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Opportunities for Analytics in Challenge-Based Learning

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Abstract

This study is part of a research programme investigating the dynamics and impacts of learning engagement in a challenge-based digital learning environment. Learning engagement is a multidimensional concept which includes an individual’s ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process. Challenge-based learning gives significant freedom to the learner to decide what and when to engage and interact with digital learning materials. In light of previous empirical findings, we expect that learning engagement is positively related to learning performance in a challenge-based online learning environment. This study was based on data from the Challenge platform, including transaction data from 8951 students. Findings indicate that learning engagement in challenge-based digital learning environments is, as expected, positively related to learning performance. Implications point toward the need for personalised and adaptive learning environments to be developed in order to cater for the individual needs of learners in challenge-based online learning environments.

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... Whether scoring-based game mechanics based on the logistical features of the health care system can be efficiently used as attributes of learning engagement has yet to be explored. Serious game analytics may open opportunities for a better understanding of engagement in game-based learning environments [31]. In addition, there are no human-computer simulation practices in recently published gaming articles on the delivery of care in health care organizational settings nor are there scoring systems to gamify the logistics of care within a pediatric ED [32], even though the scoring system is the most frequently used gamification element in comparison with badges, leaderboards, avatars, levels, and rewards. ...
... Based on previous studies' usage of the number of initiated tasks and finished tasks as learning engagement attributes [31], we addressed relationships between logistical performance and the following traits, for which a regression model was performed: ...
... The findings in this study indicated that both negative and positive reinforcements were effective in encouraging behaviors in line with the learning goals of the game. Our findings show that all included learning attributes were important variables for predicting logistical performance in serious gaming and that the number of initialized tasks was the most powerful explanatory variable, in line with previous studies [31]. Additionally, via relation analysis, this study indicates that a gamification design of key logistical aspects of the health care production system can lead to learning engagement in serious gaming. ...
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... Literature on TML has mostly focused on the implementation and analysis of personal and adaptive learning environments, e.g., based on adaptive formative feedback (Hattie and Timperley 2007;Ifenthaler and Gibson 2019). ...
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... Reflecting on the work of game-based learning and assessment over the past 10 years, Kim and Ifenthaler (2019) suggested that the field of game-based learning and assessment can greatly benefit from the application of learning analytics in all areas, from the design process to classroom implementation. However, it is a challenge to implement learning analytics in digital games such that they are grounded in theory and practice, technically sound, and useful for teachers and learners without flashy, cumbersome additional features (Ifenthaler & Gibson, 2019). Still, recent research has seen advances in game-based learning embracing the opportunities of data science (Alonso-Fernández et al., 2019). ...
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... However, a common complaint in many of the studies is the technical difficulties experienced during the implementation of the course and overall communication in the online environment (Moeller et al., 2010; Strømsø, Grøttum, & Lycke, 2007; Valaitis, Sword, Jones, & Hodges, 2005).Despite the maturity of online-remote PBL programs, online CBL programs has not been fully implemented. The current understanding about challenge-based online environments is limited, mostly through learning analytics conducted by the Curtin Challenge, a digital learning platform that provides challenges in English proficiency, career and leadership development(Ifenthaler & Gibson, 2019). Results have been positive; data suggests that learning engagement in an online setting is significantly associated with learning performance. ...
Thesis
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... The assignment was structured through a series of 17 primary tasks and 76 sub-tasks that created artefacts, including research, writing and designbased work. The teacher created the project framework, tasks, sub-tasks and learning outcomes, using the Challenge platform, a web-based, mobile-ready application platform for active digital learning experiences and event-level data collection (Gibson & Jackl, 2015;Ifenthaler & Gibson, 2019) developed at Curtin University. Challenge integrates with Cisco Webex Teams (https://www.webex.com/downloads.html) ...
Chapter
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Conference Paper
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This study examined the relationship between computer self-efficacy and learning performance and investigated learning engagement as a mediator of this relationship. The theoretical background is a combination of the conservation of resources (COR) theory and a theoretically extended job demands–resources model (JD-R model) proposed by Crawford, LePine, and Rich (2010). A daily diary design was carried out with 121 late-middle- and old-aged job seekers attending 10 computer cram schools. Participants completed a baseline questionnaire, seven daily diary questionnaires, and seven daily end-of-class computer skills examinations over the course of 1 week (N = 121∗7 = 847 occasions). The results of multi-level analyses showed that 1) computer self-efficacy is positively related to learning performance, 2) computer self-efficacy is positively related to learning engagement, 3) learning engagement is positively related to learning performance, and 4) learning engagement fully mediates the relationship between computer self-efficacy and learning performance. The theoretical contributions, research limitations, implications for future research, and practical implications of this study are discussed.
