Feedforward Enhanced Control System to Pursue Mathematical Competencies Achievement in Engineering Education

Francisco Mínguez-Aroca, S. Moll-López, N. Llobregat-Gómez, M. Roselló, L. Sánchez-Ruiz
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Abstract

The learning process can be conceptualized as a dynamic system constantly evolving and adapting in response to a variety of stimuli and inputs. This paper presents a novel approach to competency-based assessment that integrates a dynamic assignment design of personalized activities with the aid of a 3D matrix array structure. This structure, named Topic, Activity, and Competency (TAC) cuboid, provides a detailed view of the student’s progress, enabling the design of tailored curricular strategies to facilitate the development of competencies. Personalized activities serve as control inputs that adapt to each learner’s state, driving a feedforward that promotes proactive improvement. An automation process becomes necessary to cope with the increased data volume from the TAC cuboid and the information complexity. The concept model registers TAC cuboid information, enabling a dynamic analysis to forward an adequate workload when required to facilitate students’ achievement of their expected mathematical competencies. Additionally, the paper discusses the initial application of these models in an educational role-playing game, demonstrating their effectiveness in a gamified learning environment.
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在工程教育中实现数学能力的前馈增强控制系统
学习过程可以概念化为一个动态系统,在各种刺激和输入的作用下不断发展和适应。本文介绍了一种基于能力的新颖评估方法,它将个性化活动的动态分配设计与三维矩阵阵列结构相结合。这种结构被命名为 "主题、活动和能力(TAC)立方体",可提供学生学习进度的详细情况,从而设计出量身定制的课程策略,促进能力的发展。个性化活动可作为控制输入,适应每个学习者的状态,推动前馈,促进主动改进。要应对 TAC 立方体数据量的增加和信息的复杂性,就必须采用自动化流程。该概念模型可登记 TAC 立方体信息,从而进行动态分析,在需要时转发足够的工作量,以促进学生达到预期的数学能力。此外,论文还讨论了这些模型在教育角色扮演游戏中的初步应用,展示了它们在游戏化学习环境中的有效性。
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