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1.
Front Psychol ; 13: 813632, 2022.
Article in English | MEDLINE | ID: mdl-35774935

ABSTRACT

Self-regulated learning (SRL) is critical for learning across tasks, domains, and contexts. Despite its importance, research shows that not all learners are equally skilled at accurately and dynamically monitoring and regulating their self-regulatory processes. Therefore, learning technologies, such as intelligent tutoring systems (ITSs), have been designed to measure and foster SRL. This paper presents an overview of over 10 years of research on SRL with MetaTutor, a hypermedia-based ITS designed to scaffold college students' SRL while they learn about the human circulatory system. MetaTutor's architecture and instructional features are designed based on models of SRL, empirical evidence on human and computerized tutoring principles of multimedia learning, Artificial Intelligence (AI) in educational systems for metacognition and SRL, and research on SRL from our team and that of other researchers. We present MetaTutor followed by a synthesis of key research findings on the effectiveness of various versions of the system (e.g., adaptive scaffolding vs. no scaffolding of self-regulatory behavior) on learning outcomes. First, we focus on findings from self-reports, learning outcomes, and multimodal data (e.g., log files, eye tracking, facial expressions of emotion, screen recordings) and their contributions to our understanding of SRL with an ITS. Second, we elaborate on the role of embedded pedagogical agents (PAs) as external regulators designed to scaffold learners' cognitive and metacognitive SRL strategy use. Third, we highlight and elaborate on the contributions of multimodal data in measuring and understanding the role of cognitive, affective, metacognitive, and motivational (CAMM) processes. Additionally, we unpack some of the challenges these data pose for designing real-time instructional interventions that scaffold SRL. Fourth, we present existing theoretical, methodological, and analytical challenges and briefly discuss lessons learned and open challenges.

2.
Front Psychol ; 13: 813677, 2022.
Article in English | MEDLINE | ID: mdl-35712220

ABSTRACT

Undergraduate students (N = 82) learned about microbiology with Crystal Island, a game-based learning environment (GBLE), which required participants to interact with instructional materials (i.e., books and research articles, non-player character [NPC] dialogue, posters) spread throughout the game. Participants were randomly assigned to one of two conditions: full agency, where they had complete control over their actions, and partial agency, where they were required to complete an ordered play-through of Crystal Island. As participants learned with Crystal Island, log-file and eye-tracking time series data were collected to pinpoint instances when participants interacted with instructional materials. Hierarchical linear growth models indicated relationships between eye gaze dwell time and (1) the type of representation a learner gathered information from (i.e., large sections of text, poster, or dialogue); (2) the ability of the learner to distinguish relevant from irrelevant information; (3) learning gains; and (4) agency. Auto-recurrence quantification analysis (aRQA) revealed the degree to which repetitive sequences of interactions with instructional material were random or predictable. Through hierarchical modeling, analyses suggested that greater dwell times and learning gains were associated with more predictable sequences of interaction with instructional materials. Results from hierarchical clustering found that participants with restricted agency and more recurrent action sequences had greater learning gains. Implications are provided for how learning unfolds over learners' time in game using a non-linear dynamical systems analysis and the extent to which it can be supported within GBLEs to design advanced learning technologies to scaffold self-regulation during game play.

3.
Learn Mem ; 25(6): 294-297, 2018 06.
Article in English | MEDLINE | ID: mdl-29764975

ABSTRACT

The present study examined mnemonic discrimination in 5- and 6-yr-old children, 8- and 9-yr-old children, 11- and 12-yr-old children, and young adults. Participants incidentally encoded pictorial stimuli and subsequently judged whether targets (i.e., repeated stimuli), lures (i.e., mnemonically related stimuli), and foils (i.e., novel stimuli) were old, similar, or new. Compared to older age groups, younger children were more likely to (1) incorrectly identify lures as "old" (rather than "similar") and (2) fail to recognize lures altogether, especially when lures were more mnemonically distinct from targets. These results suggest age-related improvements in pattern separation and pattern completion during childhood.


Subject(s)
Discrimination, Psychological , Pattern Recognition, Visual , Child , Child, Preschool , Female , Humans , Male , Psychology, Child , Young Adult
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