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result(s) for
"Interactive learning"
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Instructor-learner brain coupling discriminates between instructional approaches and predicts learning
2020
The neural mechanisms that support naturalistic learning via effective pedagogical approaches remain elusive. Here we used functional near-infrared spectroscopy to measure brain activity from instructor-learner dyads simultaneously during dynamic conceptual learning. Results revealed that brain-to-brain coupling was correlated with learning outcomes, and, crucially, appeared to be driven by specific scaffolding behaviors on the part of the instructors (e.g., asking guiding questions or providing hints). Brain-to-brain coupling enhancement was absent when instructors used an explanation approach (e.g., providing definitions or clarifications). Finally, we found that machine-learning techniques were more successful when decoding instructional approaches (scaffolding vs. explanation) from brain-to-brain coupling data than when using a single-brain method. These findings suggest that brain-to-brain coupling as a pedagogically relevant measure tracks the naturalistic instructional process during instructor-learner interaction throughout constructive engagement, but not information clarification.
•We investigated instruction-based naturalistic learning using fNIRS hyperscanning.•Instructor-learner brain coupling was driven by specific scaffolding behaviors.•Instructor-learner brain coupling predicted learning outcomes.•Instructor-learner brain coupling was successfully used to decode instructional approaches.
Journal Article
Dual brain stimulation enhances interpersonal learning through spontaneous movement synchrony
2021
Social interactive learning denotes the ability to acquire new information from a conspecific—a prerequisite for cultural evolution and survival. As inspired by recent neurophysiological research, here we tested whether social interactive learning can be augmented by exogenously synchronizing oscillatory brain activity across an instructor and a learner engaged in a naturalistic song-learning task. We used a dual brain stimulation protocol entailing the trans-cranial delivery of synchronized electric currents in two individuals simultaneously. When we stimulated inferior frontal brain regions, with 6 Hz alternating currents being in-phase between the instructor and the learner, the dyad exhibited spontaneous and synchronized body movement. Remarkably, this stimulation also led to enhanced learning performance. These effects were both phase- and frequency-specific: 6 Hz anti-phase stimulation or 10 Hz in-phase stimulation, did not yield comparable results. Furthermore, a mediation analysis disclosed that interpersonal movement synchrony acted as a partial mediator of the effect of dual brain stimulation on learning performance, i.e. possibly facilitating the effect of dual brain stimulation on learning. Our results provide a causal demonstration that inter-brain synchronization is a sufficient condition to improve real-time information transfer between pairs of individuals.
Journal Article
Interpersonal synchronization of inferior frontal cortices tracks social interactive learning of a song
2018
Much of human learning emerges as a result of interaction with others. Yet, this interpersonal process has been poorly characterized from a neurophysiological perspective. This study investigated (i) whether Interpersonal Brain Synchronization (IBS) can reliably mark social interactive learning, and specifically (ii) during what kind of interactive behavior. We recorded brain activity from learner-instructor dyads using functional Near-Infrared Spectroscopy (fNIRS) during the acquisition of a music song. We made four fundamental observations. First, during the interactive learning task, brain activity recorded from the bilateral Inferior Frontal Cortex (IFC) synchronized across the learner and the instructor. Second, such IBS was observed in particular when the learner was observing the instructor's vocal behavior and when the learning experience entailed a turn-taking and more active mode of interaction. Third, this specific enhancement of IBS predicted learner's behavioral performance. Fourth, Granger causality analyses further disclosed that the signal recorded from the instructor's brain better predicted that recorded from the learner's brain than vice versa. Together, these results indicate that social interactive learning can be neurophysiologically characterized in terms of IBS. Furthermore, they suggest that the learner's involvement in the learning experience, alongside the instructor's modeling, are key factors driving the alignment of neural processes across learner and instructor. Such alignment impacts upon the real-time acquisition of new information and eventually upon the learning (behavioral) performance. Hence, besides providing a biological characterization of social interactive learning, our results hold relevance for clinical and pedagogical practices.
•fNIRS hyperscanning is performed during social interactive learning.•Interpersonal brain synchronization (IBS) of IFC increases during learning.•IBS is affected by the learners' involvement.•IBS correlates with learners' performance.•IBS may function as a neural alignment across learner and instructor.
