scispace - formally typeset
Search or ask a question

Showing papers in "Educational Technology Research and Development in 2014"


Journal ArticleDOI
TL;DR: In this paper, the authors investigate the assumption that teachers, the digital immigrants, are less technology savvy than the digital natives, resulting in a disconnect between students' technology experiences inside and outside of the formal school setting.
Abstract: The purpose of the study is to investigate the popular assumption that the “digital natives” generation surpasses the previous “digital immigrants” generation in terms of their technology experiences, because they grow up with information and communication technology. The assumption presumes that teachers, the digital immigrants, are less technology savvy than the digital natives, resulting in a disconnect between students’ technology experiences inside and outside of the formal school setting. To examine the intersection of these generations and their technology experiences, this study used a mixed-methods approach to survey and compare middle school science teachers’ (n = 24) and their students’ (n = 1,060) inside–outside school technology experiences, and conducted focus group interviews to investigate any barriers that prevented them from using technology in school. The findings imply that the concept of digital natives may be misleading and that the disconnect between students’ inside–outside school technology experiences may be the result of the lack of sufficient teacher training concerning technology integration strategies.

215 citations


Journal ArticleDOI
TL;DR: In this paper, a peer assessment-based game development approach is proposed for improving students' learning achievements, motivations and problem-solving skills, which can effectively promote learning achievement, learning motivation, problem solving skills, and their perceptions of the use of educational computer games.
Abstract: In this study, a peer assessment-based game development approach is proposed for improving students’ learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in the experiment, 82 of whom were assigned to the experimental group and learned with the peer assessment-based game development approach, while 85 students were in the control group and learned with the conventional game development approach. From the empirical results, it was found that the proposed approach could effectively promote students’ learning achievement, learning motivation, problem-solving skills, as well as their perceptions of the use of educational computer games. Moreover, it was found from the open-ended questions that most of the students perceived peer assessment-based game development as an effective learning strategy that helped them improve their deep learning status in terms of “in-depth thinking,” “creativity,” and “motivation.”

180 citations


Journal ArticleDOI
TL;DR: A qualitative study of math and science teachers at two middle schools identifies how their system for learning to integrate technology into their teaching goes beyond what school leaders typically consider when planning for teachers' learning as discussed by the authors.
Abstract: A qualitative study of math and science teachers at two middle schools identifies how their system for learning to integrate technology into their teaching goes beyond what school leaders typically consider when planning for teachers’ learning. In addition to (a) the district-initiated, or formal, system of professional development (PD) and professional learning communities (PLCs), it includes (b) teacher-initiated, or informal, learning with colleagues as well as (c) teachers’ independent learning activities. Analysis of why and how they form their system highlights how by only supporting the formal PD activities and PLCs, the district not only loses the valuable collective knowledge of the districts’ teachers derived from their informal and independent learning activities, but also diminishes the learning teachers derive from the formal PD activities since informal collaborations and independent work after formal PD activities often helps to bring the learning from the training room to the classroom. We present teachers’ insights and then discuss implications for the design of a holistic approach to facilitate teachers’ formal, informal, and independent learning that is tied together and supported by technology. While research on formal, informal and independent teacher learning exists, with technology frequently mentioned as a potential support for each of these three modes, these approaches have not been considered together as interdependent parts of the same holistic system for teacher learning nor has the way technology might knit these modes of teacher learning together been imagined as a part of that system.

131 citations


Journal ArticleDOI
TL;DR: An instructional design model for preservice teachers’ learning of technological pedagogical content knowledge (TPACK) in multidisciplinary technology integration courses was developed and the model was applied in a technology integration course with fifteen participants from diverse majors.
Abstract: The purpose of this study was (a) to develop an instructional design model for preservice teachers’ learning of technological pedagogical content knowledge (TPACK) in multidisciplinary technology integration courses and (b) to apply the model to investigate its effects when used in a preservice teacher education setting. The model was applied in a technology integration course with fifteen participants from diverse majors. Data included individual participants’ written materials and TPACK survey responses, group lesson plans, and the researchers’ field notes. The data analysis results revealed that: (1) the participants had difficulties understanding pedagogical knowledge (PK), which hindered their learning of integrated knowledge of TPACK and (2) their learning of TPACK was the combination rather than the integration of PK, technological knowledge, and content knowledge. Suggestions and implications for refining the model and future research possibilities are discussed.

