The use of artificial intelligence in education (AIEd) has grown exponentially in the last decade, particularly intelligent tutoring systems (ITSs). Despite the increased use of ITSs and their promise to improve learning, their real educational value remains unclear. This systematic review aims to identify the effects of ITSs on K-12 students’ learning and performance and which experimental designs are currently used to evaluate them. The 28 studies analyzed in this systematic review included a total of 4597 students (N = 4597) and used quasi-experimental designs with varying intervention durations. Overall, our findings suggest that the effects of ITSs on learning and performance in K-12 education are generally positive but are found to be mitigated when compared to non-intelligent tutoring systems. However, additional research with longer interventions and increased sample sizes with greater diversity is warranted. Additionally, the ethical implications of using AI for teaching should be investigated.
Serious games have become increasingly available to educators. Empirical studies and meta-analyses have examined their impact on learning achievement. However, natural sciences could have a special relation to serious games by their systematic use of quantitative and predictive models that can generate microworlds and simulations. Since no known meta-analysis on serious games observed a significant impact in the specific context of science learning, the present meta-analysis synthesised results from 79 empirical studies that compared the impact on science learning achievement of instruction using serious games versus instruction using more conventional methods. Consistent with theory and past meta-analyses not specifically related to science learning, post-instruction learning achievement was weakly to moderately higher for declarative knowledge, knowledge retention and procedural knowledge for students taught with serious games. Furthermore, findings of the present work suggest that five moderator variables produced significant effects on the relationship between playing serious games and learning outcomes, and three showed consistent variations in mean effect size that could lead to significance, with more studies and larger samples. These findings are discussed in connection with previous meta-analyses’ findings, potential pedagogical implications and possible future research.
Millions of students follow online classes which are delivered in video format. Several studies examine the impact of these video formats on engagement and learning using explicit measures and outline the need to also investigate the implicit cognitive and emotional states of online learners. Our study compared two video formats in terms of engagement (over time) and learning in a between-subject experiment. Engagement was operationalized using explicit and implicit neurophysiological measures. Twenty-six (26) subjects participated in the study and were randomly assigned to one of two conditions based on the video shown: infographic video or lecture capture. The infographic video showed animated graphics, images, and text. The lecture capture showed a professor, providing a lecture, filmed in a classroom setting. Results suggest that lecture capture triggers greater emotional engagement over a shorter period, whereas the infographic video maintains higher emotional and cognitive engagement over longer periods of time. Regarding student learning, the infographic video contributes to significantly improved performance in matters of difficult questions. Additionally, our results suggest a significant relationship between engagement and student performance. In general, the higher the engagement, the better the student performance, although, in the case of cognitive engagement, the link is quadratic (inverted U shaped).
In this article, we propose an analysis of the state of, and trends in, the field of conceptual change research in science education through the lens of its models. Using a quantitative approach, we reviewed all conceptual change articles (n = 245) published in five major journals in the field of science education in search of the support that their authors give to conceptual change models (CC models). We looked for support in the form of explicit or implicit mentions, favourable and unfavourable position statements and empirical confirmations and refutations. The results present a thorough description of all types of support, as well as their evolution from the early days of the field to today. We also propose a hierarchical list of the 86 CC models that we have recorded, appearing in decreasing order by the support they received from the literature. General comments are formulated in order to provide an interpretation of the field and its evolution.
Purpose: It is argued that problem‐based learning (PBL) is a valuable approach to teaching operations management, as it allows learners to apply their knowledge and skills in an environment that is close to real‐life. In fact, many simulations currently exist in the teaching of operations management. However, these simulations lack a connection to real‐life, as they are typically turn‐based and do not use real‐life IT support. The current paper seeks to address this issue by presenting an innovative pedagogical approach designed to provide learners with an authentic problem‐solving experience in operations management within an enterprise resource planning (ERP) system.Design/methodology/approach: The paper proposes a simulation game called ERPsim whereby students must operate an enterprise in a simulated economic environment using in real time a real‐life ERP system, namely SAP. Based on a survey with instructors, it assesses the extent to which this proposed simulation is aligned with the five characteristics of the PBL approach.Findings: Survey respondents confirm that significant improvements in student evaluations, learner motivation, attendance, and engagement, as well as increased learner competence with the technology can be achieved by using the proposed approach.Practical implications: For more than five years this pedagogical approach has been used by more than 250 professors, lecturers, and professional trainers in over 160 universities worldwide. Between September 2009 and June 2011, more than 3,000 simulations games were played by over 16,000 university student teams.Originality/value: Results and observations on using the proposed pedagogical approach are presented and compared to the main characteristics of the PBL approach (authenticity, ill structured problems, student‐centered, small group settings and facilitator dimensions).