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1.

Background

The use of crowdsourcing in a pedagogically supported form to partner with learners in developing novel content is emerging as a viable approach for engaging students in higher-order learning at scale. However, how students behave in this form of crowdsourcing, referred to as learnersourcing, is still insufficiently explored.

Objectives

To contribute to filling this gap, this study explores how students engage with learnersourcing tasks across a range of course and assessment designs.

Methods

We conducted an exploratory study on trace data of 1279 students across three courses, originating from the use of a learnersourcing environment under different assessment designs. We employed a new methodology from the learning analytics (LA) field that aims to represent students' behaviour through two theoretically-derived latent constructs: learning tactics and the learning strategies built upon them.

Results

The study's results demonstrate students use different tactics and strategies, highlight the association of learnersourcing contexts with the identified learning tactics and strategies, indicate a significant association between the strategies and performance and contribute to the employed method's generalisability by applying it to a new context.

Implications

This study provides an example of how learning analytics methods can be employed towards the development of effective learnersourcing systems and, more broadly, technological educational solutions that support learner-centred and data-driven learning at scale. Findings should inform best practices for integrating learnersourcing activities into course design and shed light on the relevance of tactics and strategies to support teachers in making informed pedagogical decisions.  相似文献   

2.
Many students who participate in online courses experience frustration and failure because they are not prepared for the demanding and isolated learning experience. A traditional learning theory known as self-directed learning (SDL) is a foundation that can help establish features of a personalized system that helps students improve their abilities to manage their overall learning activities and monitor their own performance. Additionally, the system enables collaboration, interaction, feedback, and the much-needed support from the instructor and students' peers. A Web 2.0 social-technology application, MediaWiki, was adopted as the platform from which incremental features were developed to utilize the fundamental concepts of SDL. Students were able to customize content by setting specific learning goals, reflecting on their learning experiences, self-monitoring activities and performances, and collaborating with others in the class. SDL skills exist to some degree in all learners, this study finds that students' SDL abilities can improve when a course adopts a personalized and collaborative learning system that enables the students to be more proactive in planning, organizing, and monitoring their course activities.  相似文献   

3.
Personalized tutoring feedback is a powerful method that expert human tutors apply when helping students to optimize their learning. Thus, research on tutoring feedback strategies tailoring feedback according to important factors of the learning process has been recognized as a promising issue in the field of computer-based adaptive educational technologies. Our paper seeks to contribute to this area of research by addressing the following aspects: First, to investigate how students' gender, prior knowledge, and motivational characteristics relate to learning outcomes (knowledge gain and changes in motivation). Second, to investigate the impact of these student characteristics on how tutoring feedback strategies varying in content (procedural vs. conceptual) and specificity (concise hints vs. elaborated explanations) of tutoring feedback messages affect students' learning and motivation. Third, to explore the influence of the feedback parameters and student characteristics on students' immediate post-feedback behaviour (skipping vs. trying to accomplish a task, and failing vs. succeeding in providing a correct answer). To address these issues, detailed log-file analyses of an experimental study have been conducted. In this study, 124 sixth and seventh graders have been exposed to various tutoring feedback strategies while working on multi-trial error correction tasks in the domain of fraction arithmetic. The web-based intelligent learning environment ActiveMath was used to present the fraction tasks and trace students' progress and activities. The results reveal that gender is an important factor for feedback efficiency: Male students achieve significantly lower knowledge gains than female students under all tutoring feedback conditions (particularly, under feedback strategies starting with a conceptual hint). Moreover, perceived competence declines from pre- to post-test significantly more for boys than for girls. Yet, the decline in perceived competence is not accompanied by a decline in intrinsic motivation, which, instead, increases significantly from pre- to post-test. With regard to the post-feedback behaviour, the results indicate that students skip further attempts more frequently after conceptual than after procedural feedback messages.  相似文献   

4.
Providing adaptive features and personalized support by considering students' learning styles in computer‐assisted learning systems has high potential in making learning easier for students in terms of reducing their efforts or increasing their performance. In this study, the navigational behaviour of students in an online course within a learning management system was investigated, looking at how students with different learning styles prefer to use and learn in such a course. As a result, several differences in the students' navigation patterns were identified. These findings have several implications for improving adaptivity. First, they showed that students with different learning styles use different strategies to learn and navigate through the course, which can be seen as another argument for providing adaptivity. Second, the findings provided information for extending the adaptive functionality in typical learning management systems. Third, the information about differences in navigational behaviour can contribute towards automatic detection of learning styles, helping in making student modeling approaches more accurate.  相似文献   

