參考文獻 |
中文文獻
王金國. (2023). [推動中小學數位學習精進方案]的認識, 認同與實踐. 臺灣教育評論月刊, 12(1), 139-144.
https://doi.org/10.6791/TER.201210.0077
陳麗華, & 林淑華. (2008). 社會學習領域第二, 三, 四學習階段教科書中社會行動取向教材之比較分析. 課程與教學.
https://doi.org/10.6384/CIQ.200807.0093
英文文獻
Abd-El-Fattah, S. M. (2010). Garrison′s Model of Self-Directed Learning: Preliminary Validation and Relationship to Academic Achievement. Spanish Journal of Psychology, 13(2), 586-596. https://doi.org/Doi 10.1017/S1138741600002262
Abdullah, J., Mohd-Isa, W. N., & Samsudin, M. A. (2019). Virtual reality to improve group work skill and self-directed learning in problem-based learning narratives. Virtual Reality, 23(4), 461-471. https://doi.org/10.1007/s10055-019-00381-1
Abramovich, S., & Cho, E. (2006). Technology as a medium for elementary preteachers′ problem-posing experience in mathematics. Journal of Computers in Mathematics and Science Teaching, 25(4), 309-323. https://doi.org/10.1111/j.1949-8594.1977.tb09200.x
Acun, C., & Acun, R. (2024). GAI-Enhanced Assignment Framework: A Case Study on Generative AI Powered History Education. In: NeurIPS.
Aidinopoulou, V., & Sampson, D. G. (2017). An Action Research Study from Implementing the Flipped Classroom Model in Primary School History Teaching and Learning. Educational Technology & Society, 20(1), 237-247. https://doi.org/10.2991/sschd-17.2017.63
Akkari, A., & Maleq, K. (2020). Global citizenship education: Recognizing diversity in a global world. In Global citizenship education: Critical and international perspectives (pp. 3-13). Springer International Publishing Cham. https://doi.org/10.1007/978-3-030-44617-8_1
Alcivar, N. I. S., Gallego, D. C., Quijije, L. S., & Quelal, M. M. (2019). Developing a dashboard for monitoring usability of educational games apps for children. Proceedings of the 2019 2nd International Conference on Computers in Management and Business,
Arruabarrena, R., Sánchez, A., Blanco, J. M., Vadillo, J. A., & Usandizaga, I. (2019). Integration of good practices of active methodologies with the reuse of student-generated content. International Journal of Educational Technology in Higher Education, 16(1), 1-20. https://doi.org/ARTN 10
10.1186/s41239-019-0140-7
Atlas, S. (2023). ChatGPT for higher education and professional development: A guide to conversational AI. https://doi.org/10.4018/978-1-7998-9247-2.ch004
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Barlow, A. T., & Cates, J. M. (2006). The impact of problem posing on elementary teachers′ beliefs about mathematics and mathematics teaching. School Science and Mathematics, 106(2), 64-73. https://doi.org/10.1111/j.1949-8594.2006.tb18136.x
Bonk, C. J., & Lee, M. M. (2017). Motivations, achievements, and challenges of self-directed informal learners in open educational environments and MOOCs. Journal of Learning for Development, 4(1). https://doi.org/10.56059/jl4d.v4i1.195
Brown, S. I., & Walter, M. I. (2005). The art of problem posing. Psychology Press. https://doi.org/10.4324/9780203052266-6
Chan, T.-W., & Chou, C.-Y. (1995). Simulating a learning companion in reciprocal tutoring systems. https://doi.org/10.3115/222020.222053
Chen, Z. H., Liao, C. V., Chien, T. C., & Chan, T. W. (2011). Animal companions: Fostering children′s effort-making by nurturing virtual pets. British Journal of Educational Technology, 42(1), 166-180. https://doi.org/10.1111/j.1467-8535.2009.01003.x
Costa, A. L., & Kallick, B. (2003). Assessment strategies for self-directed learning. Corwin Press. https://doi.org/10.4135/9781483328782.n6
Cox, C., & Tzoc, E. (2023). ChatGPT: Implications for academic libraries. College & Research Libraries News, 84(3), 99. https://doi.org/10.26443/el.v34i2.307
Dai, H. M., Teo, T., & Rappa, N. A. (2020). Understanding continuance intention among MOOC participants: The role of habit and MOOC performance. Computers in Human Behavior, 112, 106455. https://doi.org/ARTN 106455
10.1016/j.chb.2020.106455
Dehouche, N. (2021). Plagiarism in the age of massive Generative Pre-trained Transformers (GPT-3). Ethics in Science and Environmental Politics, 21, 17-23. https://doi.org/10.3354/esep00195
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments,
Deterding, S., Sicart, M., Nacke, L., O′Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI′11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575
Devlin-Scherer, R., & Sardone, N. B. (2010). Digital simulation games for social studies classrooms. The Clearing House, 83(4), 138-144. https://doi.org/10.1080/00098651003774836
Dijkstra, R., Genç, Z., Kayal, S., & Kamps, J. (2022). Reading Comprehension Quiz Generation using Generative Pre-trained Transformers. In: AachenCEUR-WS.
