April 2025
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12 Reads
The present study implemented a competitive sandbox game-based experiential learning approach to promote development of the 4Cs competencies, as compared to conventional teacher-led instruction.
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April 2025
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12 Reads
The present study implemented a competitive sandbox game-based experiential learning approach to promote development of the 4Cs competencies, as compared to conventional teacher-led instruction.
January 2025
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25 Reads
This study examined the use of ChatGPT 3.5 for reading questions generation based on four processes of comprehension of PIRLS 2011 assessment framework. Using an instrumental case study approach and a usability testing method, we employed an input story text to assess ChatGPT 3.5’s effectiveness. A total of twenty questions were generated and evaluated using specific criteria. We analyzed the content of the obtained questions and the quality of revised questions after further adjustment instructions. Findings reveal that ChatGPT 3.5 excels at generating factual questions, leveraging explicit details from text, and demonstrates improvement in interpret-and-integrate questions when detailed instructions are provided. However, it shows significant limitations with higher-order questions requiring inference and evaluation, where contextual accuracy and deeper comprehension are critical. Statistical analysis revealed significant differences between question types (p = 0.004). Thematic analysis highlighted recurring challenges, such as content misalignment, oversimplification, and difficulty processing complex or nuanced user requirements. Tips for users on potential issues and ethical concerns were also discussed. Despite limitations, ChatGPT 3.5 remains a valuable tool for educators and students to enhance question creation productivity. These findings contribute to understanding generative AI’s role in education and provide actionable insights for improving question generation efficiency.
January 2025
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131 Reads
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1 Citation
International Journal of Educational Technology in Higher Education
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a competitive sandbox game environment in enabling the transfer of the 4Cs skills to both near and far tasks, in contrast with a non-game environment. A cohort of 110 students from a university were randomly allocated to both conditions for the 4Cs skills training. The skills transferability was measured through self-reports, observations, and interviews. The findings indicated no significant differences in the transfer of creativity, critical thinking, and communication skills in near and far settings following both training environments. Interestingly, a competitive gaming environment significantly facilitated the transfer of collaboration skills to near tasks evidenced by performance-based assessments. Moreover, although the hypotheses 1c and 3c were not statistically supported, the small to medium effect size suggests that there were practical differences between the groups in self-reported collaboration skills in near and far tasks. Additionally, analysis of individual interviews with 41 participants indicated that the successful transference was attributed to an array of scaffolds (i.e., mentorship, collaborative problem-solving environment, autonomy, and guided checklists) while the failure to detect positive effects was explained by various constraints (i.e., unfamiliarity with game rules, limited time, lack of practice, and established cognitive patterns). These findings add new insights into the literature on game-based learning and transfer of learning and inform researchers to further investigate the longitudinal effect of skills transfer and retention in both academic and professional spheres.
November 2024
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165 Reads
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3 Citations
Education and Information Technologies
Esports (electronic sports) or competitive video gaming has taken its place as a leading form of entertainment for young people worldwide. However, esports were generally studied as a popular form of entertainment, and rarely have studies examined esports from an educational perspective. This study aimed to investigate the perceived impact of various types of esports on the acquisition of the 4Cs skills (critical thinking, creativity, collaboration, and communication) through the lenses of higher education students. A sequential mixed methods research design was adopted, with a questionnaire survey involving 628 participants followed by semi-structured interviews with 46 participants. The quantitative findings showed that the players generally perceived that esports can cultivate the 4Cs skills and their perception was significantly related to gaming experience, gaming frequency, and time spent on each gameplay. The higher level of engagement in games was associated with higher 4Cs skills. No significant difference was found in scores of the 4Cs skills across nine esports genres. Apart from statistical inferences, natural language process (NLP) techniques combined with thematic analysis were used to identify various mechanisms and elements of different games associated with the 4Cs skills development. The quantitative and qualitative findings collectively shed light on the potential of integrating esports elements into innovative pedagogies for promoting learning and developing the 4Cs skills for both life and career.
October 2024
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120 Reads
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1 Citation
Proceedings of the Association for Information Science and Technology
In the context of global aging, digital technologies are increasingly recognized as a means to address the challenges associated with aging. Although many studies have explored the relationship between older adults and digital literacy, there is a gap identifying their necessary skills, challenges, and learning motivations. This review identified 30 articles from 2014 to 2024 and delineated five areas of digital literacy skills that older adults acquire, the hurdles they face in this process, and what drives their learning efforts. The difficulties faced by older adults in learning digital literacy include unfamiliarity with technology, cognitive decline, emotional barriers, limited access to digital resources, and physical and health issues. These challenges may lead to frustration in their use of devices and apps, which may affect their willingness to learn. This study, despite a small sampling size, paves the way for future research, including evaluating online fake information and addressing safety risks.
