(Lecture Notes in Computer Science 10949) Simon K.S. Cheung, Lam-For Kwok, Kenichi Kubota, Lap-Kei Lee, Jumpei Tokito - Blended Learning. Enhancing Learning Success-Springer International Publishing (
(Lecture Notes in Computer Science 10949) Simon K.S. Cheung, Lam-For Kwok, Kenichi Kubota, Lap-Kei Lee, Jumpei Tokito - Blended Learning. Enhancing Learning Success-Springer International Publishing (
(Lecture Notes in Computer Science 10949) Simon K.S. Cheung, Lam-For Kwok, Kenichi Kubota, Lap-Kei Lee, Jumpei Tokito - Blended Learning. Enhancing Learning Success-Springer International Publishing (
Cheung
Lam-for Kwok
Kenichi Kubota
Lap-Kei Lee
Jumpei Tokito (Eds.)
LNCS 10949
Blended Learning
Enhancing Learning Success
11th International Conference, ICBL 2018
Osaka, Japan, July 31 – August 2, 2018
Proceedings
123
Lecture Notes in Computer Science 10949
Commenced Publication in 1973
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Carnegie Mellon University, Pittsburgh, PA, USA
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University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Friedemann Mattern
ETH Zurich, Zurich, Switzerland
John C. Mitchell
Stanford University, Stanford, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
C. Pandu Rangan
Indian Institute of Technology Madras, Chennai, India
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TU Dortmund University, Dortmund, Germany
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Simon K. S. Cheung Lam-for Kwok
•
Blended Learning
Enhancing Learning Success
11th International Conference, ICBL 2018
Osaka, Japan, July 31 – August 2, 2018
Proceedings
123
Editors
Simon K. S. Cheung Lap-Kei Lee
The Open University of Hong Kong The Open University of Hong Kong
Hong Kong Hong Kong
China Hong Kong
Lam-for Kwok Jumpei Tokito
City University of Hong Kong Kwansei Gakuin University
Hong Kong Osaka
China Japan
Kenichi Kubota
Kansai University
Osaka
Japan
This Springer imprint is published by the registered company Springer International Publishing AG
part of Springer Nature
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Preface
Organizing Committee
Honorary Chairs
Horace H. S. Ip City University of Hong Kong, Hong Kong, SAR China
Haruo Kurokami JAEMS and Kansai University, Japan
Katsuaki Suzuki JSET and Kumamoto University, Japan
Conference Chairs
Lam-for Kwok City University of Hong Kong, Hong Kong, SAR China
Kenichi Kubota Kansai University, Japan
Program Chairs
Simon K. S. Cheung The Open University of Hong Kong, Hong Kong,
SAR China
Keith Lee The Open University of Hong Kong, Hong Kong,
SAR China
Jumpei Tokito Kwansei Gakuin University, Japan
Organizing Chairs
John Hui City University of Hong Kong, Hong Kong, SAR China
Chiaki Iwasaki Kansai University, Japan
Makoto Kageto Nihon Fukushi University, Japan
Publicity Chairs
Morris Jong The Chinese University of Hong Kong, Hong Kong,
SAR China
Toshiyuki Yamamoto Kansai University, Japan
Shudong Wang Shimane University, Japan
Web Masters
Richard Li City University of Hong Kong, Hong Kong, SAR China
Ryota Yamamoto The University of Tokyo, Japan
VIII Conference Organization
Members
Oliver Au The Open University of Hong Kong, Hong Kong,
SAR China
Jinnong Cao Hong Kong Polytechnic University, Hong Kong
C. S. Chai The Chinese University of Hong Kong, Hong Kong,
SAR China
Keith Chan The Hong Kong Polytechnic University, Hong Kong,
SAR China
Peter Chan Brigham Young University, USA
Chih-Tsan Chang National Chung Cheng University, Taiwan
Wei Chen Chinese Academy of Agricultural Sciences, China
Guo-Li Chiou National Taiwan Normal University, Taiwan
Thomas Chiu University of Hong Kong, Hong Kong, SAR China
Mike Chui Education University of Hong Kong, Hong Kong,
SAR China
Giuliana Dettori Istituto di Tecnologie Didattiche del CNR, Italy
Yoshiko Goda Kumamoto University, Japan
Owen Hall Jr. Pepperdine University, USA
Tianyong Hao Guangdong University of Foreign Studies, China
Andreas Henrich University of Bamberg, Germany
Yoko Hirata Hokkai-Gakuen University, Japan
Yoshihiro Hirata Hokkai-Gakuen University, Japan
Wai Shing Ho Caritas Institute of Higher Education, Hong Kong,
SAR China
Norio Hosaki Waseda University, Japan
Jenq-Muh Hsu National Chiayi University, Taiwan
Ronghuia Huang Beijing Normal University, China
John Hui City University of Hong Kong, Hong Kong, SAR China
Ryohei Ikejiri University of Tokyo, Japan
Jane Jie China Jiliang University, China
Morris Jong The Chinese University of Hong Kong, Hong Kong,
SAR China
Insung Jung International Christian University, Japan
Yukari Kato Kyoto University of Foreign Studies, Japan
Jacky Keung City University of Hong Kong, Hong Kong, SAR China
Takayuki Konno Meisei University, Japan
Conference Organization IX
Keynote Speakers
Panel Chairs
Organizers
Kansai University
Co-organizers
Sponsors
BEE NET
Contents
Keynotes
Noyuri Mima(&)
1.1 Background
In June 1996, seven researchers in their mid-thirties, all computer related scientists,
were gathered and entrusted to make a new university from scratch. As a result, the
learning environment to be introduced in this paper was developed, and the school
building was awarded the Architectural Institute of Japan Prize. The philosophy behind
the university’s spirit became “Open space, Open mind.”
There was a lot of turbulence in the process of creating a new university: the path to
creating a university was very steep, and required us to overcome many obstacles. At
long last, our university evolved through the kind of innovation and foresight that
comes not from a plan prepared by a think tank specializing in the creation of a
university, but by participatory design. I believe we became the “Seven Samurai” of
Higher Education reform in Japan.
Even before the first syllabus was written, the first thing we did when we started
designing the university was to ask ourselves a seemingly simple question: What is
learning? “Learning” is different in kind from “teaching.” No matter how much we
teach, people may not necessarily learn. We started our university by rethinking
learning.
1.2 Aim
The paper is an autobiographical paper of a unique university that has been designed
and implemented from scratch and is still in operation. The focus of this paper is not
only to look back at past developments, but also to extract essences and principles for
designing sustainable learning environments. To fulfill this purpose, the paper begins
with the educational philosophy written at the time of the university’s opening in 2000.
After that, eighteen years of the university’s educational practices and policies are
summarized. Ultimately, the design of the learning environment as a whole will be
discussed. It is argued that the challenge of effective design should be expanded from
the conventional blend of real and digital classroom environments to a new perspective
that coordinates space, activity and community.
The following section was written as a collaboration between Noyuri Mima and
Hillel Weintraub, written six months before the university’s opening in September
1999 and reviewed by Weintraub [1]. It could be said that this is our educational
philosophy.
because it is difficult to relate their learning with their lives. Furthermore, in this
systematic style, students have difficulties connecting their school activities with their
future work and lives. Social value or intrinsic pleasure from the act of learning itself is
lacking. Earning credits or the grade itself becomes the main goal.
Project Based Learning (PBL) is very different from this systematic style which is
exemplified in ordinary lectures which present knowledge set in every field. The
Project Based Learning Approach takes away the barriers among subjects. Most human
activities, in society or at work are not limited to one subject or another, but cross into
many disciplines. In the same way, the project based approach is a way of gaining a
comprehensive experience in meaningful human activity. Educational research indi-
cates that people learn more through significant social and personal activities. Fur-
thermore, learners can apply how they learn to new situations which arise in their life,
since PBL encourages design skills, research skills, experimentation, simulation and
modeling practice and creative problem solving - what they learn Students collect
information, carry on experimenting, making a model, doing a simulation, creating
ideas to solve assignments given to projects they participate in. Students are not limited
to one discipline, but can learn in a more realistic, interdisciplinary style. The focus on
grades is replaced by a focus on meaningful learning.
Third Design Principle. No Personal Barriers: Cooperative Learning and Team
Teaching
In creating our new university, we have focused on the concept of Cooperative
Learning as one of our key design concepts. CL is a total shift of learning philosophy
and style. People we are learning with become part of our community, there to support
us, challenge us to move to new depths of understanding, thus affecting both how we
learn and what we learn. It is generally accepted that cooperative social and work
environments are healthier and more productive, but this concept has not become a part
of most university designs. Future University (FUN) Hakodate will be a learning
community in which all aspects of the university, from physical structure through the
open relationships among learners, including teachers, will promote learning
cooperatively.
If we look at learning outside of most formal classroom situations, it is apparent
that it is both cooperative and social, as well as being supportive of individual
expression and growth. Learning stagnates if there is no feedback loop; we need the
opportunity to hear our own thoughts and see them reflected from others, particularly in
a critically constructive environment. Moving away from the metaphor of pouring
established information into the minds of students to a more constructionist and col-
laborative model, FUN Hakodate is designing itself as learning community where
problems can be solved together through a commonly developed set of shared
meanings. These understanding will never be seen as dogma, but through the open
exchange with others both locally and universally, and will constantly be challenged,
re-examined and refined or re-built.
In order to create this kind of atmosphere, we need to remove the kinds of situations
which encourage learners to focus on individual performance on tests, and rather
design spaces which encourage cooperative interaction - research, rethinking, presen-
tation through various media. This does not mean that students will lose their identity in
The Challenge for Higher Education Reform in Japan 7
group work, but instead will find and develop their own strengths and unique talents,
still thinking how they can work together with others, rather than working against
others as in most competitive situations. Furthermore, by encouraging teachers with
different perspectives and fields of research to take part in projects together, the idea
that diversity is valued and that students should constantly be stretching themselves to
think both widely and deeply. Through team teaching, the content of project becomes
enriched, and students’ work can be evaluated from many different aspects.
Fourth Design Principle. No Language or Communication Barriers: Acquisition
of Communication Skills
Communication ability - the ability to listen to others and express ourselves - is very
important for self-development and self-realization. At FUN Hakodate, our theories of
communication will grow out of our own lively, engaging, and authentic practice. So-
called expert theories will not be handed meaninglessly to students to memorize, but
rather our theories will develop through reflection of learners’ own work, as well as an
understanding of the theories of others. In keeping with our concept of barrier-free
learning spaces, communication, including the use of English and all sorts of media, is
not something only taught in special classes held at particular times a week; it is an
integral part of university life, with every subject stressing both the “science and
practice of communication” along with the “communication and practice of science.”
Both research and presentation are part of the heart of learning. One of the
important aims of FUN Hakodate is to help learners see the value of research and
presentation in their personal and professional lives, and to begin to develop their
confidence as communicators in a wide range of situations, utilizing a wide range of
media. Working in schools, homes for the aged or handicapped, on newspapers/radio/
TV, and even street performances are ways we will enter into dialogue about the arts,
science and technology with the local community. Furthermore, this dialog will be
expanded beyond our local community of learners to the universe of learners through
the internet and AV conferencing, bi-lingual journals and TV shows as well as summer
or year-long exchange programs. With this design, foreign language skills will not be
imposed but developed from the felt needs of the students.
The contents of Project Based Activities will include presentation and exhibition
design, technique of media use, theories of human cognition and communication,
cooperative problem solving, and project design itself. A wide range of final outcomes
will be honored - such as a traveling performance with acts demonstrating particular
scientific principles that might be given to children, an interactive scientific exhibition
in our university museum, a journal or TV show aimed at audiences around the world.
In this way, students’ ability to communicate scientific ideas in real world situations
will be developed; a very different situation from the traditional university structure
where knowledge is presented in rather limited ways only to a teacher.
Fifth Design Principle. No Age or Learning Style Barriers: Diversity of Learners
One of the barriers in traditional universities is that only teacher and students in one
location are taking part in the learning activities. We are planning to remove this
partition in project work culminating in authentic communication activities. In this
way, learners of all ages and cultures will interact. Some examples of such projects
would be designing facilities for lifelong education like a library or an aquarium in a
8 N. Mima
town, or creating toys for disabled children’s use, or planning ways that a local
bookstore could develop to meet the needs of our university.
If our students themselves are valued as knowers-in-progress, they will also begin
to value others in the same way. Interacting with learners of all ages to understand their
intuitive and developed theories of science will be most rewarding - from children in
kindergarten through high school, to retired people and other adult learners, perhaps
experts in a particular field, perhaps changing jobs. Bringing such people into our
university life will change the way all members of community begin to see themselves
as taking part in the life-long process of learning.
Furthermore, we are greatly aware of the lack of women in the sciences and have
taken it on ourselves to change this situation. Although the number of women students
in science majors in Japan is increasing, it is still very low, so FUN Hakodate will
search for ways to encourage young women scientists to join us at every possible turn,
and our goal is to accept half men and half women as students.
By taking part in a respectful dialog with a diversity of learners, we will begin to
see a wide range of styles and intelligences. Different study styles, learning styles,
presentation styles; different kinds of intelligences - for problem solving, for thinking
creatively, for social interaction, for artistic or dramatic expression - each person will
feel his/her own power both individually and as a part of the learning community of
FUN Hakodate. We have even created a special museum space in our university where
learners of all ages, from all sectors of society, with all styles of learning, can interact
and share their visions.
authentic activities. In this way, students can begin to see learning as exciting, chal-
lenging and meaningful. They see themselves as active learners. This development of
their own strong identity, in a world where young people’s individuality is often
submerged by the deluge of images from new media and high-tech, we hope they can
find new and joyful meaning in living. By giving students a chance to do real art, real
science, real communication, we want them to become engaged in the joyful aspects of
meaning-making, and finding a place for themselves in today’s and tomorrow’s world.
Informed and guided by the educational philosophy described in the previous section,
the university building was designed in collaboration with a professional architect.
Researchers with a background in Cognitive Science had the opportunity to establish
the new university and designed its learning environment from the outset. Research in
Cognitive Science related to learning such as memory, understanding, problem solving,
and meta-cognition were applied to design its educational philosophy, the curriculum,
the university building, the information environment, and faculty development. These
have been improving over the past eighteen years. We are also continuously devel-
oping our curriculum, informed by practicing our philosophy for the past eighteen
years. The following is a synopsis of selected outcomes presented as Cases.
3.2 Cases
The research presented in this paper is informed by the design of the university
building and the observations derived from five Cases summarized below. The analysis
is a descriptive account exemplifying the five aforementioned Design Principles.
Case 1: Open-Transparent Building
To support our first design principle (No space barriers: Learning without walls in open
spaces), the university school building was the result of discussions between the
architect and we Seven Samurai. A large internal space, called Open Studio, with an
unenclosed ceiling to the fifth level gives people a feeling of a free and shared space,
and a sense of membership of the learning community (see Fig. 1(a)). All facilities
such as classrooms, the library, gym, faculty laboratories, administration offices and all
The Challenge for Higher Education Reform in Japan 11
other rooms are walled by transparent glass (see Fig. 1(b)). These are located in a
single large building.
In this way, everyone can view what is happening on campus with each other and it
motivates people to learn [2]. A variety of activities, including group work, discussions,
programming, design, fabrication, communication and presentations are carried out
based on curricula and extra-curricular programs developed in conjunction with this
arrangement of space.
Case 2: Project-Based Learning
Our second design principle (No course barriers) has been implemented by Project-
based learning, which is compulsory for all third-year students. It is not learning
individually, but learning collaboratively, dealing with current and anticipated prob-
lems in society. Project-based learning provides students different learning opportu-
nities from regular classes. It is a complement of regular lectures, and attempts to
deliver and utilize organized knowledge of each discipline. Project-based learning
provides an opportunity to solve real-world problems associated with multiple subjects
while engaging in team collaboration (see Fig. 2). The students in a Project-based
learning ‘labs’ each address one theme per year. Faculty play advisory roles on each
team and are responsible for its development.
The third design principle (No personal barriers: Cooperative learning & team
teaching) is also enacted since the theme is chosen not only from the contents directly
related to classes but also from the real-world problems, students also work collabo-
ratively with others outside the university. Through its implementation students actu-
ally experience the process from problem finding to problem solving. By utilizing the
prior knowledge acquired in various classes, students themselves acquire know-how
and skills necessary for undertaking projects through authentic experiences. As a result,
the outcome of the project-based learning is realized inside and outside the campus and
fed back to cooperating companies and the local community. Several studies have
confirmed that students who had low motivation in regular lectures and exercises
actively work, acquire knowledge and skills, and grow in Project-based Learning.
[3, 4]. In an interview survey for graduate students, most students recall Project-based
12 N. Mima
Learning as a valuable experience that remains memorable after the four years of
undergraduate study.
Case 3: Creativity Spreads from Hakodate to the World
Our fourth design principle (No language or communication barriers) can be best
exemplified by two fourth-year students who in 2017 demonstrated their 3D education
game entitled ‘Japanese History Explorer’ at The European Conference on Game-based
Learning in Graz, the second largest city in Austria (see Fig. 3(a)). Competitors
included undergraduate and post-graduate students from around the world, as well as
start-up companies developing games for education. Of sixty-eight (68) worldwide
participants, the FUN students were awarded third prize. This success exemplifies the
interdisciplinary philosophy of FUN’s education. For instance, to achieve this triumph
the students had to utilize their design and programming skills, further their Project-
Based Learning ideas through a research-focused implementation, then promote their
game by effectively communicating to an international audience (see Fig. 3(b)). Their
communication skill, curiosity, investigative spirit and motivation to make an effort to
attain the goal exemplify the fundamental attributes nurtured at Future University
Hakodate [5]. If students have the motivation to ‘try’ and the ‘will’ to challenge, the
environment, the opportunities and the support are all available at FUN. It may
therefore be said that world-class creativity is fostered in Hakodate.
Case 4: Meta-Learning Lab
The fifth design principle (No age or learning style barriers: Diversity of learners) is
exemplified by our Meta-learning lab. Introductory education, literacy education and
supplementary education in Higher Education in Japan have become issues of concern
in recent years. In order to solve the problems, a learning support system adopted
throughout the university and an integrated learning support system including staff
development have been developed.
A Meta-Learning Lab provides peer-tutoring or one-to-one individualized study
guidance between tutor and tutee (see Fig. 4(a)). The purpose of peer-tutoring is to
encourage tutees to become autonomous learners by improving their self-study habits
so that they can choose appropriate learning styles.
The Challenge for Higher Education Reform in Japan 13
Fig. 3. (a) Scene from Japanese History Explorer; (b) Sharing through presenting
From this practice, the keys to making students autonomous learners have become
clear: (1) develop meta-learning ability; (2) acquire and utilize learning strategies tai-
lored to the situation; (3) progress from tutee to tutor.
In addition, the timing and contents of effective stepwise support for university
students were examined. Based on the research results, the support system and teaching
materials to promote stepwise growth of university students and the model of support
were developed (see Fig. 4(b)) [6].
the center of learning). The purpose of this class, which is held in the second semester of
the first year, is to develop skills for planning and implementing information expression,
skills for documentation, and skills for presentation (see Fig. 5(a) (b)).
4 Conclusion
The blended type learning environment of “real” and “digital” at Future University is
characterized as “space” and “activity.”
One of our aims was to change traditional style of teaching and learning in order to
create an interactive channel of learning among faculty and students, and help students
to learn from one another. With the approach used today, time and space are used for
learning while students are on campus.
The result of our learning environment design and educational practices can be
represented by the concept of “visibility.” The visibility in the real environment is
The Challenge for Higher Education Reform in Japan 15
provided by the university’s huge open space, and various learning and educational
spaces with transparent glass walls. Students and faculty members can select them
according to purpose and preference. Visibility in a digital environment is provided by
an e-portfolio system, a bulletin board system, a class feedback system, and a voting
system for theme selection of projects.
Regular and extracurricular activities in our open and transparent building cultivate
our learning community. Close relationships among faculty and students who are
members of the community characterize our intellectual environment, which naturally
supports open-minded thinking, autonomous problem solving, spontaneous learning,
and collaboration.
It is argued that our challenge has shown that effective design foci should be
expanded from the conventional blend of real and digital situated in a classroom
environment to the new perspectives that blend space, activity and community. Given
our eighteen years of practice and continuous learning, it is reasoned that our design
foci will continually contribute to blended learning models for innovation in schools,
organizations and society as a whole.
Our philosophy lies behind the university’s spirit of “Open space, Open mind.” I
believe we became “Seven Samurai” in Higher Education reform in Japan and hope-
fully in the world.
Acknowledgements. Gratitude to all current and previous Future University Hakodate staff and
students for their creativity and inspiration. Special thanks to colleague Dr. Michael Vallance for
evocative interactions and suggestions. This work was supported by JSPS KAKENHI Grant
Number 15H02932.
References
1. Weintraub, H.: The Playful Scientist as Language Learner: redefining the relationships
between learners, knowledge, spaces and media: an experiment at FUN - Future University -
Hakodate (2002). https://www.childresearch.net/papers/playing/2002_01.html. Accessed 10
Apr 2018
2. Mima, N., Yamauchi, Y.: Design for Learning Environments: Space, Activity and
Community. University of Tokyo Press, Tokyo (2005). (in Japanese)
3. Mima, N.: Designing a project-based learning in a university with new theory of learning. Jpn.
Soc. Eng. Educ. 57(1), 45–50 (2009). (in Japanese)
4. Mima, N.: Co-creation of social value in project learning with three-way satisfaction.
Serviceology 4(2), 10–15 (2017). (in Japanese)
5. Sasaki, T., Vallance, M., Magaki, T., Naito, N., Sumi, K., Bagenda Kasujja, D., Tsubakimoto,
M.: Japanese History Explorer with Nozomi-chan for elementary school children. In:
Proceedings of the 11th European Conference on Game-Based Learning ECGBL 2017,
The FH JOANNEUM University of Applied Science, Graz, Austria, 4–6 October 2017,
pp. 562–570 (2017)
6. Mima, N.: Design research for higher education in Japan based on collaborativity and
sociality of learning. In:16th Annual Hawaii International Conference on Education (2018)
7. Mima, N.: Design research for learning environments based on collaborativity and sociality of
learning. Ph.D. thesis, University of Electro-Communications, Tokyo (2010). (in Japanese)
16 N. Mima
1 Introduction
1.1 The Promise and Reality of Blended Learning
Previous impact analyses of healthcare technologies on care planning and delivery
revealed important analogues between the transformation of healthcare and the trans-
formation of evidence-based practices in patient education [1]. These types of analyses
identified a variety of problems within patient education. During recent studies, we
found very interesting commonalities between adult patient education and education of
adults in college and career readiness programs.
However, a broad literature review revealed 10 gaps in knowledge about how
educational environments “really work” to change an individual’s learning outcomes
and willingness as well as ability to sustain behaviors related to learning [2–5]. In brief,
we argue that there is scant empirical evidence on the structure and function of edu-
cational environments that could personalize education in ways to optimize individual
learning outcomes.
Earlier studies by the United States National Research Council [6–8], described
several knowledge gaps, as did reports by the American Association for the
Advancement of Science [9] and Federation of American Scientists [10]. Tashiro et al.
studied the critical issues outlined in these five reports and expanded the research
literature review to discover a broader set of knowledge gaps [2, 11–14]. Below, we
present 10 gaps in our knowledge about how educational materials “really work” to
change an individual’s learning outcomes and willingness as well as ability to sustain
behaviors related to learning:
1. How does an educational environment impact disposition to engage in a learning
process?
2. What are the relationships of learning outcomes to the level of realism and rele-
vance in an educational environment?
3. How do we measure the thresholds of experience within an educational environ-
ment that leads to measurable learning outcomes?
4. What are the knowledge domains being instantiated during learning?
5. In what knowledge domains are learning instantiations being retained and how
stable is the retention?
6. What is the disposition to act on knowledge gained?
7. How accurately can instantiated knowledge be transferred?
8. What learning outcomes are developed during the learning process (e.g., concep-
tual and performance competencies)?
9. How are misconceptions developed during and sustained after working within an
educational environment?
10. How is learning impacted by teacher-student and student-student social networks
or e-communities?
Since these 10 gaps have not been bridged, truly inclusive and adaptive educational
environments have been hard to build and evaluate. To complicate matters, and despite
a rapid increase in the use of blended and totally online courses, there are few sensible
and empirically supported theoretical frameworks for design and implementation of
blended and totally online courses. From a humanist but also from an economic per-
spective, we began a detailed analysis of commonalities in problems related to adult
patient education and adult education for college and career readiness.
trillion annual health care expenditures. Many have argued these costs can be lowered
substantially if educational outreach reduced health risk behaviors.
If you examine annual cardiovascular disease costs, the United States averaged
$316.1 billion a year from 2012–2013. Costs for cancer in 2010 dollars amounted to
$157 billion, while estimated cost of diagnosed diabetes in 2012 was $245 billion.
Costs associated with arthritis and related conditions amounted to roughly $128 billion
in 2003. Obesity resulted in enormous costs to healthcare systems. In the United States,
medical costs related to obesity during 2008 were estimated at $147 billion. An
interesting note: the average yearly medical costs for obese individuals averaged
$1,429 higher than people with weights within normal limits. The costs associated with
smoking have been increasing world-wide. In the United States during the period
2009–2012, the total economic impact from costs related to smoking was estimated to
be $300 billion or greater each year. The above costs include direct medical care, but
also can be disaggregated to reveal costs for lost productivity and premature death.
In 2012, the CDC concluded that about half of all American adults—117 million
people—suffered from one or more chronic health problems. Indeed, 25% of adults had
two or more chronic health conditions. Yet, the CDC also noted that unhealthy
behaviors can be changed, including four health risk behaviors that cause a high
percentage of illness, suffering, and early death from chronic disease—lack of exercise
or physical activity, poor nutrition, tobacco use, and drinking too much alcohol.
Tan et al. argued that models of blended learning coupled to patient monitoring
could be a critical pathway for helping individuals manage chronic disease or reduce
the potential for developing chronic conditions [1]. Insight into the 10 knowledge gaps,
online access, and healthcare providers’ face-to-face as well as remote support can be
gleaned from a review of studies on the patient portals now becoming popular in the
United States and other countries. In brief, patient portals are digital communication
platforms designed to provide patients with health information and support health
communication between patients and their healthcare providers. Many include access
to patient records. Many also provide educational links that allow a patient to explore
information related to their health issue. We examined the literature from 2007 to
present. Four studies provided systematic reviews of patient portal effectiveness in
enhancing health communications and improving health outcomes [15–18].
The projected positive impacts of patient portals and other types of healthcare-
related sites have not been fully realized. We feel five of the best sites are: WebMD—
https://www.webmd.com/; Mayo Clinic—https://www.mayoclinic.org/patient-care-
and-health-information; the United States National Institutes of Health—https://
www.nih.gov/health-information; the American Diabetes Association—http://www.
diabetes.org/; Cleveland Clinic—https://my.clevelandclinic.org/health; and Med-
linePlus—https://medlineplus.gov/. Each of these sites provides substantive and
interesting information, all have user-friendly designs (if a patient has at least a 6–8
grade reading level and a low-to-medium level of computer literacy), and each could be
very useful to patients if a healthcare provider engaged with the patient sufficiently to
help them find key pathways to information relevant to the respective patient’s con-
dition. These sites also provide evidence-based information, have multiple language
options, and are free to use.
20 J. Tashiro et al.
We concluded that the literature on patient portals and health information sites we
have reviewed do not adequately address the barriers presented by the 10 knowledge
gaps. That being said, we do believe that the sites listed above could become part of a
blended learning environment that has potential for engaging patients and helping them
understand and commit to changes in health behaviors that improve their outcomes or
at least reduce health risks. In summary, the majority of patient portals in the United
States were not designed to be part of a sensible blended learning teaching-learning-
assessment environment [1, 11, 15–18].
Framed from the perspective of blended learning environments, we also identified
some other barriers. Let us suppose that healthcare providers could introduce patients to
online resources that had an evidence base for changing patients’ behaviors toward life
styles with reduced health risks or helped a patient manage chronic disease. Depending
on the particular chronic illness, a teaching-learning-assessment environment could be
designed to engage a patient in learning activities appropriate to their respective needs.
We might be able to decrease health risks or improve management of chronic disease if
a healthcare provider introduced a patient to online resources that had an evidence base
for helping the patient understand their health problems and encouraged them to
change health risk behaviors,
The teaching-learning-assessment environment would have to engage a patient in
learning activities appropriate to their respective needs. But three barriers are obvious.
First, a patient would need access to devices (computers, cell phones) and internet
connections that allow affordable, easy, and on-demand access to the online elements
of an educational program. Second, the majority of patients would require face-to-face
time with a skilled healthcare educator who could coach each patient to find and use the
online support as well as provide ongoing support, including help with content and
context of educational materials and activities, but also referral to a technical support
group. The blended environment must evolve as a sensible articulation of face-to-face
activities with more independent online learning. Third, the patient education envi-
ronments need adaptive capacities that create educational environments specific to each
individual patient. This would mean online environments must bridge the 10 knowl-
edge gaps mentioned in Sect. 1.1. The effectiveness of such an environment could be
measured as significant improvement in patient outcomes or shifts toward healthy
behaviors.
1.3 Critical Issues in Adult Education for Career and College Readiness
The United States Department of Education’s National Center for Education Statistics
reported data that suggest adults in the United States have an average literacy and
numeracy significantly lower or not significantly different from international averages
in literacy and numeracy. The Program for International Assessment of Adult Com-
petencies (PIACC) collects extensive data on literacy-numeracy levels [19–21]. Among
the 22 members of PIACC, literacy scores ranged from 250 in Italy to 296 in Japan,
with an international average of 270 and the United States average at 273. Twelve
countries had higher literacy scores than the United States. Measures of numeracy
ranged from 246 in Spain to 288 in Japan. The United States numeracy average was
253, compared to the PIACC international average of 269, which placed the United
Can an Evidence-Based Blended Learning Model Serve Healthcare Patients 21
States below 18 other PIACC participating countries, higher than 2 countries, and not
significantly different from 2 countries [19–21]. A point relevant to efforts in adult
education is the score gaps in literacy and numeracy between those American adults
without a high school degree and those attaining at least an associate degree.
In 2014, the passage of the Workforce Innovation and Opportunity Act in the
United States [22], brought attention to the need to reframe strategies for adult edu-
cation with a focus on ways and means to close education gaps and reduce social
stratification as well as economic disenfranchisement of significant numbers of
American citizens. For example, Education and Career News reported that 88 million
adults—about half of the American workforce ages 18–64—have an educational level
of high school equivalency or less [23]. However, projections for 2018 suggest that
over 60% of jobs available to the U.S. workforce require education and/or training
beyond a high school level. Furthermore, some groups of American adults are impacted
more than others. Data on high school graduation rates reveal approximately 87% of
Caucasian students graduate from high school on time, while for African-Americans
the rate is 73% and for Hispanic students 76% [23]. Consequently, not only is there
disenfranchisement due to achieved knowledge and skills but also differential disen-
franchisement of minority groups.
As is the case for adults with chronic illness, education could be a critical pathway
for adults working toward achieving educational levels of high school equivalency as
well as higher levels of education and training that opened pathways to fulfilling and
economically viable careers. The 10 knowledge gaps listed above are also key barriers
to effective teaching-learning-assessment environments that could improve mastery of
content and skills domains crucial to literacy, numeracy, and problem-solving (par-
ticularly problem-solving in technology-oriented careers). We compared educational
needs and barriers for chronically ill adult with those of adults on educational pathways
to take them beyond high school, including readiness for college and careers. Our
research team studied teaching-learning-assessment systems that might be able to
improve educational outcomes and behavioral changes consistent with improved health
outcomes for adults with chronic illness, but also improved retention and learning
outcomes for adults working toward higher levels of education and training that opened
stable employment opportunities.
Tashiro et al. reviewed a large and diverse literature base to better understand
“What really works in blended learning, for whom, why, how, and with what out-
comes” [24]. Learning management systems, courseware systems, adaptive learning
environments, and associated instructional materials offered by private software
developers and academic publishers still have many weaknesses. Tashiro [25] exam-
ined the ethical failures of publishers and faculty when they do not use evidence-based
materials and methods to create the teaching-learning-assessment environments for
their courses and curricula frameworks. Why, for example, have educators not
demanded the analogs of clinical trial research for instructional methods and materials?
Indeed, a very interesting absence in research is cross-theory testing of models of
cognition and learning.
As was the case for the patient education systems we reviewed, blended learning
systems for K-12, undergraduate, graduate, professional development, and adult edu-
cation do not adequately bridge the 10 knowledge gaps. That being said, we do believe
22 J. Tashiro et al.
there are a few blended learning models with potential for engaging diverse adult
learners and helping them understand and commit to changes in patterns of learning
that improve their conceptual and procedural knowledge to enhance options for college
and career readiness. However, we have analyzed barriers to implementing blended
learning within adult education programs. Adult education instructors often have been
mandated to introduce blended learning environments into their adult education
courses. Yet, the selected teaching-learning-assessment environments may not engage
adult learners in activities appropriate to improving knowledge and skills, especially
those essential for college and career readiness. The same barriers impeding the
introduction of blended learning into patient education also plague adult education.
First, an adult learner would need access to devices (computers, cell phones) and
affordable internet connections with easy and on-demand access to the online elements
of an educational program. Second, learners would have to spend time with an educator
(even if through asynchronous or synchronous online interactions) so they received
help with content and context of educational materials and activities, but also could
easily access a technical support group. The blended environment must have a well-
developed balance and articulation of face-to-face activities (or online meetings)
integrated with independent online learning activities. Finally, such teaching-learning-
assessment environments must have adaptive capacities that monitor learners’ progress
and incorporate sensible and engaging remediation opportunities.
One of the authors (Tashiro) had the opportunity to study an American adult
education program during January–December 2017 and will continue this research as a
multi-year longitudinal study through May 2019. In this paper, we provide a summary
of Phase 1 of the study, which we completed in December 2017. Phase I evolved as an
ethnographic analysis of change management during the implementation of blended
learning into the curricular threads of an adult basic education program focused on
improving college and career readiness. Since the research is ongoing, we de-identify
the research site and simply call it the “ABE” program.
We simplify here, but in the United States adult education programs are supported
by federal and state funds that have very specific guidelines, with funding written into
law at both the federal and state levels. The United States Department of Education
provides funds to states who administer this support based on formula funding falling
under a category of discretionary funds. Adult education programs receive a bud-
get allocation appropriated and approved annually by the respective state legislature
(interested readers can find more information about American adult education in:
Federal Adult Education—A Legislative Survey 1963–2013).
Recently many states have initiated efforts to introduce more online learning into
adult education programs. Our research site—ABE—is nested within a community
college in a state that selected a courseware system and learning management system
(LMS) that the state Department of Education hopes can be integrated to improve adult
education and help adult education programs become more cost-effective. An expert
panel composed of adult education administrators and instructors used a rubric to
evaluate different courseware systems. The panel recommended the courseware
Odysseyware (OW). The college in which ABE is nested uses an LMS called Desire to
Learn—D2L. ABE will use the D2L Brightspace Version.
ABE and other adult education programs in the state proposed how they would use
OW in blended learning teaching-learning-assessment environments and also delin-
eated plans for integrating the courseware with a LMS. Since our research is ongoing,
and regarding OW and D2L, we disclose that we are not advocating for or against use
of either. Our study will develop an evidence-based framework for improving learning
outcomes within ABE and promoting transitions for adult students into meaningful
opportunities for attending college and/or entering a career. Since we have not com-
pleted the planned longitudinal studies, we do not have enough evidence to provide
favorable or unfavorable reviews of OW or D2L.
Study Site. ABE is a unit within a community college in the western region of the
United States. The college is a county-funded, two-year associates degree institution
and houses ABE within campuses and learning centers. This college has partnerships
with industry, but also well-developed articulation programs that facilitate transfers
from the college into four-year baccalaureate and university systems within the state in
which it is located. The ABE educational offerings are built around two curricular
threads: (1) Reading and Writing; and (2) Mathematics. However, each thread is
interlaced with educational units focused on science and social studies (including civics
and history), with additional integrative and career readiness themes related to
healthcare, technology, and business. The program also offers specialized classes:
(1) Math Bridge (intensives for preparing students to take the GED testing but also
26 J. Tashiro et al.
preparing for college readiness); (2) Integrated Basic Education and Skills Training—I-
BEST [26, 27]; and (3) classes in English Language Acquisition for Adults. The
program had 110 instructors and staff in 2017, with 1,618 enrolled students during
2017 (demographics: 550 males, 1068 females, 1,403 minority students, and a student
age range of 18–70 years old).
Odysseyware and D2L. OW is not significantly different from many courseware
systems. This courseware comes preloaded with courses. At the start of ABE’s license,
most of these courses covered content commonly taught in the United States from
grades 3–12. Courses are most usually comprised of units, with each unit comprised of
lessons, projects, quizzes, and tests. The lessons in most of the courses have short
quizzes inside the lesson, which allows an assessment of a student’s knowledge of the
lesson. Unit quizzes and unit-clusters or course tests are linked to units and/or lesson
clusters that appear before the placement of the quiz or test in the lesson sequence. OW
has a “Flex” system that links quiz and test to subject matter in lessons. If a lesson is
deleted during customization of a course, the Flex functionality adjusts the quizzes and
tests for a unit so they do not contain assessment items from any deleted lessons. For a
more complete perspective, visit the OW website at https://www.odysseyware.com/ to
learn more about course management tools, strategies for building courses, assessment
engines, instructor-student communication capacities, the gradebook structure, and
how to generate student activity reports.
The learning management system D2L (Desire to Learn) has been used in K-12 and
higher educational systems. A preview of the Brightspace Version used at ABE can be
found at: https://www.d2l.com/products/learning-environment/. Like many LMSs
designed for academic institutions, there are tools designed for faculty that allow
relatively easy course builds. D2L has been designed to facilitate compliance with
accessibility standards and can support a variety of online teaching-learning-
environments. Course management tools offer the capacity for building courses with
personalized learning pathways for students. Important features for instructors include:
step-by-step instructions for building courses (including an HTML editor), an
Instructional Design Wizard for aligning course content with learning objects and
curricular standards, drag and drop functions for creating and organizing course con-
tent, relatively easy cloning or imaging capacities to create new courses from extant
courses (through the timing and efficiency of such cloning often depends on the IT
services of the educational institution or program), capacities for creating a variety of
assessments or using extant assessments (with an interesting video feedback system
called VideoNote), capacities for creating rubrics, options for integrating TurnItIn, and
a variety of ways to create new course content through integration of multimedia and
video links. The Brightspace Version of D2L also offers a variety of analytics coupled
to performance dashboards and progress reports for classes and individual students. As
in many LMSs, Brightspace has capacities for automated notifications to instructors
that provide information about students’ progress and outcomes within a course.
Research Model. The overarching foci for our research have been the nested ques-
tions: “What works in a classroom rotation model of blended learning for adult edu-
cation students, why, how, and with what transferable learning outcomes.” Our
approach used the 10 knowledge gaps presented in Sect. 1.1 as a framework to develop
Can an Evidence-Based Blended Learning Model Serve Healthcare Patients 27
for achieving college and career readiness goals. Instructors noted opportunities for
blended learning models providing ongoing educational scaffolding outside of face-to-
face (F2F) class time. Such opportunities could offer added benefits of increasing
outreach to students who, in addition to taking classes, had family obligations as well
as heavy employment workloads.
On the negative side, over 50% of the instructors did not really know how to design
and implement a classroom rotation model of blended learning, and this issue was
made more complicated by the variety of classroom rotation models that can be found
in diverse educational settings. A particularly interesting set of discussions evolved
around what a student would gain outside of F2F classroom activities, which suggested
these instructors had not thought through how to build a classroom rotation model that
sustained complementary but integrated elements of F2F and independent, outside-of-
class work in OW.
Micro Level Issues.—When these early Professional Learning sessions were held,
only a small percentage of the ABE instructors had used OW in a class, so they had
little first-hand knowledge of student reactions to OW as well as to the classroom
rotation models for blended learning. This meant that the majority of instructors did not
know what the student-student and instructor-student interactions might be like or how
to create a teaching-learning-assessment environment that facilitated meaningful
learning experiences among students as well as between a student and their instructor.
Meso Level Issues.—At the meso level, instructors worked with each other to
envision patterns of classroom rotation blended learning and effective use of OW that
would not dramatically increase their workload—especially the part-time instructors
who were paid for eight hours each week for teaching a class (six hours in the
classroom and two hours for class preparation, office hours, and preparing as well as
managing a course in OW).
Macro Level Issues.—A key macro issue evolved from discussions about who
chose OW and what were the criteria for the choice. Only a tiny percentage of the
instructors were involved in any way during the deliberations on selecting a courseware
system and planning for its implementation. In terms of a change management process,
this finding suggests a breakdown in communication between state Department of
Education staff, ABE administrators, and ABE instructors. The end result could impede
a smooth integration of a classroom model of blended learning with the OW course-
ware, if for no other reasons (and this was born out in October–December 2017), use of
OW within a classroom rotation model did increase workloads and these increases were
differentially harder on part-time instructors.
Theme 2.—What types of teaching-learning-assessment activities should instructors
implement face-to-face (F2F) and which should be implemented within the online
environment of the courseware? The instructors at ABE are a remarkably creative and
dedicated group who are committed to serving adult students in this adult education
program. In the Professional Learning sessions, instructors listed many interesting
examples of student learning activities and parsed these between those that would more
likely work F2F and those suitable for online and/or homework activities that did not
require F2F instructor modeling, facilitation, or scaffolding. Instructors described ideas
they had previously used with success in F2F classroom activities. With some coaching
from instructors familiar with courseware (and some of the instructors had used My
30 J. Tashiro et al.
Foundation Lab as well as Plato), the session discussions and subsequent comments in
the K-W-L commentaries demonstrated a rich array of learning activities, assignments,
assessments, and projects that could be sensibly allocated either to the F2F teaching-
learning-assessment environment or to the out-of-classroom work that would pre-
dominantly be within OW.
By the end of November, most instructors had created a course in OW and were
beginning to use the courseware in their classes. On the negative side, many instructors
still did not have a clear sense of how to design and implement a classroom model of
blended learning. However, many instructors quickly adapted what they had done prior
to the transition to the new instructional model, integrating tried and true learning
activities into F2F time and mapping content from class discussions and activities to
course materials in OW.
Micro Level Issues.—Based on Tashiro’s notes as an Education Technology
Coach, a majority of instructors reported positive student-student and instructor-student
interactions. About 40% had initial problems with OW, but these were generally solved
quickly and satisfactorily by the instructors themselves or working with one of the
Education Technology Coaches provided by ABE or with one of the full-time teachers
in ABE. Over 75% of instructors wanted a faux student to be enrolled in their classes so
the instructor could observe OW from the students’ perspective and better understand
the courseware functionality available to the students. Education Technology Coaches
found a way to create faux students for instructors.
Meso Level Issues.—Discussions among instructors suggested that the fall term in
which OW was implemented felt busier than usual. There were few complaints and
conflicts reported in the K-W-L commentaries or observed between instructors and
administrators of ABE.
Macro Level Issues.—A few issues arose among ABE administrators, the state
Department of Education, and the developers of OW. These mostly focused on the
number of seats available in the site license from OW. There also were discussions
among these three groups about the need for more courses built to meet the needs of
adult education.
Theme 3.—What are strategies for F2F and online work that addresses different
levels of technology skills among ABE students? Instructors frequently commented on
ABE’s lack of hard data about how many students had computers at home as well as
internet services with download/upload speed that allowed easy use of OW (and
beginning in 2018, integrated use of OW an D2L). Instructors and administrators also
expressed concerns about ABE students’ general level of technology literacy. Many
creative ideas were expressed about ways to help students achieve higher levels of
technology skills: (1) integrate computer basics into courses (including use of smart
phones during a class session); (2) peer mentoring by engaging pairs of students in
online activities to improve computer and educational technology skills; (3) modeling
and scaffolding for sensible steps toward computer literacy; (4) increased use of the
Tech Corner—F2F tutoring and consultation by members of the community college’s
IT services; and (5) thinking about course articulation within each curricular thread so
that students developed technological skills in lower-level classes and then could
expand their skills in upper-level classes. For students without computers or smart
phones as well as for those without adequate home internet service, instructors
Can an Evidence-Based Blended Learning Model Serve Healthcare Patients 31
perceptions began to shift. These shifts were not reflected as much in the Professional
Learning sessions as in the notes of the Educational Technology Coach.
Micro Level Issues.—Despite assigned reading for Professional Learning sessions,
the majority of ABECC instructors had not been exposed to or trained in the variety of
courseware types, learning management systems, or the many types of blended learning
courses. Individually and as a group, they were dedicated teachers and have worked hard
to train themselves in these areas. Yet, workloads for individual instructors were prob-
lematic. Again, if a part-time instructor is paid for only 8 h per class, with 6 h F2F in
classes per week (which usually included facilitating students’ engagement in OW and
other online resources), the 2 remaining hours left little time for self-education or group
professional development in these areas. Even so, all teachers made efforts to copy or
create an OW course and began to integrate courses into their instructional strategy.
Meso Level Issues.—Micro level issues spill over into meso level issues, because
administrator-instructor interactions become confounded when workloads are barriers
to systematic implementation of a blended learning model for instruction. ABE did
offer Professional Learning sessions to help instructors learn more about blended
learning, courseware systems, and learning management systems. Yet, notes from the
Education Technology Coach reveal more training would have helped instructors guide
students through the transition toward effective blended learning teaching-learning-
assessment environments.
Macro Level Issues.—Macro level issues emerged in the areas of funding and
workload issues related to the change management during implementation of blended
learning at ABE and also are reflected in the micro and meso issues alluded to above:
(1) training for OW, (2) training for an upcoming integration of OW into the Bright-
space version of D2L, (3) availability of computers for every classroom, (4) full-time
instructor workloads, (5) part-time instructor workloads, and (6) communication of a
coherent vision of blended learning that could be implemented and rigorously evalu-
ated for cost-efficiency and student outcomes.
well as the distribution of key data across compartments that could record each stu-
dent’s navigational and engagement decisions as well as time spent in various activi-
ties. Consequently, we derived model frameworks for monitoring data coupled to
learning assessment outcomes within online simulations to map a learner’s instantiation
of knowledge and skills by comparing learning and competency outcomes against
expectations delineated by expert panels [39–42]. These hypotheses can now be tested
in rigorous research, such as we have planned for Phases 2–4 of our longitudinal
studies at ABE.
Figure 1 shows a diagrammatic representation of SIGNAL as refined from
Gedanken experiments. The result is a set of interconnected software engines that
monitor educational activities of either a patient or an adult learner in an adult edu-
cation program. In Fig. 1, the image shows a clinician who has received a clinical flag
from a COPD patient and has begun to examine the patient’s misconceptions about the
management of their disease as well as the potential for serious exacerbations. Note,
however, that an analogous image could show an instructor at an adult basic education
program monitoring a learner’s progress, especially misconceptions about the content
area they are studying and the potential for these misconceptions to impede progress
toward passing the American high school equivalency examinations.
the “learner”) and provide feedback. On the other side of the portal a learner has
access to a Web-based interface, designed as a personalized Inclusive-Adaptive
System that assesses a learner’s accessibility needs and preferences for a per-
sonalized educational environment. The two-way portal combined with the
Inclusive-Adaptive system helps bridge Gap 1—Disposition to engage in
learning, but also re-engage in learning if the learner has been having difficulties
with the Competency Domain’s Lessons, Topics, and their respective Learning
Activities and associated Learning Objects.
(2) The Inclusive-Adaptive Interface (IAI) collects data on the learner’s needs and
preferences, creating a Leaner Profile (LP) database that becomes part of an
Electronic Learning Record (ELR). The IAI, LP, and ELR create learning
opportunities to improve a learner’s disposition to engage (Gap 1) as well as
providing a record of student activities relating to Gaps 2–10.
(3) The LP data stream to a MatchMaker (MM) system that selects an Instructional
Design Template (IDT) based on a theory of cognition and behavioral change
selected by an instructor and consistent with the course content but informed by
a learner’s needs and preferences. MM and IDT work together in ways that can
improve disposition to engage in learning as well as disposition to act on
knowledge gained (Gap 6). However, these systems also work together in ways
that bridge Gap 2—the learner’s preferences for realism and relevance in the
learning environment, and also Gap 3—the threshold of experience to learn
(because the IDT-MM couple receives feedback from learner outcome systems
described in more detail below).
(4) The MatchMaker engine then reads the metadata from the template.
(5) The Assembler Engine (AE) reads the IDT and metadata brought to it by MM,
searches Learning Object Repositories (LOR) to find and collate learning activ-
ities, resources, educational scaffolding, learning assessments, and feedback
personalized for the learner, and then organizes the assemblage to create a Web-
based personalized teaching-learning-assessment-diagnostic Educational Envi-
ronment (EE). AE, IDT, MM, LOR, and EE work in concert to create teaching-
learning-assessment environments that are responses to data about the individual
learner’s interactions and learning outcomes within the environment created.
Thus, there is an adaptive capacity for EE creation, monitoring of learner out-
comes within EE, and automated adjustments to meet a learner’s preferences as
well as progress toward achieving learning outcomes (bridging Gaps 4–9, and also
Gap 10 if the learner is integrated into social networks and/or e-communities).
(6) Learners engage within the EE (and, for some types of blended classes, learners
also engage in face-to-face settings—such as clinician or instructor mentoring,
live skills labs, low-fidelity or high-fidelity educational simulations related to a
content domain area).
(7) Within the Web-based Educational Environments, each learner is constantly
monitored by middleware called PathFinder (PF) that follows choices made
within the Educational Environments and also times a student’s engagement in
learning activities, resources, assessments, and use of diagnostic feedback. PF
contributes information to critical SIGNAL systems that together add individual
learner data to the ELR (data important to bridging Gaps 1–10).
Can an Evidence-Based Blended Learning Model Serve Healthcare Patients 37
(8) Within the F2F moments—a clinician meeting with a patient or an instructor
working with a student—a learner can be monitored as they demonstrate learning
outcomes or skills. Our system for this component is a video-capture and analysis
system called MAXIT. MAXIT efficiently collects assessment data on learners’
performance competencies and bridges Gaps 4–5 as well as Gaps 7–9 [11, 36–38].
(9) Prior to, simultaneously with, or after learning-demonstration activities, learners
enter an assessment engine called eXAM3 [11], which assesses their learning
outcomes within a cognitive taxonomy selected by the faculty member (e.g.,
Bloom’s Revised Taxonomy or a skills-based rubric or a clinical expert panel
rubric for a Competency Domain). eXAM3 evolved as an assessment engine
with diagnostic feedback capacities and provides data that help bridge Gaps 7–9.
