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2021 9th International Conference on Information and Education Technology (ICIET)最新文献

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Applying Gamification in Portuguese Learning 游戏化在葡萄牙语学习中的应用
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419612
Ka Ian Chan, Ngai Seng Chan, Su-Kit Tang, Rita Tse
With the rapid development of mobile technology, teaching and learning become location-less and time-less. The increasing popularity of mobile technologies provides more opportunities for educators and developers to create a wider range of educational tools. Gamification in the field of education is to motivate students to enjoy learning by applying game design. This project seeks to apply gamification techniques in Portuguese learning for Chinese learners using mobile technology. Gamification elements, progression and leaderboard are used to encourage and motivate students to achieve better results. Finally, an evaluation survey was conducted to verify the effectiveness of beginners' language learning and building their confidence. Further studies could design experimental studies and adopt more qualitative research methods. Some different individual characters of students, like confidence level and cognitive style, could be considered in the future research. An idea to increase the interests and motivation of Portuguese learning is worth studying.
随着移动技术的快速发展,教学和学习变得无地点、无时间。移动技术的日益普及为教育工作者和开发人员创造更广泛的教育工具提供了更多的机会。教育领域的游戏化是通过应用游戏设计来激发学生享受学习。本项目旨在将游戏化技术应用于使用移动技术的中国学习者的葡萄牙语学习。游戏化元素、进程和排行榜被用来鼓励和激励学生取得更好的成绩。最后,进行了一项评估调查,以验证初学者语言学习的有效性,并建立他们的信心。进一步的研究可以设计实验研究,采用更多的定性研究方法。在未来的研究中,可以考虑学生的一些不同的个体特征,如自信水平和认知风格。提高学生学习葡萄牙语的兴趣和动力的思路值得研究。
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引用次数: 7
Designing Narratively Driven Learning Activities for Blended Learning Experiences 为混合式学习体验设计叙事驱动的学习活动
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419659
M. Recke, Stefano Perna, T. Pereira
University of Naples Federico II (Italy) conducts a formative software development training program for the Apple technology ecosystem using the Challenge Based Learning (CBL) methodology. To overcome shortcomings of spiral curriculum principles, the course design adopts a Narrative Experience Design approach to let the learning progression be driven by learners as co-authors and support unscripted, emergent narratives for experiential education to foster learners' engagement, agency, and creativity. In consideration for synchronous and asynchronous learning modalities, the authors developed a systematic approach for narratively driven learning activity design for application in blended or remote learning scenarios. In this paper, the authors present their activity design process to compose learning activities with narratively sequenced atomic elements to address different learning dimensions. Through a collaboration tool-based Learning Activity Design Canvas for blended or remote learning, the authors further contribute towards a comprehensive framework for designing educational experiences for project-based education.
那不勒斯费德里科二世大学(意大利)使用基于挑战的学习(CBL)方法为苹果技术生态系统开展了一个形成性的软件开发培训计划。为了克服螺旋课程原则的缺点,课程设计采用了叙事体验设计方法,让学习者作为共同作者来推动学习进程,并支持无脚本的、紧急的体验教育叙事,以培养学习者的参与度、能动性和创造力。考虑到同步和异步学习模式,作者开发了一种系统的方法,用于叙事驱动的学习活动设计,用于混合或远程学习场景。在本文中,作者介绍了他们的活动设计过程,以叙事顺序的原子元素组成学习活动,以解决不同的学习维度。通过基于协作工具的学习活动设计画布用于混合或远程学习,作者进一步为基于项目的教育设计教育体验的综合框架做出了贡献。
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引用次数: 2
Conceptual Change Texts Supported by the History of Science to Develop A Qualitative Understanding of the Light Wave 以科学史为支撑的概念变迁文本,发展对光波的定性理解
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419634
A. Hachmi, A. E. Moussaouy, A. Ouariach, R. Essaadaoui, Mohamed El Hadi, O. Mommadi, Abdelhamid Kerkour-El Miad
In order to develop a qualitative understanding of the wave nature of light, we have designed and tested our approach which we call the Conceptual Change Texts Backed by the History of Sciences (CCTBHS). The CCTBHS uses two texts, one to recreate the controversy between Newton and Huygens over the nature of light, and the other to push students to engage in the task of resolving this controversy. In doing so, we aim to improve student's use of the optical wave model and the geometric optical model, as well as the correct prediction of light behavior. We adopted the Pre-experimental method with the design of the pre and post-test and a group of 28 students in the third year of high school. The comparison of the initial and final conceptions showed that the CCTBHS succeeded in rectifying the scientifically unacceptable ideas of the students.