96 citations


Journal ArticleDOI
TL;DR: There was a positive effect of the game for the Spelling test—which closely targeted the skill GraphoGame™ is designed to promote.
Abstract: This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various intervention groups (N = 259). GraphoGame™ was administered on cellphones to students at their schools under supervision. Each student in the study was assessed using a battery of locally developed cognitive tests that measured emergent literacy skills (Orthography test), decoding competence (Spelling test), vocabulary (Picture Vocabulary Test—PVT) and arithmetic (Zambia Achievement Test—ZAT). There was a positive effect of the game for the Spelling test—which closely targeted the skill GraphoGame™ is designed to promote. The most effective intervention combined exposure of both the teachers and the students to the game. Initial letter knowledge was a good predictor of final letter knowledge on GraphoGame™.

85 citations


Journal ArticleDOI
TL;DR: A research framework for instructional technology usage is proposed to help better articulate critical success factors in implementing formal learning using a mobile device, specifically an electronic reader or a tablet computer.
Abstract: Mobile information technology is changing the education landscape by offering learners the opportunity to engage in asynchronous, ubiquitous instruction. While there is a proliferation of mobile content management systems being developed for the mobile Web and stand-alone mobile applications, few studies have addressed learner expectations and usage intent in consuming digital documents from online content providers and digital libraries with specific emphasis on formal instruction. Understanding usage intent and actual usage of a mobile learning agent as a result of ease of use and usefulness of mobile devices will be addressed in this study. A research framework for instructional technology usage is proposed to help better articulate critical success factors in implementing formal learning using a mobile device, specifically an electronic reader or a tablet computer.

83 citations


Journal ArticleDOI
TL;DR: For example, the authors found that teachers' explicated design reasoning is mostly influenced by practical concerns, yet their own knowledge and beliefs play an important role at the start of the design process.
Abstract: The goal of this study was to reach a better understanding of the intuitive decisions teachers make when designing a technology-rich learning environment. A multiple case-study design was employed to examine what kinds of factors (external priorities, existing orientations or practical concerns) influence design interactions of teams of kindergarten teachers. This study combines semi-structured interview data on teachers’ existing orientations with analysis of teachers’ design discussions during the design of learning material for a technology-rich learning environment. Three teams of teachers voluntarily participated. Findings on the existing orientations suggest that knowledge and beliefs about teaching and learning related to knowledge and beliefs on technology and early literacy. The analysis of teachers’ discussions revealed that the process could be characterized to a large extent as brainstorms; and that problems are not addressed in-depth. Rather they are resolved through brainstorming, and most argumentation falls in the realm of practical concerns: how to organize learning activities and how to respond to contingencies. The findings of this study suggest that teachers’ explicated design reasoning is mostly influenced by practical concerns, yet their own knowledge and beliefs play an important role at the start of the design process. However, these existing orientations as well as the practical concerns that emerge during the conversation tend to be narrow in scope. Theoretical and practical implications are discussed in light of how this study provides understanding of how to support these teachers

77 citations


Journal ArticleDOI
TL;DR: In this paper, the authors adopt an Input-Process-Outcome DGBL model to develop a digital game-based learning system with a diagnostic mechanism strategy for a primary school mathematics course.
Abstract: Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well worth studying. This study adopts an Input–Process–Outcome DGBL model to develop a DGBL system with a diagnostic mechanism strategy for a primary school mathematics course. In addition to exploring the impact of different learning methods on learning performance, this study further analyzes the learning methods in terms of learner anxiety about mathematics, learning motivation and learning satisfaction from the perspective of Attention, Relevance, Confidence-building, and Satisfaction (ARCS) motivation theory. The diagnostic mechanism strategy demonstrates the advantages of the DGBL system for mathematics learning. During the learning process, the ARCS questionnaire revealed that students who engage in learning through the DGBL method are positively motivated. The findings of this study suggest that centering on the daily life experiences of learners, integrating a proper game model into mathematics learning and providing a diagnostic mechanism prompt can effectively enhance interest in learning mathematics and reduce anxiety. When anxiety is mitigated, both learning motivation and learning performance are enhanced.