(10) PathFinder, MAXIT, and eXAM3 stream a learner’s data to a data analysis and
knowledge system called DATUMM.
(11) DATUMM, in turn, analyzes the data, creates new information about the learner,
and sends information back to the Learner Profile. These new information sets
integrate into the Learner Profile, with revised data and information facilitating
adaptive changes to the flow beginning with the MatchMaker and ending in new
configurations of the Educational Environment. Importantly, data from the
Learner Profile also streams into a subcomponent—the Electronic Learning
Record, through time creating a longitudinal record of a learner’s progress [39–
42]. DATUMM is most similar to the analytics engines now used widely in a
number of applications.
The SIGNAL platform collects learners’ data to create a very detailed Electronic
Learning Record. The ELR also can be constructed to receive data and information
from multiple courses, and so create a much more detailed and informative multidi-
mensional learner transcript. Preliminary studies of this platform provide evidence that
it will complement faculty efforts without increasing workload, while providing new
tools and types of data for more authentic assessment of students’ conceptual and
performance competencies. SIGNAL also will allow detailed analysis of cognitive
processes and behavioral choices to trace development of misconceptions [1, 2].
During the period 1998 to 2014, we studied how cognitive and learning sciences could
inform instructional design, especially in development and evaluation of complex
learning objects within online course components. This work led us to examine several
theories of cognition and learning as well as theories of behavioral change. Sophisti-
cated courseware-LMS combination could be constructed and could be used to test
theoretical frameworks that have been proposed for cognition—for example cognitive
load theory, cognitive flexibility theory, adaptive character of thought theory, and
situated learning theory [35]. Some of these theories cluster into more individualistic
structured learning—such as the adaptive character of thought and cognitive load
theories. Others fit within what many educators call constructivist learning theories—
such as cognitive flexibility theory and situated learning theory [35]. However, most
developers of educational products have not driven development from grounded theory
and have not conducted large-scale research on students’ learning outcomes in different
instances of their teaching-learning-assessment environments using different theoretical
frameworks or a synthesis of frameworks to inform the design and various engines of
the simulations. We found no rigorous large-scale studies (i.e. analogous to clinical
trials) of courseware design that would give us an empirical foundation for “what really
works” to improve student learning outcomes or bridge the knowledge gaps described
earlier in this paper.
As use of blended and totally online courses increased, we recommended careful
choices of educational systems that mapped sensibly to the developmental stage and
prior knowledge of the end users—learners. As an example, when we designed clinical
simulations for a virtual hospital and a virtual medical office, we immersed ourselves in
the culture and practice of healthcare education. Common educational priorities and
praxis led us to build virtual hospital and virtual medical office simulations grounded in
the situated learning theory of cognition. This constructivist theory posits that learning
develops within the activity, context, and culture in which it is situated. From an
Can an Evidence-Based Blended Learning Model Serve Healthcare Patients 39
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Experiences in Blended Learning
An Expert System Approach to Support
Blended Learning in Context-Aware
Environment
Abstract. With the development of mobile internet and devices, the flexibility
and portability of digital learning have improved continuously. Students can
interact with mobile devices to support blended learning in context-aware
environment. In this study, an expert system named Plant-expert which can
provide decision-making questions for students to acquire knowledge about plant
classification was developed. To explore the learning effectiveness of Plant-
expert, another app named Plant-general that only contains information pages of
target plants was designed. An experiment has been conducted on a secondary
school biology course to evaluate the effectiveness of the proposed method. The
experimental group with 46 students using Plant-expert in campus with target
plants and the control group with 47 students using Plant-general in the same
campus. We conducted pre-test, post-test and delayed test to evaluate learning
achievement of students and used the Paas (1992) cognitive load rating scale to
measure the mental effort of students invested into blended learning activities.
The experimental results show that the proposed approach can improve the
learning achievements of the students, and not increases mental effort.
1 Introduction
In the increasing pervasiveness of today’s digital society, mobile devices are changing
the face of education. Based on mobile devices, Mobile learning has been seen as a
digital learning method [1, 2] and enable learners to learn whenever they are curious. In
blended learning, the importance of students’ self-motivation and self-management
increases because there is less in-class time and more emphasis on self-regulated
learning [3]. In context-aware environment, such as campus, museums and aquarium,
students can learn by interacting with nature, space and artifact. Meanwhile, to conduct
blended learning in context-aware environment, students need to have more support to
take required learning tasks. Thus, it is the learning process and learning materials
deserve to explore, so as to provide a more effective learning activity during blended
learning in context-aware environment. As a cognitive tool, mobile application can be a
solution to help learners absorb knowledge from complex situation [4]. Learning plants
with the support of mobile devices in authentic environment has proved to be able to
bring better learning performance for learners [5, 6].
In this study, we proposed a mobile application based on expert system to support
blended learning in campus, as campus is a sort of context-aware environment. The
classification and recognition of plants in a biology course of middle school is one of
the key points in the curriculum standards in China. The mobile system developed in
this study is focus on plant classification and can provide prompts for students to
experience blended learning outside their classroom. However, when using mobile
devices in context-aware environment, students may have more cognitive load as they
need to interact with both the learning materials and environment [e.g. 7]. Moreover,
cognitive load is associated with learning performance in cognitive load theory [8].
From this context, to evaluate the effectiveness of the proposed approach, the following
research questions are investigated:
(1) Do the students who learn with the expert-based mobile app show better learning
achievements than those who learn with the conventional one without expert
system mechanism?
(2) Does the expert-based mobile app increase the students’ cognitive load in com-
parison with the conventional one?
(3) Do the students who learn with the expert-based mobile app show higher
acceptance degree in terms of perceived ease of use and perceived usefulness than
those who learn with the conventional one?
2 Relevant Studies
assessment factors and causal factors, and the assessment factors include mental load,
mental effort and behavior performance. It is revealed that mental effort is usually used
to reflect real cognitive load [14]. Some studies show that mental effort in experimental
group was lower than that in control group [e.g. 15]; some draw an opposite conclusion
[e.g. 7]; while others show there was no significant difference between two groups [16].
Hence, in order to evaluate the effectiveness of use, when a new approach of mobile
learning is proposed, the mental effort that students put into learning activities need to
be measure.
Previous studies have reported that mobile systems can support students to learn
plants knowledge in context-aware environment [e.g. 6]. Huang et al. [17] developed a
mobile plant learning system (MPLS) provides relevant questions for students to
interact with and information by observing features of leaves. Chu et al. [18] proposed
a two-tier test approach to help students answer a question about the characteristics of
the plant and gain a better understanding by answering reasons for the last question.
Chen et al. [19] designed a mobile application for campus plant learning, and learners
can scan a QR-code to get prompts to observe plant characteristics and answer related
questions; the study proposed a progressive prompting approach, that is, prompts of
wrong answers are gradually increasing in different stages. Most of learning processes
of mobile learning in previous studies include multiple-choice questions with feedback
or prompts.
Learning plants by expert system in authentic environment has proved to be able to
bring better learning experience for students [20]. Compared to novices, experts pay
more attention to the characteristics of situations or problems, that is, there is a great
difference between experts and novices in their attention, which suggests that one may
not simply learn from other people’s experience, but also need to learn to experience it
[21]. Expert system means a system that has a domain expert knowledge experience,
and rule-based expert system, also called the generative rules system, is to use a series
of rules to express expert knowledge [22]. Therefore, an expert system approach was
proposed to support blended learning in context-aware environment.
In this study, we developed two types of mobile learning system. Plant-expert with
questions is based on expert system, and Plant-general with no questions was used to
make a contrast. After students read their learning objectives presented on start
An Expert System Approach to Support Blended Learning 49
In Plant-general, students can switch from any plants by clicking the buttons in
plants list page, and they can get the same information pages as in the Plant-expert.
Thus, students in control group can find a target plant in the campus, and then observe
features of the plant according to the corresponding information page.
4 Experiment Design
4.1 Participants
The subjects of this study included two classes of seventh graders of a secondary
school in southern China. The two classes were randomly assigned to an experimental
group and a control group. The students are aged between 12–14 years and they all
have previous experience with mobile phones and computers. The experimental group,
including 46 students (25 boys, 21 girls), learned with Plant-expert with the expert-
based mechanism in campus with target plants, while the control group students with
47 students (24 boys, 23 girls) learned with Plant-general in the same campus. All of
the students were taught by the same instructor who had more than three years’
experience of teaching biology courses.
50 C. Wang and F. Wu
At the beginning of the quasi-experiment, the students took the pre-test. Before the
blended learning activity, the teacher conducted prior knowledge teaching about plants.
During the learning activity, students in experimental group learned via answering
related questions provided by Plant-expert in campus where the target plants in learning
content were planted; those in control group learned with Plant-general in the same
context-aware environment. After completing the learning tasks, students were asked to
take post-test and questionnaire survey. Finally, one week later, students took a delayed
test.
5 Experimental Results
difference of learning achievement was more remarkable in delayed test which was
conducted a week later after the experiment than the difference in post-test. It means that
students in the experimental group experienced a more complex interaction during the
learning activity as they learned by Plant-expert, and they need to have further pro-
cessing of knowledge after the learning activity to gain better performance (Table 2).
Table 2. t-test result of the delayed test scores of the two groups.
Group N Mean SD t
Experimental group 46 69.63 16.42 2.74**
Control group 47 59.26 19.94
**p < .01
“perceived usefulness” (t = 0.33, p = 0.75 > 0.05) and “perceived ease of use”
(t = 0.60, p = 0.55 > 0.05) in the experimental group were similar, implying that the
perceptions and attitudes of students using the two mobile applications were not sig-
nificant different.
Moreover, students’ views on the pros and cons of proposed learning methods were
collected at the end of the questionnaire. It is discovered that there was no obvious
difference between the two groups on the pros and cons, which coincided with the
perceptions of students. In terms of its advantages, students pointed out the novel and
interesting activities, convenience of knowledge acquisition, improvement of interest in
learning, and more focused, and more relaxed, and so on. Since Plant-expert were used
in the experimental group, some students reported the advantages of “providing
information through topics”, “having clearer learning objectives and knowledge points”
according to the learning interaction of Plant-expert. In terms of shortcomings, students
generally pointed out the disadvantages of “mobile devices can damage vision”,
“students who are not self-sufficient can easily become distracted”; some students also
noted that the learning methods reduces communication between teachers and students,
and students’ cooperation. In addition, due to the complexity difference in the inter-
active learning processes, there are individual differences in time and information
perception, such as students in the experimental group considered learning time was
tense, while students in the control group thought that the information is not enough.
54 C. Wang and F. Wu
In this paper, an expert system approach for blended learning in context-aware envi-
ronment is presented, along with the experimental results of the “plant classification”
learning content of a secondary school biology course. From the experimental results, it
is found that the rule-based expert system mobile application cannot only improve the
students’ learning achievement after the learning activity, but also help students per-
form better than those learning by traditional mobile materials on retention of relevant
knowledge retention. In this context, we can draw a conclusion that the students who
learn with the expert-based mobile app show better learning achievements than those
who learn with the conventional one without expert system mechanism.
Meanwhile, the mental effort of students was investigated by the Paas cognitive
load rating scale [24] that only contains one item, and the results show that there was
no significant difference between the two groups, implying that the expert system
approach won’t cause more mental effort during the learning activity than conventional
approach. Thus, the rule-based mobile learning expert system proves to be a potential
method for students to learn in context-aware environment. The findings seem to
conform to the mental efforts in mobile learning between the two groups addressed by
several researchers, such as Chang et al. [16]. However, the measurement of cognitive
load includes many different techniques [14], and as mentioned earlier, the influence of
mobile application and its learning process on learner’s cognitive load has not been
consistently reached [7, 10, 11]. Hence, the effect of the interaction of learning process
in mobile applications on students’ cognitive load and learning achievement could be a
meaningful research topic.
The questionnaire results show that most students gave positive feedback con-
cerning “perceived usefulness” and “perceived ease of use” to the expert system
approach. Nevertheless, the perceptions and attitudes of students towards the two
mobile applications were not significant different. In terms of students views on the
pros and cons of proposed learning methods and systems, some students in the
experimental group thought that they may experience stressful learning feelings. Such
negative experiences show that an expert system is not always effective or can even
cause negative impacts if researchers or instructors do not carefully consider when and
how it can be applied to a learning process in outdoor blended learning.
In summary, this finding provides a good reference for those who intend to develop
mobile application for plants classification. Future work may introduce more research
tools to explore the cognitive process in blended learning in context-aware environment
supported by the expert system approach. Also, the learning process and the interaction
of the mobile application could be improved by investigating students’ attitudes and
learning effectiveness.
Acknowledgement. This research was conducted in Xinhuang Academy of the First high
school of Changsha. The authors thank also all the teachers and students who have participated in
the experiment.
An Expert System Approach to Support Blended Learning 55
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Learning English Through the Adaptive Model
of e-Learning Reflecting Learner’s Sensory
Characteristics
Abstract. The main objective of the article is (1) to introduce the adaptive
model of e-learning, which was designed by the University of Ostrava, Czech
Republic, and (2) to present and discuss results of two researches conducted
within the model and focusing on self-study activities reflecting learners’ sen-
sory preferences in learning English. In both researches, data were collected by
standardized English grammar tests, by VARK questionnaire and non-
standardized pre-tests and post-tests. Four hypotheses were tested; two of
them focusing on the role of learner’s sensory preferences, other two ones
examining the support of visual and aural study materials in listening compre-
hension and reading comprehension. Results were not statistically significant;
however, slight impact of visual materials in reading comprehension and aural
materials in reading comprehension was detected.
1 Introduction
present results of research monitoring whether learners reach better knowledge when
exploiting it for after-school preparation.
2 Theoretical Background
Generally, any type of programmed learning can be considered a method which directs
the process of acquiring new knowledge, skills, attitudes through appropriate learning
content and feedback, and reflects learner’s individual needs and preferences, even if
the process is not directly managed by the teacher. In other words, it is an educational
technique characterized by self-paced, self-administered instruction presented in logical
sequence and with much repetition of concepts [9]. Learner’s activities arise from
precisely defined learning objectives, learner’s diagnostics, appropriate learning con-
ditions, proper knowledge of the learning process, learning content and learner’s
answers; all these components are implemented in the programme directing learner’s
process of learning.
The process of adjusting the e-learning process to learner’s sensory preferences
starts from programmed learning by Skinner [10] working with operant conditioning,
learner’s feedback and responsibility for the learning carried. Sequencing of the
learning content ensures that learning objectives are reached step-by-step. The
behavioral theory of programmed learning exploiting the trial-error approach was
designed by Pressey; and Crowder, a contemporary of Skinner, proposed intrinsic
(branching) programming, when the selection of the correct answer from multiple-
choice alternatives lead the learner to fixing new knowledge. This approach was
considered the starting phase of adaptive strategy in learning [11] as it enabled a certain
extent of optimization when reflecting learner’s characteristics and preferences before
the beginning of the learning process.
The theory of adaptive e-learning reflecting sensory characteristics relates to three
fields – educational science, psychology and informatics [12]. The personalized
approach is based on adjusting the learning process to learner’s sensory preferences,
needs, i.e. on the adaptation of the learning content [7]. In other words, the process of
instruction is expected to reflect results of learner’s characteristics before the learning
process starts, then the detected characteristics are reflected in appropriate learning
materials for practising, fixing new knowledge and defining adaptive algorithms. Of
course, this approach is not new; it originates from the principles of programmed
learning, which started from adaptation in navigation and presentation, consequently
focusing on learning content and user’s interest, and currently exploiting mobile
devices [13]. However, what is new in the adaptive model described below, is the way
of considering sensory characteristics by automatic adaptive algorithms.
In the field of foreign language teaching and learning, the process of personalization
is different compared to general and technical subjects – it focuses on different type of
knowledge and skills, particularly the active production of language. Until now, the
individualized e-learning has been solved within e.g. CALL (Computer Assisted
Language Learning), ICALI (Intelligent Computer Assisted Language Instruction),
MALL (Mobile Assisted Language Learning) etc., in testing knowledge the CALT
(Computer Assisted Language Testing or CBLA (Computer Based Language
Learning English Through the Adaptive Model 59
Assessment) approaches were exploited, and also the term of adaptive testing appears.
However, the individualization is based on the level of knowledge, and sensory or any
other type of learner’s characteristics and preferences have not been reflected [14]. In
the adaptive model of e-learning, study materials were based on the SLA approach
(Second Language Acquisition) arising from Krashen’s theory [15] which defines input
characteristics of the second language and the way how the learning content should be
acquired by the learner so as to provide positive impact on the development of lin-
guistic skills.
To detect learning characteristics of an individual, learning objectives should be
categorized in a way which corresponds to single language skills, consequently relating
to sensory characteristics and preferences. The language skills considered within this
research are reading comprehension and listening comprehension. The e-learning
environment provides numerous tools for their development, compared to writing and
speaking skills where different strategies are required. Sensory characteristics do not
work independently; they mutually penetrate and work on different intensity levels, as
Shimojo and Shams discovered within neurobiology research [16: 505–508]. On the
other side, Coffield et al. [17] examining correlation between student’s sensory pref-
erences and methodology items implemented into study materials did not find out any
evidence, so they concluded every learning content requires specific didactic means to
be acquired regardless sensory preferences. Similarly, Marzano [18] found out that
graphical presentation of learning contents had positive effect on forming knowledge,
even if sensory characteristics were not considered. Compared to these results, other
authors (e.g. Oxford and Ehrman [19] discovered that students with visual preference
reached better results in reading comprehension compared to aural ones. Additionally,
Felder and Henriques [20: 23–26] proved that students with visual preference learned
better if they could see the text first, and then listen to it. Identically, the preference of
aural students is to listen first, and then to read the text, Oxford stated, and she also
verified good ability to perceive information from the written text with visual students
[21: 3]. Providing visual students with instruction orally only is confusing for them;
they do not prefer oral communication compared to verbal students, Felder states [20].
On the other side, aural students do not need visual means so as to acquire the learning
content but they do not avoid it. They prefer active learning strategies, sometimes they
may have problems with acquiring the content in the written form only [21: 3–4]. In the
field of cognitive learning styles, the magnetic resonance discovered that visual stu-
dents transformed the content into visual-mental images when reading, while verbal
students watching images changed them into aural form of language [22].
(1) starting knowledge in a subject and (2) learning (in this case sensory) preferences.
Author works as a modifier of student’s learning; data from both fields are considered
by the system, and study materials are adjusted to the individual preferences. Then,
Virtual Teacher reads information on the starting level of knowledge and sensory
preference(s) and recommends an optimal way (process) of learning. Within this phase
pedagogic rules and didactic principles are taken into consideration and the final
process of learning is thus individualized, i.e. tailored to student’s level of knowledge
and sensory preferences [12: 47–48].
However, the adaptive model of e-learning was originally intended for teaching
general and technically-oriented subjects (mathematics, physics, science, geography
etc.). The question is whether it can be also exploited in (an)other subject(s), e.g.
foreign languages, and particularly English which applies different approaches to
acquiring the learning content(s), and whether students reach better knowledge when
using this adaptive model of e-learning compared to those who do not exploit it.
Reflecting the above mentioned, the learning content in the adaptive model of e-
learning for English language was structured into frameworks (topic), layers (moti-
vation to learning and relaxation between single activities, explanation, summary,
fixation and testing new knowledge) and components (new vocabulary, grammar
explanation and exercises, listening comprehension, reading comprehension) within
each topic. The concrete content was given by the (1) learning objective, (2) starting
level of learner’s knowledge in English and (3) individual sensory preferences. Totally
30 lessons were designed in two versions – for students with visual preferences (visual
students) and students with aural preferences (aural students). Each version consisted of
210 components providing learners with the same learning content which could have
been acquired through different didactic means and learners were directed by
instructions in different forms reflecting their sensory preferences.
Learning English Through the Adaptive Model 61
3 Methodology
In this case, “to score higher” refers to the statistically significant difference
(DIF) in the test score of reading comprehension (RC) test compared to listening
comprehension (LC) within the group of learners studying from visual materials
(VISm) and within the group of learners studying from aural materials (AURm) irre-
spective of their sensory characteristics, i.e. DIF RC VISm: DIF RC AURm; DIF LC
VISm: DIF LC AURm). The differences were compared and the statistical significance
was considered.
In Phase 2, didactic pre-test (see detailed description under the phase 4) was
administered before the process of adaptive e-learning started; it monitored knowledge
in listening comprehension, reading comprehension and writing relating to the learning
content to be acquired.
In Phase 3, the process of adaptive e-learning was conducted.
In Phase 4, didactic post-test was applied after the process of adaptive e-learning; it
monitored knowledge acquired in listening comprehension and reading comprehension
relating to the learning content acquired in the process of adaptive e-learning. Both the
didactic pre-tests and post-tests of listening comprehension and reading comprehension
were of identical structure (five questions with four multiple-choice answers, one
answer was correct, maximum score was one point per correct answer) but they differed
in content, i.e. the text the questions related to). All tests were designed in Google
Forms and the link was inserted in the adaptive model of e-learning under the subject of
English language. Finally, differences in test scores (didactic post-test minus didactic
pre-test in listening comprehension and in reading comprehension) were calculated by
appropriate statistic tests and exploited for testing the hypotheses.
Identical research design was applied both in Research 1 and Research 2.
4 Research Results
Collected data were processed by SPSS statistic software. Research results are struc-
tured into two subchapters. First, results of Research 1 are presented, then results of
Research 2 follow.
In both tests the Asymp. Sig. value is lower than .05. Therefore, non-parametric
two-sample Kolmogorov-Smirnov test was used for two independent samples to test
whether or not the maximum absolute difference in the overall distribution of the two
groups is significant. First, the difference (DIF) between post-test score and pre-test
score was calculated, separately for reading comprehension (RC) test and for listening
comprehension (LC) test, and for students with visual preferences (VISp) or aural
preferences (AURp). Second, the differences were compared and their statistical sig-
nificance was considered.
Hypothesis H1, stating that students with visual preference score higher in reading
comprehension test compared to listening comprehension, was verified – the difference
in test score was in favour of reading comprehension test (Z = –3.619c; Sig. = .000).
Hypothesis H2, stating that students with aural preference score higher in listening
comprehension test compared to reading comprehension, was falsified – the difference
in test score was in favour of reading comprehension test (Z = –3.229c; Sig. = .001).
To sum up, in both groups (i.e. with students with visual preferences and students
with aural preferences), statistically significant differences in test scores of reading
comprehension and listening comprehension tests were detected in favour of reading
comprehension. Thus we can state that the way how these two language skills were
acquired (i.e. learning through the adaptive model of e-learning) does not relate to
prevailing sensory characteristic (preference) of the students in the Research 1 sample.
The question appears what the reasons of higher scores in reading comprehension
tests in both groups might have been? Can the strategies students developed in previous
foreign language learning students be applied? As Brown states, ESL (English as
second language) and EFL (English as foreign language) taught in the culture different
from the native one are more strongly oriented on language knowledge in reading than
on listening comprehension [25: 77–79]. Thus we can suppose that aural students
adapted to the situation they found themselves in. To take a deeper insight in the
problem, Research 2 was conducted in which another approach was applied.
and reading comprehension from KET and PET tests, VARK questionnaire, didactic
pre-test and post-test were conducted.
Pre-test scores of listening comprehension and reading comprehension tests were
used for proving the normality of data distribution. One-sample Kolmogorov-Smirnov
test was applied on .05 significance level. Normal distribution was detected neither in
listening comprehension test, nor in reading comprehension test. Therefore, non-
parametric test was applied. Results are displayed in Table 3.
In both tests the Asymp. Sig. value is lower than .05. Therefore, non-parametric
two-sample Kolmogorov-Smirnov test was used for two independent samples to test
whether or not the maximum absolute difference in the overall distribution of the two
groups is significant. First, the difference (DIF) between post-test score and pre-test
score was calculated, separately for reading comprehension (RC) test and for listening
comprehension (LC) test, and for learners studying from visual materials (VISm) or
aural materials (AURm). Second, the differences were compared and their statistical
significance was considered.
Hypothesis H3, stating that students score higher in reading comprehension test if
they study from visual materials, was verified – the difference in test score was in
favour of reading comprehension test (Z = –4.701; Sig. = .000).
Hypothesis H4, stating that students score higher in listening comprehension test if
they study from aural materials, was falsified – the difference in test score was in favour
of reading comprehension test (Z = –1.397; Sig. = .162).
To sum up, in both groups, i.e. (1) students exploiting visual materials or (2) stu-
dents exploiting aural materials, statistically significant differences in test scores
between reading comprehension and listening comprehension tests were detected in
favour of reading comprehension. Thus we can conclude that type of study material
students learn from did not provide impact on the results in the Research 2 sample.
Reflecting the results in Research 1 and Research 2, we can summarize that our
expectations were not met – in learning English through the adaptive model of
e-learning students reached higher scores (i.e. better knowledge) in reading compre-
hension irrespective the criterion of individual sensory preference, or type of study
material they learned from. The question is what the causes might have been. We do
not think that any of those listed below was the only or main reason; however, if
considered as a whole, they may provide impact on the process of adaptive e-learning.
66 K. Kostolanyova and I. Simonova
First, the presented results are limited by the total amounts of research samples (92
and 93 students) in both researches, so they cannot be generally applied.
Second, the exploitation of adaptive model of e-learning was monitored in the field
of after-school activities towards preparation for English lessons only, and the school
face-to-face instruction was not analyzed.
Third, learners’ motivation both to studying English and working in the adaptive
model of e-learning was not monitored within the research – most of the were posi-
tively motivated by the newness learning through the adaptive model of e-learning.
Fourth, despite the fact that learners generally have a high level of computer
literacy, some technical and/or methodological problems when working with the
adaptive model may have appeared if working from home, which may have provided
impact on the results and could lower the motivation to learning.
Last but not least, as the positive contribution of the same adaptive model of
e-learning was found out e.g. by Horký [26], Bradáč [27], Bradáč et al. [28], Juříčková
[5] who analyzed the learning process from other views than sensory characteristics,
another approach to evaluation of learning foreign languages within the model should
be applied in the future. Starting from the learning preferences, a hybrid model was
designed by Hasibuan and Nughoro [29] which combined traditional Felder-Silverman
Learning Style Model with VARK; however, the results of model application into
practice have not been published yet. VARK questionnaire was also applied in
researches conducted by Stojanova et al. [30] who exploited not only reading/listening
approach in teaching subject Data structures and algorithms but they also implemented
visualizations through watching video-recordings and animations and didactic soft-
ware. In ESP (English for Specific Purposes), learning preferences were analyzed from
the gender and sensory view by Jaki and Md Yunus [31] and VARK results discovered
that most male respondents (89%) were visual and kinaesthetic learners while female
students were mostly of reading type. Unfortunately, in Researches 1 and 2 the stu-
dent’s gender was not monitored. Toktarova and Panturova proved [32] that when
combining VARK with Gregorc’s learning style model within the university electronic
educational environment, the increase in knowledge was detected also in English
language.
Currently, the adaptive model of e-learning is analyzed from the view of deeper
identification of individual learning styles, particularly following aspects as learning
theories in e-learning environment, predictors of online learning styles and their
automatic classification and application, as also worked out by Truong [33]. Identically
to our approach, he proposes three phases: (1) questionnaire survey before the
instruction, (2) tracking student’s process of acquiring the learning content and
(3) analytic evaluation of the learning style. For the further development of the adaptive
model of e-learning, gamification as a strong phenomenon in current education is
considered to some extent, its principles should be also implemented in adaptive
e-learning, focusing particularly on recognizing the learners, adapting the learning
materials to their individual needs and preferences, eliciting learners’ interaction
through technologies and helping them define their own learning objectives [34].
Learning English Through the Adaptive Model 67
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Enhancing Learning Success Through Blended
Approach to Learning and Practising English
Grammar: Research Results
Ivana Simonova(&)
1 Introduction
Blended learning, combining the best of online learning and face-to-face instruction for
the purpose of enhancing the process of learning, is appreciated by most students as
they prefer courses that have some online components [1]. Blended approach also
provides more flexibility for students and instructors, some technologies allow for more
learning to take place, they facilitate a specific kind of learning activity that might not
be possible without the technology, students can use different ways to engage into
learning and also to demonstrate what they learned; and last but not least, both teachers
and students have the opportunity to develop their skills in using latest devices and
applications [2].
As discovered in detail by Poon [3], the flexibility for student learning is particu-
larly meant in terms of learning style and pace. Considering a wide range of delivery
methods, blended learning increases and improves students’ engagement and conse-
quently their knowledge. The experience in blended learning proved that well-designed
blended courses not only enhanced students’ learning but also increased retention of
their knowledge, even in large classes [4].
Consequently, the main question appears whether, or not the blended approach
should be applied so as learners acquired the learning contents with less effort, in
shorter time-period, in a more natural way etc. In other words, first, it is necessary to
think about what the teacher is going to teach, and what s/he wants students to learn,
i.e. what the learning objective and outcomes are. Second, the proposal of methods
(scenario) should be designed and learning outcomes measured. Finally, having all
these criteria in mind, the decision comes whether/to what extent the blended learning
will be applied to acquiring the learning content. Within the decision-making process,
learners’ effort, time spent on learning and the appropriateness of blended learning
should be considered. Moreover, learners’ ability to work independently, even if
supported by electronic guidelines and teacher’s immediate feedback, plays important
role, as well as the competence in using technologies for educational purposes [2].
Reflecting the above mentioned, the main objective of this article is to introduce the
concept of blended learning for acquiring English grammar within English for Specific
Purposes and present results of research conducted in this field.
3 Methodology
In spite of the fact the blended learning has been considered a standard approach,
researches in this field are highly required. The basic question is whether learning
results developed within this process entitle teachers and educational institutions to
apply it so as learners reached required knowledge.
4 Results
Collected data were not compared to those from any type of non-blended process of
learning. Within this research test scores produced in pre-test, post-test1 and post-test2
in G1-20 and G21-44 phenomena were processed by appropriate statistic methods and
statistical significance of differences was considered. Results are structured into two
parts: (1) descriptive statistics and (2) testing hypotheses.
Fig. 1. G1-20: Differences in test scores in pre-test versus post-test1 (left), in post-test1 versus
post-test2 (right).
level = 0.093288). This result means that statistically significant difference was not
discovered between the post-test1 and post-test2 scores (Fig. 1, right histogram).
Grammar Phenomena G21-44
Third, the paired difference for pre-test score and post-test1 score was calculated for
grammar phenomena G21-44 by Wilcoxon Signed Rank test. Reaching the Z-
value = 6.1518, the third hypothesis H3 was verified (a = 0.05; probability level =
0.000000). This result means that statistically significant difference was discovered
between the pre-test and post-test1 scores (Fig. 2, left histogram).
Fig. 2. G21-44: Differences in test scores in pre-test versus post-test1 (left) and post-test1versus
post-test2 (right).
Fourth, the paired difference for post-test1 score and post-test2 score was calculated
for grammar phenomena G21-44 by Wilcoxon Signed Rank test. Reaching the Z-
value = 4.0515, the fourth hypothesis H4 was verified (a = 0.05; probability level =
0.000051). This result means that statistically significant difference was discovered
between the post-test1 and post-test2 scores (Fig. 2, right histogram).
To sum up, hypotheses H1, H3 and H4 were verified; hypothesis H2 was falsified.
So as to have a more practical insight, Mean values in single tests are compared in
Table 3.
In G1-20 group the results show the statistically significant increase in post-test1
score compared to pre-test (+2.59); however, the decrease was detected in post-test2
score compared to post-test1 (−0.9). In G21-44 group the statistically significant
increase was even higher in post-test1 compared to pre-test (+3.68); however, the sharp
76 I. Simonova
Table 3. Descriptive statistics: Summary of Mean values in Pre-test, post-test1 and Post-test2 in
G1-20 and G21-44.
Grammar phenomenon G1-20 G21-44
Test score Mean Dif. Stat. sign. Mean Dif. Stat. sign.
Pre-test 15.52 13.81
Post-test1 18.11 +2.59 Yes 17.49 +3.68 Yes
Post-test2 17.21 −0.9 No 12.93 −4.56 Yes
Total +1.69 −0.88
Stat. significance: result is statistically significant
Reflecting the size and structure of the research sample, the research results cannot be
generalized, they are valid for the sample groups only. As displayed in Table 3,
blended learning approach enhanced students’ success in learning in the group G1-20,
where easier English grammar phenomena (relating to A2 level of CEFR) were
included. In the group G21-44 (relating to B1 level of CEFR), the decrease in
knowledge was detected in post-test2 compared to the pre-test. The question is what the
causes of this result might have been. We do not think any of those listed below will
perform as the most important one. Nevertheless, they are interconnected to some
extend and each of them could have contributed to the discovered finding.
Starting level of English knowledge: Despite the level of student’s knowledge was clearly
defined before they enrolled in the ESP1 course, not all of them met the requirements (see
3.3 Research sample). As reflected by the course teacher, some of them worked hard – they
attended private lessons, paid preparatory courses held by the faculty, contacted the ESP
teachers for consultations before the course started and during the semester. Nevertheless,
they had difficulties and/or were not able to acquire the whole learning content of the ESP1
course – either from the reason of low entrance level of knowledge, or lack of effort. This
constraint was reflected in the result of G21-44 phenomena, which are of advanced level
and students, false beginners, were not able to master them. Finally, it resulted in decrease
of mean score in post-test2 compared to pre-test.
Appropriateness and/or effectivity of autonomous study in acquiring still unknown
learning content: Reflecting the low level of English knowledge with some students
described above, we agree it is very difficult to acquire completely new and difficult
learning content, even if the blended learning comprises of face-to-face lessons are held
(when students can ask for immediate additional explanation, examples, feedback) and
autonomous homework supported by other explanations and tests in LMS course.
Enhancing Learning Success Through Blended Approach 77
of online testing. Authors also proved that students’ knowledge of English grammar,
including theoretical rules, improved [13]. Another research of quantitative/qualitative
methodology was conducted by Wright [14]. He also focused on the blended learning
concept in learning grammar within EFL (English as foreign Language) having the sample
of 112 students. They appreciated pace and place of online learning together with the role
of teacher as their motivator. Students’ results were not mentioned, but the importance of
teacher’s skill enhancing the success of the process was strongly emphasized.
The implementation of SAMR model reflecting the Bloom’s taxonomy of educa-
tional objectives applied in blended learning and teaching of general English and ESP
was proposed by Netolicka and Simonova [15]. The model applies two phases (the
enhancement and augmentation) and four steps within the process of acquiring new
knowledge – (1) substitution (i.e. technology acts as direct tool substitute without no
technology change), (2) augmentation (i.e. technology acts as direct tool substitute with
functional improvements), (3) modification (i.e. technology allows for significant task
redesign) and (4) redefinition (i.e. technology allows creation of new task, previously
inconceivable) [16]. Authors provided a detailed methodology how the model can be
efficiently implemented and introduced results of pilot testing, including learners’ and
teachers’ feedback. Follow-up results proved both significantly better knowledge and
differences in learners’ performance in the group working with iPads compared to
students not using them [15].
Liu et al. [17] developed a new computer-assisted learning system called starC
which enhances teachers and learners to operate the learning activity through the whole
learning process. They proposed a new learning pattern based mainly on the collab-
orative learning in the flipped environment and applied it in English classes on the
higher education level. They discovered that within this pattern, students in the
experimental group produced better results particularly in speaking but also in gram-
mar, reading and writing compared to the control group where this approach was not
applied.
Last but not least, teaching/learning English grammar enhanced by LMS Moodle
was researched by Shecher [18]. After analyzing the available tools, he proposed a
model which paid strong attention to engaging students in learning activities, and
discussed parameters which should be considered in designing a blended learning
course, focusing mainly on acquiring the vocabulary, grammar, reading, and on testing
new knowledge. The main objective of his work was to give teachers confidence and
basic inspiration how to enhance the process of teaching English.
However, a few years after Shecher’s research (in 2018), technologies provide
numerous, much more interesting tools and strategies which are expected to attract
learners’ attention and work efficiently. Even though the didactic principles are iden-
tical for centuries [19], fast development of latest technologies offers both the teachers
and learners new ways how to exploit them for educational purposes. Reflecting this
state, teachers are facing new IT skills to be mastered and the teacher’s role is
changing. However, s/he will always work as an important factor in the process of
acquiring the new knowledge, irrespective of the extent the technologies will take
within the process of blended learning.
Enhancing Learning Success Through Blended Approach 79
Acknowledgements. This paper was supported by IGA project 2018 “ICT in FL education”,
Faculty of Education, University of Jan Evangelista Purkyne, Usti nad Labem.
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Cultivating Situational Interest in Blended
Learning Environment
Yan Keung Hui(&), Chen Li, Sheng Qian, and Lam-for Kwok
1 Introduction
It is believed that students with learning motivation and feel interested in the learning
environment can improve their cognitive and emotional outcomes and therefore
achieve better academic performance [1]. Many researchers have focused on this topic
and proposed various educational psychology theories in recent decades. Among the
proposed theories, the most representative two are the theory of interest (ToI) and self-
determination theory (SDT). Specifically, they explore antecedents in cultivating stu-
dents’ psychological states in order to enhance their academic performance. The ToI
focuses on the person-object relationship, while the SDT focuses on content specifics
[2]. Based by combining these two theories, various studies such as the study on
integrating the two theories with the Big Five personalities [1] and the study on the two
theories on the technological pedagogical content knowledge framework [3] have been
conducted in previous research studies [1]. However, learning outcomes based on these
theories are difficult to be empirically proven [4].
3 Methods
3.1 Research Context
The course Software Engineering Principles and Practice is offered as a core course to
students in Creative Media Major, which aims to produce creative media professionals
proficient in computing technology. Students are expected to gain a solid foundation in
the creative processes, including video, sound, photography, storytelling, game design,
animation, computer graphics, installation, and interactive digital media production.
However, some of these students are more media oriented towards their studies
resulting in not having much motivation in studying this course.
This software engineering course aims to provide practical knowledge and skills in
software development using unified modeling language by going through the software
engineering process from software requirement analysis, design, and implementation to
testing. It also covers more theoretical topics such as software processes, design
principles and project management. The course delivery takes the form of 2-h lecture
and 1-h tutorial/laboratory every week for 13 weeks. Students are asked to work on a
semester-long group project. Since they do not have much experience in software
development and show less interest in the subject, some of these students find it
extremely difficult in studying this course.
Traditionally, we asked students to work on some typical software development
projects like library systems and facility management systems etc. Since students were
not familiar with the knowledge domains of the chosen projects and thus, with less
interest in the course, they found it hard to achieve the learning outcomes and there was
a certain percentage of failure every year.
In the academic year 2015–2016, we modified the approach of teaching and
learning of this course. We aimed to choose a knowledge domain that they might be
interested in for the project work; to provide plenty of video learning resources to
students as part of the flipped learning; to plan the project work with a series of phase
submissions instead of submitting a large piece of work at the end; to provide templates
and guidance at every phase; and to provide feedback immediately after the submission
so that they were able to improve their work in the next phase.
We chose a game on the Unity3D platform as the basis for the semester project.
Unity3D provides a large number of short videos on various topics. We asked students
to watch some videos on the selected game before starting the project. We asked
students to attempt a short quiz to test their understandings on Unity3D. We guessed
that game development was an interesting topic that creative media students might have
more interests in learning software engineering practice in this domain. We then asked
students to model the chosen game using unified modeling language technique with the
help of the software engineering tool Visual Paradigm. We also suggested students to
watch video learning resources in Visual Paradigm and the programming language C
Sharp. We delivered software engineering knowledge during the lectures and we
showed practical skills in using Unity3D and Visual Paradigm during the
tutorial/laboratory sessions. Since we guessed that students might have interests in
game development on the Unity3D platform, we specifically included some tips in
using Unity3D in most tutorial/laboratory sessions so as to cultivate their situational
Cultivating Situational Interest in Blended Learning Environment 85
interests. Students are expected to understand the concepts and apply them to complete
the project by using the software tools Visual Paradigm and Unity3D.
In order to monitor changes in students’ perception on the knowledge domain using
this approach, interests on the topics, and the efforts in studying, we asked students to
fill a survey prior and during the course.
To validate the proposed model, we performed a two steps evaluation: (1) Measure-
ment model assessment, and (2) Structural model assessment. Measurement model
assessment is to ensure the reliability and validity of the construct measures in order to
support the suitability of including them in the path model. Structural model assess-
ment is to check the strengths of path coefficients, impacts and explanatory powers of
paths from independent variables to dependent variables [15].
Table 2. Outer loading (OL) and t-value of each observable variable in each construct
Observable variables
1 2 3 4 5 6 7 8 9 10 11 12
PUID OL .802 .813 .861 .786 .856 .849
t-value 13.506 11.052 18.055 10.224 15.371 16.575
SI OL .855 .864 .882 .793 .884 .856
t-value 24.24 25.063 18.201 14.196 26.932 20.637
II OL .889 .763 .865 .867 .891 .796 .815
t-value 7.95 5.049 7.333 7.842 7.586 4.565 5.803
LM OL .858 .806 .887 .821 .816 .873 .814 .824 .813 .890 .808 .765
t-value 18.523 15.577 24.123 10.358 13.67 19.282 12.504 18.278 13.186 28.071 13.907 11.045
LS OL .838 .841 .840 .786 .847 .857 .827
t-value 13.299 17.46 17.299 8.637 13.261
observable variables [17]. From Table 3, Cronbach’s alpha values and composite
reliability values are greater than the threshold value (0.708), and all average variance
extracted values are greater than the required threshold (0.50). These results indicate
that all the constructs have sufficient internal consistency reliability to warrant mod-
eling analysis [18, 19].
Table 3. Cronbach’s alpha, composite reliability, and average variance extracted of each
construct
Construct Cronbach’s alpha Composite reliability Average variance extracted
PUID 0.908 0.929 0.686
SI 0.927 0.943 0.733
II 0.938 0.945 0.709
LM 0.959 0.964 0.692
LS 0.927 0.941 0.695
Table 4. Construct correlation matrix and the square root of average variance extracted
II LM LS PUI SI
A B C A B C A B C A B C A B C
II .842 1.011 1.062
LM .231 .212 .832 3.291
LS .102 .152 .897 .949 1.011 .834
PUID .149 .160 .827 .884 .878 .941 1.000 .828 3.187
Note: The figures in bold are the square root of average variance extracted of the
corresponding construct. The figures with italic font show discriminant validity issues. A:
inter-construct correlation; B: Heterotrait-Monotrait Ratio; C: variance inflation factor.
88 Y. K. Hui et al.
Given that the discriminant validity problem existed, we further conducted the
multi-collinearity assessment for all exogenous constructs. All inner variance inflation
factor values are less than 5.00 as shown in Table 4. Therefore, it is not an issue that
the multicollinearity among the exogenous constructs could further impact structural
equation modeling investigation of causal relationships [18, 19].
Finally, model fit can be evaluated by evaluating the standard root mean square
residual. The value is found to be 0.084, which is smaller than the threshold (0.10) [25].
Therefore, the model has a good model fit.
5.1 Discussion
This study shows that the research model of combining the ToI and the SDT is valid
with the good model fit and accepts all proposed hypotheses. Firstly, it was found that
SI significantly predicts AP. Students feel interested in the 13-week course significantly
perform better than those feel uninterested in the course. Since we chose an interesting
knowledge domain for the course project in the academic year 2015–2016, this change
in instructional design can enhance students’ AP.
Secondly, LM has much higher predictive power than II and the direct effect of
PUID. Since we split the whole project into multiple phases, the type of course
instructional design allows students to achieve the goal by stages with encouragements
and motivations through immediate feedbacks after each stage. Although the instruc-
tional design can cultivate students’ SI directly, the indirect effect via enhancing LM is
more important.
Thirdly, the PUID is critical to enhance the LM through the LS. LS was achieved in
this course by providing plenty of video learning resources as part of the flipped
learning. In addition, templates and guidance to help students achieve the specific goal
of each stage.
Finally, we can identify the main path based on the effect size of each path coef-
ficient in the model. The main path tells that a proper instructional design can induce
students’ learning satisfaction, which in turn can improve their learning motivation.
Then, the learning motivation can cultivate their situational interest and eventually
improve their academic performances.
However, although all hypotheses are positively accepted, the R2 of academic
performance is relatively small. It is clear that psychological state may not have a clear
direct impact on the actual performance. It may have a long-term effect and may not be
observed in a 13 weeks period in the course [1, 11]. Further research should be
conducted to identify the missing path between psychological state and the actual
performance.
5.4 Limitation
Further study is needed to address a few limitations in our study. First, this study
focuses only on the psychological factors such as satisfaction, motivation, and interest,
without taking into account other factors such as demographic information of students,
prior academic performance, and other types of abilities of students.
Second, this study focuses only on students’ behaviors in one academic year of one
course in one institution using subjective survey, which limits the generalizability of the
proposed model. In the future, we need to perform a further study on either expanding
horizontally by including students from more courses and/or more institutions or even
multiple geographic locations, or vertically by including multiple years of students.
Finally, although the sample size of 61 students is considered as sufficient
according to the 10 times rule [19] and has more than two times of the required samples
size already, it can have a higher statistical explanation power if the data could be
collected from a larger number of samples.
6 Conclusion
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Application of Gamification
to Blended Learning in Elementary Math
Instructional Design
1 Introduction
Mathematics is not only the foundation of natural science and technology science, but
also plays a more and more important role in the humanities and social sciences. As an
important part of human culture, math is the basic quality of modern citizens. The math
achievement in elementary school greatly determines the future study of mathematics.
The earlier the difficulties in mathematics learning are identified, the earlier the
appropriate education intervention can be implemented. While teaching math, blended
learning concept greatly helps facilitating comprehension of abstract concept in math.
‘Gamification’ is a much newer concept than game-based learning. It is about
deploying elements, mechanics, dynamics, and frameworks derived from video-game
design in a variety of contexts, rather than about using individual video games. It has
great potential in education. While applying gamification in education, two critical
questions emerged: What should we do when students are attracted by game related
elements, and lose intrinsic motivation for knowledge? Whether cognitive or psy-
chomotor capabilities or attitudes acquired during game play can be generalized to
other nongame contexts, such as exam, life? Gamification in education equipped with
technology, gamified design and knowledge can offer the instructor the benefits of both
face-to-face traditional instruction and online learning, which means it is a type of
blended learning. As a predictable trend of educational revolution, blended learning or
teaching is not only combining face-to-face learning technique with online learning on
the level of technology. Rather, it is the combination of elements in the treatment
conditions, especially the inclusion of different kinds of learning activities, that has
been proved to be effective across studies [1]. Just as Clark has cautioned against
interpreting studies of instruction in different media as demonstrating an effect for a
given medium, conditions may vary with different instructor and content variables. It
means that in blended learning, activities instead of technology is the core of the
instructional design. The above points on gamification and blended learning can be
summed up as the research question: How to make gamification design and blended
teaching design facilitate learning effectiveness? Tracing the origin of gamification, fun
is the essence, because people play for fun. Tracing the origin of education, knowledge
fun is the essence, because people learn to get fun in life and taste fun in knowledge.
A well-designed gamification learning system can help learners take on meaningful
roles that are fruitful for learning. To better balance between gamification and edu-
cation, technologies and learning activities, this paper makes contributions to
instructional design using the gamified method and pedagogic content, with cases
illustrated in elementary math. Fun-based gamified instructional design principles are
also summarized and combined with video analysis to guarantee keeping students’
attention and motivation in learning activities.
2 Related Studies
all are eager to play and own fun instinctively and spontaneously, which means as soon
as game is used wrongly or only as a means, it will result in fatigue and frustration. It’s
desperately in need to create game activity rather than to use game activity, and it’s in
need to make game activity for fun rather than only for profitable target.
2.2 Fun
Gamers voluntarily invest countless hours in developing their problem-solving skills
within the context of games mainly for the fun in game [9]. Fun is the key of game and
gamification. For many years, dopamine was suggested to be the brain’s “pleasure
chemical”. Brain mechanisms involved in fundamental pleasures (food and sexual
pleasures) overlap with those for higher-order pleasures (for example, monetary,
artistic, musical, altruistic, and transcendent pleasures) [10]. Pleasure is a complex
psychological concept with many different sub-components which include ‘liking’,
‘wanting’, and ‘learning’ components [11]. Games provide many positive emotional
experiences, such as optimism and pride [12]. This research uses “fun” to cover
players’ positive experience and emotion, including pleasure and happiness.
Based on different understanding and research, what fun is and how to get it are
analyzed. Psychologists generally use the happiness index to reflect the happiness of a
person: the happiness index = the realization value/expectation value. It’s also a double
factor function H = F(n, m), where n is the self-perceptions index, and m is the
evaluation index from the outside world. That means happiness of individual depends
on self-expectation, actual realization state, self-perception, and evaluation from the
outside world.
Existing theories about fun can be classified into pattern matching theory, natural
funativity theory, fun system theory. Koster [13] argued that people are amazing pattern
matching machines and fun is a process of discovering patterns. As long as we see a
pattern, we usually delight in tracing it and try to grasp it until we become bored with it.
When we play a game, we are analyzing patterns. Natural Funativity theory [14] divides
fun into three categories: (1) Physical fun, which mainly refers to enjoyment connected
with our evolutionary past, like sport, hunting, gathering, exploring, dancing. (2) Social
fun, which originates from our tribe life, and is about trade, competition, cooperation
and communication. (3) Mental fun, which comes from human ability to perceive and
use patterns, such as puzzle game. There is another idea from XEO Design company.
Based on independent contextual interviews of 60 players playing their favorite games,
4 keys to fun were put forward, includes hard fun and easy fun. Hard fun is the emotion,
with people might feel relaxed, sad, proud, when players overcome obstacles, take
meaningful challenges, solve puzzles. Easy fun is the sheer experiencing enjoyment,
such as curiosity, surprise, fantasy, creativity. People fun is the same as social fun in
Natural Funativity. Serious fun is the enjoyment from players’ internal experiences, in
which they enjoy changes in their internal state during and after play.
What are the elements of fun? Caillois [15] thought that competition, chance, role
play, sensory change are the four main elements in game. Garneau [16] analyzed
fourteen forms of fun. These fourteen forms of fun are, in no particular order: Beauty,
immersion, intellectual problem solving, competition, social interaction, comedy, thrill
96 R. Hu and J. Shang
of danger, physical activity, love, creation, power, discovery, advancement and com-
pletion, and application of an ability.
In addition, playfulness requires freedom – the freedom to experiment, to fail, to
explore multiple identities, to control one’s own investment and experience [17]. So
does fun. Enough freedom to quest and experience is funny.
