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Volume 172024Current Issue
Reflects downloads up to 22 Sep 2024Bibliometrics
research-article
A General Purpose Anomaly-Based Method for Detecting Cheaters in Online Courses

This article presents a general-purpose method for detecting cheating in online courses, which combines anomaly detection and supervised machine learning. Using features that are rooted in psychometrics and learning analytics literature, and capture ...

research-article
Data-Driven Artificial Intelligence in Education: A Comprehensive Review

As <italic>education</italic> constitutes an essential development standard for individuals and societies, researchers have been exploring the use of artificial intelligence (AI) in this domain and have embedded the technology within it through a myriad ...

research-article
Multivariate Knowledge Tracking Based on Graph Neural Network in ASSISTments

As an excellent means of improving students&#x0027; effective learning, knowledge tracking can assess the level of knowledge mastery and discover latent learning patterns based on students&#x0027; historical learning evaluation of related questions. The ...

research-article
Into the Brave New Metaverse: Envisaging Future Language Teaching and Learning

The emergence of the Metaverse, supported by innovative technologies, especially extended reality, has opened up new possibilities for various fields of education. Some disciplines like STEM have already derived significant benefits from the immersive, ...

research-article
Automatic Evaluation of Instructional Videos Based on Video Features and Student Watching Experience

Instructional videos are often a key component of online learning, and their quality significantly influences online learning outcomes and student satisfaction. However, instructional video evaluation is time-consuming. To solve this problem, this study ...

research-article
XR Vest: A Novel System for Demonstration-Based Learning of Safety Skills

This work investigates the design and usability of a novel eXtended Reality (XR) Vest, which combines two viewpoints for demonstration-based training (DBT). Traditional modalities for DBT, such as prerecorded videos and live instruction, are minimally ...

research-article
Capturing Movement: A Tablet App, <italic>Geometry Touch</italic>, for Recording Onscreen Finger-Based Gesture Data

This article presents a novel digital method of capturing finger-based gestures on touchscreen devices for the purpose of exploring tracing gestures in educational research. Given that tracing has been found to support cognition, learning, and problem ...

research-article
The Game Effect: Comparison of Game and Nongame Learning Environments Using the Example of &#x201C;Arctic Economy&#x201D;

Virtual environments open up far-reaching possibilities with respect to knowledge impartation. Nevertheless, they have the potential to negatively influence learning behavior. As a possible positive determinant, especially in the digital context, the ...

research-article
Exploring the Effectiveness of a SPOC Learning Analytics System Based on Attribution Theory: Evaluation Framework and Educational Experiment

The attribution of learning success or failure is crucial for students&#x2019; learning and motivation. Effective attribution of their learning success or failure in the context of a small private online course (SPOC) could generate students&#x2019; ...

research-article
Investigating the Use of Deep Learning and Implicit Feedback in K12 Educational Recommender Systems

Recommender systems are increasingly being used in university or online education. However, recommender systems still have not found major usage in K12 education. This may be because of the unique challenges that recommender systems face when used by a ...

research-article
Stable Knowledge Tracing Using Causal Inference

Knowledge tracing (KT) for evaluating students&#x0027; knowledge is an essential task in personalized education. More and more researchers have devoted themselves to solving KT tasks, e.g., deep knowledge tracing (DKT), which can capture more ...

research-article
Improvement of the Quality of Question Papers for Online Examinations Toward Simultaneous Enhancement of Students&#x2019; Learning

The present study is related to the problem associated with student assessment with online examinations at higher educational institutes (HEIs). With the current COVID-19 outbreak, the majority of educational institutes are conducting online examinations ...

research-article
A Web-Based Educational System for Teaching Compilers

Although we are witnessing the accelerated development of computer science, and the opening of new fields of study, compiler construction is still a very important field that is taught at most world universities. Because of a large number of algorithms ...

research-article
Exploring Intergenerational Interactions Through an Online Storytelling Experience

Intergenerational games to be played by grandparents and their grandchildren can be mutually beneficial for both age groups: breaking with age stereotypes, linking the learning and leisure needs of both generations and encouraging communication, ...

research-article
Design and Evaluation of a Set of Methodological Strategies for Learning a Second Language in Students With Down Syndrome Using Computer-Based Instruction