73 citations


Journal ArticleDOI
TL;DR: It is added to the growing body of literature investigating the benefits of designing games for young children by adding that game-design activities can be suitable venues for young students to learn and practice problem-solving skills.
Abstract: Today’s complex and fast-evolving world necessitates young students to possess design and problem-solving skills more than ever. One alternative method of teaching children problem-solving or thinking skills has been using computer programming, and more recently, game-design tasks. In this pre-experimental study, a group of middle school students (n = 18) with an age average of 12.6 attended a game-design summer program for 10 days. Students were assessed in their problem-solving skills, specifically in system analysis and design, decision-making, and troubleshooting domains, at the beginning and end of the program. The results indicated that there were significant improvements in students’ problem-solving skills after attending the summer program, Wilks’ Λ = .258, F (3, 15) = 14.397, p < .001, η 2 = .742. For system analysis and design, and decision-making follow-up t-tests pointed to large and medium effect sizes, while for troubleshooting the gains were not significant. This study is a contributes to the growing body of literature investigating the benefits of designing games for young children by adding that game-design activities can be suitable venues for young children to learn and practice problem-solving skills.

68 citations


Journal ArticleDOI
TL;DR: This article explored the use of reflective writing assignments in an introductory instructional design (ID) course, with results indicating that most students were able to engage in meaningful reflection in relation to prompts concerning design concepts, experiences, and identity attributes, although no clear patterns of improvement emerged over time.
Abstract: As the design thinking approach becomes more established in the instructional design (ID) discourse, the field will have to reconsider the professional identity of instructional designers. Rather than passively following models or processes, a professional identity rooted in design thinking calls for instructional designers to be dynamic agents of change who use reflective thinking to navigate the design space and develop solutions to ill-structured problems. Graduate programs in ID will also need to prepare students to manage the complexities they will encounter in their professional practice, including the establishment of design precedents, reflective thinking skills, and the foundations of professional identity. This research explored the use of reflective writing assignments in an introductory ID graduate course, with results indicating that most students are able to engage in meaningful reflection in relation to prompts concerning design concepts, experiences, and identity attributes, although no clear patterns of improvement emerged over time. Future directions for research include the use of feedback and the structure of prompts (including frequency of writing assignments and wording of prompts) to support improved student performance.

60 citations


Journal ArticleDOI
TL;DR: MetaTutor, an intelligent, multi-agent tutoring system designed to scaffold cognitive and metacognitive self-regulated learning (SRL) processes—interacts with learner’s prior domain knowledge to affect their note-taking activities and subsequent learning outcomes.
Abstract: Hypermedia learning environments (HLE) unevenly present new challenges and opportunities to learning processes and outcomes depending on learner characteristics and instructional supports. In this experimental study, we examined how one such HLE—MetaTutor, an intelligent, multi-agent tutoring system designed to scaffold cognitive and metacognitive self-regulated learning (SRL) processes—interacts with learner’s prior domain knowledge to affect their note-taking activities and subsequent learning outcomes. Sixty (N = 60) college students studied with MetaTutor for 120 min and took notes on hypermedia content of the human circulatory system. Log-files and screen recordings of learner-system interactions were used to analyze notes for several quantitative and qualitative variables. Results show that most note-taking was a verbatim copy of instructional content, which negatively related to the post-test measure of learning. There was an interaction between prior knowledge and pedagogical agent scaffolding, such that low prior knowledge students took a greater quantity of notes compared to their high prior knowledge counterparts, but only in the absence of MetaTutor SRL scaffolding; when agent SRL scaffolding was present, the note-taking activities of low prior knowledge students were statistically equivalent to the number of notes taken by their high prior knowledge counterparts. Theoretical and instructional design implications are discussed.

Journal ArticleDOI
TL;DR: Compared the problem space afforded by an instructional design case study with the actual content covered by 16 graduate students participating in an online case discussion, it showed that 86 % of the afforded problem space was covered during the week-long discussion, although problem-space components were not covered equally.
Abstract: Case studies hold great potential for engaging students in disciplinary content. However, little is known about the extent to which students actually cover the problem space afforded by a particular case study. In this research, we compared the problem space afforded by an instructional design case study with the actual content covered by 16 graduate students participating in an online case discussion. In addition, we examined prompts used by two instructors to both widen and deepen that coverage. Results showed that 86 % of the afforded problem space was covered during the week-long discussion, although problem-space components were not covered equally. To keep students focused on relevant case details, the instructors used a variety of prompts, accounting for 15 % of the total postings. Implications for research and practice are discussed including ways to use case mapping as both a teaching and analysis tool.

