ETR&D

How the relationship between verbal and nonverbal text signals influences second language expository text comprehension: knowledge structure analysis

1 week 1 day ago
Abstract

Two questions regarding text signals’ influence on second language (L2) science expository text comprehension were examined. First, the contextual relationship between verbal headings and non-verbal underlining signals (i.e., related or unrelated) was manipulated to investigate how these verbal and nonverbal text signals influence L2 text comprehension. Second, the physical distance between a heading and the underlined terms (i.e., close or distant) was manipulated to investigate how the physical proximity to the heading influences L2 text comprehension. University mixed proficiency Korean English language learners (n = 160) were randomly assigned to one of four conditions by proficiency level in a 2 (related or unrelated) × 2 (close or distant) design; one coherent text and three incoherent texts. Then all participants read assigned multiple-topic expository text, created a visual map of the text they read, and then completed a comprehension posttest (all in English). For the low proficient L2 readers, a heading served primarily as a general visual cue, leading the readers to respond only to underlined information regardless of the relatedness of heading and distance. For the high proficient L2 readers, a heading acted as a content-specific cue leading the readers to respond more to underlined information that related to the heading content and heading closeness. These results have direct instructional text design implications for organizing L2 expository texts for L2 readers.

Collaborative learning, peer communication, and tool use as design strategies: revising the Informed Design Teaching and Learning Matrix based on instructional practices of secondary design educators

1 week 4 days ago
Abstract

K-12 educators who engage their students in designing using digital technologies face the challenge of teaching the act of designing in classroom contexts, yet books and articles on the topic of design processes and methods tend to focus on the instruction of design strategies for adult learners rather than children. One framework, the Informed Design Teaching and Learning Matrix (Crismond and Adams, Journal of Engineering Education 101:738–797, 2012) does address dimensions of design practices and instructional approaches specifically within K-16 educational contexts, but it has yet to be revised based on empirical evidence. Using multiple case studies, we examined this framework against teacher perceptions of how design should be taught and the observed instructional practices of those secondary educators. We argue that refinement to the IDTL Matrix is warranted and suggest expanding the framework to include design strategies that address collaborative learning, peer communication, and the integration of digital and non-digital tools and materials. Such revisions to the IDTL Matrix would contribute to providing the best possible support to teachers who seek to develop their students’ design strategies in classroom contexts.

Instructor presence in instructional videos in higher education: three field experiments in university courses

2 weeks 5 days ago
Abstract

In formal educational settings, such as online university lectures, instructional videos often consist of PowerPoint slides accompanied by a video or audio explanation from the instructor. It has been assumed that the social cues provided by the instructor’s video may facilitate affective processes and affect learning outcomes. Research on instructor presence in instructional videos has focused primarily on laboratory and online studies that are not embedded in the courses in which learners are enrolled. Therefore, we present three field studies examining instructor presence in instructional videos embedded in higher education courses to strengthen external validity (exam-relevant topic, > 30 min long, personally known instructor). The results of these studies show positive effects of a visible instructor compared to no visible instructor on some affective measures: social presence in Study 1 (n = 18, d = .85) and well-being in Study 3 (n = 38, d = 1.01), but not on others (well-being in Studies 1 & 2 (n = 53); motivation in Studies 1–3, social presence in Studies 2 & 3). They also show no effects on extraneous processing or learning outcomes (Studies 1–3). Thus, no general effect of instructor presence can be shown for instructional videos embedded in university courses in higher education, but there are also no detrimental effects. This leads to implications for future research, teaching, and design practice.

Enhancing middle school students’ computational thinking competency through game-based learning

2 weeks 5 days ago
Abstract

Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their computational thinking competency—a competency that can be used across disciplinary boundaries in accordance with curriculum requirements. To address this need, the current study investigated how game-based learning influenced middle school students’ learning processes, particularly on the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Additionally, the study examined how these outcomes were moderated by individual differences. We observed evidence that the gaming experience influenced students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Compared to age (grade) and prior gaming experience, gender tended to play a more important role in moderating students’ computational thinking competency, self-efficacy toward computational thinking competency, and game-based engagement. Implications and possible directions for future research regarding using game-based learning to enhance computational thinking competency are discussed.

Is metaverse a buzzword in education? Insights from a systematic review

3 weeks ago
Abstract

Although the metaverse is a trending topic in several fields, it is not a new concept within the field of education. In this study, we followed the PRISMA framework and identified 37 articles since 2008 that researched the metaverse in education. We critically reviewed these articles, aiming to examine the evolution of the field’s conceptual understanding of the metaverse in education, identify its applications and effects, as well as synthesize the technical solutions and adoption challenges for implementing metaverse systems in schools. We found that the early empirical implementation of metaverse concepts in education mainly emphasized the characteristics of 3D virtual environments and avatars using the Second Life and OpenSim platforms. These traditional applications were found to be effective in supporting various teaching methods and enhancing students’ learning experiences and outcomes. In recent studies, more advanced technologies that pursue the fusion of physical and virtual environments (e.g. AI techniques, VR/AR devices, cloud platforms, wearable devices) have been incorporated into metaverse systems. However, the extent to which physical and virtual environments were fused in metaverse applications in education needs to be further clarified. We suggest that the conceptual clarity of the metaverse in education will keep evolving along with the technology development, and teacher preparedness for this new technical revolution needs more attention.

