298 research outputs found

    AN EXAMINATION OF THE IMPACT OF COMPUTER-BASED ANIMATIONS AND VISUALIZATION SEQUENCE ON LEARNERS' UNDERSTANDING OF HADLEY CELLS IN ATMOSPHERIC CIRCULATION

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    Research examining animation use for student learning has been conducted in the last two decades across a multitude of instructional environments and content areas. The extensive construction and implementation of animations in learning resulted from the availability of powerful computing systems and the perceived advantages the novel medium offered to deliver dynamic representations of complex systems beyond the human perceptual scale. Animations replaced or supplemented text and static diagrams of system functioning and were predicted to significantly improve learners' conceptual understanding of target systems. However, subsequent research has not consistently discovered affordances to understanding, and in some cases, has actually shown that animation use is detrimental to system understanding especially for content area novices (Lowe 2004; Mayer et al. 2005). This study sought to determine whether animation inclusion in an authentic learning context improved student understanding for an introductory earth science concept, Hadley Cell circulation. In addition, the study sought to determine whether the timing of animation examination improved conceptual understanding. A quasi-experimental pretest posttest design administered in an undergraduate science lecture and laboratory course compared four different learning conditions: text and static diagrams with no animation use, animation use prior to the examination of text and static diagrams, animation use following the examination of text and static diagrams, and animation use during the examination of text and static diagrams. Additionally, procedural data for a sample of three students in each condition were recorded and analyzed through the lens of self regulated learning (SRL) behaviors. The aim was to determine whether qualitative differences existed between cognitive processes employed. Results indicated that animation use did not improve understanding across all conditions. However learners able to employ animations while reading and examining the static diagrams and to a lesser extent, after reading the system description, showed evidence of higher levels of system understanding on posttest assessments. Procedural data found few differences between groups with one exception---learners given access to animations during the learning episode chose to examine and coordinate the representations more frequently. These results indicated a new finding from the use of animation, a sequence effect to improve understanding of Hadley Cells in atmospheric circulation

    Metacognitive scaffolding during collaborative learning: a promising combination

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    This article explores the effect of computerized scaffolding with different scaffolds (structuring vs. problematizing) on intra-group metacognitive interaction. In this study, we investigate 4 types of intra-group social metacognitive activities; namely ignored, accepted, shared and co-constructed metacognitive activities in 18 triads (6 control groups; no scaffolds and 12 experimental groups; 6 structuring scaffolds and 6 problematizing scaffolds).We found that groups receiving scaffolding showed significantly more intra-group interactions in which the group members co-construct social metacognitive activities. Groups receiving problematizing scaffolds showed significantly less ignored and more co-constructed social metacognitive interaction compared to groups receiving structuring scaffolds. These findings indicate that scaffolding positively influenced the group members’ intra-group social metacognitive interaction. We also found a significant relation between students’ participation in intra-group social metacognitive interaction and students’ metacognitive knowledge. Twelve percent of the variance in students’ metacognitive knowledge was explained by their participation in intra-group shared social metacognitive interaction. Therefore, future research should consider how to design scaffolds that elicit intra-group social metacognitive interaction among group members to enhance the development of students’ metacognitive knowledge

    Learning with hypermedia: Examining cognitive, motivational, and contextual factors

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    Think-aloud, pretest, posttest, and self-efficacy data collected from 85 undergraduates were used to examine factors related to learning with hypermedia. Participants, randomly assigned to either the No Scaffolding (NS) condition or Conceptual Scaffolding (CS) condition, were given 30 minutes to learn about the circulatory system with hypermedia. Participants in the NS condition received an overall learning goal during the hypermedia learning task, while participants in the CS condition received five guiding questions in addition to the same overall learning goal during the hypermedia learning task. There are four findings from this study. First, results from the pretest and posttest indicated that prior domain knowledge significantly predicted both declarative and conceptual knowledge learning outcomes with hypermedia. Second, results from the self-report self-efficacy questionnaire indicated that while self-efficacy significantly fluctuated during learning, the provision of conceptual scaffolds was not related to this fluctuation. Third, results from a think-aloud protocol indicated that self-efficacy significantly predicted monitoring and planning processes, but not strategy use during the hypermedia learning task. Fourth, results from a think-aloud protocol also indicated that self-regulatory processes (particularly processes related to monitoring) significantly predicted conceptual and declarative learning outcomes. Educational and scientific implications are discussed