3 Research Questions
As for the problem of transfer, comparable cognitive processes and maximizing the
overlap between the gamified activity and external tasks are desired [18]. To tackle the
above questions in practice, this study was conducted in an elementary school in Bei-
jing, China. The mathematics class of grade 3 in the elementary school was selected, and
the gamified instructional design in mathematics was conducted in 4 experimental
classes. People involved in the design include: research staff, teachers, mathematics
teachers group, researchers on gamification of education, and students. Research staff
and mathematics teacher group are involved in the design and evaluation mainly from
the perspective of subject content and methods. Teachers participated in the design of
the task, from the students’ requirements. And gamification researchers mainly work on
the gaming learning tasks and the overall pace of gaming on the control to participate in
the design. The students’ participation is mainly designed through the feedback of the
trial. The design process generally follows the idea in Table 1, which is implemented
more than twice in each class, and the class video is recorded.
The following is a list of representative design, corresponding activities and
technology used.
Table 1. (continued)
Learning objectives Traditional teaching Gamified teaching activities
activities
Making manual division Explain the rules of vertical Money division game
with one-digit divisor and 0 operation and practice then Three people go to dinner
in the middle of dividend apply them and go Dutch, it is in need to
calculate how much each
person spends. Who can
divide the money in your
hands into three group?
Invented game for exercise
Know features of an angle The composition and size of Touch and guess, look
Compare the size of different the angle are explained by whose description is right
angles the adjustable ruler Turing a circular sticky note
Draw different angles with into angle monster
rulers Angle hand puppet play
Understand the meaning of Feel the rectangles and Calculate perimeter of
rectangles and squares, and squares in life and explain different leaves
calculate the perimeter of the concepts Invented game of the
rectangles and squares perimeter calculation on a
correctly hundred sheets of paper to
occupy the territory
The need for a preliminary Use the clock to demonstrate The card matching game,
feeling of 24-h and can calculation and conversion finding the 12-h card and
select timing method of 24-h and 12- h and 24-h card according to the
appropriately discovery rule clock card
Know that 24 h is a day and Learning clock game in app
can represent time by 24-h store
time reckoning
Experience the process of Clothes matching, diet Game of who can match
matching and cultivate matching, and route choose faster for Susan
students’ ability of orderly activity Code-breaking for a music
thinking box
Dress up game in app store
According to the design process mentioned above, the design process is illustrated
with the example of “A preliminary understanding of the fraction” and “The 24-h time
reckoning”.
In the class of “A preliminary understanding of the fraction”, the whole learning
flow is “review the average distribution and division—cognitive conflict in repre-
senting half thing—learn about the history of fraction—learn about all parts in a
fraction—dividing cookies with different shapes to compare fraction in different
cookies. (see Fig. 1)—find fraction in the house (see Fig. 2)—strengthen fraction on
the number line with fraction board game and video game (see Figs. 3, 4)”. At the
beginning of the fraction class the teacher asked students about ‘how to divide the
bamboo to two pandas’, ‘is it ok if the division is not fair?’, ‘how to represent half
bamboo in math? How to represent half peach?’.
98 R. Hu and J. Shang
Fig. 1. Cook- Fig. 2. Find fraction in Fig. 3. Kangaroo jump Fig. 4. Interface of
ies with differ- house board game Run fraction game
ent shapes
The Kangaroo jump board game is designed to help students learn fraction on the
number line. It not only can build the connection between integer and fraction but also
helps facilitate whether the fraction is big or small. The Run fraction game is developed
to gather user data while choosing the position of the target number on the number line.
On the whole, the preliminary understanding the fraction adopts both traditional
learning tools and video game to strengthen the understanding of fraction.
In the class of “The 24-h time reckoning”, the main point in learning includes
knowing that 24 h is a day and can represent time by 24-h time reckoning, for which
the gamified activities include card matching game (see Fig. 5) and the video game
‘Learning to tell time’ from app store. In addition, in the second lesson of “The 24-h
time reckoning”, how to convert between 12-h and 24-h in real-life situations is
practiced using question-answer online system. The questions are divided into different
levels according to the difficulty, covering business hour calculation, runtime of train
calculation, etc. (Fig. 6). All the data from students, including the accuracy of every
question and the rate of every option, can be gathered and seen with the teachers’
account (Fig. 7). Such immediate feedback greatly helps teachers explain the
difficulties.
5 Design Process
The design process of gamifying math lessons is summarized according to the theories
and practice. As Gagne [19] stated, the system view of instructional design includes
many steps, starting with the evaluation of needs and purposes, and the decision of each
teaching step should be based on empirical evidence. Each step leads to a new decision,
which becomes the next step. Hence with subject and student centered, the gamified
instructional design process is built upon instructional design principle and idea from
the spiral structure in software engineering. As Fig. 8 shown below, whether the
subject content targets are satisfied and whether learning requirements are met are
considered at each stage in the iteration.
cartoons mainly for knowing what students are in need from knowledge to play, from
cognitive figure to personal demands. For example, the generalization ability of middle
grade of elementary school students is at the stage of image abstraction, transition from
concrete thinking to abstract thinking, then in teaching activity, the principle or
knowledge should be concrete firstly and be abstracted secondly.
6 Design Principle
In looking at how to make fun for people, according to the reviews above, the fol-
lowing elements are summarized (Table 2).
Games with the above elements provide clues to design activity. When students or
players experience the above actions, fun in activities could be tasted more.
Application of Gamification to Blended Learning 101
All the gamified math lessons were applied in the elementary school, and the students
gain Video (and previous film images) have been used in research for a long time,
mainly in anthropology, sociology, psychology and education. Based on the classroom
video observation and analysis, combining with the questionnaire survey data, the
“effective teaching” program, initiated by Bill Gates and Melinda Gates Foundation,
aims to research the effective teaching behavior for students’ academic achievements
[20]. For example, working from a cognitive perspective, Roschelle [21] pioneered the
use of video to study science learning. A historically significant project was the Third
International Mathematics and Science Study [22], which was the first to videotape a
comparative sample of classrooms for making international comparisons of mathe-
matics teaching. This study set a standard for international sampling.
The purpose of this study using video analysis is analysis and research on the
problems in gamified math class from the perspective of the game design to improve
teaching. This study uses 4 keys to fun theory as coding scheme for video analysis. At
the same time, the three-level ARCS motivation structure model with 4 first-level
strategies, 22 secondary strategies and 60 three-level strategies were used as the coding
scheme for video analysis [23].
102 R. Hu and J. Shang
The video analysis was carried out using 4 classes video picked randomly. Refer to
the common practice of video analysis in class, the researcher selected 30 s as time
slice to make observation record. Firstly, the course video was observed and recorded,
namely, the teaching process was recorded objectively as observing the video repeat-
edly. After completing the recording, the video is coded according to the three-level
strategy of ARCS, which is completed in two steps. The first step, according to the
classroom observation record, encodes the current strategy in the time period. Because
a strategy can take up more than one time, the second step of the code is to combine
and mark (Table 3).
Video analysis was conducted using Nvivo11, on 4 class videos of 232 min.
From the perspective of the ARCS motivation model, teachers in gamified math
lessons use a large number of motivational strategies, among which satisfaction
strategy, “Allow a student who masters a task to help others who have not yet done so”
is the mostly used, which is inseparable from the cooperative activity strategy used in
the design. Secondly, one of most used strategies is personalized attention, which
belongs to satisfaction strategies. In the process of students’ independent gamified
activities, teachers can have more time to focus on students’ individual character,
Application of Gamification to Blended Learning 103
effective differentiation of counseling, which in this way, makes up for the students
who only play very happily but learnt nothing. In addition, it helps to make inferior
students participating in the game. Attention strategy is the most frequent strategy,
teachers use the conflict strategy—introducing a fact that seems to contradict the
learner’s past experience. The largest proportion of all may be concluded into two
reasons: the first is related with mathematical disciplines; more students need to build
connection between prior knowledge and new knowledge, and realize the internal-
ization. The second is that in the process of creating cognitive contradictions frequently
between teachers and students, students’ attention is attracted to achieve deep inter-
action with teachers on cognitive level. Our gamification classroom is not a surface
activity and prosperity but should pay more attention to cognitive level students’
cognitive participation.
8 Conclusion
In the process of object’s self-development, through two times negation, it will show
cycles with spiral periodicals. Fun-based instructional design is only one technique to
combine subject tightly with gamified activity, which is to be verified and modified
through more practice. But ensuring learner motivation has always been a critical
aspect of good instructional design [24]. What is in need for all of us is to design
gamified learning so as to help students master what they need to learn instead of
participating in game. Fun in game can be applied in learning activities through dif-
ferent ways. In this research, the design process and design principles of gamified math
instructional design has been conducted and summarized. But the research also needs
to be further conducted to test and verify the design method and principles.
Acknowledgements. This study is based on the project “Studying Game-based Learning from
the Perspective of Learning Sciences”, which belongs to the 2017 General Projects of Educa-
tional Research for the 13th Five-year Plan and was financed by China National Social Science
Foundation NO. BCA170072.
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Developing Digital Campus by Application-
Driven: Experience and Challenges
in Mainland China
It is generally believed that the concept of “digital Campus” originated from the
“e-campus” project proposed by the MIT in the 1970s. If considering the concept of
“digital earth”, the digital campus should be regarded as a virtual system closely related
to network, virtual reality technology. Academic published articles usually add the
word “construction” beside digital campus, which means the construction of the digital
campus, or a part of a virtual system of building digital campus. Around 2000, a
number of universities set up independent campus network. while with the increasing
information and application of the school internet, IT-supported departments urgently
requires a unified management and unified user authentication mechanism to secure the
network covering the whole school [1]. On the basis of this, the hierarchical and overall
view was adopted in planning and implementing school’s information construction,
and finally realize an overall digitalization in terms of the environment, resource and
activity [2]. It has become one of the important trends of education reform in the world
to use various computer technologies to create an internet-based virtual campus parallel
to the real campus, and rely on various technical tools and means to promote the all-
round reform of universities. while in the field of basic education, it is generally
believed that the purpose of the construction of digital campuses in primary and sec-
ondary schools is to use information to expand the function of education, teaching and
education management. Meanwhile, expand the real digital campus space to improve
the quality of education and teaching efficiency. Compared with the concept of digital
campus in colleges and universities, the concept of digital campus in primary and
secondary schools emphasizes more on the learning space. In fact, although the concept
of space is practical, but more complex, it is more complicated and not a strict aca-
demic definition. There are obvious differences in the construction of digital campus
among primary and secondary schools and colleges and universities, such as different
network infrastructure, information level of the service object, scale of service objects,
insufficient support for teaching and learning. However, it still lacks of systematic and
in-depth research. Therefore, the digital campus construction in the basic education
stage has always been a problem that puzzles the development of primary and sec-
ondary schools.
On the construction of digital campus of primary and secondary schools, Huang, R.H.
et al. put forward the fourth-generation concept of digital campus construction in primary
and secondary schools from the perspective of learning environmental change. The first
generation of digital campus has basic information service, but the system cannot inter-
connect; the second generation digital campus has more resources and business system,
which has certain support to education, teaching, research, management and service. The
third generation of digital campus has rich digital resources, in which application system
can be integrated, as well as related services. Support software facilities are open and
extensible, and can effectively support teaching and learning [3]; The fourth generation of
digital campus refers to the wisdom campus, it can effectively support the teaching and
learning, enrich the school campus culture, expand dimensions of space and time and take
service oriented as the basic concept to build a business process, resource sharing,
intelligent flexible education teaching environment. This is based on the dimensions of
Developing Digital Campus by Application-Driven 107
In 2012, the ministry of education implemented the education information pilot project,
and established 351 pilot units in primary and secondary schools. Through the analysis
of the establishment of the pilot work, this article found that 47 schools chose digital
campus or digital campus as the main content, including 19 primary schools, 28
secondary schools accounting for 13.3% of the total, and is the highest proportion in
the pilot content classification. “digital green campus”, “explore mechanism” are the
keywords.
Recently, the ministry of education organized the acceptance work for the first
batch of pilot units. At the same time, it also carried out the “Information Technology
and Depth Fusion Demonstration Training” program. A number of application-driven
digital campuses are typically highlighted in the two projects. Through the analysis of
the typical school of digital campus construction or application, application-driven in
primary and middle schools is mainly manifested in the following aspects:
Problem-Driven. In the process of school education development, some urgently
needed solving practical problems are accumulated due to the geographical position,
students foundation, surrounding social factors and school history. Therefore, digital
campus construction was adopted in some schools in order to solve these problems.
These problems is mainly divided into several categories: (1) Multi-campus manage-
ment brings work pressure and burden to managers. It is difficult for managers to use
traditional means to coordinate and manage collaboration in different school districts.
Therefore, a management platform is built to assist managers in remote collaborative
work, and resources of the main campus school are used to use information technology
platforms. Sharing to the branch campus, the video conference system is the core
technical support condition. (2) the averagely old teachers age, professional misap-
propriation, high teacher mobility, and the overall low level are all factors in the
difficult guarantee of the teaching quality. In some rural areas, students are mainly
outsourced. Schools take advantage of informatization to improve teaching quality and
consider it as the only breakthrough when other factors are difficult to change in a short
term. (3) the pressure of teachers’ teaching management caused by large class sizes and
the complexity of students, which requires the use of information technology to help
teachers conduct student management, home-school communication, and reduce tea-
cher workload.
Demand-Driven. The application of this type to drive digital campus is not to deal
with the current problems to be solved, but to combine the improvement of the school
environment and various tasks of school education, teaching and management. The
benefits of digital campus work rely on the education and management of information
technology, in which the application value is reflected. The requirements of this type of
drive and the specific technical support usually included the following categories:
110 Y. Jiang et al.
(1) improve management efficiency and optimize management style. (2) explore certain
teaching modes to analyze the needs of technical and personnel capabilities.
Idea-Driven. In recent years, learning space change became the hot spot in the
transformation of development in the information age. In particular, with the rising
concept of the “future school”, the demand for upgrading learning space such as
traditional classroom, has become increasingly high. In the informatization environ-
ment construction, some schools do not have obvious problem-solving or application
demand orientations. Instead, they are based on the trend judgement of the principal
and other management teams under the reform and development of education in the
information age. Therefore, this can be called concept-driven. It mainly displays in the
following aspects: (1) the integration development of the existing school-running
concept with the digital campus development. (2) the initial exploration of the concept
of modern educational space, the transformation and upgrading of the existing class-
room environment. (3) creation of a future learning space with driven-learning
approaches. Classroom layout is designed according to different needs of the course
study to better service students’ inquiry learning and collaborative learning.
The three “application-driven” reflect three important driving force of digital
campus construction. “Problem-driven” digital campus aims to solve the problem of
current education teaching and shows a clear response orientation. The principal has
clear expectations for digital campus, hoping to obtain visible and satisfactory
achievements from the application of information technology. This embodies the
“practical” value of digital campus. Schools that are at a comparative disadvantage in
traditional education systems tend to be problem-driven. Seeing from the effect point of
view, as long appropriate technical solutions are adopted, the problems can hopefully
resolved gradually. “Demand-driven” focus on the heart. The digital campus update is
based on school management and personnel training requirements. It is the develop-
ment path chosen by the principal after comprehensive evaluation the effectiveness of
information technology. The path is a kind of development drive that holds a leading
role in the information age, which can be alternative by other paths. Schools with
comparative advantage in traditional education systems tend to be demand-driven.
“Idea driven” type focuses on the future. The principal acknowledges the revolutionary
impact of technology on education, and believes that there have been major changes in
education, talent, and social needs in the information age. They think about the rela-
tionship between space, curriculum, teaching and environment from the perspective of
“change” and “innovation”. Their digital campus project may not be effective in the
short term, however, it is an important attempt and exploration of future schools. This
type of driving mainly occurs in some new schools. These three driving forces initially
reflected the characteristics of education informatization from 1.0 to 2.0. Vice Minister
Du Zhanyuan proposed education informatization 2.0. Education informationization
1.0 is the introduction of external variables, while 2.0 is to transform these exogenous
variables into endogenous variables, starting slowly from exogenous to internal which
involves problems solving, self-requirements and future orientation.
Although these three drivers have relatively applicable school type with different
starting point, they all have the following common points. First, it starts from the
school standard and reflects school’s main body position in the digital campus.
Developing Digital Campus by Application-Driven 111
Gao et al. [4]. pointed out that school should be clarified as the real main body in the
construction of digital campus, while other organizations and personnel are the leaders,
participants, and service providers of this changes. Digital campus should not chase
after technology, but follows the heart. It is a judgment made by the principal and his
team based on the reality and future trend. Second, they fully embody the “technology
is for my own use” point of view, and the concept that technology should serve the
development of education. Technology development is very fast. In the field of edu-
cation, not advanced technology can get very good application. The advancement of
technology should not regarded as a criteria in judging a school’s informationization
work. Therefore, these schools are not selected because of their more advanced tech-
nology, but that benefits of “application”. Third, the collective wisdom of principals
and the leading groups guided by the school-running concept play an important role.
The three application-oriented drive types do not cost huge amounts of money to
purchase large numbers of hardware devices in the short term. Sustained, large-scale
applications require more strategies and methods, in which the leadership and conduct
of principal play a critical role.
Significant achievements have been made in the application-driven digital campus
upgrade project. As The development into the fast lane: elementary education teaching
report in 2016 pointed out, the nation-wide active application of information tech-
nology in primary and secondary schools have greatly deepened the application of
information technology. The scope has gradually evolved from the individualized pilot
projects in a few schools, to the generalized application among primary and secondary
schools. Meanwhile, the nationwide state of “informal use, regular use, and universal
use” informatization-based teaching has taken shape [7]. Behind the emergence of this
new normality is the continuous improvement of the school network condition, the
provision of diversified education resources, the widespread use of multiple teaching
terminals, and the improvement of various teaching systems. Through planning and the
issuance of relevant documents, the state adheres to the “application-driven” basic
house exhibitions. This has been widely accepted by schools, and also become the
consensus of education workers to promote the development of teaching reform
through the application of education informatization. And it will continue to play a vital
role in the next phase of the informatization.
Deepen the application is one of the four working principles of the “13th Five-year
Plan” education informatization. It requires to promote environment construction and
support the core business through application, around the target to carry out the training
and performance evaluation, carry out training and performance evaluations around the
application goals, and rely on education information to speed up the construction of
learner-centered teaching and learning methods. The developed countries are increas-
ingly emphasizing the application as the driving force to effectively promote the
construction level of education informatization. However, at present the school
informatization work still has certain gap with this requirement, and the revolutionary
112 Y. Jiang et al.
impacts of education reform and information technology has not yet been completely
released. In terms of digital campus, its main problems lie in:
First, the common phenomenon that school business systems cannot communicate
with each other. In order to meet the requirements of subject teaching, school’s
introduction of software platform lacks a unified plan. Meanwhile, the market does not
yet have a multi-disciplinary application resource provision platform that integrates
students’ basic data. Consequently, the business systems within school are not con-
nected to each other. The construction of teaching application system currently aims to
build a teaching-centered information system, to help students’ learning as well as
promote the construction and application of students’ independent, cooperative and
inquiry learning information system. This still remains a weak link in primary and
second schools [7].
Second, school resources cannot be shared and circulated. This can not well
adapted to the needs for greater sharing of high-quality education resources, and for
further innovation in school teaching and learning methods. As mentioned earlier, the
main body of digital campus is school, however, with too much emphasis on the min
body status of school will inevitably limit the construction vision. The resources can
provide services for other schools, what’s worse, some schools even deliberately use
technology to increase barriers against other schools to avoid sharing of quality
resources. The widespread of repeated resources and redundant storage generated a
large amount of waste data. Therefore, there is an increased conflict between calls for
higher resource sharing and the increasingly high data barriers.
Third, the increasingly high demand for multi-data processing capabilities and its
contradiction with the ability of school’s technical staff in supporting services. The
increasingly wide application of information technology has shifted from the “infor-
mation age” to “data age”. And the ability for data collection, storage, analysis and
processing has become increasingly demanding. Whatever the type of application, it
needs to exert further value and the use of accumulated data is the key point. However,
there is a lack of professionals in data management, and teachers’ data reading ability is
uneven, all these factors restrict the further improve the school information.
Four, the external motivation of teachers and students’ application of information
technology urgently needs to shift to internal motivation. The decisive influence of
school principal is not institutionalized. The era of Education informationization 2.0
has transformed from exogenous forces to endogenous forces, which requires teachers
to further change their ideas from “requested to use” to “want to use”. In addition, there
is a risk of over-reliance on the principal’s personal digital campus work. It is necessary
need to institutionalize, normalize, and legalize the informationization work, and
school informatization work is not affected by personnel changes.
The future school is a research hotspot in the current education field. It advocates
the re-design of schools, and explores the structural changes of schools under the
background of “Internet plus” through the integration of space, curriculum and tech-
nology [8]. To achieve this kind of structural change, school must experience the two
phases of environmental reconstruction and learning method reform. In the
“application-driven” application of digital campus, the transformation of learning
methods has begun to take shape, the basic environment has improved, and the real-
world curriculum system for students has begun to show results. However, the
Developing Digital Campus by Application-Driven 113
revolution of learning space has not been changed, and the boundary of the classroom
has not yet been broken, which in turn limit further changes of learning style. Students
ubiquitous learning did not get effective technical support and learning resources
support. Standardized, homogeneous class teaching is still the mainstream, teaching
order still cling to tradition. These become limitations of modern learning in digital
campus, whereas the hymns of factory-trained model of the industrial era are still sang
in the “technology” pervasive environment.
Education Technology Planning 2017, it put forward the data’s “responsible use pol-
icy”. The purpose is to reach an agreement between parents, students and schools, to
stipulate rules that govern responsible use as well as the consequences of inappropriate
use. At the same time, students are educated to become responsible citizens during the
school period.
Pay more attention to network localization management. With the normalized
development of school information technology application, the primary factors
influencing the application among teachers and students is school network and learning
terminals. Therefore, localization of network management and service becomes more
important. Localized network management and the service content mainly includes: the
operation and maintenance of the school’s Internet access, teachers and students’ use of
terminal (including built-in terminal) network access support, understanding and
management of student data, protection of teachers and students’ data security, assis-
tance in helping solve students’ connection problems at home. In short, the content of
the localization management and service has changed from auxiliary role on teachers’
application of information technology resources to provide network support and
security management for the increasing applications between teachers and students,
thus creating a safe, stable and reliable network environment for applications in digital
campus.
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College Students’ Acceptance and Willingness
Towards Blended Learning Experience
Abstract. Blended learning, which spreads the edges of online learning to off-
line service, has combined the advantages of face-to-face learning and pure online
learning and brought vigor to E-learning. The paper is based on the findings of an
investigation on college students’ willingness to provide and use off-line func-
tions of an online learning platform. The difference in users are expected to be
revealed for offering better category of resources and adaptive functions. To get a
clear idea of the influence factors of blended learning and help the design of an
individualized online learning platform, the paper will give some analysis about
the possibilities and feasibility of blended functions of the platform.
Based on the results of descriptive analysis, Levene test, single factor
ANOVA and the crosstab chi-square test, differences appearing in gender and
grade need attaching importance to and taking care of. It is proved that learners
in universities are willing and competent to take the instructional role to help
each other in E-learning. As for how to achieve the blended process in E-
learning in higher education, suggestions are offered as to build a location based
system(LBS) and an inner-campus communication society on the learning
platform. Knowing and accepting the difference, the design of the platform is
also optimized to assist learners as well as to improve blended learning expe-
rience in the process.
1 Introduction
namely Coursera, Udacity, and edX, have provided learners with easy access to
resources in technology, language, culture and intellectual property.
As all these platforms provide a variety of resources online, students using them
can handle their learning in their own pace so that individualized learning is realized.
However, problems also come as misconception and difficulties that cannot be solved
by learners themselves bother a lot. Lack of supervision in the process of learning
results in low lesson-complete rate. Being faced with the situation, instructors in the
online courses are playing a significant role in guiding students to learn. Thus, blended
learning has taken the place of pure online courses in most cases naturally.
2 Literature Review
Blended learning is an education program that combines online digital media with
traditional classroom methods [2]. With some element of student control over time,
place, path, or pace, it requires the physical presence of both teacher and student [3].
Although a lack of consensus on a definition of blended learning has led to difficulties
in research on its effectiveness in the classroom [4], the introduction of blended
learning does help students to learn [5]. It is also confirmed that Blended learning
methods can also result in high levels of student achievement compared with face-to-
face learning and pure online learning [6].
At present, it is found that blended learning would affect students’ motivation and
interest for learning. Proponents of blended learning argue that incorporating the
asynchronous Internet communication technology into higher education courses serves
to facilitate a simultaneous independent and collaborative learning experience [7].
College Students’ Acceptance and Willingness 117
3 Methodology
3.1 Research Design
Based on the findings in the literature review, the current study adopted the empirical
methodology to address the research questions. As to data collection, a questionnaire
on learners’ willingness and acceptance towards using learning platforms is designed to
check what is the individual difference like and how the learning system functions.
As participants in online learning programs are used to the way of learning without
face-to-face interactions, the effects of adding blended learning activities to their study
need to be confirmed. Specifically, the research aims to make it clear whether the off-
line service designed in our platform is accepted by the target users. As a result, options
on college students’ acceptance and willingness towards blended learning experience
are designed in the questionnaire to analyze the effects and feasibility of blended
learning.
118 J. Dai and Y. Li
The questionnaire is handed out to college students through the Internet and col-
lected by sojump. On the basis of reliability analysis, the result will be given from two
aspects after further descriptive analysis, single factor ANOVA and the crosstab chi-
square test. One is the whether the differences exist will affect customer behavior and
the outcome of our learning. Another is the suggestions on the platform design for
blending learning.
The research questions can be listed in following research hypotheses:
H1. College students’ grade will positively affect willingness of providing off-line
service.
H2. There is a significant difference between male and female in their attitudes
towards college students’ credit.
H3. There is a significant difference between male and female in their attitudes
towards online learning platforms’ using their credit reports.
For the reason that only the data of the subjective questions can be tested by
Cronbach a reliability coefficient for reliability analysis, we can calculate alpha for the
subjective questions mentioned above first (Table 3).
120 J. Dai and Y. Li
As the result has shown, a = 0.846, meaning that the questionnaire is very credible.
Based on the reliability test, we can continue to do some further analysis.
In order to get a clear conclusion, the results of the questionnaire will be checked in this
part to help offer more realistic countermeasures.
Spss 20.0 is used for the Levene test and the T test to check whether two gender
groups are different from each other. Null hypothesis, which is also named H0, is set as
there is a significant difference between male and female in their attitudes towards
college students’ credit.
The Levene test on homogeneity of variance and the results of T test on the equality
of the mean are given in Table 7. The F statistic sig values 0.059 > 0.05, which can be
recognized as the equal variance assumption. Referring to the T-test results, bilateral
sig value 0.694 > 0.05, meaning that we should reject H0 and there is no significant
difference in attitudes between men and women towards college students’ credits.
When we are trying to attract customers for online learning platform, the sense of
security of different genders is almost the same.
122 J. Dai and Y. Li
The Levene test and the T test is used to check whether two gender groups are
different from each other. Null hypothesis, which is also named H0, is set as there is a
significant difference between male and female in their attitudes towards online
learning platforms’ using their credit reports.
The Levene test on homogeneity of variance and the results of T test on the equality
of the mean are given in the Table 10. The F statistic sig values 0.002 < 0.05, which
can be recognized as the variances of the two groups are different. Referring to the T-
test results, bilateral sig value 0.049 < 0.05, meaning that we should accept H0 and
there is a significant difference in attitudes between men and women towards college
students’ credits. We need to eradicate different individual characteristics adaptable
design in this case.
College Students’ Acceptance and Willingness 123
5 Conclusions
5.1 Major Findings of the Study
Although the network environment is relatively free and the market capacity seems
huge, in fact it is influenced by a variety of factors. When it comes to turning learning
platform into an O2O one, difference in people’s acceptance towards the off-line
function exist in specific ways.
With the result of the research, the online learning platform are designed location-
based and off-line functions added. As for how to achieve the blended process in E-
learning in higher education, suggestions are offered as to build an inner-campus
communication society in the LBS. Social relationships are important while high-tech
environments may compromise the balance of trust, care and respect between teacher
and student. Therefore, college students are encouraged to take the instructional role
themselves on and off the platform in the design of the system. Guaranteed by the
belongingness of students to their own school, the location-based society makes them
feel safe to communicate with each other. And from what have been proved in the
study, the rule goes for both genders.
As for the detailed design of the learning content, adaptive instructional materials
can be provided through tailor questions to each student’s ability and calculate their
scores. In the process of blended learning, students are encouraged to work both
individually and socially or collaboratively as opportunities are offered to learn in
different circumstances.
As a tool, or to say a new way to learn, technologies elaborate its function in
altering our conception of learning. Knowing and accepting the difference, the design
of the platform is also optimized to assist learners as well as to improve blended
learning experience in the process.
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College Students’ Acceptance and Willingness 125
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The Influence of Culture on the Use
of Information Technology in Learning
in Hong Kong’s Higher Education
1 Introduction
Information technology (IT) in education is still a hot topic and a concern. IT is being
incorporated into teaching and learning process, not only through the availability of online
courses, but also to support and assist student learning [5, 6]. The rapid development of
© Springer International Publishing AG, part of Springer Nature 2018
S. K. S. Cheung et al. (Eds.): ICBL 2018, LNCS 10949, pp. 126–135, 2018.
https://doi.org/10.1007/978-3-319-94505-7_10
The Influence of Culture on the Use of Information Technology 127
e-learning appears since most of the higher education institutions are using web-based
instruction system for teaching their online courses. The advancement in technology have
facilitated new forms of information processing and formed new structures. This will not
only complement universities but also transform them. Therefore, virtual classrooms
become very common when new technologies are included in the University context. This
is currently bringing together the possibilities of teaching-learning based upon a com-
munication system using computers [7].
Instead of replacing traditional classroom teaching, information technology com-
plements it and thousands of online courses are being offered by universities and
colleges worldwide in this way. E-Learning, also known as Web-based learning is
defined as an Internet-enabled learning process [8]. It is a crucial way to make learning
methods more portable and flexible [9]. Particularly, these characteristics are even more
important in modern higher education. E-learning adoption by university students’ is
growing at a world-wide level. However, courses completely online (without tradi-
tional classroom teaching) are less than 5%, and the number of students enrolled in at
least a course with relevant online contents is ranged between 30% and 50% [10].
However, the diverse cultural origins and different background of tertiary students
may derive from different perceptions and so as to evaluations of similar e-learning
processes. However, given a common purpose and using technology that may minimise
cultural differences, there is a question if it is possible for universities to overcome
some of the cultural barriers to learning by using information technology. Moreover,
what the influence of culture on how university students learn by using information
technology is. This paper tries to address these questions. In addition, the presence of
students from different nationalities enrolled in the same courses is a fact in this
increasingly globalised world. Furthermore, the growing competence of colleges and
universities trying to attract new students will negatively affect the reputation of those
educational institutions who do not address these multi-cultural issues properly.
Another important matter is related to the impact to the learning effectiveness of multi-
cultural students using information technology.
2 Literature Review
2.1 Information Technology in Learning
Information Technology is becoming an increasingly important part of higher educa-
tion in many different areas of knowledge. E-learning involves all forms of electron-
ically supported learning and teaching, which are procedural in character and aim to
have impact on the construction of knowledge with reference to individual experience,
practice and knowledge of the learner. Information and communication systems, serve
as specific media to implement the learning process, whether networked or not. There
are many forms and ways of IT used in learning, such as Canvas, Blackboard, Moodle,
as wells as various types of mobile applications, such as WeChat, Whatsapp, etc.
One of the main reasons for the widespread use of online learning in many institutions
is that most students now have access to the Internet. As one of the examples, The
University of British Columbia, in Vancouver, Canada, offered its first credit courses
128 K.-K. Ng et al.
delivered entirely over the Internet to distance education students in 1996. The same year
Murray Goldberg developed a software package called WebCT designed to enable Web-
based courses to be offered over the Internet [11].
Power distance is the extent that large differentials of power and therefore
inequality are accepted in a given culture. Power distance will affect the extent to which
employees accept that their boss has more power than they have. For instance, high
power distance can mean that employees will accept that their boss’s decisions and
opinions are correct because the person is the boss not because his or her opinions are
qualitatively or quantitatively good. Employees in low power distance cultures accept
that their boss has more power and is right only when the boss knows the best way to
do something and knows the correct answers. Countries with high power distance
emphasise hierarchical symbols while countries with low power distance are more
egalitarian [23].
Uncertainty avoidance is the level of risk accepted by a culture, which can be
gleaned by the emphasis on ritual behaviour, rule obedience, and labour mobility. This
dimension examines the extent to which people feel threatened by ambiguous situa-
tions. Cultures with low levels of uncertainty avoidance have a bigger tolerance for
ambiguity and less need for formal rules. Cultures with high levels of uncertainty will
hold true for high uncertainty avoidance cultures [23].
Finally, masculinity/femininity refers to culture differentiation on the basis of
gender and activity. For example, in masculine cultures, gender differentiation is quite
pronounced, whereas in feminine cultures both sexes are more likely to engage in all
types of professions or activities. Masculine cultures tend to emphasise work goals
such as earnings, advancement, and assertiveness. On the other hand, feminine cultures
tend to emphasise personal goals such as friendly atmosphere, getting along with the
boss and others, and a comfortable work environment [23].
3 Methodology
This study used Hofstede’s cultural dimensions to investigate the relationships between
the constructs of masculinity/femininity, individualism/collectivism, uncertainty
avoidance, power distance, behavioural intention and actual behaviour in using
information technology in learning in the higher education context. This study inves-
tigates if the cultural dimensions affect the students’ behavioural to their actual
behaviour in using information technology in Hong Kong higher education context.
There are FIVE research hypotheses which are listed as follows (as shown in
Fig. 1):
H1: Masculinity/Femininity will have an effect on Behavioral Intention in using
information technology in Hong Kong’s Higher Education.
H2: Individualism/Collectivism will have an effect on Behavioral Intention in using
information technology in Hong Kong’s Higher Education.
H3: Power Distance will have an effect on Behavioral Intention in using informa-
tion technology in Hong Kong’s Higher Education.
H4: Uncertainty Avoidance will have an effect on Behavioral Intention in using
information technology in Hong Kong’s Higher Education.
H5: Behavioral Intention will have an effect on Actual Behavior in using infor-
mation technology in Hong Kong’s Higher Education.
130 K.-K. Ng et al.
There are 24 questions in the questionnaires including two questions for demo-
graphic inquiries. Questionnaires used a 5-point Likert-type scale, and total 148
questionnaires were received from students; 5 questionnaires were deleted because of
the incompletion of responses. Finally, 143 questionnaires were input via Partial Least
Squares regression (PLS) software for analysis.
4 Research Findings
For the descriptive analysis, the gender percentage between male students and female
students is 47% vs 53% respectively. The local student’s percentage vs non-local
students percentage is 58% and 42% respectively. Besides, the mean scores of
Masculinity/Femininity, Individualism/Collectivism, Power Distance, Uncertainty
Avoidance, Behavioral Intention and Actual Behavior are ranged from 2.584 to 3.811
as shown in Table 1. There is one question (A4) which received the mean score lower
than 2.5, the question is “Information Technology is more important for men than
women” which reflects students believe no significant difference in male and female on
the influence of culture on the using of information technology in learning in Hong
Kong’ higher education.
For the R Square analysis, as shown in Fig. 2, the R Square score of Behavioural
Intention and Actual Behaviour are above 0.25 which reflects the equations apply to
these five hypotheses are acceptable.
In addition, the researchers have performed a bootstrapping analysis via SmartPLS
programme from 143 responses to 5000 samples so as to assess the significance of the
path coefficients among these six constructs, which is listed in Table 2. PLS-SEM
serves as the basis for the measurement operationalization using effect, causal, or
composite indicators on the operational layer [24] (Fig. 3).
The Influence of Culture on the Use of Information Technology 131
Table 1. Summary of students’ responses to the influence of culture on the use of information
technology in learning in Hong Kong’s higher education
A1 A2 A3 A4 MAS/FEM B1 B2 B3 B4 B5 B6 IND/COL
MEAN 2.783 2.552 2.580 2.420 2.584 2.678 3.301 3.294 3.294 3.217 3.182 3.161
STDEV 1.273 1.197 1.269 1.213 1.242 1.098 1.035 0.879 0.956 0.920 0.932 0.995
Fig. 2. R Square analysis of the influence of culture on the use of information technology in
learning in Hong Kong’s higher education
For the H1 hypothesis, the Beta Value and T-Statistics scores are −0.079 and 0.595,
which reflect the research findings do not support this hypothesis. As aforementioned,
students believe there is no significant difference in male and female on the influence of
culture on the using of information technology in learning in Hong Kong’ higher
education. Our research results show that there is no significant relationship between
masculinity/femininity with the behavioural intention and actual behaviour. Similar
research results are shown in another research study [25]. In their study, the researchers
found that Masculinity/femininity did not have any significant moderating effects, and
the direction of the moderating effects was opposite to those of gender. Similarly, the
direct effect of masculinity/femininity was opposite to that of gender. These findings
suggest that masculinity/femininity, although based on gender roles, exerts different
132 K.-K. Ng et al.
Table 2. Research Test Results of the influence of culture on the use of information technology
in learning in Hong Kong’s higher education
FACTOR ! BI (Behavioral Intention) Beta T-
Value Statistics
H1: Masculinity/Femininity will have an effect on Behavioral −0.079 0.595
Intention in using information technology in Hong Kong’s Higher
Education
H2: Individualism/Collectivism will have an effect on Behavioral 0.311 2.952
Intention in using information technology in Hong Kong’s Higher
Education
H3: Power Distance will have an effect on Behavioral Intention in −0.259 2.001
using information technology in Hong Kong’s Higher Education
H4: Uncertainty Avoidance will have an effect on Behavioral 0.317 3.573
Intention in using information technology in Hong Kong’s Higher
Education
H5: Behavioral Intention will have an effect on Actual Behavior in 0.668 10.369
using information technology in Hong Kong’s Higher Education
Fig. 3. PLS-SEM Path analysis of the influence of culture on the use of information technology
in learning in Hong Kong’s higher education
The Influence of Culture on the Use of Information Technology 133
For the H2 hypothesis, the Beta Value and T-Statistics scores are 0.311 and
2.952, which reflect the research findings support this hypothesis, and show that
Individualism/Collectivism has a positive effect on Behavioral Intention in using infor-
mation technology in Hong Kong’s Higher Education.
For the H3 hypothesis, the Beta Value and T-Statistics scores are −0.259 and 2.001,
which reflect the research findings support this hypothesis, and show that Power
Distance has a negative effect on Behavioral Intention in using information technology
in Hong Kong’s Higher Education. It is because nowadays students do not believe
there is a power distance between them, especially in using information technology
context. In the meantime, higher power distance will discourage them to use infor-
mation technology. Students nowadays prefer to have self-decision rather than being
instructed to use/do something.
For the H4 hypothesis, the Beta Value and T-Statistics scores are 0.317 and 3.573,
which reflect the research findings support this hypothesis, and show that Uncertainly
Avoidance has a positive effect on Behavioral Intention in using information tech-
nology in Hong Kong’s Higher Education.
For the H5 hypothesis, the Beta Value and T-Statistics scores are 0.668 and 10.369,
which reflect the research findings support this hypothesis, and shown that Behavioral
Intention has a positive effect on Actual Behavior in using information technology in
Hong Kong’s Higher Education.
6 Conclusion
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A Digital Storytelling Group Assignment
for Fostering Sense of Belonging
of First-Year Students
Andrew Kwok Fai Lui(&), Maria Hiu Man Poon, and Sin Chun Ng
1 Background
First-year students are at their most vulnerable moment as they make the transition
from high schools to universities. The curriculum, the teaching style, the campus, the
schedule, and the peers are some of the novelties that they find both exciting to
experience and challenging to overcome. The less academic or socially capable stu-
dents often feel overwhelmed [12, 17]. According to various statistics, the majority of
dropouts from universities happen during the first year of study, and this first-year
dropout rate has been around 25% to 30% among the baccalaureate institutions in the
United States [3, 12]. Some disciplines like computer science and engineering can
experience even higher dropout rates [7, 11]. Student retention has been a top agenda
item of many tertiary institutions around the world for the past couple of decades, under
the backdrop of dwindling public funding and greater accountability of tertiary insti-
tutions [16]. Implementation of effective best practices to help students persist actually
makes a lot of sense. Institutions will enjoy greater financial stability. Graduation is
also a significant benefit to the individuals, the immediate families, and also to the
related profession and the society.
Cultivating the sense of belonging of first-year students is a proven strategy for
student retention. In the context of tertiary education, the sense of belonging describes
the strength of connection between students and their institutions, faculty members and
their peers [5, 15]. For adolescences, engagement with their peers is especially fun-
damental to meeting their basic needs as well as practical benefits in emotional and
academic support [6]. They are more likely to enjoy positive learning experience and
success as a result [10]. In the first few weeks of their university life, new students face
uncertainties on their social life and they appreciate social opportunities to make friends
[18]. In particular, quality friendship can ease the assimilation into university life,
improve student engagement, and increase motivation to persist [2].
In developing measures to enhance sense of belonging, the literature agrees that
getting first-year students to work together has a multitude of benefits. Group work
creates ample of opportunities of personal interactions. Completing a task together
makes one feel included and accepted as an important member of the group [10]. There
is however a number of considerations of the type of tasks designed for maximizing the
benefits. First, the task should be educationally meaningful that facilitates students
engaging with their study [4]. Second, the collaborative element of the task should
involve out-of-class activities so that building ties beyond the classrooms is encouraged
[8]. Third, the background abilities of individuals should not hinder them making
contributions. The disparity in the level of contributions can cause conflicts and it
should be avoided. Conflict resolution and teamwork development should wait until a
later time in the curriculum.
2 Methods
2.1 Participants
The test subjects were students studying the course titled Introduction to Computer
Programming in the Autumn 2017 term. There were totally three cohorts of students
enrolled in the course: the first two cohorts were first-year students entering into Year 1
(n = 36) and Year 2 (n = 18) levels respectively of a computing degree programme,
and the third cohort (n = 22), which was considered as a quasi-control group, consisted
of students into their second year of study in an engineering degree programme. About
22% were female students (n = 17, male = 59).
A Digital Storytelling Group Assignment 139
Participation in the study was voluntary and student consent was obtained. The first
part of the survey was carried out in the first day of the term. It was also their first face-
to-face contact session in the university and the survey was completed in the class. The
second part of the survey was submitted with their assignment work. Both surveys were
paper-form.
2.2 Measures
The measures used in the study were adapted mainly from the College Mattering Scale
[19]. The sense of belonging measure was operationalized through the two sub-scales:
the General College Mattering (GCM) subscale and the Mattering versus Marginality
(MVM) subscale. The GCM subscale reflects the degree how other individuals at the
colleges are interested in a student’s well-being and success. The MVM subscale
reflects the degree of feeling belongingness or rejection. These two subscales were
chosen because they were conceptualized on mattering, which is associated with sense
of belonging both emotionally and cognitively [19, 20]. These two subscales were
included in both the pre-assignment survey and the post-assignment survey. The scores
were on a Likert Scale of 1 to 5 (i.e. 5 being strongly agree). The scores for MVM were
transformed into the positive orientation, that is, higher scores represent more
mattering.
The pre-assignment survey included, in addition to the above, other exploratory
measures such as the number of friends they have made in the same cohort and the
expectation of teamwork.
The post-assignment survey also included measures such as the number of friends,
the roles assumed in the teamwork, and the perception of the teamwork and the
outcome.
2.3 Justifications
The method described above should adequately address the two research questions.
The first research question examined if there was a significant improvement in sense of
belonging, and then examined if other factors such as year of study and gender had an
influence. The second research question examined if digital storytelling group
assignment would be particularly suitable for first-year students, considering the
background knowledge of students would not affect participation. First-year students
come from diverse background. Other types of group projects, such as pair program-
ming, have been shown to cause conflicts due to disparity in abilities.
The absence of a real control group in the study design, due to ethical and practical
reasons, can be regarded as a dent on the legitimacy of any conclusion. There could be
other factors causing any change in the sense of belonging. However, during the period
of the study, the digital storytelling group assignment was the only group project that
involved all the test subjects. The second year engineering students, which were not
new to one another, was used as a quasi-control group.
140 A. K. F. Lui et al.
3 Results
3.1 Improvement in Sense of Belonging
To evaluate possible improvement in the sense of belonging among students, a paired t-
test was performed between the pre-assignment and post-assignment GCM and MVM
with a significant level of 0.05 as a cut-off. Table 1 lists the descriptive statistics and
results of the pair-t tests on all cohorts (both first-year and second-year students). There
were significant difference and improvement in the scores for pre-GCM (M = 3.25,
SD = 0.72) and post-GCM (M = 3.40, SD = 0.67), for pre-MVM (M = 3.54,
SD = 0.71) and post-MVM (M = 3.68, SD = 0.72), and also for the overall scores pre-
assignment (M = 3.40, SD = 0.59) and post-assignment (M = 3.54, SD = 0.62).
Table 1. Pre-assignment and post-assignment scores of the subscales of the college mattering
scale and the overall scores
Paired differences t df Sig. (2-tailed)
Mean S.D. S.E. mean 95%
confidence
interval of the
diff.
Lower Upper
P1: GCM (Pre) – GCM (Post) −.15 .47 .05 −.26 −.04 −2.83 75 .006
P2: MVM (Pre) – MVM (Post) −.14 .63 .07 −.29 .00 −1.99 75 .050
P3: Overall (Pre) – Overall (Post) −.15 .41 .05 −.24 −.05 −3.18 75 .002
Table 2 displays a comparison between the first-year student cohorts and the
second-year student cohort (i.e. the quasi-control group). Significant difference in the
mean scores was observed between pre-GCM (M = 3.18, SD = 0.77) and post-GCM
(M = 3.43, SD = 0.71), and between overall mattering scores pre-assignment
(M = 3.40, SD = 0.65) and post-assignment (M = 3.58, SD = 0.67). No significant
improvement in sense of belonging was found among the second-year cohort.
Table 3 shows a comparison of the overall college mattering scale mean scores
between the first-year cohorts and the second-year cohort. Note that the pre-assignment
mean score of the second-year cohort is almost the same as that of the first-year
cohorts.
Table 3. Comparison of pre-assignment and post-assignment mean overall scores between new
first-year students and second-year students (bracketed figures are standard deviations)
Overall (Pre) Overall (Post)
First-year students 3.40 (0.65) 3.58 (0.67)
Second-year students 3.39 (0.41) 3.45 (0.51)
The internal consistency of the scores of the pre-assignment GCM (alpha = 0.90),
pre-assignment MVM (alpha = 0.86), post-assignment GCM (alpha = 0.86), post-
assignment MVM (alpha = 0.89) was examined and their descriptive statistics are
listed in Table 4.
3.2 Gender
Tables 5 and 6 show the changes in GCM and MVM group by gender. The male group
was found to have a significant improvement in GCM and overall college mattering. In
addition, the female group appeared to have a higher mean in pre-assignment GCM but
it was found to be not statistically significant according to Student’s t-tests.
sig = 0.031). Interestingly, those who were doing video recording felt more reluctant to
work in the same group again others (mean diff = 0.19, sig = 0.04).
Over 90% of students took up more than one role, and in some cases all five roles.
Figure 1 shows the frequency distribution of the number of roles taken up by each
student. On average each student assumed three roles. The number of roles taken up
implies the degree of involvement and also the amount of effort. It was found the
number of roles is weakly correlated with reducing GCM measure, that is, the more
roles to assume, the less is one feeling appreciated by others (correl = −0.23,
sig = 0.045).
144 A. K. F. Lui et al.
4 Discussion
For enhancing sense of belonging among first-year students, every type of intervention
has benefits and limitations. Group assignments, due to its nature in coercing students
to interact within an academic significant context, have been widely considered [22].
Certain dimension of group assignments can however influence the form of interaction,
for example, the difficulty level, relevance to the programme, prior knowledge required
among others. Table 10 lists some types of group assignments that have been used in
the computing programmes at the author’s institutions, and observations of their lim-
itations for the purpose.
Table 10. Limitations of types of group assignments for enhancing sense of belonging
Group Nature Limitations
assignment
types
Final year Problem solving and system Technically demanding
project integration
Blogging Research and writing on a Not easy to find a role because there are
topic few unique roles
Pair Complete programming A technically weaker partner hard to get
programming tasks together involved
This paper explored the effect of digital story-telling for this purpose. Digital
storytelling offers a viable alternative due to the following reasons:
• The theme is flexible for instructors to set one that every student can contribute
regardless of academic background.
• There are many genuine roles that are unique and easy to acquire the related skills.
• Producing a multimedia is generally satisfying [21].
• The collaboration and interaction can extend beyond the classroom or even the
campus.
A Digital Storytelling Group Assignment 145
5 Conclusion
The study contains a few validity issues that may have affected the strength of con-
clusion. It was not feasible to set up a control experiment to attribute any effect directly
to the digital storytelling group assignment, and also to compare digital storytelling
146 A. K. F. Lui et al.
with other group assignment types. The group assignment took several weeks, pre-
senting insurmountable obstacles to eliminate other variables into the study. In addi-
tion, the subjects were computing students that could have biased the initial sense of
belonging measure.
Nevertheless, the findings provided clues that digital storytelling group assignment
is an effective intervention for enhancing sense of belonging among first-year students.
The flexible nature of digital storytelling makes blending this group assignment into
any course straightforward. Meeting the following two conditions should increase the
likelihood of getting any benefit from this blended learning method:
• To better enhance sense of belonging, the group assignment should start right at the
beginning when the class meet for the first time.
• The number of roles taken up by a student in the group assignment should be
restricted.
Designing suitable interventions for better retention of first-year students has
become an important job duty of faculty members. Computing students, both male and
female, can be particularly inhibited by their own nerdy and asocial stereotype. Early
intervention with suitable group assignment can break this stereotype, allowing the
students to see the social side of their peers. Making the first few friends is the hard
part, but the group work can facilitate its happening. The next stage of this study will
examine this catalytic functionality of digital storytelling group assignment, and delve
deeper into the patterns of making friends.
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Content Development for Blended
Learning
Study on Visual Learning Based on Network
Environment
1 Introduction
It is essential for individuals be able to use visual content and materials in order to
engage capably in a visually-oriented society [1, 2]. Visual learning usually refers to a
type of learning styles in which teachers and learners utilize graphs, charts, maps and
diagrams for learning [3]. In recent years, we have carried out visual learning action
research in several schools in Guangdong province of China and have achieved great
effects. We found that visual learning can change the traditional instructional pattern of
which students just receive knowledge from teachers. To further our study based on the
previous results, we attempted to explore how visual learning would work in a network
environment. In this section, we will introduce visual learning and describe the tech-
nical supports in the network environment.
environment; students can use thinking visualization tools (such as Venn diagram,
Fishbone diagram) to think and analyze the knowledge; and teachers and researchers can
evaluate and assess students through data visualization methods (such as Radar map).
