Carry-forward effect: providing proactive scaffolding to learning processes DOI Creative Commons
Kshitij Sharma, Michail N. Giannakos

Behaviour and Information Technology, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 40

Published: Oct. 16, 2024

Multimodal data enables us to capture the cognitive and affective states of students provide a holistic understanding learning processes in wide variety contexts. With use sensing technology, we can learners' near real-time support learning. Moreover, multimodal allows obtain early predictions performance, timely manner. In this contribution, utilise notion 'carry forward effect', an inferential predictive modelling approach that utilises measurements detrimental performance feedback suggestions. Carry effect way prioritise conflicting suggestions data-based scaffolding tool. We showcase empirical proof carry with three different scenarios: game-based learning, individual debugging, collaborative debugging.

Language: Английский

Learning by playing with generative AI: design and evaluation of a role-playing educational game with generative AI as scaffolding for instant feedback interaction DOI

Chih‐Chung Chien,

Hung-Yu Chan,

Huei‐Tse Hou

et al.

Journal of Research on Technology in Education, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 20

Published: April 8, 2024

In this study, an online contextualized educational game was designed to provide interactive simulated dialogues using generative AI scaffolding (using ChatPDF) in a as for immediate feedback, where learners can access guides and explore knowledge. This study analyzed learners' behaviors while performing prompting the scaffolding, well psychological responses. A total of 59 students participated study. The results showed that had significantly high flow low activity anxiety tasks, feedback usefulness significant effects on learning aids. instant certain percentage direct answers or indirect suggestions, which is suitable scaffolding.

Language: Английский

Citations

17

Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours DOI Creative Commons
Shuwei Liu,

Hung-Yu Chan,

Huei‐Tse Hou

et al.

Educational Technology Research and Development, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 24, 2025

Language: Английский

Citations

1

Game-based collaborative scientific inquiry learning using realistic context and inquiry process-based multidimensional scaffolding DOI

Chou-Pai YEOH,

Cheng-Tai Li, Huei‐Tse Hou

et al.

International Journal of Science Education, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 23

Published: May 20, 2024

Integrating multidimensional scaffolding into digital game-based learning is expected to address scientific inquiry teaching challenges, simulating real-world complexities ignite learner interest. This study stands out by using realistic scenarios and develop an online collaborative game, designed based on the process create corresponding game mechanics processes. It leverages cloud technology integration as scaffolding, accompanied a train maintenance scenario with non-player characters (NPC) enhance electromagnetism for learners. involved 90 college students divided three groups: group (remote gaming activities NPC-based scaffolding), document case document-based no without scaffolding). The results indicate that providing in remote enhances outcomes compared scaffolding. Learners reported high level of flow experience, perceived was helpful learning, experienced lower anxiety. Furthermore, learners provided highly positive feedback usefulness game. There were significant differences among instructional terms state, activity anxiety, inquiry.

Language: Английский

Citations

4

A Mobile Contextualized Educational Game Framework With ChatGPT Interactive Scaffolding for Employee Ethics Training DOI
Yu‐Chi Chen, Huei‐Tse Hou

Journal of Educational Computing Research, Journal Year: 2024, Volume and Issue: 62(7), P. 1737 - 1762

Published: July 26, 2024

Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated activities can a positive impact on learning. application role-playing has potential; therefore, this study designed “ChatGPT-based NPCs Workflow Framework” used it the basis for designing evaluating an educational game employee ethics training with empirical evidence. This had 61 participants, divided into document group ( n = 32) ChatGPT-based NPC 29) examined achievement, flow, motivation, anxiety two groups. results showed that designs both groups benefited could maintain certain level high motivation engagement. Through qualitatively analyzing content students’ discussions NPCs, was found there is potential NPC-assisted through ChatGPT. Overall, explored efficacy limitations using extensible. We also present framework design mechanism.

Language: Английский

Citations

4

Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game DOI

Chih‐Chung Chien,

Yen‐Ting Ho, Huei‐Tse Hou

et al.

