8,553 research outputs found
The relationship of (perceived) epistemic cognition to interaction with resources on the internet
Information seeking and processing are key literacy practices. However, they are activities that students, across a range of ages, struggle with. These information seeking processes can be viewed through the lens of epistemic cognition: beliefs regarding the source, justification, complexity, and certainty of knowledge. In the research reported in this article we build on established research in this area, which has typically used self-report psychometric and behavior data, and information seeking tasks involving closed-document sets. We take a novel approach in applying established self-report measures to a large-scale, naturalistic, study environment, pointing to the potential of analysis of dialogue, web-navigation – including sites visited – and other trace data, to support more traditional self-report mechanisms. Our analysis suggests that prior work demonstrating relationships between self-report indicators is not paralleled in investigation of the hypothesized relationships between self-report and trace-indicators. However, there are clear epistemic features of this trace data. The article thus demonstrates the potential of behavioral learning analytic data in understanding how epistemic cognition is brought to bear in rich information seeking and processing tasks
Eighth graders' web searching strategies and outcomes: The role of task types, web experience and epistemological beliefs
Abstract This study reported an investigation of eighth graders' (14-year-olds) web searching strategies and outcomes, and then analyzed their correlations with students' web experiences, epistemological beliefs, and the nature of searching tasks. Eighty-seven eighth graders were asked to fill out a questionnaire for probing epistemological beliefs (from positivist to constructivist-oriented views) and finished three different types of searching tasks. Their searching process was recorded by screen capture software and answers were reviewed by two expert teachers based on their accuracy, richness and soundness. Five quantitative indicators were used to assess students' searching strategies: number of keywords, visited pages, maximum depth of exploration, refinement of keyword, and number of words used in the first keyword. The main findings derived from this study suggested that, students with richer web experiences could find more correct answers in ''closeended" search tasks. In addition, students with better metacognitive skills such as keyword refinement tended to achieve more successful searching outcomes in such tasks. However, in ''open-ended" tasks, where questions were less certain and answers were more elaborated, students who had more advanced epistemological beliefs, concurring with a constructivist view, had better searching outcomes in terms of their soundness and richness. This study has concluded that epistemological beliefs play an influential role in open-ended Internet learning environments
Youth and Digital Media: From Credibility to Information Quality
Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Providing Intelligent and Adaptive Support in Concept Map-based Learning Environments
abstract: Concept maps are commonly used knowledge visualization tools and have been shown to have a positive impact on learning. The main drawbacks of concept mapping are the requirement of training, and lack of feedback support. Thus, prior research has attempted to provide support and feedback in concept mapping, such as by developing computer-based concept mapping tools, offering starting templates and navigational supports, as well as providing automated feedback. Although these approaches have achieved promising results, there are still challenges that remain to be solved. For example, there is a need to create a concept mapping system that reduces the extraneous effort of editing a concept map while encouraging more cognitively beneficial behaviors. Also, there is little understanding of the cognitive process during concept mapping. What’s more, current feedback mechanisms in concept mapping only focus on the outcome of the map, instead of the learning process.
This thesis work strives to solve the fundamental research question: How to leverage computer technologies to intelligently support concept mapping to promote meaningful learning? To approach this research question, I first present an intelligent concept mapping system, MindDot, that supports concept mapping via innovative integration of two features, hyperlink navigation, and expert template. The system reduces the effort of creating and modifying concept maps while encouraging beneficial activities such as comparing related concepts and establishing relationships among them. I then present the comparative strategy metric that modes student learning by evaluating behavioral patterns and learning strategies. Lastly, I develop an adaptive feedback system that provides immediate diagnostic feedback in response to both the key learning behaviors during concept mapping and the correctness and completeness of the created maps.
Empirical evaluations indicated that the integrated navigational and template support in MindDot fostered effective learning behaviors and facilitating learning achievements. The comparative strategy model was shown to be highly representative of learning characteristics such as motivation, engagement, misconceptions, and predicted learning results. The feedback tutor also demonstrated positive impacts on supporting learning and assisting the development of effective learning strategies that prepare learners for future learning. This dissertation contributes to the field of supporting concept mapping with designs of technological affordances, a process-based student model, an adaptive feedback tutor, empirical evaluations of these proposed innovations, and implications for future support in concept mapping.Dissertation/ThesisDoctoral Dissertation Computer Science 201
An empirical comparison of interaction styles for map interfaces in immersive virtual environments
Geographical Information Systems (GIS) can be visualized using immersive technologies like Virtual Reality (VR). Before using this kind of technologies it is required to explore which interactions are affordable, efficient and satisfactory from the users' point of view. The purpose of this work is to provide insight on how to design efficient and natural interaction on GIS VR interfaces. This study presents a within-subjects comparative study that assesses the usability and performance of two popular interaction strategies: body-based interaction and device based interaction. In body-based interaction, participants use their hands and head orientation to control the VR map. In the second case, users interact with the Oculus Touch controller. Thirty two users participated in an experiment whose results suggest that interacting with the controller improves performance of the selection task, in terms of time spent and error rate. Also, the results show a preference of users for the controller in terms of perceived usability.This work is supported by the project PACE funded by the Spanish Ministry of Economy, Industry and Competitiveness (TIN2016-77690-R
ADOLESCENTS' CONSTRUCTIVELY RESPONSIVE READING STRATEGY USE IN A CRITICAL INTERNET READING TASK
The goal of this study was to examine types and patterns of reading strategies that proficient adolescent readers used while reading on the Internet. Informed by research related to reading comprehension, intertextuality, and new literacies, I drew upon the model of Constructively Responsive Reading that had evolved from print reading to Internet reading (Afflerbach & Cho, 2009; Pressley & Afflerbach, 1995). The model offered an analytical tool to construct descriptions of the complexity of use of the four general types of strategies in Internet contexts: Realizing and Constructing Potential Texts to Read, Identifying and Learning Text Content, Monitoring, and Evaluation.
Seven highly proficient adolescent readers (Mean Age = 17.5) individually performed Internet reading, with a goal to create a critical question about their self- selected controversial topic across two 45-minute sessions: Open Website Searching and Focused Website Learning. I used multiple sources to triangulate complementary data to infer participants' Internet reading strategy use. Participants' think-aloud verbal reports were synchronized with their reader-computer interactions recorded in the computer. These real-time strategy data were complemented by other contextual data (e.g., pre-/post-reading interviews, participant-generated critical questions). I integrated these data into Internet Reading Strategy Matrices of the individual participants, which were analyzed, both qualitatively and quantitatively. During the entire course of data analysis, I constantly referenced the model of Constructively Responsive Reading with the four strategy categories.
My data analyses afforded detailed descriptions of diverse constructively responsive reading strategies in Internet contexts and dynamic patterns of such reading strategy use. Grounded-analysis of data resulted in the identification of an array of reading strategies and many instances of strategy interplay among the four strategy categories. Chi-squared analysis of aggregated strategy data revealed the goal-directed nature of strategy use, as participants' use of these four types of strategies was associated with two different session tasks. Also, analysis of the processing chains visualizing the flow of strategy use indicated differences in the performances of Internet reading strategy use among the participants and their distinctive modes of Internet reading. Overall, my study supported the theoretical model of Constructively Responsive Reading, with empirical data that described diversity and patterns of constructively responsive reading strategies in Internet contexts. The complexity of Internet reading was discussed with regard to constructively responsive reading that coordinates different roles and functions of the four general types of strategies
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