Divate, M., & Salgaonkar, A. (2017). Automatic question generation approaches and evaluation techniques. Current Science, 113(9), 1683-1691. https://doi.org/10.18520/cs/v113/i09/1683-1691
Doyle, E., Buckley, P., & McCarthy, B. (2021). The impact of content co-creation on academic achievement. Assessment & Evaluation in Higher Education, 46(3), 494-507. https://doi.org/10.1080/02602938.2020.1782832
Draper, B., Yee, W. L., Pedrana, A., Kyi, K. P., Qureshi, H., Htay, H., Naing, W., Thompson, A. J., Hellard, M., & Howell, J. (2022). Reducing liver disease-related deaths in the Asia-Pacific: the important role of decentralised and non-specialist led hepatitis C treatment for cirrhotic patients. Lancet Reg Health West Pac, 20, 100359. https://doi.org/10.1016/j.lanwpc.2021.100359
Dwivedi, Y. K., Kshetri, N., Hughes, L., Slade, E. L., Jeyaraj, A., Kar, A. K., Baabdullah, A. M., Koohang, A., Raghavan, V., & Ahuja, M. (2023). “So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy. International Journal of Information Management, 71, 102642. https://doi.org/10.24247/ijcmsjun20198
Elder, L., Gorzycki, M., & Paul, R. (2019). The Student Guide to Historical Thinking: Going Beyond Dates, Places, and Names to the Core of History. Rowman & Littlefield. https://doi.org/10.18574/nyu/9781479860524.003.0004
Elias, M. J., Zins, J., & Weissberg, R. P. (1997). Promoting social and emotional learning: Guidelines for educators. Ascd. https://earlylearningfocus.org/wp-content/uploads/2019/12/promoting-social-and-emotional-learning-1.pdf
English, L. D. (1997). Promoting a problem-posing classroom. Teaching children mathematics, 4(3), 172-179. https://doi.org/https://doi.org/10.5951/TCM.4.3.0172
Ennis, R. H. (1985). A logical basis for measuring critical thinking skills. Educational leadership, 43(2), 44-48. https://api.semanticscholar.org/CorpusID:17938065
Eysenbach, G. (2023). The Role of ChatGPT, Generative Language Models, and Artificial Intelligence in Medical Education: A Conversation With ChatGPT and a Call for Papers. JMIR Med Educ, 9(1), e46885. https://doi.org/10.2196/46885
Facione, P. (1990). Critical thinking: A statement of expert consensus for purposes of educational assessment and instruction (The Delphi Report). https://philpapers.org/archive/FACCTA.pdf
Feuerriegel, S., Hartmann, J., Janiesch, C., & Zschech, P. (2024). Generative ai. Business & Information Systems Engineering, 66(1), 111-126. https://doi.org/10.1007/s12599-020-00650-3
Garrison, D. R. (1997). Self-directed learning: Toward a comprehensive model. Adult education quarterly, 48(1), 18-33. https://doi.org/Doi 10.1177/074171369704800103
George, D., & Mallery, P. (2019). IBM SPSS statistics 26 step by step: A simple guide and reference. Routledge.
