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Han, Songhee; Liu, Min; Pan, Zilong; Cai, Ying; Shao, Peixia – International Journal of Artificial Intelligence in Education, 2023
In this study, we examined interaction behaviors between a small number of participants in two massive open online courses (MOOCs) and an FAQ chatbot, focusing on the participants' native language markers. We used a binary native language marker (non-native English user vs. native English user) to distinguish between two groups in this multiple…
Descriptors: Artificial Intelligence, MOOCs, Native Language, Computer Mediated Communication
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Liu, Min; Cai, Ying; Han, Songhee; Shao, Peixia – Journal of Learning Analytics, 2022
Research on learning analytics (LA) has focused mostly at the university level. LA research in the K-12 setting is needed. This study aimed to understand 4,115 middle school students' learning paths based on their behavioural patterns and the relationship with performance levels when they used a digital learning game as their science curriculum.…
Descriptors: Learning Analytics, Navigation, Game Based Learning, Middle School Students
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Liu, Min; Pan, Zilong; Li, Chenglu; Han, Songhee; Shi, Yi; Pan, Xin – International Journal on E-Learning, 2021
There has been an increasing interest in learning analytics (LA) research especially in higher education (HE) in recent years. In this study, we conducted a systematic focused review of research, from 2016 to present, on using analytics in HE (specifically system- or user-generated data) to understand in what way such analytics has been…
Descriptors: Learning Analytics, Educational Research, Higher Education, Data Collection
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students