ETR&D
1 day 7 hours ago
Due to the popularity of video lectures, an increasing number of older adults are engaging with this form of learning. Furthermore, co-viewing has become a common type of social interaction. Despite the popularity of video lectures among older adults, there is limited understanding of how to effectively support their learning through this medium. The present study tested the interaction effects of co-viewer similarity (young vs. older co-viewer) and the type of learning content (declarative vs. procedural knowledge) in video lectures on older adults’ learning performance, motivation, cognitive load, and PFC activation as measured by fNIRS. Our results found that older adults showed better learning performance, greater motivation, and reduced cognitive load when co-viewing with an older viewer compared to a young one, regardless of the type of learning content. Interestingly, for declarative knowledge (i.e., Traditional Chinese Medicine, older adults exhibited greater activation in the FEFs, S1, and SMC regions when co-viewing with an older viewer compared with a young viewer. For procedural knowledge (i.e., digital technology), they exhibited less activation in the dlPFC and SMC regions when co-viewing with an older viewer compared with a young viewer. Our findings suggest that educators should consider the age of co-viewers when designing video lectures for older adults, irrespective of the type of knowledge being taught.
2 days 7 hours ago
Studies on learner–learner and learner–instructor interaction provide insight into the preferences and perceived effects of interaction types. However, evidence of the impact on measured performance resulting from substituting learner–content interaction for learner–learner interaction is sparse. Using an experimental design, this study examined the impact of substituting interaction types on perception of workload, perception of learning, and measured performance in an online, asynchronous, undergraduate-level setting of formal distance education. The results of this study showed (a) learner–learner interactions were perceived to be significantly more work than learner–content interactions, (b) learner–content interactions were perceived to be significantly more helpful in learning the material, (c) there was no significant difference in measured performance between the two interaction types, (d) interaction type did not significantly moderate the relationship between perception of workload and measured performance, and (e) interaction type did significantly moderate the relationship between perception of learning and measured performance. Implications and recommendations are also provided to inform future researchers and practitioners.
4 days 7 hours ago
When students use critical thinking (CT) skills to identify, place, and link nodes to construct a concept map, what are the effects of constructing concept maps on students’ CT abilities? To what extent do prior studies control what mapping processes and CT skills are demonstrated to students and examine what CT skills students use while constructing concept maps? This review examines the effectiveness of concept mapping compared to traditional teaching methods for enhancing CT abilities. It includes 17 studies involving 1363 students that measured CT skills (e.g., analysis, evaluation, inference, induction, and deduction) using standardized tests in experimental and control groups. Our analysis revealed that the findings on the effects of concept mapping on CT skills are mixed. The studies implemented research designs and CT measures that lacked consistency. They reported minimal information on which CT skills were demonstrated to students, which CT skills students used to construct their maps, and how specific skills impacted the quality of students’ concept maps. This information is necessary to establish consistency and fidelity in implementing concept maps as an instructional method, identify possible variables contributing to the mixed findings, and enhance the effectiveness of concept mapping. Accordingly, this review aims to identify specific methodological gaps that may account for these inconsistencies and guide the refinement of future research design.
5 days 7 hours ago
This phenomenographic study explores how six leading academic experts in the design and instructional design field experience creativity in instructional design, specifically, how they perceive, define, and use creativity in instructional design. Phenomenography describes the diverse ways these experts experience, conceptualize, and integrate creativity into ID, highlighting the complex nature of creativity within the field. The findings reveal a range of interpretations and applications of creativity, emphasizing the challenge of defining and incorporating creativity explicitly in ID education. Despite recognizing creativity as a critical skill for the twenty-first century, there is still a lack of explicit inclusion in the instructional design curricula. This study contributes to understanding how creativity is perceived in instructional design by presenting four distinct categories of description. By describing these experts' perspectives on the role of creativity in their work, this study contributes to the ongoing discourse on the significance of creativity in instructional design. It highlights the need to reevaluate how creativity is fostered within instructional design programs and advocates for a more integrated and explicit approach to fostering creativity within the classroom to prepare future instructional designers for the complexities of the twenty-first-century learning environment.