Knowledge Visualization Resources. Knowledge visualization resources refer to the
construction, communication and presentation of complex knowledge by using graphic
image techniques of two- or three-dimensional activities. These resources can effec-
tively convey facts to students, and help students correctly remember, apply and
reconstruct knowledge and generate new knowledge. The main representative forms of
these resources include image, animation, picture and video. The most important aspect
of knowledge visualization is the ability to create a real problem in a visual form so that
students can explore and obtain knowledge.
Thinking Visualization Tools. In the teaching process, the way of thinking visually
can help develop students’ intuitive thinking, divergent thinking, imaginal thinking and
innovative thinking, as well as in improving their cognitive structure [3].
Using thinking visualization tools refers to the visual process of using a series of
graphical techniques to present the previously unseen thinking methods and thinking
paths. Therefore, using the method and the process of “thinking” makes teachers more
conveniently present visually; makes students understand and internalize the knowl-
edge easily, and improves the efficiency of information processing and information
transmission. There are various thinking visualization tools but the main tools include
three categories: Mind Map, Graphical thinking tools, and Table thinking tools (PMIQ
table).
Mind Map, as shown in Fig. 1, can help learners organize and represent divergent
thinking. Graphical thinking tools as shown in Figs. 2, 3, 4 and 5, such as Venn
diagram, X/Y/W diagram, Pyramid diagram and Fishbone diagram, can help develop
students’ diverse logical thinking. Table thinking tools such as PMIQ table as shown in
Fig. 6, can promote students’ ability to reflect and ask questions. There are four aspects
of PMIQ: plus, minus, interesting and question. Plus means the knowledge students
have acquired. Minus means the knowledge students have still not yet acquired.
Interesting means the knowledge students are interested in. Question means the
knowledge students still have questions.
In order to cope with the rapid advancement in technologies of the society and the
corresponding demand on talents, New Media Consortium put forward the 21st century
skills, which can be summarized as the 4Cs: Critical Thinking and Problem Solving,
Collaboration, Communication and Creativity [6]. One aim of this study is to develop
students’ 4C abilities through a series of activities both offline and online. We adopted
the Problem Based Learning (PBL) theory to guide our practice.
Study on Visual Learning Based on Network Environment 155
Terry Heick [7] described the nine characteristics of the 21st century study. These
characteristics include (1) learner-centered, (2) media-driven, (3) personalized,
(4) transfer-centered, (5) visibly relevant, (6) data-rich, (7) adaptable, (8) interdepen-
dent and, (9) diverse. The other aim is to enrich the theory of visual learning based on a
network environment and to design and apply visual technology and the concept of
personalized learning into real life teaching, so as to offer a good reference to the design
of blended learning process.
3 Methods
3.1 Participants
Participants included students and teachers from 34 schools ranging 9 grades covering
subjects in Chinese, Mathematics, Science and English. There were over 40 teachers
and more than 200 students participating in this project. This paper described only one
case of practice in Mathematics in a primary school in Foshan as an example. There
were about 40 students and 1 teacher in this case. The topic of this case is “Line
segment, Ray, Line”.
exercises and resources; (4) students fill in the PMIQ table and upload it to the personal
learning space.
As shown in Fig. 10, most of the activities are designed for students and there are
just two activities for teachers in the whole blended learning process which reflects the
adoption of the student-centered approach in designing the blended learning process.
The process was also designed with adoption to the STILE (situation, tools,
interaction, lucubration, evaluation) model.
S (situation): In this case, the teacher asked the question that “What is the connection
and difference among Line segment, Ray and Line?” to create the problem-situation
through the video. This video was recorded by the teacher for the students in relation to
daily life. At the end of the video, the teacher asked the question to inspire students to
think. In addition, the teacher could also select appropriate resources in whatever forms
Study on Visual Learning Based on Network Environment 157
from the Internet. Generally, the teacher needed to reorganize the resources properly
and asked a question relating to the key knowledge points at the end.
T (tools): In this case, students chose to use the Venn diagram to facilitate the dis-
cussing and thinking about the question actively. They used the tool to learn by
themselves through watching the videos repeatedly. Students could choose different
thinking visualization tools to learn and answer the question according to different
types of question and knowledge.
I (interaction): There are two kinds of interaction: students’ communication in their
own group and students’ communication among groups with the following steps,
discussing, communicating in own group, communicating among groups, displaying
and explaining the work in a collaborative manner. There is an effective method for
promoting collaborative learning in a group. The teacher set up different roles
according to the different tasks respectively in advance, which might facilitate real
cooperation rather than just becoming the captain’s task. There are two ways of
communication among groups. One is cross-group publication. The method we
adopted is that each group arranged one member to stay in the own group displaying
their work and answering questions, the remaining members then went to other groups
and asked questions. Three to five minutes later, they came back and reported on what
they had learned. The other is cross-group intersect. The implemented method is that
group members went to other groups to compare others works with themselves and
then improved their works. Both ways required effective guidance from teachers.
L (lucubration): In this case, it includes two kinds of lucubration, playing games
offline and doing exercises online. Through this part, students could strengthen the
understanding of the problem and complete their diagrams. Game playing was under
the instruction and guidance of the teacher. Later, they did the exercises online
according to their learning situation, a kind of personalized learning to realize layered
teaching and self-paced learning.
E (evaluation): In this case, the main evaluation method is using the PMIQ table.
Students filled in the table and asked some innovative questions. This would help
students in extending their study. The most important aim of PMIQ is to develop the
habit of asking questions and thinking critically.
In this process, students can use the network repository to study and deepen the
learning. Students can use the network to share their ideas and reflect themselves. For
teachers, they are required to learn asking questions rather than telling answers to
students and they must have the ability to choose the appropriate resources and
organize them effectively. Teachers can also use the instructional system to grasp
students’ learning situations and evaluate students’ performance easily.
158 K. Li and Y. Li
4 Trial Effect
shown in Table 3, we can see that the scoring rate Fi of all items for skillful teachers
and new teachers are more than 0.5, which shows that both new teachers and skillful
teachers have achieved obvious results in teaching ability after the practice of visual
learning trail. In addition, the scoring rate Fi of skillful teachers is higher than that of
new teachers, which shows that the long-term visual learning trail can improve the
professional development of teachers and the thinking ability of students.
In order to investigate the effect of this research on students’ ability development,
555 pieces of visual learning student’s self-evaluation scales were distributed and 555
questionnaires with valid data were collected. Through calculating the scoring rate,
each Fi is more than 0.5, the specific data analysis is shown as Table 4, which shows
that students are interested in teaching activities with visual learning methods, and most
students can understand the question asked in visual resources and can find solutions
by use thinking visual tools. In addition, students can devote themselves to group
learning interaction actively, and master the relevant knowledge after visual learning
trail in a network learning environment.
160 K. Li and Y. Li
During the interview, teachers said that there was a great improvement in their
capability in searching for relevant learning resources and integrating data from various
sources. Both students and teachers considered that visual learning in a network
learning environment could improve the teaching and learning effect and could help
develop students’ capability of critical thinking and problem solving.
5 Conclusion
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Design and Implementation of an Immersive
Virtual Reality Biological Courseware—
Miraculous Eyeball
1 Introduction
Virtual reality is a digital environment integrated with vision, hearing and touching
generated by computer technology. It combines with relevant science and technology
and can be highly similar to the real environment within a certain range [1]. VR
technology originated in the United States. As early as 1965, Ivan Sutherland proposed
the basic idea that the VR system includes the interactive graphics display, force
feedback device and voice prompt [2]. Then in 1966, Lincoln Studio in Massachusetts
Institute of Technology officially started the research of HMD (head-mounted display).
And in 1980, the first full-featured HMD was officially launched. After entering the
21st century, by applying robust 3D computing capabilities, rendering and data
transmission, VR technology entered a completely new era. In 2013, Oculus released
its HMD Oculus Rift, then HTC released its own HMD vive in 2015. With the par-
ticipation of different giants, VR industry becomes much more matured. The media
© Springer International Publishing AG, part of Springer Nature 2018
S. K. S. Cheung et al. (Eds.): ICBL 2018, LNCS 10949, pp. 162–174, 2018.
https://doi.org/10.1007/978-3-319-94505-7_13
Design and Implementation of an Immersive Virtual Reality 163
even regarded the year 2016 as “VR Year” [3]. “Virtual/Augmented Reality White
Paper (2017)” released by the Chinese Academy of Information and Communication
pointed out that in China, governments at all levels are actively promoting the
development of virtual reality. VR has been listed in the “13th Five-Year” information
planning, Internet plus and other major national documents. Till the end of 2016, nearly
20 provinces and cities began to develop the virtual reality industry.
Experiment is an important method of human cognizing and transforming the
world. Laboratory experimentation plays an essential role in engineer and science
education [4]. With the development of Educational Informatization and the innovation
of new multimedia technologies, the employment of VR technology in teaching
experiments has become popular. Various primary and secondary schools are actively
setting up VR labs and carrying out VR teaching. It is generally believed that virtual
experiments can provide learners with a flexible, open and independent learning
environment and learning resources, thereby enhancing the teaching of science and
engineering.
Numerous researches show that experimental teaching in the VR environment has
the following advantages compared to the traditional classroom: 1. Can present the
spatial relationship and the internal structure of the object perfectly 2. Can simulate a
specific scene and perform dangerous experiments 3. Can save a considerable cost [5].
Thus, the immersive experience of teaching courseware and teaching environment has
a high requirement. Existing virtual reality courseware designed for K-12 students is of
varying quality, and most of them fail to achieve the desired effect. Many educators and
manufacturers are actively exploring the best design method of VR courseware, con-
sidering how to integrate teaching in a better way.
Biological experiments are diverse in different environments. In a traditional
classroom, when students engage in biological experiments, if some dangerous drugs
need to be exposed, teachers should devote great efforts to arranging experiments in
advance in order to prevent students from being in danger. Besides, sometimes
microbiological structures cannot have the authentic feeling. But using VR technology
can avoid many kinds of danger and enhance the sense of immersion and interaction
[6]. This paper explores the application of VR in biology teaching under the premise of
analyzing the application form of different virtual reality equipment in education.
Taking the structure of the eyeball in the textbook of middle school as an example, this
research designs and implements a VR-based biology courseware- Miraculous eyeball
in order to make a probable attempt at immersive biological teaching.
The rest of this paper will be organized in the following order: The second part
summarizes the different types of VR devices and explores their application in
teaching. The third part introduces the design process of the biological teaching
courseware. The last part is the summary and prospect of this article.
164 Q. Liu et al.
• Mobile VR headset
In 2014, Google’s I/O Developer Conference released a seemingly “chilly” card-
board box, but it had become the biggest surprise in this session. Google promotes VR
into the ordinary mobile phone through this cheap approach, and mobile VR concept
began to emerge. Mobile VR, as its’ name implies, is a VR box with a pair of convex
lenses attaching a mobile device based on the principle of binocular parallax. In order
to bring immersive experience, the corresponding pictures of two eyeballs display on
the two sides of mobile phone. Mobile VR has portable, cheap and other advantages. it
brings many people who have no conditions to experience VR a viable way to feel it.
By the end of 2017, the cardboard application download volume in the Google Play
Design and Implementation of an Immersive Virtual Reality 165
Store has exceeded 10 million. After that, many manufacturers also released their own
“cardboard”, such as Storm Mirror, Xiaomi VR box, Samsung gearvr and so on.
However, due to mobile device limitations such as phone’s inherent low-resolution
and CPU/GPU weakness, the feeling of dizziness may be occurring when experience
VR, and only through the gyroscope 360-degree operation walk and interact in space is
impossible. In education, the applications of cardboard mainly focus on users’ expe-
rience. For example, Nival continuous release several cardboard-based educational
games such as Inmind and Incell. It is worth mentioning that Incell provides a scientific
strategy for players to experience the microscopic world of human cells and to learn
how to prevent the invasion of viruses in advance.
• All-in-one VR headset
All-in-one device is a VR headset with an independent processor. It possesses
separate operation, input and output functions. Though the configuration is not as
strong as the PC VR headset, All-in-one VR has no connection constraints. And it has a
better experience compared to mobile VR since the higher degree of freedom. With the
maturity of inside-out, slam and other technologies, all-in-one VR device also ushered
in its spring. In the second half of 2017, oculus go, released by Facebook, supports
three-dimensional head tracking (3DOF) with the “best optical system” and “wide field
of vision”. Fast switching technology, high visual clarity, making its experience closer
to the pc VR. Its presence brings all-in-one VR machine an unlimited future.
In China, Pico and IdeaLens are two major companies providing equipment for
STEM education in primary and secondary schools and they have established a large
number of high-quality teaching resources through cooperation with various VR
education companies. At present, teaching applications of all-in-one headset are also
mainly for display, such as VR museums.
• PC VR Headset
For the perspective of demand, human-computer interaction becomes the core
feature of VR compared to other inherent attributes of mobile phones and all-in-one
devices. On the other hand, the VR terminal may degenerate into just a head-mounted
TV/mobile phone without interaction. The use of outside-in technology in pc VR is a
good solution to the problem of interaction. PC VR refers to VR display device with
the high-performance computer. With sensing capabilities and interactive features, its
data operations, image transmission, etc. completed by PC, has high quality [8].
PS VR, vive and oculus rift are the three most popular PC VR products at present.
In educational field, PC VR covers a wide range, including virtual tour, presen-
tation, skill training and so on [9]. For instance, a group of Irish students rebuilt historic
sites in OpenSim (a 3D environment) and ramble freely in it through the Oculus Rift
headset. With the help of MissionV, this VR project provided Irish students with
portable tools to build VR scenes.
Chen of Central China Normal University designed and developed the “Bacillus
subtilis isolation and culture” experiment based on HTC VIVE (pc headset). Except for
the characteristics of bacillus morphological, students can understand the basic process
and precautions of separating the target microorganism from the complicated envi-
ronment. His combination of narrative theory in VR broadens courseware’s perspec-
tive, attracts more attention and increases immersion in VR experiments [16].
As for the combination of VR and Biopsychology, Song et al. trained 116 pilots by
self-designed VR levitation and relaxation feedback system. The experiment proves
that the new biofeedback technology with VR technology as a carrier has an obvious
effect on learners compared to traditional psychology technology and levitation tech-
nology [17].
More research shows that the principles below need to be followed in the pro-
duction of VR courseware in biology:
1. Need to be different from the traditional multimedia courseware, the models should
have an appropriate volume for a better demonstration and research
2. Need to construct reasonable scene in line with the corresponding learners’ age and
psychological characteristics
3. Need to combine the appropriate teaching theory, such as the embodied learning,
spiral learning theory and so on
4. Need to control the learning time, it should be noted that VR courseware cannot
completely replace the classroom, so the instructional design should be closely
integrated into it
3 VR Courseware-Miraculous Eyeball
The structure of human eyeball is derived from the first section of chapter 4 in PEP
(People’s Education Press) Junior High School Biology Textbook Volume 7, and title
of this section is “Body’s perception of the external environment”. This section consists
of three parts: the basic function and structure of the human eye, the process of visual
formation, the causes of myopia and its prevention.
The textbook introduces the basic structure and function of human eyeball through
the principle of camera imaging. Then by illustrating a vivid example that cat’s pupil
can self-regulate in the environment of different brightness, it shows that the human
eyeball can also be self-adjusted according to different environments. Finally, causes of
myopia and principles to adjust will be introduced. The knowledge is well-structured
by this book.
However, as for the textbook, it only shows a simple two-dimensional structure of
eyes. Students can only construct the specific structure and details of the eyeball by
imagining. Therefore, it is hard to explore the structure of the eyeball and the visual
principle through traditional textbooks. If we employ VR technology, a lifelike eyeball
can be created, and learners can freely scale, move, rotate it. By this way, not only can
immersive sense be brought but also students’ learning motivation can be stimulated.
Design and Implementation of an Immersive Virtual Reality 169
Therefore, in order to create a better VR experience, this article uses the HMD
device HTC vive to produce the immersive VR courseware. Guoxiang Zhang, teacher
in the Cross-border Software Company in Suzhou which is committed to VR educa-
tion, said that VR educational effect is able to be better if learning time is controlled
under 15 min a day, and 7 min each time. For primary and junior high school students,
the deterioration of eyesight caused by VR experience is not allowed. Therefore, it
should be noted that VR courseware can only serve as an auxiliary role in the class-
room. It can’t replace a teacher’s position.
1. Scene one. On the blackboard writes a chalk textured text “structure of human
eyeball” right in front of the eye model. Users can rotate, scale and move the model
freely to see its detailed structure.
2. Switch to “scene two”. The detailed structure of eyeball is presented with
descriptive texts floating next to corresponding parts. Users can interact with each
part. (Figure 4)
In this section, the structure of the eyeball is introduced to enhance the student’s
impression of the eyeball and stimulate their learning motivation through self-
exploration.
1. Switch back to the “scene one” and play the record with the corresponding ani-
mation “myopia is one of the eye diseases modern adolescents suffer. When normal
people see objects far away, the ciliary body relaxes and the lens becomes thinner,
then the light passes through the lens and converges on the retina. Nonetheless,
myopia is not like this”.
2. One of the reasons for myopia - The lens is too thick.
By pressing the vive joystick touchpad button to trigger the light, the image will be
converged in front of the retina through thicker lens. Convergence point is high-
lighted and blinks twice. The corresponding explanations will be playing: There are
two kinds of myopia: one is refractive myopia. The lens is too thick so that its
refractive power becomes stronger, thus the light coming from a distant point will
converge in front of the retina before reaching. It’s not a point but a blurred bright
spot when arriving at the final. After broadcasting all the animation, the “jump
button” will appear which used to tell users another reason for myopia.
3. Another reason for myopia - Ocular axis is too long
When the eyeball is too long in the anterior-posterior direction, light from a distance
point will gather in front of the retina. The result is the same as the refractive
myopia - when it arrives at the retina, it is not a point but a blurry bright spot.
Similarly, the light triggered by Vive joystick touchpad-button passes through a
long ocular axis, finally converges in front of the retina.
4. Embodied experience: From the perspective of the myopic eye in the virtual world,
the scenery outside the window is blurred and the words on the book can only be
seen in very close distance. (Figure 5 is the embodied experience)
172 Q. Liu et al.
5. Myopia correction: In the virtual scene, put glasses on a myopic eye. The light will
diverge through the concave lens and then converge on the retina through the lens
and other parts. The convergence point will highlight and flash twice. Then the
scene will be clear.
In normal classes, students already have a preliminary understanding of the text-
book knowledge. Through this part of the experience, learners have a profound
impression on the principle of eye myopia. And they can discuss the causes and
correction of hyperopia. Finally, expanded knowledge will be introduced in the last
part.
4 Conclusion
The research reviews the virtual experiment based on various immersive HMD and its
applications in teaching, designs and develops a set of HTC vive (PC VR headset)
teaching courseware- Miraculous eyeball with the knowledge of high school biology.
When designing the courseware, we considered and integrated instructional theory
Design and Implementation of an Immersive Virtual Reality 173
such as cooperative learning, embodied learning, inquiry learning and spiral ascension
learning. The research aims to provide a VR experimental courseware model through
the design and production of this product.
Through this study, we believe that the design and development of VR courseware
resources not only need premium equipment and technology but also require to
combine the correct teaching strategies and theories. A right teaching theory is the basis
for guiding the classroom, is the strong support for teachers in class, is the fountain of
student’s motivation. The teaching will be colourful if the application of VR is con-
trolled rightly in teaching time and manner.
At the same time, this study also has its own shortcomings. First of all, the content
of system design is too much, which may cause cognitive load on some people.
Secondly, we haven’t conduct a wide range of teaching practice to prove the effect of
courseware. Therefore, our future plan is to optimize the courseware on the basis of
class teaching research.
The virtual reality technology is at the intersection of positively changing in 2018.
As the multi-modal interaction technology becomes mature and AI become fiery. VR
also seeks its own orientation in education. Although the new teaching model brought
by VR technology is still only a prototype at present, and there is still a large space for
us to imagine and improve. I firmly believe that, with the improvement of technology
and the reduction of cost, VR will gradually become mature and will have more
diversified applications in education and teaching in the future.
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Blended Learning Concept in Selected Tourism
Management e-Courses with Focus on Content
Development Including Recommender System
Abstract. The paper covers two main areas that intertwine each other: content
development of e-courses and recommender system with blended learning
concept that spans over both themes. This paper approaches the educators’
question on how to enhance learning, in this case from the perspective of
improvement of students’ learning performance by proper guiding in the virtual
platform. There were two influencing stimuli for innovative changes in the
e-courses on culture, geography and history of English speaking countries
within the frame of Management of Tourism bachelor programme. Firstly, a
recommender system was designed so that the great amount of study materials
in the e-courses could be properly reorganized and clarified. The second stimuli
was connected with the change of language subjects status from compulsory to
voluntary subjects and inevitable drop of students’ language competences and
interest in language subjects because economic and managerial subject became
preferential. Since the e-learning platform doesn’t allow implementation of the
advance recommendation system which enables, for example, algorithm for
calculating the weight of documents, it was necessary to create a similar model
using the available resources as the analyses of student attendance and number
of downloads and evaluation. The result is an effective model that does not
require a more advanced e-learning portal and, to a smaller amount, can be done
by the instructor manually, and provides effective content filtering in the
e-course. Students appreciated the fact that they do not have to decide which
material is sufficient for their study. Appropriateness of the model was
demonstrated by reduced failure rate.
1 Introduction
Australia, New Zealand, India and selected countries of Africa. There were two
influencing stimuli for innovative changes in the discussed e-courses Firstly, a rec-
ommender system was designed to give a kind of order to the great amount of study
materials, which had gathered during the years in the e-courses. The second stimuli
was connected with the change of language subjects status from compulsory to vol-
untary subjects and inevitable drop of students’ language competences and interest in
language subjects because economic and managerial subject became preferential.
possibilities for simpler e-learning portals that do not allow advanced features and
designing own modified recommender system including working out of individual
stages of its implementation. The sub-goal is to demonstrate that students’ results from
an e-course where this model is implemented are significantly better that in an e-course
where the method of recommender content was introduced.
Methodological frame consists of practical theory on the recommender system and
its modification into a form usable on our educational server. Practical theory discusses:
Document repository, Rating repository, Content-based filtering and Good learner’s
average rating. The other key section was adjusting the system to our learning man-
agement system Blackboard. It consists of Introduction of e-course and Rating of study
materials. Two e-courses are described: one with the original design and the other one
with implemented innovations. The core part represents Rating of study materials,
which is divided into 4 phases: 1st phase – Students’ rating, 2nd phase – Lecturer’
rating, 3rd phase – Automatic system rating and the 4th phase – Filtered content.
The analysis was applied at the beginning of the research; individual elements of
the chosen recommender system were divided into parts and examined in detail. This
allowed us to find out how the parts work and what is essential to them. Thanks to this
analysis, we were able to redraw individual elements to be applicable to our e-learning
portal, yet they retained most of their features, effectiveness and efficiency. The
analysis was also used in the phase when findings on students’ success and satisfaction
with the new content of recommended works were processed. Namely, it was rela-
tional analysis; we had to verify whether the changes in learners’ results and their
satisfaction do not depend on other aspects except for the implemented system. It was
ensured by the questionnaire survey and by identifying possible circumstances such as
a change in the study plan, change of subject status, etc. The comparison method was
used when two courses with the similar content and structure were compared; one
e-course was in the original design without implementation of the system and the other
with the implemented system, regulated content based on filtering out the most suitable
materials.
3 Literature Review
The paper covers two main areas that intertwine each other: content development of
e-courses and recommender system with blended learning concept that spans over both
themes. Literature review brings a set of selected relevant studies on these two areas.
Currently involvement of students into content development is widely discussed
topic in the academic forum. Learning as a cognitive process is accompanied with
affective determinants that have to be stimulated. Students are not only recipients but
they are also creators; it depends on how students are motivated, how they are
instructed and how their effort is evaluated [6]. Steyn et al. [7] believe that students can
better grasp the content and increase their learning via utilization of virtual platform
and working out own material there. Researchers consider as natural working in
Blackboard, because their students are millennials generation growing up with the
Internet.
178 M. Černá and A. Borkovcová
Cheung [8] discusses open resources like open textbooks, open reference books,
online dictionaries, and encyclopaedias from the perspective of perceived usefulness
for study purposes. Students use them as alternative textbooks or reference books to
acquire relevant knowledge and reinforce their understanding of studied concepts.
Students voluntarily participated in the study; actively created and evaluated the
content, e.g. diligently proof-read the e-books. Findings revealed that the accuracy,
quality and comprehensiveness of contents are key concerns of using open educational
resources for learning purposes. Here is a parallel with our paper which is the students’
perception and evaluation of quality. We also strive to ensure quality of the study
content, which was created by students themselves via recommending system.
Following selected study is based on students’ development of mobile learning
content where students were paid for their activity. Wang et al. 2015 [9] highlighted the
importance of motivation. They stated that teachers dominated content development
and the students as recipients of e-learning were seldom included. “In this study we
hypothesized that if e-learning content were developed by students, it would be a
source of learning motivation for the students and would provide material for a data-
base of re-usable materials,” p. 382 [9]. Researchers’ idea was that it was possible and
feasible to have students develop mobile learning content. It had to be done with
teacher’s guidance and supervision. Students were paid for their activity but they didn’t
consider it to be the main incentive. Surprisingly students in general lacked enthusiasm.
At the beginning of the project, they were more active, but later their contributions
diminished gradually. It is rather naive to believe that if students develop content, the
teachers will save some time. The opposite is true. Teachers have to edit students’ work
and check also ethical issues which is time-consuming.
The other part of literature review focuses on approaches and applied concepts
enabling filtering of study materials in the virtual environment. Soonthornphisaj et al.
[10] describe web application with integrated recommender system within the
e-learning concept. The authors highlight the importance of the quality of the learning
materials that are predominantly provided by the instructor. According to them the
other key factor influencing students’ outcome are other learners’ recommendations,
that is why they developed a collaborative filtering mechanism which enables pre-
diction of the suitable documents to the learners. Not only instructors but also students
can upload new study materials into the virtual learning space and students can rate the
currently available materials, as well. Authors define the recommender system as a
software agent that gathers the rating information from all users in order to predict or
recommend the most suitable materials to each user. Information on student’s
knowledge is gained via a quiz generator in the system.
Salehi et al. [11] designed a personalized recommender system. They claimed that
existing systems lacked accuracy because preferences of learners and materials were
not considered simultaneously. Sequential pattern mining and multidimensional
attribute-based collaborative filtering was proposed in their recommender system
framework. Learners were provided with the real-time up dated contextual information
reflecting their preferences gained from Leaner Preference Tree and learners’ rating.
Blended Learning Concept in Selected Tourism Management e-Courses 179
This is a scheme of a desired recommender system, see Fig. 1. This approach is just
being tested on experimental data, but it seems to be an appropriate method. The
document (in our e-courses ‘a presentation’), which can be created by both the
instructor and the student, is stored in the Document Repository. The Document
Repository is a part of an e-learning platform to which neither a student nor an
instructor has direct access. This part of the system is administrated by the ICT
administrator of the faculty. A student can download each presentation from the
Document Repository, review it and rate. The rating is stored in the Rating Repository
(which is just as Document Repository ‘detached’), the rating is further used in the
filtering phase, which also includes automatically evaluated data from the Document
Repository, which are in this context calculations of material similarity, term occur-
rence, etc. All these data are processed and evaluated and students get the right
materials. This approach is based on [12, 13].
The core terms are Content-based filtering and Good learners rating [14]. Similarity
is calculated using the vector space model: it contains two main phases: weight cal-
culation and cosine similarity calculation. The weight is calculated by the frequency of
the term occurrence in the document and the total number of documents that may be
recommended to the student. The calculation of cosine similarity is done by means of
vectors, namely by the user profile vector and the document content vector. In this way,
documents that have a good value in terms of the number of keywords, mentioned
terms are filtered out. The average rating of the item by good learners is calculated by
using the share evaluation of the item by good learner and a total number of good
learners who rated the item. Any item, which has not yet been rated by a good learner,
will get predicted rating by means of similarity with an already rated document. In this
way, documents that are most popular with well-performing students will be brought to
the recommended system.
180 M. Černá and A. Borkovcová
5 Modified Solution
Our commercial educational server does not allow implementation of the system
described in the Sect. 4, so the model had to be modified into a form that is easy to
apply and produces the desirable results. Automatically evaluated data are replaced by
the content recommendation, students’ activity can be tracked in the Blackboard LMS
but not the number of views and downloads of individual presentations.
Average item rating is conducted via implemented star rating system, which is
available to students in the normal interface of the eLearning system.
We are looking for dependencies and differences between these two courses. The
expected result is that students will attend the Culture of Africa and India course more
frequently; they will be more satisfied with the course because they can find desired
information in the large amount of study materials in an easier and convenient way.
Consequently, their knowledge might improve, which is the goal because the effec-
tiveness of the process of education is still assessed by gained knowledge and com-
petences. The Recommender system is already applied in the Culture of Africa and
India course. Students have access to the Students’ gallery, where they can rate all
presentations; they can also enter the Recommended Content, where one of the best
presentations is filtered out for each topic.
At this stage of the changes in the rating system connected with the recommender
system, students assess presentations in the e-course and during F2F classes, as well.
Students present their presentations to the audience as an insight into the topic from the
students’ perspective. The audience is distributed printed rating sheet. Less active
students (‘lazy’) can use the 1–5 scale rating where 1 is the worst and 5 is the best rating
to rate individual parts of the presentation, e.g. clarity, content quality, contribution to
the topic, formal presentation and overall impression. Students that are more active can
add their comment to each of the rated areas. In the next phase of this research, the
evaluation sheet will also be implemented directly in the e-course, so that the system
182 M. Černá and A. Borkovcová
could process and evaluate it automatically which will save teachers a lot of time.
Worked out data from the electronic questionnaire will only be available to students
attending the present classes and submitting their rating of the discussed presentation.
In addition to the issue of the recommender system, the teacher has an overview of
the continual student’s success rate. He/she can then focus on students with weaker
performance and motivate them, give them additional tasks to improve the overall
score, or simply show them poor results. In the Classification overview following
columns are displayed: ‘Hodnocení studentů’ - Student rating which shows the average
rating of all ratings for all the presentations that the student has received from all other
Blended Learning Concept in Selected Tourism Management e-Courses 183
students for all their presentations, ‘Hodnocení učitele’ - ‘Teacher Rating’ shows the
average rating of all students’ presentations evaluated by the teacher. ‘Váhy celkem’ -
Total Weights column shows the average student rating and teacher rating (average of
all grades). The last column ‘Celkem’ – Total brings automatic system designation that
is granted to all students who have a ‘Total Weights’ higher than 4. Students who reach
rating 4 and higher are considered by the system ‘good learners’. Students can be sorted
according to the values in each column in an ascending order or descending order, by
clicking on the column. Each column right from the column ‘Celkem’ – Total repre-
sents the rating of one lecture or one topic. These ratings are then averaged into
‘Teacher rating’. In case of additional assignments, it is possible to create additional
columns in which values/grades are inserted by the teacher manually. Teachers can use
computational columns that calculate max/min, average, weight, and sum according to
given values, which may be useful if teachers are interested in average scores from just
a few lectures, or want to see an overview of the student’s worst or best lectures.
and date of the student’s first access to the content. It can also have good tangible value
for the teacher, he/she can see whether the student prepares systematically or crams at the
last moment before the exam/test.
Only one presentation per topic is chosen into the Content recommender; the
selection is based on here presented recommender system. Other presentations from
Student gallery stay in each lesson and serve as additional study material. The decision
to select only one presentation is based on the Paradox of Choice, in other words on the
decision paralysis theory which argues that if a person has more choices, they often do
not even apply any of them because they do not want go through the decision phases
and rather postpone the problem/obligation [19]. Students do not have to make deci-
sion, which study material to use, students are recommended one presentation in the
recommended content was filtered as the best possible choice.
Blended Learning Concept in Selected Tourism Management e-Courses 185
This paper approaches the educators’ question on how to enhance learning, in this case
from the perspective of improvement of students’ learning performance by proper
guiding in the virtual platform. Shift to the virtual environment has brought teachers
opportunity to supply students with unlimited amount of study materials, but what
seemed a great advantage soon showed also its drawbacks. As discussed in the liter-
ature review, academics started to solve this problem more than decade ago. We have
utilized blended learning concept in the Tourism Bachelor Study programme for fifteen
years. With the every year influx of new students’ presentations, we also started to face
the problem of growing study material in the e-course Students’ gallery section. It was
necessary to reorganize study materials and to make order in a somewhat chaotic
section that just accumulated students’ presentations. Solution of the problem with a
high quantity of materials we saw in the improvement of materials and implementation
of recommender system based on the content filtering. In winter semester we imple-
mented our solution into the first e-course. Currently we are introducing this proved
innovation into three more e-courses on Culture and History.
On a commercial virtual platform that does not allow more advanced content
filtering, we successfully introduced innovations utilizing rating of study materials. It
can also be applied to very ‘basic’ e-learning systems; they only have to be able to
count number of views and downloads, and provide some sort of rating. In case of less
extensive courses, the instructor alone can also evaluate these data and filter the con-
tent. The majority of students said that filtered content facilitated their search for
appropriate material in individual topics. The important was also the fact that filtered
material, which was placed into the ‘Recommended content’ section, was agreed by the
teacher so students knew that it was the appropriate or sufficient study material and
appreciated this model. Visit rate in the e-course rose in the case of items that were
recommended and dropped in the unorganized student gallery, where all the time was
spent on the rating of presentations. The success rate of students in this course has also
increased; the failure rate is reduced from about 30% to 10%. On the other hand, in the
course that remained unchanged, no changes appeared, no increase in students’ interest
was recorded, the success rate changed only by a few units, which is statistically
insignificant (Fig. 8).
In the next stage, implementation of the recommender system into other e-courses
Management of Tourism programme will continue. The questionnaires on rating pre-
sentations that are presented by students during F2F classes will be transformed into the
186 M. Černá and A. Borkovcová
electronic form, so that manual evaluation and change of weight ratings of individual
students could be done automatically in the system.
Acknowledgement. The paper is supported by the project SPEV 2018 at the Faculty of
Informatics and Management of the University of Hradec Kralove, Czech Republic.
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Slide-Based Lecture Notes as a Student-
Centered Alternative to Textbooks
for Non-native English Speakers
1 Introduction
In Hong Kong, English is the medium of instruction in universities though it is not the
mother tongue of most students. A few students would write down on the course-end
evaluation that they wish lectures were given in Chinese even they know that it is
against university policies. Students have to struggle in lectures and with textbooks.
Students prefer lecture notes written in direct and simple English than a long and
winding textbook.
Microsoft PowerPoint is a popular slide creation tool. It has an “add notes” feature
that allows users to associate notes to an individual slide. Presenters use it to prepare
what to say during presentations. We use it to add detailed notes to explain the briefly
stated key points on each slide. We propose to rearrange conventional lecture notes in a
slide-based organization. The proximity of slides and explanation notes allows students
to get to the details quickly and accurately as needed. Slide-based organization also
reduces the lecturer’s effort in keeping course contents up-to-date. Our preliminary
survey proves that slide-based lecture notes are perceived by students to be very
helpful. In this paper, we will share our experience of this novel lecture notes
organization.
Superficially, blended learning is about using a mix of technologies with classroom
teaching to enhance learning. Deep down, student autonomy is a desirable outcome of
blended learning. Assorted learning activities allow students to choose the kinds that
are most effective for them. The slide-based lecture notes approach that we propose
broadens the choice available to students and is therefore highly relevant to the context
of blended learning.
Section 2 has literature review which discusses aspects of student-centered learning
and blended learning in which the proposed slide-based lecture notes approach will be
good. Textbooks and reasons of their declining usage are explained. The section ends
with a discussion of using PowerPoint slides in education, deep and surface learning
approaches. Section 3 shows examples of slide-based lecture notes and the problems
they try to solve. Section 4 discusses a student survey, observations and interpretation.
Section 5 revisits the reasons that slide-based lecture notes are good for non-native
English-speaking and underprepared students. It discusses potential criticism of our
work and future work.
2 Literature Review
2.2 Textbooks
Declining Usage. In the same 30-year period, Consumer Price Index went up 250%
but textbooks cost 800% more [3]. According to a 2006 report, 60% of university
students did not buy textbooks due to their high costs [4]. In 2011, the number
increased to 70% [5]. The trend of students not buying textbooks was evident though it
may be stabilized by now. Students cannot benefit from books that they do not read.
190 O. T. S. Au et al.
Digital textbooks are cheaper, but many still prefer to read printed textbooks. Digital
books cannot be resold after the course to recoup their costs.
Open Textbooks. Open educational resources (OER) are available free of charge. In a
user survey, 80% of students find OER useful or very useful [6]. From 7 studies that
report on the efficacy of OER, three studies show improved learning outcomes, three
show no difference and one worsened [7]. Students’ experience of OER was general
favorable. But respectively only 10% and 20% of faculty were “very aware” and
“aware” of OER [8]. Roughly one-half of the faculty thought that “there are not enough
resources for my subject” and “it is too hard to find what I need”. The adoption of open
textbook was meagre at 9% in 2016-17 increased from 5% the year before. The supply
of OER must be broadened and deepened for more adoption.
Custom Textbooks. Some publishers allow lecturers to select chapters from several
books and be bound together in a single book customized for a course. Lecturers can
contribute additional chapters to their custom textbooks. A customer textbook will be
cheaper than the several textbooks from which its chapters were selected. It is still not
cheap from students’ perspective. Lecturers need to have a good idea of the class size to
print the right number of copies. A publisher told us three years ago that the class size
should be 200 or more for custom textbooks to be financially attractive.
Advantages of Using Textbooks. Collected from other sources, Gak summarized the
advantages of using textbooks [9]. Textbooks help define course syllabus. They serve
as a road map for students and provide visual elements that lecturers may not have time
or knowhow to create.
Disadvantages of Using Textbooks. Authors naturally love to write books that appeal
to a wide range of readers. A course taken from any degree program may have very
specific needs to meet. The target students can have specific background and interests.
It is not always easy for authors to write a textbook book meeting the very specific
needs. Textbooks written for native English speakers will be challenging for non-native
speakers.
Lecture Notes. Lecturers may write their own lecture notes in substitution of text-
books. For technology-related courses, lecturers will need to update lecture notes
frequently. When we update PowerPoint slides, it is easy for us to forget to update
corresponding parts in the lecture notes.
and 20 words or less per slide are preferred. The low averages may be due to the fact
that some slides hold mainly photos and drawings thus have reduced the amount of
texts needed on slides. Berk surveyed 70 relevant studies to suggest 3 to 6 bullet points
per slide as a good practice [15].
Slides vs Blackboard and Textbooks. Corbeil compares French as a second language
courses for first year university students using (1) PowerPoint alone and (2) traditional
blackboard with textbooks respectively. One hundred and five students participated in
the 2-year study. While pre-tests and post-tests show no difference in learning out-
comes of the two approaches, more students prefer the PowerPoint-only approach over
the blackboard with textbook approach [16]. They like the slides for the clearly focused
key points. They also found lengthy read of textbooks boring.
advanced to universities. For several years, we have been recording lectures to post
online. Students can review the online lecture after attending the same lecture live to
make up for their deficiency in English or prior background. The lecture recording
posted online has been a popular feature of our course.
For some of our courses, we wrote 500-page lecture notes to supplement Power-
Point slides used in lectures. The lecture notes were printed in a textbook form. Since
our courses are in computer science, slides and lecture notes must be updated annually.
When we update the slides, we need to keep the lecture notes in sync. But lecture notes
are provided to students at the beginning of the course which is earlier than the time we
would use the slides. It is easy for slides and lecture notes to go out-of-sync. The need
to update lecture notes and prepare for lecture on two separate time frames increased
our workload.
The separate sets of slides and lecture notes are less than ideal for students. First,
they may be out-of-sync to cause confusion. Second, the separate slides and lecture
notes coax students to commit to one learning approach when they sit down to study. If
they want to employ deep learning, they would study lecture notes. If they want to
review before a test, reading the slides would be best. On encountering a slide that they
feel the need to study more, they have to fumble through the pages of lecture notes to
find the passage corresponding to the slide. Another way to use the conventional
lecture notes is to skim through the pages. Doing so is quite easy for students to miss
the key points.
Fig. 1. A PowerPoint slide contains many words but not enough for deep learning
Slide-Based Lecture Notes as a Student-Centered Alternative 193
We use the Microsoft PowerPoint “add notes” feature to add detailed explanation to
each slide. Figure 1 was transformed to Fig. 2. We can now afford to shorten the
wording on the slide to facilitate lecture presentation and leave the detailed explanation
to the slide-based lecture notes. In addition to explaining the key points, the notes may
be enriched with stories to relate to other computer science courses or the outside
world. The slide-based lecture notes enable deep learning. We generate two pdf files to
give to students. One file holds slides paired with the lecture notes as in Fig. 2. The
other file only holds the slides.
Figure 3 is an example in which the slide only has a diagram. The slide-based
lecture notes are even more important. Without them, students will have a difficult time
to understand the diagram during self-study.
194 O. T. S. Au et al.
Fig. 3. A slide with only a diagram well-explained by the slide-based lecture notes.
4 Results
Lecture Attendance. Almost 50% of respondents attend lectures “very often”. But
only 6.5% respondents attend lectures “often”. The huge gap in the two responses
could be due to the effort required to commute to the campus. Though the university is
served by two metro (underground railway) stations, the walking time to the university
196 O. T. S. Au et al.
are 15 and 25 min respectively. The lecture attendance would be higher if lecture
videos are not available. About 22% and 57% respondents find lecture attendance “very
useful” and “useful” respectively.
Viewing Lecture Videos. Almost 30% and 40% of respondents view lecture videos
“very often” and “often” respectively. The combined number is significantly higher
than that of lecture attendance. Clearly our students embrace blended learning. About
44% and 24% respondents find viewing lecture videos “very useful” and “useful”. The
combined number of very useful and useful is lower than that of lecture attendance but
the number of “very useful” is double that of “useful”. It may be considered a tie in the
perceived usefulness in the two alternative ways to access lectures: live and recorded.
Studying Slides. Around 39% and 28% of respondents study the slides “very often”
and “often” respectively. Around 52% and 44% find studying the slides “very useful”
and “useful” respectively. Students may have found the key points being highlighted
on slides very useful.
Studying Slide-Based Lecture Notes. Around 30% and 33% of respondents study the
slide-based lecture notes “very often” and “often” respectively. The number is slightly
lower than that for studying the slides. Around 48% and 37% find studying the slide-
based lecture notes “very useful” and “useful” respectively. The combined 85% assures
the contribution of slide-based lecture notes to students’ learning experience.
Since both slides and slide-based lecture notes are popular among students, we
would no doubt continue to provide both to the students.
5 Conclusion
of the same topic in a later date. Slide-based lecture notes enable students to study deep
or shallow at will on a slide-by-slide basis. Autonomy in learning improves motivation
[2]. Affective benefit of slide-based lecture notes should enhance student performance.
Effective and Efficient Lecture Notes Updates. If separate sets of slides and lecture
notes are used, lecturers need to do the updates at least twice: once at the beginning of
the study term before printing the lecture notes and again before posting the slides. The
multiple updates to learning materials consume time and are susceptible to causing
slides and lecture notes to go out-of-sync. The new organization afforded by slide-
based lecture notes streamlines the updating task of learning materials. When students
have questions, they can accurately identify the difficult slide by its slide number.
Lecturers may revise the detailed explanations in the slide-based lecture notes.
Lacking a Control Group and Statistical Analysis. Neither a control group nor
statistical analysis is employed in our study. We are not in a position to say whether the
welcoming behavior by students can be reproduced with the next cohort. This class of
students like the approach and perceive it as helpful. But we cannot say definitely that
their learning outcomes will improve because of the slide-based lecture notes. A basic
principle of blended learning is to provide students with a choice of learning activities.
Students should be empowered to choose how they learn. At this moment, we do not
care whether 75% or 90% of students like the approach. The exact figure depends on
the characteristics of students which may vary from year to year. The proposed slide-
based lecture notes should close the feedback loop by identifying the parts of learning
materials that need improvements. Statistical analysis could be applied after we have
gained more experience with slide-based lecture notes.
Predigestion of Learning Materials. The approach distinguishes for students what
are key points and what are details. Are we predigesting the learning materials for
students? What if one of the abilities we want students to acquire is the ability to
identify the key message without help? This is a difficult question and its answer
involves consideration of education philosophy. We do not have an easy answer here.
After contemplation, we may end up with a position that the approach should be
limited to, for example, years 1 and 2 of university students.
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Assessment for Blended Learning
Enhancing Teacher Assessment Literacy Using
a Blended Deep Learning Approach
1 Introduction
Assessment is a core element in education. The term, assessment literacy, was coined
by Stiggins [28]. It refers to educators’ understanding of the principles of sound
assessment, including the understanding of assessment terminology, the development
and use of assessment methodologies and techniques, familiarity with standards of
quality in assessment, and familiarity with alternative to traditional measurements of
learning [22, 31]. It involves integrating assessment practices, theories, and philoso-
phies to support teaching and learning in education [6].
As elaborated by Stiggins [29], assessment-literate educators should know what
they assess, why they assess, how best they assess, how to generate sound samples of
performance and how to prevent problems in assessment. They should also understand
how to construct, administer, and score reliable assessments and communicate valid
interpretations about student learning [6]. Teacher’s assessment literacy has been
considered as a critical professional requirement in educational system since it to a
great extent affects students’ learning [8, 23]. It is therefore critical that teachers should
develop literacy on educational assessment.
However, research has shown that both pre-service and in-service teachers are weak
in assessment literacy and lack confidence to implement effective assessment [1, 7]. It
results in inaccurate assessment of students and consequently preventing them from
achieving the desired performance [30]. Research has identified that the main reasons
of unsatisfactory assessment literacy among teachers are the limited pre-service
assessment education and a lack of research on the pedagogies of assessment education
[7, 13, 24]. For the sake of enriching the research on pedagogies of assessment edu-
cation, the researcher designed and applied a blended deep learning approach for
educating teacher assessment literacy. The blended deep learning approach is elabo-
rated in the following section. This study attempted to explore the following research
question.
“What is the effectiveness of a blended deep learning approach on enhancing
teacher assessment literacy?”
Enhancing Teacher Assessment Literacy 205
3 Method
This section reports the context of this study. It also elaborates the design and rationales
of the blended deep learning approach.
approach [18, 26]. In the design of the pedagogy applied in this study, elements for
engaging participants into deep learning were intentionally included and it constituted
the blended deep learning approach. An overall structure of the blended deep learning
approach is depicted in Fig. 1. In this design, both the face-to-face teaching and online
learning components were implemented in the same period in parallel manner. The
online learning component aimed to consolidate what they learnt in class to achieve a
deep learning of assessment literacy.
The third topic explored feedback strategy for effective learning. The researcher
explained the functions of feedback in learning, principles of good feedback and how to
provide effective feedback. As mentioned by Black and Wiliam [3], feedback is a critical
component in assessment for learning to move learners forward. It provides information
for learners to take actions to narrow the gap between their present stage and the desired
goal. As the ultimate objective of assessment for learning is to improve learning on the
basis of evidence obtained by peer assessment, high-quality feedback whose adoption is
valuable for improving performance is crucial in the peer assessment process.
After strengthening knowledge of peer assessment and feedback, the researcher
elaborated a few cases that applied peer assessment in learning process in the next
lesson. For example in Ng’s [19] study, peer assessment and feedback strategy was
applied to enhance the effectiveness on learning computer programming. Students were
required to work in pairs to complete learning tasks collaboratively on computer
programming. The findings show that the students were satisfied with the peer
assessment and feedback strategy in learning computer programming. Moreover, their
actual performance was also better when compared with that achieved using traditional
teaching method. In another study conducted by Ng [21], a series of assessment for
learning strategies with self- and peer-assessment components were applied to trans-
form a web developer into a reflective practitioner. Participants expressed that they
became more active, serious, independent, critical and confident in the web design
process. They also stated that they learned more and found the strategy beneficial.
The last topic in the face-to-face teaching component was teacher assessment lit-
eracy. The researcher explained the concepts and rationales of teacher assessment
literacy to let the pre-service teachers understand the importance of educational
assessment. Moreover, the classroom assessment standards suggested by the Joint
Committee on Standards for Educational Evaluation [15] was also elaborated. With
rich contents in the face-to-face teaching in different topics, pre-service teachers were
expected to develop a good understanding on assessment literacy and particularly the
implementation of peer assessment.
Online Learning Component. The purpose of online learning was to engage the pre-
service teachers in active learning outside classroom. It aligned with the rationale that
assessment education needs to engage teachers in complex and deep learning about
assessment [34]. The online learning component was implemented in a wiki online
platform (Fig. 2). The pre-service teachers could participate in online peer assessment
anytime, anywhere. A wiki platform, which have the potential benefit of facilitating
online collaborative learning, has been used as a learning environment for peer
assessment activities [20, 21].
The online learning activity involved four stages (Fig. 3). At the beginning of the
online activity, the pre-service teachers were clearly informed the following learning
objectives. After the learning activity, they should be able to
• develop a structured peer assessment plan with supporting rationales;
• evaluate the quality of a peer assessment plan;
• provide appropriate and justified feedback on peers work;
• demonstrate an in-depth understanding of peer assessment; and
• identify necessary knowledge and skills of teacher assessment literacy.
208 W. S. Ng et al.
In the first stage, the pre-service teachers were required to develop a peer assessment
plan for students in junior secondary school level to learn knowledge of science,
technology, engineering and mathematics. Since the pre-service teachers might have
limited knowledge or experience to design peer assessment strategy, the researcher
provided some samples of peer assessment plan that suggested by Carless and his
colleagues [5] to serve as a scaffolding tool. This activity enabled the pre-service
teachers to consolidate what they learnt in class. According to Bloom’s [4] taxonomy of
educational objectives, the development of peer assessment plan was an activity of
synthesis. It involved the combination of parts of previous experience with new mate-
rials and to reconstruct it into a new and well-integrated whole. The development of peer
assessment plan could be regarded as an activity of a very high level of learning.
