Past studies of sentiment analysis have mainly applied algorithms based on vocabulary categories and emotional characteristics to detect theemotionality of text. However, the collocation of state-changing words and e...
详细信息
This study is aimed to explore parent-child interaction in a game-based learning activity. The participants were 10 parent-child dyads. The children were 10.4 years old in average and the parents were 45.4 years old. ...
详细信息
ISBN:
(数字)9798350377903
ISBN:
(纸本)9798350377910
This study is aimed to explore parent-child interaction in a game-based learning activity. The participants were 10 parent-child dyads. The children were 10.4 years old in average and the parents were 45.4 years old. Parent-child interaction behaviors and discourses during gameplay were recorded by both digital video recorders and screen recording software. To explore the patterns of parent-child interactions, a quantitative content analysis was conducted. The parent-child interaction of the game success group and the game fail group were compared. According to the results of quantitative content analysis, the parents of the success group showed more observation and teaching behaviors, and the parents of the fail group mainly observed and gave feedbacks to their children.
engaging in design thinking activities has been increasingly viewed as important for the craft of teaching for early childhood practitioners. However, reliable and valid measurements for this are lacking. As such, thi...
详细信息
Research on chatbots has distinct interdisciplinary features and can be generalized to learning in various fields. However, related research is still fragmented across disciplines and applications. This study aimed to...
详细信息
Affective computing (AC) has been regarded as a relevant approach to identifying online learners’ mental states and predicting their learning performance. Previous research mainly used one single-source data set, typ...
详细信息
learningscience, especially in the physics field, there are many varieties of invisible and abstract phenomena that are hard and difficult for students to observe and learn. One of the tools that can help students to...
详细信息
learningscience, especially in the physics field, there are many varieties of invisible and abstract phenomena that are hard and difficult for students to observe and learn. One of the tools that can help students to understand those phenomena in a better way is computer simulations. The computer simulations are usually used in both on-site classroom and on-linelearning platforms. learning in the COVID-19 pandemic era at present, the computer simulations are very important for helping students to understand the physics concept. Interactive computer simulation can be considered as one of theeffective methods of facilitating inquiry learning in science, as it allows students to experience the scientific inquiry process and facilitates students to understand an abstract conception and to understand the relationship between variables of invisible phenomena more clearly in reasonable ways. This study aimed to develop the interactive computer simulation and learning activity for enhancing students' conceptual understanding of the buoyant force on the CoSci learning platform. Totally eighteen participants were studied in the twelfth grade in science classrooms of a university-affiliated school project (SCiUS), Khon Kaen University, Thailand, in 2019. Thelearning activity was developed based on students' alternative concepts and used to facilitate students' conceptual understanding of the buoyant force. There were six basic concepts related to the buoyant force constructed based on the predict-observe-explain strategy (POe) with the interactive computer simulation (i.e., the CoSci learning platform) in thelearning activity. Thelearning activity on the CoSci learning platform consisted of eight pie charts such as 1) main question pie chart, 2) density pie chart, 3) water level pie chart, 4) volume pie chart, 5) mass pie chart, 6) weight pie chart, 7) submerged depth pie chart, and 8) answer pie chart. There were six interactive computer simulations used in this researc
ABSTRACTOne main objective of art education is to foster students’ art evaluation as well as their creative thinking ability. engaging students in artwork sharing and peer feedback is a frequently adopted approach in...