Investigating the effect of multiple try-feedback on students computational thinking skills through online inquiry-based learning platform

3 weeks 5 days ago
Abstract

A majority of research in Computational Thinking (CT) mainly focuses on teaching coding to school students. However, CT involves more than just coding and includes other skills like algorithmic thinking. The current study developed an Online Inquiry-based Learning Platform for Computational Thinking (CT-ONLINQ) that follows Inquiry-Based Learning (IBL) pedagogy to support CT activities. IBL-based CT steps include algorithm design, analysis, and comparison of algorithms. Also, the platform allows students to explore multiple solutions to a problem and provides multiple-try feedback with hints as support during problem-solving activities. The hint generation strategy uses a Knowledge Graph that captures knowledge about the problem's solution in a machine-processible form. A six-week quasi-experimental study was conducted to determine the effectiveness of multiple-try feedback with hints on students’ CT skills. The study included 79 high school students: 41 students as part of the experimental group (EG) were provided problem-specific hints, and 38 as part of the control group (CG) with CT-general hints. The results showed that the students in the EG group improved their CT skills significantly more than those in the CG group. In addition, the study also evaluates the effectiveness of intervention considering biases in gender and prior coding experience. Female students performed better than male students in both groups after the intervention. Furthermore, in EG group, observations showed that students without coding experience performed better than their counterparts with experience. The findings suggest that the IBL-based CT activity on CT-ONLINQ can be deployed to improve the CT skills of school students.

Increasing the immersivity of 360° videos facilitates learning and memory: implications for theory and practice

4 weeks 1 day ago
Abstract

Recent years have seen an increase in the use of immersive virtual reality (IVR) technology in education and training. Studies examining the efficacy of IVR-based interventions have shown improved performance compared to traditional training programmes; however, little is known about whether such improvements can be detected at the level of individual cognitive abilities. The present study sought to examine the effect of IVR on memory using an incidental learning paradigm. Undergraduate volunteers viewed a three-minute 360° video clip under immersive and non-immersive conditions—respectively, using a Head Mounted Display (HMD) or a 2D flat screen monitor—followed by a surprise recall task. Although both devices supported active exploration of the scene in 360°, recall was significantly improved for learners in the immersive condition. These findings suggest that IVR has a facilitative effect on cognition, and that learners may naturally engage with IVR-delivered content without any special instruction or preparation.

Investigating assessment types in an online climate change class: moderating and mediating effects

1 month ago
Abstract

This study aimed to examine the effect of four types of assessment on overall student success in an online college-level climate change course. Quizzes, midterms, lab assignments, and a capstone project as well as knowledge check questions were used to assess different aspects of student learning, consistent with Bloom’s taxonomy hierarchy. Quizzes and midterms assess basic knowledge, including remembering and understanding concepts, laboratory assignments require students to analyze and integrate concepts, and the capstone allows students to evaluate their understanding and create new content. Binary logistic regression, multiple regression analysis, continuous-by-continuous interaction modeling, and path analysis were used to investigate the moderating and mediating effects of these assessment types. We found both direct and indirect positive interactions as well as one negative interaction. Positive interactions were identified between quiz and lab assignment achievement and between capstone achievement and lab assignment achievement. The total score for correctly answered knowledge check questions positively affected quiz and lab assignment achievements. The interaction between capstone project achievement and total score for correctly answered knowledge check questions showed a negative interaction. Finally, the total score for correctly answered knowledge-check questions had an indirect positive effect on overall student success in the course. Results show that different types of assessment in an online course are complementary and amplify student learning.

Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 2020

1 month 1 week ago
Abstract

Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with game-based learning in higher education by searching the web of science database to systematically review the papers published between 2009 and 2020 in academic journals. The encoded dimensions ranged from the primary research purpose to research issues, including application domains, research methods, duration of the studies, SRL strategies, game types, and game genres. It was found that since 2015, the research purposes have become increasingly diverse, with skills acquisition in game-based learning being regarded as the most important goal, followed by knowledge acquisition and behavior change. Such games took goal orientation, peer learning, and regulating as the main SRL strategies, which exerted a positive effect on learning performance, self-efficacy/confidence, attitudes/effort, satisfaction/interest, and learning behavior. Meanwhile, these SRL strategies were well embedded into problem-solving, simulation, multi-type, and RPG game types against the setting of the real-life-related storyline as the main game genre. Since previous studies lacked the systematic application of all SRL strategies within a game-based learning environment, they could not uncover the dynamic and cyclic processes of SRL in game-based learning environments. Hence, this study proposed corresponding suggestions for future research issues as a reference for researchers, teachers, and decision-makers.

Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes

1 month 1 week ago
Abstract

The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning system to achieve instructional goals. However, in traditional teaching systems, computer agents are designed to perform a single role, such as a teacher or a student. Computer agents with a single interactive logic often lack the functionality required to understand students’ conditions and needs from various perspectives, and cannot adapt for better learning support. Therefore, this study proposed an adaptive role-switching strategy that allows computer agents to adjust their roles and functions according to students' needs in digital games to promote their learning achievement. An adaptive computer agent-based digital game was developed to investigate the impact of this model on English vocabulary learning achievement, motivation, self-efficacy, and English anxiety among EFL (English as Foreign Language) students. A quasi-experiment was designed and 56 middle school students in four classes were recruited. Two classes (n = 30) were arranged to be the experimental group which used an adaptive computer agent-based digital game (adaptive computer agent-based digital game, ACA-DG), while two classes (n = 26) were arranged to be the control group which used the conventional computer agent-based digital game (conventional computer agent-based digital game, CCA-DG). The results showed that students in the experimental group had significantly higher learning achievement and self-efficacy than those in the control group. On the other hand, students in the experimental group had significantly lower English anxiety than those in the control group. There was no significant difference between the two groups regarding learning motivation.

Cultivating visual literacy and critical thinking tendency with technological knowledge organizing supports: a concept mapping-based online problem-posing approach

1 month 1 week ago
Abstract

In the contemporary society, it is important to cultivate students’ visual literacy. However, there has been a lack of sufficient training for students to improve their visual literacy in the classroom. A problem-posing approach (Visual Thinking Strategy, VTS, a learning strategy with question sequences to facilitate critical inquiry) has been proposed to achieve this objective. However, problem-posing should be supported with scaffolds to help learning deeply. And concept mapping is such a scaffold to aid problem-posing in visual literacy cultivation. In this study, a quasi-experiment was conducted on two classes of undergraduate students in Shanghai to evaluate the effects of the proposed approach. An online learning system was developed based on the proposed approach; moreover, a quasi-experiment was conducted on two classes of undergraduate students to evaluate the effects of the proposed approach. The experimental results show that the concept mapping-based online problem-posing approach improved the depth of students’ visual analysis, which indicates sharpening of students’ visual literacy and their critical thinking tendency. The interview results further showed that the students perceived the approach as being effective from the perspectives of “increasing visual analysis capability,” “developing thinking capability,” and “improving self-reflection in learning.”

Comprehensive school physical activity program technology practice questionnaire (CSPAP-TPQ)

1 month 1 week ago
Abstract

A large body of research shows that physical activity helps school-aged children and adolescents improve their health and academic performance, and many different types of technology can be used to facilitate and promote physical activity within a school community. This study aimed to develop a valid and reliable questionnaire, titled the Comprehensive School Physical Activity Program Technology Practice Questionnaire (CSPAP-TPQ) that investigates the current practice of technology use for physical activity promotion among various school stakeholders. Two rounds of the Delphi method (n = 24 experts) were employed to determine the content validity of questionnaire items. Reliability was established using the test–retest method among 43 registered Active Schools Champions. The final version of the questionnaire encompasses 41 unique technologies with items related to respondent demographics, school characteristics, and technology experience. Expert consensus, percent agreement, and chi-square analyses suggest that the CSPAP-TPQ is a valid and reliable tool for examining technology use in school-based physical activity, which can positively impact not only students’ health and well-being but also their academic achievement.

Integrating dialectical constructivist scaffolding-based argumentation mapping to support students’ dialectical thinking, oral and dialogical argumentation complexity

1 month 1 week ago
Abstract

Dialectical thinking is a way of discussing and analyzing things from different viewpoints to reach a solution. It is often taught in language courses by conducting argumentation activities. However, without providing effective strategies or tools, learners generally encounter difficulties in structuring their viewpoints during the argumentation process. To solve this problem, this study proposed dialectical constructivist scaffolding-based argumentation mapping (DCS-AM), which integrates a structured, four-stage process to support students’ dialectical thinking and oral and dialogical argumentation complexity. The argumentation map refers to a visualized tool that enables learners to structure their viewpoints for making arguments. A quasi-experiment was conducted in an English as a Foreign Language course. A total of 26 students were in the DCS-AM group, while 22 students were in the conventional constructivist scaffolding-based argumentation mapping (CS-AM) group, which adopted a more conventional format, emphasizing direct discussion and teacher-led knowledge transmission. The experimental results found that students in the DCS-AM group exhibited significantly better dialectical thinking than those in the CS-AM group. Also, an epistemic network analysis (ENA) of oral and dialogical argumentation revealed that students in the DCS-AM group frequently developed more complex argumentation than those in the CS-AM group in terms of the structural component and discourse activity, including the process of students’ dialectical thinking that was found in both groups. This finding shows that technology-supported dialectical constructivist scaffolding can help students improve their dialectical thinking and argumentation skills.

