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Assistive Learning Environment Markup Language (ALEML) for the Learning Disabled 学习障碍的辅助学习环境标记语言(ALEML)
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.11
Zainab Pirani, M. Sasikumar
Learning disabilities (LD) are usually referred as hidden disabilities as they are difficult to identify. The kinds and severity of problems vary from learner to learner. Each LD learner has their own unique set of strengths, weaknesses, interests, experiences and special abilities and all these needs must be addressed. These difficulties can be alleviated by providing appropriate learning environment for them. This paper is based on our previous research work [1] in which we had proposed a framework, an Assistive Learning Environment (ALE) to enhance the learning experience of LD students in their academic life. It was capable for recognizing what content has to delivered, variability associated with each LD learner and transformations associated with the content to deliver it to the LD learner. A content repository is developed where the entire course content is stored with a rich set of annotations. It must be rich enough to capture all the requirements of the LD learner at alphabet level, word level, sentence level and paragraph level. So we have created ALEML - an XML based mark up language for this purpose that represents our content repository.
学习障碍(LD)通常被称为隐性障碍,因为它们难以识别。问题的种类和严重程度因学习者而异。每个LD学习者都有自己独特的优势、劣势、兴趣、经历和特殊能力,所有这些需求都必须得到满足。这些困难可以通过为他们提供适当的学习环境来缓解。本文基于我们之前的研究工作[1],我们提出了一个框架,一个辅助学习环境(ALE),以提高LD学生在学术生活中的学习体验。它能够识别必须交付的内容、与每个LD学习器相关的可变性,以及与将内容交付给LD学习器相关的转换。开发了一个内容存储库,其中存储了包含丰富注释的整个课程内容。它必须足够丰富,以满足LD学习者在字母水平、单词水平、句子水平和段落水平的所有要求。因此我们创建了ALEML——一种基于XML的标记语言,用于表示我们的内容存储库。
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引用次数: 0
Board Game as a Tool to Teach Software Engineering Concept -- Technical Debt 棋盘游戏作为传授软件工程概念的工具——技术债务
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.28
Lakshmipathy Ganesh
The existing method of teaching software engineering subjects is severely limited by scope, time and exposure to real world settings. As a result of which the significance of Software Development Processes (SDP) is not very well appreciated by students. Technical debt is the debt that the project incurs by missing any process/activity in the SDP. The idea of this paper is to impart the concept of technical debt in a real world setting to students through the board game "Hard Choices". The board game Hard Choices developed by SEI, at Carnegie Mellon University is available under creative commons license. Additionally, this paper evaluates the effectiveness of this board game to communicate the concept of technical debt. During the course of the experiment we observed that students: (i) attached importance to SDP, (ii) understood the consequence of skipping a step in SDP. The above observations stem from the comparison of scores of pre and post test which show that after the conduct of the board game the scores obtained in post-test were significantly higher at 95% confidence levels (t-test paired two sample for means). Additionally a Likert questionnaire analysis also revealed that the students perceived the instruction methodology of using board games to be lucid and engaging.
现有的软件工程学科教学方法受到范围、时间和现实环境的严重限制。因此,软件开发过程(SDP)的重要性并没有被学生很好地理解。技术债务是项目由于缺少SDP中的任何过程/活动而产生的债务。本文的想法是通过棋盘游戏“艰难抉择”向学生传授现实世界中技术债务的概念。桌面游戏《艰难抉择》是由卡内基梅隆大学的SEI开发的,在知识共享许可下提供。此外,本文还评估了这个棋盘游戏在传达技术债务概念方面的有效性。在实验过程中,我们观察到学生:(i)重视SDP, (ii)理解跳过SDP一步的后果。上述观察结果源于前后测试的分数比较,结果表明,在进行棋盘游戏后,在95%的置信水平下,后测试获得的分数明显更高(t-test配对两个样本的平均值)。此外,李克特问卷分析还显示,学生认为使用棋盘游戏的教学方法是清晰和引人入胜的。
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引用次数: 10
Equivalence of Problems in Problem Based e-Learning of Database 基于问题的数据库电子学习中问题的等价性
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.23
A. S. M. L. Hoque, Golam Md. Muradul Bashiry, Md. Rasel Uddin
Problem-based learning (PBL) is a way to learn what is needed to solve a problem, how can a solution be obtained quickly, precisely and professionally. To achieve the goal of problem-based learning, problem design and assign same level of problems among the students are important in engineering classroom environment. SQL is a major part in Database course. In problem based e-Learning of SQL, it is essential to find out the equivalence of an SQL problems to assign the set of problems to a set of students. This is necessary for equal judgment of the performance of individual students. We have developed a complexity model to find out the equivalence of problems for Problem based e-learning of database. In this model, complexity of problems is found by parsing the given solution of the problem in top down approach. We have applied our model to well-known SQL Learning and Evaluation System (SQL-LES). We have compared our calculated complexity value with the complexity value in the question bank of SQL-LES assigned by the SQL experts and found that in most cases our model generate similar complexity value as SQL-LES. Application of our model will reduce the instructor workload in SQL-LES.
