ETR&D

Analysis of a chatbot as a dialogic reading facilitator: its influence on learning interest and learner interactions

2 days ago
Abstract

Educational chatbots are gaining momentum due to their distinctive affordances of interactivity, immediacy, ease of use, and individualized experience. However, a fairly limited body of literature discusses how a chatbot can facilitate collaborative learning among peers in extensive reading contexts to encourage more vibrant interactions supporting further interest development. Therefore, this research aimed to analyze the affordances and limitations of a chatbot to facilitate human–human interactions by incorporating the refined Academically Productive Talk framework for nurturing a learning community, forming accurate knowledge, fostering rigorous thinking, and encouraging affective responses for elementary school learners. Specifically, the purpose of the research was to observe the situational interest of the learners, their interaction patterns, and their social learning behaviors. This research developed a chatbot stored with 64 children’s storybooks to initiate and facilitate peer dialogues. A group of 30 learners were paired up to conduct two chatbot-facilitated dialogic reading activities. A total of 30 discourse logs and students’ feedback on a survey of situational interest were analyzed. The discourse analysis of this research supports the affordances of the chatbot acting as an effective dialogue initiator and discussion facilitator to support both human-chatbot and human–human social learning. The chatbot encourages a diverse interactive dialogic climate, and four interaction patterns were identified. The situational interest of the initial encounter with the chatbot was boosted; however, their interest was unable to be sustained. The implications for the affordances and limitations of educational chatbots are discussed.

Integrating the engineering design process into the conceive-design-implement-operate model for promoting high school students’ STEM competence

2 days ago
Abstract

Recently, integrated science, technology, engineering, and mathematics (STEM) education has gained sustained attention in K-12 settings, and engineering design-based pedagogy has become a key issue. Compared with rich research in higher education, relatively few studies are performed on engineering education in K-12 schools. In this study, we combined Conceive-Design-Implement-Operate (CDIO) model with the engineering design process (EDP), naming EDP-CDIO, aiming to promote high school students’ STEM competence and compare its effects with the conventional CDIO approach. A pretest–posttest nonequivalent group design was conducted among 64 eleventh-grade students with eleven lessons. Quantitative data were collected via a pretest and posttest, and qualitative data were collected via artifacts and semistructured interviews. The repeated-measures analysis of variance and epistemic network analysis revealed that, compared with the conventional CDIO approach, the EDP-CDIO model significantly improved students’ STEM knowledge, skills, and attitudes and developed more comprehensive epistemic networks in STEM competence. These findings provide a reference for K-12 STEM teachers, encouraging them to implement the EDP-CDIO model more frequently in the classroom, especially with the iterative design process.

Advancing understanding of learning experience design: refining and clarifying definitions using an eDelphi study approach

2 days ago
Abstract

We report findings from an eDelphi study that aimed to explore 16 expert panelists’ perspectives regarding the key attributes of learning experience design (LXD) as it relates to the following: design, disciplines, methods, and theory. Findings suggest consensus was reached regarding LXD’s focus on learner-centrism and incorporating human-centered design practices to design learning environments. LXD practitioners adapt methods and theories from fields such as human–computer interaction and user experience. Implications suggest a need to develop specific methods and theories within our own field.

Spotlighting spectatorship: elevating observation-based learning in the design and evaluation of body-scale learning environments

2 days ago
Abstract

Research on the educational value of play tends to focus on active players, especially when evaluating novel interaction technologies. However, a long history of scholarship underscores observing communal practice as a primary means of enculturation and learning. This paper demonstrates learning opportunities available within a range of participation forms—from spectator to player and some in between—that emerge around Geometris, a collaborative, body-scale geometry game, as installed in a children’s science museum. Considering learning as participation in communal practice, I present frequency analysis of roughly 350 participants followed by thick narrative descriptions of 3 focal groups to characterize the learning opportunities available within diverse forms of participation in this technologically enabled gameplay. I also identify particular design elements—namely the user-agnostic input mechanism and certain crowd control measures—that inadvertently enabled these participation forms. Theoretical implications include the pedagogically relevant range of action–perception possibilities available across participation forms. Additionally, proposed design heuristics could facilitate these diverse forms of participation in other educational designs.