Enhancing Teacher Assessment Literacy 209
In Stage 2 of the online learning activity, the pre-service teachers were instructed to
assess the peer assessment plans of two classmates randomly assigned by the
researcher. They were required to negotiate the criteria of assessment and the format of
providing feedback. After discussion, they agreed that the peer assessment plan should
be assessed based on innovation of practice, rationale of practice and feasibility of
practice. They considered that qualitative comments were important and grade in the
format of A to F should be provided. By engaging the pre-service teacher in peer
assessment of peer assessment plans, they were brought to a meta-level of learning
since the object of peer assessment was a peer assessment plan. This activity that
involved evaluation was regarded as the highest level of learning in Bloom’s [4]
taxonomy of educational objectives. Together with the activity in Stage 1, the pre-
service teachers were required to develop peer assessment plan, carry out peer
assessment and review peer assessment plans. This design of strategy enabled them to
engage in a deep level of learning on assessment.
In Stage 3, the pre-service teachers were instructed to respond to peer feedback.
They were required to express whether they agreed with peer feedback. If they dis-
agreed with peer feedback, they were required to provide justifications to defend. They
were then required to revise their own peer assessment plan on the basis of received
feedback. The activity in this stage enabled the pre-service teachers to initiate mean-
ingful and critical dialogue on educational assessment. Moreover, they were required to
engage in the necessary cognitive processes to thoroughly examine the received
feedback, compare the performance with the received feedback, and decide whether to
adopt the feedback to improve his or her work so as to close the feedback loop [12].
In the final stage, the pre-service teachers were required to review their experience
in the whole teaching strategy. They were invited to express their opinions based on the
questions given by the researcher. Details of the questions and the reflection from pre-
service teachers are reported in the results section. The activity in this stage aimed to
enable the pre-service teachers to reflect on what they learnt on educational assessment
under the blended deep learning approach.
4 Results
This section reports the results obtained from Stage 4 of online learning component of
the blended deep learning strategy. First of all, all the pre-service teachers expressed
that they did not have any experience to implement peer assessment while about 67%
of them experienced peer assessment previously as the role of learner.
“This design enables me to learn more about various Peer Assessment Plan design so that I
can enhance my plan.”
“This design enables me broaden my eyesight of others idea and the plan of lesson. It can
let me reflect the good or bad of my plan.”
Moreover, the researcher also requested the pre-service teachers to reflect on the
arrangement of negotiating assessment criteria and feedback format. They expressed
that it helped align the criteria of assessment and give a fair assessment.
“… it is important to align the focus of assessment before assessing. Otherwise, the assessing
result may be very different. Some may have high grade but other may have low grade.”
“… each student judging by the same standard criteria. It is a fair assessment.”
The next question invited the pre-service teachers to comment on the feedback on
peer feedback arrangement. They opined that it provided an opportunity for them to
initiate academic dialogue.
“… This design enable me to improve communication and better understanding of
expectations between each others.”
“… that is a good chance for me to communicate and explain my plan with the fellows
which would be benefit for both sides.”
It also helped them to carefully review peer feedback and their own peer assessment
plan to identify areas of improvement.
“This design enables me to improve my peer assessment plan by considering what is good
and which point is needed to enhance from peers.”
“… understand others comments and rethink what I can improve of modify for my plan.”
However, some participants expressed that they would like to have longer period to
engage in the learning activity.
“If we have more lessons, that will be great! Because we can do more hands-on practice.”
“…still need more practice on that area.”
“… I just learnt in a few week and lack of experience, so it is hard to evaluate a peer
assessment plan with suitable comment.”
In addition, some participants expressed that they did not have sufficient confidence
to provide high quality feedback. It suggests that to strengthen participants’ content
knowledge and provide assessment training are critical in the implementation of peer
assessment.
“… I think I still don’t have enough knowledge and experience to feedback.”
“… the topic of the activity is a little bit difficult for a peer review discussion, since a good
STEM activity is hard to defined.”
Finally, the pre-service teachers were invited to write qualitative comments on the
learning activity. All of them expressed very positive comments. An example is as
follow.
“I think this is an abundant activity for me to experience the whole process of peer assessment.
Since I can design a lesson plan at the beginning. Then I can evaluate and comment to the
peers’ work to see how they planned their lessons. I also receive the feedbacks from my peers,
212 W. S. Ng et al.
so this is an interactive activity for me to understand how to make a good peer assessment plan
and provide some qualitative feedbacks to peers. Finally, I think peers and I can learn from
each other by evaluate the other plans. Because different comments can be achieved, the
planner can explore some new ideas and make further enhancement. This is a good activity for
peer learning and making progress, so I will try to use peer assessment activity in future.”
As suggested by the results, the pre-service teachers have recognized that the rationale
of conducting assessment is for offering effective feedback and for enhancing learning.
By preparing peer assessment plan and engaging in peer assessment process, they have
developed necessary competence and confidence to implement educational assessment.
They have also been aware of the importance of negotiating assessment criteria and
feedback format for ensuring the quality of assessment. All the participants appreciated
the teaching strategy for developing their assessment literacy and they are willing to
implement peer assessment in their future teaching. All these evidences suggest that the
pre-service teachers have developed an in-depth understanding on assessment literacy
after the experience of the blended deep learning approach of teaching.
However, due to limited class time, the strategy was implemented in only a few
weeks. As stated by the pre-service teachers, the effectiveness of the teaching strategy
on assessment education might be further enhanced if the participants could be engaged
in a longer period. It aligns with the insight from Xu and Brown [34] that assessment
education needs to be long enough to engage teachers in complex and deep learning
about assessment. Moreover, training on conducting assessment is also an important
factor in peer assessment. In addition, caution must be put on the small sample size of
this study. Therefore, a future study with longer period, more training of peer
assessment and larger sample size is therefore recommended. Notwithstanding the
limitations, favorable results were obtained in this study and the strategy effectively
enhanced assessment literacy of the pre-service teachers. The blended deep learning
approach applied in this study enriched the pedagogy of assessment education in
literature for future reference.
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Evaluation of the Use of Mobile Devices
for Clinical Practicum in Nursing Education
1 Introduction
Mobile learning has been identified as conducive to pedagogical flexibility and inno-
vation on the strength of its “on the move” nature. Learning materials in textual, visual,
or aural forms could be easily accessed by and delivered to learners [1, 2]. This
facilitates particularly situated learning which occurs beyond the confines of classroom
settings and conventional academic schedules.
Clinical practicum in nursing education presents a proper scenario for practising
mobile learning. Nursing education involves not only the mastery of conceptual
knowledge in classrooms and laboratories, but also the acquisition of practical and
social skills in clinical wards. Through the use of mobile devices, nursing students can
better access just-in-time information and participate in situated, experimental and
contexualised learning activities [3]. Yet nursing education is context-dependent by
nature [4], and therefore the extent to which mobile learning impacts on nursing
students demands consideration of the nursing practicum environment.
This study aimed to evaluate how mobile learning impacts on nursing students’
learning effectiveness in clinical practicum. It conceptualised mobile learning using the
Framework for the Rational Analysis of Mobile Education (FRAME) model [2]. This
model posits that mobile learning is a process driven by the interaction of mobile
technologies, human learning capacities, and the social dimensions of learning.
This paper harnesses the FRAME model to highlight nursing students’ perception
of their mobile learning experience, showing the effectiveness of mobile learning in
clinical practicum. It is based on the mobile learning practice for nursing education in a
university in Hong Kong, summarising the views of nursing students, the course
coordinator of clinical practicum and the instructional designer of mobile apps from
different perspectives. The results also reveal possible ways to improve the effective-
ness of mobile learning to address the diverse learning needs of nursing students.
2 Literature Review
3 Method
This study aimed to find out the effectiveness of the use of mobile devices for learning
in clinical practicum. It covered the experiences and perceptions of nursing students, as
well as the course coordinator of clinical practicum and the instructional designer for
mobile apps.
3.1 Participants
A total of 265 Year-3 and Year-4 undergraduate nursing students studying in a uni-
versity in Hong Kong were recruited to participate in the study. All the participating
students had experiences in using mobile devices for learning in clinical practicum. For
learning purposes, each student was supplied with an iPod Touch when they enrolled in
the nursing programme. The device was used by the student throughout the study of the
nursing programme and the student did not need to return back the device. Two mobile
apps specially developed for the students’ learning in clinical practicum were installed
to the devices in advance. Training was provided to the students for the use of the
devices and the apps. In addition, the course coordinator of clinical practicum and the
instructional designer for the mobile apps also participated in the study. All participants
were introduced the tasks involved in the study, and their consent to participate was
obtained.
Therefore the use of mobile devices in the practicum was compulsory for the students,
meaning that the devices served as a tool which integrates with the students’ learning,
instead of being something “superimposed on” their practice [8].
The study involved interviews and a questionnaire survey. Two sessions of focus
group interviews were conducted with a total of 20 participating students, and two
individual interviews with the course coordinator and the instructional designer,
respectively. The interviews focused on the participants’ experiences of and views on
the mobile learning practice. The interviews were structured based on the FRAME
model. The participating students also took part in a questionnaire survey which
studied their perception of the mobile learning experience.
3.3 Instruments
Mobile Learning Apps. Two mobile apps were developed and installed to the stu-
dents’ iPod Touch for their use in clinical practicum. One of the apps was used for
clinical assessment. It contains a list of clinical assessment items, each of which has to
be rated by the students and their mentors as ‘achieved’ or ‘not achieved’. Another app
provided nursing videos on a range of topics. The nursing videos were produced to
help the students to do revision on relevant clinical skills and procedures.
Questionnaire. The questionnaire was developed to collect the students’ feedback of
their mobile learning experience. It follows the FRAME model to understand how the
mobile learning process is perceived by the students. It contains altogether 66 items
covering various aspects of the model. The questionnaire has undergone a review by an
expert panel, followed by a pilot test conducted by 10 students (who were not involved
in this questionnaire survey) to check their understanding of the items. A 7-point Likert
scale is used for the questionnaire—ranging from ‘1 Completely dissatisfied’ to ‘7
Completely satisfied’, from ‘1 Not at all familiar’ to ‘7 Extremely familiar’, from ‘1
Not at all useful’ to ‘7 Extremely useful’, and from ‘1 Strongly disagree’ to ‘7 Strongly
agree’—depending on different types of the items. The survey was paper-based, and the
students spent around 15 min on average to complete the questionnaire.
4 Results
hinder effective communication during the assessment. Student ‘J’ mentioned the
difficulty of understanding some assessment items in the app:
There was a time I have to consult my mentor about what an assessment item is asking about. It
seemed that I had communication problems with my mentor because I misunderstood the items.
Some students raised the issue of flexibility in assessment using the app, claiming
that the assessment app—which offers only binary options of ‘achieved’ and ‘not
achieved’ for students’ clinical procedures—was too simplistic and does not provide
further comments or suggestions for students. Student ‘Je’ indicated:
It may be better to rate our performance using a number point scale. The current assessment
method giving only ‘achieve or not achieve’ cannot distinguish best performed students from
the other less performed ones.
From the perspective of the course coordinator, the assessment app did benefit the
teaching and learning process. It releases the teachers’ burden to a large extent by
enhancing the efficiency of the data entry process, and allowing teachers to access
students’ assessment record anytime. It also helps students to do revision and access
what they learned through the mobile devices. The assessment process is simple for the
students and mentors, that the students only need to upload their results through the app
after the practicum.
It was also well aware of that some mentors, who practised the conventional paper-
based assessment for years, take longer time to be familiar with and get used to the new
way of assessment through the mobile devices. The course coordinator mentioned:
It has been many years that our nursing training relied on hardcopy materials for assessment.
Some mentors may not be familiar with and have not got used to the app.
In sum, the assessment app has improved the conventional clinical practicum in
terms of allowing the assessment process be completed conveniently, so that teachers
can release a considerable amount of workload, and students can benefit more from
mentors’ immediate feedback during the assessment. However, miscommunication
existed occasionally in understanding the assessment criteria. Both the students’ and
teacher’s responses showed that sufficient training and clear instruction on the use of
mobile devices for assessment are significant for the success of the new practice of
mobile assessment, especially for those who have long been practicing the conven-
tional ways.
Learning Materials Delivered with a Mobile App. Another app, which is used to
access the nursing videos, was positively received by the participants for doing revision
of the nursing skills and procedures in clinical practicum. For example, student ‘S’
gave a positive view on the app that the nursing videos help students to visualise the
clinical procedures and facilitate retention of the content:
I often use the app for revision, because it contains a lot of videos that were helpful for us to
practice nursing skills especially before assessment.
According to the course coordinator, the videos are comprehensive, updated, and
appropriate for skill-wise practicum training. They serve as a means to standardise the
220 K. C. Li et al.
basic nursing skills which were taught in different courses and by different instructors.
The course coordinator said:
The videos are common to all nursing practices and comprehensive enough. We produced a lot
of videos ourselves that all students can access through the nursing video app.
In addition to the nursing videos, the instructional designer introduced current work
and future plans to provide interactive, multimedia contents on difficult topics:
In the app, technology will be used to enhance the students’ understanding how the cardio-
vascular system works, such as interactive illustration of the heart. There will be scenarios and
case studies on heart diseases to help students learn how to identify where the problems lie
within the cardiovascular system and the heart.
Device Usability. The participants pointed out the benefits of iPod Touch for its
portability to be used in the ward environment. Some students emphasised that the size
of a larger device was not preferred because it was heavy and inconvenient to carry.
Student ‘J’ said:
We have to carry our own stuff and walk around in the ward while working. It is not com-
fortable if I carry a large device and I worry about dropping the device down.
Evaluation of the Use of Mobile Devices 221
Other student views also existed. For instance, student ‘Ch’ preferred a device with
a larger screen size for reading lecture notes:
There would be a lot of notes since we study the nursing programme for a total of five years. If
we have an iPad or a tablet we can check the notes anytime we want.
In general, the students were satisfied with the functions of the device in supporting
learning, such as photo-taking and build-in dictionary. On the other hand, more user
support is needed, such as warranty and repairs, to enhance the students’ motivation to
use the devices. As student ‘Dor’ suggested:
It will be better if there are staff on campus responsible for technical support. It is important that
there are clear instructions on who we can seek help from.
Social Technology. The limitation of the iPod Touch that it only has Wi-Fi connec-
tivity has been highlighted and such limitation might constrain the use of it. The
students had to connect the device to the internet through sharing their own mobile
phone’s 3G/4G network. As student “M” put it:
I have to use my own smartphone to access the nursing videos when there is no Wi-Fi. I have to
bring and use two devices at the same time, that is not convenient.
On the other hand, there was also a view that Wi-Fi connectivity is enough for
accessing learning materials (i.e. knowledge function), and students can use other
devices such as smartphones to fulfil the social function (e.g. instant messaging). It is
not necessary to integrate the knowledge function and social function in one single
device for learning.
Institutional Support. The importance of institutional support for the use of the
devices has been emphasised in the interviews. In sum, the students wished to have
more convenient channels for solving technical problems, and a longer warrant period
for the devices covering the students’ whole study period of the nursing programme.
The staff interviewed highlighted that training was provided to university staff and
hospital mentors, that would be reviewed and improved to enhance the students’
motivation for using the devices for learning.
Table 1. Descriptive statistics for ratings on variables of the FRAME model (n = 231).
Variables of the FRAME model Number of items M SD SE Cronbach’s a
Device (D) 17 4.69 0.90 0.06 .93
Physical characteristics 3 5.21 1.12 0.07 .78
Speed 3 4.68 1.09 0.72 .90
Output capacities 3 4.67 1.15 0.08 .84
Error rates 3 4.57 1.11 0.73 .89
Input capacities 3 4.51 1.20 0.08 .81
File storage and retrieval 2 4.42 1.33 0.09 .91
Social (S) 6 3.77 1.21 0.08 .93
Social interaction 2 4.10 1.35 0.09 .93
Conversation and cooperation 4 3.61 1.24 0.82 .90
Learner (L) 13 3.93 0.95 0.06 .89
Context and transfer 1 4.13 1.26 0.08 –
Prior knowledge 7 3.97 1.06 0.07 .81
Memory 2 3.90 1.34 0.09 .86
Discovery learning 1 3.90 1.26 0.08 –
Emotions and motivations 2 3.71 1.34 0.09 .91
Social technology (DS) 5 4.24 1.16 0.08 .92
Device networking 3 4.37 1.23 0.08 .95
System connectivity 1 4.27 1.34 0.09 –
Collaboration tools 1 3.83 1.41 0.09 –
Device usability (DL) 11 4.10 1.10 0.07 .93
Satisfaction 3 4.52 1.17 0.08 .80
Portability 2 4.45 1.49 0.10 .96
Psychological comfort 4 3.82 1.34 0.09 .96
Information availability 2 3.69 1.42 0.09 .89
Interaction learning (LS) 7 3.97 1.24 0.08 .93
Interaction 4 4.04 1.30 0.09 .94
Learning communities 2 3.85 1.32 0.09 .80
Situated cognition 1 3.48 1.55 0.10 –
m-learning process (DLS) 7 3.83 1.19 0.08 .96
Knowledge navigation 2 4.01 1.27 0.08 .93
Information access 2 3.93 1.27 0.08 .94
Mediation 3 3.64 1.23 0.08 .91
received a relatively lower rating (M = 4.42, SD = 1.33), showing that the devices
were perceived as less convenient in areas such as file storage capacity.
The social technology aspect was rated with lower mean scores. The networking
functionality of the device, i.e. device networking, was the highest rated component
(M = 4.37, SD = 1.23), followed by the device capability for connecting to other
devices, i.e. system connectivity (M = 4.27, SD = 1.34). Collaboration tools received a
Evaluation of the Use of Mobile Devices 223
relatively low mean rating of 3.83 (SD = 1.41), reflecting the nature of students’
learning in clinical practicum which does not involve a lot of collaborative work among
students.
The device usability received a relative large variance in the ratings of its variables.
The students indicated a relatively high level of satisfaction with the satisfaction
variable (M = 4.52, SD = 1.17), i.e. the physical appearance, functions and user-
friendliness of the mobile devices and mobile apps. Comparatively, the rating on
information availability (M = 3.69, SD = 1.42) was lower. The results were consistent
with the interview findings that the Wi-Fi-only network connectivity of the mobile
devices was raised by some students as inconvenient to use the devices anywhere.
Interaction learning received a mean score of 3.97 (SD = 1.24). It reflected mainly
the students’ experience in their interaction with mentors during clinical assessment
with the app. The moderate ratings for the composite items in this aspect were con-
sistent with the interview findings, that the students wished to have more effective
learner-teacher and learner-learner communication, and a supportive environment for
them to study and apply clinical skills in a real life situation.
The learner aspect received a mean score of 3.93 (SD = 0.95). Among its com-
ponents, context and transfer was better rated (M = 4.13, SD = 0.26). The results
showed that the students performed cognitive tasks using the mobile apps, especially in
transferring the knowledge and skills learned in class to a real life context, at an
acceptable level. Comparatively, the emotional and motivational aspect of mobile
learning was rated at a lower level (M = 3.71, SD = 1.34). Together with the relevant
interview findings, the result suggested that further institutional support was desirable
to enhance the students’ motivation to engage in mobile learning activities.
The social aspect was rated with the lowest mean rating (M = 3.77, SD = 1.21),
which was mainly attributed to the mean score for conversation and cooperation
(M = 3.61, SD = 1.24). Such result reflected that the communication and interaction
with the aid of mobile devices, either among students and teachers/mentors, was not
highly regarded by the students.
The mobile learning (m-learning) process, which integrates all variables in the
FRAME model, represents the overall effectiveness of the mobile learning practice. It
received only a moderate mean score (M = 3.83, SD = 1.19). Two of its variables—
knowledge navigation and information access—were rated relatively high among the
three, with the mean ratings of 4.01 (SD = 1.27) and 3.93 (SD = 1.27), respectively.
They represent how effective the students learnt to locate accurate and suitable online
information, and how effective they learnt to select, manage, and apply the information
for their needs. Comparatively, the mediation variable was rated lower (M = 3.64,
SD = 1.23). The students showed less confidence in stating that they were able to use
the mobile devices to adjust their learning strategies, and to reshape their interaction
with peers/mentors in clinical practicum using the devices.
224 K. C. Li et al.
5 Discussion
This study reveals the benefits of and issues about the use of mobile devices in clinical
practicum. For nursing students, they can access learning materials in wards, which
was deemed important for their revision and fostering their mastery of nursing skills
and clinical procedures. The mobile app for clinical assessment facilitated their inter-
action with mentors, where useful feedback about their performance and ways for
improvement can be obtained. For teachers/course coordinators, the clinical assessment
conducted via mobile devices substantially reduced their efforts in keeping track of
students’ learning progress, and they can discover students’ problems early and provide
timely assistance if needed. Such findings supplement the benefits of mobile learning
widely reported [16], providing specific advantages of the use of mobile devices for
nursing students in the practicum context. The app for mobile access of nursing videos
extend the findings reported in Ma and Yeh [17] for their use in supporting situated
learning of nursing students.
From the students’ experience, effective communication with mentors during the
clinical assessment was seen as a challenge. This requires both parties to be familiar
with the use of the mobile app and have the same understanding of assessment criteria.
Extra user training, however, is not an ideal solution as it creates extra burden and
workload for mentors [18]. Simplicity of the app design with built-in assistant features
would be helpful for both the students and mentors in this regard.
Institutional support on warrant and repair of the devices was suggested, which can
enhance the students’ motivation to bring out and use the devices. The fear of losing
the devices or getting them broken was reported as a demotivator for learners to
actively use the devices [19]—a typical challenge following the conventional way of
institution-provided devices. Initiatives such as bring-your-own-device and mobile
personal learning environment were proposed [20]. Despite concerns about their
suitability in the ward environment were raised [18], the feasibility of such initiatives
should be explored, in relation to the growing acceptability of the use of mobile devices
in every aspects of our lives.
The various ratings of the FRAME variables show that only certain aspects of the
mobile learning practice in this study were better received by the students. This
observation was also reported in other studies using the FRAME model to evaluate
mobile learning effectiveness [19]. As a heuristic model in its originally proposed form
[21], the hypothesised state of effective mobile learning practice—addressing all the
three aspects (device, learner and social) of the model—could be revisited. Further
work could be done to examine the potential variation of the model in disciplinary
practices of mobile learning.
6 Conclusion
Focusing on the clinical practicum context, this paper has revealed the benefits of
the use of mobile devices to facilitate nursing students’ learning, and concerns which
may hinder its effectiveness. The findings contribute to inform the design of mobile
learning practices to cope with this specific learning environment in nursing education.
Evaluation of the Use of Mobile Devices 225
In addition to students, other parties in the mobile learning practice, such as teachers
and mentors, should also be taken into consideration about their benefits in the practice.
The study also showed the application of the FRAME model to conduct both
qualitative and quantitative evaluation of mobile learning practice. It suggests potential
variations in the realisation of the model according to different device users, settings,
and purposes. Future work could be done on capturing the influence of such variations,
if any, on devising and evaluating mobile learning experiences, and investigating the
roles of the model in this regard.
Acknowledgements. The work described in this paper was substantially supported by a grant
from the Research Grants Council of the Hong Kong Special Administrative Region, China
(UGC/FDS16/H10/14).
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A Meta-analysis of the Peer Evaluation Effects
on Learning Achievements in Blended
Learning Environment
Abstract. Blended learning has been widely used in the field of education.
Previous studies revealed that peer evaluation was an effective way to imple-
ment blended learning. Therefore, the aim of this study was to explore the
effects of peer evaluation on learning achievements in blended learning envi-
ronment. The meta-analysis was conducted by integrating the quantitative
findings of 23 empirical study from 2008 to 2017. The results indicated that the
peer evaluation activity had a medium effect on students’ learning achievements.
Further, the present study analyzed the effect sizes of seven moderating vari-
ables. It was found that writing essays had the highest impacts on students’
learning achievements. The anonymous evaluation was more effective than non-
anonymous evaluation. Providing training for peer raters and teacher involve-
ment produced the higher effect size. In addition, the effect size did not differ
among different kinds of software and school levels. Social science learning
domain yielded the better effect size than other learning domains. Finally, the
results and future work were also discussed in detail.
1 Introduction
Blended learning, which is combined in the forms of online and face-to-face, has been
received more and more attention in recent years [1]. Peer evaluation, which can be
conducted in a collaborative way in the blended learning environment, is a valuable
learning approach that can support students’ learning processes and outcomes [2].
Despite their popularity and value, it remains unclear whether peer evaluation activities
in blended learning environment are effective for students’ learning achievements. This
study aims to investigate the effectiveness of peer evaluation in blended learning context.
way to improve learners’ achievements. For instance, Zheng et al. [5] conducted a peer
evaluation experiment in a Chinese university and found that students’ writing
achievements was improved. Papadopoulos et al. [6] employed 54 sophomore students
who participated in the peer evaluation work in the domain of Computer Networking.
The results indicated that students all get better domain learning outcomes than the pre-
test. Researchers also have conducted meta-analysis of peer evaluation. Marsh et al. [7]
implemented a meta-analysis of the gender effect of peer evaluation and found that
there were no gender difference. Li et al. [8] carried out a meta-analysis of comparing
peer and teacher ratings of the peer evaluation in the digital age. It was found that the
relationship between peer and teacher ratings was moderately strong.
Today’s students tend to learn in an immediate and online way rather than by face-
to-face lectures [9]. However, the learning approach of face-to-face has its own
indispensable advantages. Hence, blended learning became more and more popular in
education. It enabled students to learn and collaborate deeply and meaningfully [10].
For both instructors and students, blended learning is an effective way to rich teaching
and learning experiences [11].
However, how to implement peer evaluation in blended learning environment is
still a major concern. According to Nguyen [12], the implementation of blended
learning usually can be done in four stages: making acquaintance, designing and
testing, sharing and application, evaluation, and adjustment. Actually, evaluation is one
of the critical stages during the implementation. Recent studies have found that for-
mative evaluation and summative evaluation were two common forms of evaluation
[13]. Additionally, peer evaluation is also an effective way. Only a few studies
investigated the peer evaluation activity in blended learning environment. For example,
Bi [14] conducted an evaluation of blended learning technologies in a systems engi-
neering course. It was found that blended learning could promote feedback and
interactions among students. Nguyen [15] presented a model using peer evaluation in
blended learning courses. The results indicated that the peer evaluation activities lead to
significant improvement in learning achievements. In addition, Çevik et al. [16] took
the peer evaluation activity in the course of Teaching Methods II. The students took the
theoretical and lab sessions in the form of face-to-face. The instructor created an online
environment to supplement face-to-face sessions, allowing students to submit and
evaluate the work of others. Hsia et al. [17] conducted a 7-week peer evaluation activity
in the art class, a 45-min face-to-face class was took in the classrooms each week.
Students were asked to develop and revise the script on paper based on a theme of
Chinese story, then they would present it face-to-face. Moreover, the video of their
presentation was uploaded to a learning system, which would be evaluated by peers.
Babik [18] implemented the peer evaluation activity in a business course. The course
was taught in two face-to-face sections, and the students also engaged in ten take-home
assignments. Their assignment would be uploaded to the online learning system and
peers would make comments and feedback on the submissions.
blended learning environment. Therefore, the aim of this study was to conduct a meta-
analysis of related papers of peer evaluation. According to the research purpose of the
study, two research questions were addressed as follows: (1) What are the effects of
peer evaluation activity on learning achievements in blended learning environment?
(2) What id the effectiveness of moderating variables in peer evaluation activity
withinblended learning context?
2 Method
for peer evaluation and software for general purpose. School levels included K-12 and
higher education. Natural science, social science, engineering and technological sci-
ence constituted the category of learning domains.
3 Results
Evaluation Modes
In terms of evaluation modes, the effect size of anonymous was 0.879*** and non-
anonymous was 0.125 (see Table 3). The effect size of anonymous was larger than
non-anonymous. Meanwhile, there was significant difference between the two evalu-
ation modes (Q = 4.218, df(Q) = 1, p < .05). Therefore, anonymous evaluation was
the most effective way to improve the achievements of students in the peer evaluation
activity in the blended learning environment.
(Q = 11.206, df(Q) = 1, p < .05). Therefore, teacher involvement was a more effective
way to improve the achievements of students in the peer evaluation activity in the
blended learning environment.
Software
Comparing different effect sizes of the two kinds of software in Table 6, effect size of
software for general purpose was 0.687***, which was larger than software only for
peer evaluation (0.664***), but the difference was not statistically significant
(Q = 0.007, df(Q) = 1, p > .05). It was indicated that there were no obvious variation
between the two different kinds of software. The two kinds of software were both
effective for students’ learning achievements.
School Levels
Table 7 presented the results of effect sizes of school levels. The effect size of K-12
was 0.636* and higher education was 0.717*. The effect size of higher education was
larger than K-12. However, there was no significant difference between the two dif-
ferent school levels (Q = 0.076, df (Q) = 1, p > .05). That is to say, the two different
school levels could improve the achievements of students in peer evaluation activity.
Learning Domains
As shown in Table 8, social science showed the largest effect among all learning
domains (0.903***), which indicated that students performed best in social science
learning. The effect size of engineering and technological science was 0.741* and the
effect size of natural science was lowest. Furthermore, there was significant difference
among learning domains (Q = 8.764, df(Q) = 2, p < .05), indicating that it would be
most effective to carry out peer evaluation activity in social science domain in blended
learning environment.
distributed symmetrically. In the present study, the funnel plot was a little asymmetric,
showing a low value of the publication bias. Moreover, as shown in Table 9, the classic
fail-safe N analysis [24] showed that it required 1128 studies in order to reduce the effect
size value to zero. The number was larger than 195 (5 * 37 + 10). Therefore, the publi-
cation bias was demonstrated to be low in the present study.
4 Discussion
Twenty-three papers published between 2008 and 2017 were included in the present
study. The average effect size value was 0.675 with a standard error of 0.156, showing
that the peer evaluation activity in blended learning environment had the moderate
impact on students’ learning achievements.
Firstly, peer evaluation task in blended learning environment was a critical factor
when evaluating the effectiveness of peer evaluation activity. In this study, writing
essays and artefacts or products showed the larger effect size. That is to say, the English
writing task would produce a great influence on students’ achievements. It was in line
with Yang [25], who reported that students had excellent achievements in a blended
English writing class. Additionally, students would learn better when making artefacts
or products in peer evaluation activity. For instance, Hsia et al. [17] investigated the
story interpretation peer evaluation activity in blended learning environment and found
that students’ achievements had been significantly improved.
A Meta-analysis of the Peer Evaluation Effects on Learning Achievements 235
To sum up, the present meta-analysis provided evidence of the effectiveness of peer
evaluation activity in blended learning environment. It was found that peer evaluation
activity had moderate impacts on students’ learning achievements. In addition, the
present study provided valuable references for teachers who conducted peer evaluation
activities in blended learning environment. It is suggested that students can participate
in peer evaluation activity in social science domain in an anonymous way. It would be
better to provide training for the raters before peer evaluation. Teachers were also
advised to participate in the peer evaluation activity.
236 P. Cui and L. Zheng
Nevertheless, there were still several limitations in the present study. The first
limitation was that the data source was limited to Web of Science, then some of the
relevant research publications in other databases were not included. Secondly, the
present study did not explore the moderating impacts of evaluation criterion and
learning style in blended learning environment. Therefore, future study will examine
the influences of learning style and evaluation criterion on the learning achievement in
peer evaluation activities.
Acknowledgement. This study was funded by the project of English Course “Computer-
Supported Collaborative Learning” in Beijing Normal University.
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Automatic Assessment via Intelligent Analysis
of Students’ Program Output Patterns
1 Introduction
Many students find that learning computer programming is challenging. Studies have
shown that they encounter many difficulties in problem formulation, algorithm design,
logical thinking, and syntax when learning programming [8, 16]. To help students
overcome these difficulties, instructors usually require students to do many program-
ming exercises for practice and assessment. While designing tasks for students to assess
their learning is no easy task, providing timely, useful, and informative feedback to
students is even more challenging. Moreover, the class size of a typical introductory
programming course in colleges is large. Manually verifying the source code of each
student’s submission and providing tailored feedback is time-consuming. The problem
Ex.1: Write a program that asks the user to enter 3 numbers, obtains the 3 numbers
from the user and prints a message showing the average of the 3 numbers.
components contain values that vary among different test cases, namely, the number
“3” and the average “74.33”. The following actual outputs may also be considered
admissible because a human can easily interpret that they have the same meaning as S0.
S1: “74.33 is the average of 3 numbers.”
S2: “Mean of 3 numbers: 74.3333”
S3: “The average of 3 numbers is 74.”
Previous approaches to deal with the issue of rigid APASs are either laborious to
implement, inapplicable to a variety of programming exercises, or sensitive to small
and insignificant output variations. In this paper, we propose a more robust framework
for automatically modelling and analysing student program output variations based on
a hierarchical structure called HiPOS. Our framework assesses student programs by
means of a matching rule hierarchy, which not only produces a better verdict of
correctness, but also provides more informative feedback to students for improving
their learning. This paper substantially extends our previous work reported in [21]. We
conducted an experiment on our framework by applying it to the assessment of real
student programs and the results are indeed promising.
2 Related Work
Some formal approaches have been proposed to increase the flexibility of output
matching in APASs. Some APASs require the instructor to write regular expressions
[18], shell scripts [12] or parser scripts using lex and yacc [13] to recognize admissible
variants by pattern matching. This strategy does relax the rigidity, but not all instructors
would like to write scripts. Even if the instructor is competent, the scripts can be error-
prone and tedious to write. Also, the limited expressiveness of simple scripting will
restrict their matching capability. These drawbacks fundamentally hinder the wide-
spread adoption of scripting strategies.
Recently, some approaches have been proposed that lead to a better solution to the
problem. The framework of Fonte et al. [6] allows the flexibility of output comparison
where the list of admissible or partially admissible output variants can be formally
specified by the instructor in advance using their domain specific language Output
Semantic-Similarity Language (OSSL), including the exact (partial) mark to be
awarded. For example, Fig. 2 is a possible OSSL specification for the sample pro-
gramming exercise “Given a positive integer, compute the set of its divisors.” extracted
from [6].
Here, the OSSL specification defines two tests with the numbers 8 and 12 as
inputs, respectively. The correct output for the first test is the set of divi-
sors <1,2,4,8> and that for the second test is <1,2,3,4,6,12> . When
Automatic Assessment via Intelligent Analysis of Students’ Program 241
comparing the expected output with the actual ones produced by a student’s program,
the framework takes note of the semantics of the keyword SET and, hence, compares
each value but ignores their order, ensuring that every combination of the specified
numbers (such as <3,12,6,2,4,1> for the second test) is considered correct and
awarded the full mark of 2 (indicated in the above OSSL specification within the
bracket that follows the correct output) regardless of the ordering of the values. If the
student’s program output is <1,2,3,4,6> (or any permutation of it) for the second
test, it will still be awarded a partial mark of 0.5 even though the extreme value 12 is
missing. If the exercise is changed to compute the sequence (instead of set) of divisors
in ascending order, then every instance of the keyword SET in the above OSSL
specification can be replaced by the keyword SEQ to indicate that a sequence of
numbers is expected, that is, the ordering of the numbers is significant and any devi-
ation from the correct order will be considered inadmissible. However, an output
missing an extreme value will still be awarded 0.5 mark as long as the ascending order
is preserved.
In this framework, instructors can customize the OSSL grammar for each output
variant to judge whether a program output is admissible or not. As a result, instructors
are required to “predict” the anticipated admissible output variants and write the
grammar in advance. Even if an experienced instructor may be able to know most of
the admissible output variants, a large amount of human effort and a substantial degree
of expertise is needed to write the grammar for each admissible output variant.
Another different framework that handles the output structure and its component
items is proposed in [24, 25] in a more flexible manner. It adopts a token pattern
approach (TPA) so that fine-grained (pattern) matching rules can be fed into an APAS
for automatic processing without the need to write scripts. The TPA framework firstly
automatically tokenizes a program output. After that, each token of the expected
program output is tagged with its type, value and matching rules by the instructor. The
matching rules, which are constructed by the instructor, are then applied to judge if an
actual output is admissible when the token of the actual output is compared with that of
the expected output. For a numeric token, the instructor may, say, choose a matching
rule which specifies an output to be correct as long as it equals the expected value when
rounded to a preset number of decimal places. Then extra trailing digits of 0, say, will
not affect correctness. For a token representing an English word, the matching rule may
specify that any synonym of the word, which is readily available from a digital dic-
tionary, is also acceptable. If desired, the instructor may also specify the matching rule
in such a way that a small typo (such as a misspelt letter) is also tolerated to a
242 C. K. Poon et al.
well-defined extent and treated as admissible (or partially admissible with partial marks
awarded).
Table 1 illustrates the TPA framework applied to the example exercise Ex.1. The
first three rows show the token pattern of the expected output S0, which consists of a
sequence of 8 tokens with their types, values and associated matching rules in each
row, respectively. The last two rows show the values and types, respectively, of the
corresponding tokens of the actual output S2. In between these rows is the row that
shows the matching results, that is, the results of comparing the corresponding tokens
of the two outputs. Pairing of the corresponding tokens for matching can be done by
using the longest common subsequence algorithm, whereas the comparison of indi-
vidual pairs of tokens is done according to the instructor-specified (or default) matching
rules. In this example, the stop words “The”, “of” and “is” as well as the punctuation
mark “.” (period) in S0 are “ignored”, that is, they are not mandatory to be present in
the actual output. The remaining tokens are considered significant in meaning and so
are mandatory in the actual output, but the two ordinary English words “average”
and “numbers” are specified to allow “approximate match” so that the synonym
“Mean” and the singular word “number”, respectively, are still considered admissible,
as indicated by the corresponding ticks (✓) in the row of matching result. Note also that
for “approximate match”, the character case (upper or lower) is ignored during com-
parison. On the other hand, the expected output integer “3” demands an exact match of
integer value, while the expected output of average value “74.33”, which is of type
double precision floating point number, will be considered successfully matched with a
corresponding actual output number if they are the same when rounded to “at least two
decimal places”, even though the two numbers are of different precision. Since all
individual token pairs are matched successfully, the actual output S2 is considered
admissible by the APAS using the TPA framework.
On the other hand, the actual output S3 is considered not admissible by the TPA
framework because it fails the matching rule associated with the token of value 74.33.
Neither is S1 because even though the words in it are the same as those in S0, their
token orders are different. The TPA framework currently cannot recognize similarity
when the orders of tokens differ.
While TPA can assess more exercises automatically than existing methods, the
range of such exercises is still inherently constrained. For example, an unordered set of
numbers, say, should be handled as a group and not as individual units. Inspired by the
TPA framework, this paper proposes a more robust framework based on natural lan-
guage processing (NLP) to overcome the weaknesses of previous approaches.
the token types (such as word and integer) using a set of simple predefined rules that
are independent of the exercise, but the tokenization algorithm and the type of tokens
are sometimes problem-specific and need disambiguation. For example, while the
output string “754-3010” can be interpreted as a single token of a phone number, it
can also be interpreted as being composed of three tokens representing the subtraction
of two numbers. The criteria for accepting output variants should be decided by the
instructor based on the problem context or other pedagogical reasons, which may vary
from one exercise to another.
We have designed a structure called Hierarchical Program Output Structure
(HiPOS) to enhance the expressiveness and robustness in determining the admissibility
of program variants. After tokenizing a program variant, the HiPOS will be automat-
ically constructed. A HiPOS is an ordered tree structure, where each leaf represents a
token of the output variant. The subtree rooted at an internal node of HiPOS represents
a block of tokens or a part of the program variant. Figure 3 depicts the HiPOS of the
expected output S0. Ex.1 requires the learners to write a program to generate a message
about the average of three numbers, which is expected to be in the form of free text or
sentence. We adopted a natural language parser [19] to construct the HiPOS in this
example. Each internal node is labeled by a tag in the tagset used for natural language
parsing [19]. The parsed tree characterizes the syntactic structure of a sentence in
natural language processing (NLP), where a sub-tree represents a contiguous phrase
such as noun phrase, verb phrase, etc.
244 C. K. Poon et al.
Root
S
NP VP .
NP PP VBZ NP .
DT NN IN NP is CD
3 n u m b e rs
Fig. 3. The HiPOS* of the expected output (S0) of Ex.1, * Each internal node of the HiPOS is
labeled by a tag used for natural language parsing. (S = Simple declarative clause; NP = Noun
phrase; VP = Verb phrase; PP = Prepositional phrase; DT = Determiner; NN = Noun, singular
or mass; IN = Preposition or subordinating conjunction; CD = Cardinal number; NNS = Noun,
plural; VBZ = Verb, 3rd person singular present)
Block-Level: Block-level matching rules are applicable to a block, that is, a subtree
rooted at an internal node of a HiPOS of an output variant. For example, for an output
variant to be admissible, a noun phrase (NP) of it must be sufficiently similar in
semantics to the noun phrase “The average of 3 numbers” of the expected output.
To do so, the instructor needs to specify the associated internal node (that is, the node
NP at the second level of the HiPOS in Fig. 3). He/she can create a block-level
matching rule “The subtree needs to be matched by semantic similarity with threshold
0.9.” The semantic similarity between two phrases can be computed using the work
described in [10]. With such a rule, the phrase “Mean of 3 numbers” in Ex.1 will be
considered admissible.
A block-level matching rule can also specify the order of subtrees to handle more
variety of admissible output variants. Consider S1: “74.33 is the average of 3
numbers.” Current APASs are likely to reject S1 as inadmissible because the token
orders differ. Our HiPOS can handle similar output variants in a more flexible manner.
With respect to the HiPOS in Fig. 3, the instructor can create a block-level matching
rule “Allow different orders for the first two subtrees.” for the internal node labelled S,
and another block-level matching rule “Allow different orders for all subtrees.” for the
internal node labelled VP. By imposing these two rules, the previous output variants
are automatically judged to be admissible even though the subject and the object of the
sentences are interchanged.
Token-Level: Token-level matching rules are applicable to a single token. They are
associated with a leaf in HiPOS. For example, the matching rule “The token needs to be
in 2 or more decimal places.” can be added to the leaf 74.33 because the aim of the
exercise is to develop students’ concept of integer and floating point number handling
in writing programs. Using the wrong types of variables will lead to the incorrect
precision of the leaf 74.33. Correspondingly, a finer feedback can be provided to the
students. For example, “Float/double variable types should be used in the calculation.”
can be a feedback to remind students to become aware of the need and importance of
choosing the correct variable types in program writing.
Test-Case-Level: Test-case-level matching rules are designed for a particular test case.
For instance, “The token 0.002 needs to be in 3 or more decimal places.” is a test-
case-level matching rule for the test case with input “0.001 0.002 0.003”. If the
output variant only fails to match with some test-case-level matching rules, the program
may be partially correct.
Figure 4 illustrates the matching mechanism in determining the admissibility by our
framework. HiPOS provides a means to efficiently divide a program output into different
meaningful and useful parts. The idea of the matching mechanism is that parts of an
output variant will be matched with the relevant parts of the expected output to deter-
mine the admissibility, instead of comparing two HiPOSs, which is essentially a tree
comparison problem. Figure 4(a) shows the HiPOS H0 of S0 tagged with different levels
of matching rules decided by the instructor. Recall that H0 is automatically generated by
an NLP parser and no human effort is required. Since two block-level matching rules
state that the subtrees rooted at the nodes S and VP can be unordered, some auxiliary
HiPOSs will be automatically generated by enumerating different ordering of the sub-
trees. In addition, the “unordered” rule can also be specified as “unordered(i,j)”
246 C. K. Poon et al.
where i and j refer to the i-th and j-th subtrees respectively. For example, in the output
“The roots are 3 and 5.” (of an exercise for finding roots of a quadratic equation),
an NLP parser can group “3 and 5” into a subtree and the rule “unordered(1,3)” will
allow us to accept the output variant “The roots are 5 and 3.”
Fig. 4. The matching mechanism of our framework, Note: Determination of the admissibility of
a program output is based on HiPOS and different levels of matching rules. The shaded boxes
with solid edges refer to the matching rules specified by the instructor. The yellow boxes with
dotted edges refer to the matching rules triggered to determine the admissibility in our example.
(Here SINV and VBN in (c) means “Declarative sentence with subject-aux inversion” and “verb,
past participle” respectively.)
For example, Fig. 4(b) is one of the auxiliary HiPOSs generated from the HiPOS in
Fig. 4(a). Since the number of nodes is limited and the use of the “unordered” matching
rules is controlled by the instructor, the complexity of enumeration does not cause any
runtime concern. After generating the needed auxiliary HiPOSs, matching is conducted
in a top-down manner. Consider S2: “Mean of 3 numbers: 74.3333”, whose HiPOS H2,
which is generated by the same NLP parser, is depicted in Fig. 4(c). The problem-level
matching rule “The result needs to contain one or more numeric token.” will be firstly
used to check if S2 contains at least one numeric token. Our framework will traverse H2
using depth-first-search and check if the part of the sentence represented by any subtree
is similar in semantics to the part “The average of 3 numbers”. It can be found
that the part rooted at the node VP “Mean of 3 numbers” satisfies this matching rule
as the semantic similarity is greater than 0.9 according to [10] (see also the online
phrase similarity service provided by UMBC [26]). Next, the token-level matching
rule “The token needs to be in 2 or more decimal places.” will be applied to the leaf
Automatic Assessment via Intelligent Analysis of Students’ Program 247
“74.33”. As H2 satisfies all the matching rules, S2 will be treated as admissible though
it is not the same as S0.
Consider S1: “74.33 is the average of 3 numbers.”, whose HiPOS H1 is
shown in Fig. 4(d). Note that the auxiliary HiPOS of H0 is different from H1 because
the former is created by enumerating different ordering of the related internal nodes of
H0 while H1 is created by parsing S1 using an automatic NLP parser. Similarly, dif-
ferent levels of matching rules are used to determine the admissibility of S1. However,
the different ordering of the tokens leads to the incapability to match H0. To handle this
issue, our framework conducts matching to all the auxiliary HiPOSs of H0 to see if S1
can match with any of them. As H1 satisfies the matching rules and ordering of the
auxiliary HiPOS in Fig. 4(b), S1 is considered admissible.
4 Experiment
To apply our proposed method, the instructor was asked to design the matching
rules based on his experience and prior knowledge on Ex. 2. Figure 6 shows the
HiPOS of the example test case using a natural language parser. Although the output
248 C. K. Poon et al.
was not in the form of a sentence, the natural language parser could still successfully
parse it to form a tree-like structure. The instructor could then create necessary
matching rules to assess students’ programs and provide customized feedback to
enhance students’ learning. In this tutorial, the instructor created the matching rules as
shown in Fig. 6. Notice that the token-level matching rule for the token “33.33” is
“The token needs to be in 0 or more decimal places.” Recall that the learning objective
of the tutorial was to practise the use of array and not related to the data types. Unlike
the running example in Sect. 3, which focuses on the learning of data types, the
instructor allowed the use of integers in this exercise. Therefore, the instructor can
easily adjust the matching rules to facilitate different learning and teaching needs.
Fig. 6. The HiPOS of the expected output for Ex. 2, Note: The input/output are the same as the
example input/output of Ex. 2. (NNP = Proper noun, singular)
We adopted the metric accuracy in our evaluation. Accuracy is defined as the total
number of program outputs that are identically judged by both human instructor and
our automatic method, divided by the total numbers of sample outputs. We achieved an
accuracy of 0.8467 (232/274) in this set of experiment. We analyzed the output variants
which lead to inconsistent judgment by the human instructor and our method. We
found that inconsistency was mainly because the instructor set a looser standard in
accepting the program output. For example, the following output variant was consid-
ered to be admissible by the instructor, but inadmissible by our framework due to the
missing of the word “average” and low semantic similarity.
Besides, some output variants such as the following one were considered to be
inadmissible by our framework since it cannot tokenize to separate the third token into
“33.3333” and the series of asterisks.
Automatic Assessment via Intelligent Analysis of Students’ Program 249
5 Conclusions
Acknowledgement. The work described in this paper is fully supported by a grant from the
Research Grants Council of the Hong Kong Special Administrative Region, China (Project
No. UGC/FDS11/E02/15).
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Computer-Support Collaborative
Learning
A Mobile Synchronous Peer-Tutoring System
for Elementary Students’ Learning in Chinese
Language Arts
Abstract. Language skills are the most important academic skills for children.
This study involved the development and implementation of a mobile syn-
chronous peer-tutoring system for learning Chinese (iPTC) that provided various
scaffolding tools facilitating children’s Chinese language learning in a face-to-
face context. Forty-eight fifth-grade students participated in the study. The
results indicated that students benefitted from iPTC use, as demonstrated by
improved achievement in Chinese characters. Students had positive attitudes
toward online peer learning. Girls showed significantly stronger positive atti-
tudes than did boys. The results also indicated that the peer-tutoring tools
facilitated fifth graders’ peer tutoring behavior.
1 Introduction
Students who have stronger science, reading, and/or mathematics skills tend to be
better at collaborative problem solving because managing and interpreting information
and complex reasoning are always required to solve problems. The results of the 2012
Programme for International Student Achievement indicated that students in Taiwan
performed in the top ninth of participating countries in reading. However, 11.6% of
participating students in Taiwan read below level 2 [1]. A recent report indicated that
an increasing number of students gains only superficial meaning when reading Chinese
phrases and sentences, and cannot share that meaning with others in a comprehensive
way [2]. Moreover, handwriting is a main learning objective in Chinese curricula,
especially those for elementary students. Therefore, the enhancement of students’
Chinese language arts skills is an increasingly important issue in Taiwan.
Peer learning is one of the most effective instructional strategies for language arts.
A well-structured peer-assisted learning intervention involves the use of sequential
learning activities and turn-taking mechanisms. The technique has been employed in
classrooms and in computer-supported collaborative learning (CSCL) contexts [3–5].
The scaffolding tools that facilitate participation during online peer tutoring make a
major contribution to successful CSCL [5, 6]. CSCL refers not only to connecting
remote students, but also to the use of technology to shape face-to-face interactions [7],
especially for elementary students. Therefore, face-to-face CSCL has emerged as an
important approach to children’s learning [5, 8–10].
As technology becomes ubiquitous, mobile computer-supported collaborative
learning (mCSCL) has emerged in recent years to support the process and products of
collaboration [11, 12]. Appropriate designs of peer-learning activities for students using
mobile devices might include elements of scaffolding by the technology, by peers, or
by the teacher that strengthen students’ collaborative skills, such as instant messages,
touch screen buttons [13]. However, much research on mCSCL implementation has
focused on out-of-classroom and field-trip learning [14, 15]. As mobile devices become
increasing prominent in the lives of children, many educators are becoming experi-
enced with their use for educational purposes. This study argues that a mobile tablet
environment can provide a better user interface than personal computer, in which
students can naturally write Chinese characters on the screen. Building on prior
mCSCL research, this study presented a mobile synchronous peer-tutoring system for
Chinese language learning (iPTC) that provided children with various scaffolding tools
facilitating Chinese learning in the face-to-face context.
