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2014 IEEE Sixth International Conference on Technology for Education最新文献

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A Model for Deploying Software Tutors 部署软件导师的模型
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.27
Amruth N. Kumar
We propose a model for deployment of software tutors. In the model, the first stage of the pre-test-practice post-test evaluation protocol is used to initialize the student model needed for adaptation. In order to keep assessment congruent with learning, the same type of activity is used in all three stages of evaluation, and the software tutor itself is used to administer all three stages of the protocol. In order to minimize time while maximizing learning, post-test is set to adapt to practice, and students are also provided feedback after pre-test activities on which they provide incorrect response. Finally, the software tutor is set up to administer the pre-test-practice-post-test protocol as one seamless integrated session with no discernible breaks between the stages. This model of deployment helps the developer evaluate the effectiveness of the software tutor, helps the student minimize time while maximizing learning and enables the instructor to obtain concept-level summary of what worked and what needs to be reviewed again in the classroom. The deployment model has been implemented in software tutors for programming, called problets (problets.org). We produce quantitative data from three problets used in spring 2013 to illustrate the benefits of the deployment model that accrue to developers, students and instructors.
我们提出了一个部署软件导师的模型。在该模型中,测试前-实践-测试后评估协议的第一阶段用于初始化适应所需的学生模型。为了使评估与学习保持一致,在评估的所有三个阶段中使用相同类型的活动,并且使用软件导师本身来管理协议的所有三个阶段。为了在最大限度地减少时间的同时最大限度地提高学习效果,我们设置了后测以适应实践,并且在学生给出错误回答的前测活动后给予反馈。最后,软件导师被设置为管理测试前-实践-测试后协议,作为一个无缝集成的会话,在各个阶段之间没有明显的中断。这种部署模型帮助开发人员评估软件导师的有效性,帮助学生在最大限度地减少学习时间的同时,使教师能够获得概念级的总结,了解哪些工作有效,哪些需要在课堂上再次复习。部署模型已经在编程的软件辅导中实现,称为problets (problets.org)。我们从2013年春季使用的三个问题中产生定量数据,以说明部署模型对开发人员,学生和教师的好处。
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引用次数: 10
Correlation between Teaching Behavior and Real-Time Student Evaluations 教学行为与学生实时评价的相关性研究
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.25
Yusuke Kometani, Takahito Tomoto, T. Akakura, K. Nagaoka
Many universities conduct student evaluations, with the goal of encouraging improvement in teaching. Evaluations are subjective assessments by students, and do not directly evaluate specific teaching methods or behaviors as being good or bad. Instructors therefore cannot necessarily easily relate evaluations to areas for teaching improvement. To address this issue, we proposed a teaching behavior estimation model that can estimate teaching behaviors from student evaluations of each lesson. In this study, with the goal of identifying correspondences between lesson progress and teaching behaviors, we examine a model for estimating teaching behaviors from real-time student evaluations (evaluations performed during the lesson). In a basic study toward this end, we acquired student evaluations at three points -- 30, 60, and 90 minutes into university lectures -- and investigated correlations between evaluation changes as the lesson progressed and the number of occurrences of teaching behaviors during each part of the lesson. As a result, we identified relations between teaching behaviors that affect student evaluation items as lessons progress.
许多大学进行学生评估,目的是鼓励改进教学。评价是学生的主观评价,并不直接评价具体的教学方法或行为的好坏。因此,教师不一定能轻易地将评估与教学改进的领域联系起来。为了解决这个问题,我们提出了一个教学行为评估模型,该模型可以根据学生对每节课的评价来评估教学行为。在本研究中,为了确定课程进度和教学行为之间的对应关系,我们研究了一个从实时学生评估(在课程中进行的评估)中估计教学行为的模型。在这方面的基础研究中,我们在大学课程开始30分钟、60分钟和90分钟这三个时间点获得了学生的评价,并调查了随着课程的进展,评价变化与课程中每个部分教学行为发生的次数之间的相关性。因此,我们确定了教学行为与课程进展之间的关系,这些行为会影响学生的评价项目。
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引用次数: 1
TPFOSSS: A Modified TPS Technique to Improve Student's Conceptual Understanding of Compiler Construction Course tpfoss:一种改进的TPS技术,以提高学生对编译器构建课程的概念理解
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.56
S. Dol, Dattatray P. Gandhamal
TPFOSSS (Think-Pair Free Open Source Software-Share) is a cooperative learning activity and modified activity of TPS in which free open source software e.g. Parsing Simulator for Compiler Construction or JFLAP simulator for Theory of Computation etc. Can be used in TPS activity. Providing "think time" in TFOSSPS improves quality of student responses. This activity develops skills of sharing information, improves the interaction, listening, asking questions, summarizing others' ideas etc. In this paper, we present how TPFOSSS works, advantages of TPFOSSS over TPS and experimental results. The experiment carried out is two group experimental studies.
