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2022 20th International Conference on Information Technology Based Higher Education and Training (ITHET)最新文献

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Facebook Engagement and Student Preferences for Universities Facebook参与度和学生对大学的偏好
Ilker Cingillioglu, Uri Gal, A. Prokhorov
Studies have shown that strong social media presence may lead to higher levels of public engagement and a university’s social media presence on a popular platform such as Facebook may be an indicator of higher enrolment numbers. Yet, no studies have explored the link between universities’ level of Facebook engagement with student enrolments. To address this gap, we assessed the level of Facebook engagement based on the total number of “Likes”, “Comments” and “Shares” given to all the posts on universities’ official Facebook sites between 2016 and 2021; and developed 27 nested Structural Equation Models including additional observed exogenous variables such as Group of Eight membership status and Global Ranking of universities. We found that the Likes, Shares and Comments aggregated by the Facebook posts can be a strong indicator of the level of a university’s Facebook engagement and that universities need to consider both the first and total preferences of students whilst assessing student enrolments. Through these indicators on their Facebook sites, universities can predict forthcoming years’ student enrolments and develop a pertinent financial plan for budgeting and resource allocation in advance.
研究表明,强大的社交媒体存在可能会导致更高水平的公众参与,一所大学在Facebook等流行平台上的社交媒体存在可能是入学率较高的一个指标。然而,目前还没有研究探讨大学的Facebook参与度与学生入学率之间的关系。为了解决这一差距,我们根据2016年至2021年间大学官方Facebook网站上所有帖子的“喜欢”、“评论”和“分享”总数来评估Facebook的参与度;并开发了27个嵌套结构方程模型,其中包括额外观察到的外生变量,如八国集团成员地位和大学的全球排名。我们发现,Facebook帖子汇总的“喜欢”、“分享”和“评论”可以很好地反映一所大学在Facebook上的参与度,大学在评估学生入学情况时需要考虑学生的第一偏好和总体偏好。通过Facebook网站上的这些指标,大学可以预测未来几年的学生入学情况,并提前制定相关的预算和资源分配财务计划。
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引用次数: 0
Digital Badges in Higher Education: The Perspective of Employers in Upper Austria 高等教育中的数字徽章:上奥地利州雇主的视角
Thomas Fischer, U. Niederländer, Martin Stabauer
Digital Badges are a means to communicate skill attainment, which have gained popularity in higher education in recent years. We report on a survey study (N=57) with Upper Austrian employers in which we tried to assess the familiarity with digital badges for recruiting purposes. In addition, we gather indicators of the potential usefulness of digital badges in this area. While we find that digital badges are still widely unknown, we also find widespread interest in their use as well as areas that could profit from their use.
数字徽章是一种沟通技能成就的手段,近年来在高等教育中越来越受欢迎。我们报告了一项针对上奥地利州雇主的调查研究(N=57),在该研究中,我们试图评估用于招聘目的的数字徽章的熟悉程度。此外,我们还收集了数字徽章在这一领域的潜在有用性指标。虽然我们发现数字徽章仍然不为人所知,但我们也发现人们对它们的使用以及可以从中获利的领域有广泛的兴趣。
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引用次数: 0
A Review of Empirical Studies on Peerceptiv Peerceptiv的实证研究综述
Yong Wu, C. Schunn
Peerceptiv is a web-based peer review system, which is used by hundreds of thousands of students in both K-12 and higher education. The present study reviews the empirical studies using Peerceptiv that have been done to investigate quality of peer feedback, the effects of peer feedback on students’ writing performance, and how students learn from peer review.
Peerceptiv是一个基于网络的同行评议系统,被成千上万的K-12和高等教育学生使用。本研究回顾了使用Peerceptiv进行的关于同伴反馈质量、同伴反馈对学生写作表现的影响以及学生如何从同伴评议中学习的实证研究。
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引用次数: 1
Can gamification help to teach Cybersecurity? 游戏化能帮助教授网络安全吗?
