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2,838
result(s) for
"Interactive learning environment"
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The Influence of Interactive Learning Materials on Self-Regulated Learning and Learning Satisfaction of Primary School Teachers in Mongolia
by
Shengru Li
,
Shinobu Yamaguchi
,
Jun-ichi Takada
in
elementary schools
,
experimental design
,
focus groups
2018
The purpose of this study was to investigate the effects of interactive learning materials on learners’ self-regulated learning processes and learning satisfaction. A two-group experimental design was employed for 285 primary school teachers involved in teacher training. Teachers in the experimental group utilised interactive learning materials along with training videos and guidelines for their self-development at the school level. Teachers in the control group conducted self-development only with training videos and guidelines. The result was analysed using self-regulated learning theory explaining how one’s self-regulation processes affect learning satisfaction. Five self-regulation processes were identified in this study: internal motivation, motivation for better assessment, planning and organizing skills, critical and positive thinking skills, and effort regulation. The analysis was conducted in two steps. First, t-test analysis was used to identify the significant differences between the experimental group and the control group. The analysis revealed: (1) teachers conducting self-development with interactive learning materials were highly motivated to achieve better teacher assessment, (2) teachers with interactive learning materials had higher learning satisfaction. Second, the study further investigated the effect of interactive materials on the relationship between self-regulation processes and learning satisfaction, using moderation analysis. The results showed that interactive materials significantly affect the relationship between motivation for better assessment and learning satisfaction, as well as the relationship between internal motivation and learning satisfaction. These results were complemented by qualitative analysis including interviews and focus group discussions with teachers.
Journal Article
An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities
by
Stephen J. H. Yang
,
Gwo-Jen Hwang
,
Tosti H. C. Chiang
in
Academic Achievement
,
Active Learning
,
Augmented reality
2014
In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in an elementary school in northern Taiwan. The experimental results showed that the proposed approach is able to improve the students' learning achievements. Moreover, it was found that the students who learned with the augmented reality-based mobile learning approach showed significantly higher motivations in the attention, confidence, and relevance dimensions than those who learned with the conventional inquiry-based mobile learning approach.
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
Evolution and Revolution in Artificial Intelligence in Education
2016
The field of Artificial Intelligence in Education (AIED) has undergone significant developments over the last twenty-five years. As we reflect on our past and shape our future, we ask two main questions: What are our major strengths? And, what new opportunities lay on the horizon? We analyse 47 papers from three years in the history of the Journal of AIED (1994, 2004, and 2014) to identify the foci and typical scenarios that occupy the field of AIED. We use those results to suggest two parallel strands of research that need to take place in order to impact education in the next 25 years: One is an evolutionary process, focusing on current classroom practices, collaborating with teachers, and diversifying technologies and domains. The other is a revolutionary process where we argue for embedding our technologies within students’ everyday lives, supporting their cultures, practices, goals, and communities.
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
Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu
by
Sáez-López, José Manuel
,
Cózar-Gutiérrez, Ramón
in
College students
,
Computer & video games
,
Computer Appl. in Social and Behavioral Sciences
2016
This study analyzes the application of game-based learning and gamification using MinecraftEdu, which allows for an exploration of the possibilities regarding immersive learning environments. We analyze the contributions of second-year university students who are pursuing a degree in Primary Education and are enrolled in a subject entitled Social Sciences II: History and Teaching at Castilla-La Mancha University. On four scales, we detail descriptive data and statistical inference through a quasi-experimental design using a Wilcoxon test and a sign test. The instruments provide content and construct validation based on data triangulation as a strategy. Despite the fact that participants consider video games as non-essential tools in an educational context, they value the fact that game-based learning through immersive environments allows for learning that involves a higher level of activity and engagement of the students. Interest level, educational innovation and motivation are valued positively and show statistically significant improvements.
