Publications
The use of virtual reality (VR) in formal education has burgeoned in recent years, with enthusiastic uptake by teachers and instructors across a wide range of subject areas and academic disciplines. We conducted a systematic meta-analysis of effects of VR on Science, Technology, Engineering, and Mathematics learning from middle school through postsecondary education. Eighteen published journal articles met inclusion criteria, yielding 52 effects from 2214 participants. VR has an overall positive effect on learning of g = .33, with the largest significant moderator effects for redesign of VR, classroom settings, science learning, desktop displays, and all types of learning outcomes (factual, conceptual, and transfer). Results depart somewhat from Howard's (2019) and Wu et al.'s (2020b) meta-analyses of VR across learning and treatment, multiple domains, and ages; in our study, desktop VR showed larger effects than head-mounted display, and we found positive effects for all learning outcome types. One trend within studies showing the largest effects is the inclusion of active learning techniques, which may shift learners' focus from interesting but irrelevant details to the most learning-relevant aspects of the VR learning environment.
Immediate feedback has been considered a cornerstone of online language learning platforms. However, a closer reading of relevant research reveals that the definition of the term 'immediate feedback' is inconsistent. Furthermore, findings from the STEM literature have not been well supported by other fields. As a result, clarification is required to assess which type of immediate feedback improves students’ performance in a computer-assisted learning environment. Moreover, research on the effects of immediate feedback outside of STEM classes should provide an enhanced understanding of whether the findings can be generalized. Therefore, this study investigated the effects of immediate feedback timing in online language learning exercises. The following three conditions were examined: no feedback, end-of-question feedback, and end-of-assignment feedback. A planned contrast test revealed that with a pretest as the covariate, students in the end-of-question feedback condition received significantly higher grades in the posttest compared with those in the end-of-assignment feedback condition. Furthermore, students with lower pretest scores required more attempts, although their learning progress was not significantly superior to that of students with higher prior knowledge. This study's findings provide insights into the use of immediate feedback for improving learning as part of foreign language classroom instruction. (PsycInfo Database Record (c) 2024 APA, all rights reserved)
Collaborative problem solving (CPS) is a critical competency for the modern workforce, as many of todays' problems require groups to come together to find innovative solutions to complex problems. This has motivated increased interest in work dedicated to assessing and developing CPS skills. However, there has been limited attention in prior CPS assessment research on potential differences in how CPS behaviors are exhibited across task contexts. In the current study, we investigated associations among middle- and high-school students' displayed CPS skills across two online (i.e., via videoconferencing) tasks (Physics Playground and the T-Shirt Math Task) and the extent to which different skills were related to CPS outcomes across those tasks. Results showed variation in associations of CPS skills across the tasks, contributing further evidence to our understanding of how different CPS task designs can give students the opportunity to demonstrate different CPS skills. Our findings highlight the potential of incorporating multiple tasks during CPS assessments and can inform future research on CPS task design and computerbased CPS assessment.
Music is a complex system consisting of many dimensions and hierarchically organized information-the or-ganization of which, to date, we do not fully understand. Network science provides a powerful approach to representing such complex systems, from the social networks of people to modelling the underlying network structures of different cognitive mechanisms. In the present research, we explored whether network science methodology can be extended to model the melodic patterns underlying expert improvised music. Using a large corpus of transcribed improvisations, we constructed a network model in which 5-pitch sequences were linked depending on consecutive occurrences, constituting 116,403 nodes (sequences) and 157,429 edges connecting them. We then investigated whether mathematical graph modelling relates to musical characteristics in real -world listening situations via a behavioral experiment paralleling those used to examine language. We found that as melodic distance within the network increased, participants judged melodic sequences as less related. Moreover, the relationship between distance and reaction time (RT) judgements was quadratic: participants slowed in RT up to distance four, then accelerated; a parallel finding to research in language networks. This study offers insights into the hidden network structure of improvised tonal music and suggests that humans are sen-sitive to the property of melodic distance in this network. More generally, our work demonstrates the similarity between music and language as complex systems, and how network science methods can be used to quantify different aspects of its complexity.
This study examines: (1) dilemmas experienced by teachers adapting to the role of 'facilitator' in a student-centered, technology-supported, STEAM learning environment; (2) strategies they implemented to address them; and (3) students' responses. Data sources included interviews and video-ethnographic, classroom observations with 29 teachers and 325 students, from 20 schools across the United States. Using thematic coding, we identified eight dilemmas and three types of strategies facilitators used to address them. We discuss students' responses to strategies. Findings have implications for understanding how teachers might best facilitate STEAM learning activities and for our understanding of how teachers adapt to educational change.