为了发展对光的波动性质的定性理解,我们设计并测试了我们的方法,我们称之为以科学史为基础的概念变化文本(CCTBHS)。CCTBHS使用了两篇课文,一篇再现了牛顿和惠更斯对光的本质的争论,另一篇则推动学生参与解决这一争议的任务。在此过程中,我们的目标是提高学生对光波模型和几何光学模型的使用,以及正确预测光的行为。我们采用预实验的方法,采用前测和后测的设计,以28名高三学生为研究对象。初步观念和最终观念的比较表明,学校的教学模式成功地纠正了学生科学上不可接受的观念。
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引用次数: 2
Educational Game Design Based on Experiential Learning Theory 基于体验学习理论的教育游戏设计
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419600
Yatao Li
With the rapid development of information technology, educational games are becoming more and more popular among learners. Based on the characteristics of the experiential learning model and the analysis of the principles of educational game design, this thesis analyze the process of educational game design, and propose four modules of experiential educational game design—introduction module, demonstration module, operation module and verification module. The design of the game provides operations that can be used in practice. This study applied the four modules of experiential instructional design to the course of “Educational Game Design and Development” for undergraduates majoring in Educational Technology of the School of Information of Yunnan Normal University, and achieved good learning results. Through questionnaire surveys and interviews, students Learning motivation and interest in learning have been greatly improved, and the ability to deal with difficult problems has also been greatly improved.
随着信息技术的飞速发展,教育游戏越来越受到学习者的欢迎。本文在分析体验式学习模式的特点和教育游戏设计原则的基础上,分析了教育游戏设计的过程,提出了体验式教育游戏设计的四个模块:介绍模块、演示模块、操作模块和验证模块。游戏的设计提供了可以在实践中使用的操作。本研究将体验式教学设计的四个模块应用于云南师范大学信息学院教育技术专业本科生的《教育游戏设计与开发》课程,取得了良好的学习效果。通过问卷调查和访谈,学生的学习动机和学习兴趣有了很大的提高,处理难题的能力也有了很大的提高。
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引用次数: 4
Surveys for A Stakeholder-Focused Model in VOD Learning 以利益相关者为中心的VOD学习模式调查研究
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419610
Shinji Kato, S. Hasegawa
This study aims to build a learning model based on a survey for the actual situation of the three stakeholders, students, faculty, and system administrator, using a VOD (Video-on-Demand) of a face-to-face lecture at two different locations for different purposes such as a supplement to the face-to-face lecture or as the primary learning material. As a result of the survey, we pointed out that there were two main styles of students, those who want to watch all videos in one way and those who want to watch only scenes of high importance through other information. We suggested a learning model for providing more realistic and concrete improvement proposals based on understanding both the faculty and the system administrator's constraints.
本研究旨在通过对学生、教师和系统管理员这三个利益相关者的实际情况的调查,构建一个基于不同地点的面对面讲座的VOD (Video-on-Demand)学习模型,用于不同的目的,如作为面对面讲座的补充或作为主要学习材料。根据调查结果,我们指出学生主要有两种类型,一种是想通过一种方式观看所有视频,另一种是想通过其他信息只观看重要的场景。我们提出了一个学习模型,在理解教师和系统管理员的约束的基础上提供更现实和具体的改进建议。
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引用次数: 0
Strategy on the Service Mode of University Library to Help Users Cope with the False Information under the We Media Environment 自媒体环境下高校图书馆帮助用户应对虚假信息的服务模式策略
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419601
Shi Qiming, Zhang Wei, Hou Rongli, Lei Yixuan
By setting up the media literacy MOOC, organizing and implementing the “information falsification” practice project designed based on Laswell's “5W communication model” and critical thinking concept, establishing a scientific evaluation system of user information identification ability, the University Library provides the resources and tools for users to identify false information under the we media environment, helps users improve media information literacy to deal with false information. This paper puts forward the service mode of university library to help users cope with the false information under the we media environment.
通过开设媒介素养MOOC,组织实施基于Laswell“5W传播模型”和批判性思维理念设计的“信息证伪”实践项目,建立科学的用户信息识别能力评价体系,为用户在自媒体环境下识别虚假信息提供资源和工具,帮助用户提高应对虚假信息的媒介信息素养。本文提出了高校图书馆在自媒体环境下帮助用户应对虚假信息的服务模式。
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引用次数: 0
The Impact of Online Learners' Social Interaction on Learning Achievement Based on Social Network Analysis 基于社会网络分析的在线学习者社会互动对学习成绩的影响
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419643
Ting Xu, Qianyi Wu, Zhijun Xu
This study investigated the problems of low course completion rate, low participation rate, and insufficient interaction in online learning community through literature analysis. Then analyzing social interaction characteristics of online learners through Social Network Analysis (SNA) methods. This study analyzed 97 students who participated in the “Organizational Behavior” online course and 2,423 posts chosen in the discussion forum from the Massive Open Online Course (MOOC) online platform to explore the influence of their social interaction network characteristics on learning achievement. As a result, topics which richer and more targeted in the online learning community can stimulate individuals to conduct high-quality social interactions and improve learning achievement. And teachers are encouraged to give full play to their central role in the network to optimize topic and interactive activity design, and have a discussion on the different role and impacts of teachers in social interactive networks.
