USING LEARNING ANALYTICS TO INFORM THE PROCESS OF FORMATIVE FEEDBACK: INTERACTION AND INTERVENTION IN ONLINE AND BLENDED LEARNING COURSES

Author(s):  
Michael Thomas
2017 ◽  
Vol 50 (1) ◽  
pp. 114-127 ◽  
Author(s):  
Amanda P. Montgomery ◽  
Amin Mousavi ◽  
Michael Carbonaro ◽  
Denyse V. Hayward ◽  
William Dunn

Gamification ◽  
2015 ◽  
pp. 970-982
Author(s):  
Michael D. Kickmeier-Rust ◽  
Eva C. Hillemann ◽  
Dietrich Albert

Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named Sonic Divider. This simple app is based on features of gamification. More importantly, it features formative assessment and feedback functions based on Competence-based Knowledge Space Theory. The authors applied and evaluated the tool in Austrian classrooms and found some evidence for the motivational aspect of the gamification elements, in particular scoring. They also found positive effects of an individualized and meaningful feedback about errors. Finally, there occurred certain gender difference, for example, girls were much less attracted by competition elements (e.g., by comparing high scores) then boys, however, more attentive towards feedback coming from the tool.


Author(s):  
Nina Bergdahl ◽  
Jalal Nouri ◽  
Thashmee Karunaratne ◽  
Muhammad Afzaal ◽  
Mohammed Saqr

<p>Learning Analytics (LA) approaches in Blended Learning (BL) research is becoming an established field. In the light of previous critiqued toward LA for not being grounded in theory, the General Data Protection and a renewed focus on individuals’ integrity, this review aims to explore the use of theories, the methodological and analytic approaches in educational settings, along with surveying ethical and legal considerations. The review also maps and explores the outcomes and discusses the pitfalls and potentials currently seen in the field. Journal articles and conference papers were identified through systematic search across relevant databases. 70 papers met the inclusion criteria:  they applied LA within a BL setting, were peer-reviewed, full-papers, and if they were in English. The results reveal that the use of theoretical and methodological approaches was disperse, we identified approaches of BL not included in categories of BL in existing BL literature and suggest these may be referred to as hybrid blended learning, that ethical considerations and legal requirements have often been overlooked. We highlight critical issues that contribute to raise awareness and inform alignment for future research to ameliorate diffuse applications within the field of LA.</p>


Author(s):  
Gregor Kennedy ◽  
Ioanna Ioannou ◽  
Yun Zhou ◽  
James Bailey ◽  
Stephen O'Leary

<p>The analysis and use of data generated by students’ interactions with learning systems or programs – learning analytics – has recently gained widespread attention in the educational technology community. Part of the reason for this interest is based on the potential of learning analytic techniques such as data mining to find hidden patterns in students’ online interactions that can be meaningfully interpreted and then fed back to students in a way that supports their learning. In this paper we present an investigation of how the digital data records of students’ interactions within an immersive 3D environment can be mined, modeled and analysed, to provide real-time formative feedback to students as they complete simulated surgical tasks. The issues that emerged in this investigation as well as areas for further research and development are discussed.</p>


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