Christopher J Berisford, Leighton Blackburn, Jennifer M Ollett, Thomas B Tonner, Chun San Hugh Yuen, Ryan Walton, Olakunle Olayinka
Over the last decade, there has been an increase in the number of attacks on web applications. The proliferation of these attacks is partially a result of increased adoption of IT systems in organisations and the increasing role digital technologies play in our lives. The success of an attack relies upon the existence of vulnerabilities in the code base and there is consensus within literature that many of these vulnerabilities can be avoided through developers adopting secure code practices and standards which are often not formally taught.Whilst gamification has been shown to be an effective educational tool in fields such as health, education and security awareness, there is a scarcity of research regarding the application of gamification in the context of secure code practices. This paper evaluates the efficacy of a bespoke gamified application in creating awareness and fostering an understanding of the threats and secure coding practices. The application presented in this work focuses on JavaScript with the aim of reducing the number of vulnerabilities in web applications. The analysis is conducted using first and second-year undergraduate participants, who are viewed as the primary target for this software.As part of a participant study involving the application, it was found that gamification elements were effective in increasing user engagement. Initial findings suggest potential for the integration of secure-code gamification in traditional pedagogical methods, but further investigation is required to strengthen this claim.
在过去十年中,针对web应用程序的攻击数量有所增加。这些攻击的扩散部分是由于组织中越来越多地采用IT系统以及数字技术在我们生活中扮演越来越重要的角色。攻击的成功依赖于代码库中漏洞的存在,文献中有一个共识,即许多漏洞可以通过开发人员采用通常没有正式教授的安全代码实践和标准来避免。虽然游戏化已被证明在健康、教育和安全意识等领域是一种有效的教育工具,但关于游戏化在安全代码实践背景下的应用的研究却很少。本文评估了定制的游戏化应用程序在创建意识和培养对威胁和安全编码实践的理解方面的功效。本文介绍的应用程序主要关注JavaScript,目的是减少web应用程序中的漏洞数量。分析是使用一年级和二年级的本科生参与者进行的,他们被视为该软件的主要目标。在一项涉及该应用的参与者研究中,我们发现游戏化元素能够有效提高用户粘性。最初的研究结果表明,在传统的教学方法中整合安全代码游戏化的潜力,但需要进一步的调查来加强这一主张。
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引用次数: 0
Developing Transversal Skills and Strengthening Collaborative Blended Learning Activities in Engineering Education: a Pilot Study 在工程教育中发展横向技能和加强协作式混合学习活动:一项试点研究
Jérémy La Scala, Graciana Aad, Isabelle Vonèche Cardia, D. Gillet
There is an ongoing debate about the fact that educational models of the industrial age are no longer adequate. Future educational models need to provide students with the abilities to solve complex problems as well as to collaborate and interact to generate new meaning and knowledge. In order to do so, teamwork activities should be pedagogically strengthened and technologically augmented in science and engineering education. This paper presents a pilot study implementing a blended learning scenario in a bachelor course at École polytechnique fédérale de Lausanne (EPFL). In this framework, digital tools are proposed to support collaboration. The tools considered are a learning experience platform, an integrated Tasks Management Application, as well as a collaborative reporting editor. This article also presents our findings on the usability and adoption of those tools, as well as preliminary results on their impact on engagement and teamwork. We also mention the effect of collaborative writing on contributions. Finally, we draw insightful lessons on engagement, the use of learning analytics, and the peer evaluation of teamwork.This paper contributes to science and engineering education by providing new insights on teamwork activities supported by digital tools in blended learning scenarios.
关于工业时代的教育模式不再适用这一事实,有一场持续的辩论。未来的教育模式需要为学生提供解决复杂问题的能力,以及协作和互动以产生新的意义和知识的能力。为了做到这一点,在科学和工程教育中应该在教学上加强和在技术上加强团队合作活动。本文介绍了一项试点研究,在École洛桑理工学院(EPFL)的本科课程中实施混合学习方案。在这个框架中,建议使用数字工具来支持协作。考虑的工具包括学习体验平台、集成任务管理应用程序以及协作报告编辑器。本文还介绍了我们对这些工具的可用性和采用的发现,以及它们对参与和团队合作的影响的初步结果。我们还提到了合作写作对贡献的影响。最后,我们在参与、学习分析的使用和团队合作的同行评估方面得出了深刻的经验教训。本文通过在混合学习场景中提供数字工具支持的团队合作活动的新见解,为科学和工程教育做出了贡献。
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引用次数: 0
Foundations for Complete Exercise Generation 完全运动生成的基础
Deniz Schmidt, Max Uzulis, Niklas Kersten, Ole Grasse, Johannes Hinckeldeyn, J. Kreutzfeldt
This paper introduces a new approach to exercise generation for university courses, that aims for high domain coverage, variability as well as adaptability. For this, we utilize a domain-specific language (DSL) which allows the creation of models describing subject matter. These models are further aggregated with a topic-oriented representation of a course and serve as the basis for an exercise generator, which then uses various templates to process different types of knowledge into different types of exercises. This novel approach is initially developed and tested by applying it to two engineering-related university courses.
