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Zukunftskompetenz Deutsch. 50. Jahrestagung Deutsch als Fremd- und Zweitsprache
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Next Education – am Puls der Zeit für die Gesundheitsberufe
Basiskompetenzen stärken: Leseförderung durch digitale Medien
Wie stärkere Schüler:innenbeteiligung und -partizipation gelingen kann
Info-Workshop Deutscher Schulpreis 2025
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AJET
BJET
Cognition and Instruction
Learning Inside the School, but Outside the Curriculum: An Extreme Case of Interest-Driven Learning in Alternative STEAM Learning Infrastructure for Schools
The Intertwining of Children’s Interests and Micro-Practices at a Science Museum: Case Study of Three Children
Reading in Relation: Youth Mentors and Adults Co-Constructing Teaching and Learning in a High School Literacy Classroom
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Distance Education
Conceptualising distance doctoral study after COVID-19: are we post-distance now?
The online PhD dropout: narratives and meanings of withdrawal
Predictors of pre-service teachers’ learning engagement in blended teaching
Decolonizing digital learning: equity through intentional course design
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Impacts of engagement on academic outcomes in technology-enhanced learning
Teacher motivating styles and undergraduates’ self-regulation of their online learning experience
Modification and evaluation of an open-source rubric guiding inclusive design
Temporal-spatial and pedagogical flexibility in distance education
Teachers’ use of mobile devices in suburban under-resourced secondary schools in Nepal
Enhancing learners’ sense of belonging in online threaded discussions
Enhanced learning engagement through teaching presence in online distance education
Mapping racial justice to online teacher education
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Effects of familiarity with digital assessment in online education
Strategies to promote self-regulated learning for online diverse students
The effects of politeness in shaping discourse in online debates
Open educational resources as the panacea for the decolonisation of e-learning content in South Africa
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The case for deliberate design of the student learning experience
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Decolonizing online learning: a reflective approach to equitable pedagogies
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“Welcome to my backyard”: an intersectional approach to inclusive teaching in the asynchronous learning environment
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Effects of personal and instructor goals on MOOC continuance intention
ETR&D
A case study of supporting group awareness to facilitate CSCL through a minimalist approach
Group awareness tools have garnered significant interest within the realm of computer-supported collaborative learning (CSCL), as they foster collaborative learning behaviors. However, in the context of a CSCL environment devoid of rich technologies, supporting group awareness is challenging. Contextualized in a teacher professional development course in a large normal university in southwestern China, this study followed a minimalist approach to develop group awareness support through collaborating authoring software. An 8-week-long quasi-experiment was conducted to explore whether supporting group awareness in project-based learning (PBL) through a minimalist approach could (1) improve the quality of group project, and (2) improve students’ participation in collaborative learning. The sample consisted of 125 junior students. Students received regular instruction in stage 1 (week 1 to week 4) and instruction with group awareness support in stage 2 (week 5 to week 8). After each stage, students’ group projects and self-reported surveys were analyzed qualitatively and quantitatively. It was found that supporting group awareness led to significantly better group performance but did not significantly influence student participation. Group awareness support also contributed to equal involvement among group members. Furthermore, cross-group awareness encouraged students to co-construct knowledge across groups. These findings might help practitioners in economically disadvantaged and technologically underprivileged areas to design group awareness support. It might also benefit instructors who prefer a light-tech solution to support CSCL.
Evaluation of metaverse use intention in software education of university students: combining technology acceptance model with external variables
Technological advancements in recent years have accelerated the development of information and communication technologies, introducing numerous innovations. One prominent innovation is the concept of the metaverse, which has gained significant popularity and is increasingly influencing various sectors, including the economy, art, entertainment, and education. Despite its growing relevance, there is a practical gap in understanding how management information systems students in Türkiye perceive the use of the metaverse for software education. This study aims to address this gap by exploring students’ perceptions and identifying the factors that influence their intentions to use the metaverse. The conceptual model includes adoption characteristics such as traibility, observability, compatibility, and complexity, as well as user satisfaction, personal innovativeness, and the structures of the technology acceptance model. The data of the study were obtained from 877 students, and the collected data were analyzed utilizing the structural equation modeling technique. The results indicate that personal innovativeness positively influences perceived usefulness and perceived ease of use. However, perceived observability, user compatibility, and perceived traibility did not significantly impact user satisfaction. Conversely, perceived usefulness, user satisfaction, and perceived ease of use positively affect students’ intentions to use the metaverse for software education. This study offers valuable contributions to the metaverse literature, educators, field experts, and researchers.
Exploring the impact of technology on foreign language learning: a multivariate meta–meta-analysis study
The purpose of the present study was to analyze the impact of technology on student foreign language learning, as it has been widely used to enhance language instruction over the past few decades. This multivariate meta–meta-analysis study aimed to examine the effects of technology on various aspects of language learning, including listening, speaking, reading, writing and vocabulary, and explore how factors like educational level and technology type influenced these impacts. The researchers conducted a meta-analysis of 10 studies published prior to May 2023, using both qualitative and quantitative methods. They analyzed the descriptive and methodological characteristics of each study, and found a statistically significant overall effect size (g = .068, p < .001 with a 95% confidence interval of .595–.860) indicating that technology positively impacted language learning outcomes compared to traditional learning methods. The researchers identified educational level and technology type as important factors contributing to the variability in effect size. Specifically, both higher education and K-12 settings, as well as VR tools and computing resources, had positive impacts on students’ foreign language learning. Overall, the results suggest that using technology is an effective way to improve foreign language learning for students, and provide valuable recommendations for future research and practical applications in this area.
A computational thinking course for all preservice K-12 teachers: implementing the four pedagogies for developing computational thinking (4P4CT) framework
Computational thinking is accepted today as a collection of cognitive and social skills required for functioning in the 21st century. The paper presents a conceptual view at computational thinking that encompass concepts, problem-solving skills, application skills, and social skills. To impart those perceptions and skills the paper proposes the Four Pedagogies for Developing Computational Thinking (4P4CT) framework, which relies on active learning, project-based learning, product-based learning, and context-based learning, and advocates implementing computational thinking across all the education system in all subject matters at all ages by all teachers. The framework is presented and its implementation in an academic course for preservice K-12 teachers, taught so far in 16 classes attended by 409 preservice K-12 teachers, is described in detail. To support the effective development of the expected competences among preservice teachers, two types of empirical qualitative evidence, related to student outcomes, are presented: (a) simulations of computational processes, and (b) reflections that indicate a change in preservice teachers' perceptions and the application of computational thinking in their future teaching work.
