Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievementProske, Antje; Roscoe, Rod; McNamara, Danielle
doi: 10.1007/s11423-014-9349-2pmid: N/A
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.
Note-taking within MetaTutor: interactions between an intelligent tutoring system and prior knowledge on note-taking and learningTrevors, Gregory; Duffy, Melissa; Azevedo, Roger
doi: 10.1007/s11423-014-9343-8pmid: N/A
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.
Collaborative filtering for expansion of learner’s background knowledge in online language learning: does “top-down” processing improve vocabulary proficiency?Yamada, Masanori; Kitamura, Satoshi; Matsukawa, Hideya; Misono, Tadashi; Kitani, Noriko; Yamauchi, Yuhei
doi: 10.1007/s11423-014-9344-7pmid: N/A
In recent years, collaborative filtering, a recommendation algorithm that incorporates a user’s data such as interest, has received worldwide attention as an advanced learning support system. However, accurate recommendations along with a user’s interest cannot be ideal as an effective learning environment. This study aims to develop and evaluate an online English vocabulary learning system using collaborative filtering that allows learners to learn English vocabulary while expanding their interests. The online learning environment recommends English news articles using information obtained from other users with similar interests. The learner then studies these recommended articles as a method of learning English. The results of a two-month experiment that compared this system to an earlier collaborative filtering system called “GroupLens” reveal that learners who used the collaborative filtering system developed in this study read various news articles and had significantly higher scores on topic-specific vocabulary tests than did those who used the previous system.
GearSketch: an adaptive drawing-based learning environment for the gears domainLeenaars, Frank; Joolingen, Wouter; Gijlers, Hannie; Bollen, Lars
doi: 10.1007/s11423-014-9345-6pmid: N/A
GearSketch is a learning environment for the gears domain, aimed at students in the final years of primary school. It is designed for use with a touchscreen device and is based on ideas from drawing-based learning and research on cognitive tutors. At the heart of GearSketch is a domain model that is used to transform learners’ strokes into gears and chains, animate the turning of the gears and check whether learners’ solutions to practice problems satisfy the given constraints. Additionally, this domain model is the basis for GearSketch’s learner model and item generation an selection mechanisms. The learner model is used to track learners’ knowledge and adaptively select items as they progress through the practice problems. Two experimental evaluation studies show that GearSketch’s interface and animations lead to improved learning outcomes, but that its adaptive features do not significantly affect posttest results.
A process for the critical analysis of instructional theoryBostwick, Jay; Calvert, Isaac; Francis, Jenifer; Hawkley, Melissa; Henrie, Curtis; Hyatt, Frederick; Juncker, Janeel; Gibbons, Andrew
doi: 10.1007/s11423-014-9346-5pmid: N/A
Some have argued for a common language in the field of instructional design in an effort to reduce misunderstandings and simplify a multitude of synonymous terms and concepts. Others feel that this goal is undesirable in that it precludes development and flexibility. In this article we propose an ontology-building process as a way for readers to compare and analyze terms and concepts across theories. This process entails the development of categories that emerge from the literature, and the comparison of theories across categories. Such a process can reveal broader concepts that exist beyond specific theoretical terminology, differences in meanings behind common terms used by theorists, a greater understanding of the theorists’ intent, and discontinuities and gaps within the theoretical literature.
Learning problem-solving through making games at the game design and learning summer programAkcaoglu, Mete
doi: 10.1007/s11423-014-9347-4pmid: N/A
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.
The influence of narrative and expository lesson text structures on knowledge structures: alternate measures of knowledge structureClariana, Roy; Wolfe, Michael; Kim, Kyung
doi: 10.1007/s11423-014-9348-3pmid: N/A
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.
Online case-based discussions: examining coverage of the afforded problem spaceErtmer, Peggy; Koehler, Adrie
doi: 10.1007/s11423-014-9350-9pmid: N/A
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.