practices with adaptive and in situ support.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000 </p><ul>\u0000 \u0000 <li>Developing the teaching capacity of responsive teaching is an important goal for preservice teacher (PST) education. PSTs need systematic opportunities to build fluency in this approach.</li>\u0000 \u0000 <li>Virtual simulations can provide PSTs with the opportunities to practice interactive teaching and have been shown to improve their teaching skills.</li>\u0000 \u0000 <li>Artificial intelligence (AI)-powered virtual students can be integrated into virtual simulations to enable interactive and authentic practice of teaching.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000 </p><ul>\u0000 \u0000 <li>AI-supported simulation has the potential to support PSTs' responsive teaching skills.</li>\u0000 \u0000 <li>While PSTs enact responsive teaching talk moves, they struggle to enact those talk moves in challenging teaching scenari","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1148-1169"},"PeriodicalIF":6.7,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142212633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Basic mathematical skills and fraction understanding predict percentage understanding: Evidence from an intelligent tutoring system 基础数学技能和分数理解能力可预测百分比理解能力:来自智能辅导系统的证据
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-08-27 DOI: 10.1111/bjet.13517
Markus Wolfgang Hermann Spitzer, Miguel Ruiz-Garcia, Korbinian Moeller
{"title":"Basic mathematical skills and fraction understanding predict percentage understanding: Evidence from an intelligent tutoring system","authors":"Markus Wolfgang Hermann Spitzer, Miguel Ruiz-Garcia, Korbinian Moeller","doi":"10.1111/bjet.13517","DOIUrl":"10.1111/bjet.13517","url":null,"abstract":"<div>\u0000 \u0000 <section>\u0000 \u0000 <p>Research on fostering learning about percentages within intelligent tutoring systems (ITSs) is limited. Additionally, there is a lack of data-driven approaches for improving the design of ITS to facilitate learning about percentages. To address these gaps, we first investigated whether students' understanding of basic mathematical skills (eg, arithmetic, measurement units and geometry) and fractions within an ITS predicts their understanding of percentages. We then applied a psychological network analysis to evaluate interdependencies within the data on 44 subtopics of basic mathematical concepts, fractions and percentages. We leveraged a large-scale dataset consisting of 2798 students using the ITS <i>bettermarks</i> and working on approximately 4.1 million mathematical problems. We found that advanced arithmetic, measurement units, geometry and fraction understanding significantly predicted percentage understanding. Closer inspection indicated that percentage understanding was best predicted by problems sharing similar features, such as fraction word problems and fraction/natural number multiplication/division problems. Our findings suggest that practitioners and software developers may consider revising specific subtopics which share features with percentage problems for students struggling with percentages. More broadly, our study demonstrates how evaluating interdependencies between subtopics covered within an ITS as a data-driven approach can provide practical insights for improving the design of ITSs.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000 </p><ul>\u0000 \u0000 <li>Longitudinal studies showed that basic mathematical skills predict fraction understanding.</li>\u0000 \u0000 <li>There is only limited evidence on whether similar predictions can be observed for percentage understanding—in general and within intelligent tutoring systems.</li>\u0000 \u0000 <li>Process data from such intelligent tutoring systems can be leveraged to pursue both educational research questions and optimizing digital learning software.</li>\u0000 \u0000 <li>Problems involving percentages typically are word problems requiring multiplications and/or divisions.</li>\u0000 </ul>\u0000 \u0000 <p>What this paper adds\u0000 </p><ul>\u0000 \u0000 <li>Similar to the case of fractions, students' performance on advanced arithmetic, measurement units and geometry significantly predicted performance with percenta","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 3","pages":"1122-1147"},"PeriodicalIF":6.7,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.13517","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142212638","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interactivity and identity impact learners' sense of agency in virtual reality field trips 互动性与身份认同对虚拟实境实地学习中学习者的主体感有影响
IF 6.7 1区 教育学
British Journal of Educational Technology Pub Date : 2024-08-20 DOI: 10.1111/bjet.13513
Eileen McGivney
{"title":"Interactivity and identity impact learners' sense of agency in virtual reality field trips","authors":"Eileen McGivney","doi":"10.1111/bjet.13513","DOIUrl":"https://doi.org/10.1111/bjet.13513","url":null,"abstract":"<div>\u0000 \u0000 <section>\u0000 \u0000 \u0000 <p>Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in immersive learning has not been well-studied relative to other affordances like presence, and more evidence is needed to understand how varied media and designs heighten or diminish agency. This mixed-method study addressed this need by developing and validating measures of sense of agency with 30 high school students who used VR field trips in their engineering class over four lessons. By comparing immersive videos to video game-like interactive graphical environments, the study illustrates some of the complexities of agency in VR. The findings indicate agency is not a unidimensional construct nor is it equivalent to full-body interactivity in VR as learners felt some types of agency when using immersive videos. Furthermore, learners' identities moderated associations between the type of VR media and their sense of agency, and agency did not change over time as the novelty of VR waned. These results suggest VR designers should consider varied ways of interacting in VR that are beneficial for learning. They also support the use of immersive videos when the educator's goal is to increase agency over learning or focus, and provide measures and direction for future research to assess the relationship between varied types of agency, features of VR experiences and learning outcomes.</p>\u0000 </section>\u0000 \u0000 <section>\u0000 \u0000 <div>\u0000 \u0000 <div>\u0000 \u0000 <h3>Practitioner notes</h3>\u0000 <p>What is already known about this topic\u0000\u0000 </p><ul>\u0000 \u0000 <li>Virtual reality (VR) can enhance learning by giving learners a strong sense of presence in the virtual environment and giving them agency over their learning through novel forms of interactivity.</li>\u0000 \u0000 <li>Many studies have looked at increasing the learner's presence in VR, but fewer have assessed learners' agency.</li>\u0000 \u0000 <li>Prior work found the impact of increased interactivity on learning was mixed: sometimes it increased learning outcomes and motivation, other times it did not.</li>\u0000 </ul>\u0000 <p>What this paper adds\u0000\u0000 </p><ul>\u0000 \u0000 <li>This study develops and validates measures of learners' sense of agency within VR learning environments.</li>\u0000 \u0000 ","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"56 1","pages":"410-434"},"PeriodicalIF":6.7,"publicationDate":"2024-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.13513","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143117199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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