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2021 International Conference on Advanced Learning Technologies (ICALT)最新文献

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Enabling Precision Education by Learning Analytics Applying Trace, Survey and Assessment Data 通过应用跟踪、调查和评估数据的学习分析实现精准教育
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00114
Dirk T. Tempelaar, B. Rienties, Quan Nguyen
Accurate and timely measurement of learning engagement is crucial for the application of precision education. At the same time, it is still a central research theme, both in the learning analytics community as in the broader area of educational research. 'Engagement is one of the hottest research topics in the field of educational psychology' is for a good reason the opening sentence of a recent special issue. In our contribution, we propose a holistic approach to the measurement of engagement by integrating data of behavioral type through traces of learning processes captured from log files into affective, behavioral, and cognitive measures of engagement collected with surveys and cognitive measures from assessments for and as learning. We apply this holistic approach in an empirical analysis of dispositional learning analytics. Starting from four different engagement profiles created by two-step clustering, we find that these profiles primarily differ in their timing of engagement with learning. Next, we develop regression-based prediction models that make clear that trace, survey, and assessment data have complementary roles in signaling students at risk for failure and are all three crucial constituents of prediction equations that differ in the timing of learning feedback.
准确和及时地测量学习参与度对于精确教育的应用至关重要。与此同时,无论是在学习分析界还是在更广泛的教育研究领域,它仍然是一个中心研究主题。“参与是教育心理学领域最热门的研究课题之一”,这是最近一期特刊的开头句,理由很充分。在我们的贡献中,我们提出了一种测量敬业度的整体方法,通过从日志文件中捕获的学习过程的痕迹,将行为类型的数据整合到敬业度的情感、行为和认知测量中,这些测量是通过调查和学习评估的认知测量收集的。我们将这种整体方法应用于性格学习分析的实证分析中。从两步聚类创建的四种不同的参与概况开始,我们发现这些概况在参与学习的时间上主要不同。接下来,我们开发了基于回归的预测模型,该模型清楚地表明,跟踪、调查和评估数据在向有失败风险的学生发出信号方面具有互补作用,并且它们都是预测方程的三个关键组成部分,它们在学习反馈的时间上有所不同。
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引用次数: 1
The Designing of CSL Teacher Empowering Training Model of Robot-Assisted Language Learning based on the TPACK Framework 基于TPACK框架的汉语教学机器人辅助语言学习教师赋权培训模式设计
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00089
Hsuang-Yu Li
This study provides the designing of the empowering training model of robot-assisted language learning (RALL) knowledge based on the framework of Technological Pedagogical Content Knowledge (TPACK) for Chinese as a Second Language (CSL) teacher. The model is a 10-hours program to enhance CSL teachers’ cognition of robot technology knowledge, and integrate Chinese pedagogical knowledge and Chinese phonetics knowledge. We analyzed what should be included in TK, PK, CK, TPK, TCK, PCK, TPACK when designing a robot assisted Chinese phonetics teaching. Also, computational thinking and Chinese teaching-oriented programming is been taught in order to let the CSL teachers have the ability to realize their design of RALL system.
本研究提供了基于技术教学内容知识(TPACK)框架的机器人辅助语言学习(RALL)知识授权训练模型的设计。该模型是一个10学时的项目,旨在增强汉语教学教师对机器人技术知识的认知,并整合汉语教学知识和汉语语音知识。分析了在设计汉语语音辅助教学机器人时,TK、PK、CK、TPK、TCK、PCK、TPACK中应包含的内容。同时,教授计算思维和面向汉语教学的程序设计,使汉语教学教师有能力实现自己的RALL系统设计。
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引用次数: 1
Learners’ non-cognitive skills and behavioral patterns of programming: A sequential analysis 学习者的非认知技能和编程行为模式:一个序列分析
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00058
Xi Zhao, Jingjing Zhang, Wenshuo Li, Ken Kahn, Yu Lu, N. Winters
The interest in artificial intelligence (AI) education is growing exponentially; nevertheless, how to learn about AI, particularly Natural Language Processing (NLP), has been a challenging problem for educators and researchers worldwide. This study used a graphical programming platform Snap! to facilitate learning by allowing learners to explore AI and its NLP techniques in class. Data from 18,452 logged events were collected and Lag Sequential Analysis (LSA) was used to examine how learners behaved and learned sequentially. Non-cognitive factors were used to group learners as detailed and subtle behavior sequences that did not occur by chance could be uncovered. The results showed that five groups of learners, that is Passive Learners, Performers, Adaptive Learners, Interested Learners, and Dedicated Learners. They presented varied learning behavior patterns, which should be considered further in designing personalized and intelligent learning platforms to support AI education.