Number line estimation tasks are frequently used to study numerical cognition skills. In a typical version, the bounded number line task, target numerals must be placed on a bounded line labeled only at its endpoints (e.g., with 0 and 100). Placements by adults, while highly accurate, reveal a cyclical pattern of over-and underestimation of target numerals. The pattern suggests use of proportion judgment strategies and is well -captured by cyclical power models. Another systematic number line bias that has recently been observed, but has not yet been considered in modeling efforts, is the left digit effect. Numerals with different leftmost digits (e.g., 39 and 41) are placed farther apart on a line than is warranted. In the current study (N = 60), adult estimates were obtained for all numerals on a 0-100 number line estimation task, and fit of the standard cyclical power model was compared with two modified versions of the model. One modified version included a parameter that underweights the rightward digit's place value (e.g., the ones digit here), and the other used the same parameter to underweight all digits' place values. We found that both modifications provided a considerably better fit for individual and median data than the standard model, and we discuss their relative merits and cognitive interpretations. The data and models suggest how a left digit bias might impact estimates across the number line.
Human languages can express an infinite number of thoughts despite having a finite set of words and rules. This is due, in part, to recursive structures, which allow us to embed one instance of a rule inside another. We investigated the origins of recursion by studying the development of Nicaraguan Sign Language (LSN), which emerged in the last 40 years and is not derived from any existing language. Before this, deaf individuals in Nicaragua lacked access to language models and each individual created their own gestural system, called homesign. We tested four groups: homesigners, who represent the point of origin, and the first three generations of LSN signers, who represent consecutive stages in the language's development. We used a task that was designed to elicit sentences with relative clauses, a device that allows for the recursive embedding of sentences inside of sentences (e.g., [the girl [who was drawing] removed the picture]). Signers in all three LSN cohorts consistently produced utterances that appeared to have embedded predicates (girl draw remove picture) which served the function of a relative clause (picking out the correct member of a set, based on previously mentioned information). Furthermore, in these utterances, the first verb was shorter than the second and shorter than the same verb in parallel unembedded structures. In contrast, homesigners produced similar utterances in embedded and unembedded contexts. They did not reintroduce previously mentioned information or produce reduced verb forms in the embedded context. These results demonstrate that syntactic embedding that is potentially recursive can emerge very early in a language. These embedded predicates, however, may not be widespread, or sys-tematically marked, in homesign systems. This raises the possibility that the emergence of recursive linguistic structure is a consequence of interaction within a language community. These findings pave the way for future work which investigates the syntactic form of these embedded predicates and explores whether multiple levels of embedding are possible.
Introduction It is critical for STEM students to be able to discuss science with diverse audiences, yet many STEM students do not receive adequate training in these skills. When students have the skills to communicate about science, they may feel a resulting sense of empowerment as a scientist as well as help members of society understand science.Methods In this study, we developed, implemented, and evaluated a workshop that gave students understanding of and practice in applying Inclusive Science Communication. We assessed the workshop via a mixed-methods approach.Results We quantified student affective measures that are associated with STEM persistence, such as science self-efficacy and science identity, showing that the workshop increased these measures both for students of marginalized identities and for students who do not hold these identities. We also assessed student open-ended responses for themes related to the Theory of Planned Behavior, Community Cultural Wealth, and White Supremacy Culture, finding that forms of cultural capital empowered students to perform science communication behaviors while power imbalances, fear of conflict, and perfectionism presented barriers to these behaviors.Discussion This study highlights the importance of providing explicit training and practice in Inclusive Science Communication for undergraduate STEM students. Our results also suggest that students need the opportunity for reflexivity - that is, the practice of reflecting upon their identities and motivations - in order to develop in their identity and confidence as scientists and science communicators.
How people reason about disease transmission is central to their commonsense theories, scientific literacy, and adherence to public health guidelines. This study provided an in-depth assessment of U.S. children's (ages 5–12, N = 180) and their parents' (N = 125) understanding of viral transmission of COVID-19 and the common cold, during the first year of the COVID-19 pandemic. The primary aim was to discover children's causal models of viral transmission, by asking them to predict and explain counter-intuitive outcomes (e.g., asymptomatic disease, symptom delay) and processes that cannot be directly observed (e.g., viral replication, how vaccines work). A secondary aim was to explore parental factors that might contribute to children's understanding. Although even the youngest children understood germs as disease-causing and were highly knowledgeable about certain behaviors that transmit or block viral disease (e.g., sneezing, mask-wearing), they generally failed to appreciate the processes that play out over time within the body. Overall, children appeared to rely on two competing mental models of viruses: one in which viruses operate strictly via mechanical processes (movement through space), and one in which viruses are small living creatures, able to grow in size and to move by themselves. These results suggest that distinct causal frameworks co-exist in children's understanding. A challenge for the future is how to teach children about illness as a biological process without also fostering inappropriate animism or anthropomorphism of viruses. © 2023 Elsevier B.V.