Gokcearslan, S. (2017). Perspectives of students on acceptance of tablets and self-directed learning with technology. Contemporary educational technology, 8(1), 40-55. https://doi.org/10.30935/cedtech/6186
González, C., & Mora, A. (2015). Técnicas de gamificación aplicadas en la docencia de Ingeniería Informática. ReVisión, 8(1), 29-40. https://doi.org/10.35362/rie5921387
Grévisse, C. (2023). Comparative Quality Analysis of GPT-Based Multiple Choice Question Generation. International Conference on Applied Informatics,
Green, T., Ponder, J., & Donovan, L. (2014). Educational technology in social studies education. Handbook of research on educational communications and technology, 573-582. https://doi.org/10.1007/978-1-4614-3185-5_45
Groh, F. (2012). Gamification: State of the art definition and utilization. Institute of Media Informatics Ulm University, 39, 31. https://doi.org/10.1007/BF02696290
Gupta, R., Park, J. B., Bisht, C., Herzog, I., Weisberger, J., Chao, J., Chaiyasate, K., & Lee, E. S. (2023). Expanding Cosmetic Plastic Surgery Research With ChatGPT. Aesthet Surg J, 43(8), 930-937. https://doi.org/10.1093/asj/sjad069
Han, Z. (2016). Historical geography and environmental history in China. Journal of Chinese Studies, 1, 1-8. https://doi.org/10.1186/s40853-016-0002-z
Hennis, T. (2017). Engaging at-risk youth through self-directed learning. Italian Journal of Educational Technology, 25(1), 18-30. https://doi.org/10.18356/15645304-2018-2-15
Heron, G., & Lerpiniere, J. (2013). Re-engineering the multiple choice question exam for social work. European Journal of Social Work, 16(4), 521-535. https://doi.org/10.1080/13691457.2012.691873
Horbach, A., Aldabe, I., Bexte, M., Lopez de Lacalle, O., & Maritxalar, M. (2020, May). Linguistic Appropriateness and Pedagogic Usefulness of Reading Comprehension Questions.Proceedings of the Twelfth Language Resources and Evaluation Conference Marseille, France.
Hughes, J., Morrison, L., Mamolo, A., Laffier, J., & de Castell, S. (2019). Addressing bullying through critical making. British Journal of Educational Technology, 50(1), 309-325. https://doi.org/10.1111/bjet.12714
Hwang, G.-J. (2014). Definition, framework and research issues of smart learning environments-a context-aware ubiquitous learning perspective. Smart Learning Environments, 1(1), 1-14. https://doi.org/10.1186/s40561-014-0004-5
Hwang, G. J., & Chen, N. S. (2023). Editorial Position Paper: Exploring the Potential of Generative Artificial Intelligence in Education: Applications, Challenges, and Future Research Directions. Educational Technology & Society, 26(2). https://doi.org/10.30191/Ets.202304_26(2).0014
Hwang, G. J., Chiu, L. Y., & Chen, C. H. (2015). A contextual game-based learning approach to improving students′ inquiry-based learning performance in social studies courses. Computers & Education, 81, 13-25. https://doi.org/10.1016/j.compedu.2014.09.006
Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students′ learning performance in natural science courses. Computers & Education, 69, 121-130. https://doi.org/10.1016/j.compedu.2013.07.008
Ikwumelu, S., & Oyibe, O. A. (2014). Effects of Self-Directed Instructional Method on Secondary School Students’ Achievement in Social Studies. International Journal of Learning and development, 5(1), 1-9. https://doi.org/10.5296/ijld.v5i1.6891
