首页 > 最新文献

Proceedings of the 2022 6th International Conference on Education and E-Learning最新文献

英文 中文
A Balanced Pedagogical Approach toward AI Readiness Education for STEM Learners: Instilling a balanced view of AI capabilities through active learning in both traditional classroom and self-directed online environments 为STEM学习者提供人工智能准备教育的平衡教学方法:通过传统课堂和自主在线环境中的主动学习,灌输人工智能能力的平衡观点
A. Fong, Ajay K. Gupta, Steve M. Carr, Shameek Bhattacharjee, Michael A. Harnar
Artificial intelligence (AI) is increasingly being applied to disciplines beyond computer science (CS). Engineers, statisticians, business analysts, biologists, physicists, physicians, and pharmacists, are among the many non-CS professionals who leverage the power of AI algorithms and systems for solving their domain-specific problems. Although AI has been found useful for solving a wide range of previously unsolvable problems, there are important limitations associated with contemporary AI. It is therefore important to inform current and future AI users regarding both strengths and weaknesses of AI in its current form, as well as what AI will be like in the foreseeable future. In this paper, the authors describe a pedagogical approach toward educating AI users from a range of STEM disciplines so that they can best exploit what AI has to offer. Specifically, a balanced approach is taken to ensure that learners gain knowledge and skills in what AI can or cannot do for them. A growing suite of experiential learning modules, which complement existing educational resources, serve as a vehicle for getting STEM learners ready for a future workplace characterized by significant use of AI technologies. These learning modules promote active learning and can be applied in a traditional classroom setting, self-directed online study, or a mix of the two modes. The paper ends with a presentation of encouraging results of actual use of the experiential learning modules in a mixed mode setting across multiple quantitative disciplines. All project artifacts, including the developed experiential learning modules, recommended uses, and best practices, are freely available on the project website. Interested educators and researchers are welcome to use the available resources and/or contribute to the on-going research.
人工智能(AI)越来越多地应用于计算机科学(CS)以外的学科。工程师、统计学家、商业分析师、生物学家、物理学家、医生和药剂师等许多非计算机科学专业人士利用人工智能算法和系统的力量来解决他们的领域特定问题。尽管人们发现人工智能在解决许多以前无法解决的问题方面很有用,但与当代人工智能相关的重要限制仍然存在。因此,让当前和未来的人工智能用户了解当前形式的人工智能的优势和劣势,以及人工智能在可预见的未来会是什么样子,这一点非常重要。在本文中,作者描述了一种从一系列STEM学科教育人工智能用户的教学方法,以便他们能够最好地利用人工智能所提供的东西。具体来说,采用一种平衡的方法来确保学习者获得人工智能可以或不能为他们做的知识和技能。越来越多的体验式学习模块补充了现有的教育资源,作为一种工具,让STEM学习者为未来大量使用人工智能技术的工作场所做好准备。这些学习模块促进主动学习,可以应用于传统的课堂环境,自主在线学习,或两种模式的混合。论文最后介绍了在跨多个定量学科的混合模式设置中实际使用体验式学习模块的令人鼓舞的结果。所有的项目工件,包括开发的经验学习模块、推荐的用途和最佳实践,都可以在项目网站上免费获得。欢迎感兴趣的教育工作者和研究人员使用现有资源和/或为正在进行的研究做出贡献。
{"title":"A Balanced Pedagogical Approach toward AI Readiness Education for STEM Learners: Instilling a balanced view of AI capabilities through active learning in both traditional classroom and self-directed online environments","authors":"A. Fong, Ajay K. Gupta, Steve M. Carr, Shameek Bhattacharjee, Michael A. Harnar","doi":"10.1145/3578837.3578875","DOIUrl":"https://doi.org/10.1145/3578837.3578875","url":null,"abstract":"Artificial intelligence (AI) is increasingly being applied to disciplines beyond computer science (CS). Engineers, statisticians, business analysts, biologists, physicists, physicians, and pharmacists, are among the many non-CS professionals who leverage the power of AI algorithms and systems for solving their domain-specific problems. Although AI has been found useful for solving a wide range of previously unsolvable problems, there are important limitations associated with contemporary AI. It is therefore important to inform current and future AI users regarding both strengths and weaknesses of AI in its current form, as well as what AI will be like in the foreseeable future. In this paper, the authors describe a pedagogical approach toward educating AI users from a range of STEM disciplines so that they can best exploit what AI has to offer. Specifically, a balanced approach is taken to ensure that learners gain knowledge and skills in what AI can or cannot do for them. A growing suite of experiential learning modules, which complement existing educational resources, serve as a vehicle for getting STEM learners ready for a future workplace characterized by significant use of AI technologies. These learning modules promote active learning and can be applied in a traditional classroom setting, self-directed online study, or a mix of the two modes. The paper ends with a presentation of encouraging results of actual use of the experiential learning modules in a mixed mode setting across multiple quantitative disciplines. All project artifacts, including the developed experiential learning modules, recommended uses, and best practices, are freely available on the project website. Interested educators and researchers are welcome to use the available resources and/or contribute to the on-going research.