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212 result(s) for "Hwang, Gwo-Jen"
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Editorial Position Paper: Exploring the Potential of Generative Artificial Intelligence in Education: Applications, Challenges, and Future Research Directions
Generative artificial intelligence (GAI) applications, such as ChatGPT (Chat Generative Pre-trained Transformer) and Midjourney, have recently attracted much attention from researchers and school teachers. While many people are eager to learn more about GAI applications, some scholars are concerned about the potential misuse of them. It is predicted that the use of GAI applications will increase rapidly in the coming years. Therefore, it is important to consider the challenges and research issues through some concrete application examples of using GAI for education. In this position paper, the authors aim to address these issues from the perspectives of academic research and educational objectives. Along with defining GAI, several illustrative examples of using GAI applications in educational settings are provided. Moreover, potential research issues of GAI-based learning, including research design, relevant learning strategies, research focus, and measuring tools, are discussed. ET&S journal is especially welcoming research on unlocking the potential of GAI for education to realize the two notions of "Knowing [why] is the essential element for learners to have in-depth understanding" and "It is all about prompts: Get rid of the 'search' mindset and use 'programming prompt' instead."
Roles and Research Trends of Artificial Intelligence in Mathematics Education: A Bibliometric Mapping Analysis and Systematic Review
Learning mathematics has been considered as a great challenge for many students. The advancement of computer technologies, in particular, artificial intelligence (AI), provides an opportunity to cope with this problem by diagnosing individual students’ learning problems and providing personalized supports to maximize their learning performances in mathematics courses. However, there is a lack of reviews from diverse perspectives to help researchers, especially novices, gain a whole picture of the research of AI in mathematics education. To this end, this research aims to conduct a bibliometric mapping analysis and systematic review to explore the role and research trends of AI in mathematics education by searching for the relevant articles published in the quality journals indexed by the Social Sciences Citation Index (SSCI) from the Web of Science (WOS) database. Moreover, by referring to the technology-based learning model, several dimensions of AI in mathematics education research, such as the application domains, participants, research methods, adopted technologies, research issues and the roles of AI as well as the citation and co-citation relationships, are taken into account. Accordingly, the advancements of AI in mathematics education research are reported, and potential research topics for future research are recommended.
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from 2010 to 2020 showed that digital games contributed to a moderate overall effect size (ES = 0.667, 95% CI [0.520–0.814], p < 0.001) when compared with other instructional methods. Furthermore, the study explored multiple moderator variables and their potential impacts on learning outcomes such as control treatment, subject discipline, educational level, game type, gaming platform, and intervention duration. The findings suggest that digital games are a promising pedagogical method in STEM education that effectively improves learning gains. Additionally, the study concludes with three recommendations for future research and practices on digital games in STEM education.
Effects of gamified interactive e‑books on students’ flipped learning performance, motivation, and meta‑cognition tendency in a mathematics course
It is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract concepts such as fractions, where students frequently encounter problems in mathematics education. In this study, we proposed a gamified interactive e-book approach to supporting a flipped mathematics classroom. To evaluate the effectiveness of the proposed approach, a quasi-experimental study was implemented in an elementary school mathematics course. There were three groups: the students who adopted the gamified interactive e-book in the mathematical flipped classroom (the GIEBFL group), the students who learned with conventional flipped learning (the CFL group), and those who learned with traditional instruction (the TI group). The results from a paper-and-pencil test indicated that the GIEBFL students significantly outperformed the CFL and TI students. In addition, the questionnaire of students’ learning motivation showed that the GIEBFL students had better motivation than the CFL and TI students. Also, the GIEBFL students achieved significantly higher meta-cognition tendency than the TI students.
Trends and research foci of robotics-based STEM education: a systematic review from diverse angles based on the technology-based learning model
Fostering students’ competence in applying interdisciplinary knowledge to solve problems has been recognized as an important and challenging issue globally. This is why STEM (Science, Technology, Engineering, Mathematics) education has been emphasized at all levels in schools. Meanwhile, the use of robotics has played an important role in STEM learning design. The purpose of this study was to fill a gap in the current review of research on Robotics-based STEM (R-STEM) education by systematically reviewing existing research in this area. This systematic review examined the role of robotics and research trends in STEM education. A total of 39 articles published between 2012 and 2021 were analyzed. The review indicated that R-STEM education studies were mostly conducted in the United States and mainly in K-12 schools. Learner and teacher perceptions were the most popular research focus in these studies which applied robots. LEGO was the most used tool to accomplish the learning objectives. In terms of application, Technology (programming) was the predominant robotics-based STEM discipline in the R-STEM studies. Moreover, project-based learning (PBL) was the most frequently employed learning strategy in robotics-related STEM research. In addition, STEM learning and transferable skills were the most popular educational goals when applying robotics. Based on the findings, several implications and recommendations to researchers and practitioners are proposed.
