Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges?
Abstract
:1. Introduction
2. Theoretical Framework
3. Precision Education
4. Materials and Methods
5. Results
5.1. Artificial Intelligence
5.2. Educational Applications
5.3. Massive Open Online Courses
5.4. Serious Games
5.5. Mobile Applications and e-Books
5.6. Immersive Technologies
5.7. Classroom Technologies
6. Discussion
6.1. From Education to Precision Education
6.2. Integration of Innovative Technologies in Precision Education
6.3. Multimodal Data and Precision Education
7. Conclusions and Future Directions
8. Implications for Practice and Policy
- The acquisition of skills (e.g., problem-solving, critical thinking, reasoning, creativity, fluency) that STEM (science, technology, engineering, mathematics) education students need to develop is challenging and demanding regardless of the technological aids being used. Therefore, identifying learners’ characteristics and behavioral traits will enable educational stakeholders (e.g., technologists, educators) to provide personalized and adaptive instructional paradigms aligned to the competencies and needs of their learners.
- The discussed educational technologies have been established and evolved in the ongoing research and development efforts that aim to provide tailored tutoring opportunities to learners with diverse needs and cultural backgrounds. Therein, by integrating multimodal tools which, for instance, can gather information related to learners’ visual engagement or kinesthetic reactions to diverse stimuli, can complement the development of the so-called ‘learner profile’ and thus provide insights related to the development of a better understanding toward the learning strategies, preferences, and styles that individuals have.
- Another possible impediment to sustainable PE is the lack of combination and validity in conceptualization and contextualization in deciding the required resources, processes, and structures. Regardless of the principles on which a learning environment is developed, PE necessitates early multivariate evaluations to use multimodal technologies.
- Given the infancy stage of PE, policymakers and regulators are also advised to support and facilitate the conduct of multidisciplinary research so that all the relevant aspects (e.g., ethics, security, cultural and societal norms) be covered both adequately and succinctly.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
No | Reference | Tools | Area | Pedagogy | Multimodality Features | Precision Education (Context) |
---|---|---|---|---|---|---|
[49] | Siegler et al. (2012) | British Cohort Study (BCS), Panel Study of Income Dynamics-Child Development Supplement (PSIDCDS) | Multidisciplinary | Analytics-based assessment | Mathematical literature data, demographic data | Mathematical skills development |
[95] | Ho et al. (2009) | Particle swarm optimization (PSO) algorithm | Multidisciplinary | Computer supported collaborative learning | Student characteristics such as learning style or concern with interactions | Increasing social interactions among learners without the constraint of time and space |
[12] | Gulson and Webb (2018) | Life intervention, optimization and computation method | Multidisciplinary | Discovery-based learning and discourse-based policy development | Cognitive, physical human attributes, and biometric data | Transformation of thinking, knowing, living life |
[46] | Temple and Doerr (2012). | Mathematical register and Discourse Analysis | Multidisciplinary | Method-based interventions | Audiotapes, transcripts, lessons videos | Identification of interactional strategies |
[52] | Vostanis et al. (2020) | Frequency building to a performance criterion (FBPC), component-composite analysis | Multidisciplinary | Method-based interventions | Behavioral measures: level, level change multiplier, celebration, bounce, frequency multiplier. | Mathematics ability development with intellectual or developmental disability (IDD) |
[28] | Boticki et al. (2019) | Learning Log Processing Model | Multidisciplinary | Model-based learning analysis | Non-structured learning log data (sessions, reads, read passages, and read passage pairs) | Identification of e-book reading styles |
[62] | Chang and Smith (2008) | Students’ Perceived Interaction Survey (SPIS) | Multidisciplinary | Satisfaction and learner-centered distance education | Student perceptions, course satisfaction, experiences, and demographics | Identification of student’s satisfaction in different stages of distance education |
[40] | Cook et al. (2018) | Science of Precision care services | Multidisciplinary | Service-based interventions | Academic, behavioral, emotional, Physical health difficulties, | Data-based decision making and intervention |
[55] | Veerasamy et al. (2016) | Delphi concept inventory | Multidisciplinary | Technology-enhanced program | Misconceptions and knowledge-based coding errors | Identifying novice student programming misconceptions and errors |
