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2009 39th IEEE Frontiers in Education Conference最新文献

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Comparative analysis of 2D games and artwork as the motivation to learn programming 将2D游戏和美术对比分析作为学习编程的动力
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350451
H. Tsukamoto, H. Nagumo, Y. Takemura, Ken-ichi Matsumoto
In order to motivate students to learn programming, many instructors have tried to use games, robots, narative media, artwork, and so on hoping that they would impress their students. However, there has not been any comparative study of these outcomes. In this research, two outcomes of programming, games and artwork have been studied together, and the motivation factors of them have been comparatively analyzed. Processing programming environment was used as the common programming environment for the two outcomes, and the motivation of the students was analyzed using our original questionnaire based on the ARCS (Attention, Relevance, Confidence, and Satisfaction) motivation model. The questionnaire was conducted three times: early, middle, and late in the course. The average scores for all the four factors in the ARCS model were higher for the game course than the one for the artwork course for all the three trials of the questionnaire. The average scores for the four factors for the game course decreased as the learning phase progressed.
为了激励学生学习编程,许多教师尝试使用游戏、机器人、叙事媒体、艺术作品等,希望他们能给学生留下深刻印象。然而,这些结果还没有任何比较研究。本研究将编程、游戏和美术这两种成果放在一起进行研究,并对其动机因素进行比较分析。采用加工编程环境作为两种结果的共同编程环境,并采用基于ARCS (Attention, Relevance, Confidence, Satisfaction)动机模型的原始问卷对学生的动机进行分析。调查问卷分三次进行:课程的早期、中期和后期。游戏课程在ARCS模型中四个因素的平均得分均高于美术课程在三次问卷试验中的平均得分。游戏课程的四个因素的平均分数随着学习阶段的进展而下降。
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引用次数: 7
Do multi-user virtual environments really enhance student's motivation in engineering education? 多用户虚拟环境真的能提高学生在工程教育中的积极性吗?
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350863
P. Sancho, J. Torrente, Baltasar Fernandez-Manjon
The use of multi-user virtual environments (MUVEs) in education is increasing mainly due to motivational aspects. However, more practical research about the impact of MUVEs on students' motivation in real educational contexts is required. Here we present Mare Monstrum, a system which integrates a MUVE with a learning management system and uses a fantastic narrative metaphor for teaching programming. The impact of the theories implemented in Mare Monstrum on the students' motivation have been evaluated in several case studies in the Spanish higher education context. In this paper we describe the system, the underlying hypotheses we intend to prove, the case studies and, finally, we present a brief discussion on the results obtained.
多用户虚拟环境(MUVEs)在教育中的使用越来越多,主要是由于激励方面。然而,在真实的教育环境中,muve对学生动机的影响还需要更多的实践研究。在这里,我们介绍Mare Monstrum,这是一个集成了MUVE和学习管理系统的系统,并使用了一个奇妙的叙事隐喻来教学编程。在西班牙高等教育背景下的几个案例研究中,评估了在Mare Monstrum中实施的理论对学生动机的影响。在本文中,我们描述了该系统,我们打算证明的基本假设,案例研究,最后,我们对所获得的结果进行了简要的讨论。
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引用次数: 23
Introduction to Nanotechnology: implementation of a cooperative program for gifted and talented elementary school children 纳米技术导论:为有天赋的小学生实施合作计划
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350469
David M. Beck, George Vrabel, M. Budnik
Around the world, primary and secondary schools are challenged to implement appropriate programs for their gifted and talented students. In this paper, we present how our community's public school system and our college of engineering collaboratively developed and implemented a program on Nanotechnology for a group of forty 9–11 year olds on a completely self-sustaining basis. The program's objectives and outcomes are aligned with our state's Core Science and Academic Standards. Modest student fees (US $30 per child) cover the training and salary for undergraduate students to serve as instructors, as well as the salary for the K-12 teachers/mentors to be present as additional support during the sessions. After completing the program, the children met over 90% of the objectives. Subjectively, the program was highly regarded by both parents and students. Survey results from children who attended the program and their parents were 5.00/5.00 and 4.79/5.00, respectively.