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131364593","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Implementing Universal Design for Learning: An Online Training Course for Peer Tutors to Students with Disabilities and Specific Learning Disorders: Implementing UDL: An Online Training Course for Peer Tutors to Disabled and SLD Students 实施通用学习设计:残疾和特殊学习障碍学生同伴导师在线培训课程:实施UDL:残疾和特殊学习障碍学生同伴导师在线培训课程
F. Vindigni, Tina Lasala, Cristina Giraudo, C. Furiassi, Manuela Caramagna, Marina Bosco, Gabriele Baratto
This article presents a project named “Online Training Course for Peer Tutors to Students with Disabilities and Specific Learning Disorders”, implemented by the e-learning staff of the University of Turin, Italy. Despite the fact that peer tutors are not expected to suffer from any specific condition, the training course includes content accessible to users affected by disabilities and SLDs. The main aim is to provide tutors with an inclusive environment by granting them a hands-on approach to customizable material and allowing them to learn new ways of conveying contents to tutees. An even more ambitious goal is to adopt a proactive approach to content development which can be considered as a starting point for future projects, thus bringing the University of Turin up to speed with state-of-the-art teaching material design. Therefore, due to its experimental nature in the field of content accessibility, this course represents a pilot project.
本文介绍了一个名为“残疾和特殊学习障碍学生同伴导师在线培训课程”的项目,由意大利都灵大学的电子学习工作人员实施。尽管同伴导师不需要患有任何特殊疾病,但培训课程包括残疾和特殊学习障碍用户可以访问的内容。主要目的是为导师提供一个包容的环境,给予他们一个动手的方法来定制材料,并允许他们学习向学生传达内容的新方法。一个更雄心勃勃的目标是采用积极主动的内容开发方法,这可以被视为未来项目的起点,从而使都灵大学跟上最先进的教材设计的速度。因此,由于本课程在内容可及性领域的实验性质,本课程是一个试点项目。
{"title":"Implementing Universal Design for Learning: An Online Training Course for Peer Tutors to Students with Disabilities and Specific Learning Disorders: Implementing UDL: An Online Training Course for Peer Tutors to Disabled and SLD Students","authors":"F. Vindigni, Tina Lasala, Cristina Giraudo, C. Furiassi, Manuela Caramagna, Marina Bosco, Gabriele Baratto","doi":"10.1145/3578837.3578860","DOIUrl":"https://doi.org/10.1145/3578837.3578860","url":null,"abstract":"This article presents a project named “Online Training Course for Peer Tutors to Students with Disabilities and Specific Learning Disorders”, implemented by the e-learning staff of the University of Turin, Italy. Despite the fact that peer tutors are not expected to suffer from any specific condition, the training course includes content accessible to users affected by disabilities and SLDs. The main aim is to provide tutors with an inclusive environment by granting them a hands-on approach to customizable material and allowing them to learn new ways of conveying contents to tutees. An even more ambitious goal is to adopt a proactive approach to content development which can be considered as a starting point for future projects, thus bringing the University of Turin up to speed with state-of-the-art teaching material design. Therefore, due to its experimental nature in the field of content accessibility, this course represents a pilot project.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128633834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Study on the Influencing Factors of College Students’ Continual Use Intention of New Social Learning Platform: —Take Bilibili Barrage Network as an Example 大学生新型社交学习平台持续使用意愿的影响因素研究——以Bilibili弹幕网络为例
Tianxinzi Zhang, Yuehong Dai