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Higher education institutions and involved stakeholders can derive multiple benefits from learning analytics by using different data analytics strategies to produce summative, real-time, and predictive insights and recommendations. However, are institutions and academic as well as administrative staff prepared for learning analytics? A learning analytics benefits matrix was used for this study to investigate the current capabilities of learning analytics at higher education institutions, explore the importance of data sources for a valid learning analytics framework, and gain an understanding of how important insights from learning analytics are perceived. The findings reveal that there is a lack of staff and technology available for learning analytics projects. We conclude that it will be necessary to conduct more empirical research on the validity of learning analytics frameworks and on expected benefits for learning and instruction to confirm the high hopes this promising emerging technology raises.
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This emerging technology report reviews automated knowledge visualization and assessment (AKOVIA) which is a web-based tool for the analysis of natural language and graphical knowledge representations. The open architecture of AKOVIA enables a large variety of research and practical applications. It integrates a unique language-oriented methodology based on heuristics and generates seven quantitative similarity measures on the fly. AKOVIA has been successfully tested for reliability and validity. Given the limited availability of reliable and valid automated assessment methodologies, AKOVIA has the potential to be integrated into web-based applications and thus opening up numerous research as well as practical applications.
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This book provides a comprehensive, up-to-date look at problem solving research and practice over the last fifteen years. The first chapter describes differences in types of problems, individual differences among problem-solvers, as well as the domain and context within which a problem is being solved. Part one describes six kinds of problems and the methods required to solve them. Part two goes beyond traditional discussions of case design and introduces six different purposes or functions of cases, the building blocks of problem-solving learning environments. It also describes methods for constructing cases to support problem solving. Part three introduces a number of cognitive skills required for studying cases and solving problems. Finally, Part four describes several methods for assessing problem solving. Key features includes: Teaching Focus - The book is not merely a review of research. It also provides specific research-based advice on how to design problem-solving learning environments. Illustrative Cases - A rich array of cases illustrates how to build problem-solving learning environments. Part two introduces six different functions of cases and also describes the parameters of a case. Chapter Integration - Key theories and concepts are addressed across chapters and links to other chapters are made explicit. The idea is to show how different kinds of problems, cases, skills, and assessments are integrated. Author expertise - A prolific researcher and writer, the author has been researching and publishing books and articles on learning to solve problems for the past fifteen years. This book is appropriate for advanced courses in instructional design and technology, science education, applied cognitive psychology, thinking and reasoning, and educational psychology. Instructional designers, especially those involved in designing problem-based learning, as well as curriculum designers who seek new ways of structuring curriculum will find it an invaluable reference tool.
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One of the challenges with research on student engagement is the large variation in the measurement of this construct, which has made it challenging to compare findings across studies. This chapter contributes to our understanding of the measurement of student in engagement in three ways. First, we describe strengths and limitations of different methods for assessing student engagement (i.e., self-report measures, experience sampling techniques, teacher ratings, interviews, and observations). Second, we compare and contrast 11 self-report survey measures of student engagement that have been used in prior research. Across these 11 measures, we describe what is measured (scale name and items), use of measure, samples, and the extent of reliability and validity information available on each measure. Finally, we outline limitations with current approaches to measurement and promising future directions.
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Models of both self-regulated learning and student engagement have been used to help understand why some students are successful in school while others are not. The goal of this chapter is to provide greater insight into the relations between these two theoretical frameworks. The first section presents a basic model of self-regulated learning, outlining the primary phases and areas involved in that process. The next section discusses key similarities and differences between aspects of self-regulated learning and features of student engagement, drawing on both theoretical suggestions and empirical research. The final section offers ideas and avenues for additional research that would serve to better link self-regulated learning and student engagement.
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Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between learners’ motivation, engagement, and complex problem-solving outcomes during game-based learning. A theoretical model is offered that explicates the dynamic interrelationships among learners’ problem representation, motivation (i.e., interest, competence, autonomy, relatedness, self-determination, and self-efficacy), and engagement. Findings of this study suggest that learners’ motivation determine their engagement during gameplay, which in turn determines their development of complex problem-solving competencies. Findings also suggest that learner’s motivation, engagement, and problem-solving performance are greatly impacted by the nature and the design of game tasks. The implications of this study are discussed in detail for designing effective game-based learning environments to facilitate learner engagement and complex problem-solving competencies.