Journal Article
Interactive learning environment as a source of critical thinking skills for college students
2024
Background
The cognitive skills underlying critical thinking include analysis, interpretation, evaluation, explanation, inference, and self-regulation. The study aims to consider the possibility and effectiveness of introducing the mobile game Lumosity: Brain Training into the learning process of first-year Philology students studying at Qiqihar University.
Methods
The sample included 30 volunteers: 15 girls and 15 boys, whose average age was 18.4 years. Before the experiment start, the respondents took a pre-test based on the
Critical Thinking Skills Success
methodology, which was developed by the American scientist Starkey. It was stated that intensive one-month training with the use of the Lumosity premium application in the classroom would improve critical thinking skills.
Results
The pre-test results showed that some respondents had had quite good critical thinking skills before the experiment as the average score was 22.13 out of 30 points. The effectiveness was evaluated using the Student’s t-test for paired samples. It is established that there are significant differences between standard and empirical values (
p
= 0.012).
Conclusions
The research can be of interest to those who study the issue of integrating an interactive learning environment into university and student programs, as well as those who consider critical thinking as a field of scientific knowledge and seek to develop critical thinking skills. The novelty of the study is the fact that students were allowed to use the app only during classes, but the research hypothesis was confirmed. This indicates that an interactive learning environment can be considered as a tool for developing students’ critical thinking skills in the context of limited screen time.
Journal Article
Organization of Student-Centered learning within the Professional Training of a future teacher in a Digital Environment
by
Zhiyenbayeva, Nadezhda
,
Abdigapbarova, Ulzharkyn
in
Distance learning
,
Educational Environment
,
Learning Processes
2023
In recent years, student-centered learning has undergone significant changes influenced by the introduction of the competency-based approach to the digital learning environment. The new approach places a teacher at the center of the educational process taking into account professional competencies and personal interests of educators to foster the improvements of methodological, organizational, and technological support of personalized learning. The sample (N = 36) consists of the 3rd year students of University (KazNPU). The research methodology uses the following metrics to test the psychological and emotional characteristics of students: Communication Skills Assessments and Analysis of Cultural and Value Orientations. The study revealed a background of discomfort with the current system of education - about half of the respondents experience psychological and emotional stress due to the current education format. In addition, after the implementation of the program it was found that the SCL configuration model, applied to distance learning, had a significant impact on students. Statistical analysis of the chi-square indices of general fit (χ2 = 122.77) shows a good fit to the set of data points. The results can be used by educators and in future research to analyze the feasibility and advantages of digital educational processes in other geographical regions.
Journal Article
Impact of the Interactive Learning Environments in Children’s Prosocial Behavior
by
Yáñez-Marquina, Lara
,
Estévez, Ana
,
Villardón-Gallego, Lourdes
in
Academic achievement
,
Behavior
,
children
2018
Prosocial behavior consists of a set of behaviors that are beneficial to others in the form of sharing and helping. It includes aspects such as solidarity and friendship, and it fosters development and positive psychological functioning; it also improves classroom and school climate. Interactive learning environments may play a crucial role in creating affordances for students to develop prosocial behavior. This study analyzes the impact of two educational interventions based on egalitarian dialogue (Dialogic Literary Gathering and Interactive Groups) on prosocial behavior among fourth grade elementary students. A quasi-experimental design has been carried out, in which measurements have been taken before and after the intervention. Results show that students involved in the Dialogic Literary Gatherings increased significantly their level of prosocial behavior more than those in the control groups. However, no significant differences have been found between students in the experimental and control condition, when considering Interactive Groups. These results have important educational implications for creating conducive learning environments for the development of prosocial behavior.