5 days 7 hours ago
Predicting the level of student learning engagement in online learning is crucial for student success, especially for asynchronous courses. While digital traces can track students’ activity on the platform and help to measure the engagement level, they could provide contradictory results, so it is crucial to incorporate complementary methods which can triangulate the findings obtained from digital traces. This study aimed to develop and validate a model to determine the level of learning engagement in adult learners on an asynchronous online platform using a mixed-method approach. Data from digital traces, surveys, and interviews were combined. The study involved 2234 students and employed Extreme Gradient Boosting and Logistic Regression with L2 regularisation models to predict the level of engagement. The Extreme Gradient Boosting model more accurately predicted students in the low engagement group, providing crucial support for potentially vulnerable students. The number of finished homework assignments and attempts were found to increase the probability of high engagement. The diversity of activities, such as access to text materials, played a pivotal role in sustaining engagement. Interviews corroborated these results, suggesting the model effectively reflects engagement levels. The article discusses implications for constructing similar models in future research.
1 week 6 days ago
The presence of on-screen instructors in educational videos, as well as the contextual conditions surrounding their use, constitutes a critical aspect of instructional video design. Variables such as the type of instructor – whether a human presenter or a pedagogical agent – and the characteristics of the knowledge type affect learning outcomes. However, the literature remains inconclusive regarding how the presence and presentation style of on-screen instructors influence learning outcomes across different knowledge types. Therefore, this study investigates the impact of an instructor’s presence in educational videos on learning outcomes, mental effort, and visual attention allocation, with a focus on the knowledge domain. A three-by-two between-subjects factorial design was employed, with video type (no on-screen instructor, human instructor, animated pedagogical agent) and knowledge type (declarative, procedural) as the independent variables. A total of 160 university students participated in the study. Results indicated that instructor presence influenced retention and visual attention allocation depending on the knowledge domain. Procedural knowledge videos led to higher transfer scores and mental effort than declarative ones. Importantly, however, the presence of an on-screen instructor – whether human or a pedagogical agent – did not produce differences in mental effort or learning transfer. Both human and animated pedagogical agent drew learners’ visual attention, potentially dividing it between the instructor and the learning content, whereas videos without instructors directed visual attention more exclusively toward the content itself. These findings highlight the importance of knowledge type in determining the effectiveness of on-screen instructors, suggesting pedagogical agents as viable alternatives to human instructors.
2 weeks 2 days ago
This paper details the design and development of MathFlowLens, a visualization tool that illustrates students’ procedural pathways in algebraic problem solving and provides valuable insights into various mathematical strategies they use. MathFlowLens was built using the middle-school student (N = 1,649) log data from a gamified learning platform, From Here To There! (FH2T), and was developed in two phases. First, by using pathfinding algorithms, we identified four distinct types of students problem solving pathways in the platform: optimal, suboptimal, dead-end, and incomplete pathways. Second, we created sequential network visualizations based on the identified classifications to present these distinct procedural pathways. Furthermore, we tested the applicability of this tool by examining the relations between the identified classifications and students’ performance on a posttest assessing three facets of algebraic knowledge: conceptual knowledge, procedural knowledge, and procedural flexibility. To examine the relations with algebraic knowledge, we focused on the subset of students who completed both the pre- and post-test (N = 778). The results indicated that students who took dead-end pathways more frequently, which we posited as exploratory behavior, had higher conceptual and procedural knowledge scores than those who did not. This finding highlights the importance of fostering the exploration of multiple procedural pathways, regardless of failure, to bolster the acquisition of algebraic knowledge. This study demonstrates that MathFlowLens, a novel method for visualizing students’ solution pathways, can provide valuable insights into their solution strategies and mathematical problem solving processes.