Graphical abstract
Hierarchical clustering of groups’ collaborative discourses during the computer-supported collaborative concept mapping process
Computer-supported collaborative concept mapping (CSCCM), as one of the computer-mediated instruction and learning strategies, has been used to foster collaborative knowledge construction (CKC). Previous research has characterized groups based on final knowledge artifacts, products, or performances, rather than the temporal, process-oriented characteristics generated during the collaborative learning process. To fill this gap, this research clustered groups into distinct clusters based on the collaborative discourse data by using agglomerative hierarchical clustering approach, and examined the process characteristics of different clusters and associated performances. Four clusters were identified and labeled. Cluster 1, the high-performing cluster, was characterized as the actively-engaged, idea-centered, consensus-achieved, and socioemotional-engaged cluster. Cluster 2, the low-performing cluster, was characterized as the inactively-engaged, information-shared, goal-oriented, and reflection-revolved cluster. Cluster 3, the medium-performing cluster, was characterized as the inactively-engaged, problems-unsolved, and reflection-revolved cluster. Cluster 4, the medium-performing cluster, was characterized as the actively-engaged, idea-centered, and goal-oriented cluster. Based on the results, this research proposed instructional strategies and assessment implications for improving CSCCM research and practice.
Do prompts and strategy instruction contribute to pre-service teachers’ peer-feedback on technology-integration?
Peer feedback is regarded as playing a vital role in fostering preservice teachers’ noticing and reasoning skills during technology integration. However, novices in particular (e.g., pre-service teachers) tend to provide rather superficial feedback, which does not necessarily contribute to professional development. Against this background, we developed an online video-annotation tool, LiveFeedback + , which allows for providing peer feedback on the quality of technology integration during microteachings in a fine-grained manner. Applying a design-based research approach (2 design cycles, N = 42 pre-service teachers, quasi-experimental interrupted time-series design), we investigated whether the addition of prompts (Cycle 1) and strategy instruction combined with prompts (Cycle 2) contributed to the quality of peer feedback. Contrary to our predictions, piecewise regressions demonstrated that pre-service teachers provided more feedback comments with superficial praise and fewer feedback comments with substantial problem identification and solutions when prompts were available. However, when pre-service teachers were explicitly instructed in strategy use, the reasoning during peer feedback could be enhanced to some extent, as pre-service teachers provided less praise and more problem diagnosis in feedback comments when strategy instruction was available. These findings suggest that the addition of strategy instruction that explicitly models adequate feedback strategies based on prompts can help overcome mediation deficits during peer feedback in technology-based settings.
Motivation in online course design using self-determination theory: an action research study in a secondary mathematics course
With continued growth in online learning, motivation remains a key factor in persistence and achievement. Online mathematics students struggle with self-regulation and self-efficacy. As reported by Ryan and Deci (Self-determination theory: basic psychological needs in motivation, development, and wellness, Guilford Press, 2017, https://doi.org/10.3233/EFI-2004-22201), in their well-established self-determination theory, contended that satisfying the psychological needs of autonomy (involving self-regulation), competence (involving self-efficacy), and relatedness (involving a sense of belonging) creates a suitable environment for integrated extrinsic and intrinsic motivation to thrive. The purpose of this action research was to implement a self-determination theory-based online unit for mathematics students to improve their motivation levels. A convergent mixed methods action research design was employed to identify changes in the levels of autonomy, competence, and relatedness of the participants in an Algebra 2 course (n = 50) at a fully online school in the northeastern United States. Results from the motivation questionnaire and student interviews indicated a significant increase in competence and relatedness after completing the intervention. While no significant increase in autonomy was evident in the quantitative results, the qualitative findings showed some support for improved autonomy. Recommendations for online mathematics course design to support increased motivation are provided.
A proposed methodology for investigating student-chatbot interaction patterns in giving peer feedback
A chatbot is artificial intelligence software that converses with a user in natural language. It can be instrumental in mitigating teaching workloads by coaching or answering student inquiries. To understand student-chatbot interactions, this study is engineered to optimize student learning experience and instructional design. In this study, we developed a chatbot that supplemented disciplinary writing instructions to enhance peer reviewer’s feedback on draft essays. With 23 participants from a lower-division post-secondary education course, we delved into characteristics of student-chatbot interactions. Our analysis revealed students were often overconfident about their learning and comprehension. Drawing on these findings, we propose a new methodology to identify where improvements can be made in conversation patterns in educational chatbots. These guidelines include analyzing interaction pattern logs to progressively redesign chatbot scripts that improve discussions and optimize learning. We describe new methodology providing valuable insights for designing more effective instructional chatbots by enhancing and engaging student learning experiences through improved peer feedback.
Understanding how pre-service science teachers design inquiry-based activities in a knowledge integration (KI) based collaborative learning environment: a network analytic approach
Inquiry-based instruction has played an important role in science education, and been recognized as a critical approach to improve students’ scientific learning effectiveness. However, current research revealed that it is a challenge for teacher education programs to improve pre-service science teachers’ inquiry-based instructional activity design competency. Due to the dynamic and complicated process of the instructional design competency improvement, there is a strong need for new methods that could trace this process. Considering the Knowledge Integration (KI) theory has been demonstrated to be able to help science teachers design their inquiry-based instructional activities in a large amount of existing research, in this study, a KI-based collaborative learning environment was designed to support 19 pre-service science teachers’ inquiry-based instructional activity design. Epistemic network analysis (ENA) was applied to trace the development process of their inquiry-based instructional activity design e behaviour patterns. Data analysis results revealed that the pre-service science teachers demonstrated gradually more active in “guiding students to design exploratory activities” and “guiding students to communicate and cooperate” in their instructional designs during the process of using the KI-based collaborative learning environment. Through identifying and comparing the design patterns of the high-performing and low-performing groups, the results showed that the low-performing groups demonstrated more active on “posing inquiry questions” and “guiding students to formulate scientific explanation,” while the high performing groups demonstrated more active in “guiding students to design exploratory activities” and “guiding students to communicate and cooperate.” Furthermore, the semi-structured interview results demonstrated that the KI-based collaborative learning environment not only provided the pre-service science teachers a convenient way on online collaboration, but also helped them form more normative and integrated understandings on inquiry-based instruction. However, this study demonstrated that quite a few pre-service science teachers still had misconceptions on inquiry-based instruction. Suggestions are provided for improving pre-service science teachers’ inquiry-based instructional design competency in a technology-enhanced learning environment.
How the relationship between verbal and nonverbal text signals influences second language expository text comprehension: knowledge structure analysis
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
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
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
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
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
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
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
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.
Correction: Comprehensive school physical activity program technology practice questionnaire (CSPAP-TPQ)
Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 2020
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.
