Effects of a ChatGPT-based flipped learning guiding approach on learners’ courseware project performances and perceptions
Australasian Journal of Educational Technology,
Год журнала:
2023,
Номер
39(5), С. 40 - 58
Опубликована: Дек. 22, 2023
In
recent
decades,
flipped
learning
has
been
adopted
by
teachers
to
improve
achievement.
However,
it
is
challenging
provide
all
students
with
instant
personalised
guidance
at
the
same
time.
To
address
this
gap,
based
on
Chat
Generative
Pre-trained
Transformer
(ChatGPT)
and
scaffolding
theory,
I
developed
a
ChatGPT-based
guiding
approach
(ChatGPT-FLGA)
according
analysis,
design,
development,
implementation
evaluation
model.
investigate
effectiveness
of
ChatGPT-FLGA,
quasi-experiment
was
conducted
in
activities
courseware
project.
One
two
classes
randomly
assigned
experimental
group,
while
other
control
group.
The
both
received
classroom
instruction
discussions
through
Tencent
QQ
applications,
but
only
those
group
learned
ChatGPT-FLGA.
results
revealed
that
ChatGPT-FLGA
significantly
improved
students’
performance,
self-efficacy,
attitudes,
intrinsic
motivation
creative
thinking.
research
findings
enrich
literature
ChatGPT
classrooms
addressing
influence
students'
performance
perceptions.
Implications
for
practice
or
policy:
Teachers
universities
should
utilise
as
tool
supporting
promoting
their
problem-solving
skills.
Course
designers
academic
staff
can
leverage
enact
student-centred
pedagogical
transformation
massive
open
online
courses
learning.
master
how
use
its
system,
foster
learners’
self-regulated
learning,
help
them
promote
self-efficacy
overcome
difficulties
thinking
ability.
Язык: Английский
Conceptualising the context and mechanisms for tackling loneliness in older adults through interventions: A Critical Interpretive Synthesis
medRxiv (Cold Spring Harbor Laboratory),
Год журнала:
2025,
Номер
unknown
Опубликована: Янв. 13, 2025
Abstract
Background
Loneliness
in
later
life
has
been
widely
associated
with
poor
mental
and
physical
health.
However,
despite
many
reviews,
current
evidence
does
not
provide
a
clear
picture
of
how
to
tackle
loneliness
older
adults
through
interventions.
Research
examining
the
contexts
mechanisms
for
reducing
interventions
is
required
identify
how,
why,
who
work
or
do
work.
Methods
A
critical
interpretive
synthesis,
review
method
designed
rigorously
reflexively
re-examine
existing
literature,
was
conducted
re-consider
what
matters
This
enacted
broad
search
strategy
incorporating
database
searches,
contacting
experts,
reference-chaining,
team
discussions,
enabling
flexible
iterative
able
generate
new
theory.
Results
274
papers
were
included
analysis.
We
identified
four
dimensions
whether
worked.
Intended
outcome
mirrored
different
theoretical
perspectives
on
reduce
loneliness.
Four
intended
outcomes
identified:
cognitive
change;
improved
social
connections;
physiological
more
meaningful
life.
The
second
dimension
level
an
intervention
-
it
intervene
at
micro,
meso,
macro
level.
Thirdly,
13
positive
features
noted
have
evidenced
lead
constitute
effective
These
that
are
organised,
adaptable,
good
staff/volunteers,
support
attend,
routinised,
built
shared
interests/identities,
personalised,
culturally
aware,
co-produced,
involve
active
participation,
strengths-based,
lasting,
targeted
appropriate
people.
Lastly,
nine
emotions
represent
less
feeling
reciprocated
interactions;
emotional
support;
belonging;
perspective;
self-efficacy;
mattering;
pride;
purpose;
empowerment.
Conclusions
Interventions
evaluations
should
look
beyond
comparing
activities
see
which
best
recognise
multidimensionality
variation
vital
individuals
communities
needs.
Identifying
is,
society
intends
impact,
actions
this
study,
can
be
employed
better
target
variety
Язык: Английский
A Fuzzy Kano Model Proposal for Sustainable Product Design: Mobile Application Feature Analysis
Applied Soft Computing,
Год журнала:
2025,
Номер
unknown, С. 112824 - 112824
Опубликована: Фев. 1, 2025
Язык: Английский
Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience
JMIR Serious Games,
Год журнала:
2024,
Номер
12, С. e59141 - e59141
Опубликована: Окт. 29, 2024
Abstract
Background
Declines
in
physical
and
cognitive
function
are
natural
biological
processes,
leading
to
an
increased
risk
of
falls.
Promising
evidence
suggests
that
combined
physical-cognitive
exercise
has
beneficial
effects
improving
both
health.
Although
moderate-to-high
intensity
is
commonly
recommended,
it
might
be
impractical
for
older
adults
facing
limitations
or
contraindications.
Thus,
low-intensity
a
viable
option.
The
main
barriers
engaging
include
transportation,
time,
motivation,
enjoyment.
To
overcome
these
challenges,
home-based,
gamification-based
training
system
may
provide
effective
approach
enhance
adherence.
Objective
This
study
aimed
develop
evaluate
the
usability
low-intensity,
gamification-based,
interactive
home-based
setting.
Methods
prototype
game-based
was
created
following
ADDIE
model
(analysis,
design,
development,
implementation,
evaluation)
assessed
user
experience
adults.
A
total
15
engaged
at
home
60
minutes
per
day,
3
days
week,
4
weeks.
evaluated
using
scale
(SUS)
after
completion
4-week
program.
As
satisfaction,
8-item
Physical
Activity
Enjoyment
Scale
(PACES)
questionnaire
used
assess
participants’
enjoyment
level
1
week
weeks
training.
Descriptive
statistics
were
illustrate
SUS
score.
Wilcoxon
signed-rank
test
compare
PACES
scores
between
first
end
period,
with
significance
set
P
<.05.
Results
experts’
consensus,
consisted
games:
Ocean
Diver,
Road
Runner,
Moving
Memorizing.
games
had
levels
difficulty:
beginner,
intermediate,
advanced.
computer
vision–based
selected
as
delivery
platform
score
all
participants
mean
87.22
(SD
5.76),
indicating
user’s
perception
ranging
from
good
excellent.
At
training,
significantly
greater
than
suggesting
improvement
(first
week:
44.93,
SD
3.99
vs
fourth
50.53,
4.70;
=.001).
Conclusions
designed
developed
model,
which
included
experts
users
process.
findings
showed
exergame
usable
practical
setting,
enhancing
adults’
motivation.
Further
research
warranted
determine
effectiveness
such
promoting
functions.
Язык: Английский