基于问题的学习(PBL)是一种学习解决问题需要什么,如何快速、准确和专业地获得解决方案的方法。为了实现基于问题的学习目标,在工程课堂环境中,问题设计和在学生之间分配相同水平的问题是非常重要的。SQL是数据库课程的重要组成部分。在基于问题的SQL e-Learning中,找出一个SQL问题的等价性,将这组问题分配给一组学生是至关重要的。这对于公平地判断个别学生的表现是必要的。我们建立了一个复杂性模型来寻找基于问题的数据库电子学习问题的等价性。在该模型中,采用自顶向下的方法对问题的给定解进行解析,从而发现问题的复杂性。并将该模型应用于著名的SQL学习与评价系统(SQL- les)。我们将计算的复杂性值与SQL专家分配的SQL- les题库中的复杂性值进行了比较,发现在大多数情况下,我们的模型产生的复杂性值与SQL- les相似。该模型的应用将减少SQL-LES教学中教师的工作量。
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引用次数: 6
Netra3D: Android Application with Affordances of Tablet Computers Netra3D:具有平板电脑功能的Android应用程序
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.41
Sameer Sahasrabudhe, N. Ayer, Pooja Bhawar, Ruchi Chaurasia, Arpana Swarnkar, Himalini Sharma, Medha Srivastava, R. Vijay, Ravikumar Jogu, Sumanth Kumar Mora
Rise in usage of handheld computers, has seen adaptation of existing content to make it usable on tablet computers. However, there is a lack of consideration about the tablet affordances in creating new content. We present a study, of one such application for e-Learning, created using the affordances of the tablet computers. The topic is from biology, explaining the internal structure of human eye. The 3D model is created using Blender and the game logic is added using Unity3D. Specific interactions such as maneuvering the tablet to rotate the eye model are added to this application, in order to find out the usability of this feature. Preliminary user test confirms that the addition of this interaction is found engaging by the students.
随着手持电脑使用量的增加,现有的内容被改编成可以在平板电脑上使用。然而,在创造新内容时却缺乏对平板电脑功能的考虑。我们提出了一项研究,一个这样的应用程序的电子学习,创建使用平板电脑的功能。题目来自生物学,解释人眼的内部结构。3D模型是使用Blender创建的,游戏逻辑是使用Unity3D添加的。具体的交互,如操纵平板电脑旋转眼睛模型被添加到这个应用程序,以找出这个功能的可用性。初步的用户测试证实,这种互动的添加被学生发现是引人入胜的。
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引用次数: 1
Eliciting Teachers' ICT Competence Profiles Based on Usage Patterns within Learning Object Repositories 基于学习对象库使用模式的教师ICT能力特征提取
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.19
Stylianos Sergis, D. Sampson
User profiling is a technique aimed at capturing and exploiting significant characteristics of the users towards the provision of personalized services within adaptive systems such as Recommender Systems (RS). In the context of Technology enhanced Learning (TeL), from a teachers' perspective, the unique ICT competence characteristics of individuals have not been considered when providing Learning Object (LO) recommendations, despite their vital contribution to the level of ICT uptake of teachers. Moreover, there is a lack of mechanisms for automatically eliciting and updating such personal characteristics within Learning Object Repositories (LOR) in order to exploit them for enhanced LO recommendations. Towards tackling this issue, this paper proposes a teacher ICT Competence elicitation mechanism utilizing fuzzy logic for inferring teachers' ICT Competences based on their usage patterns within LOR and presents the results of its preliminary accuracy evaluation. The results indicate that the proposed approach provides high accuracy and can, therefore, construct reliable depictions of the teachers' ICT Competence Profiles.