Promoting pre-service teachers’ knowledge integration from multiple text sources across domains with instructional prompts

1 week ago
Abstract

Multiple document comprehension and knowledge integration across domains are particularly important for pre-service teachers, as integrated professional knowledge forms the basis for teaching expertise and competence. This study examines the effects of instructional prompts and relevance prompts embedded in pre-service teachers’ learning processes on the quality their knowledge integration in multiple document comprehension across domains. 109 pre-service teachers participated in an experimental study. They read four texts on “competencies” from different knowledge domains and wrote a text on a given scenario. Experimental group 1 was aided with instructional and relevance prompts, while experimental group 2 received only relevance prompts. The control group received no prompting. Perceived relevance of knowledge integration was assessed in a pre-post-test. Pre-service teachers’ separative and integrative learning, epistemological beliefs, metacognition, study-specific self-concept, and post-experimental motivation were assessed as control variables. Participants’ texts were analyzed concerning knowledge integration by raters and with computer linguistic measures. A key finding is that combined complex prompting enhances pre-service teachers perceived relevance of knowledge integration. This study found effects of prompting types on the pre-service teachers’ semantic knowledge structures. Implications for transfer are discussed.

How does gamification bring long-term sustainable effects on children’s learning? Implications from a crossover quasi-experimental study

1 week 1 day ago
Abstract

Gamification is gaining popularity in education because of its positive effects on learning motivation and engagement. However, several studies have doubted the long-term sustainable effects of gamification pedagogy, arguing that it provides only short-term benefits. Therefore, the purpose of this work is to explore the sustainability of gamification effects in learning. A crossover quasi-experiment was designed to trace the change of the impact of a gamified reading tool on children’s reading over time. The results show that active participants’ reading habits, motivation, and interests increased sharply during the use of the gamification application and then decreased slightly after they ceased using the application but remained higher than before the intervention. A discussion of how to create the persistence and sustainability of the effects of gamification for learning is presented.

Innovation and diffusion of blended synchronous classroom in Chinese primary and junior middle schools

1 week 2 days ago
Abstract

Blended synchronous learning has diffused widely owing to its flexibility and accessibility. One of the special forms—blended synchronous classroom program (BSCP) for equitable education has fruited in some countries and areas. An in-depth understanding of the adoption and diffusion of an innovation is beneficial to a wider range of innovation. However, there might be a barrier for the diffusion of BSCP’s successful experience to other area due to differences in sociocultural orientation. In addition, there is basically little evidence on how BSCP is adopted and spread in a certain area. According to the diffusion of innovation (DOI) theory, a principal is generally the main innovation initiator in the school. Therefore, this study explores how BSCP had been adopted and diffused in an area in Southeastern China from the perspective of principals in primary and junior middle schools using Rogers’s DOI theory as the theoretical lens. The data was mainly collected from in-depth one-on-one interviews with nine (9) experienced principals. The results showed that multi-aspect factors provided preconditions for innovation of BSCP. Even though with a certain degree of complexity, perceived positive characteristics of BSCP helped the principals make the decision to adopt BSCP. In addition, practical strategies and creative man-made mechanisms ensured BSCP’s success and sustainability. Finally, the highlights for the BSCP’s adoption and diffusion in Yongkang are discussed from sociocultural orientation. The study will contribute to the wider diffusion study empirically and theoretically.

Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment

1 week 2 days ago
Abstract

The systematic literature review (1) investigates whether ‘serious games’ provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the final review, targeting knowledge, motor skills and cognitive skills and further narrowed down to teaching, training or assessing professional competencies. Our review demonstrates that serious games are able to provide an environment and task authentic to the target competency. Collected in-game behaviors indicate that serious games are able to elicit behavior that is related to a candidates’ ability level. Progress feedback and freedom of gameplay in serious games can be implemented to provide an engaging and enjoyable environment for candidates. Few studies examined adaptivity and some examined serious games without an authentic environment or task. Overall, the review gives an overview of game design principles for game-based performance assessment. It highlights two research gaps regarding authenticity and adaptivity and concludes with three implications for practice.

