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2022 IEEE 2nd International Conference on Educational Technology (ICET)最新文献

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Research on the Construction of Acoustic Specialty Experiment Course Integrating Virtual Technology 集成虚拟技术的声学专业实验课程建设研究
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944479
Ye Lei, Xiangyang Zeng, Haitao Wang, Shuwei Ren
With the rapid development of modern information technology, the reform of traditional experimental curriculum is imperative. The integration of virtual technology into experimental curriculum can enlarge its dimension of time and space, enrich the practical content and improve the quality of practical teaching. Taking the course of acoustic instruments and measurement technology as an example, the background and significance of virtual experiment course were discussed, and the virtual laboratory construction method was expounded in detail. Finally, an example is given to introduce the practical effect evaluation mechanism based on virtual technology and information technology.
随着现代信息技术的飞速发展,传统实验课程的改革势在必行。将虚拟技术融入实验课程,可以扩大实验课程的时空维度,丰富实践内容,提高实践教学质量。以《声学仪器与测量技术》课程为例,论述了虚拟实验课程的背景和意义,详细阐述了虚拟实验室的建设方法。最后,通过实例介绍了基于虚拟技术和信息技术的实际效果评价机制。
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引用次数: 0
Exploration on Hybrid Teaching Mode of Photoshop Image Processing Course in Higher Vocational Colleges 高职院校Photoshop图像处理课程混合式教学模式的探索
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944465
Jian Shen, Qing Zeng
Aiming at the problems existing in the teaching of Photoshop Image Processing Course in higher vocational colleges, such as lack of pertinence in classroom teaching, low students' learning autonomy and teachers' untimely teaching tracking, a hybrid teaching model based on the intelligent vocational education cloud platform was explored in this paper. This paper expounds the specific measures of the blended teaching model from three aspects: pre-class preparation, in-class practice and after-class improvement, and analyzes the learning effect and teaching situation of students in this model, and puts forward suggestions for applying the model.
针对高职院校《Photoshop图像处理》课程教学中存在的课堂教学缺乏针对性、学生学习自主性低、教师教学跟踪不及时等问题,探索了基于智能职业教育云平台的混合教学模式。本文从课前准备、课内实践和课后改进三个方面阐述了混合式教学模式的具体措施,并对混合式教学模式下学生的学习效果和教学情况进行了分析,提出了运用混合式教学模式的建议。
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引用次数: 0
Summary of Experimental Curriculum Reform in the Information Age 信息时代实验课程改革综述
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944461
Q. Peng, Quanying Guo, Jiajia Liu, Zhuoer Wang
With the continuous penetration of information technology into the field of education, educational informatization and educational modernization coexist. With its advanced technical means, information technology supports new educational methods such as interactive learning and virtual laboratory, realizes the multi-level development of “building resources, building platforms, expanding space, building systems and creating models”, and increasingly plays a key role in the process of educational reform and development. The continuous development of intelligent society and the trend of modernization have brought many challenges to education in the new era. The current education model urgently needs transformation and upgrading. Educational informatization promotes the rapid improvement of educational cognition and educational level, changes the time and space constraints of traditional educational model, and makes the optimization and upgrading of educational reform possible. Based on this trend, the cross research of education and information technology has gradually become a hot topic in the field of educational science. Based on the trend of educational informatization in the new era, this study explores the technical basis and platform guarantee of experimental curriculum reform, deeply studies the development process of experimental curriculum reform, summarizes the existing mechanism, looks forward to the future development direction, and puts forward the feasible path in construction and supervision.
