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1.
This study investigated the effectiveness of different types of feedback content (elaborate versus global) and feedback timing (immediate versus delayed) for learning genetics in a web-based learning environment as a function of learners' prior knowledge. It was hypothesized that learning outcomes of students with low prior knowledge would be fostered by immediate elaborate feedback, whereas those of students with more prior knowledge would be enhanced by delayed global feedback. Students' perceptions of the feedback they received were explored. Results showed a significant positive effect of global feedback on learning outcomes for higher prior knowledge learners, although those who received elaborate feedback gave a higher appreciation rating. The findings are discussed in terms of implications for the design and delivery of feedback in web-based learning environments.  相似文献   

2.
Recent research highlights the potential benefits of practice without feedback on learner’s strategy knowledge. However, most prior work has been conducted in one-on-one settings with short retention intervals. We compared the effects of mathematics practice with and without correct-answer feedback on immediate and 1-week delayed performance in a classroom setting. In a randomized experiment, 243 second- and third-grade children received strategy instruction and then practiced solving relevant problems in small groups within their classroom. During practice, children received immediate feedback (after each problem), summative feedback (after all the problems in the set), or no feedback. During the practice task, immediate feedback led to the best performance. However, practice without feedback led to higher levels of mastery on the 1-week knowledge retention test. Thus, instructional practices that seem less effective at first can, for some children, ultimately result in more desirable learning.  相似文献   

3.
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited research around the relationship between prior knowledge, instruction and feedback in the context of learning games. This paper presents an empirical study exploring the influence of prior knowledge on response to feedback, in two conditions: with or without instruction. Thirty-six primary children (age 8–11) with reading difficulties participated: each child was assessed for their prior knowledge of two suffix types—noun and adjective suffixes. They subsequently received additional instruction for one suffix type and then played two rounds of a literacy game—one round for each suffix type. Our analysis shows that prior knowledge predicted initial success rates and performance after a verbal hint differently, depending on whether instruction was provided. These results are discussed with regards to learning game feedback design and the impact on different types of knowledge involved in gameplay, as well as other game design elements that might support knowledge building during gameplay.

Practitioner notes

What is already known about this topic
  • Instructional supports, such as elaborative feedback, are a key feature of learning games.
  • To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge.
  • Prior knowledge is an important moderator to consider in the context of elaborative feedback.
What this paper adds
  • Providing additional instruction (eg, pre-training) may act as a knowledge enhancer building on children's existing disciplinary expertise, whereas the inclusion of elaborative feedback (eg, a hint) could be seen as a knowledge equaliser enabling children regardless of their prior knowledge to use the pre-training within their gameplay.
  • Highlights the importance of children's preferred learning strategies within the design of pre-training and feedback to ensure children are able to use the instructional support provided within the game.
  • Possible implications for pre-training and feedback design within literacy games, as well as highlighting areas for further research.
Implications for practice and/or policy
  • Pre-training for literacy games should highlight key features of the learning content and explicitly make connections with the target learning objective as well as elaborative feedback.
  • Pre-training should be combined with different types of in-game feedback for different types of learners (eg, level of prior knowledge) or depending on the type of knowledge that designers want to build (eg, metalinguistic vs. epilinguistic).
  • Modality, content and timing of the feedback should be considered carefully to match the specific needs of the intended target audience and the interaction between them given the primary goal of the game.
  相似文献   

4.
This study used a sequential set-up to investigate the consecutive effects of timing of supportive information presentation (information before vs. information during the learning task clusters) in interactive digital learning materials (IDLMs) and type of collaboration (personal discussion vs. online discussion) in computer-supported collaborative learning (CSCL) on student knowledge construction. Students (N = 87) were first randomly assigned to the two information presentation conditions to work individually on a case-based assignment in IDLM. Students who received information during learning task clusters tended to show better results on knowledge construction than those who received information only before each cluster. The students within the two separate information presentation conditions were then randomly assigned to pairs to discuss the outcomes of their assignments under either the personal discussion or online discussion condition in CSCL. When supportive information had been presented before each learning task cluster, online discussion led to better results than personal discussion. When supportive information had been presented during the learning task clusters, however, the online and personal discussion conditions had no differential effect on knowledge construction. Online discussion in CSCL appeared to compensate for suboptimal timing of presentation of supportive information before the learning task clusters in IDLM.  相似文献   