With the development of network information technology, more and more UGC websites have appeared. Bilibili Barrage Network, a new social learning website, provides a brand new learning platform for people. This study used questionnaire survey and other research methods, proposed research hypotheses and built a theoretical model based on the TAM model to investigate the continuous use intentions of college students on the Bilibili Barrage Network, and put forward relevant improvement suggestions. Using SPSS to analyze the collected 224 answer sheets, the study has found that 9 of the 10 research hypotheses proposed in this paper are true, that is there are four positive effect: users' continual use intention of the Bilibili Barrage Network knowledge area is positively affected by subjective norms, attitude and perceived usefulness. User attitude is positively affected by perceived usefulness and perceived ease of use. Perceived usefulness is positively affected by perceived ease of use and social pleasure. Perceived ease of use is positively affected by social interaction and social pleasure.
随着网络信息技术的发展,UGC网站越来越多。Bilibili弹幕网络是一个全新的社交学习网站,为人们提供了一个全新的学习平台。本研究采用问卷调查等研究方法,提出研究假设,并基于TAM模型构建理论模型,对大学生在哔哩哔哩弹幕网络上的持续使用意愿进行调查,并提出相关改进建议。利用SPSS对收集到的224份答卷进行分析,研究发现,本文提出的10个研究假设中有9个成立,即存在4个正向效应:用户对Bilibili弹幕网络知识领域的持续使用意愿受到主观规范、态度和感知有用性的正向影响。感知有用性和感知易用性对用户态度有正向影响。感知有用性受感知易用性和社会愉悦感的正向影响。感知易用性受社交互动和社交愉悦的正向影响。
{"title":"A Study on the Influencing Factors of College Students’ Continual Use Intention of New Social Learning Platform: —Take Bilibili Barrage Network as an Example","authors":"Tianxinzi Zhang, Yuehong Dai","doi":"10.1145/3578837.3578880","DOIUrl":"https://doi.org/10.1145/3578837.3578880","url":null,"abstract":"With the development of network information technology, more and more UGC websites have appeared. Bilibili Barrage Network, a new social learning website, provides a brand new learning platform for people. This study used questionnaire survey and other research methods, proposed research hypotheses and built a theoretical model based on the TAM model to investigate the continuous use intentions of college students on the Bilibili Barrage Network, and put forward relevant improvement suggestions. Using SPSS to analyze the collected 224 answer sheets, the study has found that 9 of the 10 research hypotheses proposed in this paper are true, that is there are four positive effect: users' continual use intention of the Bilibili Barrage Network knowledge area is positively affected by subjective norms, attitude and perceived usefulness. User attitude is positively affected by perceived usefulness and perceived ease of use. Perceived usefulness is positively affected by perceived ease of use and social pleasure. Perceived ease of use is positively affected by social interaction and social pleasure.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128372153","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Effect of Art Integration Application for Online Learning on Children's Hand Hygiene Behavior Performance 在线学习艺术整合应用对儿童手卫生行为表现的影响
Meng-Chi Shih, N. Chao
This study was designed to investigate the impacts of art integration on preschool children's motivation and capability for hand hygiene behavior toward online learning. Participant observation was used in this research through variable methods: participation in group works, collective discussions, and results from activities undertaken. A 5-point Likert Scale was used to measure the validity of the online art integration program on improving early childhood hand hygiene behavior performance by participant observation. A questionnaire schedule was used for data collection. The t-test was used in research for data analysis to investigate the effects of arts integration application on early childhood hand hygiene education. The study investigated preschool children's hand hygiene behavior by employing a variety of Likert response formats to hand-washing activities. 166 children, aged 3–6 years, responded to 2 art activities that required them to make objectively verifiable judgments of hand hygiene behavior. The results revealed that art integration for online learning of preschool children promoted their engagement in online art activities and hand hygiene behavior performance as well. The findings suggest that post-intervention children had a more enhanced performance on hand hygiene behavior both in practices of washing hands techniques and handwashing duration. There are significant differences presented joining different types of art elements, such as music, movement, and painting increased motivation and capability of hand hygiene behavior in a positive way for early childhood education.
