Research and Practice in Technology Enhanced Learning
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Measuring Behaviors and Identifying Indicators of Self-Regulation in Computer-Assisted Language Learning Courses
Research and Practice in Technology Enhanced Learning - - 2018
Enhancing achievement and interest in mathematics learning through Math-Island
Research and Practice in Technology Enhanced Learning - Tập 14 - Trang 1-19 - 2019
Conventional teacher-led instruction remains dominant in most elementary mathematics classrooms in Taiwan. Under such instruction, the teacher can rarely take care of all students. Many students may then continue to fall behind the standard of mathematics achievement and lose their interest in mathematics; they eventually give up on learning mathematics. In fact, students in Taiwan generally have lower interest in learning mathematics compared to many other regions/countries. Thus, how to enhance students’ mathematics achievement and interest are two major problems, especially for those low-achieving students. This paper describes how we designed a game-based learning environment, called Math-Island, by incorporating the mechanisms of a construction management game into the knowledge map of the elementary mathematics curriculum. We also report an experiment conducted with 215 elementary students for 2 years, from grade 2 to grade 3. In this experiment, in addition to teacher-led instruction in the classroom, students were directed to learn with Math-Island by using their own tablets at school and at home. As a result of this experiment, we found that there is an increase in students’ mathematics achievement, especially in the calculation and word problems. Moreover, the achievements of low-achieving students in the experimental school outperformed the low-achieving students in the control school (a control group in another school) in word problems. Moreover, both the low-achieving students and the high-achieving students in the experimental school maintained a rather high level of interest in mathematics and in the system.
Learning culturally situated dialogue strategies to support language learners
Research and Practice in Technology Enhanced Learning - Tập 13 - Trang 1-20 - 2018
Successful language learning requires an understanding of the target culture in order to make valuable usage of the learned language. To understand a foreign culture, language students need the knowledge of its related products, as well as the skill of comparing them to those of their own culture. One way for students to understand foreign products is by making Culturally Situated Associations (CSA), i.e., relating the products they encountered to products from their own culture. In order to provide students with CSA that they can understand, we must gather information about their culture, provide them with the CSA, and make sure they understand it. In this case, a Culturally Situated Dialogue (CSD) must take place. To carry the dialogue, dialogue systems must follow a dialogue strategy. However, previous work showed that handcrafted dialogue strategies were shown to be ineffective in comparison with machine-learned dialogue strategies. In this research, we proposed a method to learn CSD strategies to support foreign students, using a reinforcement learning algorithm. Since no previous system providing CSA was implemented, the method allowed the creation of CSD strategies when no initial data or prototype exists. The method was applied to generate three different agents: the novice agent was based on an eight states feature-space, the intermediate agent was based on a 144 states feature-space, and the advanced agent was based on a 288 states feature-space. Each of these agents learned a different dialogue strategy. We conducted a Wizard of Oz experiment during which, the agents’ role was to support the wizard in their dialogue with students by providing them with the appropriate action to take at each step. The resulting dialogue strategies were evaluated based on the quality of the strategy. The results suggest the use of the novice agent at the first stages of prototyping the dialogue system. The intermediate agent and the advanced agent could be used at later stages of the system’s implementation.
Instilling innovativeness, building character, and enforcing camaraderie through interest-driven challenge-based learning approach
Research and Practice in Technology Enhanced Learning - Tập 14 - Trang 1-19 - 2019
This study aims to identify how student teachers were impacted by an interest-driven challenge-based instructional design of an Educational Technology course over three semesters. The instructional design of this course was foregrounded by the Interest-Driven Creator Theory, anchoring on the two out of three concepts, namely Interest and Creation. Over the course of 14 weeks, the learning activities in each class meeting started by applying the Interest Loop. This was done by inviting students to participate in bite-sized challenges, at the same time making sure that students can extend the newly constructed knowledge from the activities to their final project. The objective of such design was to let students learn by doing or completing the weekly challenges given to them during class. Then, the students were guided to complete their final project through a series of workshops and personal group consultation with the course instructor. A focus-group discussion was conducted to gather data from the students over the course of three semesters, centering on answering the question of: How does an interest-driven challenge-based framework for learning design of an Educational Technology course impact learners? Interviews were conducted qualitatively, and the findings of the analysis that emerged were (i) instilling innovativeness, (ii) building character, and (iii) enforcing camaraderie. These findings suggests that a mesh-up between the interest-driven creator theory and challenge-based learning framework, then named as InDeC framework for learning design, could furnish learners with skills that are beyond those targeted in the course outcome. Among others, learners’ heutagogical skills can be improved when they are given the opportunity to realize their capacities and stretch their capabilities. Implicitly, this research may benefit instructors in their emerging responsibility of producing and readifying learners for future demands and challenges.
