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Belle Li; Curtis J. Bonk; Chaoran Wang; Xiaojing Kou – IEEE Transactions on Learning Technologies, 2024
This exploratory analysis investigates the integration of ChatGPT in self-directed learning (SDL). Specifically, this study examines YouTube content creators' language-learning experiences and the role of ChatGPT in their SDL, building upon Song and Hill's conceptual model of SDL in online contexts. Thematic analysis of interviews with 19…
Descriptors: Independent Study, Language Acquisition, Artificial Intelligence, Computer Mediated Communication
Jiaqi Yin; Tiong-Thye Goh; Yi Hu – IEEE Transactions on Learning Technologies, 2024
This study aimed to examine sustainable effects of chatbot-based formative feedback on intrinsic motivation, cognitive load, and learning performance. A longitudinal quasi-experimental design with 173 undergraduate students was conducted. The experiment is a between-subject design. Students either received formative feedback from a chatbot or a…
Descriptors: Artificial Intelligence, Synchronous Communication, Feedback (Response), Longitudinal Studies
Behzad Mirzababaei; Viktoria Pammer-Schindler – IEEE Transactions on Learning Technologies, 2024
In this article, we investigate a systematic workflow that supports the learning engineering process of formulating the starting question for a conversational module based on existing learning materials, specifying the input that transformer-based language models need to function as classifiers, and specifying the adaptive dialogue structure,…
Descriptors: Learning Processes, Electronic Learning, Artificial Intelligence, Natural Language Processing
Geller, Shay A.; Gal, Kobi; Segal, Avi; Sripathi, Kamali; Kim, Hyunsoo G.; Facciotti, Marc T.; Igo, Michele; Hoernle, Nicholas; Karger, David – IEEE Transactions on Learning Technologies, 2021
This article provides computational and rule-based approaches for detecting confusion that is expressed in students' comments in couse forums. To obtain reliable, ground truth data about which posts exhibit student confusion, we designed a decision tree that facilitates the manual labeling of forum posts by experts. However, manual labeling is…
Descriptors: Identification, Misconceptions, Student Attitudes, Computer Mediated Communication
Giacomo Cassano; Nicoletta Di Blas – IEEE Transactions on Learning Technologies, 2024
In recent years, the world of education has become increasingly hybrid (online/on location) and flexible (synchronous/asynchronous), frequently referred to as HyFlex. One of the risks of these mixed environments is the distance between teacher and students that can make interaction, a crucial component of the teaching/learning process, more…
Descriptors: Electronic Learning, Asynchronous Communication, Teacher Student Relationship, Feedback (Response)
Bioglio, Livio; Capecchi, Sara; Peiretti, Federico; Sayed, Dennis; Torasso, Antonella; Pensa, Ruggero G. – IEEE Transactions on Learning Technologies, 2019
In this paper, we address the problem of enhancing young people's awareness of the mechanisms involving privacy in online social networks by presenting an innovative approach based on gamification. In particular, we propose a web application that allows kids and teenagers to experience the typical dynamics of information spread through a realistic…
Descriptors: Privacy, Social Media, Children, Adolescents
Castellanos, Jorge; Haya, Pablo A.; Urquiza-Fuentes, Jaime – IEEE Transactions on Learning Technologies, 2017
STEM (Science, Technology, Engineering, and Math) education is currently receiving much attention from governments and educational institutions. Our work is based on active learning and video-based learning approaches to support STEM education. Here, we aimed to increase students' engagement through reflective processes that embrace video…
Descriptors: STEM Education, Educational Technology, Technology Uses in Education, Video Technology
Neto, Valter; Rolim, Vitor; Pinheiro, Anderson; Lins, Rafael Dueire; Gasevic, Dragan; Mello, Rafael Ferreira – IEEE Transactions on Learning Technologies, 2021
This article investigates the impact of educational contexts on automatic classification of online discussion messages according to cognitive presence, an essential construct of the community of inquiry model. In particular, the work reported in the article analyzed online discussion messages written in Brazilian Portuguese from two different…
Descriptors: Foreign Countries, Computer Mediated Communication, Discussion, Content Analysis
Govaerts, Sten; Holzer, Adrian; Kocher, Bruno; Vozniuk, Andrii; Garbinato, Benoit; Gillet, Denis – IEEE Transactions on Learning Technologies, 2018
Improving face-to-face (f2f) interaction in large classrooms is a challenging task as student participation can be hard to initiate. Thanks to the wide adoption of personal mobile devices, it is possible to blend digital and face-to-face interaction and integrate co-located social media applications in the classroom. To better understand how such…
Descriptors: Blended Learning, Social Media, Computer Oriented Programs, Technology Uses in Education
Lehman, Blair A.; Zapata-Rivera, Diego – IEEE Transactions on Learning Technologies, 2018
Students can experience a variety of emotions while completing assessments. Some emotions can get in the way of students performing their best (e.g., anxiety, frustration), whereas other emotions can facilitate student performance (e.g., engagement). Many new, non-traditional assessments, such as automated conversation-based assessments (CBA), are…
Descriptors: Emotional Response, Student Evaluation, Alternative Assessment, Computer Mediated Communication
Yu, Yuan-Chih – IEEE Transactions on Learning Technologies, 2017
Teaching with a classroom feedback system can benefit both teaching and learning practices of interactivity. In this paper, we propose a dual-channel classroom feedback system integrated with a back-end e-Learning system. The system consists of learning agents running on the students' computers and a teaching agent running on the instructor's…
Descriptors: Feedback (Response), Teaching Methods, Educational Technology, Technology Uses in Education
Alario-Hoyos, Carlos; Pérez-Sanagustin, Mar; Delgado-Kloos, Carlos; Parada G., Hugo A.; Muñoz-Organero, Mario – IEEE Transactions on Learning Technologies, 2014
This paper presents an in-depth empirical analysis of a nine-week MOOC. This analysis provides novel results regarding participants' profiles and use of built-in and external social tools. The results served to detect seven participants' patterns and conclude that the forum was the social tool preferred to contribute to the MOOC.
Descriptors: Profiles, Online Courses, Computer Science Education, Distance Education
López Garcia, Diego A.; Mateo Sanguino, Tomás de J.; Cortés Ancos, Estefania; Fernández de Viana González, Iñaki – IEEE Transactions on Learning Technologies, 2016
Debates have been used to develop critical thinking within teaching environments. Many learning activities are configured as working groups, which use debates to make decisions. Nevertheless, in a classroom debate, only a few students can participate; large work groups are similarly limited. Whilst the use of web tools would appear to offer a…
Descriptors: Debate, Web 2.0 Technologies, Internet, Cooperative Learning
Dimitrova, V.; Lau, L.; O'Rourke, R. – IEEE Transactions on Learning Technologies, 2011
This paper presents a novel collaborative tool--AWESOME Dissertation Environment (ADE)--which facilitates student learning through semantic social scaffolding: a new approach to dissertation writing challenges. These challenges revolve around three issues: timing of support; collective intelligence, and sense making strategies in tension with the…
Descriptors: Student Attitudes, Schemata (Cognition), Semantics, Web 2.0 Technologies
Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
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