人们对人工智能(AI)教育的兴趣呈指数级增长;然而,如何学习人工智能,特别是自然语言处理(NLP),一直是全世界教育工作者和研究人员面临的一个具有挑战性的问题。本研究使用图形化编程平台Snap!通过让学习者在课堂上探索人工智能及其NLP技术来促进学习。从18,452个记录事件中收集数据,并使用滞后序列分析(LSA)来检查学习者的行为和顺序学习方式。非认知因素被用来对学习者进行分组,因为可以发现那些不是偶然发生的细节和微妙的行为序列。结果表明,学习者分为被动学习者、表现型学习者、适应性学习者、感兴趣学习者和专注型学习者。他们提出了不同的学习行为模式,在设计个性化和智能学习平台以支持人工智能教育时应进一步考虑这些模式。
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引用次数: 2
Unsupervised Clustering of Skills for an Online Learning Platform 一种在线学习平台的无监督技能聚类
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00066
Afaf Ahmed, I. Zualkernan, H. Elghazaly
Online learning platforms are generating an enormous amount of data that lends itself to unsupervised learning. This paper presents a case study where assessment data from two online platforms was used to cluster students into similar groups. The long-term objective of this research is to incorporate the clustering information into the personalization mechanisms. K-means was used to cluster students for 10 Skills. K-means was able to create a small number of clusters with reasonable internal validity with an average silhouette width of 0.32 (sd=0.05). The clusters were non-trivial as gender, school or class could not explain the clustering with an average Adjusted Rand Index (ARI) of 0.049 (sd=0.03). Most importantly, only a small subset (18%) of attempted questions could be used to explain accurately (Average F1-measure = 89.43) why the students were grouped into clusters. These keystone questions can be used to further enhance the personalization mechanisms.
在线学习平台正在产生大量的数据,这些数据有利于无监督学习。本文提出了一个案例研究,其中使用来自两个在线平台的评估数据将学生分成相似的组。本研究的长期目标是将聚类信息整合到个性化机制中。使用K-means对学生的10项技能进行聚类。K-means能够创建少量具有合理内部效度的聚类,平均轮廓宽度为0.32 (sd=0.05)。由于性别、学校或班级不能解释聚类,平均调整后兰德指数(ARI)为0.049 (sd=0.03),聚类是非平凡的。最重要的是,只有一小部分(18%)的尝试问题可以用来准确地解释为什么学生被分成集群(平均f1测量值= 89.43)。这些关键问题可以用来进一步完善个性化机制。
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引用次数: 1
Goal-Directed Reaching in Real, Augmented, and Virtual Environments 真实、增强和虚拟环境中的目标导向到达
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00127
G. Resch, Joseph X Manzone, T. Welsh, Michael Nitsche, Ali Mazalek
Multi-modal technologies, including augmented reality (AR) and virtual reality (VR), have become increasingly common in education and training contexts. Despite growing adoption of these technologies, our understanding of how basic perceptual-cognitive processes are influenced or altered by AR and VR mediation remains limited. The present paper describes a pilot study in which participants performed goal-directed reaching movements toward visual illusions in three different mediation conditions: unmediated reality (UR), AR, and VR. This pilot assessed whether the speed-accuracy relationship of reaching movements in different mediation conditions was modulated by contextual information surrounding a target. Preliminary results showed that there was a trend toward an effect of the contextual information in VR, but not in UR or AR. These findings may indicate that movements in VR are generated by different sensorimotor processes than in UR and AR.