[36] | Paredes Barragán and Rodríguez Marín (2002) | FELDER-SILVERMAN Learning style Model | Multidisciplinary | Web-based education | Student behavior: learning styles | Improvement of the efficiency and adaptability to individual learning characteristics |
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No | Reference | Tools | Area | Pedagogy | Multimodality Features | Precision Education (Context) |
---|---|---|---|---|---|---|
[13] | Williamson (2019) | Big data analysis and machine learning | Artificial intelligence | Digital data-processing-based solutions | psychological states, genetic identities, and brain activity | Development of data-intensive policy, sociology |
[11] | Williamson (2017) | Big data and data mining | Artificial intelligence | Learning-analytics-based solutions | Daily activities including user behaviors, preferences, tastes, usage of social media, | Identification of learners’ characteristics and competencies |
[23] | Wartman and Combs (2018). | Intelligent agents and robots | Artificial intelligence | Machine-based analysis and decision-support based AI application | Healthcare, biomedical, and clinical data sources | Reformation of medical education industry and practices |
[7] | Tsai et al. (2020) | Statistical learning and deep learning | Artificial intelligence | Method-based interventions | Behavioral, background information, performance records | Identification of learning failure and determinants of performance |
[38] | García et al. (2007) | Bayesian networks (AI) | Artificial intelligence | Web-based education | Student behavior: learning styles | Detection of student different dimension of learning styles |
[65] | Stevens and Levi (2013) | Rubrics | Educational application | Assessment-based learning; feedback-based learning | Learning and teaching information | Facilitating student learning assessment in different situations |
[57] | Laakso et al. (2020) | ViLLE learning platform | Educational application | Feedback-based learning assessment | Student performances data | Supporting different learning and improving student performance |
[54] | Durak (2020) | Scratch and Alice tools | Educational application | Technology-enhanced learning | Multimedia objects, drawing images, recorded sounds | Programming teaching practices on student engagement, reflective thinking, problem-solving skills, and computational thinking (CT) |
[107] | Calvo et al. (2010) | iWrite | Educational application | Computer-supported collaborative learning | Intelligent automatic feedback, automatic question generation | Managing collaborative and individual writing assignments in large cohorts |
[39] | Commons et al. (2015) | Model of Hierarchical Complexity (MHC) | Educational application | Technology-enhanced program | Sensory, motor, sentimental, perceptional | Performance and behavioral analysis |
[105] | Chen (2019) | Cloud Classroom | Classroom technology | Application-based hybrid teaching | Student learning data | Data-driven knowledge and curriculum construction |
[51] | Connor et al. (2018) | ISI-Math Program | Classroom technology | Classroom-based intervention | Math fluency standard scores, vocabulary scores | Math fluency development |
[48] | Germeroth et al. (2018) | Lyrics2Learn | Classroom technology | Classroom-based intervention | Perceptions, phonemic awareness, alphabet principle, accuracy and fluency with connected text, reading comprehension, and vocabulary | Innovation to facilitate reading disparities and language learning |
[10] | Kuch et al. (2020) | Neuroscience: Functional magnetic resonance imaging or functional MRI (fMRI) and Electroencephalography (EEG) | Classroom technology | Classroom-based practice | Students’ effects, bodies, brains, genetics, cognition | Implementation of individualized practices and targeted learning |
[85] | Mouri et al. (2018) | SCROLL | e-Book technology | Learning-analytics-based Ubiquitous Learning System learning system | Learning and operational logs (book opening, zooming, bookmarking, memo, words searching, words highlighting, and page turning) | Supporting Seamless Language Learning through e-books |
[84] | Chen and Su (2019) | BookRoll E-book reading system | e-Book technology | Moodle-based embedded system | "Reading behaviors: bookmarking, adding-deleting markers, attaching-removing-editing memos, and slide switching (jumping page)" | Evaluation of self-regulated learning, self-efficacy, and academic achievement |
[86] | Huang et al. (2012) | E-book-based learning system | e-Book technology | Technology- enhanced learning and mobile-based learning | E-annotation and bookmarks, content searching, and learning process tracking | Empowering mobile personalized learning |
[103] | Fonseca et al. (2014) | Augmented reality | Immersive technology | Assessment-based learning | User profile test, motivations, academic performance | AR technology in the visualization of 3D models and the presentation of architectural projects |
[104] | Freitas and Campos (2008) | SMART | Immersive technology | Augmented-reality-based education system | Learning concepts, video feed, TV show | Teaching second-grade students with AR smart system |