Correction: Teachers’ role in digitalizing education: an umbrella review
IEEE ToLT
Instructional Science
Developmental relations between mathematics self-concept, interest, and achievement: A comparison of solo- and co-taught classes
This study investigated the role of co-teaching in the development of students’ mathematics motivation and achievement. More specifically, we examined how sixth-grade students’ (N = 146) mathematics self-concept and individual interest changed over one school year, how these changes were related to each other and to mathematics achievement, and, most importantly, whether they differed between co-teaching and solo-teaching conditions. The co-teaching condition included 70 students in three classes with mathematics taught by pairs of teachers, while the solo-teaching condition included 76 students in four classes with mathematics taught by individual class teachers. The design included three repeated measures of mathematics self-concept and interest as well as pre- and post-measures of mathematics test performance and teacher-rated mathematics grades. A series of latent growth curve analyses showed both self-concept and individual interest to decline over time, and these changes to be strongly correlated: as self-concept decreased, so did interest, and vice versa. The changes in self-concept and interest were independent of prior achievement and did not predict later achievement either. Students in the co-taught group received better grades at the end of the year, but no differences in the development of self-concept and individual interest were found between the teaching conditions. That is, co-teaching contributed to improvement in mathematics achievement, but this was not mediated by changes in mathematics motivation.
Gaming the system mediates the relationship between gender and learning outcomes in a digital learning game
Digital learning games have been increasingly adopted in classrooms to facilitate learning and to promote learning outcomes. Contrary to common beliefs, many digital learning games can be more effective for female students than male students in terms of learning and affective outcomes. However, the in-game learning mechanisms that explain these differences remain unclear. In the current study, we re-analyze three retrospective data sets drawn from three studies conducted in different years. These data sets, which involved 213, 197, and 287 students, were collected from a digital learning game that teaches late elementary and middle school students decimal concepts. We re-analyzed these data sets to understand how female and male students differ in the rates of gaming the system, a behavioral measure that reflects a form of disengagement while playing the game. Rates of gaming the system are compared between female and male students within each of the game’s two core instructional activities (i.e. problem-solving and self-explanation) as well as tested in a game vs. non-game condition. We found that female students game the system significantly less than male students in the self-explanation step in the game condition, in all three studies. This difference in the rates of gaming mediates the relationship between gender and learning outcomes, a pattern in which female students tend to learn more than male students, across all three studies. These results suggest that future design iterations of the game could focus on reducing gaming behaviors for male students, which might improve learning outcomes for female students as well. Understanding gender-based differences in game behaviors can inform future game design to promote better learning outcomes for all students.
Transfer of responsibility in novice and experienced Iranian EFL teachers’ scaffolding: interactional characteristics
Transfer of responsibility for learning from the teacher to the learner has been considered the final aim of successful scaffolding. Despite this importance, few studies have been conducted in this area. The present conversation analytic study examined the scaffolding interactions of a sample of Iranian English language teachers to identify how responsibility for learning was transferred in scaffolding interactions. The teachers were divided into two groups of novice and experienced based on the criteria proposed in the extant literature. The results showed that the novice and experienced language teachers enacted transfer differently. The novice teachers used more high-support moves, like models and questions with scarce use of low-support moves, thereby mostly curbing the transfer process. However, the experienced teachers used a wider range of scaffolding strategies especially low-support moves to encourage learners to use their learning potentials. The novice teachers mismanaged repair-initiations while experienced teachers mainly ended repair-initiations in self-repairs. The study suggests that the teachers’ experience level can significantly impact their scaffolding interactions with students. Further, it highlights the significance of providing ongoing professional development and training opportunities for language teachers to improve their ability to provide effective scaffolding. Overall, the study highlights the need for continued research in this domain.
Fostering university students’ online reading: effects of teacher-led strategy training embedded in a digital literacy course
Online reading for academic purposes is a complex and challenging activity that involves analysing task requirements, assessing information needs, accessing relevant contents, and evaluating the relevance and reliability of information given the task at hand. The present study implemented and tested an analytical approach to strategy training that combined a detailed, step-by-step presentation of each strategy with the integration of various strategies across modules and practice tasks. One hundred sixty-seven university students were assigned to either a treatment or a control condition. The training program was implemented as part of a digital literacy course. Instructors received background information and instructional materials prior to the beginning of the term. The intervention improved students’ performance on a set of search and evaluation tasks representative of the target skills, although to varying extent. The impact was higher for evaluation than for search skills, in terms of accuracy and quality of students’ justifications. The data provides initial evidence that an analytical approach may foster university students’ use of advanced reading strategies in the context of online reading. Implications for instruction and future research are discussed.
Infusing teacher-preparation curriculum with case-based instruction focused on culturally responsive, sustaining pedagogy: comparing instructor-facilitated and instructor-supported approaches
To maximize our teacher candidates’ learning about culturally and linguistically diverse students, we developed and implemented Case-Based Instructional (CBI) Modules (Language, Identity, Family, Assumptions) in two teacher preparation courses at a US university. We examined the Modules’ impacts on teacher candidates’ learning, self-efficacy, attitudes, and transfer of learning to novel contexts. Examining the Modules’ effectiveness within and across two delivery modes indicated that both instructor-facilitated and instructor-supported approaches to CBI elicit similar positive attitudes and are effective in enhancing teacher candidates’ learning, but not transfer. When teacher candidates’ analyses of cases were not facilitated by instructor, however, there were some missed opportunities for learning.
Improving multiple document comprehension with a lesson about multi-causal explanations in science
Relying on multiple documents to answer questions is becoming common for both academic and personal inquiry tasks. These tasks often require students to explain phenomena by taking various causal factors that are mentioned separately in different documents and integrating them into a coherent multi-causal explanation of some phenomena. However, inquiry questions may not make this requirement explicit and may instead simply ask students to explain why the phenomenon occurs. This paper explores an Activity Model Hypothesis that posits students lack knowledge that their explanation should be multi-causal and how to engage in the kind of thinking needed to construct such an explanation. This experiment, conducted on a sample of eigth grade students, manipulated whether students received a short 10-min lesson on the nature of scientific explanations and multi-causal reasoning. Students who received this causal chain lesson wrote essays that were more causally complex and integrated, and subsequently performed better on an inference verification test, than students who did not receive the lesson. These results point to relatively simple changes to instructions that can provide the support students need for successful multiple-document comprehension.