在世界各地,中小学面临的挑战是为他们的天才学生实施适当的课程。在本文中,我们展示了我们社区的公立学校系统和我们的工程学院是如何在完全自我维持的基础上,为一群40名9-11岁的孩子合作开发和实施纳米技术项目的。该计划的目标和成果与我们州的核心科学和学术标准保持一致。适度的学费(每个孩子30美元)包括本科生担任讲师的培训和工资,以及在课程期间作为额外支持在场的K-12教师/导师的工资。完成项目后,孩子们达到了90%以上的目标。主观上,这个项目得到了家长和学生的高度评价。参加项目的儿童及其家长的调查结果分别为5.00/5.00和4.79/5.00。
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引用次数: 3
A multi-institutional project-centric framework for teaching AI concepts 一个以多机构项目为中心的人工智能概念教学框架
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350408
I. Russell, Z. Markov
The paper presents the second phase of a curriculum project that builds on existing successful work. Our work involves the development, implementation, and testing of an adaptable framework for the presentation of core AI topics that emphasizes the relationship between AI and computer science. Under phase 1, we developed and pilot-tested our proof-of-concept. The second phase involves further development and testing of this adaptable framework for the presentation of core AI topics through a unifying theme of machine learning using a project-based and application-oriented approach. A total of twenty-six projects that span a variety of applications are being developed and tested. Each project involves the development of a machine learning system in a specific application. The applications span a large area including network security, recommender systems, game playing, computational chemistry, robotics, conversational systems, cryptography, web document classification, vision, bioinformatics, pattern recognition, data mining, and others. We present an overview of this work along with preliminary classroom experiences.
本文介绍了建立在现有成功工作基础上的课程项目的第二阶段。我们的工作包括开发、实施和测试一个可适应的框架,用于展示核心人工智能主题,强调人工智能与计算机科学之间的关系。在第一阶段,我们开发并试验了我们的概念验证。第二阶段涉及进一步开发和测试这一适应性框架,通过使用基于项目和面向应用的方法统一机器学习主题来呈现核心人工智能主题。目前正在开发和测试的项目共有26个,涵盖各种应用程序。每个项目都涉及在特定应用程序中开发机器学习系统。这些应用涵盖了广泛的领域,包括网络安全、推荐系统、游戏、计算化学、机器人、会话系统、密码学、网络文档分类、视觉、生物信息学、模式识别、数据挖掘等。我们将概述这项工作以及初步的课堂经验。
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引用次数: 4
Innovative faculty evaluation criteria for incentivizing high-impact interdisciplinary collaboration 创新教师评价标准,以激励高影响力的跨学科合作
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350751
T. Rikakis
This paper presents five innovative practices in the evaluation of engineering faculty that work collaboratively across disciplines: i) use of a four category meta-matrix for calibrating evaluation standards across diverse research outcomes and practices, ii) replacing the traditional author hierarchy with group authoring practices for collective research products, iii) evaluating and rewarding the size, strength and diversity of a faculty member's network of collaborators, iv) establishing guidelines for balancing interdisciplinary and disciplinary components of the evaluation across collaborating departments and v) using interdisciplinary evaluation committees at all levels of evaluation. These practices are key components of the interdisciplinary evaluation criteria of the School of Arts, Media and Engineering at Arizona State University. This paper presents the development and implementation process of these criteria as well as preliminary results from their use for faculty evaluations over the past five years. It discusses how these practices incentivize substantial interdisciplinary collaborations and related high impact results.
本文介绍了对跨学科合作的工程教师进行评估的五个创新实践:1)使用四类元矩阵来校准不同研究成果和实践的评估标准;2)用集体研究产品的小组创作实践取代传统的作者等级制度;3)评估和奖励教员合作网络的规模、实力和多样性;Iv)建立指导方针,以平衡跨合作部门评估的跨学科和学科成分;v)在各级评估中使用跨学科评估委员会。这些实践是亚利桑那州立大学艺术、媒体和工程学院跨学科评估标准的关键组成部分。本文介绍了这些标准的发展和实施过程,以及在过去五年中使用这些标准进行教师评估的初步结果。它讨论了这些实践如何激励实质性的跨学科合作和相关的高影响结果。
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引用次数: 5
Connecting to the future: How the perception of future impacts engineering undergraduate students' learning and performance 连接未来:对未来的感知如何影响工程本科学生的学习和表现
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350499
Wen-Ting Chung, Jieun Lee, J. Husman, G. Stump, Cecelia Maez, Aaron Done
The purpose of this study is to examine how engineering students' conceptualization of their future is related to the factors which have been studied related to students' retention. Two Future Time Perspective (FTP) constructs, Connectedness and Perceived Instrumentality, were included to measure students' conceptualization of their future. The results indicated that students who tended to connect their present to engineering future career (Connectedness) believed they were more capable of learning course materials, reported they used more collaborative learning strategies as well as engaged more in knowledge building behaviors, and have higher grades. Also, student who perceived their current learning as being helpful for their future learning and career (Perceived Instrumentality) believe they were more capable of learning course materials and reported more engagement in knowledge building behaviors. Our study contributes to the recent trend of engineering education reform which advocates increasing the connection between students' daily learning and future careers, by introducing Future Time Perspective (FTP), a widely studied theory in psychology. Our findings provide educators guidelines for incorporating connections to the future into curricula content and instructional design.
