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Wen, Yun
- PublicationMetadata onlyIntegrating augmented reality into inquiry-based learning approach in primary science classrooms(Springer, 2023)
; ;Wu, Longkai ;He, Sujin ;Ng, Nathanael Hsien‑Ern; ; Cai, YiyuNotwithstanding the advantages of incorporating Augmented Reality (AR) in education, AR’s concrete uses as compared to other technologies are not fully recognised. Moreover, many of the existing studies have neglected to examine the impact of pedagogy and its corresponding instructional models, whilst implementing AR in teaching and learning. In leveraging the affordances of AR, an inquiry-based learning framework, referred to as QIMS, was proposed in this study. A learning package was developed on the topic of plant reproduction for primary 5 students (aged 11–12) based on the QIMS framework. Using a quasi-experimental approach, this study evaluated three conditions (AR and QIMS; QIMS; Non-AR and Non-QIMS) for a series of science lessons in a primary school. 117 students took part in this study. The quantitative results showed that although there was no statistically significant difference in students’ academic performance when AR was used, students’ self-directed learning and creative thinking skills increased significantly after partaking in the QIMS inquiry-based lessons. The usage of AR and QIMS had a significant effect in increasing students’ critical thinking and knowledge creation efficacy skills. Moreover, in view of students’ academic outcomes, the integration of QIMS and AR proved to be more beneficial to low-progress students. Qualitative analysis of the interview data from teachers and students aids in accounting for the quantitative results and indicate productive implementation strategies. The findings of this study will guide the design of future AR interventions, by providing insights for both researchers and practitioners on how to integrate and implement AR with pedagogical approaches.
39 - PublicationMetadata onlyDesigning for learning with virtual/augmented reality
The major distinction between traditional instructional design and learning design is that the former focuses on designing instruction that has predictable outcomes. The latter concentrates on the learning environment and experience design and the centrality of learners. Virtual Reality (VR) or Augmented Reality (AR) in education can be considered one of the natural evolutions, as they help enable the power of immersion and interaction with an authentic learning environment.
Beyond cultivating interests and enhancing motivation in learning, VR and AR technologies help to circumvent the physical and safety constraints and visualize invisible or abstract concepts. The first-person learning experience in a virtual environment can develop learner autonomy, which is particularly important to lifelong learning. In a networked collaborative VR/AR environment, students can experience richly situated learning and communicate with one another to complete tasks together without leaving the classroom or travelling far away. Nevertheless, as two related but different technologies, both of them have unique affordances in teaching and learning.
53 - PublicationMetadata onlyExploration of a group assessment model to foster student teachers' critical thinkingThough peer assessment has been widely recognized as an effective teaching approach to develop learners’ critical thinking, pedagogical strategies and analysis of students’ peer assessment at the group level but not individual level are underexplored. Group assessment is emphasized in this study by focusing on assessing peer-group work. In the context of 40 student teachers participating in online group assessment activities, this study revealed critical thinking patterns and their correlation with group performances by content analysis and epistemic network analysis (ENA). The results showed that participants’ critical thinking in group assessment activities mainly stayed at the level of understand. The high-score groups’ critical thinking had more connections between understand and evaluate, while the low-score groups’ critical thinking had more connections between recognize and understand, and understand and analyse. In addition, the high- and low-score groups showed different characteristics of critical thinking at different stages and different tasks of group assessment activity. Diversified and developmental critical thinking patterns could be found in the high-score groups, while the low-score groups tended to maintain single and fixed critical thinking patterns. Finally, the discussion and suggestions of intervention for critical thinking development of high- and low-score groups are provided to help design and implement online collaborative learning activities and group assessment activities in the future.