Journal ArticleDOI
TL;DR: The instrument was found to have a valid and internally consistent structure and key competencies, such as knowledge of methods and theories of instruction; soft skills; and the ability to work in a team-oriented environment were found.
Abstract: The purpose of this research study was to identify the multimedia competencies of an educational technologist by creating a valid and reliable survey instrument to administer to educational technology professionals. The educational technology multimedia competency survey developed through this research is based on a conceptual framework that emphasizes the current definition of the field. Following the conceptual framework, a review of literature and an emergent theme analysis on 205 job announcements in educational technology were conducted. Eighty-five multimedia competencies were derived from this analysis and organized into knowledge, skill, and ability statements. These data were examined using descriptive statistics, internal consistency reliability, exploratory factor analysis, and multivariate analysis of variance. Though the purpose of the instrument was to measure multimedia competencies relevant to the field of educational technology, other constructs on the instrument emerged as more important in the analysis. The results include key competencies, such as knowledge of methods and theories of instruction; soft skills; and the ability to work in a team-oriented environment. A discussion about the results is provided. The instrument was found to have a valid and internally consistent structure.

Journal ArticleDOI
TL;DR: The quantitative data presents a higher learning performance for the instruction set at digital learning playground, and qualitative data confirms computerized simulation adapted from board game entails context-relevant immersion, encouraging communication and efficient game instruction management for EFL language learning.
Abstract: EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform, digital learning playground, designed for classroom learning. This study investigates whether communicative skills and intrinsic motivation could be improved by seeing relevant context and receiving adequate practice through gaming. Ninety-six high school Taiwanese students (n = 96), who were randomly assigned to an ordinary instruction group, a board game language-learning group, or a digital board game language-learning group, engaged in a 50-min English class. Analysis of covariance was used for comparing learning performance through a speaking test between the three groups. A modified intrinsic motivation inventory was conducted to assess learners’ perceptions of learning experience and an interview was held for details. The quantitative data presents a higher learning performance for the instruction set at digital learning playground. The qualitative data confirms computerized simulation adapted from board game entails context-relevant immersion, encouraging communication and efficient game instruction management for EFL language learning.

Journal ArticleDOI
TL;DR: This article proposes taking what is good about the MOOC concept and transforming it into something that could be considered a course—namely, a mini-MOOC.
Abstract: In an earlier issue of ETR&D, the editors provided an hierarchical framework of components to support learning and instruction. That hierarchy included information objects, knowledge objects, learning objects, instructional objects, courses, programs and ongoing efforts, with each subsequent component building on the former components. For example, a course is a structured collected of instructional objects, which in turn are structured collections of learning objects with learning activities, feedback, and assessments (both formative and summative). Based on that hierarchical perspective, most of the current massive open online courses (MOOCs) are not actually courses. This article proposes taking what is good about the MOOC concept and transforming it into something that could be considered a course—namely, a mini-MOOC.

Journal ArticleDOI
TL;DR: The ARCS model was used to investigate the motivational characteristics of different practice conditions and showed that students perceived game-based practice as significantly more interesting and engaging than question-based Practice, underline the necessity of interconnecting motivational and instructional design when developing practice methods for computer-based writing strategy training.
Abstract: Achieving sustained student engagement with practice in computer-based writing strategy training can be a challenge. One potential solution is to foster engagement by embedding practice in educational games; yet there is currently little research comparing the effectiveness of game-based practice versus more traditional forms of practice. In this study, the ARCS model (Keller, Perform Instr 26(8):1–7, 1987b) was used to investigate the motivational characteristics of different practice conditions. To this end, 175 students were randomly assigned to one of four experimental conditions: game-based, question-based, model-based, and writing-based practice. All students first learned strategies to write an essay introduction. Subsequently, students practiced using the strategies in the four different conditions. Game-based practice was expected to positively affect ARCS-related motivation toward practice. Results showed that students perceived game-based practice as significantly more interesting and engaging than question-based practice. However, although game-based practice was perceived more positively, only model-based and question-based practice demonstrated a beneficial impact on students’ ability to implement the writing strategies. These results underline the necessity of interconnecting motivational and instructional design when developing practice methods for computer-based writing strategy training.

