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1.
    
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   

2.
Learning analytics is the analysis of electronic learning data which allows teachers, course designers and administrators of virtual learning environments to search for unobserved patterns and underlying information in learning processes. The main aim of learning analytics is to improve learning outcomes and the overall learning process in electronic learning virtual classrooms and computer-supported education. The most basic unit of learning data in virtual learning environments for learning analytics is the interaction, but there is no consensus yet on which interactions are relevant for effective learning. Drawing upon extant literature, this research defines three system-independent classifications of interactions and evaluates the relation of their components with academic performance across two different learning modalities: virtual learning environment (VLE) supported face-to-face (F2F) and online learning. In order to do so, we performed an empirical study with data from six online and two VLE-supported F2F courses. Data extraction and analysis required the development of an ad hoc tool based on the proposed interaction classification. The main finding from this research is that, for each classification, there is a relation between some type of interactions and academic performance in online courses, whereas this relation is non-significant in the case of VLE-supported F2F courses. Implications for theory and practice are discussed next.  相似文献   

3.
The research field of Artificial Intelligence in Education (AIED) embraces a wide diversity of research interests. Psychology, education and cognitive science are strongly represented, alongside computer science and artificial intelligence. A key interest is in modelling, especially of learning processes and cognition. This paper gives a brief outline of the development of AIED, and examples of current issues and projects. The 'AI' in the title may give a misleading picture of a research field that is in fact dynamic and broad, with many links to the classroom.  相似文献   

4.
In recent years, increasing attention has been devoted to virtual learning. In the last decade, a large number of studies in Computer-Supported Collaborative Learning (CSCL) have assessed how social interaction, learning processes and outcomes in virtual settings are intertwined. Although recent research findings indicate that learners differ with respect to the amount and type of discourse contributed in virtual settings, little is known about the causes of these differences. The research presented here looks into the effects of motivation of learners on their contribution to discourse using the Deci and Ryan framework of (intrinsic/extrinsic) motivation.This study of 100 participants who were randomly distributed in six groups of 14 members collaborated in a virtual setting to remediate deficiencies in economics indicates that individuals differed with respect to the amount of discourse activity. Furthermore, an integrated multi-method approach (Content Analysis, Social Network Analysis and Academic Motivation Scale) was used in order to examine the impact of academic motivation on the type of discourse activity contributed and on the position of the learner in the social network. The results indicate that highly intrinsically motivated learners become central and prominent contributors to cognitive discourse. In contrast, extrinsically motivated learners contribute on average and are positioned throughout the social network. The research results reveal that differences in academic motivation influences the type of contributions to discourse as well as the position a learner takes within the social network.  相似文献   

5.
Digital audio is becoming increasingly popular in higher education with faculty digitally recording and broadcasting lectures for students to learn-on-demand. Students have discovered accelerated playback features in popular computer software and use it to reduce the amount of time spent listening to audio-enhanced instruction. In the current study, 183 undergraduates were randomly assigned to one of three audio-enhanced multimedia presentations that were recorded at three speeds (1.0, 1.4, and 1.8). Results show no significant difference on performance across treatments and a significant difference on satisfaction in favor of 1.4 times the normal audio speed. The results also indicate statistical differences in favor of verbal redundancy, in which the same verbal information was presented on both an auditory and visual channel.  相似文献   

6.
Transfer of learning in virtual environments: a new challenge?   总被引:1,自引:0,他引:1  
The aim of all education is to apply what we learn in different contexts and to recognise and extend this learning to new situations. Virtual learning environments can be used to build skills. Recent research in cognitive psychology and education has shown that acquisitions are linked to the initial context. This provides a challenge for virtual reality in education or training. A brief overview of transfer issues highlights five main ideas: (1) the type of transfer enables the virtual environment (VE) to be classified according to what is learned; (2) the transfer process can create conditions within the VE to facilitate transfer of learning; (3) specific features of VR must match and comply with transfer of learning; (4) transfer can be used to assess a VE’s effectiveness; and (5) future research on transfer of learning must examine the singular context of learning. This paper discusses how new perspectives in cognitive psychology influence and promote transfer of learning through the use of VEs.  相似文献   

7.
    
