Article
Psychology, Multidisciplinary
Xiang Wang, Di Sun, Gang Cheng, Heng Luo
Summary: This study used multimodal learning analytics (MMLA) based on machine learning (ML) to quantify the engagement of peer learning, identify log behaviors, self-regulation, and other factors, and predict online problem-based learning (PBL) performance. The results showed that self-regulation, messages post, message words, and peer learning engagement were predictive of online PBL performance. This study addressed the scarcity of students' process data and provided information on targeted learning strategies in online PBL.
FRONTIERS IN PSYCHOLOGY
(2023)
Review
Green & Sustainable Science & Technology
Ching-Yi Chang, Hui-Chun Chu
Summary: This study used bibliographic analysis to validate the research trends of technology-enhanced digital storytelling in education and educational research. Through analyzing top journals, frequently cited articles, keywords, research methods, and application domains, the study identified four thematic clusters and highlighted the dominant application domain of activity in DS research. The results provide recommendations for future research.
Article
Computer Science, Interdisciplinary Applications
Alper Aslan
Summary: The study found that students who participated in live online classes using the PBL method had higher levels of learning achievement, problem-solving skills, and class interaction compared to students using teacher-based methods, but there was no significant difference in communication skills between the two groups.
COMPUTERS & EDUCATION
(2021)
Article
Computer Science, Interdisciplinary Applications
Bram Cals, Yingqian Zhang, Remco Dijkman, Claudy van Dorst
Summary: In this paper, the authors propose a Deep Reinforcement Learning approach combined with heuristics to optimize order picking in warehouses, showing better performance than proposed heuristics in most cases and demonstrating a different learned strategy from hand-crafted heuristics.
COMPUTERS & INDUSTRIAL ENGINEERING
(2021)
Article
Education & Educational Research
Chih-Pu Dai, Fengfeng Ke, Yanjun Pan
Summary: This exploratory mixed-methods case study examines the design heuristics and implications of narrative in a digital game-based learning (DGBL) environment for math problem solving. The study finds positive correlations between narrative usage and successful math problem solving in the game, and also identifies gender effects with girls being more supported by narratives designed with intrinsic integration. The findings emphasize the critical role of game narratives in a sandbox DGBL environment for math problem solving, as well as the importance of gender-inclusive narrative design.
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
(2022)
Article
Education & Educational Research
Tingting Gao
Summary: The purpose of this research is to study the effectiveness of using Revit Architecture for creativity development. Through empirical research with a sample of 319 Chinese college students divided into two groups, it is found that using interactive learning environments contributes to better learning outcomes and development of creativity skills in architectural design education.
EDUCATION AND INFORMATION TECHNOLOGIES
(2023)
Article
Education & Educational Research
Gwo-Jen Hwang, Pei-Ying Chen
Summary: In this study, a collective problem-solving promotion mechanism using an interactive response system (IRS) was proposed to enhance students' interaction and learning engagement in flipped classrooms. The results showed that students in the experimental group had better learning performances and higher level of knowledge construction and interactions compared to those in the control group.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Article
Psychology, Multidisciplinary
Chen Sun, Valerie J. Shute, Angela E. B. Stewart, Quinton Beck-White, Caroline R. Reinhardt, Guojing Zhou, Nicholas Duran, Sidney K. D'Mello
Summary: The study investigated how behaviors in collaborative problem solving (CPS) impact CPS outcomes, finding that proposing solutions and discussing results were major predictors of success. Team member activities surrounding idea generation were also significant, highlighting the importance of individual and collective contributions and social and cognitive skills in successful CPS outcomes.
COMPUTERS IN HUMAN BEHAVIOR
(2022)
Article
Education & Educational Research
Seda Akti Aslan, Kemal Duruhan
Summary: The research focuses on the effects of virtual learning environments based on problem-based learning approach on 7th-grade students' academic success, problem-solving skills, and motivation. The study utilized mixed methods, combining qualitative and quantitative approaches, and showed that the virtual learning environment had a significant impact on academic success and problem-solving skills, but not on motivation. The experimental group students provided positive feedback on the interactive and engaging nature of the virtual learning environment.