Jones, J. A. (2019). Scaffolding self-regulated learning through student-generated quizzes. Active Learning in Higher Education, 20(2), 115-126. https://doi.org/10.1177/1469787417735610
Kalinauskas, M. (2014). Gamification in fostering creativity. Socialinės Technologijos, 4(01), 62-75. https://doi.org/10.13165/ST-14-4-1-05
Kasneci, E., Seßler, K., Küchemann, S., Bannert, M., Dementieva, D., Fischer, F., Gasser, U., Groh, G., Günnemann, S., & Hüllermeier, E. (2023). ChatGPT for good? On opportunities and challenges of large language models for education. Learning and individual differences, 103, 102274. https://doi.org/10.18653/v1/2022.bigscience-1.6
Ke, F. F. (2008). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Etr&D-Educational Technology Research and Development, 56(5-6), 539-556. https://doi.org/10.1007/s11423-008-9086-5
Khan, R. A., Jawaid, M., Khan, A. R., & Sajjad, M. (2023). ChatGPT- Reshaping medical education and clinical management. Pakistan Journal of Medical Sciences, 39(2), 605-607. https://doi.org/10.12669/pjms.39.2.7653
Khiat, H. (2015). Measuring self-directed learning: A diagnostic tool for adult learners. Journal of university teaching & learning practice, 12(2), 2. https://doi.org/10.53761/1.12.2.2
Kloos, C. D., Alario-Hoyos, C., Estévez-Ayres, I., Callejo-Pinardo, P., Hombrados-Herrera, M. A., Muñoz-Merino, P. J., Moreno-Marcos, P. M., Muñoz-Organero, M., & Ibáñez, M. B. (2024). How can Generative AI Support Education? 2024 IEEE Global Engineering Education Conference (EDUCON),
Knowles, M. S. (1975). Self-directed learning: A guide for learners and teachers. https://doi.org/10.1177/105960117700200220
Kobylarek, A., Błaszczyński, K., Ślósarz, L., & Madej, M. (2022). Critical Thinking Questionnaire (CThQ)–construction and application of critical thinking test tool. Andragogy Adult Education and Social Marketing, 2(2), 1-1. https://doi.org/10.15503/andr2022.1
Kumar, A. P., Nayak, A., K, M. S., Chaitanya, & Ghosh, K. (2023). A Novel Framework for the Generation of Multiple Choice Question Stems Using Semantic and Machine-Learning Techniques. International Journal of Artificial Intelligence in Education, 1-44. https://doi.org/10.1080/08850607.2021.1966589
Kurdi, G., Leo, J., Parsia, B., Sattler, U., & Al-Emari, S. (2020). A systematic review of automatic question generation for educational purposes. International Journal of Artificial Intelligence in Education, 30, 121-204. https://doi.org/10.1007/s40593-019-00186-y
Kusuma, S. F., Siahaan, D. O., & Fatichah, C. (2022). Automatic question generation with various difficulty levels based on knowledge ontology using a query template. Knowledge-Based Systems, 249, 108906. https://doi.org/ARTN 108906
10.1016/j.knosys.2022.108906
Lai, E. R. (2011). Critical thinking: A literature review. Pearson′s Research Reports, 6(1), 40-41. https://doi.org/10.1145/1979742.1979575
Lai, H., Gierl, M. J., Touchie, C., Pugh, D., Boulais, A. P., & De Champlain, A. (2016). Using Automatic Item Generation to Improve the Quality of MCQ Distractors. Teach Learn Med, 28(2), 166-173. https://doi.org/10.1080/10401334.2016.1146608
Last, M., & Danon, G. (2020). Automatic question generation. Wiley Interdisciplinary Reviews-Data Mining and Knowledge Discovery, 10(6), e1382. https://doi.org/ARTN e1382