5.
This study proposes a model to view and analyse college students’ written peer feedback after they assess each other’s formative task assignment and provide comments. The model was developed by: (a) revisiting learning-oriented assessment and feedback theories, (b) reviewing and summarising existing peer feedback analysis approaches as detailed in published empirical studies, and (c) analysing a small set of primary learner peer feedback data. In the proposed GEARed model of peer feedback, each complete piece of comment on one improvable unit may have four cognitive elements, i.e. identification of the Gap between performance and goal, Explanation of the gap, gap-bridging Aspirations, and being Resourceful to reach beyond the current knowledge/skill level. Two social-affective-interactive elements also play a part, i.e. being encouraging to the peer feedback receiver and doubtful toward the provider self. Each feedback comment may contain any or all of these incremental elements rather than being assigned only to one category. It is argued that the absent or unresolved aspects in feedback leave room for the receiver to reflect and may suggest instructional actions for teachers. Finally, different patterns of GEARed component combinations are hypothesised and their implications for learning and teaching are discussed.  相似文献   

6.
The Interactive Two Feedback Loops Model (Narciss, 2008, 2013) suggests that not only providing external feedback but also prompting students to generate internal feedback may influence learning and motivation. This study aims at investigating the effects of internal and external feedback on achievement, strategy, and motivation in concept learning. Using a 2 × 3 experimental design with 121 teacher students we investigated the effects of combining internal feedback (i.e. self-explaining why a task solution is correct or incorrect) with three types of external feedback (no feedback; knowledge of result (KR); KR + knowledge about mistakes (KM)). Combining internal and external types of feedback was more beneficial for concept learning achievement, strategy use, as well as students’ intrinsic motivation, and perceived competence, than providing either internal or external feedback. Most notably, if students are asked to generate internal feedback in terms of self-explaining their responses, simple external KR feedback is as beneficial as elaborated KM-feedback.  相似文献   

7.
This study examined the relative effects of feedback timing (delayed or immediate) and motivational content (goal-setting) on teachers' delivery of contingent social praise for on-task behavior. Two teachers of behaviorally disordered children and two youngsters from each class served as subjects. The study employed an adaptation of a single subject replication design. Teachers were exposed to four experimental conditions: baseline (no feedback), immediate feedback, delayed feedback, and delayed feedback plus goal-setting. These conditions were replicated either within or across teacher subjects. The results showed that all feedback tactics produced an increase in contingent social praise and student on-task behavior over baseline levels. However, the only statistically significant increases occurred when teachers were exposed to the delayed feedback plus goal-setting procedure.  相似文献   

8.

The manner in which students manage their learning activities in response to perceived task or course demands describes their 'learning orchestration'. This paper addresses relations between a student's learning orchestration and their learning outcome as a function of prior understanding in first year university biology courses. A cluster analysis of 272 Australian students revealed three different forms of learning orchestration - understanding, reproducing and disintegrated. In one cluster, students felt their environment was more supportive of deep approaches to learning and they adopted deeper approaches. They were the students who had the better prior understanding and they did best on measures of meaningful learning. However, less than one third of the students showed this coherent (and desirable) learning pattern. A second cluster of students showed a coherent but less desirable learning orchestration focused on more surface perceptions and approaches and they had significantly worse learning gains and achievement scores. The third cluster of students saw the learning environment as being more supportive of deep approaches, but, unlike the other groups, they did not adopt an approach consistent with their perception. We describe these students as having a disintegrated learning orchestration. A key finding is that the students with this orchestration also have very poor levels of prior knowledge and also have very poor achievement outcomes.  相似文献   

9.
Structural features of learning tasks are relevant for problem solving but not salient for novice learners. Feedback in the form of Knowledge of Correct Response (KCR) during practice is expected to help learners recognize the structural features and to profit from learner control over the selection of learning tasks. A 2 × 2 factorial experiment (N = 118) was conducted to study the effects of the KCR feedback (present and absent) and control over the selection of learning tasks (learner control and program control). The presence of the KCR feedback yielded higher efficiency on a near-transfer test as well as higher learner motivation. An interaction between feedback and control, indicating extra beneficial effects of feedback when learners control the selection of learning tasks, was not found. Theoretical and practical implications are discussed.  相似文献   

10.
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points and a team leaderboard, or non-gamified in-class activities using exercise sheets. In line with the theory of gamified learning, the results show a positive indirect effect of gamification on application-oriented knowledge that is mediated by learning process performance. Furthermore, based on a self-determination theory framework, the results show positive effects of gamified in-class activities on intrinsic motivation and social relatedness, but no significant effect on competence need satisfaction. The study provides insights into a particular casual construct of game design elements (points and team leaderboards) triggering specific mechanisms (immediate task-level feedback and team competition) affecting a mediator (learning process performance) that in turn affects a learning outcome (application-oriented knowledge).  相似文献   