5.
Considering the increase in need of skilled human capital, the vocational training and education through e-learning has widely been adopted all over the world. It serves as a major alternative for training and teaching professionals, technicians, skilled workers, amateurs and students who cannot manage regular college education due to time, cost and distance factors. Prior research focuses on learning enhancement from several perspectives like computer mediated methods, learning games, personalized learning environments and web based instructional design. The proposed work contributes to this debate by investigating the role of collaboration i.e. student–student and student–instructor interaction, support material, instructor's feedback and evaluating their effects on learning outcome and students' learning experience. The investigation is performed through a case study presenting four vocational courses offered in three consecutive sessions. The findings revealed that collaborative practices i.e. group work, team effort, in time instructor's feedback and consolidated support material enhances learning experience of student and contributes positively to the learning outcome.  相似文献   

6.
The aim of this study is to propose and empirically examine multilevel models of students' time management in online collaborative groupwork. Student- and group-level predictors of groupwork time management were analyzed in a survey of 204 graduate students from 61 groups in the Southeast of U.S. Results from the multilevel analyses revealed that most of the variance in time management occurred at the student level, with peer-oriented reasons being the only significant predictor at the group level. Results further revealed that groupwork time management was positively related to feedback and students' efforts in arranging the study environment.  相似文献   

7.
This research aims to investigate into the effect of using learning analytics (LA)-based process feedback on students' perceptions of community of inquiry (teaching, social and cognitive presence) and their reflective thinking skills. By using a mixed-method research approach (QUAN + qual), this study was conducted as an experimental design with the pretest–posttest control group. A total of 104 university students who were randomly assigned to the experiment group (EG) and control group (CG) were recruited in this study. The procedure was conducted within the scope of the computing course based on the flipped classroom (FC) model. While the participants in the EG received LA-based process feedback which shows their LA results in a weekly manner, those in the CG did not get any LA-based process feedback. The data were collected through the Community of Inquiry Scale, the Reflective Thinking Scale and a semi-structured student opinion form. The findings indicated that sending feedback including the students' LA results had a statistically significant effect on the students' perceptions of community of inquiry and reflective thinking skills. Based on the findings of the study, several recommendations for teachers, instructional designers and researchers have been made.  相似文献   

8.
Educational blogs are currently gaining in popularity in schools and higher education institutions, and they are widely promoted as collaborative tools supporting students' active learning. However, literature review on educational blogging revealed a lack of a complete and consistent framework for studying and assessing students' engagement and the impact of blogging on students' learning. This study reports on the application of an analysis framework for evaluating blogging learning activities, based on two well‐documented models, those of Community of Inquiry (CoI) and Social Network Analysis. The framework proposed is examined through an empirical study involving 21 K‐9 students, coming from two classes, in Greece. This investigation shed light into the different ways of students' engagement in a blog‐based project, namely their social and cognitive presence that supported the development of a CoI and learning. The results suggest that the students, through their different roles in the blog, achieved higher thinking and cognitive levels.  相似文献   

9.
Many researchers who study the impact of computer-based assessment (CBA) focus on the affordances or complexities of CBA approaches in comparison to traditional assessment methods. This study examines how CBA approaches were configured within and between modules, and the impact of assessment design on students' engagement, satisfaction, and pass rates. The analysis was conducted using a combination of longitudinal visualisations, correlational analysis, and fixed-effect models on 74 undergraduate modules and their 72,377 students. Our findings indicate that educators designed very different assessment strategies, which significantly influenced student engagement as measured by time spent in the virtual learning environment (VLE). Weekly analyses indicated that assessment activities were balanced with other learning activities, which suggests that educators tended to aim for a consistent workload when designing assessment strategies. Since most of the assessments were computer-based, students spent more time on the VLE during assessment weeks. By controlling for heterogeneity within and between modules, learning design could explain up to 69% of the variability in students' time spent on the VLE. Furthermore, assessment activities were significantly related to pass rates, but no clear relation with satisfaction was found. Our findings highlight the importance of CBA and learning design to how students learn online.  相似文献   

10.
Business simulation games are a motivational and engaging tool for teaching business management. However, relatively little is known about what factors contribute to their success. This study explores the role of flow experienced while using business simulation games. Specifically, this research investigates the influence of challenge, skills, feedback, and goal clarity on students' flow experience. It also explores the impact of flow on generic skills development, perceived learning, and satisfaction. Based on a survey of 167 undergraduate students who used a classroom‐based business simulation game, the findings show that the challenge provided by the game, students' skills to meet the challenge, and instant feedback positively influenced students' flow. Conversely, goal clarity did not foster the optimal experience. Flow positively impacted generic skills development, perceived learning, and satisfaction.  相似文献   

