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Pub Date: |
2013-01-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Writing Evaluation; Scoring; Writing Instruction; Essays; Essay Tests; Computer Assisted Testing; Statistical Analysis; At Risk Students; College Freshmen; Ethnic Groups; Computer Software Evaluation; Automation; Research Universities; Student Placement
Abstract:
This study investigated the use of automated essay scoring (AES) to identify at-risk students enrolled in a first-year university writing course. An application of AES, the "Criterion"[R] Online Writing Evaluation Service was evaluated through a methodology focusing on construct modelling, response processes, disaggregation, extrapolation, generalization, and consequence. Based on the results of our two-year study with students (N = 1,482) at a public technological research university in the United States, we found that "Criterion" offered a defined writing construct congruent with established models, achieved acceptance among students and instructors, showed no statistically significant differences between ethnicity groups of sufficient sample size, correlated at acceptable levels with other writing measures, performed in a stable fashion, and enabled instructors to identify at-risk students to increase their course success. (Contains 5 tables.)
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Author(s): |
Gogus, Aytac |
Source: |
Educational Technology Research and Development, v61 n2 p171-195 Apr 2013 |
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Pub Date: |
2013-04-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Computer Assisted Testing; Computer Software Evaluation; College Students; Comparative Analysis; Concept Formation; Program Effectiveness; Feedback (Response); Novices; Expertise; Formative Evaluation; Cognitive Science; Cognitive Measurement; Problem Solving; Mathematics Instruction; Models; Internet; Computer Assisted Instruction; College Instruction; College Faculty; Cognitive Structures
Abstract:
Cognitive scientists investigate mental models (how humans organize and structure knowledge in their minds) so as to understand human understanding of and interactions with the world. Cognitive and mental model research is concerned with internal conceptual systems that are not easily or directly observable. The goal of this research was to investigate the use of Evaluation of Mental Models (EMM) to assess the mental models of individuals and groups in solving complex problems and to compare novices and experts models as bases for providing feedback to learners. This study tested a qualified web-based assessment tool kit, Highly Interactive Model-based Assessment Tools and Technologies (HIMATT), in an as yet untested domain--mathematics. In this study, university students and their mathematics instructors used two tools in HIMATT, Dynamic Evaluation of Enhanced Problem Solving (DEEP) and Text-Model Inspection Trace of Concepts and Relations (T-MITOCAR). The research questions include: Do novice participants exhibit common patterns of thoughts when they conceptualize complex mathematical problems? Do novices conceptualize complex mathematical problems differently from experts? What differences in DEEP and T-MITOCAR patterns and responses exist according to the measures of HIMATT? Findings suggest that EMM and HIMATT could effectively support formative assessment in a complex mathematical domain. Finally, this study confirms a common assumption of cognitive scientists that the tool being used could affect the tool user's understanding of the problem being solved. In this case, while DEEP and T-MITOCAR led to somewhat different expert models, both tools prove useful in support of formative assessment.
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Pub Date: |
2013-04-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Navigation (Information Systems); Online Searching; Hypermedia; Predictor Variables; Program Effectiveness; Information Retrieval; Cognitive Style; Feedback (Response); Cognitive Structures; Metacognition; Search Strategies; Search Engines; High School Students; Educational Experiments; Computer Software Evaluation; Educational Technology; Computer Software; Use Studies; Comparative Analysis; Visual Aids
Abstract:
It is critical that students learn how to retrieve useful information in hypermedia environments, a task that is often especially difficult when it comes to image retrieval, as little text feedback is given that allows them to reformulate keywords they need to use. This situation may make students feel disorientated while attempting image searching. This study thus designed an image navigation tool, location-based hierarchical navigation support (LHINS), which can dynamically construct a compact WordNet-based hierarchy augmented by location. Using this tool, learners can assimilate new information based on their existing knowledge structure, thus avoiding cognitive overload so as to scaffold their metacognitive skills. Sixty-four high school students were invited to take part in an experiment to test the efficacy of the proposed tool compared to a normal keyword-based search (NKBS) system. The experiment evaluated not only the students' task completion time in the NKBS and LHINS groups, but also their keyword reformulation process, in order to determine the differences in their metacognitive skills. The results revealed that the LHINS group tended to complete the tasks faster and develop better metacognitive skills related to keyword reformulation as compared to the NKBS group. This finding suggests that an image search engine, enhanced by a compact hierarchical navigation tool, can help learners develop better search strategies. When examining how learners with different cognitive styles used the tool, the results showed that learner performance depends on cognitive style, as well as the image retrieval system used, and thus a more detailed investigation of the interaction between the tool and cognitive styles was conducted. Based on these results, several suggestions are derived for designing a more powerful image navigation tool.
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Author(s): |
Liu, Jianhua |
Source: |
Educational Technology Research and Development, v61 n2 p197-215 Apr 2013 |
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Pub Date: |
2013-04-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Artificial Intelligence; Computer System Design; Computer Software; Use Studies; Accuracy; Computer Assisted Testing; Student Evaluation; Concept Mapping; Internet; Computer Software Evaluation; Educational Technology
Abstract:
This article reports the design, development, and evaluation of an online software application for assessing students' understanding of curricular content based on concept maps. This computer-based assessment program, called the Assessment Agent System, was designed by following an agent-oriented software design method. The Assessment Agent System is composed of five types of software agents: instructor agent, student agent, management agent, assessment agent, and reporting agent. Software agents in the system, through communication and cooperation, collectively provide the functionalities of user-system interaction, user management, task authoring and management, assessment delivery, task presentation, response collection, automatic assessment, and reporting. One-to-one evaluations and group evaluations were conducted to reveal students' perceptions of the Assessment Agent System. Measures of visual clarity, system functionality, consistency, as well as error prevention and correction indicate that the Assessment Agent System is a useful tool for large-scale assessment based on concept maps. Through the process of design, development, and evaluation of the Assessment Agent System, this study demonstrates the agent-oriented approach for producing educational software applications. Furthermore, this research explored the concept map assessment method for the Assessment Agent System. When node terms and linking phrases are provided, the assessment of student concept maps can be conducted automatically by comparing student concept maps with the criterion concept map, proposition by proposition. However, the validity of the proposition-comparing method depends on the accuracy and thoroughness of the criterion propositions. Therefore, assessment criteria need to be continually refined and improved through the examination of student-created propositions.