WOS© Citations 2Scopus© Citations 11 46 - PublicationOpen AccessExploring interactional moves in a CSCL environment for Chinese language learning(2009)
; ; This work analyzes the interactions of small groups of students doing collaborative learning activities in the primary classroom for learning Chinese as a second language. We take the perspective of identifying the characteristics of interactional moves as students interact and negotiate meaning in the computer-mediated collaborative learning (CSCL) environment called GroupScribbles (GS). Much work in group cognition and in interactional analysis of small groups looks at problem-solving in subjects like mathematics and science. In language learning, the task posed for collaborative activities does not focus on problemsolving, but it may be targeted towards enriching students’ vocabulary and proficiency in language expression, developing their thoughts and writing through cogitating with new words, vocabulary and sentence construction. We hope the work can illuminate how students can co-construct knowledge mediated by GS representations for Chinese language learning. In the paper, we look at collaborative situations in which the group members are not seated together in the classroom, and so they have to collaborate through the GS medium.141 255 - PublicationRestrictedInvestigating group interactions in a networked second language classroom : appropriating a representational tool for collaborative language learning(2014)This case study investigates the appropriation of a representational tool by students in small groups in the context of collaborative writing and the teacher orchestration in a dual-interaction (both face-to-face and online) environment. The study aims to unravel and discover how different small groups evolve alternative approaches to appropriating online technology in classrooms, and during the process, what role the teacher can play to orchestrate multiactivities for productive interactions.
This study is situated in a real second language (L2) learning classroom setting equipped with a generic representational tool—Group Scribbles—that enables collaborative generation, collection, and aggregation of ideas in multimodal interactions. The notion of representational tools is emphasized to distinguish them from other computer-mediated communication tools for dialogical communication or threaded discussion. The study focuses on analyzing and modelling interactions in which technology-mediated learning takes place. Both statistical analysis and qualitative microanalysis of interaction are addressed to provide a more comprehensive analytical region to examine the interactions that occurred naturally. Underlying the rationale of mutual shaping of participants and technical devices, the study contextually examined and reinterpreted the dynamic interplay between small groups of students, teacher, and medium, and their holistic effect in L2 learning.
Two key findings are generated from the study. First, the functions of inscriptional devices in L2 classroom learning are identified: (1) referencing, (2) pinpointing, (3) accumulating, (4) prompting notice, (5) realizing parallels, and (6) promoting synergy. Second, teachers are suggested to play a dual role as both facilitator and collaborator to monitor and adjust all groups’ work processes and even join in small-group work by providing improvised scaffoldings. The case study does not aim at predicting that all the identified functions will be played out in all the representational tool-supported L2 learning contexts but rather suggests that teachers and researchers should create conditions for enabling the inscriptional device to facilitate more productive group understanding development. A series of principles for teacher orchestration in networked L2 learning are distilled. These principles are not antagonistic with some traditional instructional principles or strategies, such as making learning objectives explicit, holding the attention of the students, or controlling time strictly. Teachers are recommended to monitor small-group progresses by drawing upon group inscriptions throughout the lesson. In the context of L2 learning, teachers are suggested to detect and assist students to in-situ solve language-related problems that emerge in their language use, though they are suggested not to offer ready-made solutions for students in science or mathematics classes.