用户分析是一种旨在捕获和利用用户的重要特征,以便在自适应系统(如推荐系统(RS))中提供个性化服务的技术。在技术促进学习(TeL)的背景下,从教师的角度来看,在提供学习对象(LO)建议时,没有考虑到个人独特的ICT能力特征,尽管他们对教师的ICT吸收水平做出了重要贡献。此外,缺乏在学习对象存储库(LOR)中自动引出和更新这些个人特征的机制,以便利用它们进行增强的学习对象推荐。针对这一问题,本文提出了一种基于教师在教学中的使用模式,利用模糊逻辑推断教师ICT能力的教师ICT能力激发机制,并给出了初步的准确性评估结果。结果表明,所提出的方法提供了较高的准确性,因此可以构建可靠的教师ICT能力概况描述。
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引用次数: 4
Interactive Stratified Attribute Tracking Diagram for Learning Analytics 用于学习分析的交互式分层属性跟踪图
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.2
Rwitajit Majumdar, Kavya Alse, Sridhar V. Iyer
Interactive Stratified Attribute Tracking Diagram (iSAT) is a data visualization and tool to assist interactive visual analytics of multi-attribute learning dataset. The present work reports the evolution of this diagram through a design based research methodology following its three design iterations. There are two output at the current stage i) iSAT and its Web-based interaction. ii) A Learning Analytics method suitable for both researchers and practitioners to trace student attribute value. We received satisfactory user testing score for Pre-test and post-test marks visualization through a two-phase iSAT.
交互式分层属性跟踪图(iSAT)是一种辅助多属性学习数据集交互式可视化分析的数据可视化工具。目前的工作报告了该图表的演变,通过基于设计的研究方法,在其三个设计迭代之后。目前阶段有两项产出:一是信息技术信息系统及其基于网络的相互作用。ii)一种适合研究人员和实践者追踪学生属性值的学习分析方法。通过两阶段iSAT,我们获得了令人满意的测试前和测试后标记可视化用户测试分数。
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引用次数: 5
Recovery Spaces: An Enhanced Learning Technology for Treatment and Rehabilitation Centres 康复空间:治疗及康复中心的强化学习技术
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.15
J. Ohene-Djan, Mark Jones
A commonly recognised and significant problem faced by those suffering from addiction to drugs and alcohol and other substances (or repetitive patterns of behaviour) is the lack of easily accessed, educational technologies currently available to them. Recovery based material exists but there is no cohesive option which is able to offer a fully multi-media opportunity for: self-reflection, communication with counsellors/therapists and ease of access to therapeutic material specific to particular addictive disorders. This paper presents an enhanced, unique, learning technology for treatment and rehabilitation centres. The technology is designed to bring together, in one self contained area, the use of self reflective space in conjunction with communication options, both through and beyond treatment and for those at every stage of their journey of recovery from addictive disorders. It is hoped that by bringing this interactive learning system to the Addiction Sector, those working their way through addictive issues, either in treatment centres or the community (and in rehabilitation or aftercare), will be given improved and increased opportunities to build on their recovery using a very specific set of novel, learning technologies, significantly, those clinicians working with them will have their practice enhanced by access to, and use of, these technologies.
对毒品、酒精和其他物质成瘾者(或重复的行为模式)面临的一个普遍公认的重大问题是,他们目前缺乏易于获得的教育技术。基于康复的材料是存在的,但没有一个有凝聚力的选择,能够提供一个完全的多媒体机会:自我反思,与咨询师/治疗师沟通,以及容易获得针对特定成瘾障碍的治疗材料。本文为治疗和康复中心提供了一种增强的、独特的学习技术。该技术旨在将自我反思空间的使用与交流选项结合在一起,在一个独立的区域,无论是通过治疗还是超越治疗,以及为那些从成瘾障碍中恢复的每个阶段。希望通过将这种互动学习系统引入成瘾部门,那些在治疗中心或社区(以及康复或善后护理)解决成瘾问题的人将获得改进和增加的机会,使用一套非常具体的新颖学习技术来建立他们的康复,重要的是,那些与他们一起工作的临床医生将通过获得和使用这些技术来提高他们的实践。
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引用次数: 0
Web Portal for Quassi Classè in Android Web Portal for Quassi Classè in Android
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.17
Aastikta Sharma, S. Dhivya, N. Durga, P. A. R. Kumar
Interactive question based learning method is widely used in academic institutions in order to teach effectively in large classrooms and to manage responses from the audience. Clicker is one such software developed by Vanderbilt University suitable for desktops. Another type of clicker, Crick software, is dependent on the operating system and need specific software to run and thus, did not allow the application to run in all systems. But, our proposed Quassi Classe' is web based and is independent of operating system and software. It just requires a browser, from where we can access it through an URL and will be more user-friendly and easier to access and process. Quassi Classe' is used in a classroom to teach the students effectively and to evaluate performance of the students by keeping records of quizzes, generating reports and solving doubts. It provides the facility to the instructor to interact with students by conducting quiz, collecting answers of individual students, and evaluating each student in that session. The application is easy-to-adopt and enhances the learning experience and helps the student to have a better understanding and by virtue of its simplicity, can be of great application in a classroom session and it can be deployed in different colleges.