11.
Abstract The aim of this study is to investigate students' use of cognitive learning strategies in inquiry-based computer-supported collaborative learning (CSCL). A process-oriented interview framework on cognitive activity, self-regulation and motivation, and a coding category for analysing cognitive learning strategies and cognitive self-regulation was developed. The students of an intervention group (n=18) participating in inquiry-based CSCL and a comparison group (n=8) were interviewed six to eight times during the 3 years of the study. The results derived from the mixed-method analysis of altogether 161 interviews were compared between the two groups. The results indicate that the students who participated in the inquiry-based CSCL activities reported deeper-level cognitive strategies such as monitoring, creating representations and sharing information collaboratively. The students of the comparison group reported more surface-level strategies such as memorization. However, the findings concerning the utility of CSCL inquiry on cognitive learning strategies were not uniformly positive. It was found that the students of the comparison group reported significantly more strategies under the category of content evaluation. Nevertheless, the results suggest that computer-supported inquiry-based learning can enhance the use of cognitive strategies that support learning.  相似文献   

12.
Engaging students in reflection during real-world observation and inquiry activities has been recognized as an important issue for improving students' learning achievement and motivation. Many studies in the literature have adopted text-based reflection prompts as an important strategy to promote learning performance, this study argues that using videos as a reflection prompt would be more effective for improving learners' ubiquitous learning experiences and can provide a more sensible scenario that is better fitting the real-world contexts than the text-based prompts. In this study, a context-aware video-based prompt approach is proposed for improving students' reflection levels and satisfaction by providing timely and personalized guidance using mobile, wireless communication and sensing technologies. An experiment was conducted for evaluating the effectiveness of the proposed video-based prompt strategy with 70 participants in two groups. The results show that learners' reflection levels were significantly improved with the use of the proposed approach and that positive attitudes were observed toward the use of video-based prompts in the context-aware ubiquitous learning environment.  相似文献   

13.
There is a lack of studies that examine the role of a pedagogical agent on student development in a specific learning situation that involves psychological and cognitive preparatory activities in high school settings. We examined the effectiveness of pedagogical agent (APT) cognitive and affective feedback on learner motivation and well-being. We applied an experimental research design, involving 45 fourth-year high school students, divided in experimental and control groups (APT vs. human tutor). We performed a quantitative analysis to collect and analyse data of students using our APT. APT cognitive feedback had a positive effect on students' motivation for learning by encouraging students' proposals and initiatives and arousing students' interest in the topic. In addition, APT affective feedback fostered an appropriate emotional climate and creative environment for learning by enhancing students' curiosity, creativity and confidence for carrying out the activity, while reducing students' negative emotions such as boredom and anger. This study provided us useful insights about the affective (and cognitive) competencies that a virtual affective pedagogical agent needs to have in order to support students' mental and emotional health throughout a learning situation. Yet, further research is needed to consolidate these findings and make APT more adaptive to different learning situations.  相似文献   

14.
Summary writing is a useful instructional tool for learning. However, summary writing is a challenge to many students. This mixed-method study examined the potential of the Student Mental Model Analyzer for Research and Teaching (SMART) system to help students produce summaries that reflect key concepts and relations in a text. SMART uses the students' summary to generate a multi-dimensional 3S (surface, structure, semantic) evaluation of the students' mental model. This model is then used to drive feedback to help students revise their summary. The current study is an initial investigation examining whether writing and revising in SMART improves students' summary quality. Students (n = 38) in a graduate-level online course used SMART for seven reading assignments. The 38 students submitted a total of 357 summaries in response to the seven readings. In 47 cases, students produced both an initial draft and a modified revision. These 47 cases were selected for analysis. In the quantitative phase, MANOVA results indicated that students' summaries improved along the 3S dimensions from initial draft to revision. In the qualitative phase, inspection of exemplar cases revealed how students' mental models changed towards more robust and cohesive knowledge structure for texts.  相似文献   

15.
云岳  代欢  张育培  尚学群  李战怀 《软件学报》2022,33(12):4590-4615
近年来,伴随着现代信息技术的迅猛发展,以人工智能为代表的新兴技术在教育领域得到了广泛应用,引发了学习理念和方式的深刻变革.在这种大背景下,在线学习超越了时空的限制,为学习者“随时随地”学习提供了更多的可能性,从而得到了蓬勃发展.然而,在线学习中师生时间、空间分离的特征,导致教师无法及时掌握学生的学习状态,一定程度上制约了在线学习中教学质量的提升.面对多元化的学习需求及海量学习资源,如何迅速完成学习目标、降低学习成本、合理分配学习资源等问题成为限制个人和时代发展的重大问题.然而,传统的“一刀切”的教育模式已经不能满足人们获取知识的需求了,需要一个更高效、更科学的个性化教育模式,以帮助学习者以最小的学习成本最大限度地完成学习目标.基于以上背景,如何自动高效识别学习者特征,高效地组织和分配学习资源,为每一位学习者规划个性化路径,成为面向个体的精准化教育资源匹配机制研究中亟待解决的问题.系统地综述并分析了当前个性化学习路径推荐的研究现状,并从多学科领域的角度分析了对于同一问题的不同研究思路,同时也归纳总结了当前研究中最为主流的核心推荐算法.最后,强调当前研究存在的主要不足之处.  相似文献   