TPFOSSS (Think-Pair Free Open Source software - share, Think-Pair Free Open Source software - share)是TPS的一项合作学习活动和修改活动,其中包括编译器构造解析模拟器、计算理论JFLAP模拟器等免费开源软件。可用于TPS活动。在TFOSSPS中提供“思考时间”可以提高学生回答的质量。这个活动培养了分享信息、提高互动、倾听、提问、总结他人想法等技能。本文介绍了TPFOSSS的工作原理、TPFOSSS相对于TPS的优势以及实验结果。本实验进行了两组实验研究。
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引用次数: 6
Large Scale Web Page Optimization of Virtual Labs 虚拟实验室的大规模网页优化
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.51
Jatin Agarwal, Utkarsh Rastogiy, Prateeksha Pandey, Nurendra Choudhary, Venkatesh Choppella, Y. R. Reddy
We propose set of guidelines for virtual labs to improve end user experience based on analysis of experimental results. Virtual labs were designed and developed by people with different technical backgrounds based on their familiarity with the technologies and the complexity of virtual lab. As a result each lab developer decided to use his or her own set of tools and technologies leading to performance issues during execution of the virtual labs. Performance of a web application depends upon the content of the web page. Therefore, we did analysis on web pages of virtual lab and listed guidelines to enhance user experience.
基于实验结果的分析,我们提出了一套虚拟实验室的指导方针,以改善最终用户的体验。虚拟实验室是由不同技术背景的人根据他们对技术的熟悉程度和虚拟实验室的复杂性来设计和开发的。因此,每个实验室开发人员决定使用他或她自己的一套工具和技术,从而导致在执行虚拟实验室期间出现性能问题。web应用程序的性能取决于web页面的内容。因此,我们对虚拟实验室的网页进行了分析,并列出了提高用户体验的指导方针。
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引用次数: 0
CarromTutor: A Cognitive Apprenticeship Based Tutor for Carrom Skills and Strategies CarromTutor:一个基于认知学徒制的Carrom技能和策略导师
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.20
Mrinal Malick, M. Katke, Sridhar V. Iyer
Carrom is a popular game and there are many online and standalone applications for playing it. However there is no tutor for systematic teaching-learning of Carrom skills and strategies. In this paper, we describe the design, implementation and evaluation of Carrom Tutor, for teaching-learning of Carrom skills and strategies. Carrom Tutor incorporates principles of cognitive apprenticeship and game-based learning, and is implemented in Blender, a free and open source 3D animation suite. We evaluated Carrom Tutor through a study involving both novices and experts. We measured learning using pre-post exercises, and usability by administering the SUS scale. We also compared Carrom Tutor with Carrom King, a popular online version of the game. We found that (i) most learners were able to learn 3-6 new skills and found it easy to relate the tutorials to the exercises, (ii) the SUS rating was 84.09 (grade A), and (iii) learners gave positive feedback on the interactivity, 3D point of view, and teaching learning approach in Carrom Tutor.