2 Literature Review
The CSCL community has shown growing interest in determining the best way to
adaptively support collaborating students [14, 16]. A previous study examined inte-
grated face-to-face and networked collaborative learning technology and pedagogy in a
secondary school history classroom [17]. Twenty-four students worked with CSCL
software in small groups in the classroom using concurrently both the communication
and the collaborative work software for 6 months. The results suggested that the degree
of teacher control over the class was an important factor in the CSCL setting. The
pedagogical design was another important factor facilitating peer learning in CSCL.
Few CSCL studies have involved the integration of peer tutoring design. Web-
based peer-tutoring systems provide extra support for face-to-face peer tutoring and
further enhance the effectiveness of teaching and learning. The study indicated that
tutees liked the learning and teaching resources posted on the web by the tutors [18]. In
one study [19], Cognitive Tutor Algebra, an intelligent tutoring system, was extended
by integrating a reciprocal peer-tutoring activity, which increased students’ conceptual
learning. Peer tutors appear to engage naturally in reflective processes that lead to
learning, but they may need more support for elaborative processes and the provision of
appropriate help to their tutees.
Previous works have also documented the effectiveness of synchronous peer-
tutoring systems in enhancing elementary students’ mathematics learning [20]. Use of
the G-Math system resulted in significantly greater increases in overall math scores,
especially for arithmetic and application problems, and in self-concept and intrinsic
goal orientation, than did a face-to-face control condition.
The use of wireless technology and mobile devices has also been incorporated in
CSCL research. Wong et al. [21] developed the Chinese-PP character learning system,
A Mobile Synchronous Peer-Tutoring System 255
After the teacher had assigned online peer-tutoring activities, students could log
into the iPTC app on their tablets. Each student in the experiment group was provided
with a tablet. In the app, a synchronous tutoring area is displayed in the middle of the
screen (Fig. 2). Students could therefore learn on the three activity themes on syn-
chronous screens. The questions had multiple-choice, fill-in-the-blank, fill-in-the-blank
with Mandarin phonetic symbols, and drag-and-drop structures. For all except the
multiple-choice questions, students had to write on the screen instead of typing text.
256 M. Tsuei and H.-W. Huang
For this purpose, an enlarged rectangular of writing area popped up which represented
the character in the answering area (Fig. 2). Thus, students could transfer their hand-
writing experience from tablet to paper.
Fig. 2. Screenshot of the iPTC app: (1) avatar icon, (2) questioning tools, (3) complete notice,
(4) next question, (5) log out, (6) writing area.
responses. In the next section, the students switched roles. The teacher trained students
in face-to-face peer tutoring to ensure that they followed the correct procedures.
In the online peer-tutoring process, the tutor started by pressing the “begin” button.
The system automatically and randomly selected problems from the item bank assigned
by the teacher in LAMS. The tutee had to answer the questions. During the peer-
tutoring activities, students in the same group used various tools to guide the tutoring
strategies. The question tools were located on the right side of the screen. Students
could communicate with each other by choosing specific sentence buttons, such as
prompting or questioning, offering help, asking for help, giving feedback, and pro-
viding praise. The selected sentences were shown to the right of the students’ avatars.
These features were included in the program to help with typing speed and to reduce
errors at the elementary student level [3].
When a tutee asked for help, the tutor could use the correction tools on the left side
of the screen. He or she could also use the reward stamps to give hints or feedback,
such as “Some characters in the sentence are wrong”, “Good Jobs!”. (Fig. 3). More-
over, they could use the pencil tool to correct the answer.
After the tutee completed the answers, all group members judged his/her perfor-
mance using the peer-rating system. They determined whether each answer was correct
or incorrect; the iPTC provided the correct answers during this process. For each
incorrect answer, the tutee had to ask the tutor to teach him/her and redo the question.
Students gained one point in experience value for each correctly solved problem. With
five experience value points, the student advanced to the expert level. Images corre-
sponding to experience levels (maximum 15 levels) were displayed beside students’
avatars.
258 M. Tsuei and H.-W. Huang
This project was implemented for 2 years. Study 1 was implemented in the first year to
assess attitudes toward and usability of the iPTC among elementary students.
4.1 Method
4.2 Results
Overall, students showed strongly positive attitudes toward peer tutoring with the iPTC
(mean [M] = 3.98, standard deviation [SD] = 0.62; Table 1). They were very satisfied
with the usability of the system (M = 4.06, SD = 0.82) and indicated that synchronous
peer tutoring helped them to learn (M = 4.07, SD = 0.76). Most students indicated that
they liked to play the role of the tutor during peer tutoring (M = 4.08, SD = 3.96).
Compared with boys, girls showed significantly more positive attitudes toward
peer tutoring ðt ¼ 2:47; p\ 0:05; xgirls ¼ 4:23; xboys ¼ 3:72Þ and peer learning
ðt ¼ 2:20; p\0:05; xgirls ¼ 4:40; xboys ¼ 3:74Þ with the iPTC.
Table 1. Means and standard deviations of responses to the attitudes toward online peer tutoring
in Chinese questionnaire.
Factors Mean SD
Overall 3.98 0.62
SEM 3.91 0.74
PT 4.07 0.76
RO 3.93 0.79
ST 3.82 0.83
UB 4.06 0.82
A Mobile Synchronous Peer-Tutoring System 259
Study 2 was implemented in the second year to explore the effects of the iPTC on
elementary students’ learning and their online behaviors.
5.1 Method
Participants and Design. Forty-eight fifth-grade students (aged 11–12 years) from
two classes in an elementary school in Taipei, Taiwan participated in this quasi-
experimental study for 12 weeks. One class served as the experimental group and the
other class served as the control group. Three Chinese language arts sessions (40 min
each) were held per week. In the first two sessions in each week, students in both
groups received whole-class instruction. In the third session, students in the control
group worked face-to-face in dyads using the collaborative learning strategy, and
students in the experimental group worked in dyads online using the iPTC in the
classroom. Chinese achievement scores in the previous semester did not differ sig-
nificantly between the experimental and control groups.
Instruments. Three Curriculum-based Assessment in Chinese language arts (CBA-C)
tests, developed according to curriculum-based assessment principles, were adminis-
tered to the students in both groups at 3-week intervals. All tests consisted of the same
number of questions (32 questions) of the same types (Chinese characters, vocabulary,
and sentence structure). The CBA-C tests were used to evaluate students’ compre-
hension of three lessons in Chinese language arts. Three CBA-C were implemented in
the study.
5.2 Results
Repeated-measures analysis of variance was used to assess the impact of iPTC use on
students’ CBA-C test scores. Overall, students’ CBA-C scores did not differ signifi-
cantly between groups (F = 0.01; Table 2). Students in the experimental group out-
performed those in the control group on questions in the Chinese characters category
(F = 4.48, p < 0.05).
Table 2. Means and standard deviations of CBA-C scores and results of repeated-measures
analysis of variance.
CBA-C test category Experimental group Control group F
x (SD) x (SD)
Overall score 89.75 (1.49) 88.98 (1.43) 0.14
Chinese characters 93.59 (0.94) 90.86 (0.88) 4.48*
Vocabulary 94.81 (1.05) 94.48 (0.99) 0.05
Sentence structure 77.51 (3.39) 80.14 (3.10) 0.33
*p < 0.05.
260 M. Tsuei and H.-W. Huang
The present study revealed significant benefits of the use of a mobile synchronous peer-
tutoring system, which improved children’s Chinese character achievement scores.
Students had very positive attitudes toward iPTC use in the classroom. They were also
satisfied with the usability of the iPTC system. Girls had more positive attitudes than
boys toward the peer learning environment. These results are in agreement with those
of prior work in synchronous peer tutoring [20], and indicate that online peer-mediated
learning can enhance student learning in Chinese language arts, as well as in
mathematics.
In this study, tutor behavior was more frequent than tutee behavior during iPTC
use. Tutees frequently requested that tutors demonstrate the answers to questions, in
contrast to the tutee behavioral patterns observed during online peer tutoring in
mathematics, where indicating errors occurred most frequently [20]. Most questions in
Chinese language arts that were used in the present study required students to hand-
write Chinese characters. When tutees did not remember how to write the characters,
they asked tutors to demonstrate and then tried again. This process explains the more
frequent occurrence of tutors’ demonstration than in mathematics learning. Tutors also
used reward stamps frequently. These tools prompted more instruction from tutors.
Consequently, the present study adds to prior research [22, 23] documenting the effi-
cacy of mobile peer tutoring with structured guidance in the CSCL environment.
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The Effects of Smart Classroom-Based
Instruction on College Students’ Learning
Engagement and Internet Self-efficacy
Abstract. The purpose of this study was to investigate the effects of smart
classroom-based instruction on students’ learning engagement and internet self-
efficacy. A quasi-experiment study was conducted using a sample of 96 fresh-
men from a university in central China. While students in one class employed
the smart classroom-based instructional approach, students in the other class
employed the traditional one. Students in both classes studied the course of
literature texts reading for three months. Students’ pre- and post- surveys
showed that the students with the smart classroom-based instructional approach
had a significantly higher level of learning engagement and internet self-efficacy
than did the students with the traditional one, which indicated that using smart
classroom can increase students’ learning engagement and internet self-efficacy
when cooperated with an appropriate instructional approach.
1 Introduction
As a new form of classroom learning environment and the product of the emerging
information technologies (e.g., Internet of things, cloud computing and big data), the
smart classroom, with deep interaction as its core feature, has been one of the research
hotspots in the field of education (e.g., [1, 2]). It possesses a variety of features, such as
the real-time interaction, environmental control, video monitoring and remote control
[3]. Benefited from these functions and features, the smart classroom has the potential to
enhance demonstration and presentation of instructional materials, to improve the
quality of interactions among teacher, students and learning contents, and to promote
classroom interaction and situational awareness [4]. Moreover, the smart classroom
provides supports for various forms of teaching activities, which can help cultivate
students’ critical and creative thinking [5], and improve students’ problem-solving
abilities and application of information technology as well. Compared with traditional
multimedia classroom, the smart classroom places more emphasis on using participatory
teaching method to promote students’ deep learning and knowledge internalization.
In China, a growing body of teachers are taking several potential advantages of the
smart classroom in classroom instruction, such as improving students’ learning interest
and motivation, enhancing the interaction and creation of classroom instruction. While
a number of empirical researches have been done on the effects of the smart classroom
on students’ learning motivation, attitudes etc., relatively little attention has been paid
on the effects of smart classroom-based instruction on college students’ learning
engagement and internet self-efficacy. Thus, this study takes freshmen of a university
that is located in central China as the targeted participants, with the aim of investigating
the effects of the smart classroom-based instruction on students’ learning engagement
and internet self-efficacy.
2 Literature Review
However, there have been few studies that have addressed the effects of smart
classroom-based instruction on students’ learning engagement and internet self-
efficacy. Therefore, the main purpose of this study will cover the following research
questions:
1. Is there a significant difference in students’ learning engagement between the smart
classroom-based instruction and the traditional lecture-based instruction?
2. Is there a significant difference in students’ internet self-efficacy between the smart
classroom-based instruction and the traditional lecture-based instruction?
3 Method
3.1 Participants
The participants of this study were 96 freshmen majored in Chinese language and
literature from two classes of a university that located in central China. Two classes
were randomly divided into two groups: the experimental group (n = 47) and the
control group (n = 49), with each group consisting of one class.
The same instructor was involved in this study, who taught both the experimental
group and the control group. The instructor was trained to be proficient in using smart
classroom technologies and had substantial teaching experiences and corresponding
pedagogy to conduct instruction in the smart classroom. Illustration of the quasi-
experiment is shown in Table 1.
(Quick Response) code that presented on the TIDs to complete related exercises.
Moreover, the teacher could distribute learning tasks via the cloud-based learning
platform and students could download them as well as additional instructional materials
according to their needs.
Smart classrooms cannot just emphasize the richness of technology, but also
requires a conceptually unique physical design. The physical design of smart class-
rooms should be comfortable and ergonomically appropriate to enable the required
technology utilization, which is critical for shifting away from teacher-centered prac-
tices and toward participatory student-centered learning [23]. Additionally, adequate
amounts of space should be provided to support the utilization of multiple learning
resource formats, including physical textbooks, as well as students’ group work
interactions [24].
Cloud-based Cloud-based
learning IWB/Touch-control learning
platform Teacher Integrated Devices platform
Learning Resource
tasks sharing
Problem- learning Instant Learning Learning Learning
Learning driven interact feedback content tools service Learning
resources tasks
Learning Online
feedback Student help
to satisfy the different needs of students, as well as implementing deep interaction with
students. In addition, the interaction could also happen among students or between
students and the IWB or the TIDs with the help of the built-in learning tools and
learning services of the IWB or TID. Moreover, teachers could provide real-time
feedback and evaluation for students via the IWB and cloud-based learning platform.
What’s more, the smart classroom-based instructional approach was aimed to develop
students’ autonomous, cooperative and inquiry learning ability, as well as their abilities
to think independently and solve problems, with the purpose of helping students to
complete self-construction of knowledge.
The traditional lecture-based instructional approach. The traditional lecture-based
instructional approach refers to the traditional classroom teaching with the jointly use of
projector, screen and chalkboard. Traditional lecture-based instruction is generally
considered as teacher-centered and learning content-oriented, which is promoted by
practices and drills with less classroom interaction between teachers and students. In the
control group of this study, the traditional lecture-based instructional approach was used.
The framework of the traditional lecture-based instructional approach is shown in Fig. 2.
In the traditional lecture-based instructional approach, teachers usually used the
projector to display multimedia teaching resources for students, such as video and
audio files, and various types of documents. Because teachers and students could not
operate and write directly on the projector, and thus they had to write contents on the
chalkboard, by which the interaction between teachers and students could be achieved.
In the traditional lecture-based classroom, the chalkboard was mainly used for the
teacher’s handwriting and students’ answers to exercise questions, while the projector
was used only for the presentation of course material.
Chalkboard
Projector
3.5 Measures
To measure the effects of smart classroom-based instruction on students’ learning
engagement and internet self-efficacy, two scales were employed in this study. One is
the Learning Engagement Scale (LES), and another one is the Internet Self-efficacy
Scale (ISS). The LES was developed by Fredricks et al. (2004) to explore the relation
between the learning environment and students’ behavioral engagement (BE), emo-
tional engagement (EE) and cognitive engagement (CE) [9]. ISS which is developed by
Liang et al. (2011), includes two dimensions: Basic Self-efficacy (BSE) and Advanced
Self-efficacy (ASE) [25].
The LES consists of fifteen items, which are expressed with a five-point Likert
scale, ranging from 1 (strongly disagree) to 5 (strongly agree). A sample item of this
scale in BE dimension is ‘I will attend the class forum discussion’. The ISS consists of
fifteen items, which are also expressed with a five-point Likert scale. A sample item of
this scale in BSE dimension is ‘I feel confident copying text on the Web into word’.
The LES and the ISS were translated into Chinese with the help of two educational
experts. Results from the factor analysis indicated that all the items within the LES fell
into three factors, while the ISS fell into two factors. The reliability alpha for LES in
each dimension was 0.86, 0.78 and 0.90 respectively and the total reliability alpha is
0.94, while the reliability alpha for ISS in each dimension was 0.95 and 0.94
respectively and the total reliability alpha was 0.94, that indicates that the two scales
are deemed to be sufficiently reliable for assess students’ learning engagement and
internet self-efficacy.
3.6 Procedure
All the participants were required to take LES and ISS surveys at the beginning and at
the end of the course. One week before the start of the experiment, the pre-survey was
270 Y. Shi et al.
conducted. After a three-month long teaching experiment, the post-survey was carried
out simultaneously in the two groups. Data analysis was conducted using SPSS
software.
4 Results
Table 2. The results of t-test for students’ LES and ISS scores in the pre-survey
Scale Factor Group t p
Experimental Control group
group (N = 47) (N = 49)
Mean SD Mean SD
LES BE 4.31 0.43 3.97 0.47 3.61 0.000***
EE 4.28 0.50 4.10 0.47 1.87 0.065
CE 4.07 0.54 3.97 0.53 0.96 0.342
ISS BSE 4.35 0.56 4.33 0.39 0.24 0.813
ASE 3.88 0.73 3.82 0.64 0.43 0.670
***
p < 0.001.
Table 3. The results of ANCOVA for students’ LES and ISS scores in the post-survey
Scale Factor Group F p
Experimental group Control group
(N = 39) (N = 42)
Adjusted mean S.E. Adjusted mean S.E.
LES BE 4.50 0.06 3.88 0.06 47.58 0.000***
EE 4.52 0.07 3.83 0.07 53.90 0.000***
CE 4.25 0.08 3.66 0.08 27.12 0.000***
ISS BSE 4.56 0.07 4.30 0.06 7.61 0.007**
ASE 4.09 0.08 3.73 0.07 11.79 0.001***
**
p < 0.01; ***p < 0.001.
The purpose of this study was to investigate the effects of the smart classroom-based
versus traditional lecture-based classroom instruction on students’ learning engagement
and internet self-efficacy. It was found that there were statistically significant differ-
ences on students’ learning engagement and internet self-efficacy between the exper-
imental group and the control group, with the experimental group had significantly
higher scores toward the learning engagement and internet self-efficacy than did the
control group. The result suggested that the smart classroom-based classroom
instruction could improve students’ learning engagement and internet self-efficacy.
The results showed that the smart classroom-based instruction could improve
students’ learning engagement. The results of this study were basically consistent with
those of Zhang et al. (2016)’s research [13]. It might be because the experimental group
students were taught in the smart classroom and they had a more appropriate learning
272 Y. Shi et al.
Acknowledgement. The work was supported by the Fundamental Research Funds for the
Central Universities of Central China Normal University (CCNU16A05037).
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Learners’ Experiences on Role-Playing
Collaborative Learning Supported by ELS:
A Case Study of Virtual Company Program
1 Introduction
Nowadays, the demand for economic and management talents is increasing, and the
demand for their ability is getting higher. However, it is common that in some teaching
activities teachers often just repeat what the book says but never cultivate students’
practical ability, which also becomes the bottleneck of economic and management
education. It leads to the difficulties to meet the requirements of work department and a
long period of adaption in their new jobs for graduates. We hope to solve the problems
above by social practice, but it’s ineffective at the end due to the limitations of the
following conditions. Firstly, the company must keep the business secret, so interns are
unable to penetrate into the operation of the enterprise in depth and integrity. Therefore,
most of the time is spent on the peripheral and simple service jobs, but little is achieved
on the application of professional knowledge and professional skills training. Secondly,
due to the short practice time, students can only contact some links of professional
practice activities, but cannot systematically and completely understand the whole
process of professional practice activities. As a result, most practical activities become
formalistic.
2 Literature Review
2.1 Virtual Company: A Role-Playing Collaborative Learning
Role-play teaching method is a psychosocial technology created by American psy-
chiatrist Moreno (1960). It is to put people in the social position of others temporarily,
and to act according to the way and attitude required by this position, so as to get a
better understanding of their own social roles and others and to learn to perform their
own roles more effectively [1]. At present, it has been widely used in the teaching of
various levels and different contents, and is one of the main forms of collaborative
learning activities.
Virtual Company is the most typical application of role-playing collaborative
learning in the instruction of economic and management. As an instructional model, it
refers to Teaching Co. established by students according to relevant business activities
rules under the guidance of teachers, which originated from Germany. It is regarded as
a kind of business practice teaching model with low cost, less consumption and higher
efficiency [2]. Virtual Company in Germany, economic and management instruction in
different countries is constantly being reformed and innovating, which makes Virtual
Company have various teaching modes in many countries. In 1994, the new form of
practical teaching was introduced to China, and since then some instructional labora-
tories have been set up. But in practical application, there are still some bottlenecks in
the teaching method so it cannot be applied further and extensively.
Learners’ Experiences on Role-Playing Collaborative Learning 277
“collaborative construction” and so on [8]. The model proposed by Wang and Zhu is
used for the evaluation of collaborative process perception [9]. As what the research
have discussed above, learners’ collaborative learning experience will be evaluated
from three aspects: learners’ willingness, perception of collaborative learning process
and perception of collaborative output.
The Technology Acceptance Model (TAM) proposed by American scholar Davis,
was initially used to explore the influence factors of the universal use of computers
[10]. It is now widely used to analyze the reason why users accept a certain kind of
information technology product. In TAM, there are two key factors: perceived use-
fulness and perceived ease of use. The two together determine the user’s attitude to the
use of an information technology product. With perceived usefulness, user’s attitude
affects their willingness and behavior, and their willingness ultimately determines the
use behavior of the product. TAM provides guidance for learners to evaluate their
learning experience of using E-learning space in the Virtual Company Program. What
help (perceived usefulness) or challenge (perceived unease of use) have E-learning
space brought for learners in the process of role-playing collaborative learning?
4 Results
5 Discussion
The study found that the learners obtained a better collaborative learning experience in
the Virtual Company Program supported by E-learning space.
First of all, the design of role-playing collaborative learning activities has been
recognized by the learners, which can fully stimulate their interest in learning and
enable them to generate internal learning motivation [11, 12]. Based on the strong
willingness to participate, they are willing to play hard, although there were certain
difficulties in the process of collaborative learning. Although differences in background
brought communication problems [13], while appealing and collaborative habit were
not yet formed [14, 15], the learners showed voluntary cooperation, willing to share
and contribution.
284 T. Qiu et al.
Secondly, E-learning space plays an important role for better experience. The
information and resources provided the key to the performance support of role playing
cooperative learning activities [16]. However, learners are more likely to use familiar
communication tools than those integrated with tools in space. Although this situation
does not affect the experience, it affects the process records to a certain extent. Even so,
E-learning space supports activity evaluation very well by the display function of
staged results and final results, and plays an important role in generating positive
experience of learning output.
Based on the above research results and practical experience, we propose the
following strategies to improve the learners’ role-playing collaborative learning
experiences supported by E-learning space:
6 Conclusion
Acknowledgments. This work was supported by the grant from Higher Education Reform
Program of Guangdong in 2015 (No. 302).
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Seamless Co-reading System for Collaborative
Group Learning
1 Introduction
Most of commercial online synchronous system can let students and teachers to
communicate and discuss with each other such as Skpye, JoinNet and Adobe Connect.
Some studies demonstrate that students can improve social skills and social con-
sciousness when receiving synchronous learning online [1]. One of the interesting
findings was that distance and location made no difference to the learning strategies
employed during synchronous discussion [2]. This motivates us to use this mechanism
inside classroom to progress the group co-learning. However, as each student watching
the co-learning media on his/her display device such as notebook, smart phone and
tablet, we found that the playing time on each device is not exact the same, called this
problem as synchronous problem. Therefore, we find that the skill of WebSocket can
improve this problem in contrast to the traditional skill.
Cooperative learning has become one of the approaches of learning. Through
collaboration and discussion, every member can understand the learning content to
achieve learning goals. The advantage of cooperative learning is students can improve
abilities of thinking, personal learning motivation, and interpersonal relationship as
well as peer relationship (Slavin 1985) [3]. In this paper, our proposed system not only
can solve the synchronous problem, but also can give the activities of group learning
more correlatively due to the digital communication without any delay.
Nowadays, for instance, Google Classroom is a blended learning platform offering
simple function, such as sharing ideas in chatroom, assigning homework, and grading
homework, respectively. Skype and JoinNet offer an interactive sharing platform but a
weak chatroom. Although Adobe Connect can provide the near-synchronous function
of cooperative learning, it cannot give students a reasonable interactive environment to
feed back their learning interest and difficulty. Therefore, we believe that our proposed
system is an affordable solution to achieve the requirement of seamless learning
activities for group co-learning especially inside the flipped classroom.
2 Literature Review
2.2 WebSocket
WebSocket, standardized by the IETF as RFC 6455 in 2011, is a single TCP con-
nection, which provides full-duplex communication channels. It is easier to exchange
the data between the client and the server via WebSocket because it allows the server
actively to send data to the client [6]. By using WebSocket API, the client and the
server only need a handshake to maintain connection with each other until the con-
nection is closed. Comparing with Hypertext Transfer Protocol, WebSocket launches a
request from not only the client but also the server. Figure 2 shows the illustration of
WebSocket.
and students discussing and solving questions. The teacher interacting with students is
more personalized with guiding instead of lecturing [11–13].
Flipped learning strongly excludes to read videos inside lessons that is a self-
learning model. It emphasizes about how to best use in-class time with students that is a
student-centered model. Actually, flipped learning helps teachers move away from
direct instruction as their primary teaching approach toward a more student-centered
approach [14, 15].
3 System Architecture
Preparatory Stage
• Instructional Planning
• Heterogeneous grouping
• Prepare teaching materials
Activity Stage
1. The teacher teaches students.
2. Students discuss with their teammates.
3. The teacher asks students to answer questions.
4. The teacher gives a score according to the student’s learning performance.
5. The teacher appraises the students’ learning condition.
The teacher can create a positive learning environment for students through making
proper plans contributing to establish specific cooperative learning technique and
laying the foundation for effective teamwork. Based on teaching belief of the teacher,
the arrangement of groups can engage teams in learning interactively [22].
Fig. 6. The teacher’s screen of class Fig. 7. The student’s screen of class
presentations presentations
discussion as shown in Fig. 10. Students can discuss about the film they just watched
as shown in Fig. 11 and the teacher can make the second learning feedback reports
according to the discussion.
5 Conclusions
Compared to Skype, JoinNet and Adobe Connect as shown in Table 1, our system
focuses on the cooperative learning (STAD) in the session in the study. Through
sharing learning videos, students can discuss and share ideas to engage in cooperative
learning. The system also provides the function of handing over the rights of presenter
just as Skype, JoinNet and Adobe Connect, and students can give personal opinions to
the learning material. The teacher creates the session before he or she joins in the
session to upload the teaching video and to set some configurations of the session.
Afterwards, students can preview the video in advance after they join in.
296 C.-T. Chang et al.
Acknowledgements. This work has been supported by the Ministry of Science and Technology
of Taiwan under Grants MOST 106-2511-S-194 -001-MY3 and MOST 105-2511-S-194 -002 -
MY3.
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Improved Flexibility of Learning
Processes
Personalized Word Learning for ESL
Students via Integration of Implicit
and Explicit Profiles
1 Introduction
The importance of word learning in the development of language has been widely
accepted in the educational and linguistic field [5]. In recent years, vocabulary
e-learning systems and applications [1,3,13] have become a vital method for ESL
learners to learn new words with the development of information technologies.
However, it is a challenge to understand each individual student to provide
them with personalized learning experience, since it is difficult to identify various
variables like learning style, language proficiency, knowledge background for each
c Springer International Publishing AG, part of Springer Nature 2018
S. K. S. Cheung et al. (Eds.): ICBL 2018, LNCS 10949, pp. 301–310, 2018.
https://doi.org/10.1007/978-3-319-94505-7_24
302 F. L. Wang et al.
2 Related Work
The research studies about the vocabulary learning system become increas-
ingly popular with the rapid development of the information technologies. Chen
and Chung [1] presented a personalized mobile English vocabulary learning
Personalized Word Learning for ESL Students 303
system based on Item Response Theory and learning memory cycle, which rec-
ommends appropriate English vocabulary for learning according to individual
learner vocabulary ability and memory cycle. Chen and Li [2] proposed a person-
alised context-aware ubiquitous learning system or learning English vocabulary
based on learner location as detected by wireless positioning techniques, learning
time, individual English vocabulary abilities and leisure time, enabling learners
to adapt their learning content to effectively support English vocabulary learn-
ing in a school environment. Loucky [7] proposed a distance vocabulary learning
system by pre-arranging the target vocabulary into bilingual categories under
simpler or common semantic field keywords. Huang et al. [3] developed a ubiq-
uitous English vocabulary learning system to assist students in experiencing a
systematic vocabulary learning process in which ubiquitous technology is used to
develop the system, and video clips are used as the material. Zou et al. [17] adopt
the involvement load hypothesis (ILH) [4] to build ILH-based learning profiles
for personalized learning task generation. This method was further improved by
using the social media data of learners to identify their preferred topics in [13].
More recently, we study the impact of the different word knowledge scales for
the word learning [18] and how to use the explicit learner profiles for facilitating
the learning task recommendations [19].
3 Methodology
In this section, we firstly introduce the implicit and explicit profiling techniques
respectively. Next, we discuss a updating mechanism to adjust the values which
reflect the vocabulary proficiency of each learner in the system and how to
suggest the learning vocabulary to the learners.
The processes of the explicit user profiling have been discussed and elaborated
in our earlier study [19]. Therefore, in this section, we briefly go through the key
notations and definitions for explicit learner profiling processes. The key concept
in the explicit profiling is to depict a learn’s vocabulary knowledge, which can
be formally denoted as a vector of words and the corresponding knowledge levels
of these words.
Definition 1. A learner profile, denoted by Li , is a vector of the value pairs:
where k is the total levels in a vocabulary nest, and the level of word called
word rank r(wa ) is defined as the level of minimal vocabulary set to contain
the wa [19].
The learner can then declare his/her knowledge levels m for the whole vocab-
ulary set to avoid the additional input for each word. The formal definition is
given as follows.
Definition 3. Giving the user-declared knowledge level m, the knowledge level
of εia is obtained by the explicit acquisition function below:
i 1 − αm−r(wa )+1 , r(wa ) ≤ m
εa = (3)
0, r(wa ) > m
where α is a factor to give different weights for words in different levels according
to the user-declared knowledge level m [19].
where the first part is the normalized term frequency for word (term) wj , the sec-
ond one is the inverse document frequency which indicates the uniqueness of word
wj to this document d. Then, we rank the top-s relevant words {w1 , w2 , ..., ws } of
the document d and find the corresponding level of difficulty by a vote function:
s
vote(An ) = 1 − |sign(n − r(wi ))| (5)
i=1
where the sign function is to indicate whether the word rank r(wi ) is equal to n
or not. To be clear, the above part in sum can be transformed to the following
piecewise function:
1, r(wi ) = n
1 − |sign(n − r(wi ))| = (6)
0, r(wi ) = n
By obtaining the difficulty level of this document, we therefore are able to find
out the mastery level εia by the following implicit acquisition function below.
Definition 5. Given learner i, word wa , his/her record di and the grade of
record gdi , the mastery level of εia is obtained by the implicit acquisition func-
tion as:
i gdi − β r (di )−r(wa )+1 , r(wa ) ≤ r (di )
εa = (8)
0, r(wa ) > r (di )
where r(wa ) denotes the rank of wa , r (di ) is the rank of the record di ,β is similar
to α, which is the damping factor to give different degrees of mastery according
to the difficulty levels.
For the learners who have multiple records, we can treat these multiple record as
“a single one” and the learner profile is obtained accordingly. If a learner profile
can be obtained in both explicit and implicit methods, then we can adopt the
profile fusion method (e.g. linear combination) to handle this case.
306 F. L. Wang et al.
With the learner using the system for vocabulary learning, the knowledge lev-
els of each words in the vocabulary will be changed accordingly. Therefore, a
mechanism to update the knowledge levels in the learner profile is necessary. We
propose two kinds of updating methods including time-decayed and feedback-
driven update in this mechanism.
Time-Decayed Update. The learner may lose some information about recent
acquired words if they do not review them, especially for second language (L2)
learners. This observation is intuitive and obvious in the process of vocabu-
lary acquisition. Therefore, we employ the time-decayed update by following the
Ebbinghaus forgetting curve [10] in learner profile manager as:
i
εai |t = e−t/εa (9)
where γ is the penalty/reward factor to the words in the task (γ ∈ [0, 1]), t(wa )
is the result whether the word is retained or not (‘1’ denotes that the word has
been retained in the task, otherwise, ‘0’ is given).
The last step of this model is how to suggest a personalized sequence of vocab-
ulary learning tasks according to the information in the learner profile. We use
the concept of word coverage from our earlier study [13]. This concept word
coverage can be used to identify the learning tasks containing unfamiliar words
to the learner.
Personalized Word Learning for ESL Students 307
where wa is a target vocabulary for learning in the task t, and εia denotes the
knowledge level of the learner [19].
4 Experiments
We have invited 32 ESL students to participate in our experiment. These par-
ticipants have the language proficient with around IELTS Band 5.0, and we
randomly divided them into two groups with equal group members. The setting
of these two groups are detailed as follows.
– Control Group. The control group only adopts the explicit method intro-
duced in the Sect. 3.1 to obtain their knowledge levels for all vocabulary in
the system. The setting of control group is almost the same to our earlier
study about the explicit profiling method [19].
– Experimental Group. The experimental uses the integrated method to
consolidate explicit and implicit profiles. For simplicity in this preliminary
study, we set the weights of two profiles as equal to 0.5, and adopt the linear
combination method (weighted average).
The overall process of the experiments is consisted of three stages. First of all,
a pre-test containing 20 target words is conducted to all participants to ensure
they have least knowledge at the beginning of the experiment. The second stage
is the learning processes, the learning tasks we adopted in the system follow
the design, content and assessment criteria in [15,16]. In each cycle of the task
learning, two tasks with the maximal unfamiliarity in the system are suggested,
and the participant will select one of them. The tasks are set to be very short,
which can be completed within 10 mins. The participants will learn about 10
learning tasks within two days. The final stage is a post-test to examine the
knowledge of participants about these 20 target words.
The pre-test and post-test results are shown in Fig. 2. We can observe that
both group have little knowledge about the target words in the first step (3.3
and 3.2 respectively). We have conduct the significant test among two groups
for the pre-test and found that t > 0.1 (i.e., there is no significant differences).
While the average score of control group in the post-test is 9.4, whereas the
experimental group obtained the mean of 10.2 in the post-test. The significant
test is also conducted and we find that t < 0.05 indicating there is significant
differences among two groups. In other words, the fusion of the explicit and
implicit profiles can reflect the vocabulary proficiency in a more accurate way.
308 F. L. Wang et al.
Fig. 2. The pre-test and post-test results in control and experimental group
5 Conclusion
Acknowledgement. The work described in this paper was fully supported by the
Start-Up Research Grant (RG 54/2017-2018R) of The Education University of Hong
Kong and the Innovation and Technology Fund (Project No. GHP/022/17GD) from the
Innovation and Technology Commission of the Government of the Hong Kong Special
Administrative Region.
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The Application Model of Wearable Devices
in Physical Education
1 Background
Before PE class, students’ basic information data, such as height, weight and grade,
are collected into the backstage and connected to the corresponding wearable devices.
The wearable devices used in this article is called “love buckle health” (product model:
CoCoQCB2). The wearable wristbands are mainly applied to buckle students’ health
data. By collecting students in real time heart rate data with bracelet, and then through
433M or Bluetooth wireless transmission technology, the devices transmit the data to
the server, the server generates the data processing of large data analysis results and
suggestions, which would be sent to user terminals.
During students’ exercise process, wearable devices collect students’ movement
data. Then the collected data will be transmitted to the backstage through wireless
access point. Next, the backstage analyzes the collected data and imports results into
the system. After the certain processing, the system sends the data to user terminals.
During the PE class, teachers can view students exercise data, such as the maxi-
mum heart rate, heart rate, heart rate index, etc. through computer, mobile devices.
Besides, the data can also be derived through the terminal after class for further
analysis.
In WST mode, data collected by wearable devices is processed and analyzed by the
system platform, and it is presented on the website, mobile devices and other terminal
devices. For PE teachers, it’s possible to know students’ sports data timely, understand
students’ exercise load, and realize students’ safety more accurately.
The Application Model of Wearable Devices in Physical Education 315
Average Heart Rate: the average heart rate refers to average heart rate in the whole
PE class, and it is appropriate in 130–170 times/min in exercise period. Average heart
x1 þ xn
þ x2 þ x3 þ þ xn1
rate ¼ 2
n1 . xn means the nth real time heart rate for 3 min.
Maximum Heart Rate: the maximum heart rate refers to the maximum heart rate of
students in the whole PE class, generally not more than 200 times/min.
Heart Rate Index: the heart rate index refers to the ratio of the average heart rate to
the quiet heart rate. The calculation formula is the heart rate index = average heart
rate/quiet heart rate. The quiet heart rate value is when students keep quiet from 5 to
10 min. The suitable heart rate index value is 1.6–1.8 for exercise load.
Heart Rate Curve: the system platform can generate a student’s heart rate curve of
the whole class and 10 min after class. The diagram takes time as a horizontal coor-
dinate, and the heart rate is a longitudinal coordinate. According to the change of the
curve, it is easy to evaluate whether the sports load is suitable. It is qualified that the
peak of the heart rate curve appears in the middle part of the basic part in class [19].
3.3 Procedure
The experiment was carried out for three days. Day 1 is the pre-experiment for the aim
of testing whether the hand ring and the platform could be used normally. Day 2 and
Day 3 are for the formal experiment. The specific process is as follows:
(1) Before class, Students in Class A and Class B wear bracelets 5–10 min to measure
the students’ quiet heart rate.
(2) On the formal teaching stage, all students complete a 45 min course in accordance
with the requirements of the PE teacher. The observation of teachers in class, the
use of traditional methods to measure students’ pulse will be the reference.
(3) After class, students continue to wear wearable devices (bracelet) for about
10 min and fill in the RPE scale.
4 Data Analysis
Data analysis includes two parts: Part 1 is the analysis of data collected by wearable
devices and exercise load reference value. Part 2 is comparison analysis of the data
collected by wearable devices (bracelet) and students’ pulse data collected by tradi-
tional way of measurement. The pulse data is collected from a boy and a girl.
The Application Model of Wearable Devices in Physical Education 317
The heart rate data of these two days are similar. Below are the heart rate curve of
Day 1 and day 2 in class A.
Table 2 shows the heart rate data of Day 1 and day 2 in class B (Fig. 4).
The heart rate data of these two days are also similar. Below are the heart rate curve
of Day 1 and day 2 in class B.
From above data, student’s heart rate doesn’t show consistency, and it seems
relatively messy. The reason may be students’ movement is by group, and each
physical activity interval is about 1 min. For example, students take less than 1 min to
318 R. Miao et al.
complete running, while the data is collected by 3 min, namely the bracelet probably
cannot collect the maximum heart rate of student’s movement because of slightly
longer time interval, so as to result in heart rate deviation.
Comparing the heart rate index of Class A and B, it is found that the heart rate
index measured by wearable devices is much lower than that of exercise standard
1.6–1.8. Through interviewing teachers, they think that the minimum heart rate of
students may be 180 times per minute during activity, that is, the data collected by
wearable devices is also lower than the teacher’s empirical judgement.
In order to explore possible reasons, we compare the students’ RPE scale. In the
pre-experiment, 55% of the students think that the basic part of the class is a little
stronger. On Day 1, the students’ data are partially missing. On Day 2, 45% students
believe that the strength of the basic part of PE class is suitable, a little strong or strong.
Comparing data collected by wearable devices, teachers’ experience, students’ RPE
scale and exercise standard, both teachers and students think exercise load is appro-
priate, it should be suitable for standard movement, that is, the heart rate index should
be between 1.6–1.8, and the heart rate data collected by wearable devices may be
lower.
Table 3. Data collected by wearable devices and pulse measured by traditional way
Fig. 5. Comparison of data collected by wearable devices and pulse measured by traditional
way of a male student and a female student
By comparing the heart rate data with pulse data, we find that the data of wearable
devices is not accurate, it is necessary to improve the accuracy of measured data.
This study explores the application model of wearable devices in PE class through the
quasi experiment. Through analyzing data, we discuss rationality of the application
model of wearable devices in PE class and how to improve the function in this model.
320 R. Miao et al.
time interval between data acquisition is recommended in 1 min and the bracelet needs
to continuously improve data accuracy. On the basis of ensuring the stability of data
acquisition, the time interval of data measurement and transmission can be shortened.
Furthermore, this research only uses the heart rate as the main index to judge the
exercise load of students, other indicators, such as step number, trajectory may also be
used in class. At the same time, for different types and age groups, wearable devices
can help us test and analyze whether there are differences in reference standards of
exercise load. The application of wearable devices to be used in other courses is also
the direction of the future study.
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Develop the Interactive Feedback Portfolio
System with iBeacon Technology Applied
in Flipped Classroom Learning Activities
1 Introduction
In the classroom, how to gain students’ engagement and immediate feedback is a critical
research for blended learning [1]. Especially, within higher education, it is an emerging
event to develop the appropriate or easy-operation tools for instructors and students.
Nowadays, Kahoot, which is an eLearning tool, was developed to support the kind of
classroom learning. Its easy operations can support the learning activities of higher
education classrooms. Therefore, one of merits of using Kahoot is that instructors and
students can save training time for classroom learning. A feature of designing Kahoot is
to add instructional-game fashion. Articles indicate that involving instructional games in
the design of learning environments can effectively reach educational goals [2]. The
benefits of using Kahoot in classrooms in higher education for teachers and students are
to quickly get real-time feedbacks students sent on quizzes, and to enjoyably participate
in the kind of highly interactive activity in classroom, respectively. Moreover, the results
of surveys on quizzes according to students’ feedbacks mentioned above can be used in
tailoring teachers’ instructional designs or appropriate disciplines.
Another eLearning tool, ZUVIO, for getting immediate feedbacks students offer is
an online interactive platform while teaching and learning [3]. Its purpose is to promote
instructional quality and students’ participation. Teachers start to carry out quizzes in
classroom. Subsequently, students utilize various digital devices such as smartphones,
tablets, or computers, to immediately provide their answers to questions in quizzes [4].
However, several limits of using Kahoot in classroom learning are given as follows.
First, it offers no students identifications to have a difficulty to trace their learning
achievements when performing personal learning. Second, it is inappropriate to support
the class with many students in classroom due to a limit for students, in the rear region
of the classroom, who almost unclearly watch the content on the front screen. Third,
students need to type data such as URLs of web servers and pin numbers on their
smartphones before starting to answer questions. Moreover, it just shows the final
results of students’ answer for when time slot of replying each question is expired.
Unfortunately, there is no the function of dynamically displaying temporary real-time
results of answers students reply during answering each question. As a result, its design
lacks the competition-like learning strategy while answering question. Furthermore,
students cannot query their answers they ever replied, and also assessments results of
answers students offer. Finally, it ignores to keep accumulative results of students’
answers for each question in its cloud space. Consequently, it cannot provide appro-
priate cloud services via computing these accumulative results of students’ answers.
Regarding to ZUVIO, there are limits of using it in classroom learning, which are
provided as follows. First, it cannot make sure students’ presence in classroom. Second,
it cannot show questions in the front screen in classroom. Therefore, its design lacks
instructional games and competition-like learning strategies. Note that some limits for
ZUVIO are skipped here due to the same as using Kahoot. Table 1 presents compar-
ison results of these two tools in terms of several factors including student identifi-
cation, detection of student presence in classroom, typing data before answering
questions, dynamically displaying real-time results, questions display, accumulative
results of students’ answers for each question, and getting assessment results.
Develop the Interactive Feedback Portfolio System 325
Table 1. Comparison results of these three tools in terms of several factors while involving
them in classroom learning.
Limits Kahoot Zuvio IFEP
Student identification Anonymous Require students’ Require students’
identification while identification while
using APPs using APPs
Students’ presence in Yes No Yes. Students’ APP scan
classroom iBeacon devices set up at
classroom
Integrating instructional Yes No Yes
games in the system
design
Providing competition- Yes No Yes
like learning while
answering question
Typing some data for Require to type URL and No. It uses APPs to No. APPs scan iBeacon
answering question pin number before answer questions devices set up at
answering questions classroom, and then
trigger off a
corresponding link saved
in iBeacon cloud space
Dynamically displaying No. After answering No. A question sheet is Yes
temporary real-time each question, the sent to students’
results during answering system shows results of APP. The results of
each question students’ answers students’ answers for the
question sheet are
displayed when finishing
answering questions
Questions displayed in Yes. A disadvantage of No Yes. Questions are not
the front screen in its design is that students only are displayed in the
classroom in the rear area of the front screen but also are
classroom have a pushed on students’
difficulty to see smartphones
questions
Accumulative results of No. A need to have No Yes
students’ answers for accumulative results for
each question are each question via
restored in cloud space computing assessment
of the system results for each question
on each time
Students can query their No Yes Yes
assessments results of
students’ answers and
answers they ever replied
System’s cloud space No Yes Yes
also has a copy of the
assessment results for
each question sheet and
questions in the sheet
326 H.-H. Tsai et al.
2 Backgrounds
2.1 WebSocket
Websocket is a communication protocol over TCP, which is specified in the specifi-
cation of HTML5. In the traditional HTTP protocol, clients have to connect the web
server first, and then web server send web files to clients’ web browsers. Moreover,
client users require to renew web pages manually, and then the new contents of the web
page are sent to clients’ web browsers to renew the web page.
Once websocket connections or sessions are set up between client and server, data
transformation by two-way communication. When new contents of web pages are
updated, the sever can actively push new contents to clients’ web browsers. Therefore,
a main benefit of using websocket technology is that clients do not need renew web
pages manually by a polling way. The purpose of this websocket technology is to offer
a mechanism for browser-based applications that need two-way communication with
servers that does not depend on opening multiple HTTP connections (e.g., using
XMLHttpRequest or <iframe>s and long polling) [5–7].
Question
description
Items
Student’s
App
26
20
15 rise
10
A B C D
Items (answers)
Recently, flipped classroom strategy can be applied for promoting the interaction of
classroom or blended learning. Therefore, the IFEP system offers the function of
automatically calculating students’ presence in classroom via scanning iBeacon devices
set up in classroom in advance or before class time. The IFEP system provides teachers
with the records of students’ presence in classroom. It saves time for teachers who have
a need to perform the roll-call procedure in classroom. Accordingly, teachers have
more time to proceed other learning activities. Moreover, Malone proposed three
categories, challenge, fantasy, and curiosity, for the essential characteristics of good
computer games and enjoyable situations [11]. Here these three categories are applied
in the design of the IFEP system for performing quizzes in classroom.
Develop the Interactive Feedback Portfolio System 329
• For the challenge, students will wait for displaying unknown questions on front
screen and their smartphone.
• For fantasy, the temporary real-time histograms of students’ answers can be dis-
played on the front screen. A timer not only is exhibited in the screen but also is
pushed on students’ smartphones.
• For curiosity, the APP shows color buttons for touching as inputs and different
sounds for the correct or incorrect result for students’ responses. Additionally, the
IFEP system provides sounds while continuously displaying temporary real-time
histogram of students’ answers on screen.
Therefore, the design mentioned above has an attempt to attract students’ interests
to enjoy quizzes activities so as to increase more interaction in classroom learning to
support flipped-classroom learning.
In the paper, an instructional design is proposed for applying flipped classroom in class
room learning in higher education, which can be supported by the IFEP system. Fig-
ure 4 illustrates the learning procedure of the instructional design. Here the course for
experimental instruction is data structure. Up to now, the system just is exploited in the
support of teaching the course while applying flipped classroom. There are twenty
participants who join in the experimental instruction for the learning procedure.
Therefore, only some examples for the use of the IFEP system in the learning proce-
dure can be presented here. The instructional scenario is to suppose instructor already
assigns readings or learning units to students as homework before class. Students have
to study these learning units outside class time before class. Instructor utilize quizzes
for these learning units to perform high interaction within class time for reviewing
learning materials (Fig. 5).
Fig. 4. The learning procedure of applying flipped classroom in classroom learning in higher
education, which can be supported by the IFEP system for blended learning.
Develop the Interactive Feedback Portfolio System 331
Fig. 5. (a) and (b) show question managements; (c) and (d) display the screen shots of students’
APP while waiting for questions instructor will push within a short time; (e) illustrates question-
sheet managements including triggering to push questions; (f) shows the screen shots of students’
APP while answering questions; (g) illustrates the front screen in classroom, which displays
continuous changes of histograms of temporary students’ answers and a counting-down timer.
332 H.-H. Tsai et al.
5 Conclusions
The IFEP system with iBeacon technology has proposed in the paper, which can be
used in blended learning to support the flipped classroom learning activities. The use of
the IFEP system promotes high interaction in classroom learning for conducting
quizzes. It makes teachers can save roll-call time because students’ presence in class-
room can be obtained automatically by detecting iBeacon devices. Therefore, teachers
have more time to promote interactions in classroom. The designs of the IFEP system
mainly follow the guideline categories of developing instructional games and
competition-like learning strategy. As a result, the operations the IFEP system offers
are like to play game and to do competitions, which can attract students to engage in
the quiz activity for classroom learning. In the future study, the instructional experi-
ments will be continuous and carries out questionnaires to prove the perceived learning
effects of applying the IFEP system in flipped classroom for blended learning.
Acknowledgments. This work has been supported by the Ministry of Science and Technology
of Taiwan under Contract nos. MOST 105-2511-S-150-003-MY2, 105-2511-S-194-002-MY3,
105-2511-S-194-001, and 106-2813-C-150-027-U.
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Promoting English Pronunciation via Mobile
Devices-Based Automatic Speech Evaluation
(ASE) Technology
1 Introduction
Language is the key tool of communication and the correctness of pronunciation and
intonation is directly related to the validity of communication. A good pronunciation is
the key to mastery of a new language, and that to master any language, one only needs
to master 50%–90% of its grammar and 1% of its vocabulary while he must master
100% of its knowledge on pronunciation (Gimson 1980). Therefore, phonetics
teaching, which is the basis, plays an essential role in English teaching process.
Meanwhile, English teaching in junior middle school in China is right the elementary
stage of English teaching, indicating that English phonetics teaching in junior middle
school forms the basis of the whole English teaching system.
However, there are still many limitations in present phonetics teaching in middle
schools. Pronunciation teaching in China is always based on several kinds of practice in
the textbook such as syllables, sentences and intonation, and the phonetics teaching
procedure in a class is usually carried out in a pattern that the teacher reads as
© Springer International Publishing AG, part of Springer Nature 2018
S. K. S. Cheung et al. (Eds.): ICBL 2018, LNCS 10949, pp. 333–343, 2018.
https://doi.org/10.1007/978-3-319-94505-7_27
334 X. Liu et al.
demonstration, the students read after that and then the teacher checks and gives
feedbacks (Li et al. 2017). In this pattern, there are obvious limitations in time and
space for learners. Another factor is due to large-scale of English class with usually
more than 50 students. Without specific feedbacks from the teacher based on individual
student’s problems, it is hard for students to improve Pronunciation by themselves.