Journal ArticleDOI
TL;DR: A methodology for modelling the development of self-regulated learning skills in the context of computer-based learning environments using a combination of tracing techniques and a rule-based reasoning system and the results show that the model allows the agent to detect instances when skills are inappropriately applied.
Abstract: This article presents a methodology for modelling the development of self-regulated learning skills in the context of computer-based learning environments using a combination of tracing techniques. The user-modelling techniques combine statistical and computational approaches to assess skill acquisition, practice, and refinement with the MetaHistoReasoning tool, a single-agent system that supports inquiry-based learning in the domain of history. Data were collected from twenty-two undergraduate students during a 4-h session where user interactions were logged by the system. A logistic regression model predicted user performance in relation to a skill categorization task with 75 % accuracy. The manner in which users apply the skills that are acquired is then assessed through a rule-based reasoning system that allows the pedagogical agent to adapt instruction. The results show that the model allows the agent to detect instances when skills are inappropriately applied as well as what type of goal that is pursued by students. We discuss the implications of these user-modelling techniques in terms of sequencing instructional content and using the tutoring agent to deliver several types of discourse moves in order to enhance learning.

Journal ArticleDOI
TL;DR: In this paper, the authors provide an opportunity for researchers to present their studies related to the development of educational computer games with effective learning strategies, which is an important factor of improving students' learning performance.
Abstract: Digital game-based learning has been recognized as an effective approach in promoting students’ learning motivation, which is an important factor of improving students’ learning performance. In recent years, many educational computer games have been developed for enhancing learning in various subject domains, such as mathematics (Hung et al. 2012), natural science (Hwang et al. 2012), social science (Hung et al. 2012) and engineering (Cagiltay 2007). Several studies have reported the effectiveness of educational computer games in enhancing the learning interest of students, and even increase their motivation (Hwang et al. 2012). In comparison with traditional instructions or conventional technology-enhanced learning, digital game-based learning is able to provide a more interesting and challenging learning environment for acquiring knowledge (Bourgonjon et al. 2010; Gerber and Scott 2011; Hwang et al. 2012; Hwang et al. 2013). In the meantime, researchers have indicated that the effectiveness of educational computer games might not be as significant as expected if they are developed without embedding appropriate learning strategies; therefore, it has become an important issue to develop educational computer games by taking effective learning strategies, knowledge construction tools, or educational theories into account (Chao et al. 2013; Hwang et al. 2013; Sung and Hwang 2013). The aim of this special issue is to provide an opportunity for researchers to present their studies related to the development of educational computer games with effective learning strategies. The developed games need to be thoroughly evaluated via practical applications. The submitted papers all went through a double-blind review. It is expected that through

Journal ArticleDOI
TL;DR: This study formulated a methodological framework for ID model development through the analysis of 20 selected studies, four critical dimensions and ten synthesized procedures for constructing ID models were formulated and are intended to provide a useful theoretical and practical contribution to the field of ID.
Abstract: Instructional design (ID) models have been developed to promote understandings of ID reality and guide ID performance. As the number and diversity of ID practices grows, implicit doubts regarding the reliability, validity, and usefulness of ID models suggest the need for methodological guidance that would help to generate ID models that are relevant and appropriate to the ever-changing design challenges in our world. Because the construction of an ID model involves an intricate externalization of unique sets of design experiences as well as a logical synthesis of relevant research, the purpose of this study was to formulate a methodological framework for ID model development. Through the analysis of 20 selected studies, four critical dimensions and ten synthesized procedures for constructing ID models were formulated. The resulting framework is intended to provide a useful theoretical and practical contribution to the field of ID.

Journal ArticleDOI
TL;DR: Whether and how constructionist computer-supported collaborative environments can explicitly engage students in this practice of constructing and categorization schemes is explored.
Abstract: There are increasing calls to prepare K-12 students to use computational tools and principles when exploring scientific or mathematical phenomena. The purpose of this paper is to explore whether and how constructionist computer-supported collaborative environments can explicitly engage students in this practice. The Categorizer is a Javascript-based interactive gallery that allows members of a learning community to contribute computational artifacts they have constructed to a shared collection. Learners can then analyze the collection of artifacts, and sort them into user-defined categories. In a formative case study of the Categorizer for a fractal activity in three middle grade (ages 11–14) classrooms, there was evidence that participating students began to evaluate fractals based on structural and mathematical properties, and afterward could create algorithms that would generate fractals with particular area reduction rates. Further analysis revealed that students’ construction and categorization experiences could be better integrated by explicitly scaffolding discussion and negotiation of the categorization schemes they develop. This led to the development of a new module that enables teachers and students to explore points of agreement and disagreement across student categorization schemes. I conclude with a description of limitations of the study and environment, implications for the broader community, and future work.