Robot lecture for enhancing presentation in lecture
Research and Practice in Technology Enhanced Learning - Tập 17 - Trang 1-22 - 2022
In lectures with presentation slides such as an e-learning lecture on video, it is important for lecturers to control their non-verbal behavior involving gaze, gesture, and paralanguage. However, it is not so easy even for well-experienced lecturers to properly use non-verbal behavior in their lecture to promote learners’ understanding. This paper proposes robot lecture, in which a robot substitutes for human lecturers, and reconstructs their non-verbal behavior to enhance their lecture. Towards such reconstruction, we have designed a model of non-verbal behavior in lecture. This paper also demonstrates a robot lecture system that appropriately reproduces non-verbal behavior of human lecturers with reconstructed one. In addition, this paper reports a case study involving 36 participants with the system, whose purpose was to ascertain whether robot lecture with reconstruction could be more effective for controlling learners' attention and more beneficial for understanding the lecture contents than video lecture by human and robot lecture with simple reproduction. The results of the case study with the system suggest the effect of promoting learners’ understanding of lecture contents, the necessity of reconstructing non-verbal behavior, and the validity of the non-verbal behavior model.
Commentary on Interest-Driven Creator theory: a US perspective on fostering interest, creativity, and habit in school
Research and Practice in Technology Enhanced Learning - Tập 14 - Trang 1-8 - 2019
In this commentary on Interest-Driven Creator (IDC) theory, the authors reflect on the proposed three-step cycles of (i) sparking students’ interest, (ii) fostering individual creativity, and (iii) inculcating lifelong learning habits. Each component of IDC theory pulls together a wide span of prior research and emphasizes active roles for students. Although the context of IDC as a prototype for educational reform is K-12 Asian classrooms, we note that some US schools are also mired in a focus on test scores. This is especially true among the US most struggling, low-income schools, where a lack of electives and afterschool programs correspond to diminished student perceptions about their own autonomy as learners and their future creative potential. Thus, while IDC is an important provocation for curricular reform in Asia, there is also the need to broaden its scope and begin to explore the potential of IDC as a leadership tool beyond Asia. The wider learning sciences community, the commentary concludes, is uniquely suited to support such an extension, and there are many opportunities for productive international collaboration.
The effectiveness of using in-game cards as reward
Research and Practice in Technology Enhanced Learning - - 2017
Acculturation in context: knowledge sharing through ubiquitous technologies
Research and Practice in Technology Enhanced Learning - Tập 10 - Trang 1-27 - 2015
In this paper, we assess the feasibility of using a retooled mobile and ubiquitous computer system to facilitate knowledge dissemination between users during the process of acculturation. Focused on the foreign population of a Japanese post-graduate university, the system provides a platform on which to study not only the behavior of participants but also the process of acculturation dynamically in context. Both quantitative and qualitative data were analyzed, with quantitative data being obtained through the use of survey instruments based on proven instruments in the field of acculturation and qualitative data obtained via the use of semi-structured interviews. The results of this study demonstrate that the retooled mobile and ubiquitous computer system used had measurable benefit in aiding participants undergoing the process of acculturation.
Effects of psychological ownership on teachers’ beliefs about a cloud-based virtual learning environment
Research and Practice in Technology Enhanced Learning - Tập 13 - Trang 1-19 - 2018
Perceived usefulness and perceived ease of use constitute important belief factors when technology adoption decisions are made within a non-mandatory setting. This paper investigated the role played by psychological ownership in shaping teachers’ beliefs about using a cloud-based virtual learning environment (VLE). Psychological ownership is increasingly becoming a relevant phenomenon in technology adoption research, where people can feel psychologically attached to a particular technology. The study proposed that such phenomenon can also occur when using a VLE, and a hypothesised model with six constructs was tested with 629 Malaysian teachers from 21 schools. Results from structural equation modelling-partial least squares analysis found teachers’ experiences with the VLE significantly influenced psychological ownership, which in turn significantly predicted perceived usefulness and perceived ease of use of the VLE. Overall, the model possesses predictive relevance for the outcome predictors as indicated by Stone-Geisser’s Q2, and accounted for 61.6% of variance in perceived usefulness and 62.0% of variance in perceived ease of use. This study provides insights into the motivation behind teachers’ beliefs which are shaped by their experiences with the VLE. Implications for theory and practice were discussed based on the insights of the study.
MEttLE: a modelling-based learning environment for undergraduate engineering estimation problem solving
Research and Practice in Technology Enhanced Learning - Tập 13 - Trang 1-28 - 2018
Estimation is an important class of problems that engineering undergraduates must be able to solve. However teaching-learning of estimation is under emphasized in the current engineering curriculum. In this paper, we report on the first cycle of a design-based research project to design a technology-enhanced learning environment (TELE) to help students learn estimation. The TELE includes features such as a progressive higher-order modelling-based structuring of the estimation process, a problem system simulator and metacognitive scaffolds. We performed a lab study and found that learners were able to use the features in the TELE to solve the estimation problem and obtain an order-of-magnitude estimate. Further, learners learned some of the reasoning processes involved in performing estimation and recognized the role of evaluation and the need for practical considerations in estimation. We identified the roles of various features in the TELE for learning these estimation reasoning processes. These results have implications for the redesign of our TELE to improve student learning of estimation.
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