The study explores the beneficial affordances of the representational tool that supplement face-to-face communication for both learning and teaching in L2 learning classrooms and, thus, provides insights to task/script design and enactment of collaborative L2 learning in networked classroom environments where face-to-face and online interactions are intertwined. Methodologically, this study is sympathetic to calls from computer-supported collaborative learning researchers who are concerned with classroom learning and multimedia/multimodal interactions. It provides a workable approach to exploring how small-group interactions interweaving social and cognitive dimensions take place in networked classroom environments.246 70 - PublicationOpen AccessReasoning and reformulating for linguistic knowledge improvement: A comparative case study in a CSCL classroom(2012)
;Xie, Wenting; ; This paper reports a comparative case study to explore the discrepancies in learning outcomes attained by two student groups in an identical CSCL activity in the language classroom and the differences in group behaviors that contributed to these discrepancies. From micro-analysis, group behaviors that are desired for language development are identified. The findings can inform future pedagogical and technological design to improve language learning in classrooms.142 134 - PublicationMetadata onlyAI‐powered vocabulary learning for lower primary school studentsIn this exploratory mixed-methods study, we introduce and test our AI-powered vocabulary learning system—ARCHe, which embeds four AI functions: (1) automatic feedback towards for pronunciation, (2) automatic feedback for towards handwriting, (3) automatic scoring for student-generated sentences and (4) automatic recommendations. Specifically, our study of 140 students taught by six teachers in three primary schools in Singapore explores the links between these AI functions and students' learning engagement and outcomes via the analysis of their pre- and post-tests, post-surveys, focus group discussions and artefacts created via ARCHe. Results show improved Chinese character and vocabulary test scores after using ARCHe. Students' perceptions of ARCHe automatic recommendations and feedback towards pronunciation positively influence their emotional engagement. Also, students who perceived ARCHe automatic recommendations and feedback on handwriting more favourably than others reported greater cognitive engagement. Meanwhile, students whose groups created more sentences in classroom-based collaborative learning than others were more likely to show learning gains. This study provides insights for learning designers and educators on AI's potential in language learning, with recommendations for future research directions.
93 - PublicationOpen AccessA scaffolded software tool for L2 vocabulary learning: GroupScribbles with graphic organizers(2011)
; ; Understanding technology from the perspective of the scaffolding can help us bridge the gap between abstract or general CSCL design principles and the design and enactment of concrete CSCL practices. This study addresses this issue by describing and discussing how we use GroupScribbles (GS) technology coupled with appropriate pedagogical graphic organizers to scaffold effective collaborative learning in the context of L2 students’ vocabulary learning in Singapore classrooms. It is found that the GS technology and pedagogical graphic organizers can jointly scaffold students’ collaborative vocabulary learning to achieve desired learning outcomes. When equipped with graphic organizers to help students plan and organize their problem solving, GS is transformed from a general tool for enabling seamless interactions to a scaffolded software tool integrated with pedagogical design for supporting specific learning, by problematizing important disciplinary content.396 537 - PublicationOpen AccessCollaboration script appropriation in a science class(2019)
;Zhang, Si; ; ; ;Chai, Aileen Siew ChengAng, Joo LiakThis paper presents how a collaboration script informed by the Funnel Model was appropriated by a class of students in a secondary science class lesson. Based on the script, a class of 33 tenth grade students enacted four stages of a technology-supported collaborative learning activity: individual construction, intra-group construction, inter-group rating, and intra-group refining. Quantitative and qualitative analyses of students' behaviors and perceptions were conducted to identify and explain how students appropriated the collaboration script.161 140 - PublicationOpen AccessTowards analysis of group interaction processes mediated by a rapid collaborative learning environment(2008)
; ; ;Tan, Sini; Juan, Dee WeeWe have been involved in a 3-year project to introduce rapid collaborative knowledge building practices in two primary 5 classrooms. Lessons in science, mathematics and the Chinese language have been co-designed by teachers and researchers to teach the curriculum by tapping on collaborative work in small groups as well as in the whole class. They incorporate various activities supported by the Group Scribbles (GS) software technology. GS provides representational spaces for individual, group or class work to support collaborative practices. In this paper, we share one process-oriented account of a small group interaction through face-to-face communication over the GS environment. We adapted Suthers, Dwyer, Medina & Vatrapu's uptake analysis framework (2007) to study group interaction and meaning-making mediated by GS as well as verbal talk. Our longer-term goal is to distil patterns that can lead to effective (or ineffective) collaborative knowledge construction, which can enable the teachers and us (researchers) to improve on the socio-technical design of lessons (including lesson and activity design, technology re-design, group creation, group composition, classroom space design, and other factors) to more fully exploit the potential of rapid collaborative knowledge building.390 297