1,003 research outputs found

    Self-beliefs in the introductory programming lab and game-based fantasy role-play

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    This thesis was submitted for the degree of Doctor of philosophy and awarded by Brunel University LondonIt is important for students to engage in adequate deliberate practice in order to develop programming expertise. However, students often encounter anxiety when they begin to learn. This can present a challenge to educators because such anxiety can influence practice behaviour. This thesis situates this challenge within the Control- Value Theory of Achievement Emotions, emphasising a need for domain-specific research and presenting new research tools which can be used to investigate the area. Analysis of data collected from three cohorts of introductory programming students on web programming (2011-12) and robot programming (2012-13 and 2013-14) courses show that programming self-concept and programming aptitude mindset can predict programming anxiety and that programming anxiety is negatively correlated with programming practice. However, levels of anxiety remained consistently high across this period. A method to enrich these psychological constructs through a multimedia-rich learning environment is proposed. Drawing upon the interplay between narrative reinforcement and procedural rhetoric that can be achieved in a fantasy role-play, students' self-concept can be enhanced. A double-blind randomised controlled trial demonstrates promising results, however small effect sizes suggest further research is needed

    New measurement paradigms

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    This collection of New Measurement Paradigms papers represents a snapshot of the variety of measurement methods in use at the time of writing across several projects funded by the National Science Foundation (US) through its REESE and DR K–12 programs. All of the projects are developing and testing intelligent learning environments that seek to carefully measure and promote student learning, and the purpose of this collection of papers is to describe and illustrate the use of several measurement methods employed to achieve this. The papers are deliberately short because they are designed to introduce the methods in use and not to be a textbook chapter on each method. The New Measurement Paradigms collection is designed to serve as a reference point for researchers who are working in projects that are creating e-learning environments in which there is a need to make judgments about students’ levels of knowledge and skills, or for those interested in this but who have not yet delved into these methods

    Formative Research on an Instructional Design Theory for Fostering Self-Efficacy Through Gamification

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    The merits of gamification as a learner-centered pedagogy that positively influences learner engagement and motivation are widely established in the literature; yet, few studies have ventured beyond motivation to consider the impact gamification has on self-efficacy. Moreover, guidance for the effective design and development of gamified instruction is lacking. This study describes formative research conducted on the Gamification for Enhancing Learner Self-Efficacy (GELSE) instructional design theory, which was developed to guide the design of gamification aimed at fostering self-efficacy. The goal of formative research is to identify improvements for an instructional design theory based on a designed instance of the theory. The GELSE theory was applied to an undergraduate community health nursing course in a fully online, accelerated degree program. The theory was evaluated by answering the following questions: 1) What methods of the GELSE instructional design theory were perceived to be more effective?, 2) What methods of the GELSE instructional design theory were perceived to be less effective?, and 3) What improvements can be made to the GELSE instructional design theory?. Data was collected in this qualitative study through open-ended questionnaires, focus group interviews, semi-structured one-on-one interviews, and observations of online learner activities and social interactions. The results show that the GELSE instructional design theory is effectual for guiding the design of gamified instruction intended to foster learner self-efficacy. Additionally, the findings from the research yielded a number of recommendations for improving the GELSE theory

    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

    Towards Designing AI-Enabled Adaptive Learning Systems

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    Paper I, III, IV and V are not available as a part of the dissertation due to the copyright.Among the many innovations driven by artificial intelligence (AI) are more advanced learning systems known as AI-enabled adaptive learning systems (AI-ALS). AI-ALS are platforms that adapt to the learning strategies of students by modifying the order and difficulty level of learning tasks based on the abilities of students. These systems support adaptive learning, which is the personalization of learning for students in a learning system, such that the system can deal with individual differences in aptitude. AI-ALS are gaining traction due to their ability to deliver learning content and adapt to individual student needs. While the potential and importance of such systems have been well documented, the actual implementation of AI-ALS and other AI-based learning systems in real-world teaching and learning settings has not reached the effectiveness envisaged on the level of theory. Moreover, AI-ALS lack transferable insights and codification of knowledge on their design and development. The reason for this is that many previous studies were experimental. Thus, this dissertation aims to narrow the gap between experimental research and field practice by providing practical design statements that can be implemented in effective AI-ALSs.publishedVersio

    Intelligent Tutoring System Authoring Tools for Non-Programmers

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    An intelligent tutoring system (ITS) is a software application that tries to replicate the performance of a human tutor by supporting the theory of learning by doing . ITSs have been shown to improve the performance of a student in wide range of domains. Despite their benefits, ITSs have not seen widespread use due to the complexity involved in their development. Developing an ITS from scratch requires expertise in several fields including computer science, cognitive psychology and artificial intelligence. In order to decrease the skill threshold required to build ITSs, several authoring tools have been developed. In this thesis, I document several contributions to the field of intelligent tutoring in the form of extensions to an existing ITS authoring tool, research studies on authoring tool paradigms and the design of authoring tools for non-programmers in two complex domains - natural language processing and 3D game environments. The Extensible Problem Specific Tutor (xPST) is an authoring tool that helps rapidly develop model-tracing like tutors on existing interfaces such as webpages. xPST\u27s language was made more expressive with the introduction of new checktypes required for answer checking in problems belonging to domains such as geometry and statistics. A web-based authoring (WAT) tool was developed for the purpose of tutor management and deployment and to promote non-programmer authoring of ITSs. The WAT was used in a comparison study between two authoring tool paradigms - GUI based and text based, in two different problem domains - statistics and geometry. User-programming of natural language processing (NLP) in ITSs is not common with authoring toolkits. Existing NLP techniques do not offer sufficient power to non-programmers and the NLP is left to expert developers or machine learning algorithms. We attempted to address this challenge by developing a domain-independent authoring tool, ConceptGrid that is intended to help non-programmers develop ITSs that perform natural language processing. ConceptGrid has been integrated into xPST. When templates created using ConceptGrid were tested, they approached the accuracy of human instructors in scoring student responses. 3D game environments belong to another domain for which authoring tools are uncommon. Authoring game-based tutors is challenging due to the inherent domain complexity and dynamic nature of the environment. We attempt to address this challenge through the design of authoring tool that is intended to help non-programmers develop game-based ITSs
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