本研究的目的是探讨工科学生对未来的概念化与学生记忆相关的因素之间的关系。未来时间观的两个构念,连通性和感知工具性,被用来衡量学生对未来的概念化。结果表明,倾向于将自己的现在与未来的工程职业联系起来的学生认为他们更有能力学习课程材料,报告说他们使用更多的协作学习策略,并参与更多的知识构建行为,并且取得了更高的成绩。此外,那些认为自己目前的学习对未来的学习和职业有帮助的学生(感知工具性)认为他们更有能力学习课程材料,并报告了更多的知识构建行为。本研究通过引入心理学中被广泛研究的未来时间观(FTP)理论,顺应了近年来工程教育改革的趋势,即提倡将学生的日常学习与未来职业联系起来。我们的发现为教育工作者提供了将与未来的联系纳入课程内容和教学设计的指导方针。
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引用次数: 4
Work in progress - motivation for mathematics, using design with the Wright State model 工作进行中-数学的动机,使用赖特状态模型的设计
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350471
Nick Oswald, A. Cheville, K. High
The first iteration of a freshman “Applying Mathematics to Engineering Design” Course at Oklahoma State University was based on the successful national model of a Freshman Engineering Math course designed at Wright State University. This course is addresses issues in transfer of mathematics to engineering, motivation, and retention. The course introduces engineering applications to algebra, linear algebra, trigonometry, sinusoids, differentiation, and integration through the use of laboratory design experiences. Students who participated in this course completed several validated assessments including a mathematics attitude survey and concept inventory. Students who completed this course had higher motivation towards and continuing in engineering as compared to a control group of other freshman engineering students. No statistically significant differences were found on the concept inventory in either group.
俄克拉荷马州立大学新生“将数学应用于工程设计”课程的第一次迭代是基于赖特州立大学设计的新生工程数学课程的成功国家模式。本课程主要讨论数学向工程的转移、动机和保留问题。本课程通过使用实验室设计经验,将工程应用引入代数、线性代数、三角、正弦波、微分和积分。参加这门课程的学生完成了几项有效的评估,包括数学态度调查和概念清单。完成这门课程的学生比控制组的其他工科新生有更高的动力继续学习工程学。两组在概念量表上均无统计学差异。
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引用次数: 5
Work in progress - towards a tool to analyze qualitative aspects of the relations among members of social networks 正在进行的工作-朝着一个工具来分析社会网络成员之间的关系的定性方面
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350622
G. Sato, H. de Azevedo, R. Noronha, F. do Rocio Strauhs
This paper discusses a tool to study the relations among group members of a social network that evolve using a virtual environment. Understanding how these relations are built and maintained is essential to foster favorable conditions that can facilitate collective and individual learning. The focus of interest is how inner relations affect both the collective and individual learning of its members. We consider a group as being a set of relations among people and artifacts. As an example, we might determine which relations among members of a Project Team (predominantly goal-oriented) are different from the ones found in Communities of Practice (predominantly learning-oriented), and how they affect the learning of their members. We propose to characterize the relations among members by analyzing text content of social exchanges (e.g. email messages, blog posts, chat sessions, etc). The approach originality relies on taking into account the distinct points of view of its actors. Due to the distributed character of the problem (a virtual group), we intend to develop this tool by using a Multi- Agent System, whose architecture we present in this paper.