Peer technical support in preservice teacher education: A mixed methods social network analysis and phenomenological study to understand relative expertise

1 week 2 days ago
Abstract

This study investigated preservice teachers’ experiences of helping peers with technical support. Considering college-aged students prefer to seek help from relative experts rather than instructors, the rationale for the study was to contribute to the literature on relative expertise by exploring how preservice teachers supported peers. A mixed methods approach was employed using (1) social network analysis to find and identify the preservice teachers who assisted the greatest number of peers and (2) phenomenological interviewing and thematic analysis to understand how they helped their peers with technical support. Findings show that prior to serving as a relative expert around technical support, a preservice teacher explores tools and becomes comfortable with offering support. Findings also show how relative experts are approached by peers, how they offer support, and what changes they exhibit in confidence and comfort as a result of offering support. The findings in this study could be leveraged by teacher education programs to increase outcomes related to technology use and relative expertise. Implications and future research directions are noted including the potential value of peer technical support to help preservice teachers more easily transition to inservice teaching.

Computational thinking for the digital age: a systematic review of tools, pedagogical strategies, and assessment practices

1 week 5 days ago
Abstract

Computational thinking (CT) has received growing interest as a research subject in the last decade, with research contributions attempting to capitalize on the benefits that CT may provide. This study included a systematic analysis aimed at revealing current trends in the CT subject, identifying educational interventions, and emerging assessment instruments. It also gave an overview of how teachers learned CT skills and how they integrated the CT curriculum into classroom practices. We searched the data in the Web of Science database and identified 360 articles. Most importantly, it emphasized the following points: (a) the most popular subject areas in CT literature; (b) CT intervention tools; (c) CT assessment practices used so far within educational courses; and (d) effective CT approaches to influence pre-service teachers. Results from this review revealed that CT’s promotion in education had achieved significant progress in recent years. Along with the growth in the number of CT studies, the number of subjects, research questions, and teaching approaches also increased in recent years. It was also found that CT was mostly used in science, mathematics, programming, and computer science tasks, with little work in artificial intelligence (AI) and non-STEM areas. The essence of this paper implicated the researchers in designing the curriculum based on different subject domains. Furthermore, we recommended integrating augmented reality-based games using CT methodologies into the curriculum.

Leveraging employment with micro-credentials: policy and practice of the Middle East and North African Universities

1 week 6 days ago
Abstract

The purpose of this study is to explore the current status of micro-credentialing policies and practices in Middle Eastern and North African universities. Using a quantitative approach and a comprehensive questionnaire based on recent work by the Australasian Council on Open, Distance, and e-Learning (as reported by ACODE, Survey of micro-credentialing practice in Australasian universities 2021: An ACODE Whitepaper—October 2021, 2021), the study investigates areas such as standards, policies, adoption rates, integration into the curriculum, credentialing engines, and professional development. The findings indicate that micro-credentialing is still in its early stages in the region, with most universities initiating micro-credentialing within the past four years. The lack of a favorable policy ecosystem and standards for learning design, content, delivery, assessment, sizing, and issuance are identified as significant hindrances to the adoption of micro-credentials. To advance the micro-credential market, the study recommends that stakeholders collaborate and create quality standards, accountability mechanisms, financing strategies, and documentation frameworks that promote interoperability. The study suggests that improving policies for micro-credentials could help legitimize them and promote a more unified vision of micro-credentials as a crucial component of the national educational strategy.

Transfer of responsibility from scaffolding to preservice early childhood teachers learning to debug

2 weeks ago
Abstract

Computer science is often integrated within early childhood education (ECE) through the use of educational robots. This requires adequate preparation of ECE teachers to program and debug, which can be done with scaffolding. In this paper, we use a QUANT + qual mixed method approach incorporating lag sequential analysis, ICAP framework coding, sentiment analysis, and supplementary qualitative analysis. Students tended to engage more with tasks in the revision and evaluation phases than in the exploration phase, and became less dependent on scaffolding prompts and more competent in debugging, as debugging task complexity increased. This study addresses a key gap in the scaffolding literature in that it examined learners’ interactions with scaffolding for evidence of decreased reliance on scaffolding.