3 weeks 2 days ago
Despite the potential benefits offered by GenAI technologies to provide innovative solutions to address distinct challenges faced by working adult learners (ALs) in higher education and beyond, there is limited understanding of how best to structure AI-powered learning for this population while ensuring their distinct needs and perspectives are considered. Hence, this study aimed to determine what curriculum and student-AI interaction would be required by situating ALs’ views. Through analyzing 48 e-portfolios and in-depth interviews with 20 ALs from diverse educational and professional backgrounds, the study found that ALs perceived content mastery and developing a lifelong habit of learning as the optimal learning goals for AI-powered learning. AI-powered learning can be facilitated through personalized mastery-based learning and collaborative performance-based tasks, in tandem with scenario-based assessment, unobtrusive gamified assessment, and competency-based assessment. Along this line, AL articulated various necessary supports to foster AL-AI interactions. While AL identified metacognition and developing diverse and high-quality questions as crucial to support AL-AI cognitive interaction, they also highlighted that building ethical AL-AI relationships is important for enhancing AL-AI socio-emotional interaction. In addition, AL perceived immersive game-based platforms and interactive interfaces could serve as effective mediums for enhancing student-AI interactions. These findings can provide a more comprehensive understanding of AI-powered adult learning and implications for the design of educational AI, as well as instructional design to improve the educational experience for ALs.
1 month ago
This study explores the interactive characteristics of learning objects used in online courses and design intent of instructional designers. The study adopts the "Window of Interaction" (WoI) framework, drawnfrom Human–Computer Interaction (HCI), to critically examine the interactive characteristics of learning objects in the context of the designers’ intent and learning goals. This study provides research-based evidence to document: (1) the interactive characteristics of learning objects used in online courses; (2) designers’ intent and its manifestation in the learning objects they have designed; and (3) the connection between learning goals and the interactive characteristics of learning objects. The application of the WoI framework allowed us to identify the link between the interactive features of the design objects and the design intent guided by specific learning goals. With more advanced technologies, such as various AI-driven tools, the analysis of interactive features of technologies and learning objects becomes critical for designing more intentional learning experiences.
1 month ago
Computational Thinking (CT) capabilities are crucial for students’ future development. As a pivotal mode of thought, CT extends beyond mere programming skills, representing a methodology and strategy for problem-solving that empowers students to address complex challenges across diverse domains. In this context, this study aims to investigate the impact of a teaching strategy combining Project-Based Learning with Pair Programming Instructional Strategy (PBL-PPIS) on high school students’ CT capabilities and metacognitive skills. Conducted in a public high school in H City, Central China, this quasi-experimental design spanned one academic term and involved 90 first-year high school students aged 14 to 16. These students were divided into an experimental group and a control group, with the former utilizing the PBL-PPIS strategy and the latter adhering to conventional Project-Based Learning methods (PBL). To comprehensively assess the impact, this study utilized specialized scales for Computational Thinking and metacognitive abilities, and employed detailed analyses through paired sample t-tests and univariate ANCOVA. Through pre- and post-experiment surveys, we analyzed and compared the performance differences in CT and metacognitive skills between the two groups. The findings indicate significant enhancements in the experimental group across the five core competencies of Computational Thinking (Creativity, Algorithmic Thinking, Cooperativity, Critical Thinking, Problem Solving) and in their metacognitive abilities (planning, monitoring, evaluating). These results validate the effectiveness of the PBL-PPIS strategy in integrating the advantages of project-based learning and pair programming, underscoring its significant role in enhancing students’ CT and metacognitive abilities. This study contributes novel insights to the field of educational practice, offering fresh inspiration and direction for educators in designing and implementing programming education strategies.