卡罗姆是一个流行的游戏,有许多在线和独立的应用程序来玩它。然而,没有导师系统地教授和学习Carrom技能和策略。在本文中,我们描述了Carrom导师的设计、实施和评价,用于Carrom技能和策略的教与学。Carrom导师结合了认知学徒制和基于游戏的学习原则,并在Blender中实现,这是一个免费的开源3D动画套件。我们通过一项涉及新手和专家的研究来评估Carrom Tutor。我们使用前后练习来衡量学习情况,并通过管理SUS量表来衡量可用性。我们还将《Carrom Tutor》与《Carrom King》进行了比较,后者是该游戏的热门在线版本。我们发现(i)大多数学习者能够学习3-6个新技能,并且发现很容易将教程与练习联系起来,(ii) SUS评分为84.09 (A级),(iii)学习者对Carrom Tutor的交互性,3D视角和教学方法给予了积极的反馈。
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引用次数: 6
Beyond interfaces: Understanding the Process of Designing Grassroots technologies, to Develop Sustainability Case Studies for Engineering Education 超越界面:了解设计基层技术的过程,为工程教育开发可持续性案例研究
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.16
G. Date, S. Chandrasekharan
We seek to extend the idea of technology for education beyond digital interfaces, to include the practice of building technological devices in the classroom, to integrate complex concepts, and values such as sustainability. We provide a brief overview of the discipline of Design and Technology Education, where the process of designing and building of technological artifacts is a pedagogical approach, for learning concepts and values, particularly in an integrated fashion. It is increasingly recognized that engineering education, while focusing on design and building of artifacts, does not seek to provide such integration of concepts and values. One serious effect of the lack of integration of values is the tendency to ignore, or not recognize, pressing real-world problems in the students' immediate environment, and focus only on toy problems, especially for project work. We suggest that case studies, particularly ones capturing how grassroots innovators with no formal training develop technological artifacts to solve rural problems, can supplement the engineering curriculum, and help integrate real world problems and sustainability values into project work. Exploring the practices of grassroots innovators can present novel and relevant design principles, values, and role models to engineering students, for meeting the challenges of the future.
我们试图将教育技术的概念扩展到数字界面之外,包括在课堂上建造技术设备的实践,整合复杂的概念和价值观,如可持续性。我们提供了设计和技术教育学科的简要概述,其中设计和构建技术工件的过程是一种教学方法,用于学习概念和价值观,特别是以集成的方式。越来越多的人认识到,工程教育虽然侧重于人工制品的设计和建造,但并不寻求提供这种概念和价值的整合。缺乏价值观整合的一个严重影响是,学生倾向于忽视或不认识到现实世界中迫在眉睫的问题,而只关注玩具问题,尤其是在项目工作中。我们建议,案例研究,特别是那些没有受过正式培训的基层创新者如何开发技术产品来解决农村问题的案例研究,可以补充工程课程,并有助于将现实世界的问题和可持续性价值观融入项目工作中。探索基层创新者的实践可以为工程学生提供新颖和相关的设计原则、价值观和榜样,以迎接未来的挑战。
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引用次数: 0
Semantic Similarity Based Approach for Automatic Evaluation of Free Text Answers Using Link Grammar 基于语义相似度的链接语法自由文本答案自动评价方法
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.57
U. K. Chakraborty, Rashmi Gurung, Samir Roy
Most approaches towards automatic evaluation of free text answers are keyword centric. Though keywords essentially reflect and represent the primary concept coverage of an answer, they are incomplete without the associated texts. The words occurring before and after the keywords bring out the true meaning. The work presented in this paper proposes a semantic similarity based approach for evaluation of free text answers where both keywords and the associated text contribute to the score. A link grammar based approach is used to extract the keywords from the answer and through the process of identifying and extracting the relational expressions for a keyword the model automatically evaluates a learners' free text response SA to a given question Q with respect to a model answer MA. The score of the automated system have a high co-relation with human evaluator score as can be found from the reported results.
大多数自动评估自由文本答案的方法都是以关键词为中心的。虽然关键词本质上反映和代表了答案的主要概念范围,但如果没有相关的文本,它们是不完整的。出现在关键词前后的单词才能表达出真正的意思。本文提出了一种基于语义相似性的方法来评估自由文本答案,其中关键词和相关文本都对得分有贡献。使用基于链接语法的方法从答案中提取关键字,通过识别和提取关键字的关系表达式,模型自动评估学习者对给定问题Q的自由文本响应SA,相对于模型答案MA。从报告的结果中可以发现,自动化系统的分数与人类评估者的分数有很高的相关性。
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引用次数: 4
Pedagogical Approach to Teach the Modeling of Power Electronic Converters 电力电子变换器建模的教学方法
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.59
P. V. V. R. Rao, G. Prasad, S. Varma
This paper presents a pedagogical approach to teach the modeling of Power Electronic Converters through simulation by using general-purpose electronic circuit simulators. The proposed approach is demonstrated by simulation example of a realistic AC-AC, DC-DC, ACDC, DC-AC converter systems. The paper discusses the derivation of MATLAB/ SIMULINK implementation, simulation technique suitable for virtual study of complex nonlinear feedback systems. This paper demonstrates a "Virtual Power Electronics" course to make the students understanding the course.