本文介绍了一种针对高领域覆盖、高可变性和高适应性的大学课程习题生成方法。为此,我们使用特定于领域的语言(DSL),它允许创建描述主题的模型。这些模型与课程的面向主题的表示进一步聚合,并作为练习生成器的基础,然后使用各种模板将不同类型的知识处理成不同类型的练习。这种新颖的方法最初是通过将其应用于两门与工程相关的大学课程来开发和测试的。
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引用次数: 0
Using Outdoor Quiz Game For Socializing Classes At Secondary Level – A Theoretical Approach 运用户外问答游戏进行中学课堂交际的理论探讨
T. Vold, L. Kiønig, Maja Videnovik, V. Trajkovik
ZippyGo is a new quiz game tested out in different settings, mostly for fun, but has also been tested on adult students in Norway. The posts are geo-referenced, hence it is an outdoor game. The literature on outdoor schooling refers to positive experiences regarding achievements, social structures, collaboration and cooperation. Games for learning has been used for several decades, but most of the literature is about videogames and simulation games. Drawing on the outdoor schooling experiences and what we know about communication, collaboration, cooperation and competition in games and how this contributes to a stimulating learning environment, we seek to organize a project utilizing ZippyGo as the outdoor quiz game to see if the use of this game will have an, amongst the pupils, experiences impact on the social structures and learning environment in the classes. In this paper we propose how the quiz game can be used, based on the literature on outdoor schooling and the use of games for learning purposes. The game will be tested out in a secondary school in North Macedonia, and we will observe and interview the pupils after they have been subjected to the gaming. Our aim with the study is to investigate if this combination of being outdoor and using a game for learning will have an impact on the social structures and learning outcome, based on the input from the pupils.
ZippyGo是一款新的益智游戏,在不同的环境中进行了测试,主要是为了好玩,但也在挪威的成年学生中进行了测试。这些帖子是地理参考,因此这是一款户外游戏。关于户外教育的文献是指在成就、社会结构、协作和合作方面的积极体验。用于学习的游戏已经使用了几十年,但大多数文献都是关于电子游戏和模拟游戏。借鉴户外教育的经验,以及我们对游戏中的沟通、协作、合作和竞争的了解,以及这如何有助于创造一个刺激的学习环境,我们试图组织一个项目,利用ZippyGo作为户外问答游戏,看看这个游戏的使用是否会对学生的社会结构和课堂学习环境产生影响。在本文中,我们提出了如何使用问答游戏,基于文献的户外教育和使用游戏的学习目的。游戏将在北马其顿的一所中学进行测试,我们将在学生体验游戏后对他们进行观察和采访。我们这项研究的目的是调查户外活动和使用游戏学习的结合是否会对社会结构和学习结果产生影响,这是基于学生的输入。
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引用次数: 0
Anatomy of a large-scale real-time peer evaluation system 大型实时同行评估系统的剖析
Xoeseko Nyomi, L. Moccozet
In the past decades, we have seen benefits from digital education tools to increase interaction and allow for more regular assessment of students’ knowledge. The existing suggestions are however limited in how comprehensively they can assess students’ production skills based on the taught syllabus. There are some endeavours in the area of automated essay scoring, automated short answer grading or similar methods which would provide feedback without necessarily providing a grade. In terms, of rapid in class feedback of open ended questions there aren’t many helpful solution for the population we want to help. More suggestions which focus on the people either evaluating or being evaluated is necessary. Given the pressures of teaching at scale, how can human-centered technology aid in the development of comprehensive evaluation methods? In this paper, we suggest and implement a method to conduct qualitative evaluations for large scale settings in the context of undergraduate education. To do this, we use word vectors to visualize what students think in response to a prompt.