This paper reports on the findings of an exploratory study in which the effects of technological scaffolding interventions on micro-level processes of self-regulated learning in the workplace were investigated. Empirical research in the workplace has been much less represented than in formal education. Even less research is available that aimed to identify which technological scaffolding interventions, out of those available in a learning environment, had the highest influence on specific micro-level process of self-regulated learning. This paper reports on the findings of a case study conducted in the naturalistic settings of two organizations in Europe (N = 53) for the period of two months. Trace data about the events of engagement with the technological scaffolding interventions and micro-level processes of self-regulated learning were collected. Both a transition graph based analysis of the temporal dependencies of the collected events and multiple linear regression analyses showed that an intervention that promoted social awareness had consistently the highest effect on all the micro-level processes used in the study. This intervention was followed by the intervention that offered system-generated recommendations about learning paths, learning activities and knowledge assets to stimulate engagement into the micro-level processes within the forethought or preparatory phase of self-regulated learning. These findings suggest that both the social and organizational contexts should be taken into account when developing interventions aimed at supporting the forethought and engagement phases. Further discussion about research, methodological, and learning technology design implications is provided.  相似文献   

8.
This paper presents a model of (en)action from a conceptual and theoretical point of view. This model is used to provide solid bases to overcome the complexity of designing virtual environments for learning (VEL). It provides a common grounding for trans-disciplinary collaborations where embodiment can be perceived as the cornerstone of the project. Where virtual environments are concerned, both computer scientists and educationalists have to deal with the learner/user’s body; therefore the model provides tools with which to approach both human actions and learning processes within a threefold model. It is mainly based on neuroscientific research, including enaction and the neurophysiology of action.  相似文献   

9.
    
Social learning analytics introduces tools and methods that help improving the learning process by providing useful information about the actors and their activity in the learning system. This study examines the relation between SNA parameters and student outcomes, between network parameters and global course performance, and it shows how visualizations of social learning analytics can help observing the visible and invisible interactions occurring in online distance education.The findings from our empirical study show that future research should further investigate whether there are conditions under which social network parameters are reliable predictors of academic performance, but also advises against relying exclusively in social network parameters for predictive purposes. The findings also show that data visualization is a useful tool for social learning analytics, and how it may provide additional information about actors and their behaviors for decision making in online distance learning.  相似文献   

10.
This paper argues that if new communications technologies and online spaces are to yield ‘new relationship[s] with learners’ (DfES, 2005, p. 11) then research that is tuned to recognize, capture and explain the pedagogical processes at the centre of such interactions is vital. This has implications for the design of pedagogical activities within Initial Teacher Education (ITE) intended to develop student teachers’ professional knowledge and understanding of e-learning strategies.  相似文献   

11.
    
This paper reports the results of a study of the association of a set of technological scaffolding interventions – implemented in a learning software called Learn-B – with micro-level processes of self-regulated learning in the workplace. The study was conducted in the context of two European organizations, in which the study participants (N = 53) used the learning software Learn-B for two months in their regular activities. Data about perceived usefulness of the technological scaffolding interventions and traces about the events of the actual use of the technological interventions and micro-level processes of self-regulated learning were collected and analyzed. The analysis of the data showed that when directly asked about their own perspectives, the participants tended to rely on their organizational context in their planning phase. The results also indicate that the participants did consider the social context of their organization when planning their learning goals, but it was not found as the most influential factor. The analysis of the trace data revealed a moderate balance between reliance on both social and organizational contexts. The analysis of the theorized contingencies via trace data showed that the participants’ usefulness perceptions of the proposed interventions for their self-regulated processes, poorly matched with their actual learning actions.  相似文献   

12.
In this paper, two experiments on the use of hypermedia environments for learning about probability theory are reported. In Experiment 1a it was tested whether multimedia design principles (multimedia principle, modality principle, redundancy principle) are valid in hypermedia environments, despite the fact that hypermedia offers more learner control than multimedia. The results showed only little evidence for this validity, although the hypermedia environment entailed only a rather low level of learner control. In Experiment 1b it was investigated how learner control affects performance and how its possible impact is moderated by learners’ prior knowledge. A high level of learner control positively affected the effectiveness of instruction only with regard to intuitive knowledge, but was at the same time accompanied by large increases in learning time, thereby rendering the instruction inefficient. Unexpectedly, effects of learner control were not moderated by students’ prior knowledge. The results imply that the idea to use multimedia design principles for hypermedia learning is too simple and that the benefits and drawbacks of learner control depend heavily on learning objectives and time constraints.  相似文献   

13.
The development of learner models takes an active part in upcoming adaptive learning environments. The purpose of learner models is to drive personalization based on learner and learning characteristics that are considered as important for the learning process, such as cognitive, affective and behavioral variables. Despite the huge amount of theoretical propositions of learner characteristics considered as relevant for learner models, practical payoffs are rather sparse. This study aims to overview the empirical research on the mere value of learner models in the development of adaptive learning environments. The results show that a lot of high-quality studies are situated in a rather shattered research field, building few bridges from theory to practice. We conclude with the call for a theory or framework integrating current and past research results that is able to guide theory-based and systematic empirical research having concrete hypotheses on the merits of learner characteristics in adaptive learning environments.  相似文献   

14.
    