10.1002/widm.1382
Law, L. (2024). Application of generative artificial intelligence (GenAI) in language teaching and learning: A scoping literature review. Computers and Education Open, 100174. https://doi.org/10.1109/ICAIE50891.2020.00017
Lee, U. G., Jung, H. W., Jeon, Y., Sohn, Y., Hwang, W., Moon, J., & Kim, H. (2023). Few-shot is enough: exploring ChatGPT prompt engineering method for automatic question generation in english education. Education and Information Technologies, 1-33. https://doi.org/10.1007/s10639-023-12249-8
Li, X., Ma, Z., Tu, Y., & Du, Y. (2021). Study on the Application of Artificial Intelligence Technology in Empowering Education: Taking" Intelligent Learning Partner" as an Example. 2021 2nd International Conference on Information Science and Education (ICISE-IE),
Liu, M., Rus, V., & Liu, L. (2017). Automatic chinese multiple choice question generation using mixed similarity strategy. IEEE Transactions on Learning Technologies, 11(2), 193-202. https://doi.org/10.1109/TLT.2017.2679009
Maguth, B. M., List, J. S., & Wunderle, M. (2015). Teaching social studies with video games. The Social Studies, 106(1), 32-36. https://doi.org/10.1080/00377996.2014.961996
Majors, K. (2013). Children′s perceptions of their imaginary companions and the purposes they serve: An exploratory study in the United Kingdom. Childhood-a Global Journal of Child Research, 20(4), 550-565. https://doi.org/10.1177/0907568213476899
Malone, T. W., & Lepper, M. R. (2021). Making learning fun: A taxonomy of intrinsic motivations for learning. In Aptitude, learning, and instruction (pp. 223-254). Routledge. https://doi.org/10.32473/edis-4h340-2014
Maslow, A. H. (1958). A Dynamic Theory of Human Motivation. https://doi.org/https://doi.org/10.1037/11305-004
McConnell, A. R., Brown, C. M., Shoda, T. M., Stayton, L. E., & Martin, C. E. (2011). Friends with benefits: on the positive consequences of pet ownership. J Pers Soc Psychol, 101(6), 1239-1252. https://doi.org/10.1037/a0024506
McPeck, J. E. (1990). Critical thinking and subject specificity: A reply to Ennis. Educational researcher, 19(4), 10-12. https://doi.org/https://doi.org/10.2307/1176382
Morales-Urrutia, E. K., Ocaña, J. M., Pérez-Marín, D., & Pizarro, C. (2021). Can mindfulness help Primary Education students to learn how to program with an emotional learning companion? IEEE Access, 9, 6642-6660. https://doi.org/10.1109/ACCESS.2021.3049187
Morris, T. H. (2019). An analysis of Rolf Arnold′s systemic-constructivist perspective on self-directed learning. https://doi.org/10.4102/aosis.2021.BK279.01
Morris, T. H., & Rohs, M. (2023). The potential for digital technology to support self-directed learning in formal education of children: A scoping review. Interactive learning environments, 31(4), 1974-1987. https://doi.org/10.1080/10494820.2020.1870501
Myers, C. B., Adler, S., Brandhorst, A., Dougan, A. M., Dumas, W., Huffman, L., Rossman, P., Schneider, D. O., Stahl, R. J., & Baber, C. R. (2002). National standards for social studies teachers. Silver Spring, Md: National Council For The Social Studies. https://doi.org/10.1080/00377999809599827
National Center for History in the Schools, L. A., Ca. (1996). National Standards for History. Basic Edition. Center for History in the Schools.