本文讨论了一种工具,用于研究使用虚拟环境演变的社会网络群体成员之间的关系。了解这些关系是如何建立和维持的,对于创造有利于集体和个人学习的有利条件至关重要。兴趣的焦点是内部关系如何影响其成员的集体和个人学习。我们认为群体是人与人工制品之间的一组关系。例如,我们可以确定项目团队成员之间的哪些关系(主要是面向目标的)与实践社区(主要是面向学习的)中的关系不同,以及它们如何影响其成员的学习。我们建议通过分析社交交流的文本内容(如电子邮件消息、博客文章、聊天会话等)来表征成员之间的关系。方法的独创性依赖于考虑到其参与者的不同观点。由于问题的分布式特征(虚拟群体),我们打算使用多智能体系统来开发这个工具,本文给出了多智能体系统的体系结构。
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引用次数: 1
Work in progress - relationship of demonstration construction quality on pedagogic effectiveness 正在进行的工作——示范建设质量与教学效果的关系
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350485
James. C. Squire, G. Sullivan, George M. Brooke
Scientific studies have established the importance of engineering demonstrations, yet comparatively little is known about what makes some demonstrations more effective than others. In this study we investigate the pedagogic effect of demonstration construction quality. This study considers two build qualities: “raw” and “polished”. Raw demonstrations use prototype-quality construction techniques such as exposed solderless breadboards, and polished demonstrations use production-quality construction techniques designed to emulate typical consumer electronics. The impact of the demonstrations on student interest were assessed by constructing paired sets of demonstrations of raw and polished quality. These were used in lectures to 119 students and student interest and comprehension were assessed by post-lecture surveys. Initial data using only a single demonstration in both raw and polished versions show students in both technical and nontechnical majors score higher in objective testing and report higher interest in the material using raw construction techniques (two-tailed p=0.051 and ≪0.01 respectively). Further data using other demonstrations will be obtained in 2009 to determine if these findings can be generalized.
科学研究已经确立了工程演示的重要性,但相对而言,人们对是什么使一些演示比其他演示更有效知之甚少。本研究探讨示范工程质量的教学效果。这项研究考虑了两种建筑品质:“原始”和“抛光”。原始演示使用原型质量的构建技术,如裸露的无焊面包板,而抛光演示使用生产质量的构建技术,旨在模拟典型的消费电子产品。通过构建原始和抛光质量的成对演示集来评估演示对学生兴趣的影响。在对119名学生的讲座中使用了这些方法,并通过课后调查评估了学生的兴趣和理解能力。仅使用原始和抛光版本的单一演示的初步数据表明,技术专业和非技术专业的学生在客观测试中得分更高,并且对使用原始建筑技术的材料更感兴趣(双尾p分别=0.051和≪0.01)。2009年将通过其他演示获得进一步的数据,以确定这些发现是否可以推广。
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引用次数: 1
WiiLab: Bringing together the Nintendo Wiimote and MATLAB WiiLab:将任天堂Wiimote和MATLAB结合在一起
Pub Date : 2009-10-18 DOI: 10.1109/FIE.2009.5350509
Jordan Brindza, Jessica Szweda, Qi Liao, Yingxin Jiang, A. Striegel
It is often a daunting task for engineering students to learn programming. Learning by playing has proven to be an effective way to engage students at nearly all levels of the curriculum. In this work, we will describe how we developed modules for teaching MATLAB to freshmen engineers through the use of the Nintendo Wiimote and motion capture. Through the work of a summer REU project, we developed and prototyped a unified set of C# and MATLAB libraries for Windows entitled WiiLab. In particular, the work focused on creating an easy-to-use API that largely abstracted the complexity of interacting with the Wiimote. In the work, we describe several laboratory modules developed for WiiLab and experiences from using the Wiimote in a four hundred student freshmen engineering course.
对于工科学生来说,学习编程通常是一项艰巨的任务。在游戏中学习已被证明是一种有效的方法,可以吸引几乎所有课程水平的学生。在这项工作中,我们将描述我们如何通过使用任天堂Wiimote和动作捕捉开发用于向新生工程师教授MATLAB的模块。通过暑期REU项目的工作,我们为Windows开发并原型化了一套统一的c#和MATLAB库,名为WiiLab。特别值得一提的是,他们的工作重点是创建一个易于使用的API,在很大程度上抽象了与Wiimote交互的复杂性。在工作中,我们描述了为WiiLab开发的几个实验室模块,以及在400名新生工程课程中使用Wiimote的经验。
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引用次数: 25
期刊
2009 39th IEEE Frontiers in Education Conference
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