Journal ArticleDOI
TL;DR: It is concluded that the proposed digital game-based learning approach is effective and not only significantly promoted the students’ learning motivation, but also improved their learning achievements.
Abstract: Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test approach is proposed for developing educational computer games. To evaluate the performance of the proposed approach, a role-playing game was developed and an experiment was conducted on the “migratory bird identification” unit of an elementary school natural science course. Two classes of fifth graders participated in the experiment. One class was the experimental group who learned with the proposed game-based learning approach. The other class was the control group who learned with the conventional e-learning approach. The experimental results showed that the proposed approach not only significantly promoted the students’ learning motivation, but also improved their learning achievements. Moreover, it was found that the students who learned with the educational computer game showed significantly higher technology acceptance degree than those who learned with the conventional e-learning approach. Accordingly, it is concluded that the proposed digital game-based learning approach is effective.

Journal ArticleDOI
TL;DR: In this article, the authors explore the learning outcomes and processes emerging in the environment of MMOGs by initially studying the relevant perceptions of the players and present the perceptions of players on the learning impact of MMORPGs, the potential transfer of skills to other domains, the learning practices they employ, and elements of the design of the environment that may present positive conditions for learning.
Abstract: Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this research paper, we aim to explore the learning outcomes and processes emerging in the environment of MMOGs by initially studying the relevant perceptions of the players. Based on a theoretical framework referring to the cognitive, the social, and the affective aspects of a technology-supported learning environment, and through a mixed-method research and the analysis of qualitative data from 22 individual and group interviews, and quantitative data from a wider survey (minimum N = 221), we map and examine the cognitive, the skill-based, the social, and the affective potential impact of MMOGs. More specifically this study presents the perceptions of players on the learning impact of MMOGs, the potential transfer of skills to other domains, the learning practices they employ, and elements of the design of the environment that may present positive conditions for learning. We attempt to contribute to the research field and also provide insights for the design of technology-enhanced learning environments, by examining and mapping elements of MMOGs from the perspective of the design of an effective learning environment and based on empirical data.

Journal ArticleDOI
TL;DR: The results indicate that regardless of the type of exploratory strategy employed, learners showed mild positive motivation toward learning chemistry via a 3D RPG game; and high prior-knowledge learners showed a higher degree of motivation in self-efficacy and science learning value than did the low prior- Knowledge learners; however, lower prior- knowledge learners revealed higher learning environment stimulation than did their highPrior knowledge peers.
Abstract: The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students’ performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies—RPG exploratory with worked-example and RPG exploratory without worked-example—and two levels of prior knowledge—high prior knowledge and low prior knowledge—were examined in the study. The 5E Instructional Model was employed as a learning framework in the RPG game design of The Alchemist’s Fort. One hundred and fifteen eighth-grade students from a Taiwanese school voluntarily participated in the 3-week experiment. The results indicate that (1) significant worked-example effect was revealed on knowledge comprehension and marginal worked-example effect occurred on knowledge application; (2) regardless of the type of exploratory strategy employed, learners showed mild positive motivation toward learning chemistry via a 3D RPG game; (3) higher prior-knowledge learners outperformed their lower prior-knowledge peers on performance measures; and (4) high prior-knowledge learners showed a higher degree of motivation in self-efficacy and science learning value than did the low prior-knowledge learners; however, lower prior-knowledge learners revealed higher learning environment stimulation than did their high prior-knowledge peers.

Journal ArticleDOI
TL;DR: In this article, the authors examined the factors influencing the emotion management in online groupwork for Chinese students and found that emotion management was positively associated with feedback and learning-oriented reasons at the group level.
Abstract: Emotion and emotion regulation are increasingly viewed as critical issues in online learning environments. Online collaborative environments in particular create novel challenges for emotion regulation. Few studies, however, have focused on a range of factors that may influence students’ efforts to manage their emotion in online collaborative environments. This study examines the factors influencing the emotion management in online groupwork for Chinese students. The participants were 307 undergraduate students from 80 online study groups in China. Results from the multilevel analyses revealed that emotion management was positively associated with feedback and learning-oriented reasons at the group level. At the student level, emotion management was positively related to monitoring motivation, learning-oriented reasons, feedback, peer-oriented reasons, arranging the environment, and the number of previous online courses. The findings were discussed in relation to the previous studies in the field, and in the context of societal differences.

