38 research outputs found

    Characterizing Comment Types and Levels of Engagement in Video-Based Learning as a Basis for Adaptive Nudging

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    Video is frequently used as a learning medium in a variety of educational settings, including large online courses as well as informal learning scenarios. To foster learner engagement around instructional videos, our learning scenario facilitates interactive note taking and commenting similar to popular social video-sharing platforms. This approach has recently been enriched by introducing nudging mechanisms, which raises questions about ensuing learning effects. To better understand the nature of these effects, we take a closer look at the content of the comments. Our study is based on an ex post analysis of a larger data set from a recent study. As a first step of analysis, video comments are clustered based on a feature set that captures the temporal and semantic alignment of comments with the videos. Based on the ensuing typology of comments, learners are characterized through the types of comments that they have contributed. The results will allow for a better targeting of nudges to improve video-based learning

    Science teachers’ experiences of inquiry-based learning through a serious game:a phenomenographic perspective

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    This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with 20 secondary education science teachers revealed four qualitatively different ways of experiencing inquiry-based learning through Simaula: (a) as uncovering insights about student’s learning needs, interests and emotions; (b) as generating ideas and concepts for meaningful inquiry; (c) as a set of operations for designing and carrying out scientific research; and (d) as authentic inquiry for enabling knowledge building processes. Seven dimensions of variation have been identified viewed as contextual influences on conceptions of in-game inquiry constituting discernment of: epistemic inquiry-based learning modes; role of teacher; role of student; game-play focus; core mechanics focus; feedback and progress mechanics and game uncertainty. The results illuminated a partial in-game inquiry approach with distinct epistemic modes from developing empathy and meaning making to knowledge construction and knowledge building. The findings also indicated that game design elements played central role in shaping conceptions of in-game inquiry from focusing on rules and logic as means to completing the game’s level to understanding the complexity of core mechanics for developing and transferring in-game inquiry to the real classroom. This insinuates that distinct game design properties may be considered in terms of extending intrinsic in-game inquiry experiences to actual in-class inquiry practice

    Looking outside: What can be learnt from computing education around the world?

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    There is a growing awareness of the importance of including computing education in the curriculum of secondary schools in countries like the United States of America, the United Kingdom, New Zealand, and South Korea. Consequently, we have seen serious efforts to introduce computing education to the core curriculum and/or to improve it. Recent reports (such as Wilson et al. 2010; Hubwieser et al. 2011) reveal that computing education faces problems regarding its lack of exposure as well as a lack of motivators for students to follow this line of study. Although students use computers for many tasks both at home and at school, many of them never quite understand what computer science is and how it relates to algorithmic thinking and problem solving. This panel will bring together leaders in computing education from Australia, Germany, Greece, Israel and Norway to describe the state of computing education in each of their countries. Issues raised will include how high school computer education is conducted in that country, how teachers are skilled /accredited, the challenges that are being faced today and how these challenges are being addressed. Panellists will suggest lessons other countries may find of value from their way of doing things. An important issue is how to recruit female students in to computer education at high school level and how to encourage them to continue in the discipline to university. The problem is exacerbated because computer education is still not included as a compulsory subject in the regular curriculum of high schools in all of these countries

    Semi-automated Student Feedback and Theory-Driven Video-Analytics: An Exploratory Study on Educational Value of Videos

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    Learning Analytics (LA) is a relatively novel method for automated data collection and analysis with promising opportunities to improve teaching and learning processes, widely used in educational research and practice. Moreover, with the elevated use of videos in teaching and learning processes the importance of the analysis of video data increases. In turn, video analytics presents us with opportunities as well as challenges. However, to make full use of its potential often additional data is needed from multiple other sources. On the other hand, existing data also requires context and design-awareness for the analysis. Based on the existing landscape in LA, namely in video-analytics, this article presents a proof-of-concept study connecting cognitive theory-driven analysis of videos and semi-automated student feedback to enable further inclusion of interaction data and learning outcomes to inform video design but also to build teacher dashboards. This paper is an exploratory study analysing relationship between semi-automated student feedback (on several scales on the perceived educational value of videos), video engagement, video duration and theory-driven video annotations. Results did not indicate a significant relationship between different video designs and student feedback; however, findings show some correlation between the number of visualisations and video designs. The results can have design implications as well as inform the researchers and practitioners in the field
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