EDUCATION AND INFORMATION TECHNOLOGIES
(2021)
Article
Nursing
Chin-Lan Yang, Ching-Yi Chang, Hsiu-Ju Jen
Summary: This study aimed to investigate the effectiveness of escape room activities in enhancing nursing students' retention of maternity-related knowledge and overall learning performance. The results indicated that incorporating an online game-based escape room approach improved students' learning outcomes, problem-solving skills, and critical thinking abilities. Additionally, students reported enjoying the learning experience. Maternity escape rooms can be considered as an innovative teaching method that effectively engages nursing students in maternity care learning.
NURSE EDUCATION IN PRACTICE
(2023)
Article
Education & Educational Research
Rudiger Tiemann, Amany Annaggar
Summary: This paper presents a framework for designing digital environments using a video game as an example. As digital environments become increasingly important in education, it is necessary to establish quality standards. The framework consists of analysis, design, development, quality assurance, and evaluation & implementation steps, with defined milestones and cycles to enhance the actual completion of a product and project implementation.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Article
Psychology, Multidisciplinary
Yi-Ping Wang, Tung-Ju Wu
Summary: With the advancement of technology, it has become more common for students to acquire knowledge from sources other than their teachers in education. Therefore, teachers need to adjust their instruction to ensure that students are not just passive listeners. Student-centered educational philosophy aims to combine instructional methods with cooperative learning, allowing students to transition from passive to active learning, reigniting their motivation and passion, and enhancing their self-learning effectiveness.
FRONTIERS IN PSYCHOLOGY
(2022)
Article
Psychology, Multidisciplinary
Henrik Bellhaeuser, Patrick Liborius, Bernhard Schmitz
Summary: This study developed a web-based training based on self-regulated learning and investigated its effectiveness through a randomized controlled trial, augmented by peer feedback groups. The results showed positive effects of the web-based training, particularly when combined with peer feedback, on SRL knowledge and questionnaires, self-efficacy, and time-investment, but not on the mathematics test.
FRONTIERS IN PSYCHOLOGY
(2022)
Article
Computer Science, Interdisciplinary Applications
Tongxi Liu, Maya Israel
Summary: This study explored students' problem-solving processes in a puzzle-based game using data mining techniques. The results showed that most students faced difficulties in certain phases, and only a few were able to advance to higher phases by applying efficient strategies. The findings provide important insights into how students effectively solve problems.
COMPUTERS & EDUCATION
(2022)
Article
Computer Science, Artificial Intelligence
Hongmei Wang, Fan Guo
Summary: This paper proposes a Transformer-based Siamese tracking network that addresses the issues of underutilization of object information and inaccurate position encoding in existing networks. The proposed network includes feature extraction, feature fusion, and prediction head modules to enhance feature extraction capability and perception ability of the network. Experimental results demonstrate improved tracking performance on various challenging benchmarks.
COMPUTER VISION AND IMAGE UNDERSTANDING
(2023)
Article
Green & Sustainable Science & Technology
Salman Zulfiqar, Hamad A. Al-reshidi, Moteeb A. Al Moteri, Hafiz Muhammad Basit Feroz, Noraffandy Yahya, Waleed Mugahed Al-Rahmi
Summary: This study compared the impact of traditional teaching and teaching through online management simulation games on student learning performance and entrepreneurial intention, finding that simulation games are a novel and effective online teaching methodology for students during a time of crisis.
Article
Engineering, Multidisciplinary
Xuesong Zhai, Fahad Asmi, Jing Yuan, Muhammad Azfar Anwar, Nabia Luqman Siddiquei, Intikhab Ahmad, Rongting Zhou
Summary: Virtual Reality games provide an interactive platform for gaming and education for young people. Although some studies have shown the positive effects of VR games on learning, the problematic use of VR games by many users has become a growing concern. This study examined the mediating effect of behavioral desire and the moderating effect of cyber aggression on users' addictive behavior towards VR games, with data collected from 367 users. Results suggest that behavioral desire influences addictive behavior in the presence of a positive flow experience, and both theoretical and practical implications for VR-based games are discussed.
MATHEMATICAL PROBLEMS IN ENGINEERING
(2021)
Article
Green & Sustainable Science & Technology
Hao-Chiang Koong Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, Yueh-Min Huang
Summary: This study explores the effectiveness of combining board games with augmented reality technology to enhance learning motivation and confidence in technology. The findings indicate that integrating augmented reality into health education board games significantly affects acceptance and learning motivation.