包括增强现实(AR)和虚拟现实(VR)在内的多模态技术在教育和培训环境中变得越来越普遍。尽管越来越多地采用这些技术,但我们对AR和VR中介如何影响或改变基本感知-认知过程的理解仍然有限。本论文描述了一项试点研究,在该研究中,参与者在三种不同的中介条件下:无中介现实(UR)、AR和VR,进行了目标导向的视觉幻觉到达运动。本试验评估了不同中介条件下到达动作的速度-准确度关系是否受到目标周围环境信息的调节。初步结果表明,情境信息在VR中有影响,而在UR和AR中没有影响。这些发现可能表明VR中的运动由不同于UR和AR的感觉运动过程产生。
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引用次数: 0
An analysis of Interaction of Cognitive and Social Aspects during Collaborative Problem Solving 协作解决问题过程中认知与社会因素的互动分析
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00039
Lan Wu, Yang Liu, Axi Wang, YuanLi Gong, Shengquan Yu
Collaborative problem solving (CPS) is a key skill for the success in education and workforce. The CPS performance is determined by the interaction of problem solving process and collaboration. Thus, the interaction of cognitive and social aspects should be included in the CPS assessment. This study presented a method to analyze the interaction through extending the coding framework from the Assessment and Teaching of 21st Century Skills (ATC21S) project. The results showed that the high task performance group outperformed the low one in terms of the interactive chat-action pattern and participation pattern. Besides, a visual representation of the participation pattern exhibited more details about the interaction.
协作解决问题(CPS)是教育和劳动力成功的关键技能。CPS的绩效是由问题解决过程和协作的相互作用决定的。因此,认知和社会方面的相互作用应包括在CPS评估中。本研究从21世纪技能评估与教学(ATC21S)项目扩展编码框架,提出一种分析交互作用的方法。结果表明,高任务绩效组在互动聊天-行动模式和参与模式方面优于低任务绩效组。此外,参与模式的视觉表征显示了更多的互动细节。
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引用次数: 1
The Usability of Using Educational Game for Teaching Foundational Concept in Propositional Logic 运用教育游戏进行命题逻辑基础概念教学的可用性
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00077
D. Aranda, Alden Towler, Ramyaa, R. Kuo
Propositional logic is a fundamental concept in Computer Science. However, some students are struggling with connecting natural language statements and propositional logic. This research designs an escape room computer game that requires players to interpret the logic statements to escape the room. This paper presents a pilot user study to test the usability of the environment. This study shows that students believe the game is a good environment for learning. Moreover, students who like or dislike playing computer games give the same score in system usability, showing that students’ attitudes toward computer games does not affect their given score in system usability.
命题逻辑是计算机科学中的一个基本概念。然而,一些学生在连接自然语言陈述和命题逻辑方面遇到了困难。本研究设计了一个密室逃生的电脑游戏,要求玩家通过解释逻辑语句来逃离房间。本文提出了一个试点用户研究来测试环境的可用性。本研究表明,学生认为游戏是一个良好的学习环境。此外,喜欢或不喜欢玩电脑游戏的学生在系统可用性上的得分相同,这表明学生对电脑游戏的态度并不影响他们在系统可用性上的得分。
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引用次数: 0
Unraveling Learner Interaction Strategies in VeriSIM for Software Design Diagrams 基于软件设计图的VeriSIM学习者交互策略研究
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00099
Spruha Satavlekar, Debarshi Nath, R. Priyadarshini, Prajish Prasad, D. Singh, R. Rajendran
In the past, unraveling learner interaction data in TELE was a challenge. However, the advent of LA has helped in uncovering latent information in log data to scaffold learning. This paper focuses on learner interaction in VeriSIM, a TELE, to teach software design diagrams. The learners’ performance in the system is used to categorize them into three groups, namely, "full scorers", "partial scorers", and "give uppers". Our analysis found that the full scorers spend a significantly higher duration per action than the give-uppers in an introductory challenge presented in the learning environment. Further analysis unravels the strategies used by consistent and inconsistent learners, and it was observed that the learner interaction strategies evolve with increasing difficulty levels as they navigate through the challenges.
