The anthropomorphic characteristics of artificial intelligence (AI) can provide a positive environment for self-regulated learning (SRL). The factors affecting adolescents' SRL through AI technologies remain unclear. Limited AI and disciplinary knowledge may affect the students' motivations, as explained by self-determination theory (SDT). In this study, we examine the mediating effects of needs satisfaction in SDT on the relationship between students' previous technical (AI) and disciplinary (English) knowledge and SRL, using an AI conversational chatbot. Data were collected from 323 9th Grade students through a questionnaire and a test. The students completed an AI basic unit and then learned English with a conversational chatbot for 5 days. Confidence intervals were calculated to investigate the mediating effects. We found that students' previous knowledge of English but not their AI knowledge directly affected their SRL with the chatbot, and that satisfying the need for autonomy and competence mediated the relationships between both knowledge (AI and English) and SRL, but relatedness did not. The self-directed nature of SRL requires heavy cognitive learning and satisfying the need for autonomy and competence may more effectively engage young children in this type of
E-learning has been an important learning approach in the information era by providing flexible environments and rich resources for learners. However, it also faces several challenges, the biggest one being that students need to have strong self-regulation competence to control and manage their e-learning. As gamification has been widely used in primary education to facilitate children’s learning motivation and engagement, it is valuable to explore the impacts of gamification on children’s self-regulated learning. In this study, the role of gamification in children’s English learning in Hong Kong was investigated through a gamified e-learning system. A quasi-experiment with pre-test/post-test design was conducted among primary level 3 students over a semester. Both quantitative and qualitative data were gathered through academic tests, questionnaires, and interviews to provide comprehensive insights into the research questions. The key findings enable the identification of: (1) students’ gaining of self-regulated learning interest and academic performance from the gamified learning system; (2) students’ developed self-regulated learning strategies; and (3) the connection between gamification and students’ self-regulated learning. These findings have implications for e-learning designers and educators with regards to the practice of gamified learning to enhance students’ self-regulated learning and second language learning.
Adaptive learning is an approach toward personalized learning and places the concept of “learner-centered education” into practice. With the rapid development of artificial intelligence and other technologies in recent years, there have been many breakthroughs in adaptive learning. Thus, it is important to gain insight into the evolution of related research and to track the research frontiers to further promote its development. This study used CiteSpace and VOSviewer to conduct a bibliometric analysis of 644 adaptive learning journal papers indexed in the WoS database from 2000 to 2022. This study presented a general view of the field of adaptive learning research over the last two decades using quantitative analysis. Currently, adaptive learning research is rapidly developing. In terms of the major research forces, a core group of authors including Qiao J. F., Han H. G. and Song Q has been formed; the major publishing country in this field is China; the core publishing journals include IEEE Transactions on Neural Networks and Learning Systems. Four major research topics in this field were identified using cluster analysis, namely the application of deep learning in educational data analysis, the development and application of adaptive learning model in AI education, the development and application of intelligent tutoring system in tutoring and teaching, cutting-edge modeling technology for feature modeling and knowledge tracing. Through evolution analyses, the logic of adaptive learning research’s development was determined; that is, technological changes have played a key role in the development of this field. Following the logic, we presented three frontiers of adaptive learning with burst terms: feature extraction, adaptation model and computational modeling. Adaptive learning is a core research topic for both computer science and educational technology disciplines, and it is also an important field where emerging technologies empowering education and teaching can play a part. The findings of the study clearly presented the current research status, evolutionary logic and research frontiers of this topic, which can provide references for the further development of this research field.
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