1 month 1 week ago
The purpose of this study was to examine the effects and predictive power of the Diagnostic Assessment and Achievement of College Skills (DAACS) on student success. DAACS is an open-source diagnostic assessment tool designed to measure newly enrolled college students’ reading, writing, mathematics, and self-regulated learning skills, and to provide individualized feedback and learning resources that students can use to become better prepared for college. A randomized control trial was performed at two online colleges (n = 23,467) to test the effects of DAACS on credit acquisition and retention. The results indicate an overall null effect of treatment, but post hoc analyses reveal two important findings: 1) Students who not only received the assessment results but also accessed the feedback were significantly more likely to earn credits and be retained for a second term than students who only accessed the assessment results; 2) some students who only accessed the assessment results without reading the feedback, particularly those with low scores on the assessments, low self-efficacy, or high test anxiety, had worse outcomes than the control group. We speculate that feedback mitigates the potentially negative effects of testing on student success. In addition, an examination of the predictive power of DAACS indicated that DAACS data significantly strengthen predictions of academic outcomes.
1 month 1 week ago
The education sector is undergoing a rapid digital transformation, accelerated by the challenges posed by COVID-19. The pandemic has disrupted traditional teaching methods that prompt teachers to explore new approaches, such as the use of serious games, to keep learners engaged and learning. Serious games have proved to be an effective solution for bridging the gaps in distance learning and meeting the expectations of the new generation of learners. However, there are still obstacles to their adoption and implementation, particularly with teachers who have difficulty selecting games that suit the specific needs of their students. This paper presents the results of a study aimed at designing and developing a tool to help teachers better understand serious games, their components, and how they work, in order to integrate them effectively into their teaching practices. For this study, we used an approach that combines the unified version of the adoption and use of technologies (Venkatesh et al., 2003), the Jakob Nielsen System Acceptability Model (Nielsen, 1994b), and the analysis method of structure, interface, and use (Bouroumane et al., 2022). We tested our tool through two studies. One assessed its use in a real context, and the other utilized a questionnaire to evaluate its usefulness, usability, and acceptability. According to 80% of users, this tool is extremely useful for understanding the pedagogical dimensions of serious games, which can significantly and positively impact their adoption in education.
1 month 2 weeks ago
Computer programming is an essential, cross-disciplinary skill relevant to learners beyond merely computer scientists. This paper introduces parallel courseware, a novel approach to courseware design that contributes to adaptable learning in introductory programming education. Adaptability is achieved through the implementation of parallel, aligned courseware versions, designed along key customization dimensions, such as programming language and application domain, resulting in numerous courseware permutations to meet diverse student needs. These versions are delivered through LearnCoding, an online platform that enables seamless switching between permutations while maintaining a consistent structure and layout, thereby supporting personalized learning, facilitating comparative exploration of content, and enhancing skill transfer across contexts. The paper also reports findings from a study conducted over two offerings of a first-year programming course, exploring the impact of the proposed approach on students’ understanding of and interest in the learning material. Results indicate a positive student experience, suggesting promising implications for the design of adaptable courseware and the development of flexible e-learning platforms.
1 month 2 weeks ago
Generalist primary school computer science (CS) teachers are often reluctant to introduce CS activities that go beyond CS unplugged tasks. To address this challenge, we drew from constructive alignment principles to implement a new programming modality for primary school: the handwriting programming language (HPL). HPL brings programming activities closer to existing teaching practices by enabling students to write instructions on paper, take a picture, and have an agent execute them. HPL’s applicability in classrooms was investigated in two stages. First, 49 primary school teachers evaluated two alternative programming modalities—HPL and an equivalent paper-based Tangible Programming Language—using the technology acceptance model (TAM). As teachers preferred HPL, we then conducted a 3-session quasi-experimental study with 143 public school students (aged 9–10) to compare HPL’s acceptance (with the TAM) and learning outcomes (with a validated test) to the established Scratch programming language. The findings indicate that: (i) over 80% of teachers were willing to use HPL to teach CS in class, irrespective of gender or prior experience; (ii) HPL-students exhibited less trial-and-error behaviour than Scratch-students (fewer attempts, more time between attempts); (iii) students perceived HPL as positively as Scratch; (iv) HPL-students learned as much as Scratch-students. In conclusion, HPL is an accessible, accepted, and pedagogically meaningful means of teaching CS that is as efficient as Scratch to teach CS in primary school. HPL’s efficiency and acceptance by teachers and students suggests that handwriting-based programming languages may help shift primary school CS teaching practices, and make CS education more widespread, bringing us closer to CS for all.
