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Article
Open AccessUsing learning analytics to explore peer learning patterns in asynchronous gamified environments
This study explored the dynamics of students' knowledge co-construction in an asynchronous gamified environment in higher education, focusing on peer discussions in college business courses. Utilizing epistemi...
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Article
Few-shot is enough: exploring ChatGPT prompt engineering method for automatic question generation in english education
Through design and development research (DDR), we aimed to create a validated automatic question generation (AQG) system using large language models (LLMs) like ChatGPT, enhanced by prompting engineering techn...
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Article
Open AccessUtilizing Generative AI for Instructional Design: Exploring Strengths, Weaknesses, Opportunities, and Threats
Recently, generative AI has been at the center of disruptive innovation in various settings, including educational sectors. This article investigates ChatGPT, which is one of the most prominent generative AI i...
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Article
Open AccessFeedback sources in essay writing: peer-generated or AI-generated feedback?
Peer feedback is introduced as an effective learning strategy, especially in large-size classes where teachers face high workloads. However, for complex tasks such as writing an argumentative essay, without su...
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Article
Modeling undergraduate students’ learning dynamics between self-regulated learning patterns and community of inquiry
In online STEM courses, self-regulated learning (SRL) serves a critical role in academic success because students are required to monitor and regulate their learning processes. Yet, relatively little research ...
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Article
Effects of Artificial Intelligence-Powered Virtual Agents on Learning Outcomes in Computer-Based Simulations: A Meta-Analysis
Computer-based simulations for learning offer affordances for advanced capabilities and expansive possibilities for knowledge construction and skills application. Virtual agents, when powered by artificial int...
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Article
Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals
Virtual reality (VR) offers promising opportunities for supporting autistic learners in develo** social and cognitive skills. However, designing VR-based learning environments optimized for these learners re...
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Article
Learning Experience Design and Unpacking Sociocultural, Technological, and Pedagogical Design Considerations of Spherical Video-Based Virtual Reality Systems for Autistic Learners: A Systematic Literature Review
This systematic literature review discusses the use of spherical video-based virtual reality (SVVR) as a training and therapy intervention for autistic individuals. The authors emphasize the need for an eviden...
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Article
Effects of Adaptive Prompts in Virtual Reality-Based Social Skills Training for Children with Autism
The purpose of this single-case experimental design (SCED) study is to investigate how adaptive prompts in virtual reality (VR)-based social skills training affect the social skills performance of autistic chi...
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Article
Exploring pre-service teachers’ technology-integration belief and scientific inquiry in a teacher-development course
We implemented design practices for a total of 85 pre-service teachers in a teacher-development course. This mixed-method study explored how design practices promoted pre-service teachers’ technology-integrati...
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Article
A Sco** Review of Three Computational Approaches to Ethnographic Research in Digital Learning Environments
The purpose of this paper is to explore three computational approaches to ethnographic research within digital learning environments: virtual ethnography; quantitative ethnography; and computational ethnograph...
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Article
The effects of social and cognitive cues on learning comprehension, eye-gaze pattern, and cognitive load in video instruction
Students experience challenges when understanding visual information in multimedia learning. Specifically, immersive multimedia environments, such as virtual reality increase the likelihood that students under...
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Chapter and Conference Paper
Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-Based Learning: A Data Fusion Approach
This paper describes methodological considerations for fusing data sources in understanding both affective and problem solving states of students as they engage in computational thinking (CT) game-based learni...
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Chapter
Designing Dynamic Learning Supports for Game and Simulation-Based Learning in STEM Education
It is critical to design game and simulation-based learning supports that create deeper learning experiences without compromising flow during gameplay. To be specific, the features of support should cater to t...
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Article
Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficu...
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Article
Open AccessA conceptual framework for teaching computational thinking in personalized OERs
Interests towards teaching programming skills have risen recently in the realm of computing education. Learning how to program not only enables learners to develop computing applications, but it can also enhan...
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Chapter
Open Educational Resources in Korea
Recently, there have been growing interests toward Open Educational Resources (OERs) in the field of education. OER can be defined as any set of educational materials that are distributed in an open format whi...
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Chapter
Rich Representations for Analyzing Learning Trajectories: Systematic Review on Sequential Data Analytics in Game-Based Learning Research
This chapter focuses on sequential data analytics (SDA), which is one of the prominent behavior analysis frameworks in game-based learning (GBL) research. Although researchers have used a variety of SDA approa...
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Chapter
Educational Games and Gamification: From Foundations to Applications of Data Analytics
A large number of educational games and gamification systems have been developed over three decades. Research has shown game-based learning (GBL) to be effective in enhancing motivation and improving learner ...