Oak, J., & Bae, J. (2013). Smart Multiplatform-Based CPR Game App Design. Advanced Science and Technology Letters (Games and Graphics 2013), 39, 20-23. https://doi.org/10.14257/astl.2013.39.04
Ocaña, J., Morales-Urrutia, E., Pérez-Marín, D., & Pizarro, C. (2023). About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students. Simulation & Gaming, 10468781231175013. https://doi.org/10.1109/SIIE53363.2021.9583626
Oliver, J., & Huxley, P. (1988). The development of computer assisted learning (CAL) materials for teaching and testing mental health social work in Great Britain: A review of four years progress. Journal of Teaching in Social Work, 2(2), 21-34. https://doi.org/https://doi.org/10.1300/J067v02n02_03
Ong, A. C., & Borich, G. D. (2006). Teaching strategies that promote thinking: Models and curriculum approaches. McGraw-Hill. https://doi.org/10.7459/ct/16.1.04
Oyibe, O. A., Edinyang, S. D., & Effiong, V. N. (2015). Self-directed learning strategy: A tool for promoting critical thinking and problem solving skills among social studies students. IOSR Journal of VLSI and Signal Processing, 5(3), 52-58. https://doi.org/10.21831/jptk.v25i1.22574
Park, Y., & Jo, I. H. (2015). Development of the Learning Analytics Dashboard to Support Students′ Learning Performance. Journal of Universal Computer Science, 21(1), 110-133. https://doi.org/10.1007/978-3-030-81222-5_22
Pintrich, P. R. (2000). Multiple goals, multiple pathways: The role of goal orientation in learning and achievement. Journal of educational psychology, 92(3), 544-555. https://doi.org/Doi 10.1037/0022-0663.92.3.544
Roa-Seïler, N., Craig, P., Arias, J. A., Saucedo, A. B., Díaz, M. M., & Rosano, F. L. (2014). Defining a child’s conceptualization of a virtual learning companion. INTED2014 Proceedings,
Rohs, M., & Ganz, M. (2015). MOOCs and the Claim of Education for All: A Disillusion by Empirical Data. International review of research in open and distributed learning, 16(6), 1-19. https://doi.org/10.19173/irrodl.v16i6.2033
Rudolph, J., Tan, S., & Tan, S. (2023). ChatGPT: Bullshit spewer or the end of traditional assessments in higher education? Journal of Applied Learning and Teaching, 6(1). https://doi.org/10.5040/9781472552891.ch-002
Salmon, A. K., & Barrera, M. X. (2021). Intentional questioning to promote thinking and learning. Thinking Skills and Creativity, 40, 100822. https://doi.org/10.1016/j.tsc.2021.100822
Sedrakyan, G., Malmberg, J., Verbert, K., Järvelä, S., & Kirschner, P. A. (2020). Linking learning behavior analytics and learning science concepts: Designing a learning analytics dashboard for feedback to support learning regulation. Computers in Human Behavior, 107, 105512. https://doi.org/10.1016/j.chb.2018.05.004
Seixas, P., & Peck, C. (2004). Teaching historical thinking. Challenges and prospects for Canadian social studies, 109-117. https://doi.org/10.4324/9781315717111-9
Seïler, N. R. (2016). Designing interaction strategies for companions interacting with children. In Emotions, Technology, and Design (pp. 129-168). Elsevier. https://doi.org/10.1016/B978-0-12-801872-9.00007-7
Shakurnia, A., Aslami, M., & Bijanzadeh, M. (2018). The effect of question generation activity on students′ learning and perception. J Adv Med Educ Prof, 6(2), 70-77. https://doi.org/ 10.1177/0301006618773081
Silver, E. A. (1994). On mathematical problem posing. For the learning of mathematics, 14(1), 19-28. https://api.semanticscholar.org/CorpusID:38326924
Snow, S., Wilde, A., Denny, P., & Schraefel, M. C. (2019). A discursive question: Supporting student-authored multiple choice questions through peer-learning software in non-STEMM disciplines. British Journal of Educational Technology, 50(4), 1815-1830. https://doi.org/10.1111/bjet.12686
Snowball, J. D., & McKenna, S. (2017). Student-generated content: an approach to harnessing the power of diversity in higher education. Teaching in Higher Education, 22(5), 604-618. https://doi.org/10.1080/13562517.2016.1273205
Song, D. (2016). Student-generated questioning and quality questions: A. Research Journal of Educational Studies and Review, 2(5), 58-70. https://doi.org/10.1515/9783110864205.98
Steuer, T., Filighera, A., Tregel, T., & Miede, A. (2022). Educational Automatic Question Generation Improves Reading Comprehension in Non-native Speakers: A Learner-Centric Case Study. Frontiers in artificial intelligence, 5, 900304. Retrieved 2022, from https://doi.org/10.3389/frai.2022.900304
Studies, N. C. f. t. S. (1994). Expectations of excellence: Curriculum standards for social studies. National Council for the Social Studies.