Journal ArticleDOI
TL;DR: This article investigated the nature and role of informal learning in instructional design and found that informal learning is a vital part of instructional design practice and that design itself can be thought of as a specialized type of learning.
Abstract: This study employed a qualitative research design to investigate informal learning among practicing instructional designers. Prior research has examined how instructional designers spend their time, make decisions, use theory, solve problems, and so on, but no published research has explored the nature and role of informal learning in instructional design work. Based on intensive interviews of practitioners in the field, this study produced eight themes organized according to two metathemes: (a) the nature of informal learning in instructional design practice and (b) instructional design as informal learning. Specific themes concerned what instructional designers learn through informal practical experience, how they learn it, and the meaning of this kind of learning for various aspects of their work. Overall, these results suggest that informal learning is a vital part of instructional design practice and that design itself can be thought of as a specialized type of informal learning. Other conclusions regarding informal learning in design are discussed and future directions for research are offered.

Journal ArticleDOI
TL;DR: In this article, the authors define education as "the process of developing knowledge, skills, and attitudes to enable a person to be an effective problem solver, an independent critical thinker, a lifelong learner, and a responsible member of society".
Abstract: For the sake of the framework presented here, we offer these definitions: Education is aimed at developing knowledge, skills, and attitudes to enable a person to be an effective problem solver, an independent critical thinker, a lifelong learner, and a responsible member of society; education includes formal education (elementary, secondary, and tertiary), informal education (planned, incidental, lifelong learning, etc.), and training (on-the-job, professional development, etc.). Technology involves the disciplined application of knowledge to achieve a practical purpose valued by a group or a society; technologies may involve tangible devices as well as the systematic knowledge involved in the creation of a variety of benefits to groups and society. Learning involves a stable and persisting change in what a person or a group of people knows and is able to do; the processes that result in learning (e.g., learning activities) can be and often are distinguished from the products of learning (e.g., learning outcomes). Instruction is that which is designed to facilitate and support learning; instruction can be direct, as in a lecture or structured presentation, or more indirect, as in guided practice with feedback, inquiry-based methods, and exploratory learning. Performance refers to how well a person or a group is able to successfully complete a designated task; performance factors typically include accuracy, speed, consistency, and the ability to transfer knowledge and ability to a more challenging set of tasks. Knowledge refers to beliefs that are well grounded in theory, evidence and experience; knowledge involves information that has been validated by others and which is widely accepted as validated and reliable. These definitions are generally consistent with the elaborated definitions in Educational Technology: A Definition with Commentary (Januszewski & Molenda 2007) and the Encyclopedia of Terminology for Educational Communications and Technology (Richey 2013); the reader is referred to those volumes which contain more detailed explanations of nuances and issues and along with excellent references.

Journal ArticleDOI
TL;DR: Overall then, the sequential occurrence approach appears to provide a reasonably good, automatically derived method for representing and comparing lesson texts and participants’ essays as network graphs.
Abstract: This investigation applies two approaches for representing and comparing text structures as undirected network graphs to describe the influence of narrative and expository lesson texts on readers’ knowledge structure elicited as free recall. Narrative and expository lesson texts and undergraduate participants’ free recall essays (n = 90) from a study by Wolfe and Mienko (Br J Educ Psychol 77, 541–564, 2007) were reanalyzed for lexical proximity as sequential occurrence of selected important terms in the text and as actual minimum distances between these terms. The proximity data were then rendered as Pathfinder networks for analysis. Compared to human-rater benchmark measures, the convergent validity of the sequential approach (range of r = .53 to .83, median r = .70) was a little better than that of the minimum distance approach (.51 to .80, median r = .67). Further, we anticipated that the lesson text structure would be reflected in the text structure of the free recall essays, but this was not observed. On average, the essays in all three lesson conditions tended to converge on a sequential expository structure. Further, compared to the expository lesson texts, the narrative lesson text had a distinctly different influence on posttest recall essay text structures. Overall then, the sequential occurrence approach appears to provide a reasonably good, automatically derived method for representing and comparing lesson texts and participants’ essays as network graphs. If further confirmed and fully automated, there is a wide range of application of such measurement approaches for learning and research.