Fortunately, with the development of technology, Automatic Speech Assessment
Technology has been developed quickly, which leads to the development of many
intelligent imitating-speaking applications for English learning based on this kind of
technology (Teng et al. 2016). With these applications, after learners read after the
sentences by imitation, they can get immediate feedbacks on their pronunciation and
intonation, and a score will be given by the applications as well. Therefore, applying
these applications to phonetics teaching is hopefully to promote learning validity.
However, the problem lies only in the effectiveness of promoting learners’ pronunci-
ation and intonation. This is also the aim of present study.
2 Literature Review
Learning English phonetics by imitating and speaking is a learning method that has
gained great attention for a long time. Stern (1970) pointed out that the most funda-
mental and effective way in English phonetics teaching is imitation, which can not only
be seen as the basis of making proper responses, but also the first step to reinforce
habits of pronouncing. However, traditional “imitating-speaking” phonetics learning
mode can only help learners to vaguely perceive some conspicuous characteristics like
high pitch and stress acoustically, but cannot help learners accurately master the fre-
quently changing intonation of the target language. In “imitating-speaking” led by their
English teacher, the teacher plays the role as a pronunciation model most of the time.
While students are practicing by imitating tapes, they need instructions and feedbacks
which are always not available.
Fortunately, as the modern information technologies develop rapidly, the mod-
ernization of education has also been greatly developed. Many technologies have been
applied to the development of learning software or applications, such as Automatic
Speech Recognition and Automatic Speech Evaluation (ASE) which can help to give
automatic feedbacks to learners. As a result, in addition to teaching knowledge to
students in a traditional way, many English teachers also instruct students to learn
English after class on the internet.
What’s more, during the past decade, technologies of developing mobile devices
and mobile internet are being improved at a high speed, and many scholars are trying to
apply mobile technologies to English teaching. Mobile Assisted Language Learning
(MALL) becomes one of the hottest issues in education. Mobile devices like smart-
phones and tablet PCs (pads) make MALL possible (Duman and Gedik 2014).
As a result, technology-aided phonetics teaching is drawing more and more
attention from scholars and much research has been done on it. For example, some
researchers have made researches on speech visualization-based phonetics teaching.
Zhou and Zhang (2006) carries out a research on the fluency of English speaking aided
by Cool Edit. Xie (2007) uses Speech Analyzer to study sound recognition in English
Promoting English Pronunciation via ASE Technology 335
phonetics teaching and sensitiveness on the difference between English and Chinese.
Zhuang and Bu (2011) researches on the effect of using Praat on improving correctness
of college students’ pronunciation. Liu et al. (2013) carries out a study on speech
visualization-based “imitating-speaking” phonetics teaching and proved its effective-
ness on improving learners’ pronunciation. Researches have also been made on
effectiveness of some other technology-aided phonetics teaching. Xu (2010) proves the
effectiveness of ASR-based online software on phoneme teaching. In addition, Sha
(2005) points out that the automatic speech recognition and assessment technologies
mainly focus on segmental features instead of supra-segmental features, which implies
that there are not only advantages but also limitations in teaching phonetics in MALL.
Sun and Yang (2012) makes a research into the guiding standards of phonetics teaching
in MALL from the aspect of feedback, affirming the value of intelligent timely feed-
backs for “imitating-speaking” learning pattern, and also providing suggestions for the
design of scientific feedbacks of these kinds of applications.
To conclude, traditional phonetics teaching by “imitating-speaking” are proved to
be an effective way in phonetics teaching, and technology-aided phonetics teaching is
also hopefully effective. Considering the limitations of traditional “imitating-speaking”
learning mode and the advantages of present ASE-based mobile learning applications,
it’s important to find out whether or not this learning method can help to improve
students’ pronunciation and intonation positively.
The study aims at examining the effect of using ASE in English phonetics teaching by
analyzing students’ performance on pronunciation, and tries to reveal the value of
applying such kind of technology to English phonetics teaching. Based on the aim of
the study, the following research questions are designed:
(1) Will the ASE-based “imitating-speaking” phonetics learning mode help to
improve students’ accuracy of pronunciation and intonation?
(2) If yes, what strategies are employed in it?
At the very beginning of this research, it involves 36 students from Class 1, Grade 7
as the experimental group and 46 students from Class 6, Grade 7 as the control group in
a junior middle school of Guangzhou, China. After an analysis on their past perfor-
mance in speaking English and their performance on the pre-test, only 32 students from
each class are chosen for the experiment. When the experiment is being carried out,
they have been in Grade 7 for just less than one month.
The reason why we choose these two classes for the experiment is mainly that they
are in the charge of the same English teacher and Class 6 is also a parallel class in the
grade. Moreover, since their English teacher is the head-teacher of Class 1, Class 1 is
chosen as the experimental group for controlling convenience. And the reason why we
only choose 32 out of all the students in each class for the experiment is that only those
students are active in the experiment with mobile devices available at home.
This study applies the learning app Fluent English in teaching English phonetics and
examines whether this app can help to improve students’ pronunciation and intonation
336 X. Liu et al.
in speaking English, by comparing their performance on pretest before using the app
with their performance on post-test after practicing with the app for about two months.
All the recording and data from the pre-test, post-test and intervention process are
studied and analyzed by adopting quantitative approaches and qualitative approaches.
In this experiment, the following instruments are used.
(1) The smartphone app Fluent English. The intelligent “imitating-speaking” learning
mode is perfectly designed in this app. It is based on the ASE Technology, in
which students can listen to a great number of dialogues, read after the dialogues,
and then some feedbacks on students’ pronunciation and a score will be given.
While learners are using it for learning, it can show how learners’ performances
are by changing different parts of the reading materials into different colors (Green
represents good pronunciation, black represents not-bad pronunciation and red
represents wrong pronunciation). What’s more, a score is given by the app, which
takes both pronunciation and intonation into consideration and shows learners’
total performance. Learners can correct their mistakes with the immediate feed-
back they get from the app. The whole practicing process is designed in the form
of finishing tasks of training and passing rounds. If a learner still fails to read right
although he/she has listened to and imitated the original recordings for many
times, he/she can ask for help by posing questions to other learners on the app,
and make discussion on the questions.
(2) A pre-test and a post-test. These two tests are designed in the form of speaking
practice to know their performance on speaking before and after the training. The
tests consist of some dialogues and a passage for students to read.
All the scores of every test are marked by the students’ English teacher and all the
data collected are analyzed by using statistics software SPSS 19.0 and MS Excel.
Table 3. The result of the T-test for the total scores of pre-test
Group N Mean Std. deviation t Sig. (2-tailed)
Experimental 32 14.3125 1.52268 0.044 0.965
Control 32 14.2969 1.30049
*p < 0.05
(2) Intonation: as Table 5 shows, the experimental group’s mean score is 0.80 points
higher than the control group and the Sig (2-tailed) is 0.00 (<0.05), indicating the
difference between the two groups on intonation is significant, which proves that
the “imitating-speaking” learning mode based on the automatic speech assessment
technology is good for improving learner’s intonation.
(3) Total effect: According to Table 6, experimental group’s mean score is 1.78
points higher than the control group when their standard deviations alter little. The
Sig (2-tailed) is 0.00 (<0.05), indicating the difference between the two groups on
intonation is significant, which suggests that the “imitating-speaking” learning
mode based on the automatic speech assessment technology can help to improve
learners speaking ability concerning their pronunciation and intonation.
Table 6. The Result of the T-test for the total scores of Post-test
Group N Mean Std. deviation t Sig. (2-tailed)
Experimental 32 16.8281 0.92987 7.671 0.000
Control 32 15.0469 0.92770
*p < 0.05
According to the above data analysis, the answer to the first question of the study is
clear: ASE-based “imitating-speaking” can help to improve learners’ pronunciation and
intonation.
4.3 Discussion
4.3.1 Benefits
According to the experiment and what have been analyzed above, the distinct results of
the experimental group and control group suggests that apps like Fluent English
designed with the “imitating-speaking” phonetics learning mode based on the auto-
matic speech assessment technology can be a useful tool to improve students’ per-
formance on pronunciation and intonation.
It can be seen from the research that there are many benefits in learning phonetics
using the intelligent “imitating-speaking” mode such as using Fluent English. Some
definite benefits will be listed taking Fluent English as an example. First of all, the app
provides varieties of listening materials of different levels for learners. Learners can
independently choose practicing materials according to their interests and their learning
Promoting English Pronunciation via ASE Technology 339
levels. The pronunciation and intonation of the listening materials in the app are
accurate and normative, avoiding the situation that students are misled by inaccurate
pronunciation and intonation. Second, visual immediate feedbacks are available while
learners are using the app, helping students to correct their mistakes and improve their
pronunciation at once. What’s more, there is no need for students to worry about
embarrassment caused by immediate feedbacks like in traditional classrooms, thus
increasing learners’ confidence and willingness in speaking. Third, learners can com-
municate with other learners on the app and be better awarded of others’ progress by
listening to others’ practicing recordings, which makes learners more eager to make
progress themselves. In addition, most learners agree that learning phonetics in this
way is very interesting. Forth, the teacher can share learning materials to students in
case that some students are not active and initiative in the learning, and monitor
students’ learning situation. Last but not least, learners can learn whenever and
wherever they want to learn, leaving behind the problem in traditional learning that
students can only learn and get feedbacks in school
Repetition and reinforcement: in the app, the user has endless chances to listen to
original recordings and to record his/her own recordings. Before getting a satisfying
score, he/she must listen and read over and over again until mastering the pronunciation
and intonation to a certain degree. During this process, good pronunciation will also be
reinforced for many times. This strategy implies that English teachers should attach
importance to repetition of imitating and reading in daily phonetics teaching, and that
feedbacks should be timely and specific. For example, during teaching English pho-
netics symbols, frequent repetition of reading symbols taught newly should be
emphasized. For symbols taught days even months ago, scientific plans for repetition
should be organized by the teacher for reinforcement. In other words, symbols newly
340 X. Liu et al.
taught need continuos reinforcement while symbols taught previously need interval
reinforcement. The same rule should also be applied to teaching other phonetics ele-
ments. What’s more, mistakes should be pointed out each time.
Visualization: after each imitating, immediate visual feedbacks will be given to users,
with which they can easily know how their performance is and what should be focused
on in next imitating (see Fig. 4.2). This strategy suggests that feedbacks can be visually
simply comprehensible. For example, in daily phonetics teaching, if a student makes
good pronunciation, the teacher can show admiration by nodding or smiling at him/her.
If a student makes bad or wrong pronunciation, the teacher can frown a little to inform
him/her there is imperfectness in their pronunciation. Visual feedbacks like nodding,
smiling or frowning are good visual feedbacks in phonetics teaching as they can be
easily understood.
Resourcing: while practicing, if the user finds it difficult to read some words right or
get a satisfying score although he/she has imitated the original recording for many
times, he/she can ask other users online by posing a question (see Fig. 4.3 & 4.4).
Discussion also can be made on the question between the user and other users. The
process of asking for help is the process of using resource strategy. In daily phonetics
teaching, teachers also need to cultivate students’ awareness of using resource strategy
and remind students to ask for help when they have questions. Online dictionaries,
teachers and classmates are all resource of help. To train students’ ability of using
resourcing strategy for help in phonetics teaching, when a student comes to the teacher
for help, the teacher can even sometimes deliberately refuse to answer and ask the
student to solve the problem by himself/herself, reminding him/her of some other ways
of getting help.
Small-pacing: different users have different proficiency in phonetics learning, so users’
learning pace will be different from each other. Users can design their own learning
schedule according to their own situation and reach their goals steps by steps. One user
may only practice a course for only once and manages to pass the round, while another
user may practice a course for more than five times before passing the round. This
strategy shows that it is good for English teachers to help students evaluate themselves
correctly and to make learning plans which are divided into many small plans with
small goals according to students’ own level. For example, for students who are very
poor in pronunciation, the teacher should pay more attention to guide them. These
students may feel hard to catch up with daily teaching, needing individual extra help
from the teacher. Goals set for their learning should be simpler and reachable. Before
making a great progress, a series of small goals will be made for it. The teacher should
assist these students to make leaning plans one by one and help also should be offered
to realize the goals.
Task-taking: as can be seen in Fig. 4.5, practicing is taking tasks. The practicing is
designed in the form of finishing tasks of training and passing rounds. This strategy
implies that English teachers should take advantage of giving different definite inter-
esting tasks to students in order to keep students’ learning motivation. Task-based
competition is also helpful in phonetics teaching. For example, group work can be used
in phonetics teaching. Tasks like reading dialogue can be given to all the groups.
Promoting English Pronunciation via ASE Technology 341
Each member of each group should take a role and some groups will be invited to
perform in front of the whole class. In order to make a better performance, members of
a group have to help each other with pronouncing problems. In this task-taking process,
students may feel more interested and competitive.
Self-encouraging: the system gives the learners who finish daily task a certain number
of stars which can be used like money on the app to buy learning resources provided on
the online store of the app. The level of the user in the app will also be higher if he/she
gets more stars. These will cause users’ motivation to practice more and can be
regarded as the employment of self-encouraging. This strategy shows that English
teachers can establish a system of praise in daily phonetics teaching to encourage
students to practice more and make more progress. For example, in class of low grades,
teachers can give the whole class a series of extra practicing tasks like reading dia-
logues or passages with good pronunciation and intonation to the teacher, and make the
rule that students are free to choose to do the tasks or not. Each time a student finishes
reading a task with satisfying pronunciation, he/she can get a prize such as a star stick
from the teacher. A certain number of stars can be exchanged for a better prize. In this
process, students who are active in learning may be greatly encouraged and keep
improving to get more admiration. But the form of praise should be scientific, con-
sidering students’ regulation of physical and mental development. Too much or
insufficient prizes are both unacceptable.
It is shown in the above study that the use of Fluent English does make English
phonetics teaching more interesting and effective, and brings positive acceleration for
students’ English speaking. Answers for the questions put forward before the experi-
ment are very clear: ASE-based “imitating-speaking” can help to improve students’
accuracy of pronunciation and intonation, and the strategies employed in the app are
mainly repetition, reinforcement, visualization, resourcing, small-pacing, task-taking
and self-encouragement. Although there are still a few limitations of apps like Fluent
English in phonetics learning, it plays an essential and significant role in improving
students’ pronunciation and intonation and rising students’ awareness of speaking well.
This learning mode can not only help to improve students’ pronunciation and
intonation, but also can help to solve some present problems of phonetics teaching.
Students can get immediate specific feedbacks while speaking instead of only general
feedbacks from the English teacher which may not be very helpful for some students.
What’s more, puzzlements caused by some teachers who are not good enough in
phonetics themselves can be solved to a certain extent. By using ASE-based “imitating-
speaking” phonetics learning mode, the effectiveness of phonetics teaching will be
greatly increased, offering more freedom for both students and teachers. Besides, mobile
phones or pads are becoming more and more common, making the application of this
learning mode more possible. Most importantly, with technology being developed
rapidly, more and more phonetics learning apps applying this learning mode will be
developed, offering more interesting learning materials and experience for learners.
342 X. Liu et al.
Nevertheless, although Mobile learning is becoming more and more popular, apps
with “imitating-speaking” learning mode based on ASE technology has not been
widely used for teaching English phonetics. Even some teachers have never heard of it
before or have no idea of taking advantages of them in their daily teaching. The current
situation may result from some limitations of applying these kinds of learning apps to
phonetics teaching. For one thing, it requires the support of mobile devices and
wireless internet. Although mobile devices and wireless internet are becoming more
common in normal families, still some students have no access to them. Besides, some
parents are not willing to let their children use mobile devices everyday out of worries
that their children may use the devices to do things that are not related with study. For
other thing, such teaching requires teachers to do extra work after school which
occupies teachers’ private time.
To conclude, the application of the ASE-based “imitating-speaking” to phonetics
teaching in junior middle school can give students more opportunities to speak English
with feedbacks. It also offers adequate listening resources to them, solving the problem
of students who generally have no idea of where to find appropriate listening and
speaking materials. In spite of some limitations of using this learning mode presently, it
still can be a good helper in training students’ pronunciation and intonation if condi-
tions permit. Its future is also promising as technology and economics develop fast.
Acknowledgment. This paper is the result of the following funds: South China Normal
University scientific research foundation for fostering junior teachers in social science (13SK04);
Guangdong Higher Education Teaching Reform Project 2015 No. 204; Guangdong “13th Five-
Year” Plan Co-funded Project of Philosophy & Social Science (GD16XWW25). The research is
also supported by Beijing Competency Edu-Tech Institute. The corresponding author of the
paper is Manfei Xu.
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Open Educational Resources
Design Guidelines for Mobile MOOC
Learning—An Empirical Study
Abstract. With the popularity and convenience of smart phones and Internet,
more and more users participate in MOOC (Massive Open Online Courses) via
mobile phones or tablet computers. Thus how to design MOOC for mobile
learning deserves theoretical study and practical exploration. Based on the
review of related literature and the assessment of the APPs provided by six
mostly used MOOC platforms, we proposed six guidelines for the mobile
MOOC design, i.e. clear navigation, simple layout, linear display, harmonious
coloring, smooth video, and full interaction. To verify the rationality of those
guidelines, we designed a corresponding survey to investigate the learners’
perception and attitude toward the six guidelines implemented in one MOOC in
China. The analysis of the survey result demonstrates that the MOOC learners
believed those guidelines are valuable in mobile MOOC design and helpful for
MOOC learning.
1 Introduction
propose the design guidelines for mobile MOOC, and survey the MOOC learners about
their attitude and feeling about those guidelines.
2 Related Work
Because the application (APP) installed in smart phones and tablet computers is the
main approach of the users to access MOOCs, this study examined the APPs of
common MOOC platforms.
Design Guidelines for Mobile MOOC Learning—An Empirical Study 349
On third March 2016, we tested the APPS of six typical and popular MOOC
platforms in China, i.e. XuetangX, NetEase Open Course, Chinese University MOOC,
Coursera, edX, and Udacity. The used test client was a smart phone Huawei TAG-
AL00. Its screen resolution is 1280 720 pixels, its operating system is Android 5.1,
and the network is WIFI. The test result is shown in Table 1.
From Table 1 we can see both common and specific features in different MOOC
platforms.
Regarding the download statistics, NetEase Open Course, Chinese Univer-
sity MOOC and Coursera reached millions of downloads, followed by XuetangX and
Udacity, and edX had the least downloads.
Regarding the functionality, in the homepage three functions are all included: My
course, course search.
Regarding the course number, Coursera had most course collections, followed by
XuetangX, Chinese University MOOC, edX, and Udacity had the least courses.
NetEase Open Course’s video resource was the richest.
Based on the evaluating index for mobile MOOC proposed by Hu (2015), we designed
the evaluation rubric for mobile APPs for MOOCs. It had 3 first-level indexes and 11
second-level items. The first level indexes include course feature, user experience and
system feature.
Three student volunteers were enrolled to use this rubric to evaluate the APPs of six
MOOC platforms. Every student used his or her own smart phone to test the APPs. The
phones’ spec is listed in Table 2.
Three volunteers were required to fill in a survey to express their experience of
using the Apps to learn the MOOC. Each of the 11 items was measured by the
volunteers with the 5-points Likert scale, with 5 as the excellent experience, 4 as very
good, 3 as ordinary, 2 as bad and 1 as the worst experience.
The three indexes and 11 items, score means of each item for the six MOOCs given
by the volunteers are listed in Table 3. The survey result demonstrates both common
and specific features of the APPs of different MOOC platforms felt by the respondents.
Regarding course features, most courses in Coursera and edX were provided by the
world-class elite universities, with high-quality and enormous resources; many courses
in XuetangX were provided by the professors from Tsinghua-University, one of the top
universities in China, and some were provided by overseas universities. Most courses
of Chinese University MOOC came from leading universities in China with high-
quality. The video courses in NetEase Open Course had various providers and thus
uneven qualities. The courses in Udacity had the least quantity and the simplest
classification, i.e. computer programming course, many of which supplied guidance on
hands-on programming experiment.
Regarding user experience, Chinese University MOOC and Coursera had the most
participation tools, while edX had the least tools. Except Udacity and edX, the interface
of other MOOC APPs was clear and simple. The interaction function of NetEase Open
Table 1. APP features of common MOOC platforms in China
350
Course, Coursera Chinese University MOOC was better. Except Udacity, all the
other APPs supported personalized user setting.
Regarding the compatibility, responsiveness and supportiveness, the three APPS
from Chinese providers, i.e. NetEase Open Course, Chinese University MOOC
XuetangX, were all advantaged over the three APPS from foreign providers, i.e.
Coursera, Udacity and edX. After installation the three Chinese APPs could be per-
fectly adapted to the phone OS and screen, run without any error, play videos fluently
without any pause and caching. The system’s feedback to users’ question was fast and
guaranteed. The APPs was updated timely. The three foreign APPs needed more time
of caching by video playing and often paused by playing videos. Except edX and
Udacity the other four APPs were easy to be used.
Overall, NetEase Open Course had the highest score, followed by XuetangX,
Chinese University MOOC, Coursera, Udacity, and the edX had the lowest score.
The majority of courses in Udacity were about computer programming and needed
practice with personal computer which could not be implemented in phones. So the
videos in Udacity were just general introduction.
The videos from edX were difficult to be watched mainly because many videos
were stored in YouTube and could not be visited by Chinese users.
352 J. Jia and B. Zhang
Based on the above investigation of existing MOOC platforms and the user experience
about using the APPs of those platforms, we propose six guidelines guiding the design
of mobile MOOC. They are clear navigation, simple layout, linear display, harmonious
coloring, smooth video, and full interaction.
Guideline One: clear navigation. Because smart phones have a smaller screen, and
the MOOC has many learning resources and activities, a clear navigation is helpful for
the user to find the needed content and function easily and quickly, and to be con-
centrated on the content and function, rather than on searching. Moreover, a clear
navigation is also useful for the platform administrators to manage the modules more
efficiently. For the clear navigation, three functions should be included in the home-
page: course search, course classification, and my courses. Upcoming courses can also
be added to the homepage to announce in advance some upcoming courses.
Guideline two: simple layout. Only necessary elements should be displayed in the
layout so that the learner can be focused on the learning content or activity displayed in
the small screen.
Guideline three: linear display. All the learning resources and activities including
videos, assignment, reading materials etc. should be organized with the order of
teaching weeks or content chapters, and linearly displayed in the screen. Through this
way the learner can browse all the contents quickly.
Guideline four: smooth video. Lecture video is the most important form of the
learning content in MOOCs, and watching video should provide the learner the feeling
like listening to the teachers in the classroom. So the smooth video can lead to good
user experience, and interrupted video will result in bad user experience. The forwards
and backwards function should also be included in the video player so that the learner
can watch the video with his or her own pace. Subtitles with different languages should
also be selectable for the videos spoken in a foreign language.
Guideline five: harmonious colors. For the mobile screen, interface colors should be
arranged reasonably from the point view of aesthetic foundation, and highlight the key
content and functions by using eye-catching colors or a higher contrast color layout, for
example with black background and white texts.
Guideline six: full interaction. Online forum should be included in the MOOC
APPs so that the learner can post and reply to others’ post at any time via text input or
even through voice speech. This kind of online communication and discussion can not
only push the learners to think in more depth and more width, but also provide them
with the chance to exchange their emotion and feeling.
Because the design guidelines were proposed just based on the test result of APPs from
six MOOC platforms done by just three volunteers, their reliability and validity need to
be confirmed by a larger number of MOOC learners. Therefore we introduced those
Design Guidelines for Mobile MOOC Learning—An Empirical Study 353
guidelines to one lecturer Mr. Yang who held one MOOC in “Chinese University
MOOC” platform in July 2016, and asked him to consider those guidelines for the
design and implementation of his MOOC, “Micro Lecture design and creation”.
The website of this MOOC is the following:
http://www.icourse163.org/course/icourse-1001555013?tid=1001628022#/info
This MOOC lasted 5 weeks, and could be accessed either via web browser or
mobile APP, which was tested by us in Sects. 3 and 4. There were four components in
the APP just as discovered in the pilot test in Sect. 3: announcement, courseware,
examination and discussion forum.
By the end of the MOOC, i.e. in August 2016, we designed an anonymous web-
based survey to investigate the learners’ attitude toward the design guidelines of
MOOC. The survey is comprised of three parts: the first part is the learners’ demo-
graphic data, the second part is the learners’ attitude toward the degree that the MOOC
followed the design guidelines, and the third part is the learners’ feeling about the
MOOC APPs they used. All the eight items in the second part and seven items in the
third part were measured by the volunteers with the 5-points Likert scale, with 1 as the
strongly agree, 2 as agree, 3 as neutral, 4 as not agree and 5 as strongly not agree.
We received 504 valid answers from the MOOC learners. Now we introduce the
descriptive statistics of the answers.
In the first part, the learners’ demographic data included their gender, age, and
MOOC experience. Males counted 203 (40.3%), while females counted 301 (59.7%).
The average age was 36.7.
The average number of MOOCs the learners had taken part in was 2.8. It can be
inferred that most learners had learned two or three MOOCs and their survey answers
were representative. Among 504 learners, 189 used smart phones and 157 used tablet
computers for the MOOC learning. The learners using mobile clients counted 346
(68.7%). The other 158 learners (31.3%) used desktop or notebook computers to learn
MOOC. Mobile learners counted more than two-thirds of MOOC population and were
the majority of MOOC learners.
For the second and third part of the survey containing 15 5-points Likert answer
items, reliability and validity test were done with SPSS. For the reliability test,
Cronbach’s Alpha was 0.969 so that the survey answers’ reliability was very good. For
the structural validity, the KMO (Kaiser-Meyer-Olkin) value was 0.960, and the sig-
nificance of Bartlett Ball test was 0.000. So the structural validity of the survey answers
was also very good.
The first five items in the second part corresponded to the first five design guide-
lines for mobile MOOC. The last three items were full lecturer-learner interaction, full
learner-learner interaction and full human-computer interaction, and they were the
concrete form of the sixth guideline “full interaction”. The means and standard devi-
ations of the learners’ answers to the eight items are listed in Table 4.
All the means of the learners’ answers to the eight items were not greater than 2
which represented the agreeable level. It can be inferred that most learners of this
MOOC agreed that the design of this MOOC obey the six guidelines of mobile MOOC
proposed by us.
354 J. Jia and B. Zhang
Table 4. The means and standard deviations of the learners’ answers to the items in second part
Clear Simple Linear Smooth Harmonious Lecturer- Learner- Human-
navigation layout display video color learner learner computer
interaction interaction interaction
Mean 1.8 1.8 1.8 1.8 1.7 2.0 2.0 2.0
Std. .78 .76 .75 .81 .75 .88 .87 .84
dev.
Table 5. The means and standard deviations of the learners’ answers to the items in third part
Preference Easiness Stableness Responsiveness Personalization Easiness to Compatibility
to use to use change
functions
Mean 2.0 1.8 1.8 1.9 1.9 1.9 1.9
Std. 1.00 .80 .80 .82 .82 .82 .82
dev.
All the means of the learners’ answers to the seven items were less than 2 which
represented the agreeable level. Therefore most learners of this MOOC agreed that the
this MOOC was easy to use, stable, responsive, compatible, and supported
personalization.
Table 6. T-test of answer differences from two groups to the questions in the second part
Group Mean Std. dev. t Sig. (two sides)
Clear navigation 1 1.7 .677 9.588 .000
2 2.1 .878
Simple layout 1 1.7 .676 3.621 .000
2 2.0 .861
Linear display 1 1.6 .651 9.589 .000
2 2.2 .849
Smooth video 1 1.6 .710 7.757 .000
2 2.1 .895
Harmonious color 1 1.6 .652 3.985 .000
2 2.0 .862
Lecturer-learner interaction 1 1.9 .859 2.441 .001
2 2.2 .907
Learner-learner interaction 1 1.9 .849 .712 .000
2 2.2 .871
Human-computer interaction 1 1.9 .783 6.867 .000
2 2.2 .896
Design Guidelines for Mobile MOOC Learning—An Empirical Study 355
Table 7. T-test of answer differences from two groups to the questions in the third part
Group Mean Std. dev. t Sig. (two sides)
Preference to use 1 1.7 .870 6.769 .000
2 2.6 .994
Easiness to change functions 1 1.7 .721 14.682 .000
2 2.2 .896
Easiness to use 1 1.7 .696 14.674 .000
2 2.2 .902
Stability 1 1.6 .692 15.858 .000
2 2.2 .902
Responsiveness 1 1.7 .724 11.801 .000
2 2.2 .901
Compatibility 1 1.7 .735 11.053 .000
2 2.2 .904
Personalization 1 1.7 .743 7.385 .000
2 2.2 .895
In order to find the difference between the learners using mobile clients and those
using traditional computers, we divided the learners into two groups, Group 1 with
mobile clients (N = 346, 68.7%) and Group 2 with PC or tablet computers (N = 158,
31.3%). We used independent sample T-test to analyze the difference of the two
groups’ answers to the items in second part and third part. The analysis result shows
that the mobile client group’s answer means to all items are less than that of non-mobile
group at statistically significant level (p < 0.05), as shown in Tables 6 and 7. This
result implies that the MOOC learners using smartphone and other mobile equipment
recognized the six design guidelines more highly than the MOOC learners using
personal computers and other traditional equipment, thus perceived more easiness and
usefulness from the mobile MOOC learning.
Based on the review of related literature and the assessment of the APPs provided by
six mostly used MOOC platforms, we proposed six guidelines for the mobile MOOC
design, i.e. clear navigation, simple layout, linear display, harmonious coloring, smooth
video, and full interaction. To verify the rationality of those guidelines, we designed a
corresponding survey to investigate the learners’ perception and attitude toward the six
guidelines implemented in one MOOC in China. The analysis of the survey result
demonstrates that the MOOC learners believed those guidelines are valuable in mobile
MOOC design and helpful for MOOC learning.
While more and more learners in China and all over the world are participating in
MOOCs through smart phones, tablet computers and other mobile clients, MOOC
platform designer and administrators, and MOOC lecturers should consider how to
orient the MOOC design to the mobile learners. The six design guidelines suggested by
this paper could serve a reference for those in charge of MOOC platform and MOOCs.
356 J. Jia and B. Zhang
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Article ID 4
Perceived Usefulness of Open Educational
Resources Between Full-Time
and Distance-Learning Students
Simon K. S. Cheung(&)
1 Introduction
The public internet and world-wide-web came into existence in the 1990s. After two
decades, a vast volume of online resources have been openly available to the public
through the internet. Examples are the online news, online magazines, online e-books,
online games, images, audio and video clips, etc. Out of these online resources, some
are educational resources such as online e-books, online courses and online learning
tools, openly available for teaching and learning purposes. They are generally called
open educational resources or OER. According to the Organization for Economic
Cooperation and Development, OER is formally defined as the “digitized materials
offered freely and openly for educators, students, and self-learners to use and re-use for
teaching, learning and research” [1]. OER have been recognized as a major source of
materials for teaching and learning at all levels, from primary and secondary education
to higher education. They are used in both the traditional classroom-based learning, and
distance-learning and online learning.
Like many online resources in the internet, OER contents are continuously growing
at a compound rate. There are indeed a number of driving forces behind. First, the
internet offers a very convenient means for openly sharing OER to the general public.
Second, the broad penetration of information and communication technologies makes
the access to the internet very convenient and well affordable. Third, the prevalence of
digital culture enables the wide acceptance of using electronic form of learning
materials to complement to traditional learning [2, 3]. Fourth, the development of
standard open licensing options, such as the Creative Commons [4], simplifies the
handling of copyrights for using, reusing, revising and sharing OER [5]. Fifth, official
policies on the adoption of OER have been established at both the government and
institution levels [6].
Although OER for primary and secondary education have become well available,
the majority of the available OER basically aims for higher education. For the vast
volume of OER in the Internet, Cheung, et al. attempted to categorize OER for higher
education as open courseware, open online courses, open e-books, and open-source
learning software and tools [7]. Open courseware refer to the self-contained course
materials which are organized for a course of study, usually through self-study, such as
OpenCourseWare [8], OpenLearn [9] and iTunes U [10]. Open online courses refer to
the online courses openly and freely accessible through the Internet. They differ from
open courseware because of allowing online interactions between the teachers and
students. Massive open online courses or MOOCs, such as EdX [11], Coursera [12] and
FutureLearn [13], are examples. Open e-books cover textbooks and reference books that
are accessible online and downloadable for offline usage. Examples are OpenStar CNX
[14], College Open Textbooks Collaborative [15] and Project Gutenberg [16]. Open-
source learning tools include online dictionaries, encyclopedia, and learning platforms,
such as Wikipedia [17], Wiktionary [18], and G-Suite for Education [19].
Following the author’s previous study on the distance-learning students’ perception
on the usefulness of OER in last year [20], this paper continues to investigate the same
topic, but with updated figures and a special focus on comparing the perceived use-
fulness between full-time and distance-learning students. It is based on a survey carried
out at the Open University of Hong Kong, which offers undergraduate and postgraduate
programmes, in both full-time and distance-learning modes. The survey was conducted
in the beginning of the academic year 2017–18 to two separate sets of undergraduate
students, full-time students and distance-learning students, through online question-
naires. The students were asked on the frequency of accessing OER and the general
perception on the usefulness of different categories of OER, as well as the concerns on
the shortcoming of OER. Based on the survey results, the students’ general perception is
analyzed, and the perceived usefulness is compared between full-time and distance-
learning students. The results devise some findings on how OER can be effectively used
by full-time and distance-learning undergraduate students for learning purposes.
The rest of this paper is organized as follows. Section 2 is an overview of OER for
teaching and learning. Section 3 reports the above-mentioned survey in details. Sec-
tion 4 summarizes the key findings from the survey results. Section 5 concludes this
paper with some discussion.
Perceived Usefulness of OER Between Full-Time and Distance-Learning Students 359
This section provides an overview of OER, based on the categorization of OER for
higher education by Cheung et al. [7]. For teaching and learning in higher education,
OER can be categorized as open courseware, open online courses, open e-books, and
open-source learning software and tools, as follows.
Open courseware are completed sets of self-contained course materials or learning
materials in electronic format. The contents are coherently organized for a course of
study. Open courseware are usually offered by higher education institutions and open
learning institutions by openly sharing some of their existing courseware or learning
materials. Therefore, they are primarily designed for the offering institutions. OCW,
OpenLearn and iTunes U are some representative examples [8–10]. OCW provides
learning materials of 2,400 courses, mainly from the Massachusetts Institute of
Technology [8]. Similar to OCW, the Open University in the United Kingdom offers
open and free learning materials of almost 1,000 courses on its OpenLearn platform [9].
The iTunes U was launched by Apple for universities to deliver open and free
university-level learning materials, which are mainly lectures, tutorials and demon-
stratives in audio and video formats [10].
Open online courses are by nature online courses, but freely and openly available
for the general public through the internet. They include massive open online courses
or MOOC, offered by many world-class universities. Not only offering the necessary
course materials, open online courses also allow some online interaction between the
teachers and students. Enrollment is required, and the courses are basically instructor-
led online courses in a virtual classroom setting. A number of well-known MOOC,
such as EdX, Coursea and FutureLearn [11–13]. Launched in 2012 by the Harvard
University and the Massachusetts Institute of Technology, EdX becomes MOOC
platform offering over 1,000 open online courses of over 90 renowned universities
around the world [11]. Similar to the EdX, Coursera is another MOOC platform
offering over 2,000 open online courses from 149 higher education institutions [12].
FutureLearn is a MOOC platform launched by a group of higher education institutions
in the United Kingdom [13]. Hundreds of open online courses are offered by the
institutions together with other partners.
Open e-books are by nature e-books, covering textbooks, reference books, and
other books relevant to the study. They are openly and freely accessible online, and
downloadable for offline reading through some e-book readers. Open e-books provide
textual and graphical contents as the traditional printed books, as well as the digital
contents such as multimedia and interactive elements [21, 22]. Openstar CNX, College
Open Textbooks Collaborative and Project Gutenberg are some representative exam-
ples [14–16]. Initiated by the Rice University, Openstar CNX offers open e-textbooks
at the post-secondary level in Mathematics, Science, Social Sciences and Humanities
[14]. The College Open Textbooks Collaborative is a consortium of 29 educational
organizations to offering hundreds of open textbooks, which are being used by over
2,000 colleges [15]. Project Gutenberg is another well-established platform offering
open e-books which can be read online, or downloaded in various formats, including
360 S. K. S. Cheung
e-Pub and Kindle [16]. Most of the open e-books were previously published e-books by
bona fide publishers and proof-read by volunteers.
The last category refers to the open-source learning software and tools, which are
different from open courseware, open online courses or open e-books. They are online
tools or open-source software that support teaching and learning, such as online dic-
tionaries and other online learning tools, as well as open platforms for individual
learning and collaborative learning. Wikipedia, Wiktionary, and G-Suite for Education
are some representative examples [17–19]. Wikipedia is a well-known multilingual,
web-based and free-content encyclopedia platform for openly editable contents, con-
tributed collaboratively by anonymous volunteers [17]. Similar to the Wikipedia,
Wiktionary is an open online dictionary which collects over 5 million English words, 3
million French words, and 1 million words in other languages [18]. Offered by Google,
G-Suite is a bundle of open and free applications as well as online cloud storage for
learning purposes [19].
This section reports a survey on the perception of the usefulness of OER for learning
purposes. The survey was separately conducted to the full-time and distance-learning
undergraduate students at the Open University of Hong Kong in the beginning of the
academic year 2017–18.
Founded in 1989, the Open University of Hong Kong is a well-established public
university in Hong Kong that offers undergraduate and postgraduate programmes, in
both full-time and distance-learning modes [23]. In December 2017, an e-mail was sent
to two randomly selected sets of students from all undergraduate programmes, one
being the full-time students and the other being the distance-learning students, inviting
them to complete an online questionnaires. The online questionnaire consists of 3 parts.
In the first part, the students were asked on the frequency of accessing OER, and the
general perception on the usefulness of OER for different learning purposes. The
second part focus on the perception on the usefulness of each category of OER for
different learning purposes, while the third part focus on the concerns about the
shortcomings of OER.
For the survey, a total of 356 and 293 valid responses were received from the full-
time and part-time students respectively. The survey results are reported, separately for
full-time and distance-learning students, as follows.
Table 2 shows the full-time students’ overall perception on the usefulness of OER,
where the majority (over 70%) generally consider OER very useful or useful for being
used to supplement the existing course materials and do assignments or projects. About
half generally consider OER very useful or useful for being used to prepare tests or
examinations. Table 3 shows the figures on the distance-learning students. The
majority (over 70%) generally consider OER very useful or useful, not only for being
used to supplement the existing course materials and do assignments or projects but
also to acquire more knowledge as learning reference.
On open online courses, Table 6 shows the full-time students’ perception while
Table 7 shows the distance-learning students’ perception. It is shown in Table 6 that
about half (38% to 59%) of full-time students generally consider open online courses
very useful or useful. However, for distance-learning students, as shown in Table 7,
more than half (50% to 72%) generally consider open online courses very useful or
useful, in particular, the massive open online courses (self-contained full courses) and
open online tutorials on specific topics.
Perceived Usefulness of OER Between Full-Time and Distance-Learning Students 363
On open e-books, Table 8 shows the full-time students’ perception while Table 9
shows the distance-learning students’ perception. They have the commonality that the
majority (over 70%) generally consider different types of open e-books (including self-
contained textbooks and self-contained reference books) very useful or useful for
learning purposes, except open e-journals, e-journals or e-magazines.
Table 10. Full-time students’ perception on the usefulness of open learning tools.
Types of open learning tools Very Useful Neutral Less Not
useful useful useful
Open online dictionaries or encyclopedia 43% 26% 23% 5% 3%
Online anti-plagiarism checker and grammar 37% 28% 22% 8% 6%
checker
Other open learning software (mind map, slide 28% 32% 24% 11% 4%
builder, etc.)
Online learning platform for self or 27% 30% 30% 10% 3%
collaborative learning
more students have concerns on the accuracy and comprehensiveness than others, as
reflected in the percentages – 61% of full-time students and 57% of distance-learning
students strongly agree or agree that the contents may not be accurate; 56% of full-time
students and 51% of distance-learning students strongly agree or agree that the contents
may not be comprehensive.
5 Conclusion
OER have been widely adopted, especially in higher education. Vast amount of OER
contents are available in the internet, and the contents are continuously growing at a
compound rate. It is of no doubt that OER benefits both teaching and learning. This
paper reports a survey recently carried out at the Open University of Hong Kong on the
students’ perceived usefulness of using different categories of OER for learning pur-
poses. The results are analyzed with a focus on comparing the students’ perception
between full-time and distance-learning students.
It is found that OER are generally considered useful by both full-time and distance-
learning students, especially as to supplement the existing course materials and do
assignments or projects. In particular, open courseware and course materials, e-books,
and online dictionaries or encyclopedia are well adopted for learning purposes. It is
also found that more distance-learning students than full-time students consider open
online courses and open collaborative learning platform useful for learning purposes.
This probably reflects that distance-learning students lack some lecture-type learning
experience and collaborative learning experience, on which OER can be effectively
used as supplements. Finally, the accuracy and comprehensiveness of OER contents are
still the students’ key concerns. These findings would serve a practical reference in the
adoption of OER for teaching and learning.
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effective teaching and learning. In: Lam, J., Li, K.C., Cheung, S.K.S., Wang, F.L. (eds.) ICT
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opportunities and challenges. In: Li, K.C., Wang, F.L., Yuen, K.S., Cheung, S.K.S., Kwan,
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25. Camilleri, A.F., Ehlers, U.D. Pawlowski, J.: State of the Art Review of Quality Issues
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Centre, European Commission (2014)
Students’ Evaluation of SkELL: The ‘Sketch
Engine for Language Learning’
With the development of various online language learning resources readily available
to students, the introduction of authentic language data into mainstream language
classroom is steadily becoming an inevitable innovation. While the benefits of these
technologies have widely been discussed, their actual utility remains limited due to the
various challenges associated with learning how to operate these technologies in
classroom settings. One such tool for looking up authentic language data in English is a
concordancer. The British National Corpus (BNC) and the Corpus of Contemporary
American English (COCA) are two catalogues of authentic English that are accessible
online, where a keyword search returns a series of concordance lines. This layout
makes it easy for users to compare many instances of a keyword’s use across many
contexts. Concordancers have a long history of being used as reference tools to help
students correct their lexical and grammatical mistakes in writing courses [1–3]. They
also help students learn different complicated rules without providing them with
detailed explanations of words and grammar [4]. In addition, this assists students in
enhancing their autonomous and independent learning [5, 6], which results in
encouraging them to get actively involved in their language learning [7]. Unfortunately,
one of the problems associated with using online corpora is their usability and narrow
functionality. For example, these two concordancers provide incomplete sentences and
no ability to search the wider context of an individual search result. This, and other
such limitations, lead to difficulties producing effective teaching materials or methods
from concordancers, requiring instructors to employ innovative strategies to make full
use of them, or to make them accessible to their students. Recent studies have sug-
gested that online educational materials have played important roles in developing their
lifelong language skills [8]. Therefore, more research should be conducted on the
effectiveness of user-friendly corpora for various groups of students, including strate-
gies for choosing a corpus indexer which matches their needs and preferences. Giving
students’ an active role in evaluating corpora tools may be one such way to achieve this
goal.
Research Background and SkELL
SkELL (Sketch Engine for Language Learning) [9] is a relatively new web-based tool
largely containing English (https://skell.sketchengine.co.uk/run.cgi/skell). The tool
provides a search engine which returns example sentences containing the search term,
as well as collocations and related terms. The corpus indexed is the entire catalogue of
articles from the English Wikipedia website [10]. Since this is a reference tool it is
believed to be effective for both instructors teaching and students learning English [10].
2 Experimental Study
2.1 Participants
The students of this study (n = 26) were lower intermediate Japanese undergraduate
students of English in an English course. They were full-time female students between
the age of eighteen and twenty-two. The course was offered by the Faculty of
Humanities and it was a semester-long blended course providing both a traditional
face-to-face and online environment. The course was offered once a week for ninety
minutes in a computer lab. The aim of this course was to improve their four skills
(reading, speaking, listening and writing) focusing specifically on reading skills.
Although students were used to the traditional language learning approach taken in
a large lecture-type classroom where the teacher tended to adopt predominately
textbook-based teacher-directed instruction [13], the majority of them had general
experience in using computers in the classroom. In addition, all the students had been
using the Internet and mobiles in their everyday lives. However, they had no experi-
ence in online independent language learning in or beyond the conventional classroom
in secondary school where English curricula are exam-oriented.
In Japan, English examination typically involves multiple-choice questions and the
Grammar-Translation model, which requires students to translate English to Japanese
and vice versa [14]. Students are also accustomed to rote-memorization of words,
phrases and grammatical points are taught in isolation without clear contexts, which is
the most efficient approach to achieving success in their exams. This marriage between
teaching methodology and examinations generally makes English assessment in Japan
straight-forward and predictable for both teachers and students, but it is widely con-
sidered to be ineffective for developing communication ability [15].
While the course in this study was considered to be a reading course, and not one
focused on improving communication directly, students were still encouraged to work
together and discuss their learning as they worked with SkELL. However, the primary
goal in working with SkELL was to supplement their attempts to read and interpret
their textbooks using the online resource to create paraphrases or new sentences with
Students’ Evaluation of SkELL: The ‘Sketch Engine for Language Learning’ 371
target words and phrases. Of the 26 students, only four had experience using online
dictionaries, and none had experience using SkELL before they took this course.
The results presented in Table 2 show students had mixed opinions on the use-
fulness of SkELL in their English studies. They scored SkELL marginally higher than
online dictionaries in terms of its usability and efficiency when they study English,
however its features did not contribute strongly to their attitudes towards their overall
English language studies. But in both cases opinions are not strong, as indicated by
respective means and standard deviations of (6.5 ± 1.9) (5.5 ± 1.8).
Table 3 shows the students’ preferred components of SkELL. The results indicate
that students valued the appropriate length of the example sentences provided by
SkELL (7.4 ± 1.7). However, calculations from the data set reveals only approxi-
mately 27% of students were confident they had learnt how the target words and
phrases were to be used in context. Furthermore, approximately half of the students in
this project thought using SkELL alone as a reference tool was not sufficient to improve
their language skills.
Students were divided on whether or not they thought using SkELL in secondary
school was appropriate (6.6 ± 2.4), with the wide deviation resulting from students
either strongly agreeing or disagreeing with the notion, with few who were undecided.
In terms of language skills gained by using this tool, while improvements were felt in
Students’ Evaluation of SkELL: The ‘Sketch Engine for Language Learning’ 373
both areas, students generally felt it improved their reading skills more than their
speaking skills (7.2 ± 1.6 and 6.4 ± 1.5 respectively).
Five students mentioned the advantage of learning how the target words and
phrases are used in different contexts.
Drawbacks
Again, not all students responded, written comments of those who did shed further light
on the major problem students emphasized was the difficulty experienced in under-
standing the meaning of sentences. Just over half of the students stated that reading
example sentences was cumbersome because they needed to consult dictionaries for the
meanings of unknown words. One of the students stated as follows:
There were other students who had problems with shortness of sentences and the
resultant lack of context as follows:
“Each sentence is too short for me to learn how the target words and
phrases are used. I wanted to read the sentences in their original
sources.”
“Due to shortness of example sentences, those with pronouns made it
extremely difficult for me to imagine the context in which the target
expressions are used.”
In addition, there were also students who were less impressed by the usability of the
interface, including a few who struggled with the large numbers of sentences, in
contrast to the majority of their classmates:
Students’ Evaluation of SkELL: The ‘Sketch Engine for Language Learning’ 375
“Since there are different ways of using SkELL it’ll take time for me to
get accustomed to it.”
Three students also wanted SkELL to provide them with Japanese translations of
the example sentences.
4 Discussion
The project in this study was introduced on an experimental basis and therefore no
well-organized learner training was offered. However, the findings and the comments
provided by the students indicate that the majority valued SkELL. The primary utility
praised was the number of sentences provided per search. These presented various
word combinations which students never encountered in their everyday situations, nor
in their textbooks. The questionnaire results regarding the efficacy of the sentences
presented by SkELL suggested that many students benefitted from the advantages of
being able to examine collocations in many sentences, as well as identify co-occurring
words and phrases. For the majority of students this helped them to understand how the
target words and expressions are used in context.
On the other hand, a small majority of students expressed their difficulty dealing
with the many unknown words included in the sentences their searches returned. In
addition, some students were confused by sentences including pronouns because the
isolated sentences did not provide the relevant antecedents. This habit of looking at for
these antecedents is highly problematic, and indicative of students having been
required to reliably identify these nouns as part of their assessment in secondary-
school. However, a pronoun can be provided without giving it any clear antecedent and
be used to refer to an entire preceding phrase or clause instead of one clear noun
antecedent. Therefore, having students practice imaging what these pronouns might be
referring to is one way to overcome this drawback of SkELL, and help students begin
to analyse difficult sentences with many unknown words more inductively.
While most students saw the large number of example sentences as a benefit, a
smaller number experienced the opposite, and found the large number overwhelming.
However, even these students were persistent in their desire to utilize SkELL, pre-
sumably because they appreciated the opportunity to learn about the various ways in
which the words could be used - something that was unavailable to them during
secondary school. In fact, if the relationship between students’ views on SkELL and
376 Y. Hirata and Y. Hirata
5 Conclusion
This study examined how Japanese university students of English made use of and
evaluated SkELL as part of their course of study. In this pilot study, the number of
students who used the tool was too small to draw any concrete conclusions. However,
the findings of this study provide new and important insights into how instructors might
encourage students to fully utilize this or similar tools in their classrooms. The results
reveal that SkELL has good potential to broaden students’ English language learning
experiences through various authentic language examples. In addition, tools like
SkELL provide ample opportunities to develop more authentic materials and classroom
activities. For example, students can contextualize the sentences by creating their own
original stories and dialogues, or they can practice target expressions by rewriting or
expanding the sentences with other words they’re learning. Other ideas include
encouraging students to find useful combinations of words and phrases for using in
various conversational settings. Further in-depth research based on a larger scale study
will be conducted to gain a more comprehensive understanding of how SkELL could
effectively be implemented in language classes. Apart from an increased sample size,
this larger study should include both male and female students, with demographic data
provided for responses to both open and closed questions, as well as include actual
learning outcomes. This will help instructors draw more reasonable conclusions
regarding the further possibilities for effective utilization of authentic language data in
the classroom.