随着信息技术向教育领域的不断渗透,教育信息化与教育现代化并存。信息技术以其先进的技术手段,支持互动学习、虚拟实验室等新型教育方式,实现了“建资源、建平台、拓空间、建系统、创模式”的多层次发展,在教育改革发展过程中日益发挥关键作用。智能化社会的不断发展和现代化的趋势给新时期的教育带来了许多挑战。当前的教育模式急需转型升级。教育信息化促进了教育认知和教育水平的快速提高,改变了传统教育模式的时空约束,使教育改革的优化升级成为可能。基于这一趋势,教育与信息技术的交叉研究逐渐成为教育科学领域的热点。本研究立足于新时代教育信息化的发展趋势,探索实验课程改革的技术基础和平台保障,深入研究实验课程改革的发展历程,总结现有机制,展望未来发展方向,并在建设和监管上提出可行路径。
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引用次数: 0
How Does the Virtual Reality work on Science Education: An Exploratory Study of Emotional Effects on Learning 虚拟现实如何在科学教育中发挥作用:情感对学习影响的探索性研究
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944496
Yuying Zhong, Jiajie Liu
As an undergraduate student, STEM learning, especially in subjects such as electrical and electronic engineering, are very difficult. It was not until the junior year when the professor introduced virtual reality to the classroom lecturing for the course Electromagnetic Fields and Waves as an experimental part of a study on engineering education and it was discovered that more innovative possibilities for learning in engineering and science with novel approaches. Existing research has demonstrated that the use of VR in teaching and learning can enhance the motivation and assessment performance of students. Nonetheless, the mechanisms of VR's impact on learning are not yet clear. In particular, whether the impact of VR on science education comes partly from the sensorial novelty and whether this effect is sustainable. Due to student concentration problem, this study aims to explore the sustainability of using VR in engineering and science education, and seeks to fill the research gap regarding the impact of VR technologies on the learning experience in the field of science and engineering. This study, consisting of three sessions VR science learning interventions, was conducted by using a mixed-methods approach to obtain quantitative and qualitative data. Firstly, quantitative data for this study was obtained from questionnaires and interviews were conducted after the questionnaires were collected. A semi-structured interview method was used to understand students' experiences of the use of VR in teaching and learning. This study found that motivation and engagement play a key mediating role in the application of VR to learning. Individuals' interest and motivation in learning is significantly increased by novelty in the initial stages of the VR learning experience, and interestingly the novelty effect does not necessarily decline in vain in subsequent stages of learning as students become familiar with the novelty.
作为一名本科生,STEM学习,特别是在电气和电子工程等学科,是非常困难的。直到大三时,教授在“电磁场与波”这门课程的课堂教学中,作为工程教育研究的实验部分,将虚拟现实引入课堂,才发现用新颖的方法学习工程和科学有更多创新的可能性。已有研究表明,在教学和学习中使用虚拟现实技术可以提高学生的学习动机和评估成绩。尽管如此,VR对学习的影响机制尚不清楚。特别是,VR对科学教育的影响是否部分来自感官上的新颖性,以及这种影响是否可持续。由于学生注意力集中的问题,本研究旨在探讨VR在工程和科学教育中的可持续性,并试图填补VR技术对理工科学习体验影响的研究空白。本研究采用混合方法获得定量和定性数据,包括三个会话VR科学学习干预。首先,本研究从问卷中获得定量数据,并在问卷收集后进行访谈。采用半结构化访谈法了解学生在教学和学习中使用VR的体验。本研究发现,动机和参与在虚拟现实应用于学习中起着关键的中介作用。在VR学习体验的最初阶段,个体的学习兴趣和动机会因新颖性而显著增加,有趣的是,随着学生对新颖性的熟悉,在随后的学习阶段,新颖性效应并不一定会徒劳地下降。
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引用次数: 0
Objective Evaluation of Students' Mental State According to the Communication Level in Online Classes 基于网络课堂交流水平的学生心理状态客观评价
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944404
Yuri Nakagawa, Sripian Peeraya, M. Sugaya
The reduction of communication opportunities between students in online classes under the COVID-19 pandemic has been identified as a problem. Although student communication in online classes is said to have a positive effect on students' mental state, there have been no research that have compared the effectiveness of different forms of communication. In addition, there is a need for more objective evaluations. We therefore purpose to objectively evaluate the effect of each form of communication in online classes on the mental state of students. We propose to divide the forms of communication in online classes into five levels and to use biometric information. There was a tendency to relax at higher levels of communication and higher levels of concentration at medium levels of communication.
新型冠状病毒感染症(COVID-19)大流行导致在线课堂上学生之间的交流机会减少,被认为是一个问题。虽然在线课堂上的学生交流据说对学生的心理状态有积极的影响,但还没有研究比较不同形式的交流的有效性。此外,还需要进行更客观的评价。因此,我们的目的是客观地评价网络课堂中各种形式的交流对学生心理状态的影响。我们建议将在线课堂的交流形式分为五个层次,并使用生物识别信息。在高水平的交流中有放松的趋势,在中等水平的交流中有高度集中的趋势。
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引用次数: 0
A Novel ACM/ICPC-Based C++ Paperless Examination System 一种基于ACM/ icpc的c++无纸化考试系统
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944421
Yunping Zheng, M. Sarem
The ACM/ICPC is recognized as the largest and highest level international collegiate programming contest in the world, and it is one of the most important ways to train and select top students in computer science worldwide. Currently, C++ is the most popular and practical computer advanced programming language in the world. It is an important professional main course and one of the main tools for teaching programming and computer software development. It has become a programming course for universities and colleges. With further deepening of education reform, the paperless examination has become an important sign of the college examination reform, and its advantages have become more and more obvious. Also, the paperless examination has gradually become a trend of various examinations. Although there have been some paperless examination systems, but these systems usually can only automatically score four types of objective questions, including true and false questions, fill-in-the-blank questions, single-choice questions and multiple-choice questions. These paperless examination systems are still unable to conduct fair and impartial automatic scoring for programming questions which are however important subjective questions. In response to this problem, based on the ACM/ICPC platform, we propose a new design method for the C++ paperless examination system, which realizes the automatic scoring of C++ examinations. The system can greatly improve the flexibility, fairness, impartiality, credibility and work efficiency of the examination. Our design system can be an important platform for deepening the teaching reform of colleges and universities, promoting the innovation of C++ teaching, and improving the efficiency of college examinations. Therefore, it has a certain promotion and demonstration value.