[70] | Mayo (2007) | Immersive game technology | Immersive technology | Experimental and inquiry-based learning | Learning outcome data from gaming environment | Allowing interactive lectures, experiments, observations, and teacher demonstrations |
[76] | Bouali et al. (2019) | Imikode | Immersive technology | Virtual-reality-based learning, game-based learning | Unity 3D, Android SDK, Google Cardboard, t headset and Bluetooth controller | Supporting teaching and learning of object-oriented programming (OOP) concepts |
[102] | Wang et al. (2016) | 3D haptic virtual reality simulation | Immersive technology | Virtual-reality-based assessment | Crown preparation tasks and outcome, recording of elapsed time for preparation | Training dental crown preparation in dental preclinical education |
[100] | Christopoulos et al. (2014) | OpenSim-based Virtual World | Immersive technology | Virtual-reality-based collaborative learning | User-to-user and user-to-world interactions, learning activities, student engagement | Hybrid model of education with and within a virtual world |
[90] | Christopoulos et al. (2018) | Hybrid Virtual Learning (HVL) models | Immersive technology | Virtual-reality-based collaborative learning | Student awareness, direct cognition, interaction between students and virtual worlds | Improvising higher levels of student engagement |
[97] | Wang et al. (2018) | Augmented reality | Immersive technology | Wearable-technology-based learning | Video, learner interactions, IoT, brainwave and sensory data | Bringing immersive experiences between people and businesses through communication |
[9] | Williamson (2018) | Neurotechnology (neuroheadsets) and psychometric measures | Immersive technology | Wearable-enhanced learning | Neurological, genetic, psychological, and behavioral data along with environmental factors | Intimate data analytics: scientific knowledge, technical innovation, business plans, and social or political motivations |
[83] | Agbo and Oyelere (2019) | Smart mobile learning environment with embodied intelligent components | Mobile application | Learners-centric and adaptability | Learning styles, user’s profile, user’s interest, socio-emotional traits, and environmental context data | Context-aware processing layer |
[81] | Oyelere et al. (2018) | MobileEdu | Mobile application | Mobile-based learning | Micro-lecture materials and the use of devices features, such as mobile data, Bluetooth, Wi-Fi, and GPS. | Development of a mobile-learning-supported course in the computing curriculum |
[63] | Arima et al. (2019) | Video blog | MOOC | E-Learning | Educators’ background and experience; educators’ feedback; educators’ discussion; | Advancement of the social presence of educators |
[61] | Yu et al. (2017) | Goal Net and Multi-Agent Development Environment (MADE) | MOOC | E-Learning | Human traits (e.g., curiosity, emotions) and video lectures (learning activities) | Personalizing learning Support |
[73] | Kelly et al. (2007) | Immune Attack | Serious game | Game-based learning | Video, 3D model, information through clear visual and auditory media | Integration of learning biological contents with gameplay |
[72] | Oyelere et al. (2017) | Parson’s programming puzzle | Serious game | Game-based learning and mobile-based learning | Game sessions, Bluetooth connectivity, program code, deductive logic | Integration of board games into computing education |
[71] | Yadav and Oyelere (2021) | BaghLearn | Serious game | Game-based learning and mobile-based learning | Survey of experiences and interactivity from the environment | Engaging learners with four traits of modern learning: portability, social interaction, connectivity, individuality |
[75] | Jovanovic et al. (2008) | V-Strat serious game | Serious game | Game-based learning, discovery-based learning | Human modality effects (sensory, perceptual, motor, cognitive) | Incorporation of motivation theory principles as well as multimodal human–computer interaction. |
[67] | Lepe-Salazar (2015) | GAGE | Serious game | Model-based game design and analysis | Survey data and game performance | Assisting in developing and analyzing different educational games |
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Qushem, U.B.; Christopoulos, A.; Oyelere, S.S.; Ogata, H.; Laakso, M.-J. Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges? Educ. Sci. 2021, 11, 338. https://doi.org/10.3390/educsci11070338
Qushem UB, Christopoulos A, Oyelere SS, Ogata H, Laakso M-J. Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges? Education Sciences. 2021; 11(7):338. https://doi.org/10.3390/educsci11070338
Chicago/Turabian StyleQushem, Umar Bin, Athanasios Christopoulos, Solomon Sunday Oyelere, Hiroaki Ogata, and Mikko-Jussi Laakso. 2021. "Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges?" Education Sciences 11, no. 7: 338. https://doi.org/10.3390/educsci11070338
APA StyleQushem, U. B., Christopoulos, A., Oyelere, S. S., Ogata, H., & Laakso, M. -J. (2021). Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges? Education Sciences, 11(7), 338. https://doi.org/10.3390/educsci11070338