References
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self-access concordancing tool? In: Higher Education in a Changing World: Proceed-
ings HERDSA, pp. 56–92. Higher Education Research and Development Society of
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French. ReCALL 16(1), 158–172 (2004)
3. Frankenberg-Garcia, A.: Learners’ use of corpus examples. Int. J. Lexicogr. 25(3), 273–296
(2012)
4. Hunston, S.: Corpora in Applied Linguistics. Cambridge University Press, Cambridge
(2002)
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5. Boulton, A., Carter-Thomas, S., Rowley-Jolivet, E.: Issues in corpus-informed research and
learning in ESP. In: Boulton, A., Carter-Thomas, S., Rowley-Jolivet, E. (eds.) Corpus-
Informed Research and Learning in ESP. Issues and Applications. J. Benjamins, Amsterdam
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(eds.) Supporting Independent Learning in the 21st Century, Proceedings of the Second
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Association Oceania, Auckland (2005)
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Routledge Handbook of Corpus Linguistics, pp. 345–358. Routledge, New York (2010)
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Rychlý, P. (eds.) Proceedings of Recent Advances in Slavonic Natural Language Processing,
RASLAN, pp. 63–70 (2014)
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Harlow (2008)
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(1997)
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centred curriculum development. Lang. Teach. 28(6), 11–16 (2004)
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change. ELT J. 69(3), 239–248 (2015)
15. Aspinall, R.W.: International Education Policy in Japan in an Age of Globalization and Risk.
Global Oriental, Leiden (2013)
Performance Evaluation of ICT-Based
Teaching and Learning in Higher Education
1 Introduction
We raise two questions here: Does ICT performance meet people’s expectations,
and how should we evaluate the return on investment (ROI) in higher education?
Administrators, teachers, students, parents, and researchers all hold different opinions.
There is a tremendous discrepancy in measuring the input and output of ICT in edu-
cation. Moreover, not enough concern has been placed on the performance of how ICT
is applied in teaching and learning at different levels. In other words, we should try to
evaluate the performance of ICT in the institute (university), for the courses, and for the
teachers and students. To this end, this paper proposes a 4-Dimension Performance
Evaluation Model (4DPEM) and corresponding course-related Performance Evaluation
Indicator System (c-PEIS) to capture these ideas for evaluating how ICT is applied in
higher education and leading it to a new stage.
2 Related Work
Begun in 1990, the Campus Computing Project (CCP) was the largest continuing study
of the role of computing, information technology, and e-Learning in American higher
education. The project’s national studies drew on qualitative and quantitative data to
help inform faculty, campus officials, policy-makers, and others interested in a wide
array of information technology planning and policy issues that affect colleges and
universities in the United States [3]. The CCP was considered the earliest research in
this field. In 2001, the CEO Forum on Education and Technology in America produced
the School Technology and Readiness (STaR) evaluation system [4]. In 2005, the
World Bank performed research in some developing countries to evaluate the appli-
cation of ICT in education; they focused on ten aspects that could be categorized into
four themes [5]. International Telecommunication Union (ITU), United Nations Con-
ference on Trade and Development (UNCTAD), the United Nations Educational,
Scientific and Cultural Organization (UNESCO), and dozens of international organi-
zations formed a partnership for measuring ICT for development and began to design
and release “core ICT indictors” [6]. In 2006, British Educational Communications and
Technology Agency (BECTA) released the Self-Review Framework (SRF) to evaluate
ICT development and application level of a school [7]. In 2008, “ICT in Schools” was
published by the Department of Education and Science [8]. In 2001, the Chinese
Ministry of Industry and Information Technology proposed a scheme for national
informatization index. Many provinces and cities released corresponding indicators of
their administrative regions according to practical needs.
In recent years, performance evaluation of how ICT is applied in education has
become a popular issue, ranging from research frameworks and analysis patterns to
evaluation models and evaluation indicators. The enGauge framework used six aspects
to assess the effectiveness of ICT in education [4]. Nicol and Coen proposed an
INSIGHT model to evaluate ICT in higher education from a cost-benefit point of view
[9]. Laurillard proposed a benefits-oriented cost model for technology-enhanced
learning [10]. Rajev proposed a performance evaluation of ICT infrastructure in an
academic environment [11]. Man conducted a trial of constructing an evaluation model
for a university’s use of ICT tools [12]. Lu created a method for calculating weight in
performance evaluation for ICT [13]. Ma proposed a maturity model that was
380 Y. Zheng et al.
process-oriented [14]. There are many other studies that this paper does not mention,
and together they make important contributions to the development of evaluating ICT
in higher education both theoretically and practically.
in the field of Computer Science [17] to capture the progress or path that the perfor-
mance undergoes. First, there are four functions of higher education and three aspects
of evaluating ICT in higher education, as stated above. Second, performance evaluation
normally emphasizes input (investment), process (teaching process in this paper) and
output (achievement). Though management (organization or top-level design/planning)
can be included in “input”, this paper treats it separately as it represents high-level
support and remains macroscopically stable. Lastly, we have to take into account the
performance-improving trail required in CMM. Accordingly, a 4-Dimension Perfor-
mance Evaluation Model (4DPEM) is proposed and depicted as Fig. 1, where the
X-axis is the performance dimension, the Y-axis is the function dimension, and the
Z-axis is the aspect dimension. The missing dimension is the performance-improving
trail (dimension T for short), showing how the performance changes over time (just
such as the newest 4D printing technology [18]). As this paper discusses performance
evaluation and strengthens the importance of performance enhancement, the missing
dimension T is always included by default in the following discussion, unless otherwise
stated.
Education Management Z
Scientific Research
Teacher
Talent Cultivation
(Teaching & Learning) Course
University
Organization Input Teaching Output X
& Management Process
Figure 1 is only a skeleton of what our PEM looks like, while in practice each
element (indicator) in each dimension should be divided into several parts to reveal its
components and structure. For instance, for the X-axis: (1) the Organization & Man-
agement indicator can be decomposed into Policy & Documentation, Organizational
Structure, Incentive Mechanisms and Inspection Mechanisms, (2) the Input indicator
can be decomposed into Early Input (Early Investment) and Follow-up Input (Follow-
up Investment), (3) the Teaching Process indicator can be decomposed into Use of
Digital Resources, Use of Flexible Teaching Methods, and others, and (4) the Output
indicator can be decomposed into Enhancing Students’ Learning Ability, Change in
Learning Attitude, Social Acceptance, and others. Details can be found in Sect. 4.2.
In addition, it is extremely difficult to put everything in Fig. 1 together when
constructing a practical indicator system, as too many items and relations must be
considered and decomposed. Dimension reduction seems to be an ideal solution to this
problem, i.e., fix one dimension (e.g., Dimension Y) and discuss the other two
382 Y. Zheng et al.
(e.g., Dimensions X and Z), or fix two dimensions (e.g., Dimensions Y and Z) and
discuss the remaining dimension (e.g., Dimension X). Theoretically, there are several
combinations. For example 1, we can talk about a university’s overall performance
within its four functions, which fixes Z and discusses X and Y. For example 2, we can
talk about a teacher’s performance in scientific research, which fixes Y and Z and
discusses X. For example 3, we can talk about a course’s performance in talent cul-
tivation, which fixes Y and Z and discusses X. It should be noted that the missing
dimension T is also included without explicitly being stated.
Table 1. (continued)
Indicator KPA (subindicator) KP
Use of diversified evaluation Diagnostic evaluation, formative evaluation
(TP3) and summative evaluation are properly used
Diversified evaluation content, focusing on
students’ emotional experiences, inquiry
abilities and collaboration
Diversified evaluators, including teacher
evaluation and peer- and self-evaluation
Deep interaction (TP4) Deep interaction between teacher and students
to help solve problems
Deep interaction among students to alleviate
loneliness
Encourage students to participate in online
discussion through different ways
Scope of sharing (TP5) Expand course coverage to benefit more
Share resources in different ways through
social networks
Continuous optimization (TP6) Continuously stimulate students’ intrinsic
motivation
Help students change learning styles
The course shows distinct disciplinary
characteristics and innovation
Output Achievement of predicted goals Predicted goals (content knowledge, skills,
(O1) etc.) are achieved
Enhancing students’ learning Students are able to retrieve, analyze, process,
abilities (O2) assess and disseminate information
Students can solve practical problems with
their knowledge
Students can have collaborative group
discussions and share viewpoints using
technology
Students can enjoy self-regulated learning
using technology
Change in learning attitude (O3) Students increase their understanding of
learning and innovation
Students are interested in different learning
styles
Students are satisfied with the learning result
Development of personality and The course helps forge students’ personality
characteristics (O4) and characteristics through personalized
learning
Social acceptance (O5) The course credit is approved in colleges
The course is approved by outside companies
Performance Evaluation of ICT-Based Teaching 385
After two rounds of surveys, we had the final version. Details can be found in the first
two columns of Table 1, where subindicators are transferred to key process areas
(KPAs) in accordance with CMM.
Second, dimension T should also be refined according to the meta-model [16] to
capture the MOOC’s lifecycle and continuous performance enhancement. Judging by
the features of open online courses, there should be five explicit stages in its lifecycle,
i.e., Initial, Basic, Applied, Innovative and Optimizing. (1) Initial means the course
manager (or developer, similarly hereinafter) has no standard processes or means for
course construction (making resources, course delivery, evaluation rubric, etc.). The
manager does not have a general idea of predicting learning outcomes or upgrading the
course with any accuracy. (2) Basic means the course manager has basic course con-
struction skills and controls, with plenty of standardized resources or platforms to
support online teaching and learning. (3) Applied means the course crew has pulled
together a standard set of process, skills and controls for the entire course, and con-
centration is shifted to the application of information technology and its integration
with teaching and learning to improve quality or change learning styles. (4) Innovative
means the course crew has plenty of experience on how to expand the coverage of the
course, how to direct innovative reforms for upgrading and how to share their suc-
cessful experiences. (5) Optimizing means the course crew has accomplished all of the
above and now begins to seek optimization in course performance so that the course
can be continually updated.
Third, according to CMM, each maturity level is composed of key process areas
(KPAs). Each KPA identifies a cluster of related activities that, when performed col-
lectively, achieve a set of goals considered important for that maturity level. Moreover,
each KPA is described in terms of key practices (KPs) that, when implemented, help to
satisfy that KPA. KP describes things that contribute most to the effective imple-
mentation of the “attached” KPA. In this paper, each subindicator is transferred to a
KPA, strengthening their contribution to the performance of ICT-based teaching and
learning. In addition, key practices are proposed and associated with each KPA
according to the core value of that KPA and the key practice’s contribution, which are
also described in Table 1.
Finally, all of the KPAs are categorized into different maturity levels, showing how
to precisely upgrade a course from Initial to Optimizing, as shown in Table 2. The
relations between the five maturity levels and the KPAs build a model called the
Performance Maturity Model. It can be seen from this model that if all the associated
KPAs belonging to a certain maturity level are satisfied, the course is considered to
have reached that maturity level. Note that the requirements for a higher level include
those of a lower level. For instance, if a course is evaluated and considered level 4, it
should satisfy all the KPAs within levels 2, 3 and 4 (there is no KPA in level 1).
Tables 1 and 2 together show exactly what c-PEIS looks like.
386 Y. Zheng et al.
5 Case Study
The Chinese iCourse163 platform is the largest and maybe the most popular MOOC
platform in China, with more than 1000 courses running as of 2018. In this case study,
we randomly selected three courses: Traditional Chinese Medicine and Diagnosis (C1),
Multimedia Technology and Application (C2), and Curriculum Design and Evaluation
in Elementary School (C3). They are from the fields of Medical Science, Computer
Technology and Education and have completely different backgrounds, characteristics
and structures; this is to reduce the potential impact or inaccuracy that may be caused
by selecting all samples from the same field.
5.1 Methodology
We used the survey method to collect data. We conducted the survey on each course
separately; the respondents were managers, teachers and college students in these
courses in the fall of 2016, with 85 in C1, 33 in C2 and 34 in C3. The response rate for
complete and valid surveys was 100%.
For instrumentation, we adopted benchmarks or scales in [20–22] and got three
questionnaires for different participants. For managers, items related to key practices of
Performance Evaluation of ICT-Based Teaching 387
organization and management (refer to Table 1) constituted most of the survey. For
teachers, items related to key practices in course design and development, application
and sharing, and teaching effects constituted most of the survey. For students, items
related to key practices in application and sharing and learning effects dominated the
survey. All the questionnaires began with a demographics section. The survey received
preassessment from two experts, and feedback was collected and used to adjust the
wording for several items to improve the readability of the survey. After permission
was granted to conduct the research, we collected data from managers, teachers and
students who had participated in the courses. The survey required 5 to 10 min to
complete. All responses were entered into Microsoft Excel for analysis.
When implementing 4DPEM and c-PEIS, one of the most important steps is to
determine one-by-one whether a KPA is satisfied. If all the associated KPAs belonging
to a certain maturity level are satisfied, the course is considered to reach that maturity
level. While each KPA is described in terms of some KPs that help to satisfy the KPA,
measuring each KP becomes straightforward in our next step. In our survey, 5-point
Likert scale was used to measure each KP, ranging from (1) “totally disagree”, to
(5) “totally agree”. Then, we calculated the average for each KPA by summing the
scores of all associated KPs and dividing it by the number of KPs. Only when the
average was greater than 4 (out of 5) did we consider the KPA satisfied (3 means
“uncertain” in our scale, while 4 means “partly agree”).
solve problems collaboratively. Similarly, Course 2 and Course 3 are both at Level 2.
Course 2 is hindered mainly by KPA TP2, while Course 3 is hindered by I4, TP2 and
O2. By pointing out their strengths and weaknesses, we succeeded in directing the
courses to make improvement in specific area(s), which in return will enhance teaching
quality and lead them to upgrade to a higher level.
6 Conclusion
ICT is developing faster than ever before; it will definitely transform the education
system’s structure and revolutionize educational model in the near future. To recognize
the actual situation of ICT in higher education, leverage the investment and its return,
and increase the quality of teaching and learning and improve sustainable development,
performance evaluation should be involved; this helps transform one-off static evalu-
ation into dynamic performance enhancement.
To this end, this paper proposes a 4-Dimension Performance Evaluation Model
(4DPEM); this model evaluates the performance of ICT in an institute (a certain
university), for the courses, and for the teachers and the students, while emphasizing
the functions of higher education as well. It is a general model and serves as a lead for
any subsequent (derived) model or indicator system. That is the first contribution of this
paper. To verify 4DPEM and get a more specific and practical indicator system within
certain fields, a course-related Performance Evaluation Indicator System (c-PEIS) in a
MOOC case is constructed as an example to evaluate the MOOC’s application in
higher education. Based on our meta-model, c-PEIS intrinsically supports the contin-
ued improvement and sustainable development of performance. This is the second
contribution of this paper. Our case study of three courses on the Chinese iCourse163
platform shows that 4DPEM and PEIS are helpful for measuring the current status of
ICT in higher education while providing suggestions and directions to help the course
become more “mature”.
Note that 4DPEM and PEIS are far from perfect and need to be updated contin-
ually. We hope they have positive referential value for research in this field.
Acknowledgements. This work was supported by the Natural Science Foundation of Guang-
dong Province under grant 2014A030313427.
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1 Introduction
Computational thinking describes an attitude and skills that are highly demanded [1]
and suggested to be fundamental for everyone in the 21st century [2]. Computational
thinking more specifically represents a thought process for identifying problems and
solutions, which integrates one’s knowledge and skills with information and commu-
nication technology (ICT) to effectively apply tools and carry out solutions [1, 2]. Over
the past decade, computational thinking has begun emerging in a variety of educational
standards, including the International Society for Technology in Education, and the
Next Generation Science Standards. However, the development of such educational
standards is in the early stages and often target the primary and secondary levels of
education [3]. Thus, few guidelines exist for teaching computational thinking at the
post-secondary level.
In China, the fundamental knowledge and skills of computing have been a college-
level instructional requirement for nearly 20 years, and the curriculum has experienced
several major reforms in an effort to stay current with the evolution of technology and
societal demands [4]. Of the many reforms, the most prominent change to curriculum is
requiring the integration of computational thinking, beyond basic knowledge and skills
for using ICT. While this policy shift represents a positive and proactive effort toward
supporting students’ academic and professional success, it also presents new challenges
for students. Research suggests computational thinking requires time to develop, and
that students’ may not enjoy the related learning activities because they are not always
capable of recognizing the value and application of the skills being transferred [5].
Additionally, computational thinking is difficult, and requires active participation in the
learning process which is unlike the traditional teacher-centered learning approaches
common in Chinese educational systems [6]. Therefore, it is not surprising that
instructors have been documented as facing related challenges of maintaining students’
engagement in class [7]. Instructors also face difficulties maintaining up-to-date edu-
cational resources amidst rapidly changing technological evolution. More significantly,
there is a general lack of research available to assist with the issues of how to teach,
assess, and ensure the transfer of individuals’ capabilities toward real-life scenarios [3].
These related studies suggest that despite computational thinking being recognized as
critically important, a variety of issues are preventing computational thinking from
being taught most effectively in Chinese higher education.
This study utilizes a mixed method research approach to examine the blended
delivery of a computational thinking course taught via the integration of lecture-based
instruction and a cloud classroom. The results document a successful educational
approach for teaching computational thinking that contributes knowledge toward the
research gap surrounding this critical topic.
2 Conceptual Framework
classrooms are accessible from any Internet-connected digital device, such as smart
phones, tablets, and computers. Additionally, cloud classrooms provide instructors the
abilities to disseminate communications and learning resources, such as reading
materials, assignment instructions, worksheets, video lectures, and grades. In some
cases, cloud classrooms also host student-to-student communications and collabora-
tion. In general, the implementation of cloud classrooms has been increasing due to
instructors’ and students’ demands for increased flexibility, as well as educational
institutions’ interest in attracting more diverse scholarly populations [21]. In this study,
a cloud classroom was utilized to deliver two class periods per week of individualized
computer-based learning activities in a computer lab. During this time, the instructor
supervised the learning environment and was available to troubleshoot issues and
provide one-to-one support.
3 Methodology
3.1 Research Objectives
The research objectives of this study were to design, develop, implement, and evaluate
a course for broadly teaching computational thinking to first year college students in
Chinese higher education.
and Ministry of Finance during the 12th Five-Year Plan. The iCourse platform provided
independent instruction to students within a cloud classroom that allowed for student-
centered learning which required the application of knowledge and skills introduced in
the lecture-based instruction that was host in the multimedia classroom. The iCourse
platform primarily consisted of video lectures, discussion forums, unit assignments,
and quizzes. Additionally, the iCourse platform was utilized to disseminate
announcements and grades, as well as track students’ progress and participation.
Beyond the iCourse platform, there were also several assignments given within the
computer lab that required group work cooperation with a presentation required to
showcase the final product deliverable.
A Case Study to Promote Computational Thinking 399
3.5 Instrumentation
The Computational Thinking Questionnaire [25] was used to measure college student
computational thinking. The instrument consisted 24 items and three dimensions,
including consciousness (7 items), method (9 items), and ability (8 items). Each item
was measured on a 5-point Likert scale ranging from (1) “not at all” to (5) “very
much”. The original reported dimensional reliabilities were as follows: consciousness
(alpha = 0.65), method (alpha = 0.75), and ability (alpha = 0.72). In this study, the
pre- and post- test alphas for the consciousness dimension were 0.69 and 0.76,
respectively. The pre- and post- test alphas for the method dimension were 0.80 and
0.87, respectively. The pre- and post- test alphas for the ability dimension were 0.83
and 0.87, respectively.
4 Results
This study presents the rationale, design, development, implementation, and evaluation
of a case study utilizing the lab rotation model of instruction to teach computational
thinking in Chinese higher education. The findings indicate that such an approach can
be used to broadly meet educational policy requirements in China [4, 22, 23], as well as
the urgent societal demands for computational thinking in educational and professional
environments [1, 2]. However, further examination of the quantitative findings showed
that this preliminary case study was only successful in cultivating the method and
ability dimensions of computational thinking. These findings support previous research
suggesting that college students’ may not immediately recognize the value of the
skills there are learning or be aware of the educational progress they are making [5].
A Case Study to Promote Computational Thinking 401
Future research is needed to refine the learning contents and instructional pedagogy
used in this instructional approach to ensure that a comprehensive spectrum of com-
putational thinking components can be developed, including the consciousness
dimension.
The findings of this case study provide a benchmark for broadly teaching com-
putational thinking among a wide variety of degree programs in Chinese higher edu-
cation, which is a different approach from most previous documentation that discusses
specialized subject contexts and learning activities [12, 15, 16]. Additionally, the
present study provides empirical data to begin clarifying the well-documented research
gap surrounding the more fundamental issue of how to teach computational thinking
[3, 13, 14].
Qualitative data from student interviews provided a deeper perspective to under-
stand and interpret the quantitative data. Thematic analysis showed that students were
generally satisfied with the instructional approach and learning contents included in the
Fundamentals of College Computing course. However, some individual differences
were identified where students expressed disinterest in either the instructional approach
or learning contents. Students that were disinterested with the instructional approach
were primarily unsatisfied as a result of the demand for work outside of class when
their learning objectives were not completed within the computer lab. These findings
have provided valuable feedback that can assist re-design of the course schedule to
maintain operable workloads that do not over-burden and disengage individuals that
fall behind. In contrast, students that expressed disinterest in the learning content were
typically unhappy with the high proportion of contents that were theoretical in nature.
This theme of observations provided insights for additional course re-design suggesting
more constructivist and collaborative learning activities may be valuable to captivate
the interests of a larger percentage of participants.
The findings and implications of this study should be considered with respect to a
few research limitations, particularly the participants and the instrumentation. This
study focused on the development of computational thinking among first year college
students primarily derived from rural and underdeveloped places of origin in China.
Future research should include a control group for the pre-test/post-test experimental
comparison, as this study only had and investigated the experimental group. Further-
more, future research should explore other levels of education and socio-cultural
demographics. Additionally, this study was based upon a three-dimensional concep-
tualization of computational thinking, which was the selected as the best available tool
during the time of the study. Future research should continue to refine abilities to
measure more specific conceptualizations of computational thinking.
To conclude, this study describes the rationale for developing college students’
computational thinking, and benchmarks an instructional approach utilizing the lab
rotation model of blended learning to teach a broad audience of individuals. Prelimi-
nary evaluation of the instructional approach showed some successful results at cul-
tivation college students’ computational thinking. Future research is encouraged to
utilizing this approach in similar socio-cultural contexts to address this critical issue, as
well as contribute new evidence to refine the theoretical and practical implications of
this case.
402 J. Cai et al.
Acknowledgements. This work was supported by the Fundamental Research Funds for the
Central Universities of Central China Normal University (CCNU14Z02006).
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Parental and Teacher Influence on Secondary
Students’ Information Literacy
1 Introduction
In response to such modern demands, the Chinese government has emphasized the
significance of developing secondary students’ information literacy in national strategic
plans since the beginning of the 21st century. For example, the National Medium and
Long-Term Education Reform and Development Plan (2010–2020) stated that, “students
are encouraged to use information technology to study and learn independently, to
enhance their ability to analyze and solve problems, as well as to accelerate access to the
wide applications of these tools” [15]. In January 2017, the State Council promulgated
the Thirteenth Five-Year Plan for the Development of National Education, and infor-
mation literacy was regarded as one of the three major capabilities for cultivating stu-
dents’ innovative and entrepreneurial ability [16]. Additionally, according to a
government report, the provincial finance investment toward information and commu-
nication technology (ICT) in education reached more than four billion Yuan in 2016 [17].
Significant progress has been made; however, despite many efforts and invest-
ments, challenges remain facing the development of students’ information literacy in
China. Previous research suggests students possess only average levels of information
literacy, and a “digital gap” exists among individuals’ ability levels between rural and
urban areas [18]. Due to such information literacy deficits, it is not surprising that
research has illustrated many irrational and inappropriate behaviors emerging among
students while engaging in online social activities, such as cyberbullying [19, 20],
sensitive information self-disclosures [21, 22], and mediated acts of piracy or plagia-
rism [23].
These related studies highlight that understanding the factors which cultivate and
undermine the development of students’ information literacy is an issue of critical
importance in China. Therefore, this study investigates the level of secondary students’
information literacy and examines parental and teacher influential toward information
literacy development. The results can provide evidence to support the development of
policy for more effectively cultivation of students’ information literacy.
2 Conceptual Framework
Based on a thorough review of extant research, the present study is based upon a
conceptualization of information literacy with four dimensions: (1) Awareness and
Cognition, (2) Scientific Knowledge, (3) Application and Innovation, and (4) Ethics
and Law. Awareness and Cognition refers to one’s information sensitivity, such as how
one understands and interprets information [29, 30]. Scientific Knowledge refers to
one’s mastery of information theories, methods, and principles of information tech-
nology tools. [31, 32]. Application and Innovation refers to one’s set of abilities used
for information acquisition, identification, storage and management, processing, dis-
tribution and communication, and innovative applications [26, 33, 34]. Ethics and Law
refers to one’s moral principles and understanding of the rules governing information
activities [35].
key influential factors that can be used to make improvements. With respect to the
factors influencing students’ information literacy, the investigations of personal factors,
such as students beliefs, attitudes, and experience has been well documented [42–44].
However, external factors such as parental and teacher influence has received com-
paratively little attention in China. This is particularly true from a joint perspective,
simultaneously considering both parent and teacher influences among one sample,
which is more characteristically representative to the natural context of student life.
Therefore, the present study was designed to examine how, and to what extent, both
parents and teacher display influence toward secondary students’ information literacy
in China. The following research questions were proposed to guide this study:
Q1: What are secondary students’ overall levels of information literacy?
Q2: What are the parental influences that can predict students’ information literacy?
Q3: What are the teacher influences that can predict students’ information literacy?
H6: The level of teachers’ in-class ICT usage is positively related to the degree of
students’ information literacy.
4 Methodology
4.1 Participants
The participants consisted of 3172 students, 2035 parents, and 851 teachers. Liu Zhou
City, which is located in the Guangxi Zhuang Autonomous Region of China, was the
targeted sampling location of this study. Considering the academic stress of students
focusing on entrance examinations for transition to senior secondary and higher edu-
cation, ninth grade and twelfth grade students were not included in this study.
Therefore, the participant consisted of only seventh, eighth, tenth, and eleventh grade
students, as well as their corresponding parents and teachers. A description of the
sample is provided in Table 1.
4.2 Instrumentation
The present study adopted three different instruments to specifically address the sec-
ondary students, parents, and teachers, respectively.
Secondary students’ information literacy was measure with a web-based Student
Information Literacy Test, which was designed by the research group experts. The test
consisted of 91 multiple choice questions assessing the four dimensions of information
literacy: Awareness and Cognition (12 items); Scientific Knowledge (20 items);
Application and Innovation (44 items); Ethics and Law (15 items). The total possible
test score was 100, and the grading weights of the four information literacy dimensions
were 15%, 30%, 40%, and 15%, respectively. The recommended threshold that
determines a passing score on the Information Literacy Test was 60 out of 100.
The Parental Information Literacy Questionnaire was adopted from previous
studies [39, 45, 46] to measure parental influence. The questionnaire consisted of 31
items measuring parents’ Internet self-efficacy (11 items), ICT attitudes (5 items), and
Internet attitudes (15 items). Items were measured on a 5-point Likert scale. The
Cronbach’s alpha values obtained in this study were as follows: overall (alpha = 0.93),
Parental and Teacher Influence on Secondary Students’ Information Literacy 409
Internet self-efficacy (alpha = 0.92), ICT attitudes (alpha = 0.87), Internet attitudes
(alpha = 0.85).
The Teacher Information Literacy Questionnaire was adopted from previous studies
[39, 45, 47] to measure teaching influence. The questionnaire consisted of 23 items
measuring teachers’ Internet self-efficacy (11 items), ICT attitudes (5 items), and in-
class ICT usage (7 items). Items were measured on a 5-point Likert scale. The Cron-
bach’s alpha values obtained in this study were as follows: overall (alpha = 0.91),
Internet self-efficacy (alpha = 0.94), ICT attitudes (alpha = 0.84), in-class ICT usage
(alpha = 0.89).
5 Results
Parents’ Internet attitudes (t = 2.47, p < 0.05) was found to positively predict
students’ information literacy, which confirmed H3. Further analysis showed that
parents’ attitudes toward using the Internet significantly predicted two dimensions of
information literacy: Awareness and Cognition (t = 3.24, p < 0.05); Application and
Innovation (t = 2.77, p < 0.05).
positively predict students’ information literacy, which confirmed H4. Further analysis
showed that teachers’ Internet self-efficacy significantly predicted all dimensions of
information literacy: Awareness and Cognition (t = 2.82, p < 0.05); Scientific
Knowledge (t = 9.25, p < 0.05); Application and Innovation (t = 8.55, p < 0.05);
Ethics and Law (t = 4.91, p < 0.05).
Teachers’ ICT attitudes did not significantly predict students’ information literacy,
which rejected H5. Teachers’ in-class ICT usage was shown to negatively predict
students’ information literacy, which rejected H6. Further analysis showed that
teachers’ in-class ICT usage significantly predicted three dimensions of information
literacy: Scientific Knowledge (t = −10.41, p < 0.05); Application and Innovation
(t = -8.98, p < 0.05); Ethics and Law (t = −5.84, p < 0.05).
This study investigated the overall level of secondary students’ information literacy in
China, as well as simultaneously examined key parental and teacher influences of
students’ information literacy. The results showed that the Chinese secondary students
possess only average and in some cases low levels of information literacy among
seventh, eighth, tenth, and eleventh grade individuals. The findings are consistent with
previous studies conducted among Chinese adolescents, which indicated despite high
rates of technology utilization, individuals may not be competent and effective with
their information technology utilization [18, 48]. Accordingly, this study draws
412 S. Zhu et al.
attention to the issue of how to better cultivate information literacy among secondary
students in China. Particularly, in ways that emphasize information sensitivity,
knowledge of information principles, skills for applying information, and an appro-
priate moral disposition for participating with information activities.
Examination of parental influence showed that parents’ Internet attitudes had a
positive impact on students’ information literacy. This finding supported previous
research in developed countries [39] and implies that parents awareness and under-
standing of the Internet is critical to their child’s information literacy development.
Thus, increasing the effectiveness of cultivating secondary students’ information lit-
eracy is not only the responsibilities of teachers’ and students’ alone. Parents must also
take an active role in the process, for example, through the participation in self-paced
technology training to learn basic technical skills, improve their awareness, and reduce
personal computer anxieties that may stimulate such negative attitudes [49, 50].
Examination of teacher influences indicated that teachers’ Internet self-efficacy can
positively predict students’ information literacy. These findings aligned previous
studies indicating that teachers with higher confidence in using the Internet can more
positively effect students’ information literacy [39, 51]. Teachers’ in-class ICT usage
was found to be a negative predictor of students’ information literacy. This finding was
somewhat surprising; however, the results might be partially explained by the inap-
propriate usage of information technology in teaching among the Chinese teachers
[52]. Previous research has revealed that inappropriate or improperly selected infor-
mation technology tools can have negative effects on students [53]. Thus, it is sug-
gested that more training programs, mentorship tracks, and research be focused toward
the issue of developing more appropriate ICT integration among teachers in China.
Through these types of experiences, teachers can develop a comprehensive under-
standing of the benefits and limitations of using ICT in teaching, which can enable
more appropriate usage of in-class ICT.
In conclusion, the development of information literacy among secondary students
in China is a critical and multifaceted issue. This study aligns some previous research
from developed countries suggesting that parental and teacher influences are critical to
the development of students’ information literacy. Furthermore, this study highlights an
even more significant implication that teachers’ in-class ICT utilization may actually be
undermining students’ information literacy development. All future practical approa-
ches to developing information literacy should consider parents’ and teachers’ influ-
ences, in addition to the traditional focus on students’ themselves.
Acknowledgments. The work was supported by the National Key Technology Research and
Development Program (No. 2014BAH22F01).
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Development of Computer Competence
Courses in Seniors – Shift from Learning Space
with Computer-Based Activities to Virtual
Platform - Case Study
Abstract. This paper deals with the issue of computer literacy development in
elderly people in the local intergeneration project. The project is at the cross-
roads: continue conducting courses in the traditional way or updating the content
of courses and learning environment to reflect the changes in technologies and
society. Researchers have been involved into the project for the second year and
are currently participating in the preparatory phase of suggesting solutions. The
aim of the paper is to describe learning environment of current courses, define its
weaknesses and justify its unavoidable update. Potential ways to the solution on
virtual platform will be proposed for further consideration and implementation
at the meeting of directors of involved primary schools with the municipality
authority of the city of Hradec Králové. Data stem from the primary and sec-
ondary sources. Results are important for authors of the updated courses, as they
are considering shift from computer-based learning environment to web-based
environment with the study materials online. Schools that organize courses for
seniors do not use LMS or any other tools for sharing of materials; they use
printed materials. The paper brings a set of potential solutions on updating
organization of courses like Clasroom in G+ , or on-line communities.
1 Introduction
Society and its future is strongly influenced by two distinctive unstoppable factors, by
the ageing society and by the development of information technologies. Information
technologies have entered and started to influence lives of the whole of society in both
professional and private spheres. Computer literacy is a competence that represents an
inseparable part of everyday lives, e.g., people have to cope with electronic payment,
ordering services or making appointments with the doctors via the Internet. Currently
our society is experiencing a shift to electronic medical prescriptions, which causes, in
many elderly people (and not only elderly people) concern, distrust or even fear. People
have to adapt to changes and development, it isn’t possible to stop the time.
The elderly people issue has been part of the Faculty research interest for four
years. The authors have participated in the research and published their findings; see [1,
2]. Also other colleagues from the Faculty of Informatics and Management are
involved in the senior social phenomenon; they run their projects and publish their
findings in reputable forums [3–5].
3 Literature Review
Computer literacy courses for elderly people have been regularly organized for 17
years by the municipality of Hradec Kralove and selected primary schools. The
awareness of this event got established among the city population due to systematic
promotion on the websites of the city and participating primary schools, in reports in
local printed media and leaflets at the general practitioners. In the analysed year schools
offered 217 places, 162 elderly people were enrolled and 132 successfully completed
the course, 111 pupils participated as seniors’ assistants.
Pupils from the lower secondary schools teach elderly people how to work with the
computer in a ten-week course one hour weekly. There is a primary school teacher in
each class, playing mainly administrative and supervising role. Based on the obser-
vation in the running classes, teachers’ involvement into the process of education
varies. Some teachers explain study material in the frontal way, using their computer
and a data projector and pupils sit by seniors’ site at the computer and work with
seniors individually. Some teachers only write the programme of the lesson on the
whiteboard, they are there to give advice or solve technical problem. The way of
teaching/learning is mostly computer-based.
There is shift from teaching/learning entirely fundamental computer skills to wider
horizons especially to work with photography, which was reflected in the design of
future courses. Based on the technological and sociological changes a demand for the
development of mobile skills have rapidly increased in the elderly people. A new
course on utilization of smart phones is in the phase of pilot testing. Currently syllabus
and study materials are being worked out and finalized. Syllabus consists of four areas:
(1) basic setting of the system: work with icons, data usage, and connection to WIFI,
(2) applications calendar, alarm clock, contacts, sms, camera, SD cards, (3) Internet,
(4) applications: Play Store - Download Maps, Rescue, Weather ….
Likewise new courses are desirable; a new learning space is desirable, too. Course
study material is provided to the participants only in printed form, it has been updated
four times but always as a textbook. Learning environment for Senior courses consisted
of computer classroom, data projector, whiteboard with markers, printed study mate-
rial, teacher supervising the course and pupils as study assistants of the attendees.
Participants of the courses didn’t save any files or minutes from the individual lessons
onto neither the disc nor virtual learning space or social media. They always started
from zero. After discussions with the course organizers at schools, it was stated that it is
advisable and desirable to find a space, where participants could save their notes, share
ideas and find study material. The issue of selection of the convenient space for running
courses was then discussed at the meetings of schools directors and the authority from
the municipality education department at the end of the year 2017. The authors of the
paper were asked to prepare a draft solution.
Development of Computer Competence Courses 421
Resources, Photos & Design, QuickBooks, Online Safety and courses on Life Skills:
like, Personal Finance and learning languages (Fig. 1).
Suite for Education tools are free, ad-free, reliable, secure and have a long tradition of
beneficial outcomes (Fig. 3).
If the G Suite for Education is found rather complicated we would like to point to
the tool Clasroom which was launched just three years ago. We find it as the smart
solution as is easy to create and administer. The main menu consists of three main
sections: Stream, Students and About the course. Students are given code and then they
can add comments and supply contributions. When participants manage this part, they
can approach the vertical menu with more sophisticated tools: Course Folder on the
disc, Classroom Office, Google Calendars, see more [26].
Changes are a sensitive issue. Changes are a challenge and disturb stagnation. The
project has a long tradition and not everyone is willing to make changes when the
‘project works’. That is why suggestions on changes in the content and form of the
project have to be formulated carefully with deep respect to work which has been done
up to now. The goal of the paper was reached. The learning space has been described
together with limitations of current state as well as with the attempts to widen and
update the topics of courses to reflect the demand for the development of mobile skills
and exploration of other communication channels like Skype in elderly people.
Researchers consider advancement of learning environment of key importance. They
focus on innovative use of social media and consider the appropriateness of robust
learning management systems like Moodle or Blackboard. It is important to keep in
mind that the elderly people as course attendees aren’t the only participants, there are
also pupils their assistants who should feel comfortable in the environment. As for
social networks, pupils are familiar with them but as for learning management systems
424 M. Černá and L. Svobodová
not everyone will be able to use this environment instantly. Further measures will have
to be taken not to place just another burden on supervising teachers in classes.
The article does not aim to provide one niche solution. The aim is to prepare ideas,
resources and explanations justifying the need of updating learning environment from
computer based learning process with episodic blended learning activities to hybrid
learning environment in the spirit of the stated definition on hybrid learning. Hybrid
learning focuses less on the technology and more on the most appropriate way to
deliver a course to mixed ability learners with various demands and preferences [14].
Potential solutions and recommendations will be discussed at the workshop orga-
nized by Municipality. Authors believe that the atmosphere will be open to new ideas
and that people conducting the courses will bring their solutions as well and will
participate in testing and finding the optimum way.
Acknowledgement. The paper is supported by the project SPEV 2018 at the Faculty of
Informatics and Management of the University of Hradec Kralove, Czech Republic. In addition,
the authors thank Anna Borkovcova for her help with the project.
References
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who.int/healthinfo/survey/ageingdefnolder/en/. Accessed 15 Feb 2018
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index. Accessed 15 Feb 2018
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countries. http://moneymag.cz/duchody-penze/9286-kdo-se-ma-lepe-duchodci-v-cesku-
nebo-v-jinych-zemich. Accessed 15 Feb 2018
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sed 15 Feb 2018
Development of Computer Competence Courses 425
1 Introduction
Currently, there is a growing rise of older population groups worldwide. In 2000 the
percentage of older individuals aged 65+ years reached 12.4%. In 2030, this number
should rise to 19% and in 2050 to 22% [1]. In Europe this population group aged 65+
represent 18% of the 503 million Europeans, which should almost double by 2060 [2].
This trend of aging population causes additional problems such as increased costs on
the treatment and care about this elderly people [3, 4]. Therefore there is ongoing effort
to extend the active life of this group of people in order to enable them to stay
economically and socially independent. And current technological devices and services
can assist them in this process.
Recent research studies [5–8] have also proved that older generation of people,
aged 58–77, are nowadays much more digitally aware than they used to be ten years
ago. Currently, more and more people use the Internet. For example, in the USA 64%
of older individuals aged 65+ years exploit the Internet [9], in the Great Britain the
number of people aged 65+ years has reached 74% [10], and in the Netherlands it is
even more – 78% of older people use it [11]. This is caused not only by acquiring more
experience through different kinds of community and nationwide projects aimed at
older people [12, 13], but also their desire to communicate with their family, e.g.
grandchildren, or to find the information they need.
Generally, there are three main preconditions which support the rising use of ICT
by older people. These include:
• an increase in the number of older people worldwide;
• ICT as a tool for providing older people with the promise of greater independence;
• the generation of “baby boomers” approaching retirement being relatively com-
fortable using ICT; they will bring many technology-related skills into their
retirement years [14, 15].
Older adults do not form a heterogeneous demographic group since according to
the declining age, they have different needs, which place the older people into three
different groups: 55–64 years old, 65–74 years old, 75 and more years old [15, 16].
The purpose of this study is to explore the use of the Internet among older people in
the Czech Republic with respect to their age.
Reflecting the above mentioned, the main research objective is to discover whether
seniors use the Internet and whether the Internet exploitation depends on user’s age.
2.3 Hypotheses
Totally, five hypotheses were tested, three of them relating to the Internet exploitation
by the seniors and other two to the impact of respondents’ age on the Internet
exploitation.
Ad (1) Do Seniors Exploit the Internet?
H11: Respondents in group 2 (HK, participants of ICT courses) exploit the Internet
more compared to respondents in group 1 (DD, living in senior houses).
Enriching Learning Experience 429
3 Research Results
The presentation of the research results is structured into two parts which follow the
research questions:
1. Do seniors exploit the Internet?
2. Is the Internet exploitation impacted by the respondents’ age?
The process of testing hypotheses included the following steps:
– Collected data were displayed in the contingency table,
– Chi-Square Test of independence was conducted,
– Proportion and Confidence Interval were calculated and p-value computed.
430 B. Klímova et al.
The results show that the Internet is widely used by the ‘active’ respondents in
group 2 (HK, participants of ICT courses; 91.2%), followed by group 3 (U3V, par-
ticipants of U3V courses; 83.5%), whereas more than half of the ‘passive’ respondents
(DD, respondents living in senior houses; 55%) do not exploit the Internet.
Applying the Pearson chí-square test of independence on the 0.05 significance
level, the correlations between the single groups in the Internet exploitation were
discovered. The results are displayed in Table 2.
Table 2. Results of Chi-Square Tests for independence of the use of the Internet and group of
seniors.
Value df p-value
Pearson Chi-Square 84.249 2 <2.2e−16
N of valid cases 432
In order to receive detailed results in single groups, the proportions between them
were compared. The calculations of proportion and confidence interval were based on
the data in Table 1 and displayed in Table 3.
Table 4. Hypotheses H1, H2, H3 on the proportion of the Internet exploitation in the single
groups
Null hypothesis Alternative hypothesis
H1 pHK ¼ pDD pHK [ pDD
H2 pU3V ¼ pDD pU3V [ pDD
H3 pHK ¼ pU3V pHK [ pU3V
The z-test was applied for considering the difference of two population proportions;
the results are displayed in Table 5. In the table, instead of z-statistics, which shows an
approximate normal distribution, the chí-square distribution of 1 degree of freedom is
displayed, which is valid if the null hypothesis is verified.
Table 5. Results of testing hypotheses H1, H2, H3 for the difference between two population
proportions
Test X-squared df p-value
H1 66.9 1 <2.2e−16
H2 43.1 1 2.556e−11
H3 3.61 1 0.02873
The results show that on the 0.05 significance level, hypotheses H1, H2 and H3
were verified; on the 0.01 significance level, hypotheses H1 and H2 were verified,
whereas hypothesis H3 could not be statistically proved.
These results mean that on the 0.05 significance level there exist statistically sig-
nificant differences between the groups of the respondents living in senior houses
(group 1, DD), attending ICT course (group 2 ICT) and U3V courses (group 3, U3V) in
the Internet exploitation as follows: respondents in group 2 (HK, participants of ICT
courses) exploit the Internet more compared to the respondents in group 1 (DD, living
in senior houses); respondents in group 3 (U3V, participants of U3V courses) exploit
the Internet more compared to group 1 (DD, living in senior houses); respondents in
group 2 (HK, participants of ICT courses) exploit the Internet more compared to the
respondents in group 3 (U3V, participants of U3V courses).
432 B. Klímova et al.
Table 6. The Internet exploitation according to the respondents’ age in the single groups of
seniors.
Age groups Total
55–64 65–74 75+
Exploiting the Internet No Count 10 47 44 101
% within age group 12.3% 18.2% 47.3% 23.4%
Yes Count 71 211 49 331
% within age group 87.7% 81.8% 52.7% 76.6%
Total Count 81 258 93 432
% within age group 100.0% 100.0% 100.0% 100.0%
The data show a continuous increase in the Internet exploitation in relation to the
respondents’ age. Whereas the Internet was used by more than half (52.7%%) of the
oldest respondents (aged 75+, born 1922–41), which is rather high rate, the proportion
surpassed 80% of the users in the respondents aged 74–65 (81.8%; born 1942–51) and
those aged 64–55 (87.7%; born 1952–61).
The tendency of increasing proportion of the Internet users in ‘younger’ age groups
was tested by hypotheses H 4 and H5 stating that:
H41: The proportion of Internet users in 55–64 age group is higher compared to 65–
74 age group.
H51: The proportion of Internet users in 65–74 age group is higher compared to 75+
age group.
Hypotheses were verified according to Table 7.
The z-test was applied for considering two population proportions; the results are
displayed in Table 8. In the table, instead of z-statistics, which shows approximate
normal distribution, the chí-square distribution of 1 degree of freedom is displayed,
which is valid if the null hypothesis is verified.
Enriching Learning Experience 433
Table 7. The Internet exploitation according to the respondents’ age in the single groups of
seniors.
Null hypothesis Alternative hypothesis
p5564 ¼ p6574 p5564 [ p6574
p6574 ¼ p75 þ p6574 [ p75 þ
Table 8. Results of testing hypotheses 4–5 for the difference between two population
proportions.
Test X-squared Df p-value
H4 1.13 1 0.144
H5 28.6 1 4.368e−08
The results show that on the 0.05 significance level, hypothesis H4 was falsified
and H5 was verified.
These results mean that on the 0.05 significance level the statistically significant
difference was not discovered between groups of the 55–64 year-old respondents (born
1952–61) and 65–74 year-old ones (born 1951–42). The statistically significant dif-
ference was detected between the respondents 65–74 year-old (born 1942–1951) and
75+ year-old (born 1922–1941).
In addition to the main hypotheses, the authors examined the frequency of the use
of the Internet by these older individuals. The findings revealed that more than half of
the respondents (53%) exploited the Internet on a daily basis and another 22% of the
respondents used it at least once a weak (Fig. 1).
Furthermore, the authors also dealt with the issue of the Internet activities seniors
are engaged in. 72% of the respondents use the Internet for communication and the
main tool for it is e-mail. Surprisingly, the second most used service on the Internet was
electronic banking (e-banking – 40% of the respondents), closely followed by Skype,
photo sharing – 38%). One third of the respondents also reported that they did shopping
via the Internet (33% of the respondents) (Fig. 2).
The survey showed that almost none of these seniors nowadays cannot imagine life
without the Internet. As they pointed out, it was part and parcel of their present life.
434 B. Klímova et al.
4 Discussion
The results reveal that more and more older adults exploit the Internet nowadays and
more than half of them exploit it on a daily basis. This is especially true for the age
groups (55 years up to 74 years). The breakthrough age in the decrease in the use of the
Internet among these people is then 75 years, which is quite common in the developed
countries and it is connected with the overall deterioration of cognitive functions at this
age [22]. This finding has been also confirmed by van Boekel et al. [11] who report that
people reaching the age 74+ years spend the least time on the Internet. The same was
discovered by Smith [23], de Veer et al. [24], or Zickuhr and Madden [25]. Never-
theless, even in this age group (75+ years) the situation is improving since the number
has almost doubled in five years cf. [11, 23].
The findings suggest that those attending specialized ICT courses had more
experience in their use and thus, were more confident and frequent users than those in
senior houses and the attends of the University of the Third Age. This fact was also
indicated by Choi and DiNitto [26], who claim that older people need to be trained in
the Internet use for various purposes since the Internet plays the significant role in their
social capital, as well as in removing their psychological barriers. Zheng et al. [27]
suggest that older individuals, especially those who feel lonely, should be a target.
Generally, older people use the Internet for communication purposes with the help
of e-mail, the most frequent ICT tool for this generation group cf. [28–30]. Never-
theless, the findings of this study indicate that the second most common reason for the
use of the Internet is the Internet banking, followed by Skype communication and
photo sharing cf. [19, 31]. Similar results were achieved by Choi and DiNitto [26], who
report that their older Internet users were engaged in diverse types of Internet activities;
almost 86% of the users sent emails/text messages, 51% shopped, paid bills, and/or did
banking, and 45% conducted health-related tasks on the Internet. The most recent study
by van Boekel et al. [11] distinguished four main clusters of the older Internet users.
These include minimizers, aged 74 years, who exploit the Internet the least; maxi-
mizers, below 70 years, who use the Internet for all activities; practical users, aged 71
years on average, who exploit the Internet for searching for information, comparing
products or the Internet banking; and social users, mainly women, aged 71 years, who
Enriching Learning Experience 435
use the Internet for social and leisure activities. Most recently, more and more older
people have used the Internet for searching for healthcare information [32, 33].
However, older people use only selected eHealth services which include, for example,
obtaining information on their health, receiving reminders for scheduled visits, medi-
cation instructions, or consulting a doctor at a distance. Furthermore, they use Internet
for searching health information about the right nutrition, exercise or weight issues,
diseases such as cancer, heart disease, or arthritis, high cholesterol, and health provi-
ders [34].
Research also shows that the use of the Internet by older population groups may
have a positive effect on enhancement of their cognitive functions, e.g., [35, 36], and
thus, help in aging diseases such dementia. Almeida et al. [35], for example, claim that
the risk of incident of dementia was about 30% to 40% lower among older computer
users than non-users. This has been confirmed by Tun and Lachman [37] who state that
the exploitation of computers is linked with improved cognitive competences in
adulthood and old age.
The limitations of this study consist in a selective sample of the respondents located
in one of the regions of the Czech Republic only and a lack of investigation of other
factors such as educational or social status of the respondents.
5 Conclusions
Overall, the findings of this study indicate that the age (and respondents’ previous
experience in the Internet exploitation, e.g. at work) is a decisive factor in the use of the
Internet by seniors. In fact, the use of the Internet falls with the declining age, however,
the breakthrough age seems to be 75+ years. The results also suggest that older people
should be trained in the use of the Internet since the training may help them overcome
both psychological and social barriers, which represent the constraints in their use of
the Internet.
The last presidential election in the Czech Republic has clearly demonstrated the
need for education not only in the technical aspects of the Internet use but also ethical.
As a rule, seniors, without a critical approach, trust the information they receive from
emails from known and unknown people and are the most vulnerable group in the area
of spreading the so-called Fake-news. Because this training should be focused on the
Internet users, blended courses seem to be the most effective approach.
Furthermore, seniors could be divided into three basic age groups according to their
special needs, which should be considered when designing new technological devises
or services for these aging population groups, which could help them to enhance
cognitive functions.
Acknowledgments. The paper is supported by the project SPEV (2018) at the Faculty of
Informatics and Management of the University of Hradec Kralove, Czech Republic.
436 B. Klímova et al.
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Author Index