Better self-explaining backwards or forwards? Prompting self-explanation in video-based modelling examples for learning a diagnostic strategy
Self-explanation prompts in example-based learning are usually directed backwards: Learners are required to self-explain problem-solving steps just presented (retrospective prompts). However, it might also help to self-explain upcoming steps (anticipatory prompts). The effects of the prompt type may differ for learners with various expertise levels, with anticipatory prompts being better for learners with more expertise. In an experiment, we employed extensive modelling examples and different types of self-explanations prompts to teach 78 automotive apprentices a complex and job-relevant problem-solving strategy, namely the diagnosis of car malfunctions. We tested the effects of these modelling examples and self-explanation prompts on problem-solving strategy knowledge and skill, self-efficacy, and cognitive load while learning. In two conditions, the apprentices learned with modelling examples and received either retrospective or anticipatory prompts. The third condition was a control condition receiving no modelling examples, but the respective open problems. In comparison with the control condition, modelling examples did not promote learning. However, we observed differential effects of the self-explanation prompts depending on the learner’s prior knowledge level. Apprentices with higher prior knowledge learned more when learning with anticipatory prompts. Apprentices with less prior knowledge experienced a greater increase in self-efficacy and a higher germane cognitive load when learning with retrospective prompts. These findings suggest using different self-explanation prompts for learners possessing varying levels of expertise.
An experimental test of the Big-Fish-Little-Pond Effect using an immersive virtual reality classroom
Academic self-concept plays a central role in successful learning and is substantially shaped by social comparisons. Research on the so-called Big-Fish-Little-Pond Effect (BFLPE) has yielded a highly robust and generalizable pattern of negative effects of higher class/school average achievement on students’ self-concept when controlling for individual achievement. However, most BFLPE studies have not provided information about the causes behind or the mechanisms underlying the proposed effects. To address this, we used a fully immersive virtual reality (IVR) classroom to experimentally test the extent to which students recognized performance-related classroom behavior as implicit social comparison information and how these perceptions explained differences in students’ self-concepts. Participants (N = 381 sixth-grade students) experienced an authentic yet standardized IVR teaching situation with virtual classmates who exhibited different performance levels (operationalized as 20% vs. 35% vs. 65% vs. 80% of classmates raising their hands). Hand-raising behavior had a significant positive effect on students’ perceptions of the class’ performance level (d20% vs. 65% = 0.60; d20% vs. 80% = 1.24). In line with the BFLPE, results showed a negative effect of higher performing classmates on students’ situational self-concept (d20% vs. 80% = 0.30). Students’ perceptions of the class’ performance level fully explained the effect of classmates’ hand-raising behavior on students’ situational self-concept. The study’s experimental approach provided new insights into the emergence of social comparison effects in the classroom, highlighting the major role of students’ perceptions of their classmates’ performance-related behavior, and moreover demonstrated the general potential of using IVR in classroom research.
Are you inspired or overwhelmed? The benefits of teachers setting challenging expectations
Teachers form expectations that can influence their students’ performance, and there are a variety of ways these expectations can be communicated. In the current study, we tested a novel method for communicating expectations via examples of student work—examples that contain basic, entry-level work and communicate low, but manageable expectations or examples that contain complex, advanced-level work and communicate high and challenging expectations. Across three semesters, 91 college students in a data management course completed a class assignment that involved exploratory coding activities. Prior to the assignment, students were randomly assigned to view basic or advanced examples of student work. Students assigned to the advanced-examples condition reported higher perceptions of task difficulty and frustration, but they also exhibited higher levels of performance in terms of the complexity of their own work. Results suggest that setting challenging expectations can create a desirable difficulty that ultimately benefits students’ performance in an authentic learning environment.
Semiempty collaborative concept mapping in history education: students’ engagement in historical reasoning and coconstruction
There is abundant research on the use of concept maps in education. However, the most notable efforts have focused on learning outcomes as a consequence of individually constructed concept mapping for science concept learning. In the less explored field of history, some studies have found positive effects of collaborative concept mapping. However, student interaction has not been analyzed. This study employed quantitative and qualitative methods based on classroom discourse analysis to examine the extent to which students engage in historical reasoning and transactive interaction when they collaboratively complete a semiempty concept map, versus when they collaboratively write a summary, about 19th-century Western imperialism.
The participants were 20 secondary education students from two history classes with an average age of 16 years. Within each class, the students were randomly assigned to the different conditions: collaborative concept mapping and collaborative summary writing. Student interaction was analyzed at two different levels: the content level and modes of co-construction. The results show that the students in the semiempty concept mapping condition engaged significantly more in causal explanation and argumentation and used more historical and metahistorical concepts in their reasoning than the students in the summary writing condition. Interaction in the semiempty concept mapping condition included a much higher percentage of utterances which denoted the convergence and integration of the knowledge contributed by the partners in the dyad. This kind of transactive interaction not only reflected co-construction but also historical reasoning.
The impact of interpersonal perceptions on the process of dealing with errors while providing and processing peer-feedback on writing
Because of the improvement-oriented nature of peer-feedback activities, students have to deal with errors (e.g., spelling and argumentation errors) when providing and processing peer-feedback on writing assignments. Despite the central role of errors in feedback activities, it is uncertain how students deal with errors and whether the dealing with errors is affected by interpersonal perceptions. Therefore, this study explores (1) whether cognitive sub-phases are distinguishable during the process of dealing with errors and (2) the extent to which dealing with errors is affected by interpersonal perceptions. Six dyads of Dutch 11th grade students provided and processed peer-feedback on argumentative texts while thinking-aloud, and they reflected on the processes in a post-interview. The think-aloud utterances and interviews were analyzed with a mixed-methods design, using quantitative content analyses, and qualitative thematic analyses. The dealing with errors during peer-feedback provision displayed two patterns: error identification either occurred simultaneously with the decoding and often any evaluation-related thoughts lacked, or error-identification occurred as a result of an interpreting/evaluating phase. Also during peer-feedback processing, two main patterns were observable: students either knew immediately whether they agreed with feedback, or they first had to study the feedback more thoroughly. Additionally, interpersonal perceptions seemed to affect most students implicitly during feedback provision, and most students explicitly during feedback processing. As such, this study provides empirical evidence for the existence of cognitive sub-phases in the process of dealing with errors during peer-feedback activities, and portrays how these activities may be affected by interpersonal perceptions.
Effects of short- and long-term prompting in learning journals on strategy use, self-efficacy, and learning outcomes
In learning journals, prompts were shown to increase self-regulated learning processes effectively. As studies on effects of long-term prompting are sparse, this study investigates the effects of prompting cognitive and metacognitive self-regulation strategies short-term and long-term in learning journals on learners’ strategy use, self-efficacy, and learning outcome. Therefore, 74 university students kept a weekly learning journal as follow-up course work over a period of eight weeks. All students’ learning journals included prompts for a short-term period, half of the students were prompted long-term. While self-efficacy was assessed via self-reports, strategy use was measured with self-reports and qualitative data from the learning journals. Learning outcomes were assessed via course exams. Short-term prompting increased self-reported cognitive and metacognitive strategy use, and the quantity of cognitive strategy use. Yet, it did not affect self-efficacy, which predicted the learning outcome. Irrespective whether prompting continued or not, self-reported cognitive and metacognitive strategy use, and self-efficacy decreased. Qualitative data indicate that the quantity of learners’ cognitive strategy use kept stable irrespective of the condition. The results indicate that short-term prompting activates cognitive and metacognitive strategy use. Long-term prompting in learning journals had no effect on strategy use, self-efficacy, and performance. Future research should investigate possible enhancers of long-term prompting like feedback, adaptive prompts or additional support.