本研究通过文献分析,调查网络学习社区中存在的课程完成率低、参与率低、互动不足等问题。然后运用社会网络分析(social Network Analysis, SNA)方法分析在线学习者的社会互动特征。本研究通过分析97名参加过“组织行为学”网络课程的学生,以及从大规模开放网络课程(MOOC)网络平台中选取的2423篇论坛帖子,探讨其社交网络特征对学习成果的影响。因此,在线学习社区中更丰富、更有针对性的话题可以激发个体进行高质量的社交互动,提高学习成果。鼓励教师充分发挥其在网络中的核心作用,优化话题和互动活动设计,探讨教师在社会互动网络中的不同角色和影响。
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引用次数: 2
Exploration on the Cultivation of Innovative Undergraduate Talents in Computer Major Promoted by Organic Integration of Teaching and Scientific Research 教学与科研有机结合促进计算机专业本科创新型人才培养的探索
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419625
Shanshan Gao, J. Chi, Zheng Liu, Meiyao Tao, W. Dou
With the development of the times, it has become the goal of higher education to focus on cultivating “pioneering, compound, applied” talents. The key to cultivating compound inventive talents is to cultivate their practical and creative ability in the computer major characterized by “high technology”, “innovation”, “frontier” and “practice”. Talent cultivation depends on teaching and scientific research, which are two important functions of colleges and universities. Therefore, this paper first discusses the relationship between teaching and scientific research and finds that teaching and scientific research are interdependent, mutually reinforcing, and inseparable. Teaching should be supported by scientific research, and scientific research must also serve to teach. Then, based on years of teaching and scientific research experience, this paper shares some experiences of organic integration of teaching and research to promote the cultivation of creative talents from these aspects: enriching teaching content with scientific research achievements, strengthening practice teaching through scientific research activities, promoting improve teaching conditions with scientific research.
随着时代的发展,注重培养“开拓、复合型、应用型”人才已成为高等教育的目标。计算机专业以“高技术”、“创新”、“前沿”、“实践”为特点,培养复合型创新人才的关键是培养复合型创新人才的实践能力和创新能力。人才培养离不开教学和科研,这是高校的两大重要职能。因此,本文首先探讨了教学与科研的关系,发现教学与科研是相互依存、相辅相成、不可分割的。教学要以科研为支撑,科研也要为教学服务。然后,根据多年的教学科研经验,从以科研成果丰富教学内容、以科研活动加强实践教学、以科研促进教学条件改善等方面,分享了教研有机结合促进创新型人才培养的经验。
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引用次数: 0
Investigating Responsible Factors for Interaction between Learners and Instructors in the Discussion Forum of MOOC MOOC论坛中学习者与教师互动的责任因素研究
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419599
Neha, Eunyoung Kim
An interactive educational tool is a necessity for the dialogical learning process in online learning. Numerous studies have been conducted to develop an effective interactive educational tool for online learning. However, almost all of them were limited in calculating performance analysis of learning and enhancing interaction on the discussion forum. The responsible factors for interaction are one of the tasks in designing the interactive discussion forum in massive open online courses. In this study, we analyzed the queries for identifying the responsible factors for interactions between learners and instructors to suggest a designing method of discussion forum. We conducted a comparative study on the interactions between learners and instructors in a theoretical as well as a practical course. In this research, we found a couple of key responsible factors such as the structure of the discussion forum based on the analysis of queries and responses generated by learners and instructors.
交互式教育工具是在线学习中对话学习过程的必要条件。为了开发一种有效的在线学习互动教育工具,已经进行了大量的研究。然而,几乎所有的研究都局限于学习性能的计算分析和加强论坛上的互动。互动的责任因素是设计大型开放式网络课程互动论坛的任务之一。在本研究中,我们分析了学习者和教师之间互动的责任因素,并提出了一种讨论论坛的设计方法。我们对理论课程和实践课程中学习者和教师之间的互动进行了比较研究。在这项研究中,我们发现了几个关键的负责因素,例如基于学习者和教师生成的查询和响应分析的论坛结构。
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引用次数: 3
A Corpus-based Contrastive Study on Advise and Suggest 基于语料库的Advise和Suggest对比研究
Pub Date : 2021-03-27 DOI: 10.1109/ICIET51873.2021.9419651
Hui Sun, Huaizhong Zhu
This paper explores difference between Advise and Suggest in the fields of collocation, semantic prosody and register. Under the aid of the British National Corpus (BNC), the author collects and samples evidence accordingly, finds out great difference between them, and points out some false friends we make everyday. Analyzed in a more scientific way, this paper aims to provide a corpus-based method for readers to perceive English words.
本文探讨了Advise和Suggest在搭配、语义韵律和语域等方面的区别。在英国国家语料库(BNC)的帮助下,作者对证据进行了相应的收集和抽样,发现了它们之间的巨大差异,并指出了我们日常结交的一些虚假朋友。本文旨在通过更科学的分析,为读者提供一种基于语料库的英语词汇感知方法。
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引用次数: 0
期刊
2021 9th International Conference on Information and Education Technology (ICIET)
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