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A design philosophy for persuasive digital learning environments

机译:有说服力的数字学习环境的设计理念

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摘要

Information technology is deeply engrained in most aspects of everyday life and can be designed to influence users to behave in a certain way. Information technology designed for the purpose of behaviour change is referred to as persuasive systems. Examples of such systems range from e-commerce sites influencing bidding behaviour to social media encouraging the sharing of personal information. E-commerce and social media are effective at influencing broad demographics of people, which is increasingly becoming a priority for higher education as the number and types of students pursuing degrees continue to grow. The aim of this research is to construct a systematic design approach for persuasive systems in the learning environment. This is to encourage students to better engage with coursework, as this is an aspect of the learning process that is often neglected by students. Students are more concerned with assessments and obtaining good grades because these are tangible outcomes that will allow them to complete their degree. The digital learning environments students use play a key role in establishing engagement between students and course materials. Currently, learning management systems such as Blackboard Learn are the most commonly used digital learning environments. However, these do not provide strong interaction between the system and the users. To address these shortcomings, a next-generation digital learning environment, Task-Test-Monitor, was selected as the base platform and was augmented by the addition of a mobile app named Study Helper to be more persuasive. The modified Task-Test-Monitor was then used as the basis for measuring the perceived persuasiveness of such a system by students. The research was carried out over three phases, each designed to inform the next. During phase 1, two models were constructed to measure study behaviours that impacted self-perceived academic performance and behaviours that impacted a results-based measure of performance. These informed phase 2, where the persuasive system design framework was used to implement persuasive system features that supported the behaviours. The system was implemented using an agile approach over the course of two semesters, iterating features based on student feedback. Students were invited to complete a survey and participate in interviews. Phase 3 extracted persuasive factors and developed design postulates for a persuasive digital learning environment. A factor analysis was performed on the survey data and thematic and correlation analyses on the interview transcripts in order to develop the persuasive learning cycle model. The results showed that students were largely in favour of Task-Test-Monitor, with 72% wanting to use it in their other courses. Over 40% of students agreed that Task-Test-Monitor influenced them, encouraged them to complete coursework and helped them change their approach to study. The factor analysis identified three contributors to successful persuasion: guidance, visualisation and learning support. These explained over 60% of the variance in the results. The thematic analysis highlighted that learning strategy, assessment and motivation were the main concerns for students. The persuasive learning cycle model showed that students seek guidance on the work they need to do, and that visually representing their progress at the point of access of materials improves students’ motivation to continue working. Instructors play a support role by ensuring the cycle continues reliably. Persuasive learning system design postulates were extracted from the model analysis. This research has a number of implications. First, it demonstrates that a digital learning environment has the potential to be persuasive, provided it enables the persuasive learning cycle to occur. Second, instructors play an important role in the process by providing low-level support for students who require it, thus creating a scalable solution for large course enrolments. Finally, students favour a just-in-time learning model because it allows them to engage with their learning around their other pursuits and interest, which creates opportunities for persuasion to occur. Future research should test the persuasive learning cycle model in other contexts to investigate the possibility of generalising the model. The persuasive learning system design postulates should be tested as hypotheses, which will be valuable to other digital learning environments and learning system designers.
机译:信息技术深深扎根于日常生活的大多数方面,可以设计为影响用户以某种方式行事。为改变行为而设计的信息技术被称为说服系统。此类系统的示例范围从影响出价行为的电子商务站点到鼓励共享个人信息的社交媒体。电子商务和社交媒体可以有效地影响广泛的人口统计,随着攻读学位的学生数量和类型的持续增长,高等教育正日益成为高等教育的优先事项。这项研究的目的是为学习环境中的说服系统构建一种系统的设计方法。这是为了鼓励学生更好地参与课程作业,因为这是学习过程中经常被学生忽略的一个方面。学生们更关心评估并获得良好的成绩,因为这些都是切实的成果,可以使他们完成学位。学生使用的数字学习环境在建立学生与课程材料之间的互动方面起着关键作用。当前,诸如Blackboard Learn之类的学习管理系统是最常用的数字学习环境。但是,这些不能在系统和用户之间提供强大的交互作用。为了解决这些缺点,选择了下一代数字学习环境Task-Test-Monitor作为基本平台,并通过添加名为Study Helper的移动应用程序来增强其说服力。修改后的Task-Test-Monitor然后用作测量学生对这种系统的说服力的基础。研究分三个阶段进行,每个阶段旨在为下一阶段提供信息。在第1阶段中,构建了两个模型来衡量影响自我感觉的学术表现的学习行为和影响基于结果的绩效衡量的行为。在这些知情的阶段2中,使用说服系统设计框架来实现支持行为的说服系统功能。该系统是在两个学期的过程中使用敏捷方法实现的,并基于学生的反馈来迭代功能。邀请学生完成调查并参加访谈。第三阶段提取了具有说服力的因素,并为有说服力的数字学习环境制定了设计假设。对调查数据进行因素分析,对访谈笔录进行主题和相关性分析,以开发有说服力的学习周期模型。结果表明,学生在很大程度上赞成任务测试监视器,其中72%的人希望在其他课程中使用它。超过40%的学生同意任务测试监视器会影响他们,鼓励他们完成课程并帮助他们改变学习方式。因素分析确定了成功说服的三个因素:指导,可视化和学习支持。这些解释了结果差异的60%以上。专题分析强调,学习策略,评估和动机是学生主要关注的问题。有说服力的学习周期模型表明,学生在需要做的工作上寻求指导,并且在获取材料时直观地表示自己的进步,可以提高学生的学习能力。继续工作的动力。指导员通过确保周期持续可靠地发挥支持作用。从模型分析中提取了说服性学习系统的设计假设。这项研究具有许多意义。首先,它证明了数字学习环境具有说服力的潜力,只要它能够使说服性学习周期发生。其次,讲师在过程中扮演重要角色,为需要的学生提供低水平的支持,从而为大型课程的注册创建可扩展的解决方案。最后,学生喜欢即时学习模式,因为它允许他们围绕其他追求和兴趣进行学习,这为说服力创造了机会。未来的研究应该在其他情况下测试有说服力的学习周期模型,以研究推广该模型的可能性。有说服力的学习系统设计假设应作为假设进行测试,这对于其他数字学习环境和学习系统设计者而言将是有价值的。

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    Filippou J;

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