702 research outputs found

    A Longitudinal Study on Boosting Students’ Performance with a Learning Companion

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    This study examines the impact of a coded virtual learning companion (LC) that interacts with students of an introductory information systems class throughout the semester. The LC is designed to motivate, advise on time management strategies, and study collaboratively. We conducted a between-subject longitudinal field experiment to investigate the LC’s impact on student motivation, time management, and learning outcomes. Statistical analysis, including a PLS-SEM model, shows that the LC significantly (p \u3c 0.05) improves extrinsic motivation, challenge, short-term planning, and time attitudes. A multiple mediator analysis confirms the role of motivation and time management as mediators between LC use and learning outcomes (subjective knowledge and exam scores). In addition, we conducted a qualitative workshop with the target group to identify barriers to LC adoption and derive mitigation strategies. Overall, our study reveals great potential to facilitate learning with LCs in higher education

    Conversational Agents in Education – A Systematic Literature Review

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    Conversational Agents (CAs) are widely spread in a variety of domains, such as health and customer service. There is a recent trend of increasing publications and implementations of CAs in education. We conduct a systematic literature review to identify common methodologies, pedagogical CA roles, addressed target groups, the technologies and theories behind, as well as human-like design aspects. The initially found 3329 records were systematically reduced to 252 fully coded articles. Based on the analysis of the codings, we derive further research streams. Our results reveal a research gap for long-term studies on the use of CAs in education, and there is insufficient holistic design knowledge for pedagogical CAs. Moreover, target groups other than academic students are rarely considered. We condense our findings in a morphological box and conclude that pedagogical CAs have not yet reached their full potential of long-term practical application in education

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Innovative Learning Environments in STEM Higher Education

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    As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education

    Engineering serendipity in large scale learning environments:A design-based research investigation into the impact of visualising peer produced content in real-time in FutureLearn courses

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    This thesis investigates social learning in large scale courses, from the perspective of exploiting the benefits of massive participation. Specifically, I examine the affordances of the FutureLearn course platform, analysing their impact on learner interactions. I then create new affordances through a novel mediating artefact, the Comment Discovery Tool, and develop innovative pedagogical models which are refined through 3 phases of design-based research. The Comment Discovery Tool is an interactive visualisation of all learner commentary that allows learners to see conversations and emergent themes from the course in a non-linear fashion. In the second phase of design-based research I use formal learning design frameworks to introduce inquiry and reflection activities into the pedagogical toolkit. These are generally missing from the established model of large scale course design which values completion, progress and retention only. The third phase of design-based research continues the pedagogical innovation by encouraging learners to alter their writing style towards the development of communities of ‘ambient affiliation’. This demonstrates that learning at scale requires a reconceptualisation of online courses, placing massive-ness and cooperation at the heart of the pedagogic design. This thesis is a case study into how this can be achieved by using design-based research, placing learners at the centre of the design process, and levelling up the human activity of learning to one where learners can extend the range of their own environment for the benefit of others. The research represents an original contribution because I demonstrate how real-time visualisations can encourage cooperative activity and demonstrate how pedagogical innovation can be achieved through a rigorous user-centric analysis, starting from the materiality of the platform, and integrating theoretical frameworks. I also use a GPL open-source licence for the tool which enables others to download, remix and re-use the technology on other courses

    Higher education curriculum ecosystem design

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    This study focuses on the development of a Design Framework for Higher Education Curriculum Ecosystem design. The study views the world as a digital ecosystem where the physical and the virtual are fully intertwined and function through integrated social and technical architecture working together in a seamless mesh that is persistent and pervasive. This digital ecosystem is an open, flexible, demand driven, self-organising, collaborative environment. It has enhanced individuals’ abilities to connect with other people, share ideas, work collaboratively and form communities. This has inevitably impacted on educational practice in Higher Education. The thesis draws together educational theories, curriculum designs, and concepts drawn from ecological psychology, cognitive apprenticeship, distributed cognition and activity theory, and extends them through the application of a Complexity Science lens. A Complexity Science perspective views the world as comprised of Complex Adaptive Systems. This study explores how authentic learning processes can be scaffolded within a Complex Adaptive System. The iterative development and refinement, through three iterations over six years, of a curriculum ecosystem for a Built Environment Degree Program is used as a case study for the development of a Higher Education curriculum ecosystem exemplar. A Design Framework for a Curriculum Ecosystem for Higher Education which has emerged through this process is presented

    A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness

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    People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it is still not clear what characteristics a video should have to be an effective learning medium. In this paper, we present a comprehensive review of 257 articles on video-based learning for the period from 2016 to 2021. One of the aims of the review is to identify the video characteristics that have been explored by previous work. Based on our analysis, we suggest a taxonomy which organizes the video characteristics and contextual aspects into eight categories: (1) audio features, (2) visual features, (3) textual features, (4) instructor behavior, (5) learners activities, (6) interactive features (quizzes, etc.), (7) production style, and (8) instructional design. Also, we identify four representative research directions: (1) proposals of tools to support video-based learning, (2) studies with controlled experiments, (3) data analysis studies, and (4) proposals of design guidelines for learning videos. We find that the most explored characteristics are textual features followed by visual features, learner activities, and interactive features. Text of transcripts, video frames, and images (figures and illustrations) are most frequently used by tools that support learning through videos. The learner activity is heavily explored through log files in data analysis studies, and interactive features have been frequently scrutinized in controlled experiments. We complement our review by contrasting research findings that investigate the impact of video characteristics on the learning effectiveness, report on tasks and technologies used to develop tools that support learning, and summarize trends of design guidelines to produce learning video
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