ACM/ICPC是公认的世界上规模最大、水平最高的国际大学生编程竞赛,是培养和选拔世界范围内计算机科学领域优秀学生的最重要途径之一。c++是目前世界上最流行、最实用的计算机高级程序设计语言。它是一门重要的专业基础课,是编程和计算机软件开发教学的主要工具之一。它已经成为大学和学院的编程课程。随着教育改革的进一步深入,考试无纸化已成为高校考试改革的重要标志,其优势也越来越明显。无纸化考试也逐渐成为各种考试的一种趋势。虽然已经出现了一些无纸化考试系统,但这些系统通常只能自动评分四类客观题,包括真假题、填空题、单项选择题和多项选择题。这些无纸化考试系统仍然无法对编程问题进行公平公正的自动评分,而编程问题是重要的主观问题。针对这一问题,基于ACM/ICPC平台,我们提出了一种新的c++无纸化考试系统的设计方法,实现了c++考试的自动评分。该系统可以大大提高考试的灵活性、公平性、公正性、公信力和工作效率。本设计系统可作为深化高校教学改革、促进c++教学创新、提高高校考试效率的重要平台。因此具有一定的推广和示范价值。
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引用次数: 0
A Systematic Review of the Effect of Digital Storytelling on Affective Factors in Improving Speaking Skills 数字讲故事对提高口语技能的情感因素影响的系统综述
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944542
Saima Khan, A. A. Ziden
The present study maps the effect of digital storytelling on affective factors by conducting a systematic review of studies published till March 2022 retrieved from the Web of Science database. The selected articles were analyzed to understand the changes in affective factors of the learners in terms of motivation, enjoyment, confidence, attitude, and anxiety and the duration of digital storytelling intervention for improving English language speaking skills. Significant changes in affective factors with digital storytelling were identified among the reviewed studies, with motivation, enjoyment, and attitude being affected by the duration of the digital storytelling intervention. This analysis provides insights and recommendations for future research, task development, and classroom implementation of digital storytelling.
本研究通过对从Web of Science数据库检索到2022年3月发表的研究进行系统回顾,绘制了数字讲故事对情感因素的影响。对所选文章进行分析,了解学习者在动机、享受、信心、态度、焦虑等情感因素上的变化,以及数字讲故事干预对提高英语口语技能的持续时间。在回顾的研究中发现,数字讲故事的情感因素发生了显著变化,动机、享受和态度受到数字讲故事干预时间的影响。这一分析为未来的研究、任务开发和数字化讲故事的课堂实施提供了见解和建议。
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引用次数: 0
Analysis of the Factors on Learning Digital Cultural Products for the Elderly under Active Aging: The Case of Lifelong Learning in China 积极老龄化下老年人数字文化产品学习因素分析——以中国终身学习为例
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944454
W. Gao, Lin Li, Yingchun Xue
The increasing demand of digital cultural products among the elderly, which is new to the elderly, makes lifelong learning a hot topic again under active aging. At present, many difficulties, such as poor adaptation to digital technology, still weaken the elderly from learn digital cultural products. Although many scholars have summarized the relevant factors, the relationship between the factors is still very complicated and perplexed. This paper uses the DEMATEL method to summarize and analyze the current popular factors related to the learning of digital cultural products for the elderly. The result finds that the literacy of technology is 0.660 (positive), serving as a cause, The immersive learning environment is −1.041 (negative), serving as a result, etc. The paper also found that the literacy of technology and open learning resources are the forefront cause and the primary result respectively. This is not only a attempt for summarizing and understanding these factors, but also promotes lifelong learning by facilitating the elderly to learn digital cultural products.