Effects of a VR-based collaborative painting approach on primary students’ creativity and collaborative quality in art courses

2 weeks 2 days ago
Abstract

Painting is the most fundamental kind of art, and is one important part of creative practice in art courses. In typical painting classes, students paint a picture independently with only a few theoretical explanations and may lack authentic experience of the painting topic. It would therefore be meaningful to construct a new painting form to enhance students’ learning efficiency and creativity. Previous research indicated that high-quality collaboration and digital technology have the potential to enhance students’ innovation in art courses. Therefore, in the current study, a virtual reality-based collaborative painting (VR-CP) approach was developed and applied to painting in a primary school art class to verify its effectiveness. A total of 45 fifth graders from China were recruited and randomly divided into an experimental group, with 21 students learning with the VR-CP approach, and 24 students in the control group, which adopted the conventional paper-and-brush collaborative painting (C-CP) approach. The results showed that the VR-CP approach can facilitate students’ creative thinking behaviors of exploring, knowing what they want to do, analyzing ideas, and taking risks, as well as the development of product creative quality. It was found that the students learning with the VR-CP approach tended to demonstrate better collaboration levels and used more bidirectional-sharing strategies than the students learning with the C-CP approach.

A classification tool to foster self-regulated learning with generative artificial intelligence by applying self-determination theory: a case of ChatGPT

2 weeks 2 days ago
Abstract

Generative AI such as ChatGPT provides an instant and individualized learning environment, and may have the potential to motivate student self-regulated learning (SRL), more effectively than other non-AI technologies. However, the impact of ChatGPT on student motivation, SRL, and needs satisfaction is unclear. Motivation and the SRL process can be explained using self-determination theory (SDT) and the three phases of forethought, performance, and self-reflection, respectively. Accordingly, a Delphi design was employed in this study to determine how ChatGPT-based learning activities satisfy students’ each SDT need, and foster each SRL phase from a teacher perspective. We involved 36 SDT school teachers with extensive expertise in technology enhanced learning to develop a classification tool for learning activities that affect student needs satisfaction and SRL phases using ChatGPT. We collaborated with the teachers in three rounds to investigate and identify the activities, and we revised labels, descriptions, and explanations. The major finding is that a classification tool for 20 learning activities using ChatGPT was developed. The tool suggests how ChatGPT better satisfy SDT-based needs, and fosters the three SRL phrases. This classification tool can assist researchers in replicating, implementing, and integrating successful ChatGPT in education research and development projects. The tool can inspire teachers to modify the activities using generative AI for their own teaching, and inform policymakers on how to develop guidelines for AI in education.

Teachers’ use of data from digital learning platforms for instructional design: a systematic review

4 weeks ago
Abstract

Data-based decision-making is a well-established field of research in education. In particular, the potential of data use for addressing heterogeneous learning needs is emphasized. With data collected during the learning process of students, teachers gain insight into the performance, strengths, and weaknesses of their students and are potentially able to adjust their teaching accordingly. Digital media are becoming increasingly important for the use of learning data. Students can use digital learning platforms to work on exercises and receive direct feedback, while teachers gain data on the students’ learning processes. Although both data-based decision-making and the use of digital media in schools are already widely studied, there is little evidence on the combination of the two issues. This systematic review aims to answer to what extent the connection between data-based decision-making and the use of digital learning platforms has already been researched in terms of using digital learning data for further instructional design. The analysis of n = 11 studies revealed that the use of data from digital learning platforms for instructional design has so far been researched exploratively. Nevertheless, we gained initial insights into which digital learning platforms teachers use, which data they can obtain from them, and how they further use these data.

Unlocking the Everdoor: analyzing the serious game Spiritfarer

4 weeks ago
Abstract

This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings indicate that Spiritfarer can impact gamers' outlook, knowledge, and behaviors, particularly related to grief, empathy, and loss management. The game achieves this through effective game design principles that generate emotional reactions and establish a connection between the narrative, characters, and players.

Instructional design students’ design judgment development

4 weeks ago
Abstract

This qualitative multi-case study explores the exercise and development of the design judgment of eight instructional design (ID) students working on design projects over one semester in graduate programs at four different institutions in the USA. Their design processes were explored through interviews and their design documents using the concepts of design judgment as reported by Nelson and Stolterman (The design way: Intentional change in an unpredictable world, MIT Press, Cambridge, 2012) and reflection-in-action as reported by Schön (The reflective practitioner: How professionals think in action, Basic Books, New York, 1983) to characterize the exercise and development of their design judgment across the semester. Findings reveal that these ID students make multiple design judgments concurrently and constantly. Their prior design experience, the course requirements and their design practice in class influence both the exercise and development of their design judgment. Lastly, the development of their design judgment is both perceptible and personal. In light of these findings, recommendations are made for how to support the development of ID students’ design judgment.