1 month 3 weeks ago
The reading ability of hearing-impaired students is essential for their participation in mainstream society. However, previous studies have shown that they may encounter obstacles due to a lack of interest or limitations in reading communication systems. Augmented reality (AR) has been noted to provide immersive learning environments, collaborative assistance, and in-time resources for improving reading experience and motivation. While previous studies have developed mobile reading environments tailored for hearing-impaired students, the incorporation of pedagogical approaches within immersive AR reading environments remains unexplored. Accordingly, this study investigated the effects of immersive AR environments on hearing-impaired students’ reading with a quasi-experiment. Sixty-five hearing-impaired students’ reading achievement, perceptions, and behaviours were analysed with one-way analysis of covariance and lag sequential analysis. The result indicated that the immersive AR learning environment incorporating the DEEP reading strategy (i.e., Developing self-regulated reading, Experimental exploration, Express and creative construction, and Pluralism) improved hearing-impaired students’ reading achievement, perceptions, and behaviours. Students with the immersive AR reading strategy exhibited more interactive-oriented behaviours and high levels of cognitive attainment (e.g., experiential exploration, creative construction, and problem-solving). This study contributed to existing hearing-impaired teaching practices by revealing what essential behaviour teachers should consider and how to design an immersive AR learning environment.
1 month 3 weeks ago
The generalization of the cognitive theory of multimedia learning to immersive virtual reality (IVR) learning contexts has been increasingly examined; for example, there has been an exploration of redundancy effects on science learning using IVR technology. However, studies on how well multimedia principles such as redundancy work in IVR learning with humanities-related content has been limited. This work therefore aimed to explore the redundancy effects of immersive virtual literary reading on students’ humanities learning by evaluating their empathy, cognitive load, and reading comprehension with consideration of the moderating effects of their learning backgrounds. A between-subjects design with two modes of presentation format (auditory narrative only vs. auditory narrative and on-screen text) involved 70 higher education students who were randomly assigned to two groups, with 35 students in each condition. Results showed that the students’ learning background moderated their perceived empathy but not their cognitive load and reading performance when reading redundant virtual information. Redundancy design of instructional content in IVR learning environments was verified as reducing cognitive load. Moreover, reading an immersive virtual literary novel with redundant information design was likely not detrimental to the students’ higher-level reading comprehension performance, but this was not the case for their lower-level reading comprehension.
1 month 3 weeks ago
AI literacy is becoming increasingly popular in education, yet there has been limited focus on reviewing empirical research on AI literacy assessment. The purpose of this study was to synthesize existing empirical studies on AI literacy assessment, with the aim to understand how AI literacy has been assessed and to inform future AI literacy assessment development. This scoping review evaluates and synthesizes 36 studies on AI literacy assessment published between 2019 and 2024, involving assessment tools, forms of assessment, and reliability and validity evidence related to AI literacy assessment. The review proposes four aspects (i.e., knowledge of AI, AI ethics, affect towards AI, and use of AI) for assessing AI literacy. The results showed that (1) most research focused on assessing primary and secondary school students’ AI literacy; (2) most studies used questionnaires, followed by surveys; (3) most studies used computer-based tests, followed by paper-based tests; (4) most studies assessed participants’ AI knowledge, followed by AI ethics; and (5) only a few studies reported evidence of the reliability and effectiveness of their assessments. Based on the reviewed literature, this study develops an AI literacy framework for people of all ages and from all countries. The findings and directions for future research are also discussed.