Journal Article
Development of an Adaptive Game-Based Diagnostic and Remedial Learning System Based on the Concept-Effect Model for Improving Learning Achievements in Mathematics
by
Shu-Min Yang
,
Hui-Chun Chu
,
Fan-Ray Kuo
in
Academic achievement
,
adaptive learning
,
Educational aspects
2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may enhance students' motivation, without efficiently personalized learning guidance, students may not be able to learn well in games. Therefore, adaptive educational games provide opportunities to give students personalized learning content and guidance. The concept-effect relationship is an effective tool for the organization of learning material in developing adaptive diagnostic systems for detecting students' learning problems. In this study, a concept-effect relationship and an interactive game-based learning system were conducted as an effective tool for the organization of learning material in developing a diagnostic and remedial system for detecting students' learning problems. An experiment was conducted on an elementary school mathematics course to evaluate the effects of the proposed approach. The experimental results clearly show that the proposed approach not only improves the efficiency of learning achievement for students, but also enhances their learning attitudes and self-efficacy, and reduces their cognitive load in mathematics courses.
Journal Article
Do Interactive Learning Environments Have an Effect on Learning Outcomes, Cognitive Load and Metacognitive Judgments?
by
Odabasi, Hatice Ferhan
,
Tugtekin, Ufuk
in
Augmented reality
,
Cognitive Ability
,
Cognitive load
2022
In this study, considering the effect of interactive learning environments on human cognition, we have examined extraneous processing effects of multimedia materials on cognitive load, metacognitive judgments and learning outcomes. This study examines Augmented Reality Learning Environments (ARLE) and Virtual Reality Learning Environments (VRLE) as interactive learning environments. Learners, assigned randomly to one of seven experimental conditions, participated in computer-assisted instructional presentations for Augmented Reality Learning Environments and mobile-assisted instructional presentations for Virtual Reality Learning Environments. Participants’ working memory capacity and prior knowledge levels were scrutinized as control variables. Findings revealed no significant differences in the learning outcomes and metacognitive judgments, although significant differences were reported in the objective cognitive load. Therefore, we faced some results that contradict our hypotheses. In addition, we found a significant difference in terms of interactive learning environments’ effect on metacognitive judgments. Conversely, we found that metacognitive judgments are affected directly by learning environments. Finally, we discussed theoretical and practical implications for further research, based on experimental studies and approaches in Cognitive Theory of Multimedia Learning and Cognitive Load Theory, in terms of interactive learning environments.
Journal Article
Research on the Theory and Application of Deep Interactive Learning
2021
Knowledge distillation (KD), in which a small network (students) is trained to mimic a larger one(teachers), with high precision, has been widely used in various fields. However, the interaction between teachers and students is still weak. It is found in this study that most existing methods, such as Deep Mutual Learning (DML), mainly construct loss function through soft weight indexes. Few researchers pay attention to the sharing of hard and heavy ones. As an improvement of DML, a new online learning distillation method, namely, Deep Interactive Learning (hereinafter DIL), was proposed in this research, which has deeper interaction than DML. We not only output the features of layers, but also disclose the features of hidden layers. We transfer the features to other models to obtain the corresponding softer distribution or features for distillation. Extensive experiments on various data sets show that the accuracy of our method is improved by almost 3% in CIFAR and 2% in ImageNet, which proves the validity of our method.
Journal Article
Synthesis of Modeling, Visualization, and Programming in GeoGebra as an Effective Approach for Teaching and Learning STEM Topics
2022
GeoGebra is an interactive geometry, algebra, statistics, and calculus application designed for teaching and learning math, science, and engineering. Its dynamic interface allows its users to accurately and interactively visualize their work, models, and results. GeoGebra employs the synthesis of three key features: modeling, visualization, and programming (MVP). Many studies have shown the positive effects of GeoGebra on the efficiency and effectiveness of learning and teaching topics related to science, technology, engineering, and mathematics. In this study, we discuss how GeoGebra provides an environment for learning that is very interactive and collaborative between the learner and the instructor. We also show how integrating GeoGebra into the learning scheme can help improve the skills and knowledge of school and university students in numerous advanced mathematical courses, such as calculus, mathematical statistics, linear algebra, linear programming, computer-aided design, computer-aided geometric design, analytic and projective geometry, and graphical representation. Therefore, this study shows the effectiveness of GeoGebra and its MVP key features in science and engineering, particularly in topics related to mathematics. Each key feature of GeoGebra is thoroughly analyzed, and further analyses, along with how GeoGebra can be helpful in different topics, are discussed.
Journal Article