thumbnail

Springer Science and Business Media LLC

SCOPUS (2014-2018,2020-2023)ESCI-ISI

 

  2196-7091

 

Cơ quản chủ quản:  Springer Heidelberg , SpringerOpen

Lĩnh vực:
EducationComputer Science Applications

Các bài báo tiêu biểu

What if the devil is my guardian angel: ChatGPT as a case study of using chatbots in education
Tập 10 Số 1
Ahmed Tlili, Boulus Shehata, Michael Agyemang Adarkwah, Aras Bozkurt, Daniel T. Hickey, Ronghuai Huang, Brighter Agyemang
Abstract

Artificial Intelligence (AI) technologies have been progressing constantly and being more visible in different aspects of our lives. One recent phenomenon is ChatGPT, a chatbot with a conversational artificial intelligence interface that was developed by OpenAI. As one of the most advanced artificial intelligence applications, ChatGPT has drawn much public attention across the globe. In this regard, this study examines ChatGPT in education, among early adopters, through a qualitative instrumental case study. Conducted in three stages, the first stage of the study reveals that the public discourse in social media is generally positive and there is enthusiasm regarding its use in educational settings. However, there are also voices who are approaching cautiously using ChatGPT in educational settings. The second stage of the study examines the case of ChatGPT through lenses of educational transformation, response quality, usefulness, personality and emotion, and ethics. In the third and final stage of the study, the investigation of user experiences through ten educational scenarios revealed various issues, including cheating, honesty and truthfulness of ChatGPT, privacy misleading, and manipulation. The findings of this study provide several research directions that should be considered to ensure a safe and responsible adoption of chatbots, specifically ChatGPT, in education.

The impact of gamification on students’ learning, engagement and behavior based on their personality traits
Tập 7 Số 1 - 2020
Rodrigo Smiderle, Sandro José Rigo, Leonardo Brandão Marques, Jorge Arthur Peçanha de Miranda Coelho, Patrícia A. Jaques
Abstract

The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Aiming to find some insights for this issue, we have investigated the effects of gamification on students’ learning, behavior, and engagement based on their personality traits in a web-based programming learning environment. We have conducted an experiment for four months with 40 undergraduate students of first-year courses on programming. Students were randomly assigned to one of the two versions of the programming learning environment: a gamified version composed of ranking, points, and badges and the original non-gamified version. We have found evidence that gamification affected users in distinct ways based on their personality traits. Our results indicate that the effect of gamification depends on the specific characteristics of users.

First part title: Studying the impact of gamification on learning and engagement based on the personality traits of students