Designing to support equity-as-transformation perspectives for multilingual science learners
In this paper, we examine how researchers and teachers in a multi-year professional development program shifted their conceptualizations of equity. Following (Grapin et al (2023) Sci Educ 107:999–1032), we ground our analysis in two conceptualizations of equity that exist across fields: equity-as-access (learners should have access to disciplinary knowledge, practices, and career paths) and equity-as-transformation (learners should transform what it means to learn and participate in disciplines). In this study, we describe a professional development (PD) design initially intended to support equitable science teaching and learning by focusing on representations. This initial framing did not distinguish between conceptions of equity-as-access versus equity-as-transformation. As a result, the PD did not provide facilitators or teachers with resources for ideological sensemaking towards equity-as-transformation. Catalyzed by teachers’ request for PD focused on multilingual learners (MLs), we noticed aspects of our design that offered only images of equity-as-access. In response, we designed activities for teachers that offered space and resources for considering equity-as-transformation. As a case study (Yin (2014) Case study research: design and methods, SAGE) using interaction analysis (Jordan and Henderson (1995) J Learn Sci 4:39–103) of PD videos, we describe how we PD activities and facilitation strategies to integrate transformative conceptualizations of equity. These findings have implications for both research and practice. In terms of research, they demonstrate the importance of using multiple lenses to consider equity in science classrooms. In terms of practice, they underscore the importance of providing teachers with opportunities to explicitly connect new perspectives of equity with day-to-day experiences of classroom teaching.
Investigating the role of an inquiry-based science lab on students’ scientific literacy
Promotion of students’ scientific literacy has long been and continues to be a central goal for reform efforts in science education. Although there is a great number of research conducted to evaluate student’s scientific literacy, less is known about how we can improve students’ scientific literacy through variety of scientific practices. In this study we aimed to refer to this shortcoming in the literature by examining the effect of argument driven inquiry (ADI) instructional model to promote 8th grade students’ scientific literacy. A mixed method quasi experimental design was used in this study. Sixty-seven eighth grade students from the same public school attended the study. Two intact classes were randomly assigned either in structured inquiry (SI) or ADI groups. The data sources included a Scientific Literacy Assessment (SLA) and semi-structured interviews. The results indicated that students experiencing ADI instruction scored higher on the SLA-D test and personal epistemology dimension of SLA-MB test than students experiencing SI instruction. The results propose that engaging students in meaningful scientific practices may support their scientific literacy.
Designing for learning across disciplines: leveraging graphs to improve knowledge integration in science
Advances in graphing technologies and learning sciences pedagogy have the potential to equitably support students when exploring complex systems depicting dynamic relationships across multiple disciplinary topics in Science, Technology, Engineering, and Mathematics (STEM). We report on the cumulative impact of science units designed in a Research Practice Partnership (RPP) that leveraged Knowledge Integration (KI) pedagogy to support middle school students to generalize insights to new graph representations and science topics. Teachers across 11 schools incorporated the graph-science units into their curriculum plans. We analyzed ~ 8000 responses to validated and reliable graph-science KI assessment items administered before the first year and after one, two, or three years of instruction aligned with KI pedagogy. With random coefficient, multi-level, mixed-effect regression modeling, we analyzed performance after one-, two-, and three-years of graph-science KI instruction. We also analyzed the growth trajectories of subgroups, i.e., multilingual learners. Data suggest two years of graph-science KI instruction is needed to make significant impacts on student learning and ameliorated the disparity between students with different native language fluencies. These results illustrate the value of technology-enhanced, pedagogically aligned K-12 science instruction that is designed to support connecting diverse graph data and science knowledge comprehensively and cumulatively.
Can failure be made productive also in Bayesian reasoning? A conceptual replication study
The composite instructional design PS-I combines an initial problem-solving phase (PS) with a subsequent explicit instruction phase (I). PS-I has proven effective for conceptual learning in comparison to instructional designs with the reverse order (I-PS), especially when the explicit instruction phase productively builds on students’ erroneous or incomplete (i.e., failed) solution attempts. Building on student solutions during explicit instruction may support students to integrate their intermediate knowledge (acquired during problem solving) with the newly introduced knowledge components. While these effects have been shown for learning the concept of variance in multiple studies, it remains unclear whether these effects generalize to other situations. We conducted a conceptual replication study of Loibl and Rummel (Loibl and Rummel, Learning and Instruction 34:74–85, 2014a) choosing Bayesian reasoning as target knowledge. 75 students were assigned to four conditions in a 2 × 2 design (factor 1: PS-I vs. I-PS; factor 2: instruction phase with vs. without typical student solutions). In contrast to Loibl and Rummel (2014a), we did neither find a main effect for PS-I vs. I-PS, nor for building on typical student solutions. The missing effect of PS-I can be explained by the fact that students merely activated their prior knowledge on probabilities without exploring the problem-solving space and without becoming aware of their knowledge gaps. The missing effect of building on typical student solutions can be explained by a mismatch of the solutions generated and the ones included in the explicit instruction. Therefore, building on typical student solutions did not foster an integration of students’ intermediate knowledge and the introduced knowledge components.
English learners learn from worked example comparison in algebra
Comparison is an important mechanism for learning in general, and comparing two worked examples has garnered support over the last 15 years as an effective tool for learning algebra in mainstream classrooms. This study was aimed at improving our understanding of how Modified for Language Support-Worked Example Pairs (MLS-WEPs) contribute to effective mathematics learning in an ESOL (English to Speakers of Other Languages) context. It investigated a novel instructional approach to help English Learners (ELs) develop better understanding in mathematical reasoning, problem solving, and literacy skills (listening, reading, writing, and speaking). Findings suggest that MLS-WEPs not only enhanced ELs’ ability to solve algebra problems, but it also improved their written explanation skills and enabled them to transfer such skills to different mathematical concepts. Moreover, when controlling for ELs’ prior knowledge, the effectiveness of the MLS-WEPs intervention for performing and explaining calculations did not vary by their English proficiency.