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EISSN: 1544-3574
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Studies were designed to determine the effectiveness of challenge-based instruction (CBI) versus traditional lecture-based instruction. Comparisons were made over a three-year period between student performance on knowledge-based questions in courses taught with taxonomy-based and challenge-based approaches to instruction. When performance on all questions was compared, CBI classes scored significantly better than control classes on 26 percent of the questions, while control classes outperformed CBI classes on eight percent of the questions, but there was no significant difference in overall performance. However, students in CBI classes performed significantly better than students in control classes on the more difficult questions (35 percent versus four percent). We attribute these differences to additional opportunities available in CBI classrooms for learners to examine their conceptual understanding. Student surveys indicate a slight preference for the challenge-based approach. We believe that the challenge-based approach is effective and has the potential to better prepare students for the workplace and for life-long learning.
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Interest in collecting and mining large sets of educational data on student background and performance to conduct research on learning and instruction has developed as an area generally referred to as learning analytics. Higher education leaders are recognizing the value of learning analytics for improving not only learning and teaching but also the entire educational arena. However, theoretical concepts and empirical evidence need to be generated within the fast evolving field of learning analytics. The purpose of the two reported cases studies is to identify alternative approaches to data analysis and to determine the validity and accuracy of a learning analytics framework and its corresponding student and learning profiles. The findings indicate that educational data for learning analytics is context specific and variables carry different meanings and can have different implications across educational institutions and area of studies. Benefits, concerns, and challenges of learning analytics are critically reflected, indicating that learning analytics frameworks need to be sensitive to idiosyncrasies of the educational institution and its stakeholders.
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This paper provides an agenda for replication studies focusing on second language (L2) writing and the use of natural language processing (NLP) tools and machine learning algorithms. Specifically, it introduces a range of the available NLP tools and machine learning algorithms and demonstrates how these could be used to replicate seminal studies in L2 writing that concentrate on longitudinal writing development, predicting essay quality, examining differences between L1 and L2 writers, the effects of writing topics, and the effects of writing tasks. The paper concludes with implications for the recommended replication studies in the field of L2 writing and the advantages of using NLP tools and machine learning algorithms.
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In a 1992 Calvin and Hobbs cartoon (Watterson), 6-year-old Calvin asks his teacher whether he is being adequately prepared for the challenges of the 21st century. He wants to know if he will have the skills and competencies that will allow him to succeed in a tough, global economy. In response, the teacher suggests he start working harder because what he will get out of school depends on how much effort he puts into it. Calvin ponders this advice for a moment and says, "Then forget it." The exchange between Calvin and his teacher gets right to the point about what matters to student learning and personal development. Indeed, one of the few unequivocal conclusions from How College Affects Students (Pascarella & Terenzini, 2005) is that the amount of time and energy students put forth-student engagement-is positively linked with the desired outcomes of undergraduate education. Unfortunately, Calvin's response is all too common, if not according to what students say, then by what they do or do not do. In this paper, I summarize the role and contributions of the scholarship and institutional research about student engagement and its relevance for student development professionals and others committed to enhancing the quality of the undergraduate experience. The presentation is organized into four major sections. First, I briefly describe the evolution of the student engagement concept and explain its importance to student development. Then, I summarize findings from research studies about the relationships between student engagement and selected activities including participation in high-impact practices, employment, and some other experiences of relevant a relevance to the current generation of undergraduates. Next, I discuss some topics that warrant additional investigation to better understand how to further potential and utility of student engagement research and institutional policies and practices that the findings suggest. I close with some observations about the implications of student engagement research for student affairs professionals and others on campus committed to improving the quality of undergraduate education. Student engagement represents the time and effort students devote to activities that are empirically linked to desired outcomes of college and what institutions do to induce students to participate in these activities (Kuh, 2001, 2003, 2009). The meaning and applications of this definition of student engagement have evolved over time to represent increasingly complex understandings of the relationships between desired outcomes of college and the amount of time and effort students invest in their studies and other educationally purposeful activities (Kuh, 2009; Wolf-Wendel, Ward, & Kinzie, 2009). For example, building on Tyler's "time on task" concept (Merwin, 1969), Pace (1980, 1984) developed the College Student Experiences Questionnaire (CSEQ) to measure "quality of effort" to identify the activities that contributed to various dimensions of student learning and personal development. His research across three decades (1960 to 1990) showed that students gained more from their studies and other aspects of the college experience when they devoted more time and energy to certain tasks that required more effort than others-studying, interacting with their peers and teachers about substantive matters, applying their learning to concrete situations and tasks in different contexts, and so forth (Pace, 1984, 1990). Astin (1984) further fleshed out and popularized the quality of effort concept with his "theory of involvement," which highlighted the psychological and behavioral dimensions of time on task and quality of effort. His landmark longitudinal studies about the impact of college on students empirically demonstrated the links between involvement and a range of attitudinal and developmental outcomes (Astin, 1977, 1993). Astin was a major contributor to the widely cited Involvement in Learning report (National Institute of Education, 1984) which underscored the importance of involvement to student achievement and such other valued outcomes as persistence and educational attainment (Astin, 1999). In that same decade, after an invitational conference of scholars and educators held at the Wingspread Conference Center in Wisconsin, Chickering and Gamson (1987) distilled the discussions about the features of high-quality teaching and learning settings into seven good practices in undergraduate education: (a) student-faculty contact, (b) active learning, (c) prompt feedback, (d) time on task, (e) high expectations, (f ) respect for diverse learning styles, and (g...