Engagement detection in online learning: a review
- 2019
M. Ali Akber Dewan, M. G. Sarwar Murshed, Fuhua Lin
Towards an educational data literacy framework: enhancing the profiles of instructional designers and e-tutors of online and blended courses with new competences
Tập 8 - Trang 1-26 - 2021
Zacharoula Papamitsiou, Michail E. Filippakis, Marilena Poulou, Demetrios Sampson, Dirk Ifenthaler, Michail Giannakos
In the era of digitalization of learning and teaching processes, Educational Data Literacy (EDL) is highly valued and is becoming essential. EDL is conceptualized as the ability to collect, manage, analyse, comprehend, interpret, and act upon educational data in an ethical, meaningful, and critical manner. The professionals in the field of digitally supported education, i.e., Instructional Designers (IDs) and e-Tutors (eTUTs) of online and blended courses, need to be ready to inform their decisions with educational data, and face the upcoming data-related challenges; they need to update and enhance their profiles with relevant competences. This paper proposes a framework for EDL competence profiles of IDs/eTUTs and evaluates the proposal with the participation of worldwide professionals (N = 210) with experience in digitally supported education. The evaluation aims at validating the proposal and assesses (a) the current EDL-readiness of IDs/eTUTs; and (b) the extent to which the framework captures and describes the essential EDL competences. The findings indicate that professionals are not EDL-competent yet, but the proposed dimensions and related competences are offering a solid approach to support EDL development.
Inquiry-based learning and E-learning: how to serve high and low achievers
Tập 7 - Trang 1-15 - 2020
Sofoklis A. Sotiriou, Angelos Lazoudis, Franz X. Bogner
Large-scale implementations of effective inquiry-based learning are rare. A European-wide initiative gave teachers access to innovative e-learning tools (ranging from virtual labs, virtual games and simulations to augmented reality applications) for lesson planning and classroom implementation. We examined 668 such implementations across 453 schools within the period of one school year. Teachers could use a platform with digital resources and tools and were encouraged to adopt five different phases of inquiry-based learning: orientation, hypothesizing, planning, analysis, and conclusion. Additionally, an integrated interface for lesson implementation tracked each students’ problem-solving competence (during the inquiry lessons), culminating in about 12,000 datasets. Every user generated an average of 22 digital inquiry-based digital scenarios, each of which required approximately 50.14 min for completion. These scenarios, using high quality resources adapted to school conditions, yielded significant learning outcomes for participating students (age: 14.4 years, gender balanced). While the PISA study identified 10% high achievers on average, we exceeded this number in our framework scoring 20–29% high achievers and 37–42% low achievers (which was close to the 45% PISA average). Offering tools to teachers, which help creating individual inquiry scenarios and monitoring students’ achievement, does not yield any insurmountable obstacles for classroom-implementation of inquiry-based lessons: Compared to the PISA study, levels of high achievers increased even if complex problem-solving competence was required.
Eye-tracking and artificial intelligence to enhance motivation and learning
Tập 7 Số 1 - 2020
Kshitij Sharma, Michail N. Giannakos, Pierre Dillenbourg
Abstract

The interaction with the various learners in a Massive Open Online Course (MOOC) is often complex. Contemporary MOOC learning analytics relate with click-streams, keystrokes and other user-input variables. Such variables however, do not always capture users’ learning and behavior (e.g., passive video watching). In this paper, we present a study with 40 students who watched a MOOC lecture while their eye-movements were being recorded. We then proposed a method to define stimuli-based gaze variables that can be used for any kind of stimulus. The proposed stimuli-based gaze variables indicate students’ content-coverage (in space and time) and reading processes (area of interest based variables) and attention (i.e., with-me-ness), at the perceptual (following teacher’s deictic acts) and conceptual levels (following teacher discourse). In our experiment, we identified a significant mediation effect of the content coverage, reading patterns and the two levels of with-me-ness on the relation between students’ motivation and their learning performance. Such variables enable common measurements for the different kind of stimuli present in distinct MOOCs. Our long-term goal is to create student profiles based on their performance and learning strategy using stimuli-based gaze variables and to provide students gaze-aware feedback to improve overall learning process. One key ingredient in the process of achieving a high level of adaptation in providing gaze-aware feedback to the students is to use Artificial Intelligence (AI) algorithms for prediction of student performance from their behaviour. In this contribution, we also present a method combining state-of-the-art AI technique with the eye-tracking data to predict student performance. The results show that the student performance can be predicted with an error of less than 5%.

A strategic reset: micro-credentials for higher education leaders
- 2022
Rory McGreal, Don Olcott
Abstract

This article provides university leaders an introduction to the emerging micro-credentials field, including a snapshot of the global landscape. Despite the accelerated interest in micro-credentials, this article also raises a fundamental strategic question for leaders at the outset: Are micro-credentials right for our university? Part I discusses the basic elements of mcro-credentials, definitions, types of micro-credentials, and affordances and barriers and various providers of micro-credentials. Part II presents a snapshot of what is happening on the global playing field and the challenges inherent in trying to standardise micro-credentials globally. The final section of the article provides some general observations by the authors, lessons from practice, and brief example of how institutions may implement a strategic reset using micro-credentials. The authors close by emphasising micro-credentials are not a panacea for resolving institutional challenges and they are unlikely to become a major revenue enhancement. They may provide strategic value in their integration with other major institutional initiatives.

Evaluation of smart classroom from the perspective of infusing technology into pedagogy
- 2018
Junfeng Yang, Hui Pan, Zhou Wei-ying, Ronghuai Huang