本研究旨在探讨艺术整合对学龄前儿童在线学习手卫生行为动机和能力的影响。本研究通过不同的方法采用了参与性观察:参与小组工作、集体讨论和所开展活动的结果。采用李克特5分量表,通过参与观察来衡量网络艺术整合项目对改善幼儿手卫生行为表现的效度。采用问卷调查表进行数据收集。研究采用t检验进行数据分析,探讨艺术整合应用对幼儿手卫生教育的影响。本研究采用多种李克特反应形式对学龄前儿童的洗手行为进行了调查。166名3-6岁儿童参与了2项要求他们对手部卫生行为做出客观可验证判断的艺术活动。结果表明,学龄前儿童在线学习的艺术整合促进了他们参与在线艺术活动和手卫生行为表现。研究结果表明,干预后儿童在洗手技巧和洗手时间方面的手卫生行为表现更佳。加入不同类型的艺术元素,如音乐、运动和绘画,对幼儿教育的手卫生行为的动机和能力有显著的促进作用。
{"title":"The Effect of Art Integration Application for Online Learning on Children's Hand Hygiene Behavior Performance","authors":"Meng-Chi Shih, N. Chao","doi":"10.1145/3578837.3578859","DOIUrl":"https://doi.org/10.1145/3578837.3578859","url":null,"abstract":"This study was designed to investigate the impacts of art integration on preschool children's motivation and capability for hand hygiene behavior toward online learning. Participant observation was used in this research through variable methods: participation in group works, collective discussions, and results from activities undertaken. A 5-point Likert Scale was used to measure the validity of the online art integration program on improving early childhood hand hygiene behavior performance by participant observation. A questionnaire schedule was used for data collection. The t-test was used in research for data analysis to investigate the effects of arts integration application on early childhood hand hygiene education. The study investigated preschool children's hand hygiene behavior by employing a variety of Likert response formats to hand-washing activities. 166 children, aged 3–6 years, responded to 2 art activities that required them to make objectively verifiable judgments of hand hygiene behavior. The results revealed that art integration for online learning of preschool children promoted their engagement in online art activities and hand hygiene behavior performance as well. The findings suggest that post-intervention children had a more enhanced performance on hand hygiene behavior both in practices of washing hands techniques and handwashing duration. There are significant differences presented joining different types of art elements, such as music, movement, and painting increased motivation and capability of hand hygiene behavior in a positive way for early childhood education.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126050928","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Sciences through Pixels: Virtual Reality as an innovation in the learning outcome in higher education in northwestern Mexico: Virtual Reality as an innovation in the learning outcome in higher education in northwestern Mexico 通过像素的科学:虚拟现实作为墨西哥西北部高等教育学习成果的创新:虚拟现实作为墨西哥西北部高等教育学习成果的创新
Elsa Catalina Olivas Castellanos, Leonel De Gunther, Flor Madalitza Vazquez Paz, Mercedes Trinidad Lerma Ramos, Oscar David Rivera Garrido
In the last decade, there has been a reemergence of innovation practices in the education field, some of them has been the use of virtual reality (VR). In Mexico, the use of these technologies has been restricted to institutions that possess a specific capital and to academics that have the knowledge to use and adopt them in their learning outcomes. The emergence of remote learning due to the Covid-19 pandemic has generated a digital learner that requires different environments. This study (1) analyzes the use of VR among university and High School students to identify if they perceived that they improved their learning outcomes and if (2) the use of VR is considered as an innovation in their experiences. The study compares students' submissions from a private University and High School (ITESM, Sonora Norte Campus) in the State of Sonora, Mexico. The northwestern region of Mexico is known for its technological research and collaborations with North American institutions. We conducted a semi structured survey and analyzed their answers about VR use and innovation in their studies. We analyzed their interactions with the software and the literature that aided us in understanding innovation. Our study showed that most participants perceived that VR enhanced their learning outcomes. We conclude that innovation and technology must be added to the conversation when policymakers, education and industry agents come together to generate new outcomes for the new reality, the new learner and the future global market as well.