Promoting students’ cross‑disciplinary performance and higher order thinking
STEM (science, technology, engineering, and mathematics) refers to the cross-disciplinary learning design for engaging students in applying integrated knowledge to complete a project or solve a complex problem. It has been recognized by many scholars for its educational significance. However, STEM tasks are generally complex and challenging to students. Without proper supports, not only will students’ participation decrease, but their knowledge level and internal capabilities will also hardly improve. To help students understand teachers’ rating standards, increase the opportunity to observe and receive feedback on peers’ work, and improve their cognitive level and higher order thinking such as critical thinking, this study proposes a peer assessment-facilitated STEM (PA-STEM) approach. At the same time, a quasi-experiment was conducted in a junior high school in Taiwan to verify the effectiveness of this approach. A total of four classes of 112 students participated in the experiment. The experimental group (two classes with 53 students) learning with the PA-STEM approach, and the control group (two classes with 59 students) used the conventional STEM approach. The experimental results showed that the students in the experimental group had higher learning achievement. Their collaboration tendency, critical thinking awareness, problem-solving tendency, and meta-cognition tendency were all significantly better than those of the students in the control group. Besides, peer assessment scores were highly correlated with teacher assessment scores, indicating that students were able to fully understand teachers’ rating standards and provide accurate ratings of their peers’ STEM work.
A Learning Analytics Approach to Investigating Factors Affecting EFL Students' Oral Performance in a Flipped Classroom
Flipped classrooms have been widely adopted and discussed by school teachers and researchers in the past decade. However, few studies have been conducted to formally evaluate the effectiveness of flipped classrooms in terms of improving EFL students' English oral presentation, not to mention investigating factors affecting their flipped learning outcomes. In this study, an online community-based flipped learning approach was proposed for an EFL oral presentation course; moreover, a learning analytics approach was used to analyze factors affecting the students' oral presentation outcomes. An 18-week research design was implemented with the online community-based flipped classroom using Facebook as the platform for facilitating and recording peer-to-peer interactions during the flipped learning process. In addition, the students' learning performance and perceptions were collected in 3 learning stages during the 18 weeks. The experimental results reveal positive effects of the online community-based flipped instruction over the conventional video-based instruction. That is, first, the online community-based flipped instruction using mobile devices can enhance students' English oral performance. Moreover, it was found that the high improvers had a significantly higher frequency of online participation, as well as more interactive behaviors and greater satisfaction with the flipped classroom than the low improvers. These results imply that the online community flipped classroom could not only provide learning materials and out-of-class learning for students, but could also help them become more responsible and autonomous in their learning and communication. These findings could be valuable references for those who intend to conduct effective flipped classrooms with an online community to facilitate students' before-class learning participation and to improve their in-class learning performance.
From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training
The Electrocardiogram (ECG) is one of the important tools for diagnosing myocardial infarction. The ECG training course aims to help nurses establish basic competence in interpreting ECG readings. However, in traditional instruction, learners usually have difficulty memorizing the meanings of different ECG wave forms, which could represent clinical symptoms, or even life-threatening conditions/arrhythmia. Some serious problems could cause death if the nursing staff do not make correct judgments in time. This paper reports an explorative study which investigated a novel pedagogy for nursing school students’ ECG learning performance using a contextual game. A 2 week experiment was conducted to compare the learning performances of the nursing students who played the ECG contextual game and those who learned with traditional instruction. The experimental results show that the students learning with the contextual game showed better learning performance, attitude, motivation, and critical thinking tendency than those who received the traditional instruction.
Effects of Incorporating an Expert Decision-making Mechanism into Chatbots on Students' Achievement, Enjoyment, and Anxiety
In traditional instruction, teachers generally deliver the content of textbooks to students via lectures, making teaching activities lack vibrancy. Moreover, in such a one-to-many teaching mode, the teacher is usually unable to check on individual students' learning status or to provide immediate feedback to resolve their learning problems. Chatbots provide an opportunity to address this problem. However, conventional chatbots generally serve as information providers (i.e., providing relevant information by matching keywords in a conversation) rather than as decision-making advisors (i.e., using a knowledge-base with a decision-making mechanism to help users solve problems). Thus, this study proposes an expert decision-making-based chatbot to facilitate individual students' construction of knowledge during the learning process. A quasi-experiment was conducted to compare the differences in the performances and perceptions of students using the expert decision-making-based chatbot (EDM-chatbot) and the conventional chatbot (C-chatbot) in the activities of a geography course. One class of 35 students was the experimental group, using the EDM-chatbot. The other class of 35 students was the control group, using the C-chatbot. The results of the study showed that the EDM-chatbot combined with expert decision-making knowledge significantly improved students' learning achievement and learning enjoyment as well as reducing their learning anxiety, showing the value of the proposed approach.
Facilitating and Bridging Out-Of-Class and In-Class Learning: An Interactive E-Book-Based Flipped Learning Approach for Math Courses
Flipped learning is a well-recognized learning mode that reverses the traditional in-class instruction arrangement by delivering learning content outside of the classroom and engaging students in more activities in class. However, it remains a challenge for students to comprehend the learning material by themselves, particularly when learning abstract concepts such as in mathematics. In this study, an interactive e-book approach is proposed to support flipped learning. It facilitates and bridges out-of-class and in-class learning by providing support for interactive learning contents presented on mobile devices. To evaluate the effectiveness of the proposed approach, a quasi-experiment was conducted in an elementary school math course. The experimental group students learned with the interactive e-book approach in the flipped learning activity, while the control group students learned with the conventional video-based flipped learning approach. The experimental results indicated that the proposed approach not only promoted the students' self-efficacy for learning mathematics, but also improved their learning achievement; moreover, it was found that the approach benefited the lower self-efficacy more than the higher self-efficacy students. The learning record analysis further confirmed that the lower self-efficacy students spent more time reading the e-books before and in class than the higher self-efficacy students did.