Suh, A., Wagner, C., & Liu, L. L. (2018). Enhancing User Engagement through Gamification. Journal of Computer Information Systems, 58(3), 204-213. https://doi.org/10.1080/08874417.2016.1229143
Sutiani, A., Situmorang, M., & Silalahi, A. (2021). Implementation of an inquiry learning model with science literacy to improve student critical thinking skills. International Journal of Instruction, 14(2), 117-138. https://doi.org/10.29333/iji.2021.1428a
Taecharungroj, V. (2023). “What Can ChatGPT Do?” Analyzing Early Reactions to the Innovative AI Chatbot on Twitter. Big Data and Cognitive Computing, 7(1), 35. https://doi.org/10.7238/a.v0i26.3368
Ten Dam, G., & Volman, M. (2007). Educating for Adulthood or for Citizenship: social competence as an educational goal. European journal of education, 42(2), 281-298. https://doi.org/10.1111/j.1465-3435.2007.00295.x
Thalheimer, W. (2003). The learning benefits of questions. Work Learning Research. https://doi.org/10.7146/peri.v8i16.8273
Van Blerkom, D. L., Van Blerkom, M. L., & Bertsch, S. (2006). Study strategies and generative learning: What works? Journal of College Reading and Learning, 37(1), 7-18. https://doi.org/10.1080/10790195.2006.10850190
Vie, J.-J., Popineau, F., Bruillard, É., & Bourda, Y. (2017). A review of recent advances in adaptive assessment. Learning analytics: Fundaments, applications, and trends: A view of the current state of the art to enhance e-learning, 113-142. https://doi.org/10.1007/978-3-319-52977-6_4
Vincent, S. (1999). The Multigrade Classroom: A Resource Handbook for Small, Rural Schools. Book 4: Instructional Organization, Curriculum, and Evaluation. https://doi.org/10.2307/1179676
Vishkaie, R. (2019). Hey emotion companion, can you be my friend? Proceedings of the 18th ACM International Conference on Interaction Design and Children,
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243. https://doi.org/10.4337/9781839102431.00006
Wang, Y., Li, H., Feng, Y., Jiang, Y., & Liu, Y. (2020). AI-supported online collaborative learning: an exploratory study on group problem-solving processes and outcomes. Comput. Educ, 145, 103717. https://doi.org/10.24059/olj.v10i2.1764
Woolfolk, A., & Margetts, K. (2012). Educational psychology Australian edition. Pearson Higher Education AU. https://doi.org/10.1207/S15326985EP3504_04
Wu, M., Liao, C. C., Chen, Z.-H., & Chan, T.-W. (2010). Designing a competitive game for promoting students′ effort-making behavior by virtual pets. 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning,
Yaneva, V. (2018). Automatic distractor suggestion for multiple-choice tests using concept embeddings and information retrieval. Proceedings of the thirteenth workshop on innovative use of NLP for building educational applications,
Yilmaz, R., & Yilmaz, F. G. K. (2023). The effect of generative artificial intelligence (AI)-based tool use on students′ computational thinking skills, programming self-efficacy and motivation. Computers and Education: Artificial Intelligence, 4, 100147. https://doi.org/10.1016/0004-3702(76)90011-4
Yu, F. Y., Liu, Y. H., & Chan, T. W. (2005). A web-based learning system for question-posing and peer assessment. Innovations in education and teaching international, 42(4), 337-348. https://doi.org/10.1080/14703290500062557
Zhao, K., Zhou, J., & Zou, B. (2022). Developing subject knowledge co-construction and specific language use in a technology-enhanced CLIL programme: effectiveness and productive patterns. International Journal of Bilingual Education and Bilingualism, 25(6), 2172-2185. https://doi.org/https://doi.org/10.1080/13670050.2021.1890688 |