Journal of Educational Computing Research, Journal Year: 2023, Volume and Issue: 62(1), P. 376 - 405

Published: Sept. 29, 2023

In the post-pandemic era, distance education and training modes without space constraints are gradually becoming a new trend in training. Game-based combined with situational simulations is potential approach. This study used simulation company scenario decision-making analysis task of promotion assessment as game context, proposed an innovative mechanism integrating situation interactive contextual clue scaffolding guide to enhance learning effectiveness. Gather Town platform design office scenario, Google Forms scaffolding. conducted empirical research evaluate this mechanism, total 60 participants divided into experimental group that activities control was only provided document files for comparative analysis. The results revealed exploration guidance immersive scenes could allow learners experience high level fidelity increase discovery rate usefulness It also reduced anxiety, maintained motivation flow, resulted significantly higher effectiveness than

Language: Английский

Citations

10

Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest DOI
Tze Wei Liew, Yahdi Siradj, Su-Mae Tan

et al.

International Journal of Human-Computer Interaction, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 22

Published: May 20, 2024

Digital Game-Based Learning (DGBL) combines gamification with educational content to create engaging learning experiences tailored today's learners. Non-Playable Characters (NPCs), integral many video games, are computer-generated characters controlled by game algorithms rather than players. Despite their prominence in gaming, research on NPCs' impact learners' perceptions, experiences, and acceptance of DGBL environments remains scarce. This study presents a framework that investigates the non-player characters' (NPCs) attributes, including social presence, telepresence, support, storytelling, factors related technology acceptance, such as perceived usefulness ease use, well flow state intention continue using digital game-based environment. An experiment was conducted where learners were administered survey after interacting NPCs, simulating peers, professors, or industry experts teaching Fintech topics within Analysis 200 valid responses Partial Least Squares Structural Equation Modeling revealed attributes significantly enhance usefulness, Furthermore, findings indicate use positively affect intentions Thematic analysis per participant feedback highlighted value an innovative approach makes about accessible engaging. These results interpreted through Technology Acceptance Model, theory, presence gamified model, offering insights into how NPCs can be effectively designed enrich experience foster adoption.

Language: Английский

Citations

3

AI in K-12 Social Studies Education: A Critical Examination of Ethical and Practical Challenges DOI
Ilene R. Berson, Michael J. Berson

Communications in computer and information science, Journal Year: 2024, Volume and Issue: unknown, P. 101 - 112

Published: Jan. 1, 2024

Language: Английский

Citations

2

Evaluating Influencing Factors of Audiences’ Attitudes toward Virtual Concerts: Evidence from China DOI Creative Commons
Jing Deng, Younghwan Pan

Behavioral Sciences, Journal Year: 2023, Volume and Issue: 13(6), P. 478 - 478

Published: June 6, 2023

The purpose of this study is to investigate and validate the influencing factors audiences' attitudes toward virtual concerts. In order address issue, current proposes a conceptual model integrating player experience (autonomy, relatedness, engagement) technology acceptance (perceived usefulness, perceived ease use, enjoyment). An online questionnaire on concert experiences was conducted among Chinese audiences who had attended concerts previously. Structural equation modeling then used establish relationships between variables. results suggested that autonomy, engagement positively impacted enjoyment. Furthermore, enjoyment were significant predictors attitudes. findings could provide reference for relevant entertainment providers also serve as point development exploration in field

Language: Английский

Citations

4

A multi-dimensional scaffolding-based virtual reality educational board game design framework for service skills training DOI
Yu‐Cheng Lin, Shu‐Yun Chien, Huei‐Tse Hou

et al.

Education and Information Technologies, Journal Year: 2024, Volume and Issue: unknown

Published: Dec. 28, 2024

Language: Английский

Citations

1

Design of a Digital Gamified Learning Activity for Relationship Education with Conceptual Scaffolding and Reflective Scaffolding DOI
Yu‐Chi Chen, Huei‐Tse Hou

The Asia-Pacific Education Researcher, Journal Year: 2024, Volume and Issue: unknown

Published: April 24, 2024

Language: Английский

Citations

1