Virtual reality and gamification in education: a systematic review

4 weeks 1 day ago
Abstract

This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement, a systematic literature review was carried out. No limitations were set regarding educational level, type of study, subject, and publication year. The related articles were retrieved from 5 databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science). A total of 112 articles were included, 16 research questions were explored, and a thematic analysis was conducted. To evaluate the quality of the articles included, the Mixed Methods Appraisal Tool (MMAT) was used. According to the findings, gamification and virtual reality support several pedagogical theories and approaches. Their adoption to and integration into education can enrich and transform traditional teaching and learning and were assessed positively by students and teachers. Gamification elements significantly affected students’ achievements. In comparison to traditional learning environments, gamified virtual reality learning environments were more motivating, engaging, and interactive and offered more opportunities for personalized and collaborative learning. Through the realistic and interactive experiences offered, students’ immersion and social presence can be enhanced, knowledge acquisition can be improved, and material comprehension can be facilitated. Positive changes in student attitude, behavior, and mentality as well as improved cognitive, physical, and social–emotional development were observed. When using learning environments that integrate both virtual reality and gamification, students’ learning outcomes, motivation, engagement, and self-efficacy were increased. Additionally, students’ academic performance, active involvement, and satisfaction were improved. Students’ curiosity, imagination, focus, and interest were enhanced and their skills and competences were developed. Finally, gamified virtual reality emerged as an effective educational tool that can improve learning at all educational levels, subjects, and contexts.

A systematic review of educational online peer-review and assessment systems: charting the landscape

4 weeks 1 day ago
Abstract

Over the past two decades, there has been an explosion of innovation in software tools that encapsulate and expand the capabilities of the widely used student peer assessment. While the affordances and pedagogical impacts of traditional in-person, “paper-and-pencil” peer assessment have been studied extensively and are relatively well understood, computerized (online) peer assessment introduced not only shifts in scalability and efficiency, but also entirely new capabilities and forms of social learning interactions, instructor leverage, and distributed cognition, that still need to be researched and systematized. Despite the ample research on traditional peer assessment and evidence of its efficacy, common vocabulary and shared understanding of online peer-assessment system design, including the variety of methods, techniques, and implementations, is still missing. We present key findings of a comprehensive survey based on a systematic research framework for examining and generalizing affordances and constraints of online peer-assessment systems. This framework (a) provides a foundation of a design-science metatheory of online peer assessment, (b) helps structure the discussion of user needs and design options, and (c) informs educators and system design practitioners. We identified two major themes in existing and potential research—orientation towards scaffolded learning vs. exploratory learning and system maturity. We also outlined an agenda for future studies.

Effects of robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude

4 weeks 1 day ago
Abstract

Low-stakes assessment has gained attention in recent years due to its link to enhancing learning effects and its essential role in learning evaluation. Unlike high-stakes assessments, low-stakes assessments have little or no consequences for learners’ academic performance, and are designed to support the feedback-oriented learning process. Providing multiple low-stakes assessments to students yields significantly greater long-term retention of knowledge and skills. However, learners may not give their best efforts when taking low-stakes assessments, which could lead to poorer learning outcomes. Using emerging technologies such as social robots in the learning environment could foster interactive learning, engagement, and motivation for learning assessments. Therefore, integrating low-stakes assessments and robots might encourage students to exert greater effort while performing learning tasks. This study aimed to discover the impacts of robot-based multiple low-stakes assessments on students’ oral presentation performance, collective efficacy, and learning attitude. A quasi-experiment was conducted in two sixth-grade classes of elementary students. The Robot-based Multiple Low-Stakes Assessment (Robot-MLSA) was randomly assigned to one class, while the Computer-based Multiple Low-Stakes Assessment (C-MLSA) was assigned to another class. The findings showed that the Robot-MLSA could enhance students’ oral presentation performance, support their collective efficacy, and improve their learning attitude toward robots. Furthermore, an in-depth discussion of students’ learning perceptions and experience is provided to explore the effectiveness of the Robot-MLSA.