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Exposing piaget's scheme: Empirical evidence for the ontogenesis of coordination in learning a mathematical concept
The combination of two methodological resources-natural-user interfaces (NUI) and multimodal learning analytics (MMLA)-is creating opportunities for educational researchers to empirically evaluate seminal models for the hypothetical emergence of concepts from situated sensorimotor activity. 76 participants (9-14 yo) solved tablet-based non-symbolic manipulation tasks designed to foster grounded meanings for the mathematical concept of proportional equivalence. Data gathered in task-based semi-structured clinical interviews included action logging, eye-gaze tracking, and videography. Successful task performance coincided with spontaneous appearance of stable dynamical gaze-path patterns soon followed by multimodal articulation of strategy. Significantly, gaze patterns included uncued non-salient screen locations. We present cumulative results to argue that these 'attentional anchors' mediated participants' problem solving. We interpret the findings as enabling us to revisit, support, refine, and elaborate on central claims of Piaget's theory of genetic epistemology and in particular his insistence on the role of situated motor-action coordination in the process of reflective abstraction
Design-activity-sequence: A case study and polyphonic analysis of learning in a digital design thinking workshop
In this case study, we report on the outcomes of a one-day workshop on design thinking attended by participants from the Computer-Supported Collaborative Learning conference in Philadelphia in 2017. We highlight the interactions between the workshop design, structured as a design thinking process around the design of a digital environment for design thinking, and the diverse backgrounds and interests of its participants. Data from in-workshop reflections and post-workshop interviews were analyzed using a novel set of analytical approaches, a combination the facilitators made by possible by welcoming participants as coresearchers
The role of learning theory in multimodal learning analytics
This study presents the outcomes of a semi-systematic
literature review on the role of learning theory in multimodal learning analytics (MMLA) research. Based on
previous systematic literature reviews in MMLA and
an additional new search, 35MMLA works were identified that use theory. The results show that MMLA
studies do not always discuss their findings within
an established theoretical framework. Most of the
theory-driven MMLA studies are positioned in the
cognitive and affective domains, and the three most
frequently used theories are embodied cognition,
cognitive load theory and control–value theory of
achievement emotions. Often, the theories are only
used to inform the study design, but there is a relationship between the most frequently used theories
and the data modalities used to operationalize those
theories. Although studies such as these are rare, the
findings indicate that MMLA affordances can, indeed,
lead to theoretical contributions to learning sciences.
In this work, we discuss methods of accelerating
theory-driven MMLA research and how this acceleration can extend or even create new theoretical
knowledge
Enhancing Free-text Interactions in a Communication Skills Learning Environment
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
How to capitalise on mobility, proximity and motion analytics to support formal and informal education?
© 2017, CEUR-WS. All rights reserved. Learning Analytics and similar data-intensive approaches aimed at understanding and/or supporting learning have mostly focused on the analysis of students' data automatically captured by personal computers or, more recently, mobile devices. Thus, most student behavioural data are limited to the interactions between students and particular learning applications. However, learning can also occur beyond these interface interactions, for instance while students interact face-to-face with other students or their teachers. Alternatively, some learning tasks may require students to interact with non-digital physical tools, to use the physical space, or to learn in different ways that cannot be mediated by traditional user interfaces (e.g. motor and/or audio learning). The key questions here are: why are we neglecting these kinds of learning activities? How can we provide automated support or feedback to students during these activities? Can we find useful patterns of activity in these physical settings as we have been doing with computer-mediated settings? This position paper is aimed at motivating discussion through a series of questions that can justify the importance of designing technological innovations for physical learning settings where mobility, proximity and motion are tracked, just as digital interactions have been so far
The student-produced electronic portfolio in craft education
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
Introduction to the Sage Handbook of E-learning Research, 2nd ed.
The publication of the second edition of the SAGE Handbook of E-learningResearch attests to the continued need for study and understanding of learningpractices in contemporary technology-supported and technology-enabled educational, work and social settings. In preparing the first edition (Andrews &Haythornthwaite, 2007a), we found that while there had been considerabledevelopment in teaching and learning online, and in learning design, there wasno coherent view of what constituted research in the field. Writing for this 2016edition, we find there has been much progress in research, but it has taken many new directions, each wrestling with how to analyze and represent learning in an era of continuing change in technologies, learning practices, and knowledge distribution. This volume, like the last, takes stock of progress in e-learning research, highlighting advances as well as new directions in studies and methods for approaching and keeping up with changes in learning in an e-society
The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences
This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks
A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games
Learning analytics (LA) in educational games is considered an emerging practice due to its potential of enhancing the learning process. Growing research on formative assessment has shed light on the ways in which students' meaningful and in-situ learning experiences can be supported through educational games. To understand learners' playful experiences during gameplay, researchers have applied LA, which focuses on understanding students' in-game behaviour trajectories and personal learning needs during play. However, there is a lack of studies exploring how further research on LA in educational games can be conducted. Only a few analyses have discussed how LA has been designed, integrated, and implemented in educational games. Accordingly, this systematic literature review examined how LA in educational games has evolved. The study findings suggest that: (1) there is an increasing need to consider factors such as student modelling, iterative game design and personalisation when designing and implementing LA through educational games; and (2) the use of LA creates
several challenges from technical, data management and ethical perspectives. In addition to outlining these findings, this article offers important notes for practitioners, and discusses the implications of the study’s results
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