11.
For self-regulated learning to be effective, students need to be able to accurately assess their own performance on a learning task and use this assessment for the selection of a new learning task. Evidence suggests, however, that students have difficulties with accurate self-assessment and task selection, which may explain the poor learning outcomes often found with self-regulated learning. In experiment 1, the hypothesis was investigated and confirmed that observing a human model engaging in self-assessment, task selection, or both could be effective for secondary education students’ (N = 80) acquisition of self-assessment and task-selection skills. Experiment 2 investigated and confirmed the hypothesis that secondary education students’ (N = 90) acquisition of self-assessment and task-selection skills, either through examples or through practice, would enhance the effectiveness of self-regulated learning. It can be concluded that self-assessment and task-selection skills indeed play an important role in self-regulated learning and that training these skills can significantly increase the amount of knowledge students can gain from self-regulated learning in which they choose their own learning tasks.  相似文献   

12.
Sixty-seven fifth graders studied a text followed by an immediate test (T1) consisting of inference, factual retention, and guess questions, and either received feedback after thirty minutes, after a day, or no feedback. Retesting of half the T1 items was done after a day, the other half after a week. On retesting, subjects were asked to identify their T1 responses. The three types of T1 questions were similarly affected by feedback, while on the postfeedback tests the one-day delay of feedback gave somewhat better results than the thirty minutes of delay. Identification of T1 responses was generally high and was not found to interfere with learning from feedback. In discussing the results, the adequacy of the interference-perseveration hypothesis was questioned.  相似文献   

13.
Field News     
Abstract

Sixty-four undergraduate students were randomly assigned to one of three groups, one of which was given knowledge level objectives, another, evaluation level objectives, and the third group, no objectives. All subjects subsequently responded to two sets of knowledge level test items (one set of which was directly referenced from the knowledge level objectives) and one set of evaluation level test items which was directly referenced from the evaluation level objectives. The results showed there were no differences in total learning between the three groups, the objectives had no facilitative effect on relevant learning, and they did not have a detrimental effect on incidental learning when the measurement was taken at a level equal to or lower than the level of the objectives earlier provided. Incidental learning was substantially depressed, however, when the measurement was taken at a level higher than the level of the objectives provided. The results were interpreted in terms of a "taxonomic set" resulting from the use of objectives, rather than their creating a particular focus on objective related material.  相似文献   

14.
While debate about the use of—and alternatives to—human cadaveric dissection in medical training is robust, little attention has been paid to questions about timing. This study explores the perspectives of medical students and recent graduates with regard to two key questions: when in the degree program do students prefer dissection opportunities and what are the students getting out of participating in dissection? Self-report survey data from students in preclinical years (n = 105), clinical years (n = 57), and graduates (n = 13) were analyzed. Most (89%) preferred dissection during the preclinical years, with no effect by training year (χ2 = 1.98, p = 0.16), previous anatomy (χ2 = 3.64, p = 0.31), or dissection (χ2 = 3.84, p = 0.26) experience. Three key findings emerged. First, the majority of students prefer to dissect in the preclinical years because they view dissection as important for developing foundation knowledge and delivering an opportunity for consolidation prior to transitioning to primarily clinical studies. In addition, students recognize that it is a time-consuming activity requiring specialized facilities. Second, three main understandings of the purpose of dissection were reported: depth of learning, learning experience, and real-world equivalence. Third, these student perspectives of the purpose of dissection are associated with timing preferences for dissection opportunities. The results identify the preclinical phase as the optimal time to strategically integrate dissection into medical training in order to maximize the benefits of this unique learning opportunity for students and minimize its impact upon curricular time.  相似文献   

15.
This investigation considers the effects of feedback on memory with an emphasis on retention of initial error responses. Based on a connectionist model (Clariana, 1999a), this study hypothesized that delayed-retention memory of initial lesson responses would be greater for delayed feedback compared to immediate feedback, that feedback effects will be greatest with difficult items, and that there would be a disordinal interaction of feedback timing and item difficulty. High school students (n = 52) completed a computer-based lesson with either delayed feedback, single-try immediate feedback, or multiple-try immediate feedback. There was a significant difference for type of feedback, with retention test memory of initial lesson responses greater under delayed feedback than under immediate feedback. Also, instructional feedback effects varied depending on lesson item difficulty. The findings indicate that a connectionist model can explain instructional feedback effects.  相似文献   