在过去的十年里,教育领域的创新实践重新出现,其中一些是虚拟现实(VR)的使用。在墨西哥,这些技术的使用仅限于拥有特定资本的机构和拥有在学习成果中使用和采用这些技术的知识的学者。由于新冠肺炎大流行,远程学习的出现产生了需要不同环境的数字学习者。本研究(1)分析了大学生和高中生使用虚拟现实的情况,以确定他们是否认为他们改善了学习成果,以及(2)虚拟现实的使用是否被认为是他们体验中的一种创新。这项研究比较了墨西哥索诺拉州一所私立大学和高中(ITESM, Sonora north Campus)的学生提交的材料。墨西哥西北部地区以其技术研究和与北美机构的合作而闻名。我们进行了一项半结构化的调查,并分析了他们在研究中使用VR和创新的答案。我们分析了它们与软件的相互作用,以及帮助我们理解创新的文献。我们的研究表明,大多数参与者认为虚拟现实提高了他们的学习成果。我们得出的结论是,当政策制定者、教育机构和行业机构聚集在一起,为新的现实、新的学习者和未来的全球市场创造新的成果时,必须将创新和技术加入到对话中。
{"title":"The Sciences through Pixels: Virtual Reality as an innovation in the learning outcome in higher education in northwestern Mexico: Virtual Reality as an innovation in the learning outcome in higher education in northwestern Mexico","authors":"Elsa Catalina Olivas Castellanos, Leonel De Gunther, Flor Madalitza Vazquez Paz, Mercedes Trinidad Lerma Ramos, Oscar David Rivera Garrido","doi":"10.1145/3578837.3578877","DOIUrl":"https://doi.org/10.1145/3578837.3578877","url":null,"abstract":"In the last decade, there has been a reemergence of innovation practices in the education field, some of them has been the use of virtual reality (VR). In Mexico, the use of these technologies has been restricted to institutions that possess a specific capital and to academics that have the knowledge to use and adopt them in their learning outcomes. The emergence of remote learning due to the Covid-19 pandemic has generated a digital learner that requires different environments. This study (1) analyzes the use of VR among university and High School students to identify if they perceived that they improved their learning outcomes and if (2) the use of VR is considered as an innovation in their experiences. The study compares students' submissions from a private University and High School (ITESM, Sonora Norte Campus) in the State of Sonora, Mexico. The northwestern region of Mexico is known for its technological research and collaborations with North American institutions. We conducted a semi structured survey and analyzed their answers about VR use and innovation in their studies. We analyzed their interactions with the software and the literature that aided us in understanding innovation. Our study showed that most participants perceived that VR enhanced their learning outcomes. We conclude that innovation and technology must be added to the conversation when policymakers, education and industry agents come together to generate new outcomes for the new reality, the new learner and the future global market as well.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127419424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
STAFFER: Skill Training Alliance for the Future European Rail System✱ 工作人员:未来欧洲铁路系统技能培训联盟:译者
Sebti Mouelhi, A. Consilvio, N. Sacco, A. Di Febbraro, M. Bugarinovic̀, Eckhard Voss, Sabine Schneider, M. Bregeon
Rail is becoming the backbone of the European sustainable smart mobility. Nevertheless, Europe is experiencing a severe staff shortage for a rapidly developing but increasingly aging sector. In order to meet the rail development trends and to rejuvenate human resources, the STAFFER project aims to identify current and future skills requirements, and to support educational and training establishments in their efforts of curricula adaptation, and mobility programmes implementation. This paper presents the current achievements of the project namely, the identification of skills and competence needs from the perspectives of both operators and suppliers, the development of mobility and training programmes, and their validation for effectively increasing employability and career opportunities.