Journal Article
Immersive virtual reality to enforce teaching in engineering education
2020
Prior studies on the use of digital prototyping and virtual reality (VR) in designing as well as evaluating new products have shown that VR reduces both development time and costs whilst augmenting student motivation and creativity. The current study demonstrates that VR and 3D prototyping in the context of project-based learning (PBL) promote effective communication, increase problem solving skills, and enhance learning outcomes. VR and digital prototyping have been extensively used in industries for the purpose of product design and usability evaluation. In the context of engineering education, many research studies have attempted to explore the effect of VR on teamwork, engagement, retention, and motivation. In this paper, VR is used in conjunction with PBL in self-directed approach to design and implement a product using 3D software whilst also using virtual reality immersive CAVE display to evaluate their design. The hypothesis is that the use of VR with a project-based-learning approach to facilitate the attainment of desirable goals in the engineering design project, improved achievement of course learning outcomes and promoted effective communication. According to the research findings, VR approach significantly affected the distribution of cumulative project grades. Students’ project grades improved, particularly the implementation component. In addition, the course outcomes related to project design were better achieved in VR approach. The communication and problem-solving skills were improved in the VR approach as compared to traditional approach.
Journal Article
Examination of the effectiveness of the task and group awareness support system used for computer-supported collaborative learning
by
Karaoglan Yilmaz, Fatma Gizem
,
Yilmaz, Ramazan
in
Collaborative learning
,
Computer Assisted Instruction
,
Computer Science Education
2020
This study was conducted to investigate the effect of task and group awareness (TaGA) support provided to group members by a pedagogical agent (PA) in computer-supported collaborative learning (CSCL) on the students’ attitudes towards collaborative learning and self-regulated learning skills (SRLS). A quasi-experimental research design with pretest and posttest control groups and mixed methods were used in this study. Participants were undergraduate students (n = 42) enrolled in the Computing II course in their first year. Of the 42 university student, 15 (35.7%) were male and 27 (64.3%) were female. The participants were randomly assigned to the experimental and control groups. The findings of the study demonstrated that TaGA support provided to the members of the experimental group through the PA in CSCL fostered students’ attitudes towards online collaborative learning but did not affect their SRLS. The findings obtained from the qualitative data were in good agreement with the quantitative data. This study contributes to the field by providing practical suggestions on how the learning process and outcomes in CSCL can be improved through PA-based support and scaffolding.
Journal Article
Association of learning styles with different e-learning problems: a systematic review and classification
2020
Due to increase in complexity of modelling human behaviour in virtual environment, traditional or conventional didactic learning is limited in providing flexible or dynamic e-learning environment to students. Adaption of e-learning content with respect to several e-learning problems is open research problem in front of all of us. The purpose of this study is to review the learning styles having different classification methods associated with different e-learning problems. The open problems, challenges and prospective direction of e-learning research have also been described. Research papers from distinguished resources: Elsevier, Springer, Wiley, PubMed are reviewed and analyzed. The study examined the effectiveness of learning style and different classification methods in various e-learning problems. Different research papers have been classified based on learning style theories, adaptive classification methods, specific features and challenges faced in individual e-learning problems. 129 articles were studied and reviewed for meta-analysis. When adaptive and dynamic learning, blended with different learning styles and problems, then it’s found effective, which enhances learner’s performance and knowledge compared to traditional or conventional learning. This study supports researchers, academicians and practitioners in effectively adopting learning styles and method correspond to learning problems and provides a deep insight into its state of art.
Journal Article
Crowdteaching: Supporting Teaching as Designing in Collective Intelligence Communities
by
Yuan, Min
,
Recker, Mimi
,
Ye, Lei
in
Architects
,
Computer Assisted Instruction
,
Cooperating Teachers
2014
The widespread availability of high-quality Web-based content offers new potential for supporting teachers as designers of curricula and classroom activities. When coupled with a participatory Web culture and infrastructure, teachers can share their creations as well as leverage from the best that their peers have to offer to support a collective intelligence or crowdsourcing community, which we dub crowdteaching. We applied a collective intelligence framework to characterize crowdteaching in the context of a Web-based tool for teachers called the Instructional Architect (IA). The IA enables teachers to find, create, and share instructional activities (called IA projects) for their students using online learning resources. These IA projects can further be viewed, copied, or adapted by other IA users. This study examines the usage activities of two samples of teachers, and also analyzes the characteristics of a subset of their IA projects. Analyses of teacher activities suggest that they are engaging in crowdteaching processes. Teachers, on average, chose to share over half of their IA projects, and copied some directly from other IA projects. Thus, these teachers can be seen as both contributors to and consumers of crowdteaching processes. In addition, IA users preferred to view IA projects rather than to completely copy them. Finally, correlational results based on an analysis of the characteristics of IA projects suggest that several easily computed metrics (number of views, number of copies, and number of words in IA projects) can act as an indirect proxy of instructionally relevant indicators of the content of IA projects.
Journal Article