16.
This study set out to test whether relevant prior knowledge would moderate a positive effect on academic achievement of elaboration during small-group discussion. In a 2 × 2 experimental design, 66 undergraduate students observed a video showing a small-group problem-based discussion about thunder and lightning. In the video, a teacher asked questions to the observing participants. Participants either elaborated by responding to these questions, or did not elaborate, but completed a distraction task after each question. They received either relevant or irrelevant prior knowledge before the discussion. After the discussion, all participants studied a text about thunder and lighting and completed immediate and delayed-recall tests for this text. Elaboration had no main effect on recall, but there was a significant interaction effect between relevant prior knowledge and elaboration. The results suggest that elaboration is helpful for students with more prior knowledge, but harmful for students with less prior knowledge.  相似文献   

17.
The eye-tracking technology was used in this study to investigate the effects of embedded questions and feedback in instructional videos on learning performance and attention allocation and whether an expertise reversal effect existed. The experiment involved 49 learners with high-level prior knowledge and 45 ones with low-level prior knowledge from a university. Meanwhile, they learned instructional videos with no embedded feedback, embedded questions without feedback and embedded questions with feedback. Findings from the experiment showed that the instructional videos with embedded questions but without feedback not only improved the participants’ attention but also enhanced their learning performance. Furthermore, there was an expertise reversal effect on the learning performance whereby instructional videos with embedded questions but without feedback improved the learning performance of learners with low-level prior knowledge, but not those with high-level prior knowledge.  相似文献   

18.
Immediate Knowledge of Results (KR) feedback at the task level may motivate test takers by showing that their answers matter. Appealing feedback cues may help to prevent negative emotions in lower performers who receive a higher amount of negative feedback. In this experiment, we varied the presence of KR feedback and the feedback delivery mode in a 1 × 5 between-subjects design (i.e., no feedback vs. text, color, sound, or animation feedback) to investigate effects on learning outcomes and affective-motivational measures. Our sample included 661 fifth and sixth graders who solved two computer-based multiple-choice science tests. First, students worked on an 18-item treatment test (with experimental feedback manipulation). Students repeatedly rated their effort, enjoyment, pride, and boredom during the test, as well as their expectancy of success and attainment value after the test. Subsequently, they worked on a posttest (without feedback) that assessed recall and near-transfer learning. All KR feedback conditions significantly increased recall, but there was no evidence for near-transfer learning. Feedback had a significant, negative effect on attainment value, whereas significant interactions between the feedback conditions and students’ treatment performance revealed that feedback effects on several affective-motivational dimensions (i.e., expectancy of success, enjoyment, pride, and boredom) were performance-dependent. Feedback benefited higher performers’ motivation and affect but showed negative effects on some affective-motivational measures for lower performers. The pattern of results indicated that color/sound/animation feedback may have reduced the effect of performance on emotional feedback perception to some extent. However, none of the feedback conditions improved affective-motivational outcomes independent of students’ performance.  相似文献   

19.
To progress from intuitive ideas to deep conceptual understanding, students need to become aware of gaps in their ideas. Attempting to solve problems prior to instruction may lead to a global awareness of knowledge gaps (i.e., awareness without being able to identify which specific component is lacking). These gaps may subsequently be specified by comparing students' solutions to the canonical solution. In our first experiment, the teacher highlighted specific gaps by comparing typical student solutions to the canonical solution before or after problem solving. The second experiment varied the factors form of instruction (with or without student solutions) and timing of instruction (problem-solving prior to or after instruction). Problem-solving prior to instruction triggered a global awareness of knowledge gaps. While this was beneficial for learning when combined with instruction with student solutions, our results indicate that comparing student solutions during instruction to specify the gaps is the most relevant factor.  相似文献   

20.
Addressing a drawback in current research on computer-supported collaborative learning (CSCL), this study investigated the influence of motivation on learning activities and knowledge acquisition during CSCL. Participants’ (N = 200 university students) task was to develop a handout for which they had first an individual preparing phase followed by a computer-supported collaborative learning phase immediately afterwards. It was hypothesized that in both phases current motivation (in terms of expectancy and value components) influences both learning activities and knowledge acquisition in a positive way. According to main results, only goal orientations (before learning) were associated with knowledge acquisition respectively observed learning activities during the collaborative phase. Expectancy and value components of current motivation related neither to observed learning activities nor to knowledge acquisition during collaborative learning but were in part associated with learning activities and knowledge acquisition during individual learning. The discussion addresses several possible explanations for these unexpected results.  相似文献   

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