利用学习分析探索异步游戏化环境中的同伴学习模式

IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Jewoong Moon, Laura McNeill, Christopher Thomas Edmonds, Seyyed Kazem Banihashem, Omid Noroozi
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引用次数: 0

摘要

本研究探讨了高等教育异步游戏化环境中学生知识共建的动态,重点是大学商科课程中的同伴讨论。利用认识网络分析、序列模式挖掘和自动编码,我们分析了 1319 名商科学生的互动。我们的研究结果表明,外部化和认识活动非常普遍,这表明问题解决和概念理解之间存在紧密联系。我们观察到三种主要的讨论类型:争论型、认识型和社交型,每种类型都有独特的参与和想法整合模式。有效的知识共建模式包括以认识论为重点的开放式问题、作为激烈的知识共建舞台的辩论以及促进支持性协作学习环境的社交互动。游戏化元素的引入提高了学生的参与度。我们的研究结果强调了结构化分析、协作和论证对于促进同伴学习环境中有效的知识共建的重要意义。这项研究提供了关于话语维度的时间相互作用及其协作学习潜力的见解,增强了我们对如何利用学习分析来发现学生在异步游戏化环境中共同建构知识的方式的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Using learning analytics to explore peer learning patterns in asynchronous gamified environments

Using learning analytics to explore peer learning patterns in asynchronous gamified environments

This study explored the dynamics of students' knowledge co-construction in an asynchronous gamified environment in higher education, focusing on peer discussions in college business courses. Utilizing epistemic network analysis, sequence pattern mining, and automated coding, we analyzed the interactions of 1,319 business students. Our findings revealed that externalization and epistemic activity were prevalent, demonstrating a strong link between problem-solving and conceptual understanding. Three primary discussion types were observed: argumentative, epistemic, and social, each with unique patterns of engagement and idea integration. Effective knowledge co-construction patterns included open-ended questions with an epistemic focus, debates serving as intense knowledge co-construction arenas, and social interactions fostering a supportive and collaborative learning environment. The introduction of gamification elements led to increased student engagement and participation. Our findings emphasize the significance of structured analysis, collaboration, and argumentation in promoting effective knowledge co-construction in peer learning settings. This study offers insights into the temporal interplay of discourse dimensions and their potential for collaborative learning, enhancing our understanding of how learning analytics can be employed to discover ways in which students co-construct knowledge in asynchronous gamified environments.

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来源期刊
CiteScore
19.30
自引率
4.70%
发文量
59
审稿时长
76.7 days
期刊介绍: This journal seeks to foster the sharing of critical scholarly works and information exchange across diverse cultural perspectives in the fields of technology-enhanced and digital learning in higher education. It aims to advance scientific knowledge on the human and personal aspects of technology use in higher education, while keeping readers informed about the latest developments in applying digital technologies to learning, training, research, and management.
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