在过去的几十年里,我们看到了数字教育工具的好处,它增加了互动,并允许对学生的知识进行更定期的评估。然而,现有的建议在如何根据教学大纲全面评估学生的生产技能方面是有限的。在自动作文评分,自动简答评分或类似的方法方面有一些尝试,这些方法可以提供反馈而不一定提供分数。就开放式问题的快速课堂反馈而言,对于我们想要帮助的人群来说,没有多少有用的解决方案。有必要提出更多的建议,重点关注评估或被评估的人。考虑到大规模教学的压力,以人为本的技术如何帮助开发综合评价方法?在本文中,我们提出并实施了一种在本科教育背景下进行大规模定性评估的方法。为了做到这一点,我们使用单词向量来可视化学生在回应提示时的想法。
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引用次数: 1
Team Assessment and Self-Assessment – Can High School Students Do It? 团队评估与自我评估——高中生能做到吗?
Z. Kubincová, Kristián Kolčák
In this paper, we describe our findings from a two-year implementation of team-based learning in a high school setting. We incorporated team-based programming projects into our programming classes and engaged students in various forms of assessment, ranging from peer review of their classmates’ projects, to performance evaluation of teammates, and self-assessment. We are particularly concerned with the latter two. As evident from our observations in class, from data collected during the various activities in which students participated, and from the final questionnaires, students rated the team projects as attractive and beneficial, but many of them struggled with the evaluation activities, which they were only able to master to a certain extent. Specifically, self-assessment proved to be a big challenge for them.
在本文中,我们描述了在一所高中实施为期两年的团队学习的结果。我们将基于团队的编程项目纳入我们的编程课程,并让学生参与各种形式的评估,从对同学项目的同行评审,到对队友的绩效评估,以及自我评估。我们特别关注后两者。从我们在课堂上的观察,从学生参与的各种活动中收集的数据,以及从最终的问卷调查中可以看出,学生们认为团队项目是有吸引力和有益的,但是很多学生在评估活动中都很挣扎,他们只能在一定程度上掌握。具体来说,自我评估对他们来说是一个很大的挑战。
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引用次数: 0
Evaluation of Programming Skills via Peer Assessment and IRT Estimation Techniques 通过同伴评估和IRT评估技术评估编程技能
M. Nakayama, F. Sciarrone, M. Temperini, Masaki Uto
In whatever study program where Computer Science is taught (as a support subject matter, or as the main one) the analysis of students’ programming skills is a complex and crucial endeavour. Peer assessment (PA) can be used to expose students (peers) to a very effective educational methodology, to spur competence, and to evaluate skills in a wide range of subject matters, including Computer Science and programming. An important feature is in that data from PA sessions can be used to model the students, and support the inference of automated grading. In this paper we analyse the data coming from experiments where several PA sessions were conducted, with students having to produce programs, and evaluate their peers’ programs. The main aim is to see how methods of the Item Response Theory (IRT) can be applied in the PA framework, to model the students effectively. The results seem encouraging, allowing to foresee the enrichment of more traditional automated grading techniques by the IRT methods.
无论在什么学习项目中教授计算机科学(作为辅助学科,还是作为主要学科),对学生编程技能的分析都是一项复杂而关键的工作。同伴评估(PA)可以用来让学生(同伴)接触到一种非常有效的教育方法,以激发能力,并在广泛的学科领域评估技能,包括计算机科学和编程。一个重要的特点是,PA会话的数据可以用来为学生建模,并支持自动评分的推理。在本文中,我们分析了来自实验的数据,其中进行了几次PA会议,学生必须制作节目,并评估同龄人的节目。主要目的是了解项目反应理论(IRT)的方法如何在PA框架中应用,以有效地为学生建模。结果似乎令人鼓舞,允许通过IRT方法预见更传统的自动分级技术的丰富。
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引用次数: 0
期刊
2022 20th International Conference on Information Technology Based Higher Education and Training (ITHET)
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