Exploring fluctuations in collaborative engagement: how do cognitive and socio-emotional interaction intertwine in online collaborative learning?

1 month 2 weeks ago
Abstract

Collaborative engagement is a quality that contributes successful learning by examining social interactions among students. In natural contexts, online collaborative learning is an evolving process that is subject to fluctuation in how students engage in social interactions. However, few studies have explored the interplay and intertwining of maintaining positive socio-emotional processes and high-level cognitive processes. Additionally, how social interactions fluctuate and transition in online collaborative learning is still unclear. In this process-oriented study, we qualitatively and quantitatively analyzed the screen-recorded collaborative learning of 15 groups of students (n = 45) and adopted the deep neural network model to automatically evaluate collaborative engagement in the online environment. The results show that neutral socio-emotional interaction is significantly associated with decreased cognitive interaction, while positive socio-emotional interaction is significantly associated with increased cognitive interaction. Furthermore, socio-emotional interactions become more positive when cognitive interactions fluctuate from deep to medium, accompanied by a relaxing group atmosphere and group members mobilizing the social climate through jokes. Cognitive interactions increase significantly when socio-emotional interactions shift from neutral to positive, mainly because positive socio-emotional interactions lead to active discussion among group members. Cognitive interactions decrease significantly when socio-emotional interactions shift from positive to neutral, mainly because the group members are less motivated and the learning goal becomes task completion instead of exploring more in-depth and comprehensive solutions. Research limitations and future research directions are also discussed concerning supporting and studying collaborative engagement in online collaborative learning.

The use of distance-shortening strategies to enhance opportunistic collaboration in knowledge-building environments

1 month 2 weeks ago
Abstract

Carrying out opportunistic collaboration, a method of flexible collaboration centering around ideas and free collaboration structures, is important in knowledge creation organizations, especially for knowledge-building community formation. However, fixed-group collaboration is still widely employed in educational practice, hindering the development of students’ knowledge creation activities. In this design-based study, we created and applied distance-shortening strategies, which are strategies for shortening students’ physical distance and idea distance, to support their opportunistic collaboration. The participants were 24 master’s degree students who took a required one-semester course titled Learning Sciences in Knowledge-Building Environments that included online and offline activities. Data included (1) records of students’ online activities; (2) video clips of students’ offline activities; and (3) the content of students’ online notes. Social network analysis, video analysis and content analysis were applied. The findings revealed that with distance-shortening strategies for constructing community knowledge and collective responsibility, the students were able to overcome the barriers of a fixed group and engage in opportunistic collaboration. Implications for principle-based and design-oriented knowledge-building activities and approaches to fostering knowledge creation are discussed.

Examination of systemic factors that impact instructional designers’ practices in higher education

1 month 2 weeks ago
Abstract

The purpose of this study was to examine the systemic factors that impact instructional designers’ practices in higher education. The primary research goal was to examine the relationships and tensions that exist between administration, instructional designers, faculty, and resources. Semi-structured interviews were conducted with 15 instructional designers to gain an understanding of their responsibilities, working in higher education. Interview questions focused on identifying systemic factors influencing their ability to complete their instructional design responsibilities. Activity theory served as the theoretical lens to explore the systemic relationships impacting instructional designers’ practices in higher education. The results of this study produced eight themes according to three metathemes: (1) relationships between instructional designers and faculty, (2) support from upper administration, and (3) technological infrastructure. The findings revealed inner contradictions pertaining to role clarity and expectations among faculty and instructional designers, lack of incentives to support faculty engaged in collaborative projects with instructional designers, and organizational barriers imposing strain on the allocation of technological resources. Other recommendations are provided for how to support instructional designers’ practice in higher education.

The efficacy of animation and visualization in teaching data structures: a case study

1 month 2 weeks ago
Abstract

The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants responded to questionnaires and were exposed to the AVDS tool, after which they completed a performance test, half (39) with the AVDS tool (the experimental group) and half (39) without the tool (the control group). Findings showed that the usability of AVDS was good; the experimental group even perceived AVDS usability as excellent. The results show that perceived usefulness, perceived ease of use, and attitudes toward usage jointly led to positive intention to use the AVDS tool. Furthermore, perceived ease of use was a key factor influencing participants’ intention to use AVDS. In addition, the AVDS system improved test results and provided flexibility in use, enhancing learning experience and performance.