16.
Robotics education has received an increasing attention in recent years as a means to build students' motivation, team collaboration skills, and other valuable 21st century competencies. Yet there is a lack of experimental studies to investigate and identify strategies to facilitate robotics education. This study adopted a 2 × 2 quasi-experimental design to investigate two strategies: the incorporation of augmented reality (AR) and the introduction of competition in robotics activities. Students' robotics task performance, team collaboration processes, 21st century learning competencies and learning motivation were measured as dependent variables. The results indicated that AR significantly improved students' motivation, team processes, and 21st century competencies. Moreover, the effects of AR were more pronounced with the competition groups. Implications are drawn to provide guidelines on the use of AR and competition in robotics education.  相似文献   

17.
This study compared clicker technology against mobile polling and the Just-in-Time Teaching (JiTT) strategy to investigate how these methods may differently affect students' anxiety, self-efficacy, engagement, academic performance, and attention and relaxation as indicated by brainwave activity. The study utilized a quasi-experimental research design. To assess the differences between the effects of clickers and mobile polling, the study collected data from two courses at a large research university in Taiwan in which 69 students used either clickers or mobile polling. The results showed that mobile polling along with the JiTT strategy and in-class polls reduce graduate students' anxiety, improve student outcomes in an environment comprising both graduate and undergraduate students, and increase students' attention during polling. However, brainwave data revealed that during the polling activities, students' attention in the clicker and mobile polling groups respectively increased and decreased. Students nowadays do not find smartphones a novelty; however, incorporating them into class is still a potentially effective way to increase student attention and provide a direct way for instructors to observe the learning effects of lectures and improve their teaching approach on that basis.  相似文献   

18.
大数据环境下的个性化学习模型研究是大规模网络学习环境下的研究热点,本文针对传统的智能组卷策略存在数据训练不足、个性化特点不突出、题库试题知识点分布不均匀等问题,将大数据运用于组卷之中,提出了基于知识点权重与错误率关联的个性化训练模型,优化了抽题的法则并使得个性化特点更精确,在一定程度上有利于学生对薄弱点和盲点的深入理解与消化.本文采用将每章节题目的知识点转化为树形进行管理的方法,并在知识点树中加入知识点错误率元素,来优化基于知识点的抽题结果,研究出适合个人学习情况的个性化模拟练习策略.最后将此新研究模型应用于教学教育系统进行实验研究,研究表明对此关键点的改进更有利于普遍提升学生的整体成绩.  相似文献   

19.
This study compared the effects of reviewing strategies in shared electronic note-taking activities, including questioning, summarizing, and note reading, on elementary school student note-taking quality and achievement. A non-equivalent pre- and post-test design was adopted. The participants were 188 sixth grade Taiwanese students in six computing classes. Through random assignment, two classes were assigned to the shared note-taking with questioning condition (SN-SQ), two classes to the shared note-taking with summarizing condition (SN-SS), and two classes to the shared note-taking with note reading condition (SN-SR). Students in each condition were arranged into same-sex dyads. The members of a dyad were assigned to separate computers, seated side-by-side, and required to collaborate with one another on a shared note-taking with reviewing task. The results revealed that the SN-SS students' notes contained more facts and concepts than the SN-SR students', and the SN-SS students achieved better grades on the unit quizzes and overall assessment two weeks later than those in the SN-SR condition.  相似文献   

20.
The current study investigated college students' experiences of a gamified informatics course. We surveyed 139 students aged 18–31 years (M = 20 years, SD = 1.5) enrolled in an undergraduate informatics course focused on social networking technologies. Surveys were conducted at 3 time points during the course (beginning, middle, and end). Overall, we found positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material. Although students who played and identified variously with recreational games were more alike than not, we did uncover one notable difference with respect to how students' gaming frequency impacted their engagement in the course. Nongamers expressed somewhat less motivation to do well in the course than frequent gamers. For all other measures of engagement, however, nongamers appeared to be equally engaged by the gamified format of the course as gamers. There were virtually no differences between male and female students' perceptions of gamification. This study contributes new insight into the conditions under which gamification succeeds or fails in educational settings. These insights will be useful to designers and instructors of gamified learning environments as they seek to engage and support a variety of learners.  相似文献   

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