铁路正在成为欧洲可持续智能交通的支柱。然而,欧洲正在经历一个快速发展但日益老龄化的行业的严重员工短缺。为了满足铁路发展趋势和振兴人力资源,STAFFER项目旨在确定当前和未来的技能需求,并支持教育和培训机构调整课程和执行流动方案的努力。本文介绍了该项目目前的成就,即从运营商和供应商的角度确定技能和能力需求,制定流动性和培训计划,以及有效提高就业能力和职业机会的有效性。
{"title":"STAFFER: Skill Training Alliance for the Future European Rail System✱","authors":"Sebti Mouelhi, A. Consilvio, N. Sacco, A. Di Febbraro, M. Bugarinovic̀, Eckhard Voss, Sabine Schneider, M. Bregeon","doi":"10.1145/3578837.3578886","DOIUrl":"https://doi.org/10.1145/3578837.3578886","url":null,"abstract":"Rail is becoming the backbone of the European sustainable smart mobility. Nevertheless, Europe is experiencing a severe staff shortage for a rapidly developing but increasingly aging sector. In order to meet the rail development trends and to rejuvenate human resources, the STAFFER project aims to identify current and future skills requirements, and to support educational and training establishments in their efforts of curricula adaptation, and mobility programmes implementation. This paper presents the current achievements of the project namely, the identification of skills and competence needs from the perspectives of both operators and suppliers, the development of mobility and training programmes, and their validation for effectively increasing employability and career opportunities.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133077585","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Effect of Logical Argument Recomposition using Triangular Logic Model on Critical Thinking Compared to Conventional Method 用三角逻辑模型重组逻辑论证与传统方法比较对批判性思维的影响
Hori Rashid, Nawras Khudhur, Y. Hayashi, T. Hirashima
The terms critical thinking and logical reasoning are highly valued in schools, at work, or in daily life. Critical thinking consists of five mutual skills of analyzing arguments, assumptions, deductions, inference, and interpreting information. This research explores the effects of using a logical argument recomposition approach on the skills of critical thinking compared to the conventional method. The effect of logical argument recomposition exercise and each category of critical thinking are also explored. To collect preliminary data, a pilot study was conducted recruiting undergraduate students at an Indonesian university. The Watson Glaser Critical Thinking Appraisal (WGCTA) assessment is used to measure the change in students' critical thinking skills. The results indicated that: 1) TLM exercise possibly has a positive effect on improving the skill of critical thinking; 2) TLM exercise has an influence on three of the five critical thinking categories of WGCTA. 3) Students give a very strong agreement in their opinion on using TLM-based exercise as a tool to improve their critical thinking skills.
批判性思维和逻辑推理这两个术语在学校、工作或日常生活中都受到高度重视。批判性思维包括分析论点、假设、演绎、推断和解释信息的五种相互作用的技能。本研究探讨了与传统方法相比,使用逻辑论证重组方法对批判性思维技能的影响。逻辑论证重组练习的效果和每个类别的批判性思维也进行了探讨。为了收集初步数据,在印度尼西亚一所大学进行了一项招收本科生的试点研究。Watson Glaser批判性思维评估(WGCTA)评估是用来衡量学生批判性思维技能的变化。结果表明:1)TLM训练可能对批判性思维技能的提高有积极作用;2) TLM练习对WGCTA五个批判性思维类别中的三个类别有影响。3)学生们强烈同意使用基于tlm的练习作为提高他们批判性思维技能的工具。
{"title":"The Effect of Logical Argument Recomposition using Triangular Logic Model on Critical Thinking Compared to Conventional Method","authors":"Hori Rashid, Nawras Khudhur, Y. Hayashi, T. Hirashima","doi":"10.1145/3578837.3578869","DOIUrl":"https://doi.org/10.1145/3578837.3578869","url":null,"abstract":"The terms critical thinking and logical reasoning are highly valued in schools, at work, or in daily life. Critical thinking consists of five mutual skills of analyzing arguments, assumptions, deductions, inference, and interpreting information. This research explores the effects of using a logical argument recomposition approach on the skills of critical thinking compared to the conventional method. The effect of logical argument recomposition exercise and each category of critical thinking are also explored. To collect preliminary data, a pilot study was conducted recruiting undergraduate students at an Indonesian university. The Watson Glaser Critical Thinking Appraisal (WGCTA) assessment is used to measure the change in students' critical thinking skills. The results indicated that: 1) TLM exercise possibly has a positive effect on improving the skill of critical thinking; 2) TLM exercise has an influence on three of the five critical thinking categories of WGCTA. 3) Students give a very strong agreement in their opinion on using TLM-based exercise as a tool to improve their critical thinking skills.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115914328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Visually-Impaired People Studying via eBook: Investigating Current Use and Potential for Improvement 视障人士通过电子书学习:调查目前的使用和改进潜力