Journal ArticleDOI
TL;DR: This article examines both empirical illustrations and theoretical underpinnings for the gesture-based or motor-based learning enabled by the body sensory technology, and argues that motors can facilitate psychological activities in learning by enhancing information processing, encoding, representing, and communicating.
Abstract: As information and communication technology continues to evolve, body sensory technologies, like the Microsoft Kinect, provide learning designers new approaches to facilitating learning in an innovative way. With the advent of body sensory technology like the Kinect, it is important to use motor activities for learning in good and effective ways. In this article, we aim to examine both empirical illustrations and theoretical underpinnings for the gesture-based or motor-based learning enabled by the body sensory technology. We review and distill salient concepts and ideas from the existing theoretical and empirical literature related to body-movement- and gesture-based learning, and propose a motorpsycho learning approach. In our discussion, the word/affix motor is synonym to gestures and body movements, and psycho is synonym to cognitive activities. We explore the important role that motors play in psychological activities, especially in cognitive learning. We argue that motors can facilitate psychological activities in learning by enhancing information processing, encoding, representing, and communicating. We also call for more empirical studies on technology-enhanced and gesture-based learning to design, practice, and examine the motorpsycho learning approach.

Journal ArticleDOI
TL;DR: This article investigated students' conceptualisations of what constitutes good critical thinking using a collective intelligence methodology, interactive management, and found five core CT skills (clarity of expression, conversational skill, inference, evaluation, and explanation), five CT dispositions (detachment, listening, systematicity, recognising uncertainty, and self-questioning) and fourteen structural relationships among them.
Abstract: Critical thinking (CT) is a metacognitive process, consisting of a number of sub-skills and dispositions, that, when used appropriately, increases the chances of producing a logical solution to a problem or a valid conclusion to an argument. CT has been identified as a fundamental learning objective of third-level education; however, students often report not being given the opportunity to adequately understand and cultivate CT skills. Though most CT interventions are designed based on academic or expert definitions of CT skills, students are rarely, if ever, asked to guide their instruction by describing their perspectives on what constitutes CT. The current case study investigated students’ conceptualisations of what constitutes good CT using a collective intelligence methodology, interactive management. Interactive management (IM) is a computer-assisted process that allows a group to build a structural model describing relations between elements in a system. Though decades of research on group decision-making in educational and social psychology highlight the many limitations associated with group problem solving (e.g. as a result of an over-reliance on heuristics, cognitive biases and ‘groupthink’), a fundamental skill for making decisions and solving problems is the ability to collectively visualise the structure of a shared problem, and use this knowledge to design solutions and strategies for collective action. Results of IM group work from the current case study revealed five core CT skills (clarity of expression, conversational skill, inference, evaluation, and explanation), five CT dispositions (detachment, listening, systematicity, recognising uncertainty, and self-questioning) and fourteen structural relationships among them. The ability to detach, listen and engage in conversation with others, were seen as fundamental drivers of all other competencies in the system. Results are discussed in light of research and theory on CT and best practice for CT instruction.

Journal ArticleDOI
TL;DR: Findings revealed that readers made an implicit source evaluation as they spent a longer time inspecting the pictures about the more and less familiar information within the most reliable source during the immediate, more automatic, processing.
Abstract: Students search the Web frequently for many purposes, one of which is to search information for academic assignments. Given the huge amount of easily accessible online information, they are required to develop new reading skills and become more able to effectively evaluate the reliability of web sources. This study investigates the distribution of their visual attention while reading webpages using eye-tracking methodology. The aim was to examine whether information received differential attention depending on the reliability of the source and whether the individual characteristics of topic-specific prior knowledge and epistemic beliefs moderated their visual behavior during reading. Factual knowledge after reading was also examined. Forty-nine university students read four webpages providing verbal and graphical information about the universal validity of the central dogma of molecular biology, which varied for reliability. Indices of first-pass and second-pass reading or inspection were used to trace the processing of information within each page. Findings revealed that readers made an implicit source evaluation as they spent a longer time inspecting the pictures about the more and less familiar information within the most reliable source during the immediate, more automatic, processing. In addition, topic-specific epistemic beliefs moderated this processing as readers with more availing convictions about knowledge attended more the information provided in pages that required more discernment. Moreover, readers increased their factual knowledge of the topic after reading. Educational implications are outlined.