Article
Green & Sustainable Science & Technology
Wooyoung (William) Jang, Kevin K. Byon, Hyunseok Song
Summary: This study examined the impact of prior experience with esports gameplay on consumers' behavior. The results showed that for frequent gamers, gameplay experience did not affect engagement in live esports content, while gameplay intention successfully predicted engagement for infrequent gamers. This suggests that prior gameplay experience plays a different role in influencing consumer behavior depending on gaming frequency.
Article
Multidisciplinary Sciences
Shaifali Chauhan, Mohit Mittal, Marcin Wozniak, Swadha Gupta, Rocio Perez de Prado
Summary: Advances in technology have made tasks easier and the manufacturing industry relies on heavy machinery. The online game industry is a prime example of technological breakthrough, now a major global industry.
Article
Psychology, Multidisciplinary
Chun-Chia Hsu, Yu-Li Chen, Chih-Yung Lin, Wei-chih Lien
Summary: This action research aims to develop a wearable virtual reality language-learning platform for English for specific purposes and examine student learning effectiveness and the relationship between self-efficacy and behavioral intention. The study shows that student self-efficacy significantly influences their perception of the ease of use of the technology, and educators should focus on enhancing student self-efficacy to encourage them to try innovative technology.
CURRENT PSYCHOLOGY
(2022)
Article
Hospitality, Leisure, Sport & Tourism
Wooyoung (William) Jang, Kevin K. Byon, Antonio Williams, Paul M. Pedersen
Summary: This study aimed to examine the interaction effects of gender and genre on esports gameplay intention, revealing that the interaction between gender and genre moderates the relationship between drivers and esports gameplay intention.
SPORT BUSINESS AND MANAGEMENT-AN INTERNATIONAL JOURNAL
(2021)
Article
Operations Research & Management Science
Ping Yan, Jun Pei, Ya Zhou, Panos M. Pardalos
Summary: The development of digital technology enables e-commerce platforms to predict online demand more accurately and reduce partners' demand uncertainty through shared forecast information. The study found that the platform's forecast information influences firms' channel strategies, and the platform commission rate can impact firms' benefits from the information.
ANNALS OF OPERATIONS RESEARCH
(2021)
Article
Computer Science, Cybernetics
Mouna Denden, Ahmed Tlili, Fathi Essalmi, Mohamed Jemni, Nian-Shing Chen, Daniel Burgos
Summary: This study examines the effect of gender and personality differences on students' perception of gamification in education. The results show that gender and personality can affect students' perception of specific game elements. For example, females are more likely to find feedback useful, while students low in extraversion are more likely to find a progress bar useful. The findings can help designers and educators personalize their gamified courses based on personality and gender.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2021)
Article
Education & Educational Research
Jian-Wei Lin, Chia-Wen Tsai, Chu-Ching Hsu
Summary: Different e-learning technologies have different incentive factors that influence behavioral intention. Learners' perceptions and learning behavior may change during the learning period. This study found that the incentive factors influencing behavioral intention differed between CBA and GBA (Kahoot!) in the early stage and fluctuated over the semester. Furthermore, although the CBA class had higher scores than the Kahoot! class for every FA, there was no significant difference in the mid-term and final term scores between the two classes.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Proceedings Paper
Computer Science, Artificial Intelligence
Ima Kusumawati Hidayat, Francisco Rebelo, Paulo Noriega
Summary: This study aims to examine children's acceptance of a game-based learning approach to the waste problem through interaction scenario videos. The results show that students are confident in the app's ease of use and enjoyment. However, they may not intend to use the game regularly.
DESIGN, USER EXPERIENCE, AND USABILITY: DESIGN FOR EMOTION, WELL-BEING AND HEALTH, LEARNING, AND CULTURE, PT II
(2022)
Article
Education & Educational Research
Cheng-Tai Li, Huei-Tse Hou, Ming-Chaun Li, Chih-Chen Kuo
Summary: The study proposed a mini-game-based flipped classroom (MGFC) teaching model, integrating theories of digital game-based learning and flipped classrooms. Results showed that the MGFC group had significantly higher scores in learning performance and acceptance, with enhanced frequency of learner's learning discussions and concentration in the learning process.