B. Leporini, M. Buzzi
Everyday activities and tasks should be easy to perform for everyone, especially in an educational context, in order to foster inclusivity and assure equal opportunities for all. In this paper, we investigate strategies and issues experienced by visually impaired people when studying via eBook. An online survey was designed to investigate preferences regarding the different formats and understand what types of actions are possible and desirable when using eBooks in an educational context. We collected the views and experiences of 75 visually-impaired people, which revealed the need to develop tools that can provide both full accessibility and high usability when reading for study. Visually impaired people would like to rely on the same widely-used strategies that sighted people use when studying a text. In addition, 92% of the visually-impaired people participating in the online survey declared they were interested in a (new) reading app. The results could orient the design of new digital reading tools and functionalities that can improve interaction.
日常活动和任务对每个人来说都应该很容易完成,特别是在教育背景下,以促进包容性并确保所有人的机会平等。本文旨在探讨视障人士在使用电子书学习时所遇到的策略和问题。一项在线调查旨在调查人们对不同格式的偏好,并了解在教育环境中使用电子书时可能和可取的行为类型。我们收集了75名视障人士的观点和经验,这些观点和经验表明,需要开发一种工具,在学习阅读时既能提供完全的可访问性,又能提供高可用性。视障人士在学习文本时喜欢使用与正常人相同的广泛使用的策略。此外,参与在线调查的视障人士中有92%表示他们对一款(新的)阅读应用程序感兴趣。研究结果可以指导新的数字阅读工具和功能的设计,从而改善互动。
{"title":"Visually-Impaired People Studying via eBook: Investigating Current Use and Potential for Improvement","authors":"B. Leporini, M. Buzzi","doi":"10.1145/3578837.3578879","DOIUrl":"https://doi.org/10.1145/3578837.3578879","url":null,"abstract":"Everyday activities and tasks should be easy to perform for everyone, especially in an educational context, in order to foster inclusivity and assure equal opportunities for all. In this paper, we investigate strategies and issues experienced by visually impaired people when studying via eBook. An online survey was designed to investigate preferences regarding the different formats and understand what types of actions are possible and desirable when using eBooks in an educational context. We collected the views and experiences of 75 visually-impaired people, which revealed the need to develop tools that can provide both full accessibility and high usability when reading for study. Visually impaired people would like to rely on the same widely-used strategies that sighted people use when studying a text. In addition, 92% of the visually-impaired people participating in the online survey declared they were interested in a (new) reading app. The results could orient the design of new digital reading tools and functionalities that can improve interaction.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131353094","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interdisciplinary Digital Storytelling with Animation: Design Students’ Knowledge Acquisition and Project Accomplishment 跨学科的数字动画故事:设计学生的知识获取和项目完成
Tsai-Yun Mou
This study explored design students’ experiences with digital storytelling with STEM content through a 3D animation project. Forty-six university design students participated in this study. A survey was administered at the end of the class to reveal the art students’ viewpoints on STEM knowledge acquisition and sense of accomplishment in digital storytelling of STEM. The results showed that the students regarded the design project improved their STEM-related knowledge in the creation process. They also felt highly accomplished after the digital storytelling with the animation project. Low-performance students had a higher sense of accomplishment than students with medium or high-performance levels. The findings and educational implications are discussed.