    Doctor of Philosophy

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    dissertationSelf-regulated learning with online resources is a prevalent experience for today's learners, but these online learning opportunities frequently yield disappointing results when considering students' learning outcomes. The current research examined the impact of different forms of navigational scaffolds to help learners self-regulate their learning behaviors as they attempted to form well-organized, conceptual knowledge from varied online resources. Experiment 1 examined scaffolds for two potentially useful learning paths: conceptual coherence (depicted in a graphical overview of the domain) and foundational knowledge (depicted via visual cues about the importance of a concept to the domain). Results revealed no effects of a conceptual coherence scaffold on participants' self-regulated learning behaviors or learning outcomes. When foundational knowledge scaffolds were present, participants used more effective self-regulated learning strategies on higher priority concepts, but learning did not improve. Participants utilized prescribed learning paths only 63% of the time and thus may not have benefited from them. Experiment 2 investigated the impact of using a dynamic, automatic scaffold to structure learning paths through the online resources; both learning path (coherence vs. foundational) and amount of learner navigational control (low vs. high) were varied. Results revealed that when a foundational knowledge path was enforced, learners executed more effective self-regulated learning strategies and gained a deeper understanding of conceptual relationships. Overall findings suggest that learners working with digital resources benefit from navigational guidance that helps them focus on foundational ideas in an online, self-regulated environment

    Integrating knowledge tracing and item response theory: A tale of two frameworks

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    Traditionally, the assessment and learning science commu-nities rely on different paradigms to model student performance. The assessment community uses Item Response Theory which allows modeling different student abilities and problem difficulties, while the learning science community uses Knowledge Tracing, which captures skill acquisition. These two paradigms are complementary - IRT cannot be used to model student learning, while Knowledge Tracing assumes all students and problems are the same. Recently, two highly related models based on a principled synthesis of IRT and Knowledge Tracing were introduced. However, these two models were evaluated on different data sets, using different evaluation metrics and with different ways of splitting the data into training and testing sets. In this paper we reconcile the models' results by presenting a unified view of the two models, and by evaluating the models under a common evaluation metric. We find that both models are equivalent and only differ in their training procedure. Our results show that the combined IRT and Knowledge Tracing models offer the best of assessment and learning sciences - high prediction accuracy like the IRT model, and the ability to model student learning like Knowledge Tracing

    Capturing and Scaffolding the Complexities of Self-Regulation During Game-Based Learning

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    Game-based learning environments (GBLEs) can offer students with engaging interactive instructional materials while also providing a research platform to investigate the dynamics and intricacies of effective self-regulated learning (SRL). Past research has indicated learners are often unable to monitor and regulate their cognitive and metacognitive processes within GBLEs accurately and effectively on their own due mostly to the open-ended nature of these environments. The future design and development of GBLEs and embedded scaffolds, therefore, require a better understanding of the discrepancies between the affordances of GBLEs and the required use of SRL. Specifically, how to incorporate interdisciplinary theories and concepts outside of traditional educational, learning, and psychological sciences literature, how to utilize process data to measure SRL processes during interactions with instructional materials accounting for the dynamics of leaners\u27 SRL, and how to improve SRL-driven scaffolds to be individualized and adaptive based on the level of agency GBLEs provide. Across four studies, this dissertation investigates learners\u27 SRL while they learn about microbiology using CRYSTAL ISLAND, a GBLE, building upon each other by enhancing the type of data collected, analytical methodologies used, and applied theoretical models and theories. Specifically, this dissertation utilizes a combination of traditional statistical approaches (i.e., linear regression models), non-linear statistical approaches (i.e., growth modeling), and non-linear dynamical theory (NDST) approaches (aRQA) with process trace data to contribute to the field\u27s current understanding of the dynamics and complexities of SRL. Furthermore, this dissertation examines how limited agency can act as an implicit scaffold during game-based learning to promote the use of SRL processes and increase learning outcomes

    THE USE OF A METACOGNITIVE TOOL IN AN ONLINE SOCIAL SUPPORTIVE LEARNING ENVIRONMENT: AN ACTIVITY THEORY ANALYSIS

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    This investigation is an exploratory study of the use of a metacognitive software tool in a social supportive learning environment. The tool combined metacognitive knowledge and regulation functionality embedded within the content of an eight week online graduate education course. Twenty-three learners, who were practicing teachers, used the tool. Prior knowledge of metacognition, including responses to the Metacognitive Awareness Inventory (Schraw & Dennison, 1994), was obtained. Prior knowledge of community instructional approaches was also obtained. Learner interviews focused on the mediational aspects of the metacognitive tool and the social supportive learning environment, as well as an evaluation of the tool. Content analysis, combined with an activity theory framework, was used to analyze data. Findings are organized around three main themes: prior knowledge, the usability of the tool from design and technical perspectives, and the effectiveness of the tool related to its design principles. The practicing teachers were found to be knowledgeable about metacognition and community; however, this knowledge did not often translate into successful instruction. Learners found the metacognitive tool easy to use, but had difficulty with its design for conversation. They found activity theory disconnections between the tool and other course tools, and found the other tools more successful at creating community. The tool was evaluated as equally useful for metacognitive knowledge and regulation, and more useful for more complex domain content than less complex content. Learners also found the tool useful for modeling the design of metacognitive instruction for their own teaching. Conclusions are offered for improvements to metacognitive instruction in general and in particular for the use of cognitive tools in a social supportive online learning environment

    The challenge of assessing and promoting late primary school children's self-regulated learning : exploring the impact of student tutoring

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