本文提出了一种利用通用电子电路模拟器对电力电子变换器进行仿真建模的教学方法。通过实际的AC-AC、DC-DC、ACDC、DC-AC变换器系统的仿真实例验证了该方法的有效性。本文论述了MATLAB/ SIMULINK的推导实现,适用于复杂非线性反馈系统虚拟研究的仿真技术。本文通过对“虚拟电力电子学”课程的演示,使学生对该课程有所了解。
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引用次数: 7
Movie Based Context-Aware Language Learning: Its Concept and System 基于电影的语境感知语言学习:概念与系统
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.32
Hazriani, Tsuneo Nakanishi, K. Hisazumi, Akira Fukuda
Contextual teaching and learning (CTL) is a promising way for language education, since it can improve performance to learn usage of words and expressions in real conversation or situations. However, implementation of CTL is challenging for teachers since they have to deal with complicated tasks in managing interaction with learners depending on the context, especially in case CTL is provided for the big class. In this paper, the authors propose movie based context-aware language learning that enables contextual self-learning on the movie. Two key concepts, object-oriented context modeling and context-aware quiz generation, are also given. The object-oriented context model is defined to describe the context of the movie scene. The context aware quiz generator of the system produces quizzes based on the description of the context by the object-oriented context model. Preliminary evaluation was conducted to check if the object oriented context model can describe the context of the movie scenes. It is confirmed that the object-oriented context model has enough descriptive power for the movie scenes although it should be improved for less confusion in modeling.
语境教学是一种很有前途的语言教学方法,因为它可以提高学生在真实对话或情境中学习词汇和表达的能力。然而,CTL的实施对教师来说是具有挑战性的,因为他们必须处理复杂的任务,根据上下文管理与学习者的互动,特别是在为大班提供CTL的情况下。在本文中,作者提出了基于电影的语境感知语言学习,使电影的语境自我学习成为可能。给出了两个关键概念,面向对象上下文建模和上下文感知测验生成。定义了面向对象的上下文模型来描述电影场景的上下文。系统的上下文感知测验生成器通过面向对象的上下文模型对上下文的描述生成测验。初步评估了面向对象上下文模型是否能够描述电影场景的上下文。结果表明,面向对象的上下文模型对电影场景具有足够的描述能力,但还需要进一步改进,以减少建模过程中的混乱。
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引用次数: 3
The Enactive equation: Exploring How Multiple External Representations are Integrated, Using a Fully Controllable Interface and Eye-Tracking 动态方程:探索多重外部表征如何集成,使用一个完全可控的界面和眼动追踪
Pub Date : 2014-12-18 DOI: 10.1109/T4E.2014.31
Rwitajit Majumdar, Aditi Kothiyal, Ajit Ranka, Prajakt Pande, S. Murthy, Harshit Agarwal, S. Chandrasekharan
Representational competence (RC), defined as "the ability to simultaneously process and integrate multiple external representations (MERs) in a domain", is a marker of expertise in science and engineering. However, the cognitive mechanisms underlying this ability and how this ability develops in learners, is poorly understood. In this paper, we report a fully controllable interface, designed to help school students develop RC. Further, as the design emerged from the application of distributed and embodied cognition theory to the RC problem, the design also seeks to shed light on the cognitive mechanisms underlying the integration of MERs. Here we report a preliminary eye and mouse tracking study, which sought to develop a detailed understanding of how students interacted with our interface, under self and text-guided exploration conditions. We also examined how the interaction process related to students' ability to integrate the representations in the interface. Results highlighted several desirable student behaviors, and potential points of modification of the interface to improve integration of MERs.
表征能力(representation competence, RC)被定义为“在一个领域内同时处理和整合多个外部表征(MERs)的能力”,是科学和工程领域专业知识的标志。然而,这种能力背后的认知机制以及这种能力在学习者中是如何发展的,人们知之甚少。在本文中,我们报告了一个完全可控的接口,旨在帮助学生开发RC。此外,由于该设计源于对RC问题的分布式和具身认知理论的应用,该设计还试图阐明MERs集成背后的认知机制。在这里,我们报告了一项初步的眼睛和鼠标跟踪研究,该研究旨在详细了解学生在自我和文本引导探索条件下如何与我们的界面互动。我们还研究了交互过程如何与学生在界面中整合表征的能力相关。结果强调了一些可取的学生行为,以及改进界面以提高MERs集成的潜在点。
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引用次数: 11
期刊
2014 IEEE Sixth International Conference on Technology for Education
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