2 months ago
There is a growing global interest in the inclusion of coding as early as preschool. However, most coding languages involve reading and writing, leaving non-writing children deprived of the opportunity to develop any kind of coding proficiency. Moreover, many preschool teachers lack the knowledge and self-efficacy necessary for teaching coding. This case study examines the subjective experiences of preschool teachers with no early coding knowledge in implementing the ScratchJr-based Coding as Another Language (CAL) curriculum. Following a four-hour professional development session, two preschool teachers taught coding to 26 children (M = 5.72, SD = 0.33) using the CAL curriculum over seven months. Thematic analysis of semi-structured interviews with teachers identified eight key themes, including initial CS-resistance to coding, pedagogical and cultural curriculum adjustments, overcoming resistance, learning with and from children, enhanced teacherstudent relationship, inter-syllabi learning opportunities, coding-driven community partnership, and potential for self-expression. Quantitative results showed significant improvement in children’s coding knowledge, positioning most at the Fluency stage of CAL proficiency. Results highlighted the effectiveness of the CAL curriculum in building teachers’ coding self-efficacy, despite its relatively brief duration. They further emphasize the importance of curriculum adaptability to diverse educational contexts. These findings support overcoming technology integration barriers in early childhood education. Additionally, the study suggests using coding as a tool for creative self-expression, highlighting its potential beyond technical skill-building. This direction may be further explored to promote emotional and personal growth in both teachers and children, contributing to individual well-being improvement while supporting the integration of STEM-related subject learning in formal curricula.
2 months 1 week ago
Digital distraction in education describes the interruption of learner’s concentration during academic tasks. With the increase in digital learning, there is a need for a review to synthesize research on digital distraction. This systematic review examined 26 articles using the DISCAR process (design, inclusion/exclusion, searching and screening, coding, analyzing/synthesizing, reporting) and was guided by the Technology-Personal-Environment (TPE) framework. The review examined causes and consequences, and strategies to prevent/reduce digital distraction. Measures used, modalities studied, and devices used in digital distraction research were also synthesized. Causes for digital distraction were technology distractors (51.95%), personal needs (37.66%), and instructional environment (10.39%) factors. Consequences for digital distraction included personal performance issues (66.67%), ineffective classroom instruction (23.33%), and problematic technology use (10%). Prevention strategies included classroom environment regulations (41.03%), technology controls (30.77%), and personal behavioral interventions (28.21%). The findings have implications for instructors, students, administrators, instructional designers and researchers. This systematic review adopted a multi-faceted approach to effectively mitigate digital distractions.
2 months 2 weeks ago
Good teaching requires a professional vision of the relevant dimensions of teaching quality and their interrelationships. For example, classroom management is necessary but insufficient for providing effective instructional support. Thus, teacher education should foster a multiperspective professional vision of these dimensions of teaching quality as a basis for implementing appropriate teaching actions. Research shows that professional vision can be promoted when preservice teachers analyze classroom videos. However, acquiring a multiperspective professional vision is more complex than a single perspective. Furthermore, preservice teachers have different entry levels and developmental trajectories. Individual learning requirements and the more complicated task demands can potentially be met through virtual learning environments and additional support tools implemented during video analysis. We used a video-based assessment with an open response format and investigated (1) the effect of a video-based virtual learning environment on promoting multiperspective professional vision in elementary science education and (2) the effect of additional support tools (modeling videos and prompts) implemented during video analysis. A quasi-experimental pre-post-follow-up study with 145 preservice teachers showed that a basic virtual learning environment improved participants’ multiperspective professional vision compared to an untreated control group in the short and long term. The additional support tools in the enriched virtual learning environment did increase preservice teachers’ performance even more while training professional vision but not in the post- and follow-up tests. Therefore, teacher education programs should consider the benefits of video-based virtual learning environments for an individualized promotion of professional vision. Further research on effective digital support tools is needed.