Actor-network theory as a new direction in research on educational dialogues
We compare the scheme for educational dialogue analysis (SEDA) to the actor-network theory (ANT) for the analysis of educational dialogues. We show that ANT unearths the socio-material structure of classroom talk as networks in which human and non-human actors (texts, diagrams, instructions, etc.) exert power on each other. The application of ANT to classroom talk led us to identify (non-)dialogic networks when human actors are not subordinated (resp. subordinated) to other actors. Roles in networks are not predetermined but translated in interactions, and networks are often blackboxed, as the original process and circumstances of their creation might be ignored. We show then that the adoption of ANT (resp. SEDA) uncovers phenomena that SEDA (resp. ANT) did not identify. SEDA helps observe the co-construction of ideas and describe shifts from the dialogic to the non-dialogic but does not explain the mechanisms that lead to these shifts. ANT explains shifts from one network to another, as it conveys the change of power relations between the different actors, role of non-human actors, and shows how they shape the dynamics of networks in classroom talk. We draw from this comparison implications both for research and educational practice in dialogic education.
How more-improvement and less-improvement groups differ in peer feedback giving and receiving practice-an exploratory study
Peer feedback is widely applied to support peer learning and accumulating studies pointed out that feedback features directly impact its learning benefits. However, existing peer feedback studies provide limited insights into group-level peer feedback activities in authentic classrooms. This study conducted group-level peer feedback activity in social studies classrooms of a Singapore secondary school. Fourteen groups of students (N = 61, Female = 61) participated in group-level peer feedback during the computer-supported collaborative argumentation activities. Students’ collaborative argumentation and peer feedback were collected. Paired sample t-test was conducted to compare each group’s argumentation performance before and after peer feedback activity. Qualitative content analysis was implemented to identify the cognitive and affective features of peer feedback given and received by more-improvement groups and less-improvement groups. A comparison of the feature networks between two student groups revealed the effective practices of peer feedback. The results demonstrated the key role of the specific solution when student groups gave and received peer feedback apart from problem identification and general suggestions. Besides, providing peer feedback at the overall argumentation level was found to be more beneficial than a word or evidence level. When receiving feedback, the use of hedge was found to bring more group improvement than mitigation language. These findings highlight the important features of peer feedback in group-level peer feedback activities, providing insights for the design and instruction of group-level peer feedback activities in authentic classrooms.
Students’ voices—the dynamic interactions between learning preferences, gender, learning disabilities, and achievements in science studies
Students’ individual characteristics influence the effectiveness of instruction and learning and, therefore, the depth of learning. This study brings forth the voices of middle school students regarding their science learning preferences through four modalities: visual, auditory, sensorimotor, and agency support. We examined the relationship between the students’ science learning preferences and three of their personal characteristics (gender, having or not having a learning disability, and level of scientific knowledge and skills). The study encompassed 305 students (166 girls) and applied a quantitative methodology employing two questionnaires: Scientific Knowledge and Skills and Learning Preferences. Analysis of variance and multiple regressions revealed that the participants favored all four learning modalities, with a significant preference for learning via visual and sensorimotor means. Girls significantly preferred learning preferences via visuals and agency support. A significant correlation was found between the level of preference for learning science via auditory means and the students’ level of scientific knowledge and skills. Hierarchical regression analysis showed a significant positive contribution of gender and preference for learning science via auditory means but no contribution of having a learning disability to the students’ level of scientific knowledge and skills. The study results show the importance of implementing multi-faceted instructional strategies to address students’ diversity and learning preferences. Our findings underscore the need for educators and policymakers to be attentive to the students’ voices when striving to narrow gaps, achieve equality among students, and elevate students’ knowledge and skills in science studies.
Interactive Learning Environments
Exploring the use of productive failure to learn ecology in a virtual world: influence of self-efficacy and the use of learning strategies
Effects of sentiment discreteness on MOOCs’ disconfirmation: text analytics in online reviews
The crowd in MOOCs: a study of learning patterns at scale
Authoring training scenarios “from within” in an immersive environment with the CESTATE framework
Effectiveness of e-learning platforms for cardiopulmonary resuscitation training by age group: a cluster randomised controlled trial
Educational chatbot development informed by clinical simulations
How virtual learning community influences student satisfaction
Effects of real-time danmaku interaction on student engagement in live video-streaming teaching: analyzing the mediating roles of social, teaching, and cognitive presences
We need to be cautious about the use of meta-analysis
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Academic stress detection based on multisource data: a systematic review from 2012 to 2024
Statement of Retraction: Meta-analyses of effects of augmented reality on educational outcomes over a decade Interactive Learning Environments
Dissemination of agricultural knowledge using a collaborative multidisciplinary co-creation platform: a case study
Is training important for employee innovative behaviors: mediating role of knowledge sharing and hiding
Potential of ChatGPT in academic research: exploring innovative thinking skills
Leveraging ensemble machine learning and multimodal video complexity for better prediction of video difficulty in second language
Effectiveness of using Decision trees to increase student's analytical skills and cognitive development in education
A mixed-meta method on the efficacy and impact of constructivist applications on permanent learning
Discovering prerequisite relations using large language models
The role of training evaluation as a mediator in the adoption of the gamification methodology in Indian business
A sibling interaction analysis dataset (SIBD): a scenario of screen-free programmable robotics in Chinese households
International Journal of Computer-Supported Collaborative Learning
CSCL: a learning and collaboration science?
Collaborative Problem-Solving in Knowledge-Rich Domains: A Multi-Study Structural Equation Model
Collaborative skills are crucial in knowledge-rich domains, such as medical diagnosing. The Collaborative Diagnostic Reasoning (CDR) model emphasizes the importance of high-quality collaborative diagnostic activities (CDAs; e.g., evidence elicitation and sharing), influenced by content and collaboration knowledge as well as more general social skills, to achieve accurate, justified, and efficient diagnostic outcomes (Radkowitsch et al., 2022). However, it has not yet been empirically tested, and the relationships between individual characteristics, CDAs, and diagnostic outcomes remain largely unexplored. The aim of this study was to test the CDR model by analyzing data from three studies in a simulation-based environment and to better understand the construct and the processes involved (N = 504 intermediate medical students) using a structural equation model including indirect effects. We found various stable relationships between individual characteristics and CDAs, and between CDAs and diagnostic outcome, highlighting the multidimensional nature of CDR. While both content and collaboration knowledge were important for CDAs, none of the individual characteristics directly related to diagnostic outcome. The study suggests that CDAs are important factors in achieving successful diagnoses in collaborative contexts, particularly in simulation-based settings. CDAs are influenced by content and collaboration knowledge, highlighting the importance of understanding collaboration partners’ knowledge. We propose revising the CDR model by assigning higher priority to collaboration knowledge compared with social skills, and dividing the CDAs into information elicitation and sharing, with sharing being more transactive. Training should focus on the development of CDAs to improve CDR skills.