基于交互式问题的学习方法被广泛应用于学术机构,以便在大教室中有效地教学并管理听众的反应。Clicker就是范德比尔特大学开发的一款适用于台式机的软件。另一种类型的点击器,克里克软件,是依赖于操作系统和需要特定的软件运行,因此,不允许应用程序在所有系统中运行。但是,我们提出的“准类”是基于网络的,独立于操作系统和软件。它只需要一个浏览器,我们可以通过一个URL访问它,它将更加用户友好,更容易访问和处理。“准课堂”是指在课堂上有效地教授学生,并通过记录测验、生成报告和解决疑问来评估学生的表现。它为教师提供了与学生互动的设施,通过进行测验,收集个别学生的答案,并在该会话中评估每个学生。该应用程序易于采用,增强了学习体验,帮助学生更好地理解,由于其简单性,可以在课堂上很好地应用,也可以在不同的学院部署。
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引用次数: 0
Pedagogy Experiments with Recorded Video Lectures 录影教学实验
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.43
S. Anand, Shiffon Chatterjee, K. Bijlani
This paper explores the effectiveness of various video based learning methods. In recent years the flipped classroom has emerged as an innovative teaching-learning process. In a flipped classroom, study materials are made available to students for self learning before class starts and class hours are utilized for student teacher interaction in a variety of ways. In this research work we experiment with three broad scenarios to facilitate learning: a) delivering the lecture live and providing the entire recorded video of the class to the students, b) delivering the lecture live and providing short videos of the main concepts discussed in that class, c) recording lecture videos and making them available prior to the actual class (flip classroom model). We evaluate the impact of these three scenarios. For that we use observations, questionnaires, and interviews of both instructor and students for a semester course in Digital Image Processing. The results show that recorded videos are useful for students. Among these scenarios the students find the methodology of the delivery of the live lecture followed by short recorded video summary as the most effective way for learning.
本文探讨了各种基于视频的学习方法的有效性。近年来,翻转课堂作为一种创新的教学过程出现了。在翻转课堂中,学生可以在课前获得学习材料进行自学,并利用课堂时间以各种方式进行师生互动。在这项研究工作中,我们尝试了三种广泛的场景来促进学习:a)现场授课,并向学生提供整个课堂的录制视频;b)现场授课,并提供课堂上讨论的主要概念的短视频;c)录制讲座视频,并在实际课堂之前提供(翻转课堂模型)。我们评估了这三种情景的影响。为此,我们使用观察,问卷调查,并在数字图像处理学期课程的教师和学生的访谈。结果表明,录制的视频对学生是有用的。在这些场景中,学生们发现现场授课的方法,然后是简短的录制视频总结,是最有效的学习方式。
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引用次数: 4
Fair and Non-repudiable Protocol for Exchange of E-examination Question Paper and Answer-Scripts 公平和不可否认的电子考试试卷和答题卡交换协议
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.61
Kissan G. G. Dessai, V. Kamat
Examination system is the pivotal point around which the whole system of education is based. Examination system comprises of number of laborious and error prone tasks, needing immense resources and time. Numerous electronic examination systems have been designed with the intent of improving the efficiency of current examination system. However, the existing e-examination systems are usually designed with little consideration for security and legal compliance. Providing adequate security services are desired in e-examination system, specially in those examinations which evaluate students for grading. In this paper, we explore the use of security protocols for exchanging question paper and answer-scripts between examination authority and students in a fair and non-repudiable manner without the involvement of trusted third party (TTP). We intend to use PROMELA for formal modelling of such protocols and SPIN tool for checking the validity of the proposed protocol.
考试制度是整个教育制度的基点。考试系统由大量费力且容易出错的任务组成,需要大量的资源和时间。为了提高现行考试系统的效率,人们设计了许多电子考试系统。然而,现有的电子考试系统通常在设计时很少考虑安全性和合规性。电子考试系统需要提供足够的保安服务,特别是对学生进行评分的考试。在本文中,我们探讨了在没有可信第三方(TTP)参与的情况下,在考试机构和学生之间以公平和不可否认的方式交换试卷和答题卡的安全协议的使用。我们打算使用PROMELA对这些协议进行形式化建模,并使用SPIN工具检查拟议协议的有效性。
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引用次数: 0
期刊
2014 IEEE Sixth International Conference on Technology for Education
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