老年人对数字文化产品的需求日益增加,这对老年人来说是新鲜事物,使终身学习在积极老龄化下再次成为热门话题。目前,老年人对数字技术的适应能力差等诸多困难,仍然削弱了老年人学习数字文化产品的能力。虽然许多学者对相关因素进行了总结,但各因素之间的关系仍然非常复杂和困惑。本文采用DEMATEL方法对当前老年人数字文化产品学习的流行因素进行了总结和分析。结果发现,技术素养为0.660(正),为原因;沉浸式学习环境为- 1.041(负),为结果等。研究还发现,技术素养和开放学习资源分别是导致大学生素质提高的首要原因和主要结果。这不仅是对这些因素的总结和理解的尝试,也是通过帮助老年人学习数字文化产品来促进终身学习的尝试。
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引用次数: 1
2022 IEEE 2nd International Conference on Educational Technology (IEEE ICET 2022) Exploring Factors Affecting Online Learners' Intention to Continue Learning in E-learning: A Meta-Analysis 2022年IEEE第二届国际教育技术会议(IEEE ICET 2022)探讨在线学习者在电子学习中继续学习意愿的影响因素:一项荟萃分析
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944532
Yong Liu, Hexin Li, Aiyang Zhang
The research on the influencing factors of continuance learning intention has been a hot topic in recent years due to the low completion rates in e-learning. In this study, a meta-analysis method is exploited to analyze the following questions: What are the main factors that affect online learners' continuance learning intention? What are the influential degrees of these factors? What are the different effects of these factors on learners in China Mainland and the outside? The results show that the main 21 factors are extracted and they all have a positive impact on online learners' intention to continue learning, 13 of them have a large degree of positive impact, and the other eight have a moderate positive impact. Among these influencing factors, the factor of “Attainment value” (effect size $r =0.752$) has the largest impact on the e-learners' continuance learning intention, while the factor of “Intrinsic motivation” has a significant difference in the influence between China Mainland and the outside. Finally, some implications are provided to improve the e-learners' continuance learning intention.
由于网络学习完成率较低,对继续学习意愿影响因素的研究成为近年来研究的热点。本研究采用元分析方法分析以下问题:影响在线学习者继续学习意愿的主要因素是什么?这些因素的影响程度如何?这些因素对中国大陆和国外的学习者有什么不同的影响?结果表明,提取出的21个主要因素均对在线学习者的继续学习意愿产生积极影响,其中13个因素具有较大程度的积极影响,其余8个因素具有中等程度的积极影响。在这些影响因素中,“成就价值”因素(效应量r =0.752美元)对在线学习者继续学习意愿的影响最大,而“内在动机”因素在中国大陆和外部的影响存在显著差异。最后,提出了提高网络学习者继续学习意愿的启示。
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引用次数: 0
vGPUPCD: Design and Implementation of Virtual GPU on Private Cloud Desktop vGPUPCD:私有云桌面虚拟GPU的设计与实现
Pub Date : 2022-06-25 DOI: 10.1109/ICET55642.2022.9944412
Ting Gui, Shenfeng Zhou, Binbin Gu, Jian Chen, Dong Li, Shengjun Lv
This paper proposes to design and implement GPU virtualization on the Private Cloud Desktop merged into the Teaching and Practical Platform of Zhijiang College of Zhejiang University of Technology to fill in the blanks to create and apply rending 3D applications. The analysis of the performance of the vGPUPCD has been also studied in this paper and some properties has to be tested on the experiments: 1) The video memory size of vGPU has been interaction with the memory size and the amounts of CPU cores and the minimum resources requirement has to be evaluated by experiments that the memory size is the memory size of system demand and add to the twice of the GPU video memory size and the 1G video memory of vGPU is equipped with 2 virtual CPU cores and so on. 2) The GPU memory usage of vGPUPCD has consumed 10% more than the local PCs if the same performance are reflected when opening or rending the 3D applications because vGPU has occupied no more than 10% of the GPU memory usage through the cloud desktop is powered on.
本文提出在合并到浙江工业大学之江学院教学与实践平台的私有云桌面上设计并实现GPU虚拟化,填补绘制3D应用创建与应用的空白。本文还对vGPUPCD的性能进行了分析,并对一些性能进行了实验测试:1) vGPU的显存大小与内存大小和CPU核数相互作用,需要通过实验评估最小资源需求,即内存大小为系统需求的内存大小,加上GPU显存大小的两倍,vGPU的1G显存配备2个虚拟CPU核等。2) vGPUPCD的GPU内存占用比本地pc多10%,在打开或渲染3D应用时,如果性能相同,则vGPUPCD的GPU内存占用比本地pc多10%。
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引用次数: 0
期刊
2022 IEEE 2nd International Conference on Educational Technology (ICET)
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