Jian-Jun Xiao

ORCID: 0000-0003-0000-9630
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About
Contact & Profiles
Research Areas
  • Online Learning and Analytics
  • Online and Blended Learning
  • Innovative Teaching and Learning Methods
  • Technology Adoption and User Behaviour
  • Cognitive Science and Mapping
  • E-Learning and Knowledge Management
  • Video Coding and Compression Technologies
  • Image and Video Quality Assessment
  • Knowledge Management and Sharing

Beijing Normal University
2021-2025

Tencent (China)
2025

Role recognition is critical for labor division and risk identification in group coordination during collaborative learning. Students' social, cognitive, behavioural, emotional performance collaboration are essential dimensions role recognition. However, most studies classify roles using single dimensions, such as cognitive (knowledge construction level) or social (social network status), neglecting behavioral indicators. This study develops a multidimensional model integrating features to...

10.1080/10494820.2024.2442706 article EN Interactive Learning Environments 2025-01-02

Congestion control (CC) plays a pivotal role in low-latency interactive video streaming such as cloud gaming. However, existing end-to-end CC methods often cause self-induced network queuing. As result, they may largely delay frame transmission and undermine the user's quality of experience. In this paper, we present new, practical algorithm named <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Pudica</i> that strives to achieve near-zero...

10.1109/ton.2024.3519902 article EN 2025-01-01

As a representative practice of the theory connectivism, cMOOCs emphasize learners' content-based connective learning. Effectively promoting content production is focus cMOOC research and practice. This study explores whether how online interactions affect courses. Based on 45166 real-time behavioural data points learners, this measures interaction level degree each learner analyses influence production. The results show that number low-level higher than high-level interactions, increases...

10.1080/10494820.2021.1969955 article EN Interactive Learning Environments 2021-08-30

This study takes the value-based adoption model and CIE of learning process as theoretical basis combines them to explore influencing factors mechanisms learners' online interaction perceived value. Based on questionnaire survey data 81 potential their 45,166 real-time behavior cMOOC platform, this calculates level value each learner analyzes impact various interactions through linear regression method. It was found that learners had a higher number low-level than high-level benefits...

10.1080/10494820.2022.2137531 article EN Interactive Learning Environments 2022-10-22

As a representative pedagogical practice of Connectivism, cMOOC emphasises learners' connected learning based on various types resources. By systematically classifying the resource-use behaviours in connectivist learning, we measure level each learner 61,496 real-time behavioural data and 544,073 words textual content learners platform, to portray evolution as whole. Then, evolutionary pattern individual resource use was revealed through lagged sequence analysis. It found that pre-determined...

10.1080/10494820.2024.2437542 article EN Interactive Learning Environments 2024-12-11

ABSTRACTCommunity-based courses, driven by connectivist learning theory, provide learners with a social environment that supports collaborative problem solving (CPS). The purpose of this study is to investigate the characteristics potential collaborators before they engage in CPS. This analyzed community-based course, cMOOC total 145 participated thematic stage and 52 chose participate interaction pattern indirect effects individual attribute-based (exogenous) network structure-based...

10.1080/10494820.2023.2266523 article EN Interactive Learning Environments 2023-10-09
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