scispace - formally typeset
Search or ask a question
JournalISSN: 1939-1382

IEEE Transactions on Learning Technologies 

Institute of Electrical and Electronics Engineers
About: IEEE Transactions on Learning Technologies is an academic journal published by Institute of Electrical and Electronics Engineers. The journal publishes majorly in the area(s): Computer science & Educational technology. It has an ISSN identifier of 1939-1382. Over the lifetime, 738 publications have been published receiving 20309 citations. The journal is also known as: Transactions on learning technologies & Institute of Electrical and Electronic Engineers transactions on learning technologies.


Papers
More filters
Journal ArticleDOI
TL;DR: In this article, the authors present a context framework that identifies relevant context dimensions for TEL applications and present an analysis of existing TEL recommender systems along these dimensions, based on their survey results, they outline topics on which further research is needed.
Abstract: Recommender systems have been researched extensively by the Technology Enhanced Learning (TEL) community during the last decade. By identifying suitable resources from a potentially overwhelming variety of choices, such systems offer a promising approach to facilitate both learning and teaching tasks. As learning is taking place in extremely diverse and rich environments, the incorporation of contextual information about the user in the recommendation process has attracted major interest. Such contextualization is researched as a paradigm for building intelligent systems that can better predict and anticipate the needs of users, and act more efficiently in response to their behavior. In this paper, we try to assess the degree to which current work in TEL recommender systems has achieved this, as well as outline areas in which further work is needed. First, we present a context framework that identifies relevant context dimensions for TEL applications. Then, we present an analysis of existing TEL recommender systems along these dimensions. Finally, based on our survey results, we outline topics on which further research is needed.

527 citations

Journal ArticleDOI
TL;DR: The result of user studies showed that the proposed dance training system can successfully guide students to improve their skills and can motivate them to learn.
Abstract: In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate the motion demonstrated by a virtual teacher projected on the wall screen. Meanwhile, the student's motions will be captured and analyzed by the system based on which feedback is given back to them. The result of user studies showed that our system can successfully guide students to improve their skills. The subjects agreed that the system is interesting and can motivate them to learn.

361 citations

Journal ArticleDOI
TL;DR: In this review, research show that ARLEs achieved a widely variable effect on student performance from a small negative effect to a large effect, with a mean effect size of 0.56 or moderate effect, and a qualitative analysis on the design aspects for ARles: display hardware, software libraries, content authoring solutions, and evaluation techniques.
Abstract: Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore Digital Library and other learning technology publications. Forty-three of these articles conducted user studies, and seven allowed the computation of an effect size to the performance of students in a test. In our meta-analysis, research show that ARLEs achieved a widely variable effect on student performance from a small negative effect to a large effect, with a mean effect size of 0.56 or moderate effect. To complement this finding, we performed a qualitative analysis on the design aspects for ARLEs: display hardware, software libraries, content authoring solutions, and evaluation techniques. We explain that AR incur three inherent advantages: real world annotation, contextual visualization, and vision-haptic visualization. We illustrate these advantages through the exemplifying prototypes, and ground these advantages to multimedia learning theory, experiential learning theory, and animate vision theory. Insights from this review are aimed to inform the design of future ARLEs.

358 citations

Journal ArticleDOI
TL;DR: A systematic literature review of the state-of-the-art of research on learning dashboards in the fields of Learning Analytics and Educational Data Mining concludes by offering a definition for learningdashboards and by outlining open issues and future lines of work in the area of learningDashboards.
Abstract: This paper presents a systematic literature review of the state-of-the-art of research on learning dashboards in the fields of Learning Analytics and Educational Data Mining. Research on learning dashboards aims to identify what data is meaningful to different stakeholders and how data can be presented to support sense-making processes. Learning dashboards are becoming popular due to the increased use of educational technologies, such as Learning Management Systems (LMS) and Massive Open Online Courses (MOOCs). The initial search of five main academic databases and GScholar resulted in 346 papers out of which 55 papers were included in the final analysis. Our review distinguishes different kinds of research studies as well as various aspects of learning dashboards and their maturity regarding evaluation. As the research field is still relatively young, most studies are exploratory and proof-of-concept. The review concludes by offering a definition for learning dashboards and by outlining open issues and future lines of work in the area of learning dashboards. There is a need for longitudinal research in authentic settings and studies that systematically compare different dashboard designs.

320 citations

Journal ArticleDOI
TL;DR: The results of the evaluation show positive effects on the engagement of students toward the gamified learning activities and a moderate improvement in learning outcomes.
Abstract: Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning activity targeted at the learning of C-programming language. Furthermore, the study inquired into which gamified learning activities were more appealing to students. The study was conducted using the mixed-method sequential explanatory protocol. The data collected and analysed included logs, questionnaires, and pre- and post-tests. The results of the evaluation show positive effects on the engagement of students toward the gamified learning activities and a moderate improvement in learning outcomes. Students reported different motivations for continuing and stopping activities once they completed the mandatory assignment. The preferences for different gamified activities were also conditioned by academic milestones.

295 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
2023141
2022124
202141
202079
201941
201849