Designed by a team of six undergraduates in the course Web-based Education PicBooker is a mobile app for digital picture book reading for children aged 6-9.
As a mobile app for digital picture book reading, PicBooker aims to nurture critical thinking abilities for children aged 6-9 by providing best reading and creating experiences for children and parents. For children, PicBooker provides multi-dimensional, vivid, interesting and interactive intelligent picture book reading experiences and enhances their critical thinking ability on multi-dimensional. For parents, PicBooker functions as a tool for a parent-child reading and helps parents understand children's development status and accompany children in their reading, progress and growth.
The Child End is designed for children aged 6-9. Its main functions include book reading and book creating, and children can view their points, friends, and previous works in the Info Module. The Parent End provides parents with opportunities of accompanying children to read. When reading with their kids, parents can check Reading Guidance to help children develop critical thinking. When not around their kids, parents can check Reading Reports and know children’s reading situation in time.
Researched how picture book reading affects critical thinking skills, which provided theoretical foundations for the app’s effectiveness on nurturing critical thinking for children aged 6 -9.
Designed scaffolding, coaching and project-based learning in book reading and digital book making.
Produced a high-fidelity Axure prototype, which had interactions including book reading, independent book making and collaborative book making.
Rich Interaction: voice guidance and feedback, animation effect In-process Task: Cultivate Children's critical thinking ability effectively by short answer questions, multiple choice questions, sorting questions, etc.. Points Collection: Find hidden 'clover' icon in pictures and unlock stickers for book completing. Knowledge Card && Point Collection: Click on a specific object to learn its knowledge.
By dragging the jumbled story pictures, children can sort pictures and arrange story order according to their own ideas. After sorting, children can then dub for characters in each page and create their own stories. When children finish sorting and dubbing, this work of creation is collected in 'My Works'.  
Several pages in the picture book are lost. There are pictures and stickers in the element library, and children drag stickers, drop them on the blank page, and then dub for the stickers to complete the story. Children can unlock more stickers and pictures using the point that they've collected in book reading. Children can either create the story on their own or with peers. Completed story books are collected in 'My Works'.
I conducted this research on learning analytics in a group of four in my core course Online Learning Analysis and Design.
Based on the behavior log data from 1883 learners in XuetangX, the biggest MOOC platform in China, this study uses the Lag Sequence Analysis (LSA) method to explore the behavior pattern of all online learners and compares behavioral patterns of different learner groups.
By inputting coded behavioral data into GSEQ, the adjusted residuals table of the students’ behavioral transitions was determined.
The coded behaviors of learners were subjected to a 2-step cluster analysis using SPSS. It turned out that there are three groups of learners
Led the discussion of online learning patterns and characteristics of different groups of learners
Wrote MySQL and Python programs to extract behavioral sequences from more than 4,000,000 behavioral log data produced by 1,883 online learners.
Found 31 significant behavioral sequences using Lag Sequential Analysis and produced behavioral transition diagrams. Conducted two-step clustering on learners using SPSS.
In general, the learning behaviors of students show the following characteristics: 1. The main learning behavior transition lacks directionality and purpose; 2. "View Courseware" lacks connection with other learning activities; 3. "Course Progress" plays the role of learning navigation; 4. "Evaluation" plays a role of strengthening feedback; 5. The timing of ending the course learning is concentrated. In addition, according to the clustering results, learners can be divided into three types: "clear-oriented learners", "confused learners" and "fully-exploring learners". Each type of learner exhibits unique learning behavior characteristics.
Supported by Municipal Undergraduate Innovation Training Foundation.
In order to meet students’ learning needs and improve the utilization of the playground fitness equipment, we developed a context-aware learning system based on the technology of iBeacon and Wechat “Shake Nearby”. A control experiment and related interviews were also conduct to evaluate the effectiveness of this learning approach. I also collaborated in writing a paper, which was published at ICSLE (International Conference on Smart Learning Environments) 2019.
Made research plans and supervised project progress. Coordinated team work and communicate with fitness experts.
Designed the learning content and developed webpages with the help of the fitness coach. Designed and conducted a pre-experiment, a control experiment and related interviews.
Compiled pre-test and post-test questions and learning experience questionnaires, and then analyzed data using SPSS.
With the help of professional fitness coach, we designed web pages as learning material for three types of fitness equipment, namely leg curling, curl-up board and high-pull training combination. Each learning content page including two parts integrating with text, vivid pictures and animated GIFs. Part 1 introduced basic usage of this equipment, while Part 2 involved advanced fitness knowledge.
We utilized “Shake Nearby” function of WeChat platform, and deployed iBeacon base stations next to the selected equipment. By shaking the mobile phone the link of the learning content webpage will pop up.
Thirty college students were recruited. They were randomly divided into two groups, the experimental group and the control group. Each group had fifteen participants and an equal ratio of males and females. They were not major in sports related subjects or fitness enthusiasts. An experiment and interviews were carried out in this study. Experimenters guided each participant to learn the usage of fitness equipment and fitness knowledge and collected feedback through the pre-post test questions and learning experience questionnaire. Detailed feedbacks were collected in the interview. Six learners were selected from two groups (3 learners each) following the purposive sampling principle and carried out a semi-structured interview.
Results showed that the experimental group learning by the context-aware system had a high level of technology acceptance, and a slightly higher level of learning grades and learning motivation and a slightly lower level of the cognitive load than the control group. It could be seen that context-aware learning could help students study fitness equipment using and fitness knowledge more effective and pleasant than ordinary paper study materials.
Xinzhu Wang, Faculty of Education, Beijing Normal University
Email : wangxinzhu@mail.bnu.edu.cn
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