11,479 research outputs found

    A LEARNER INTERACTION STUDY OF DIFFERENT ACHIEVEMENT GROUPS IN MPOCS WITH LEARNING ANALYTICS TECHNIQUES

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    The purpose of this study was to conduct data-driven research by employing learning analytics methodology and Big Data in learning management systems (LMSs), and then to identify and compare learners’ interaction patterns in different achievement groups through different course processes in Massive Private Online Courses (MPOCs). Learner interaction is the foundation of a successful online learning experience. However, the uncertainties about the temporal and sequential patterns of online interaction and the lack of knowledge about using dynamic interaction traces in LMSs have prevented research on ways to improve interactive qualities and learning effectiveness in online learning. Also, most research focuses on the most popular online learning organization form, Massive Open Online Courses (MOOCs), and little online learning research has been conducted to investigate learners’ interaction behaviors in another important online learning organization form: MPOCs. To fill these needs, the study pays attention to investigate the frequent and effective interaction patterns in different achievement groups as well as in different course processes, and attaches importance to LMS trace data (log data) in better serving learners and instructors in online learning. Further, the learning analytics methodology and techniques are introduced here into online interaction research. I assume that learners with different achievements express different interaction characteristics. Therefore, the hypotheses in this study are: 1) the interaction activity patterns of the high-achievement group and the low-achievement group are different; 2) in both groups, interaction activity patterns evolve through different course processes (such as the learning process and the exam process). The final purpose is to find interaction activity patterns that characterize the different achievement groups in specific MPOCs courses. Some learning analytics approaches, including Hidden Markov models (HMMs) and other related measures, are taken into account to identify frequently occurring interaction activity sequence patterns of High/Low achievement groups in the Learning/Exam processes under MPOCs settings. The results demonstrate that High-achievement learners especially focused on content learning, assignments, and quizzes to consolidate their knowledge construction in both Learning and Exam processes, while Low-achievement learners significantly did not perform the same. Further, High-achievement learners adjusted their learning strategies based on the goals of different course processes; Low-achievement learners were inactive in the learning process and opportunistic in the exam process. In addition, despite achievements or course processes, all learners were most interested in checking their performance statements, but they engaged little in forum discussion and group learning. In sum, the comparative analysis implies that certain interaction patterns may distinguish the High-achievement learners from the Low-achievement ones, and learners change their patterns more or less based on different course processes. This study provides an attempt to conduct learner interaction research by employing learning analytics techniques. In the short term, the results will give in-depth knowledge of the dynamic interaction patterns of MPOCs learners. In the long term, the results will help learners to gain insight into and evaluate their learning, help instructors identify at-risk learners and adjust instructional strategies, help developers and administrators to build recommendation systems based on objective and comprehensive information, all of which in turn will help to improve the achievements of all learner groups in specific MPOC courses

    Digital Game-Based Learning and the Mathematics Achievement of Gifted Students

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    The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This study compared the Student Growth Percentile (SGP) of 105 sixth-grade gifted participants from two public middle schools as measured by the Renaissance Learning STAR Math Test. The participants took a pretest, completed 540 minutes of supplemental mathematics instruction over a nine-week period, and took a posttest. Participants were randomly selected for the treatment group who utilized a variety of DGBL activities, or participants were randomly selected for the control group who utilized traditional, paper-based mathematics activities. Independent-samples t-tests were used to analyze the SGP between the participants utilizing DGBL and participants not utilizing DGBL, males utilizing DGBL and males not utilizing DGBL, and females utilizing DGBL and females not utilizing DGBL. The importance of this study is to provide educators with knowledge about enhanced instructional technology practices above the prescribed curriculum that may facilitate levels of student achievement for gifted students. No statistical differences in the SGP were found between the treatment group and the control group. Recommendations for further research include the use of specific DGBL games to reduce variations in quality from one publisher to the next, the inclusion of participants from diverse geographic regions, ethnicities, and socioeconomic levels, and data collection over a sustained period of time

    Making Waves, Mixing Colors, and Using Mirrors: The Self-Regulated Learning Support Features and Procedural Rhetoric of Three Whole-Body Educational Games