Knowledge creation through maker practices and the role of teacher and peer support in collaborative invention projects
This study analyzed collaborative invention projects by teams of lower-secondary (13–14-year-old) Finnish students. In invention projects, student teams design and make materially embodied collaborative inventions using traditional and digital fabrication technologies. This investigation focused on the student teams’ knowledge creation processes by examining how they applied maker practices (i.e., design process, computer engineering, product design, and science practices) in their co-invention projects and the effects of teacher and peer support. In our investigations, we relied on video data and on-site observations, utilizing and further developing visual data analysis methods. Our findings assist in expanding the scope of computer-supported collaborative learning (CSCL) research toward sociomaterially mediated knowledge creation, revealing the open-ended, nonlinear, and self-organized flow of the co-invention projects that take place around digital devices. Our findings demonstrate the practice-based, knowledge-creating nature of these processes, where computer engineering, product design, and science are deeply entangled with design practices. Furthermore, embodied design practices of sketching, practical experimenting, and working with concrete materials were found to be of the essence to inspire and deepen knowledge creation and advancement of epistemic objects. Our findings also reveal how teachers and peer tutor students can support knowledge creation through co-invention.
Combining Danmaku and Discussion Boards: Toward A Scalable and Sociable Environment for Mass Collaboration in MOOCs
In online learning at scale, wherein instructional videos play a central role, interactive tools are often integrated to counteract passive consumption. For example, the forum or discussion board is widely used, and an emerging functionality, danmaku, which enables messages to be synchronized with video playback, has also been utilized recently. To explore how mass participation is accommodated and what categories of interaction learners implement, this study utilizes analysis of interaction and manual content analysis through learner-generated text data from two specific tools employed in a massive open online course (MOOC) setting: the discussion board (N = 739) and danmaku (N = 2435). Results of the analysis of interaction indicate that mass participation is managed differently by the tools: danmaku fosters a collective space for massive participants, while the discussion board organizes them into threaded small groups. In addition, results of the content analysis show danmaku primarily supports indirect interaction with a focus on the socio-emotional dimension, while the discussion board serves as a platform for direct discussions, particularly in the cognitive dimension. Furthermore, within the context of large-scale engagement, various levels of joint interaction, in addition to collaboration, are discerned and discussed in both socio-emotional and cognitive interactions. The findings offer insights for developing sociable and scalable socio-technical environments in computer-supported collaborative learning (CSCL), addressing emerging educational trends. Practical implications for educational design based on these findings are also discussed.
The perceptions of task cohesion in collaborative learning teams
Team cohesion is critical in driving successful outcomes for teams in collaborative learning settings. It shapes team behaviour, fostering shared perceptions, group synchrony and a common goal-oriented approach. This affinity becomes evident in dynamic interactions, offering insights into team behaviour through interaction data analysis. Interpreting interaction data proves complex, hampering our understanding and insights into shared team perceptions and task cohesion development. This paper used temporal motif analysis to examine the changes in team members’ cohesive perceptions and behaviours, including task cohesion, performance outcomes, engagement and group synchrony. Trace data from an online work-integrated learning environment captured learning behaviours, while responses to a questionnaire at different stages of a study program captured task cohesion and cohesive perceptions. The findings reveal teams with strong task cohesion and high performance tend to share similar cohesive perceptions driven by interdependent interactions. Conversely, teams with different cohesion perceptions have lower interaction interdependence and poorer performance. Through analysing team interaction data, this study uncovered key insights to promote positive adjustments aligning team perceptions, enhancing collaborative learning and offering support for improved performance, engagement and synchrony among teams, ultimately benefiting learning outcomes and the cultivation of skills and competencies.
Comparing the effectiveness of CSCL scripts for shared task perceptions in socially shared regulation of collaborative learning
Comparing the effects of a collaboration script and collaborative reflection on promoting knowledge about good collaboration and effective interaction
A key challenge in CSCL research is to find ways to support learners in becoming effective collaborators. While the effectiveness of external collaboration scripts is well established, there is a need for research into support that acknowledges learners’ autonomy during collaboration. In the present study, we compare an external collaboration script and a reflection scaffold to a control condition and examine their effects on learners’ knowledge about effective collaboration and on their groups’ interaction quality. In an experimental study that employed a 1× three-factorial design, 150 university students collaborated in groups of three to solve two information pooling problems. These groups either received an external collaboration script during collaboration, no support during collaboration but a reflection scaffold before beginning to collaborate on the second problem, or no support for their collaboration. Multilevel modeling suggests that learners in the reflection condition gained more knowledge about effective collaboration than learners who collaborated guided by an external collaboration script or learners who did not receive any support. However, we found no effect of the script or the reflection scaffold on the quality of interaction in the subsequent collaboration. Explorative analyses suggest that learners acquired knowledge particularly about those interactions that are required for solving information pooling tasks (e.g., sharing information). We discuss our findings by contrasting the design of the external collaboration script and the reflection scaffold to identify potential mechanisms behind scripting and collaborative reflection and to what extent these forms of support foster collaboration skills and engagement in productive interaction.
Capturing temporal pathways of collaborative roles: A multilayered analytical approach using community of inquiry
In collaborative learning, students may follow different trajectories that evolve over time. This study used a multilayered approach to map the temporal dynamics of online problem-based learning (PBL) and the transition of students’ roles across time over a full year duration. Based on data from 135 dental students across four consecutive courses throughout a full academic year, the students’ discourses were coded based on the community of inquiry (CoI). A mixture model was used to identify students’ roles. The roles identified were leaders, social mediators, and peripheral explorer roles, and they were visualized using epistemic network analysis (ENA). Similar trajectories were identified and visualized using sequence and process mining. The results showed varying activity levels across three trajectories. Students in the active-constructive trajectory took on leadership roles, while the students in the social interactive trajectory were mostly social mediators, and the free rider trajectory showed a predominant peripheral explorer role. The students in all trajectories returned to their initial roles, showing features typical of stable collaborative dispositions. Both active trajectories (active constructive and social interactive) had very close levels of achievement, whereas the free riders demonstrated lower grades compared to their peers. This research suggests that understanding role dynamics and their evolving trajectories can help teachers better design future collaborative activities, assign roles, form groups, distribute tasks, and, more importantly, be able to support students.
