Computers & Education

普通类
  • Exploring user experiences as predictors 普通类

    The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students’ lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure student’ gaming experience and level of addiction. Students’ demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18–25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students’ level of addiction. The implications of our findings for both design and educational practitioners were also discussed.

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    • experiences
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    创建者:
    duguo
    时间:
  • Assessing the intention to use technology 普通类

    This study assesses the pre-service teachers’ self-reported future intentions to use technology in Singapore and Malaysia. A survey was employed to validate items from past research. Using the Technology Acceptance Model (TAM) as a research framework, 495 pre-service teachers from Singapore and Malaysia responded to an 11-item questionnaires containing four constructs: intention to use (ITU), attitude towards computer use (ATCU), perceived usefulness (PU), and perceived ease of use (PEU). Structural equation modelling (SEM) was employed as the main method of analysis in this study. A multi-group analysis of invariance was performed on the two samples. The results show that configural and metric invariance were fully supported while scalar and factor variance invariance were partially supported, suggesting that the 11-item measure of the TAM may be robust across cultures and that the factor loading pattern and factor loadings appeared to be equivalent across the cultures examined. While all the paths in the structural model were significant, the variance accounted for in the dependent variable (ITU) was much larger in the Malaysian sample relative to the Singaporean sample.

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    • technology
    • intention
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    • acceptance
    • invariance
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    • assessing
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    创建者:
    duguo
    时间:
  • Help seeking and information searching revisited 普通类

    Education researchers have amply documented the beneficial effects of help seeking on learning and understanding. Requesting help from teachers (or other human sources) when faced with a difficult task is now considered a self-regulated learning strategy. In a related domain, information search refers to learner-initiated efforts to obtain further task-related information from books or other non-human sources when undertaking an assignment. The integration of human and information-based resources in information and communication technology (ICT) tends to blur the distinction between help seeking and information searching, thus offering new perspectives on the study of the processes and skills involved in these activities. The aim of this paper is to redefine the boundaries between help seeking and information searching, by replacing the dichotomous definition (i.e., human versus non-human sources) by a more integrative theoretical framework. Beyond the obvious theoretical importance of the issue, clarifying the boundaries between seeking help and searching for information may contribute to the development of more effective forms of human and non-human support for technology-enhanced learning environments.

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    创建者:
    duguo
    时间:
  • Not everybody needs help to seek help 普通类

    Offering help functions is a standard feature of computer-based interactive learning environments (ILE). Nevertheless, a number of recent studies indicate that learners are not using such help facilities effectively. We compared the effects of different metacognitive supports to foster learners’ help-seeking behavior in an ILE for plant identification. Four groups of university students (n = 51), each receiving a different metacognitive instruction, had to determine living plants. They had to think-aloud and were video recorded during the experiment. At the end of the session they completed a knowledge test. The surprising effect was that students in all groups were effective help-seekers. They adapted their help-seeking behavior to the complexity of the plants in an effective way. The results indicate that for students on university level effective help-seeking seems to depend largely on motivational factors.

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    • environment.pdf
    • help
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    • online-learning
    • foster
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    创建者:
    duguo
    时间:
  • Seeking and providing assistance 普通类

    Throughout their lives, people are faced with various learning situations, for example when they learn how to use new software, services or information systems. However, research in the field of Interactive Learning Environments shows that learners needing assistance do not systematically seek or use help, even when it is available. The aim of the present study is to explore the role of some factors from research in Interactive Learning Environments in another situation: using a new technology not as a means of acquiring knowledge but to realize a specific task. Firstly, we present the three factors included in this study (1) the role of the content of assistance, namely operative vs. function-oriented help; (2) the role of the user’s prior knowledge; (3) the role of the trigger of assistance, i.e. help provided after the user’s request vs. help provided by the system. In this latter case, it is necessary to detect the user’s difficulties. On the basis of research on problem-solving, we list behavioral criteria expressing the user’s difficulties. Then, we present two experiments that use “real” technologies developed by a large company and tested by “real” users. The results showed that (1) even when participants had reached an impasse, most of them never sought assistance, (2) operative assistance that was automatically provided by the system was effective for novice users, and (3) function-oriented help that was automatically provided by the system was effective for expert users. Assistance can support deadlock awareness and can also focus on deadlock solving by guiding task. Assistance must be adapted to prior knowledge, progress and goals of learners to improve learning.

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    创建者:
    duguo
    时间:
  • An analysis of students’ spontaneous 普通类

    This study analyzes middle school students’ spontaneous mathematics-related help-seeking behavior, in view of making ecologically valid recommendations for the design of supporting tools or “help systems”. Our aim was to investigate the content of students’ help-seeking messages – Are there different forms of help-seeking messages and do they evolve with age? We used the archives of a French forum that provides students with free individualized help in mathematics. The data consisted of 206 messages sent by French middle school students over a period of 42 months. The constituent categories of the messages were identified. The results showed that not all middle school students use the same help-seeking “format”. Compared to sixth graders, ninth graders wrote messages containing more constituent categories, i.e., they provided the online expert with more kinds of information. A detailed analysis of the categories further showed that older students’ messages more often contained explicit help requests and contextual information than did younger students’ messages. Thus, the messages of the oldest students (age 15) were both cognitively more understandable and socially more acceptable than those of the youngest students (age 11). The interpretation of these findings and their implications for designing help systems are discussed.

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    • design
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    • supporting
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    创建者:
    duguo
    时间:
  • New perspectives on help seeking 普通类

    New perspectives on help seeking

    • new
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    • seeking
    • help
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    • perspectives
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    • information
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    创建者:
    duguo
    时间:
  • Design implementation and validation 普通类

    Within the context of a Europe-wide project UNITE, a number of European partners set out to design, implement and validate a pedagogical framework (PF) for e- and m-Learning in secondary schools. The process of formulating and testing the PF was an evolutionary one that reflected the experiences and skills of the various European partners and secondary schools involved in the project. The framework involved pedagogies which underpin the teaching of subject matter in a number of European secondary schools as well as the ways in which learning is delivered and assessed. The PF represents an essential part of the e-Learning system conceptualization and development and offers sound concepts for the development of learning scenarios in order to enhance the learning experience of students in secondary schools. A five-component framework which, by means of its constituents, drives and guides the creation of e-Learning scenarios was designed and tested. It is composed of the pedagogical framework context, pedagogical approaches, assessment techniques, teacher education and national specifics and current pedagogical practices implemented in national curricula. A series of learning scenarios were created to test the PF in classrooms. A detailed exemplar of a scenario in practice is offered. An evaluation of the scenarios based on [Reeves, T. C., 1994. Evaluating what really matters in computer-based education. In M. Wild, D. Kirkpatrick (Eds.), Computer education: new perspectives (pp. 219–246). Perth, Australia: MASTEC] pedagogical dimensions revealed that UNITE is based on constructivist and cognitive foundations. With increased experience of the system the teachers’ implementation of the pedagogical framework developed into increased mastery in the school context. Teachers from the second validation phase became more confident in their application of the framework principles and evaluated more positively the outcomes. This helped them to become more aware of the opportunities offered by the framework in their secondary school teaching. In order to bring this about the supports for change were put into place at the levels of pedagogical design, administrative support and the provision of the required resources and appropriate continuing professional development. The project has sought to create this support structure to ensure maximal benefits of the system for teaching and learning. Such a pedagogical support PF has offered scope for both collaborative and autonomous learning which have brought about value-added teaching and learning effects in the Europe-wide network of schools.

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    • e-learning
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    • framework
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    • implementation
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    • validation
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    创建者:
    duguo
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