October 2024
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28 Reads
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1 Citation
Proceedings of the Association for Information Science and Technology
Human‐generated multiple‐choice questions (MCQs) are commonly used to ensure objective evaluation in education. However, generating high‐quality questions is difficult and time‐consuming. Generative artificial intelligence (GenAI) has emerged as an automated approach for question generation, but challenges remain in terms of biases and diversity in training data. This study aims to compare the quality of GenAI‐generated MCQs with humans‐created ones. In Part 1 of this study, 16 MCQs were created by humans and GenAI individually with alignment to the Progress in International Reading Literacy Study (PIRLS) assessment framework. In Part 2, the quality of MCQs generated was assessed based on the clarity, appropriateness, suitability, and alignment to PIRLS by four assessors. Wilcoxon rank sum tests were conducted to compare GenAI versus humans generated MCQs. The findings highlight GenAI's potential as it was difficult to differentiate from human created questions and offer recommendations for integrating AI technology for the future.
September 2024
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2 Reads
Cataloging & Classification Quarterly
August 2024
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115 Reads
Effectiveness of 4Cs Skills Transfer from Sandbox Gaming Environment to Near and Far Contexts
July 2024
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173 Reads
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3 Citations
This study examined how teachers integrate chatbots into English as a foreign language (EFL) teaching and learning, drawing upon the Technological Pedagogical Content Knowledge (TPACK) framework. Ten teachers were invited to design lesson plans for teaching argumentative writing using a chatbot named Argumate. We analyzed the teachers’ professional knowledge, as demonstrated in their lesson plans. Additionally, interviews were conducted to understand the teachers’ reasoning behind their instructional planning. The results revealed that the teachers adopted three approaches to chatbot integration, including teacher instruction followed by chatbot use, chatbot use followed by teacher instruction, and chatbot use supplemented with teacher instruction. Moreover, the teachers demonstrated their professional knowledge by combining the chatbot with different teaching strategies (e.g. collaborative learning and experiential learning) and using the chatbot to design learning activities (e.g. chatbot-assisted writing practice and chatbot-supported debate activities) that leveraged the chatbot’s strengths. The teachers’ professional knowledge was also evident in their ability to identify the chatbot’s limitations and supplement chatbot-related activities with additional activities to provide comprehensive support for students’ writing development. The findings shed light on the potential of chatbots as a language learning tool and the importance of teachers’ professional knowledge in integrating chatbots in the language classroom.
July 2024
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151 Reads
Innovation in Language Learning and Teaching
Purpose: In this article, we propose a digital gamification approach to foster online collaborative argumentation. Design: To achieve this, a gamified online platform called Argument Arena is introduced. Argument Arena incorporates various game elements, such as points, leaderboards, and role-playing, to engage students. It provides a framework that guides students through the entire argumentative writing process, including idea generation, essay composition, and peer evaluation. Additionally, this article reports on an evaluation study conducted with thirty-three Chinese first-year undergraduate students who used Argument Arena and participated in a questionnaire survey. Findings: The results indicate that students had a high level of interest, perceived usefulness, and sense of relatedness to peers when learning argumentative writing on the platform. Value: This article provides language educators with a new tool to facilitate the teaching and learning of argumentative writing.
... Además, se encuentran investigaciones-acción que involucran a los docentes en la identificación de problemas y la evaluación de resultados,Esteve et al. (2025), y diseños experimentales y cuasi-experimentales que evalúan la efectividad de programas de entrenamiento en habilidades blandas Kaya y Kaval (2022).En cuanto a los enfoques de intervención, se destacan los programas de entrenamiento en habilidades socialesKaya y Kaval (2022), el aprendizaje cooperativoGuanga y Mena (2024), el aprendizaje basado en proyectosLopes et al. (2021), el aula invertidaSánchez-Gil et al. (2025) y la integración de tecnologíaSuryani et al. (2021). Estos enfoques buscan mejorar la comunicación, la empatía, la resolución de conflictos y otras habilidades sociales tanto en estudiantes como en docentes.Principales resultados y hallazgosLos resultados de los estudios revisados convergen en varios hallazgos clave,Crewdson et al. (2024), encontraron que estrategias específicas, como Tootling, son eficaces para reforzar el uso de habilidades sociales en distintos entornos;Suryani et al. (2021), demostraron que el uso de materiales digitales no solo optimiza el aprendizaje, sino que también fomenta las habilidades blandas, superando los métodos tradicionales; Kaya y Kaval (2022), observaron que los programas psicoeducativos han demostrado ser efectivos para mejorar y mantener el desarrollo de habilidades blandas a largo plazo.En esta misma línea,Kumm et al. (2021), señalan que estrategias personalizadas pueden potenciar la capacidad de adaptación social;Zhong et al. (2025), encontraron que un entorno de juego competitivo facilita la transferencia de habilidades de colaboración; Awodiji y Katjiteo (2024), subrayan que el liderazgo escolar efectivo no solo depende de habilidades técnicas, sino también de competencias como la empatía y la comunicación yGuanga y Mena (2024), confirman que el aprendizaje cooperativo es una estrategia clave para fortalecer habilidades sociales en el ámbito educativo. Sin embargo,Turgut et al. (2022), advierten que,Tribunal. ...