Article
Although problem solving is regarded by most educators as among the most important learning outcomes, few instructional design prescriptions are available for designing problem-solving instruction and engaging learners. This paper distinguishes between well-structured problems and ill-structured problems. Well-structured problems are constrained problems with convergent solutions that engage the application of a limited number of rules and principles within well-defined parameters. Ill-structured problems possess multiple solutions, solution paths, fewer parameters which are less manipulable, and contain uncertainty about which concepts, rules, and principles are necessary for the solution or how they are organized and which solution is best. For both types of problems, this paper presents models for how learners solve them and models for designing instruction to support problem-solving skill development. The model for solving well-structured problems is based on information processing theories of learning, while the model for solving ill-structured problems relies on an emerging theory of ill-structured problem solving and on constructivist and situated cognition approaches to learning.
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This study examines (1) the extent to which student engagement is associated with experimental and traditional measures of academic performance, (2) whether the relationships between engagement and academic performance are conditional, and (3) whether institutions differ in terms of their ability to convert student engagement into academic performance. The sample consisted of 1058 students at 14 four-year colleges and universities that completed several instruments during 2002. Many measures of student engagement were linked positively with such desirable learning outcomes as critical thinking and grades, although most of the relationships were weak in strength. The results suggest that the lowest-ability students benefit more from engagement than classmates, first-year students and seniors convert different forms of engagement into academic achievement, and certain institutions more effectively convert student engagement into higher performance on critical thinking tests.
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Some of the empirical research papers focusing on improving instructional design from a cognitive load theory (CLT), included in the Third International Cognitive Load Theory Conference held at the Open University, Heerlen, The Netherlands, 2009, are compiled. CLT uses current knowledge about the human cognitive architecture to generate instructional techniques. Baddeley & Hitch found that this architecture consists of an effectively unlimited long-term memory (LTM), which interacts with a working memory (WM) that is very limited in both capacity. The empirical evidence of a learning process occurring over a long period of time is in the study of chess grandmasters by De Groot, 1946, 1978 and Simon & Gilmartin, 1973. Lee and Kalyuga, (2011) studied the multimedia redundancy effect in using pinyin to learn the Chinese language. Wetzels, Kester, and Van Merriënboer, (2011) used a static multimedia learning environment to teach students about the functioning of the heart.
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Digital Game-Based Learning, by Marc Prensky, is a strategic and tactical guide to the newest trend in e-learning - combining content with video games and computer games to more successfully engage the under-40 "Games Generations," which now make up half of America's work force and all of its students. The book fully explores the concept of Digital Game-Based Learning, including such topics as How Learners Have Changed, Why Digital Game-Based Learning Is Effective, Simulations and Games, How Much It Costs, and How To Convince Management. With over 50 case studies and examples, it graphically illustrates how and why Digital Game-Based Learning is working for learners of all ages in all industries, functions and subjects.
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The field of discourse processing has dissected many of the levels of representation that are constructed when individuals read or listen to connected discourse. These levels include the surface code, the propositional textbase, the referential situation model, the communication context, and the discourse genre. Discourse psychologists have developed models that specify how these levels are mentally represented and how they are dynamically built during comprehension. This chapter focuses on the meaning representations that are constructed when adults read written text, such as literary stories, technical expository text, and experimenter-generated "textoids." Recent psychological models have attempted to account for the identification of referents of referring expressions (e.g. which person in the text does she refer to), the connection of explicit text segments, the establishment of local and global coherence, and the encoding of knowledge-based inferences.
Foundations of digital badges and micro-credentials
  • D Ifenthaler
  • N Bellin-Mularski