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Pub Date: |
2013-04-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Computer Interfaces; Educational Technology; Instructional Effectiveness; Student Attitudes; Elementary School Students; Mathematics Education; Gender Differences; Mathematics Achievement; Cooperative Learning; Interaction; Technology Integration; Computer Software Evaluation; Computer Assisted Instruction
Abstract:
This research examined the effect that a relatively new Computer Supported Collaborative Learning (CSCL) device, specifically an interactive tabletop, has on elementary students' attitudes toward collaborative technologies, mathematical achievement, and the gender gap in mathematics. Prior research has shown many positive effects of CSCL technologies on mathematics education, such as increased math performance and an increased interest in math. Further, previous research has shown inconsistent results regarding gender differences in mathematics and has not examined the effect that CSCL technology has on the gender gap. Therefore, the effects of interactive tabletops on math performance, attitudes, and gender differences were examined. This study was conducted using a sample of 53 elementary students. The technology was brought to the classroom twice each week for an entire academic semester. To obtain a more accurate understanding of the influence of the CSCL technology, both self-report data and performance data were collected. Specifically, changes in students' attitudes and reactions and changes in cognitive learning were measured. The results show that students learn and react favorably towards interactive tabletops. Implications for future research are discussed.
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Pub Date: |
2013-00-00 |
Pub Type(s): |
Books; Collected Works - General |
Peer Reviewed: |
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Descriptors:
Foreign Countries; Educational Technology; Student Attitudes; Second Language Learning; Case Studies; Constructivism (Learning); Mathematics Instruction; Elementary Secondary Education; Educational Games; Higher Education; Computer Games; Student Motivation; Females; Grade 7; Social Studies; Standards; Handheld Devices; Nutrition Instruction; Computer Simulation; College Instruction; Teaching Methods; Instructional Design; Curriculum Implementation; Grade 4; Art Education; Computer Science Education; Adolescents; Preservice Teacher Education; Internet; Education Courses; Simulation; Animation; Manipulative Materials; Reflection; Computer Software Evaluation; Business Administration Education; Usability; Use Studies; Physics; Engineering Education; Fiction; Elementary School Students; Nursing Education; High School Students; Middle School Students; Social Networks; Adult Students
Abstract:
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation. Contents include: (1) "Come Fly with Us": Playing with Girlhood in the World of Pixie Hollow (Maria Velazquez); (2) Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation (Mete Akcaoglu); (3) Are Wii Having Fun Yet? (Christina Badman and Matthew DeNote); (4) Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction (Joe Pereira); (5) Civilization IV in 7th Grade Social Studies: Motivating and Enriching Student Learning with Constructivism, Content standards, and 21st Century Skills (Solomon Senrick); (6) QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions (Christopher Horne); (7) Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy (Mark McMahon); (8) "Sell Your Bargains" or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education (Chrissi Nerantzi); (9) Medicina: Methods, Models, Strategies (Amanda Muller and Gregory Mathews); (10) Strategies for Effective Digital Games Development and Implementation (T. Lim, S. Louchart, N. Suttie, J. M. Ritchie, R. S. Aylett, I. A. Stanescu, I. Roceanu, I. Martinez-Ortiz, and P. Moreno-Ger); (11) Learning and Teaching as Communicative Actions: Broken Window as a Model of Transmedia Game Learning (Scott J. Warren and Anjum Najmi); (12) Get Your Head in the Game: Digital Game-Based Learning with Game Maker (Brian Herrig); (13) Elements of Game Design: Developing a Meaningful Game Design Curriculum for the Classroom (Danielle Herro); (14) Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic (Michelle Aubrecht); (15) Using Game Design as a Means to Make Computer Science Accessible to Adolescents (Roxana Hadad); (16) 3D GameLab: Quest-Based Pre-Service Teacher Education (Chris Haskell); (17) Preparing Pre-Service Teachers for Game-Based Learning in Schools (Soojeong Lee); (18) Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course (Shannon Kennedy-Clark, Vilma Galstaun and Kate Anderson); (19) Games, Models, and Simulations in the Classroom: Designing for Epistemic Activities (Terence C. Aher and Angela Dowling); (20) The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms (Lida J. Uribe-Florez and Jesus Trespalacios); (21) It's All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms (Shani Reid, Helene Jennings and Scot Osterweil); (22) Challenges of Introducing Serious Games and Virtual Worlds in Educational Curriculum (C. Ribeiro, J. Pereira, C. Calado, and C. Ferreira); (23) Serious Games for Reflective Learning: Experiences from the MIRROR Project (L. Pannese, M. Prilla, A. Ascolese, and D. Morosini); (24) Evaluating Games in Classrooms: A Case Study with DOGeometry (Gunter Wallner, Simone Kriglstein, and Johannes Biba); (25) Learning with the Support of a Digital Game in the Introduction to Finance Class: Analysis of the Students' Perception of the Game's Ease of Use and Usefulness (M. Romero and M. Usart); and (26) Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering (Richard Joiner, Ioanna Iacovides, Jos Darling, Andy Diament, Ben Drew, John Duddley, Martin Owen, and Carl Gavin).
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