| Literature DB >> 35592161 |
Martine Baars1, Farshida Zafar2, Micah Hrehovcsik3, Edwin de Jongh4, Fred Paas1,5.
Abstract
Without guidance, students typically overestimate their understanding and memory of learning materials, which can have detrimental effects on the learning process. However, most students do not receive guidance or instruction about how to study. Moreover, students are largely unaware of strategies to self-regulate their learning and study effectively. Research has shown that prompting both cognitive and metacognitive strategies is effective to support self-regulated learning (SRL). Therefore we developed a mobile application, the Ace your self-study app, to prompt both cognitive and metacognitive strategies to support learning processes. In this article a theoretical background, description of the app's features and design choices are presented. Also, data from the application in presented to give provide an idea of how the app has been used.Entities:
Keywords: cognitive strategies; m-learning; metacognitive strategies; mobile application; self-regulated learning
Year: 2022 PMID: 35592161 PMCID: PMC9110801 DOI: 10.3389/fpsyg.2022.793042
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Screenshots from the forethought phase, panel (A) shows the first “study plan” screen to start a session, panel (B) shows the second “study plan” screen at which students choose the type of task, panel (C) shows the third “study plan” screen at which students choose a strategy. Panel (D) shows the fourth “study plan” screen at which students can set the time and fill out their goal.
FIGURE 2Screenshots from the performance phase. Panel (A) shows the defaults screen during the performance phase which shows a timer. Panel (B) shows the summary of the “study plan” made in the forethought phase.
FIGURE 3Screenshots from the reflection phase. Panel (A) shows the two ratings students have to fill out. Panel (B) shows the log for a single session. Panel (C) shows the log across sessions.
FIGURE 4Screenshots of gamification elements in app. Panel (A) shows the overview of the strategies with the level of use depicted in stars. Panel (B) shows the challenges students can take when using the app.
FIGURE 5Use of development time.
FIGURE 6The count of users with a certain number of sessions.
FIGURE 7The number of sessions of a certain duration.
FIGURE 8A pie chart showing the percentage for each strategy’ in the total of strategy’ choices.
Descriptive statistics.
| Mean (SD) | Minimum | Maximum | |
| Evaluation questions (total) | 5.69 (0.88) | 2.25 | 7 |
| Easy to understand strategies | 5.80 (0.99) | 2 | 7 |
| Clearly described strategies | 5.78 (1.00) | 3 | 7 |
| Easy to navigate app | 5.71 (1.04) | 3 | 7 |
| Intuitive to use app | 5.47 (1.01) | 2 | 7 |
| Account: | User ID, date of birth, and gender. |
| Current type: | Indicates if the app used during the session is gamified or standard. |
| Task: | The type of study task done during the session. |
| Strategy: | The type of study strategy selected for the session. |
| Goal: | The study session goal that was entered by the student. |
| Estimated time: | The student’s estimated time (minutes) for the study session. |
| Actual time: | The student’s actual time (seconds) of the study session. |
| Study session rating: | Indicates on a scale (1–5) the student’s satisfaction with the strategy and learning; and if the session was alone or partnered. |
| Start: | Provides a timestamp for the beginning of the session. |
| Stop: | Provides a timestamp for the end of the session. |
| Sync: | Provides a timestamp for when the user’s data was synchronized with the database. |