January 2025
International Journal of Educational Technology in Higher Education
... The globalization of sports has necessitated a common medium of communication among participants from diverse linguistic backgrounds, and English has emerged as the dominant international language in this domain. Studies indicate that English serves as the lingua franca in major international sports events, facilitating communication among athletes, coaches, and officials (Zhong et al., 2024;Wang, 2023). This phenomenon is particularly pronounced in professional sports, where English proficiency is often a prerequisite for international engagement (Vu & Tran, 2023). ...
November 2024
Education and Information Technologies
... Research on GenAI and its assessment emerged after ChatGPT focused on its ability to solve student tasks such as exams with test questions and multiple choice questions (Lam et al., 2024). However, GenAI's progress is also being watched with the introduction of AI detection tools that allow students' answers to be seen for their originality (Nikolic et al., 2024). ...
October 2024
Proceedings of the Association for Information Science and Technology
... GenAI can significantly contribute to increasing language learners' motivation and enhancing their confidence by providing instant feedback on their exercises (e.g., Annamalai, 2024;Jeon, 2024;Karataş et al., 2024;Li, Bonk & Kou, 2023;Fathi & Rahimi, 2024;Li, Li, & Cho, 2023;Liu, Park, & McMinn, 2024;Özçelik & Ekşi, 2024), making the learning process more engaging and less intimidating (e.g., Annamalai, 2024;Bin-Hady et al., 2023;Cai et al., 2023;Chen et al., 2024;Chiarian & Chasaide, 2016;Fathi & Rahimi, 2024;Guo et al., 2024;Jeon, 2024;Karaosmanoglu et al., 2024;Karataş et al., 2024;Kartal, 2024;Qu & Wu, 2024;Lee et al., 2024;Yeh, 2024;Yıldız 2023;Yu et al., 2024;Yuan 2023;Zhang, Zou, & Cheng 2023;Zhao et al. 2024), creating interactive and conversational experiences (e.g., Annamalai, 2024;Karataş et al., 2024;Mabuan, 2024;Wu et al., 2024), offering flexibility that enables learners to learn at anytime and anywhere (e.g., Annamalai, 2024;Cai et al., 2023;Duong & Suppasetseree, 2024), and accessing a vast array of resources they might not otherwise find (e.g., Cai et al., 2023;Mabuan, 2024;Yan, 2023). Regarding providing instant feedback, Karataş et al.'s (2024) qualitative case study provided an in-depth exploration of the nuanced effects of AI on the foreign language learning process within its real-world educational context. ...
July 2024
... In the context of AI-empowered education, teachers are encouraged to integrate AI technologies into their classroom teaching to enhance students' learning motivation and improve their learning outcomes (Fang et al., 2023). Reading and writing skills are crucial in students' learning, directly impacting their academic performance and skill development (Fang, Zhao, et al., 2024;Putri & Aminatun, 2021). However, many students lack interest in writing, finding it too difficult due to a lack of ideas and creativity (Fang & Deng, 2024). ...
April 2024
... Tools like Duolingo and Quizlet were particularly effective in this group, providing the repetition necessary for language acquisition in a motivating format. In contrast, intermediate learners benefited more from collaborative, creative tasks that required higher-order thinking, such as debates, projects, and storytelling activities using digital tools (Li, Fryer, & Chu, 2025) Teachers observed that the social elements of gamified learning-team competitions, collaborative quests, and shared digital products-contributed significantly to student language development. Speaking and writing skills improved when students had opportunities to use English authentically in meaningful, goal-oriented tasks. ...
May 2024
Innovation in Language Learning and Teaching
... Lastly, software developers should prioritize enhancing the interactivity of AI software to lower the learning threshold and establish good user habits (Ng et al., 2024). AI software should provide emotional support to help students overcome psychological barriers such as anxiety and lack of confidence, offering positive feedback and encouragement during human-AI interactions to enhance learners' self-efficacy and improve their willingness and skills to communicate (F. ...
May 2024
Journal of Computer Assisted Learning
... It is strong-minded that traditional forms of organising the educational process also have a game component. Other researchers highlight this, arguing that the gamification of education as a phenomenon is not an invention of the modern world but rather the result of the gradual evolution of education, which in recent decades has clearly changed its direction to student-centeredness [38], [40]. ...
May 2024
... Theoretical frameworks such as self-determination theory and cognitive load theory provide a foundation for understanding how gamification in flipped classrooms enhances motivation and engagement. These theories emphasize the importance of incorporating game-like elements, such as challenges and rewards, to foster a more stimulating learning environment [20]. ...
May 2024
... By incorporating operant conditioning in Kahoot, immediate feedback, reinforcement schedules, shaping, and a gamified learning environment effectively support mathematics learning in early childhood. Zainuddin et al. (2024) explain that Kahoot leverages the power of positive reinforcement and immediate feedback to enhance learners' engagement, motivation, and learning of mathematical concepts. Thus, in the context of using Kahoot for early childhood mathematics learning, when learners answer questions correctly, they receive points (positive reinforcement), encouraging them to continue participating and engaging with the content. ...
May 2024