ASIA-PACIFIC EDUCATION RESEARCHER
(2022)
Article
Education & Educational Research
Nezih Onal, Kerim Kursat Cevik, Veysel Senol
Summary: The aim of this study was to investigate the effectiveness of a mobile game called SOS Table in teaching English tenses. The research found that the game increased the acceptance of mobile learning tools and motivation in English among students, as well as promoting a positive attitude towards mobile learning. The study concluded that SOS Table was a successful tool for teaching English tenses and motivating students to learn.
INTERACTIVE LEARNING ENVIRONMENTS
(2022)
Proceedings Paper
Computer Science, Information Systems
Yu Liu, Yue Liu, Kang Yue
Summary: With the rapid development of mobile learning technologies, there is a bright prospect for mixed reality (MR) in education, but appropriate knowledge navigation and concept arrangement methods are needed to reduce students' cognitive load. The integration of MR and concept maps in an educational game prototype MMRCM showed significant correlations between external factors and students' acceptance of the technology. This suggests that MR gaming and concept maps can be effective instructional tools in science education.
IEEE 21ST INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2021)
(2021)
Article
Education & Educational Research
Hanaa Abdulraheem Yamani
Summary: This research explores the importance of gamification technology in enhancing learners' motivation, aiming to propose a conceptual framework for its integration into eLearning systems. By analyzing various aspects of gamification design and its impact in education, the study provides insights into potential application techniques and distinctions from other learning methods.
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING
(2021)
Article
Computer Science, Interdisciplinary Applications
Elise Ameloot, Tijs Rotsaert, Thomas Ameloot, Bart Rienties, Tammy Schellens
Summary: This study investigates the impact of using learning analytics to support students' autonomy and competence needs in a blended learning environment. The findings show that teachers' adaptation based on learning analytics positively influences students' satisfaction with the adapted learning environment. However, students' basic psychological needs vary depending on the face-to-face workshop subject. The study emphasizes the importance of thoughtful blended learning course design and provides recommendations for effective learning analytics utilization in university settings.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Tzu-Chi Yang, Zhi-Shen Lin
Summary: Computational thinking is essential in the current era and learning programming is the most effective way to develop it. Introducing computational thinking and programming at an early age is recommended. Graphic organizers serve as a bridge between students' existing knowledge and new learning, enhancing their learning process. The study found that using graphic organizers improved elementary school students' computational thinking, programming skills, and learning experiences.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Yuqin Yang, Kaicheng Yuan, Gaoxia Zhu, Lizhen Jiao
Summary: The study finds that the design of collaborative analytics-enhanced reflective assessment can promote conducive epistemic emotions to knowledge building among undergraduates, and enriches our understanding of the relationships between metacognition, epistemic emotions, and knowledge building practices.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Vishal Kiran Kuvar, Jeremy N. Bailenson, Caitlin Mills
Summary: Recent research suggests that students' minds often wander off-task during learning, regardless of the learning modality. This study explores the potential of virtual reality (VR) to reduce task-unrelated thoughts (TUT) and finds that learning with VR leads to lower TUT and better performance.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Yiming Liu, Jeremy Tzi Dong Ng, Xiao Hu, Zhengyang Ma, Xiaoyan Lai
Summary: This study examines teachers' usage intention and behavior towards the Game Learning Analytics (GLA) system in K-12 classrooms. The study found that personal, environmental, and technological factors influenced teachers' intention and behavior, and that technostress moderated the intention-behavior relationship. The study also identified the heterogeneity of GLA usage among teachers with different individual characteristics.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Romina Cachia, Artur Pokropek, Nikoleta Giannoutsou
Summary: This article introduces a shortened version of the European Commission's SELFIE tool for measuring the digital capacity of schools. Two shorter measurement instruments, called midi-SELFIE and mini-SELFIE, are proposed based on the original tool. The validity and uses of these shortened versions are explored through various cases and compared to the complete instrument. The results suggest that the shortened versions of SELFIE are reliable alternatives for specific purposes.
COMPUTERS & EDUCATION
(2024)