107 research outputs found

    Roles and strategies of learning analytics in the e-publication era

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    E-books have been introduced to educational institutions in many countries. The use of e-books in traditional classrooms enables the recording of learning logs. Recently, researchers have begun to carry out learning analytics on the learning logs of e-books. However, there has been limited attention devoted to understanding the types of learning strategies that students employ when they read e-books. In this paper, using e-book learning logs, we examine the learning strategies that students employed when reading e-books. In this paper, we will introduce how to identify learning strategies from e-book learning logs with two case studies. One is “Identifying Learning Strategies Using Clustering” and the other is “Examining Learning Strategies Using Sequential Analysis.

    Editorial: Review and trend analysis of knowledge management and e-learning research

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    In recent years, technology-enhanced knowledge management and learning have attracted much attention from educators and researchers. Various successful applications as well as the potential of knowledge management and e-learning have been reported. In the meantime, the fast development of technologies is affecting the way of knowledge management and learning design as well as the learning context. In this special issue, 8 papers are included to address the trends of knowledge management and e-learning and to review their impacts from different perspectives. The findings reported by these papers provided valuable references for those who intend to implement technology-enhanced learning in school settings and to conduct e-learning research from innovative perspectives

    How to advance our understanding of flipped learning: Directions and a descriptive framework for future research

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    With the growing number of research articles published on flipped learning, many aspects of this instructional approach have been well researched and thoughtfully discussed. At this point, how can future research advance our understanding of flipped learning? This article sheds light on three possible directions for future studies of this instructional approach, including (1) longitudinal studies, (2) examining its effects on different learning objectives, and (3) incorporating gamification into flipped courses. A descriptive framework for flipped classroom interventions is then proposed, comprising of four dimensions: (1) research background, (2) course design, (3) course activities, and (4) outcome of interventions. By applying this descriptive framework, the knowledge created in future research can be well-documented, disseminated, used, and evaluated by other practitioners and researchers. The present work can provide a foundation for further efforts to research flipped learning

    Trends in smartphone-supported medical education: A review of journal publications from 2007 to 2016

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    Issues relevant to smartphone-supported mobile learning have been extensively discussed and investigated over the past years. Unlike general mobile devices, the advantages of smartphones, such as recording learning and portability, can cross formal and informal education. Smartphones can promote communication between health professionals; however, there is still a lack of systematic analysis of the application and development trends of smartphone use in medical education. The present study systematically reviewed research articles published in international academic journals from 2007 to 2016, analyzed the application domains, subjects, and adopted learning strategies, and investigated the research issues of smartphone-supported medical education. The findings revealed that the application of smartphones in medical education and training has not gained much popularity over the past years. In addition to the changes in the software technology in smartphones and the rising number of studies on mobile learning in medical education, research issues have become increasingly diverse in recent years. Smartphone-supported learning has mainly been implemented to develop basic concepts of biomedical information and in information technology environments; moreover, applying smartphones in medical education did not extensively adopt such learning strategies as inquiry-based learning, contextual mobile learning, mindtools, game-based learning, or synchronous sharing. This indicates that most of the studies adopting smartphones focused on skills training and basic knowledge acquisition rather than on the development of learners’ higher-order thinking, for example, problem solving or critical thinking. On the other hand, it was found that the number of experimental studies related to smartphones has increased recently. The majority of research adopted questionnaire surveys and reported learners’ cognitive performances and concepts, while learning behaviors were seldom analyzed. Therefore, this study indicates the research trends and potential research issues of integrating smartphones into medical education, and provides suggestions and references for researchers, medical teachers, and decision-makers

    A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge

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    [[abstract]]Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed for developing educational computer games to help students learn about the knowledge for differentiating a set of learning targets in an interesting and meaningful way. Based on the proposed approach, an educational computer game has been developed for an elementary school natural science course. The experimental results show that the proposed approach significantly improved the students' learning achievement as well as their learning attitude and motivation

    Development of a personalized educational computer game based on students’ learning styles.

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    [[abstract]]In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students’ learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning performance is often not as good as expected. Learning styles have been recognized as being an important human factor affecting students’ learning performance. Previous studies have shown that, by taking learning styles into account, learning systems can be of greater benefit to students owing to the provision of personalized learning content presentation that matches the information perceiving and processing styles of individuals. In this paper, a personalized game-based learning approach is proposed based on the sequential/global dimension of the learning style proposed by Felder and Silverman. To evaluate the effectiveness of the proposed approach, a role-playing game has been implemented based on the approach; moreover, an experiment has been conducted on an elementary school natural science course. From the experimental results, it is found that the personalized educational computer game not only promotes learning motivation, but also improves the learning achievements of the students

    Effects of integrating a concept mapping‐based summarization strategy into flipped learning on students’ reading performances and perceptions in Chinese courses

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    [[abstract]]The capability of reading comprehension is one of the essential skills for learning different topics, and has been recognized as a challenging objective in the Chinese curriculum. In this study, a concept mapping‐based summarization strategy was incorporated into flipped learning to improve students’ reading comprehension. The participants of the study were 45 fifth graders from two Mandarin Chinese classes at an elementary school in Taiwan. None of the students had previous flipped learning experience. A pretest and posttest of reading comprehension as well as pre‐ and post‐questionnaires for measuring the students’ reading motivation, self‐efficacy, and cognitive load were conducted. The experimental results show that the proposed approach improved the students’ summarization skills, while the impact of the approach on students’ reading comprehension was not significant. Moreover, reading comprehension and self‐efficacy showed a positive correlation, and self‐efficacy was positively correlated with both intrinsic and extrinsic motivation. Consequently, it is concluded that employing concept mapping with the summarization strategy in flipped learning and students’ summarization ability are directly related, but there may be an indirect relationship with reading comprehension
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