详细信息
ABSTRACTOne main objective of art education is to foster students’ art evaluation as well as their creative thinking ability. engaging students in artwork sharing and peer feedback is a frequently adopted approach in school settings. However, most students have difficulties providing constructive comments during the peer-feedback process. To address this issue, a mobile-based progressive peer feedback approach was proposed to facilitate primary school students’ creative thinking performance, metacognitive awareness, and learning attitude. A quasi-experiment was implemented with two intact classes in a primary school in northern taiwan to investigate theeffect of the proposed approach. One class was assigned to be theexperimental group (n= 20) which learned with the proposed progressive peer-feedback scaffolding approach, and the other was the control group (n= 20) which learned with the conventional feedback approach. The findings indicated that the proposed progressive peer feedback approach had a positiveeffect on the primary school students’ creative art thinking. Theexperimental group students’ metacognitive awareness was also significantly enhanced. Besides, the students from theexperimental group considered that the proposed progressive peer feedback approach was beneficial to helping them critically reflect on their drawings, and facilitated their understanding of how to improve the integrity of their drawings.
The field of languageeducation has experienced a rise in using virtual reality (VR) to support interactive, contextualized, and collaborative languagelearning in recent years. The current study investigates theeffe...
详细信息
The field of languageeducation has experienced a rise in using virtual reality (VR) to support interactive, contextualized, and collaborative languagelearning in recent years. The current study investigates theeffects of auditory, visual, and textual input on speaking and writing in english for Tourism Purposes (eTP) through immersive, scenery-based virtual reality (SBVR) dyadic learning. Adopting a framework on eTP sociocultural, linguistic, and formulaic competence, the researchers designed relevant learning content using audios, images, and verbatim onscreen text oneduVenture VRto create an interactive, simulated tour. Thirty-eight english as a foreign language undergraduates participated in this single-group quasi-experiment. Various data sources included speaking and writing pre-, post- and delayed post-tests, a post-intervention survey, and reflections about the VR learningexperience. The study reported significant speaking gains in language accuracy, destination promotion, knowledge retention, and replication of eTP language, as well as significant writing improvement in using sophisticated vocabulary, knowledge retention, and replication of eTP language. The study concludes that SBVR warrants positive impact on improving productiveeTP skills. Possible factors, limitations, and pedagogical implications for using scenery-based VR in dyadic learning for eTP are discussed. Finally, the study suggests future research directions to combinetechnology-enhanced languagelearning theories with multimodal input and material design supported by immersive VR to enhance language production for specific purposes.
Situating learners in a context relevant to scientific phenomena enables them to acquire knowledge through experience, reflection, conceptualization, and practice, which is an important learning mode in scienceeducat...
详细信息
Situating learners in a context relevant to scientific phenomena enables them to acquire knowledge through experience, reflection, conceptualization, and practice, which is an important learning mode in scienceeducation. However, learners generally do not have opportunities to experience many scientific phenomena in the real world. Therefore, virtual learningenvironments (VLe) are becoming a frequently adopted technology to provide authentic learning contexts. In particular, spherical video-based learningenvironments (SVLe), which are a low-tech form of VLe, have attracted the attention of school teachers and educational technology researchers. Additionally, effective assessment methods, such as the two-tier-test, have been adopted to examine learners' performance during the virtual learning process. On the other hand, researchers have pointed out that lack of effectivelearning strategies may decrease thelearningeffects in a virtual learning context. Hence, this study integrated a graphic organizer into a two-tier test-based learning mode, in which the first-tier questions were declarative items with a short answer (e.g., the questions of where, what, and when), whereas the second-tier questions were more in-depth, deeper causal-type questions (e.g., the questions of why and how), in the contexts of SVLe. To verify theeffectiveness of this learning approach, a graphic organizer-based two-tier test SVLe was developed;moreover, a quasi-experimental design was conducted in the "Mysteries of theearth" unit of the sixth graders' natural science course. A total of 41 sixth graders from two classes, with an average age of 12, were recruited in this experiment. One class was assigned to be theexperimental group adopting the graphic organizer-based two-tier test SVLe (GT-SVLe), while the other was the control group adopting the conventional two-tier test-based SVLe (CT-SVLe). All of the students learned with the SVLe using tablet computers. Based on the results, the
Citizen science initiatives offer an informal way to encourage the general public to engage in sciencelearning, and contributes to the development of a more stable supply of science professionals by arousing volunte...
详细信息
暂无评论