ABSTRACT

Learning analytics is an emerging field of research, motivated by the wide spectrum of the available educational information that can be analysed to provide a data-driven decision about various learning problems. This study intends to examine the research landscape of learning analytics to deliver a comprehensive understanding of the research activities in this multidisciplinary field, using scientific literature from the Scopus database. An array of state-of-the-art bibliometric indices is deployed on 2811 procured publication datasets: publication counts, citation counts, co-authorship patterns, citation networks and term co-occurrence. The results indicate that the field of learning analytics appears to have been instantiated around 2011; thus, before this time period no significant research activity can be observed. The temporal evolution indicates that the terms ‘students’, ‘teachers’, ‘higher education institutions’ and ‘learning process’ appear to be the major components of the field. More recent trends in the field are the tools that tap into Big Data analytics and data mining techniques for more rational data-driven decision-making services. A future direction research depicts a need to integrate learning analytics research with multidisciplinary smart education and smart library services. The vision towards smart city research requires a meta-level of smart learning analytics value integration and policy-making.  相似文献   

15.
The interactions that students have with each other, with the instructors, and with educational resources are valuable indicators of the effectiveness of a learning experience. The increasing use of information and communication technology allows these interactions to be recorded so that analytic or mining techniques are used to gain a deeper understanding of the learning process and propose improvements. But with the increasing variety of tools being used, monitoring student progress is becoming a challenge. The paper answers two questions. The first one is how feasible is to monitor the learning activities occurring in a student personal workspace. The second is how to use the recorded data for the prediction of student achievement in a course. To address these research questions, the paper presents the use of virtual appliances, a fully functional computer simulated over a regular one and configured with all the required tools needed in a learning experience. Students carry out activities in this environment in which a monitoring scheme has been previously configured. A case study is presented in which a comprehensive set of observations were collected. The data is shown to have significant correlation with student academic achievement thus validating the approach to be used as a prediction mechanism. Finally a prediction model is presented based on those observations with the highest correlation.  相似文献   

16.
One of the challenges of intelligent systems for education is to use low-level data collected in computer environments in the form of events or interactions to infer information with high-level significance using artificial intelligence techniques, and present it through visualizations in a meaningful and effective way. Among this information, emotional data is gaining track in by instructors in their educational activities. Many benefits can be obtained if an intelligent systems can bring teachers with knowledge about their learner’s emotions, learning causes, and learning relationships with emotions. In this paper, we propose and justify a set of visualizations for an intelligent system to provide awareness about the emotions of the learners to the instructor based on the learners’ interactions in their computers. We apply these learner’s affective visualizations in a programming course at University level with more than 300 students, and analyze and interpret the student’s emotional results in connection with the learning process.  相似文献   

17.
E-learning is emerging as the new paradigm of modern education. Worldwide, the e-learning market has a growth rate of 35.6%, but failures exist. Little is known about why many users stop their online learning after their initial experience. Previous research done under different task environments has suggested a variety of factors affecting user satisfaction with e-Learning. This study developed an integrated model with six dimensions: learners, instructors, courses, technology, design, and environment. A survey was conducted to investigate the critical factors affecting learners’ satisfaction in e-Learning. The results revealed that learner computer anxiety, instructor attitude toward e-Learning, e-Learning course flexibility, e-Learning course quality, perceived usefulness, perceived ease of use, and diversity in assessments are the critical factors affecting learners’ perceived satisfaction. The results show institutions how to improve learner satisfaction and further strengthen their e-Learning implementation.  相似文献   

18.
This study aims to find out factors of media characteristic which are considered to influence flow in learning through virtual worlds. One hundred ninety eight elementary students who are eleven to twelve years old participated in this study. After the exploratory factor analysis, to extract media characteristics of virtual worlds, seventy-eight elementary students who are eleven years old were used in the analysis of exploring relationships between factors influencing flow.  相似文献   

19.
Video games and new communication metaphors are quickly changing today’s young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results.  相似文献   

20.
    
Building on the promise shown in game-based learning research, this paper explores methods for Game-Based Learning Assessments (GBLA) using a variety of educational data mining techniques (EDM). GBLA research examines patterns of behaviors evident in game data logs for the measurement of implicit learning—the development of unarticulated knowledge that is not yet expressible on a test or formal assessment. This paper reports on the study of two digital games showing how the combination of human coding with EDM has enabled researchers to measure implicit learning of Physics. In the game Impulse, researchers combined human coding of video with educational data mining to create a set of automated detectors of students' implicit understanding of Newtonian mechanics. For Quantum Spectre, an optics puzzle game, human coding of Interaction Networks was used to identify common student errors. Findings show that several of our measures of student implicit learning within these games were significantly correlated with improvements in external postassessments. Methods and detailed findings were different for each type of game. These results suggest GBLA shows promise for future work such as adaptive games and in-class, data-driven formative assessments, but design of the assessment mechanics must be carefully crafted for each game.  相似文献   

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