本研究通过一个3D动画项目,探讨设计专业学生使用STEM内容的数字化叙事体验。46名大学设计专业的学生参与了这项研究。在课程结束时进行了一项调查,以揭示艺术学生对STEM知识获取和STEM数字化叙事成就感的看法。结果显示,学生认为设计项目在创作过程中提高了stem相关知识。在完成动画项目的数字化叙事后,他们也感到非常有成就感。低水平学生的成就感高于中等或高水平学生。讨论了研究结果和教育意义。
{"title":"Interdisciplinary Digital Storytelling with Animation: Design Students’ Knowledge Acquisition and Project Accomplishment","authors":"Tsai-Yun Mou","doi":"10.1145/3578837.3578874","DOIUrl":"https://doi.org/10.1145/3578837.3578874","url":null,"abstract":"This study explored design students’ experiences with digital storytelling with STEM content through a 3D animation project. Forty-six university design students participated in this study. A survey was administered at the end of the class to reveal the art students’ viewpoints on STEM knowledge acquisition and sense of accomplishment in digital storytelling of STEM. The results showed that the students regarded the design project improved their STEM-related knowledge in the creation process. They also felt highly accomplished after the digital storytelling with the animation project. Low-performance students had a higher sense of accomplishment than students with medium or high-performance levels. The findings and educational implications are discussed.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129139526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Innovative learning and training approach in business-A systematic business games and literature review 商业中的创新学习与培训方法——系统的商业游戏与文献综述
Kun Fu, Yiwen Li, Yuan Yuan, Jun He
Serious games have been used as an effective and highly motivational educational tool in a different context. This paper reports a systematic review of educational research from 2005 to 2019 on business games, in particular, focused on the positive effects of computer games in business on users whose age is 18 or above in terms of learning outcomes and engagement. Several studies demonstrate the research evidence of positive impacts and learning outcomes of digital games: knowledge acquisition and content comprehension, various learning outcomes, and perceptual and cognitive skills. The review found evidence that PC was the most welcomed venue for delivering the games. The simulation was the most frequently applied genre, followed by an online game and role-playing. The majority of studies utilised survey designs followed by quasi-experimental designs. The measures used in the studies and the findings and recommendations for using digital games for learning.
在不同的背景下,严肃游戏被用作一种有效的、高度激励的教育工具。本文系统回顾了2005年至2019年关于商业游戏的教育研究,特别关注了商业电脑游戏对18岁或以上用户在学习成果和参与度方面的积极影响。一些研究证明了数字游戏的积极影响和学习结果的研究证据:知识获取和内容理解,各种学习结果,以及感知和认知技能。调查发现,PC是最受欢迎的游戏发布平台。模拟游戏是最常用的游戏类型,其次是网络游戏和角色扮演游戏。大多数研究采用调查设计,然后是准实验设计。研究中使用的测量方法以及使用数字游戏进行学习的发现和建议。
{"title":"Innovative learning and training approach in business-A systematic business games and literature review","authors":"Kun Fu, Yiwen Li, Yuan Yuan, Jun He","doi":"10.1145/3578837.3578845","DOIUrl":"https://doi.org/10.1145/3578837.3578845","url":null,"abstract":"Serious games have been used as an effective and highly motivational educational tool in a different context. This paper reports a systematic review of educational research from 2005 to 2019 on business games, in particular, focused on the positive effects of computer games in business on users whose age is 18 or above in terms of learning outcomes and engagement. Several studies demonstrate the research evidence of positive impacts and learning outcomes of digital games: knowledge acquisition and content comprehension, various learning outcomes, and perceptual and cognitive skills. The review found evidence that PC was the most welcomed venue for delivering the games. The simulation was the most frequently applied genre, followed by an online game and role-playing. The majority of studies utilised survey designs followed by quasi-experimental designs. The measures used in the studies and the findings and recommendations for using digital games for learning.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128742571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Proceedings of the 2022 6th International Conference on Education and E-Learning
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1