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    This dissertation investigates the question, How can the procedural rhetoric of three whole-body educational games improve the understanding of self-regulated learning with digital technology? It explores three whole-body educational games (WBEGs) using a quantitative study, a case study, and analyses of their procedural rhetoric to better understand the roles these types of games can have in teaching digital literacy and self-regulated learning (SRL) skills. The three WBEGs, Waves, Color Mixer, and Light and Mirrors, are each intended to teach science concepts to players. These games are similarly structured in that they all invite players to immerse themselves in the game by standing on the screen (the games project images on the floor). The WBEGs differ from traditional console video games because they receive input from players via motion-sensing technology, requiring players to make large movements with their bodies to influence elements within the game. This study explains SRL as a complex combination of internal (mental) behavior, external (observable) behavior, and interpersonal (social) behavior, identifying within three WBEGs the presence of elements supporting the SRL behaviors of goal setting, strategy planning, collaboration, progress monitoring, feedback, and reflection. These findings inform the understanding of SRL by revealing that each game includes a different combination of SRL-supporting elements that encourage the use of SRL skills in different ways. SRL scaffolding features are those elements within a WBEG that guide players to use certain SRL strategies, helping and supporting their efforts much like construction scaffolding supports a building as it is being erected. This dissertation also utilizes analyses of procedural rhetoric to investigate the techniques reinforced by the underlying structure of these three WBEGs in an effort to further the understanding of digital literacy in education and sociocultural contexts. All three WBEGs appear to emphasize player agency and collaboration. Waves and Light and Mirrors encourage player strategy, while Color Mixer rewards speed and rote knowledge. These reinforced techniques perpetuate the underlying cultural values of accuracy, collaboration, problem-solving, autonomy, and scaffolding. This study discusses these values in the contexts of education and society

    Social Gamification in Multimedia Instruction: Assessing the Effects of Animation, Reward Strategies, and Social Interactions on Learners Motivation and Academic Performance in Online Settings

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    Gamification is the strategy of using game elements and game-design mechanics in nongaming contexts. Many companies have gamified their online applications to increase customers’ motivation and engagement. Increased motivation is also a critical factor that influences learning performance in online settings; however, the question of how to retain newly gained motivation and transfer it into learning efforts is still a challenge in educational technology. This study investigated the ways that social interactions can be used to facilitate students’ self-regulated learning in online education. The fundamental hypothesis underlying this research is that an integrative model of social gamification and multimedia instruction will promote students’ self-discipline during the online learning process, which in turn assures a better learning performance within online education. This study has designed and developed a socially gamified animation to examine whether social gamification can increase the motivation and engagement of students and to facilitate students’ learning of polar science knowledge in an online learning environment. This study employed a between-subject design as an experimental design method to investigate the effect of the proposed socially gamified animation. In general, findings indicated that social gamification could improve students’ content knowledge. In addition, students’ increased cognitive engagement during the learning process has a positive impact on their learning performance. Discriminant analyses, however, did not support significant differences in cognitive engagement between students who learned with socially gamified animations and those students who did not. It is unclear whether the implementation of social gamification could promote higher level of motivation and cognitive engagement and whether this motivation and cognitive engagement subsequently results in advanced learning performance in online settings. These findings have implications for understanding the motivational and instructional effect of social gamification in online learning. In addition, the design and development of the socially gamified animation investigated in this study provides an example of bridging the theory-practice gap in gamification of online education

    The student-produced electronic portfolio in craft education

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    The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe

    Chapter 38 Learning Analytics

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    In this chapter, we present an overview of the field by articulating definitions and existing models of learning analytics. Case examples of learning analytics from Asian researchers are then summarized and reported. This is followed by an exploration of the key tensions in this field. The chapter concludes with a discussion of potential areas for future research in this area

    The Effects of the COVID-19 Pandemic on the Digital Competence of Educators

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    The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aimed to reduce the spread of the Covid-19 disease. This disruption has supposed an unprecedented acceleration to the digitalization of teaching and learning. Teaching professionals have been forced to develop their digital competence in a short amount of time, getting mastery in the management of information, the creation of audiovisual contents, and the use of technology to keep their students connected. This Special Issue presents contributions regarding the adoption of distance learning strategies, experiences, or lessons learned in this domain
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