This article introduces a set of teaching strategies to enhance second language learning for students with Down syndrome (DS) enrolled in an English course covering material from the first two years of primary school. A set of instructional support ...

research-article
Open Access
Multimodal Teacher Dashboards: Challenges and Opportunities of Enhancing Teacher Insights Through a Case Study

Teacher dashboards provide insights on students&#x0027; progress through visualizations and scores derived from data generated during teaching and learning activities (e.g., response times and task correctness) to improve teaching. Despite the potential ...

research-article
Digital Game-Based Technology for English Language Learning in Preschools and Primary Schools: A Systematic Analysis

This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become ...

research-article
Space Adventure Game-Based Learning: How Games and Scaffolds Affect Eighth Graders' Physics Learning and Game Immersion

Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of <italic>...

research-article
Design and Implementation of the Reliable Learning Style Recognition Mechanism Based on Fusion Labels and Ensemble Classification

Learning style recognition is an indispensable part of achieving personalized learning in online learning systems. The traditional inventory method for learning style identification faces the limitations such as subject and static characteristics. ...

research-article
Enhancing Educational Dialogue Act Classification With Discourse Context and Sample Informativeness

Automating the classification of instructional strategies from a large-scale online tutorial dialogue corpus is indispensable to the design of dialogue-based intelligent tutoring systems. Despite many existing studies employing supervised machine learning ...

research-article
Sequential Behavior Analysis of Interdisciplinary Activities in Computational Thinking and EFL Language Learning With Game-Based Learning

The study explored the effects of an interdisciplinary learning approach on developing students&#x2019; English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to ...

research-article
Collaborative Virtual Reality in Higher Education: Students&#x0027; Perceptions on Presence, Challenges, Affordances, and Potential

The metaverse is a network of interoperable and persistent 3-D virtual worlds where users can coexist and interact through mechanisms, such as gamification, nonfungible tokens, and cryptocurrencies. Although the metaverse is a theoretical construct today, ...

research-article
Can Underprivileged Children Learn Effectively at Home? A Six-Month Study of Game-Based Traditional Chinese Learning During the Pandemic Lockdown

The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a ...

research-article
AssignmentWatch: An Automated Detection and Alert Tool for Reducing Academic Misconduct Associated With File-Sharing Websites

Academic misconduct stemming from file-sharing websites is an increasingly prevalent challenge in tertiary education, including information technology and engineering disciplines. Current plagiarism detection methods (e.g., text matching) are largely ...

research-article
Educational Practices and Strategies With Immersive Learning Environments: Mapping of Reviews for Using the Metaverse

The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and&#x002F;or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused,...

research-article
Open Access
Robotics in the Context of Primary and Preschool Education: A Scoping Review

This article presents an overview of educational robotics (ER) in primary and preschool education. As ER seems to be gaining popularity for its effectiveness as a learning tool, more research needs to be done in this area. Recent results from ER pilot ...

research-article
HGCR: A Heterogeneous Graph-Enhanced Interactive Course Recommendation Scheme for Online Learning

As one of the fundamental tasks in the online learning platform, interactive course recommendation (ICR) aims to maximize the long-term learning efficiency of each student, through actively exploring and exploiting the student&#x0027;s feedbacks, and ...

research-article
Learning to Reuse Distractors to Support Multiple-Choice Question Generation in Education

Multiple-choice questions (MCQs) are widely used in digital learning systems, as they allow for automating the assessment process. However, owing to the increased digital literacy of students and the advent of social media platforms, MCQ tests are widely ...

research-article
A VR Environment for Human Anatomical Variation Education: Modeling, Visualization and Interaction

Trunk anatomy education is critical in the training of the surgeon. Most trunk anatomy education systems use a personal or synthetic anatomical model. It remains difficult to obtain appropriate population anatomy information and create individualized ...

research-article
Virtual-Reality-Based Supermarket for Intellectual Disability Classification, Diagnostics, and Assessment

Possible symptoms of intellectual disability (ID) include delayed physical development that becomes more pronounced as the disability progresses, delayed development of gross and fine motor skills, sensory perception problems, and difficulty grasping the ...

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