Revealing the interplay of cognitive, meta-cognitive, and social processes in university students’ collaborative problem solving: a three-stage analytical framework
An in-depth analysis of collaborative problem solving (CPS) patterns contributes to understand team dynamics and effective paths to conflict resolution. However, there remains the lack of a perspective in the field of CPS research that organically combines the cognitive, meta-cognitive, and social-communicative dimensions. Moreover, the analysis of CPS sequences has primarily focused on the temporal dimension while overlooking the differences in spatial dimensions. To shed further light on the nature of CPS in computer-based environments, this study collected discourse data generated by 24 university students through an online synchronous chat tool. They were student teachers from a variety of disciplines (math, history, English, etc.) who were required to accomplish two tasks: instructional design and multimedia courseware development. Specifically, a three-stage analytical framework was proposed to code, cluster, and analyze these discourse data to further explore the differences in CPS patterns. We clustered time sequences by calculating the distance similarity metric via the dynamic time warping (DTW) method, which took into account both the spatial and temporal characteristics of the time sequences. Consequently, 16 time sequences of CPS processes were divided into 2 kinds of clusters (CPS subgroups), i.e., cluster 1 and cluster 2. From the statistical analysis, both clusters actively used the skills included in the meta-cognitive dimensions. Cluster 1 was oriented toward the solution of the problem whereas cluster 2 focused primarily on the requirements of the collaborative problem itself. From the process mining analysis, solution-driven cluster 1 tended to focus on expressing specific ideas and evaluating and summarizing them, intermittently monitoring and regulating task progress. Problem-driven cluster 2 tended to express specific ideas intermittently, and lacked the process of summarizing and evaluating different ideas to further filter out the best solutions. Finally, we summarized the implications of this study from theoretical and practical perspectives and discussed future research directions with regard to the limitations of this study.
Editorial notes: on dialogues and sequences
Learning to notice collaboration: examining the impact of professional development on mathematics teachers’ enhanced awareness in CSCL settings
Acknowledging the pivotal role of noticing in teachers’ professional work, it is noteworthy that its application in dialogic activities remains an area that has yet to be studied. In this study, we examine mathematics teachers’ noticing of dialogue among peers working together on problem-solving tasks and investigate the impact of a professional development intervention focused on dialogue on teachers’ noticing practices. Through think-aloud interviews, 14 teachers provided insights into their noticing practices by attending to and responding to video excerpts of dyads engaged in collaborative problem-solving in computer-supported learning environments. Their noticing practices were analyzed using a Bakhtinian-informed dialogic framework. Subsequently, the teachers participated in a professional development intervention centered around dialogue and were interviewed again using the same video excerpts. The second round of interviews was also analyzed using the same dialogic framework. The findings shed light on the initial state of teachers’ noticing and indicate a discernible improvement in their ability to notice specific dialogic attributes. These findings offer valuable insights into how collaboration and dialogue between students can be effectively supported. Additionally, the study discusses how teachers envision dialogue and considers the capacity and limitations of incorporating a dialogic vision into the noticing paradigm.
Zooming in: The role of nonverbal behavior in sensing the quality of collaborative group engagement
Successful computer-supported collaborative learning (CSCL) relies on collaborative group engagement, a complex construct characterized by multifaceted, dynamic, socio-emotional, and socio-cognitive processes. This paper provides a detailed analysis of collaborative group engagement, with a particular focus on nonverbal behaviors as indicators of high versus low group engagement. Using video observations and a multi-method approach, we examine in detail the relationships between different dimensions of group engagement (i.e., behavioral, social, cognitive, and conceptual-to-consequential engagement) and nonverbal behaviors. Using qualitative case analysis, we also provide a rich examination of selected cases to identify the role that nonverbal behaviors play in high-engagement sequences compared with low-engagement sequences. Our findings shed light on specific nonverbal behaviors, including nodding, laughing, and eye contact, as significant indicators of high versus low collaborative group engagement. Notably, more of these nonverbal behaviors are evident in high-engagement sequences, suggesting mutual reinforcement on each dimension of engagement—with the exception of behavioral engagement, where increased laughing or smiling is evident in low-engagement sequences, but still serves a productive group process. The paper concludes with a discussion and implications of the findings. By demonstrating the role of nonverbal behaviors as important indicators, this work contributes to the understanding of the complex, dynamic, and contextualized nature of collaborative group engagement in CSCL settings.
Reflective assessment using analytics and artifacts for scaffolding knowledge building competencies among undergraduate students
Knowledge building (KB) competencies are crucial for undergraduates’ creative knowledge work and academic success. While there is substantial research on KB discourse, there are limited efforts in examining how KB competencies in the conceptual, metacognitive, socio-emotional, and epistemic dimensions are demonstrated in KB discourse and how the competencies can be scaffolded. Previous studies suggest the effectiveness of reflective assessment on sustainable and productive KB discourse. This study developed a framework for analyzing KB competencies using KB discourse moves. It also examined whether a KB design augmented by reflective assessment enriched by analytic tools and artifacts could foster undergraduates’ KB competencies, and if so, how. This KB design involves principle-based pedagogy with the participants engaging in collaborative inquiry and discussion on Knowledge Forum, and reflective assessment using (a) super synthesis notes, (b) KB interaction rubrics, and (c) learning analytics visualization tools. Qualitative tracking and lag sequential pattern analysis of Knowledge Forum’s discourse revealed that implementing reflective assessment supported by analytics and artifacts could help the undergraduate students develop KB competencies manifested in discourse with evidence of conceptual advance, epistemic engagement, metacognition, and productive socio-emotional interactions with a collective focus. The thematic analysis illustrated the dynamics through which the design enriched by standards and visualizations helped the undergraduates develop KB competencies: leveraging synthesis super notes to promote conceptual and metacognitive advancement and epistemic engagement; employing KB interaction rubrics to cultivate metacognitive, socio-emotional, and epistemic competencies; and harnessing KBDeX visualizations to promote metacognitive and conceptual advancement and to facilitate epistemic engagement. The implications of scaffolding students’ epistemic agency, metacognition, productive collaborative inquiry, and developing KB competencies in a technology-supported metacognitive learning environment are discussed.
Dialogues across time and space in a video-based collaborative learning environment
In this study, we investigate how pre-service teachers’ group dialogues emerged and intersected across time and space as students collaboratively constructed a video-based mind map to prepare for oral exams in a pedagogy course. The study was conducted as part of a design-based research project investigating the ways that video-based mind maps can support learning as both a collaborative activity and a classroom resource. We applied interaction analysis methods to recordings taken during the production of the mind map as well as the videos made by students within the mind map itself to analyze synchronous and asynchronous dialogues among group members as they viewed, recorded, and uploaded videos. The findings offer an in-depth understanding of how collaboration occurs in different space-time configurations within and across groups as mediated by video resources. We discuss how these findings contribute to computer-supported collaborative learning (CSCL) research on the ways collaboration can emerge across different levels of activity as well as the pedagogical implications for introducing video-based dialogues into the classroom.