过去,在远程教学中,学习者交互数据的解析是一个挑战。然而,LA的出现有助于发现日志数据中的潜在信息,以支持学习。本文主要研究了VeriSIM远程教学中学习者的交互作用,以进行软件设计图的教学。学习者在系统中的表现被用来将他们分为三组,即“满分”,“部分得分”和“给高分”。我们的分析发现,在学习环境中的入门挑战中,满分者在每个动作上花费的时间明显高于放弃者。进一步的分析揭示了一致学习者和不一致学习者使用的策略,并观察到学习者的互动策略随着难度水平的增加而发展,因为他们在挑战中导航。
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引用次数: 0
CooperAR: promoting educational inclusion through augmented reality CooperAR:通过增强现实促进教育包容性
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00100
Jairo Quintero, S. Baldiris, Jhoni Cerón, Juan Garzón, D. Burgos, Gloria Liliana Velez Saldarriaga
Augmented reality (AR) is an emerging technology that has been successfully integrated into education. However, the use of AR as a tool to achieve educational inclusion has not been deeply explored. This study introduces CooperAR, a methodology aimed at attending educational inclusion, understanding inclusion as a process where the needs of all students are taken into consideration. CooperAR focuses on the creation of AR-based learning scenarios, in which teachers and students become co-creators of content. The methodology is based on the principles of Universal Design for learning and the Cooperative Learning approach. The effectiveness of CooperAR was validated in the context of a case study that involved 66 students. The results showed promising results, suggesting that CooperAR is an efficient methodology to promote educational inclusion through cooperation.
增强现实(AR)是一项新兴技术,已成功融入教育。然而,使用AR作为实现教育包容性的工具尚未得到深入探索。本研究介绍了CooperAR,一种旨在参与教育包容的方法,将包容理解为一个考虑所有学生需求的过程。CooperAR专注于创建基于ar的学习场景,教师和学生成为内容的共同创造者。该方法基于学习通用设计原则和合作学习方法。在涉及66名学生的案例研究中,验证了CooperAR的有效性。结果表明,CooperAR是一种通过合作促进教育包容的有效方法。
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引用次数: 1
Big Data Analytics in Education: A Data-Driven Literature Review 教育中的大数据分析:数据驱动的文献综述
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00053
Negar Shabihi, Mi Song Kim
In the past decade, the applications of big data and learning analytics in education have made significant headways resulting in new opportunities for educational research. However, big data analytics (BDA) has brought new challenges to educational analytics. This paper conducts a systematic data-driven Literature review of BDA in education. Using a topic modeling approach, we have identified six topics and 19 subtopics and performed a network analysis to explore the links between the topics. Based on the results, we investigate the challenges in the field and conclude a three-dimensional model for educational BDA to address these challenges.
在过去的十年中,大数据和学习分析在教育中的应用取得了重大进展,为教育研究带来了新的机遇。然而,大数据分析(BDA)给教育分析带来了新的挑战。本文对BDA在教育中的应用进行了系统的、数据驱动的文献综述。使用主题建模方法,我们确定了6个主题和19个子主题,并进行了网络分析以探索主题之间的联系。在此基础上,我们研究了该领域面临的挑战,并总结了一个教育BDA的三维模型来解决这些挑战。
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引用次数: 2
期刊
2021 International Conference on Advanced Learning Technologies (ICALT)
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