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

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From Informal to Formal: Connecting Learning Experiences in Smart Learning Environments 从非正式到正式:在智能学习环境中连接学习经验
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00116
Sergio Serrano-Iglesias, E. Gómez-Sánchez, Miguel L. Bote-Lorenzo, Guillermo Vega-Gorgojo, Adolfo Ruiz-Calleja, Juan I. Asensio-Pérez
Learners have ubiquitous informal learning opportunities, but it is difficult to take advantage from them and relate them to their formal education. The connection of formal and informal learning is one of the aims of SLEs, but how to do it is still a question. This paper explores such connection by integrating the mobile application Casual Learn to the SLE SCARLETT and it discusses the challenges faced in such integration.
学习者有无处不在的非正式学习机会,但很难利用这些机会并将其与正规教育联系起来。将正式学习与非正式学习联系起来是SLEs的目标之一,但如何做到这一点仍然是一个问题。本文通过将移动应用Casual Learn整合到SLE SCARLETT中来探讨这种联系,并讨论这种整合所面临的挑战。
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引用次数: 1
Cross-platform annotation development for real-time collaborative learning 面向实时协作学习的跨平台标注开发
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00010
Gayashan Rathnavibushana, Kutila Gunasekera
For remote learners, collaborative editing of digital learning documents is a productive and powerful mechanism to add valued information, share ideas, and create knowledge. One such collaborative editing mechanism is adding annotations, which assists knowledge sharing and deep learning in learners. The Portable Document Format (PDF), despite its popularity, has limited support for real-time collaborative annotations. This is due to the lack of tools as well as limitations in existing standards for annotation representation in PDF documents. For example, existing collaborative PDF editing platforms do not support all annotation types and the latency of annotation sharing is high. The present study aims to fill this gap in annotation representation models and proposes a novel architecture to facilitate efficient sharing of annotations. We also describe our prototypical implementation of a collaborative editing platform for PDF annotations. It supports more annotation types and shows lower latency compared to Acrobat PDF reader version 2020.013.20074 and Kami PDF editor.
对于远程学习者来说,协作编辑数字学习文档是一种高效而强大的机制,可以增加有价值的信息、分享想法和创造知识。其中一种协作编辑机制是添加注释,这有助于学习者的知识共享和深度学习。尽管可移植文档格式(PDF)很流行,但它对实时协作注释的支持有限。这是由于缺乏工具以及PDF文档中标注表示的现有标准的限制。例如,现有的协同PDF编辑平台并不支持所有的注释类型,并且注释共享的延迟较大。本研究旨在填补标注表示模型中的这一空白,并提出了一种新的架构来促进标注的高效共享。我们还描述了用于PDF注释的协作编辑平台的原型实现。与Acrobat PDF阅读器版本2020.013.20074和Kami PDF编辑器相比,它支持更多的注释类型,并且显示更低的延迟。
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引用次数: 0
Can Students Learn from Grading Erroneous Computer Programs? 学生能从给错误的计算机程序评分中学到什么吗?
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00070
Yancy Vance M. Paredes, I-Han Hsiao
Learning from erroneous examples involves the intentional inclusion of errors as part of the learning process. Prior works, mostly from the field of mathematics, have investigated how this can be used in blended learning environments to help students. Due to the Covid-19 pandemic, most learning activities have shifted to online, motivating us to study and utilize students’ use of an existing grading platform. Students were tasked to evaluate various degrees of erroneous answers as their learning opportunities, resembling program debugging. The grading process was engineered to supply feedback to students by revealing the actual marks and remarks to help them address their misconceptions and prepare them for an upcoming exam. This study presents our findings from clickstream data of students taking a synchronous online Computer Informatics class. How different students approached the activity was looked into: the amount of time spent and the difference of their assigned grade to that of a subject expert’s. Although it is still inconclusive whether students learned from erroneous computer programs, we found that students who were proactive in seeking feedback had better midterm scores than those who were not. This underscores the importance of feedback in this learning process.
从错误的例子中学习包括有意地将错误作为学习过程的一部分。先前的工作,主要来自数学领域,已经研究了如何在混合学习环境中使用它来帮助学生。由于新冠肺炎疫情,大多数学习活动都转移到了网上,这促使我们学习和利用学生对现有评分平台的使用。学生们的任务是评估不同程度的错误答案,作为他们的学习机会,类似于程序调试。评分过程旨在通过显示实际分数和评论来向学生提供反馈,帮助他们纠正错误观念,为即将到来的考试做好准备。本研究展示了我们从同步在线计算机信息学课程的学生点击流数据中发现的结果。研究人员调查了不同学生参与活动的方式:花费的时间以及他们与学科专家的评分差异。尽管学生是否从错误的计算机程序中学习还没有定论,但我们发现,主动寻求反馈的学生比不主动寻求反馈的学生在期中考试中取得了更好的成绩。这强调了反馈在学习过程中的重要性。
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引用次数: 0
Creating Serious STEM Games by combining a Game Platform and Mathematical Software 结合游戏平台和数学软件制作严肃的STEM游戏
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00028
Iris Celorrio-Aguilera, M. Freire
The perceived complexity of many engineering courses is partly due to difficulty visualizing or interacting with the underlying mathematics. Traditional game-authoring environments lack STEM-related support, making them ill-suited to build serious games to explore these concepts. To address this issue, we have integrated an external math tool into the Unity game-authoring environment, and tested it by creating a game to teach basic concepts of mobile communications to engineering students. Players of the game had to fine-tune parameters in a simulated spectrum analyzer. We describe how we integrated STEM support for the generic authoring platform that we used, and present results from a pilot test of our game. We believe that this approach is extensible to a wide range of STEM disciplines.
许多工程课程的复杂性部分是由于难以可视化或与基础数学相互作用。传统的游戏创作环境缺乏与stem相关的支持,这使得它们不适合制作探索这些概念的严肃游戏。为了解决这个问题,我们将一个外部数学工具整合到Unity游戏创作环境中,并通过创建一个游戏来测试它,向工程专业的学生教授移动通信的基本概念。游戏玩家必须在模拟频谱分析仪中微调参数。我们描述了我们如何将STEM支持整合到我们使用的通用创作平台中,并呈现了我们游戏的试点测试结果。我们相信这种方法可以扩展到广泛的STEM学科。
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引用次数: 0
Do Gaming Experience and Prior Knowledge Matter When Learning with a Gamified ITS? 在学习游戏化ITS时,游戏经验和先验知识是否重要?
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00030
Faizan Tahir, A. Mitrovic, Valerie A. Sotardi
Gamification has gained much popularity, due to its positive effects on learner engagement and motivation in online learning environments. However, there is still insufficient understanding of factors, including personal traits, which affect learning, as well as studies focusing on learning behaviors which can be targeted by gamification. This paper investigates the causal effects of gamification on student learning outcomes, and the role of the students’ background knowledge and prior gamification experience in the relationship. The context of our study is SQL-Tutor, an intelligent tutoring system. Although we found no evidence of improvement in learning outcomes of the gamified group, the low prior knowledge students who received badges had higher time-on-task, made more attempts on problems and received more hints during interaction with the system. We also found that students who had previous gamification experience spent more time on problem solving as compared to those who had no prior gamification experience.
游戏化因其对在线学习环境中学习者的参与和动机的积极影响而受到广泛欢迎。然而,对于影响学习的因素,包括个人特质,以及专注于游戏化可以针对的学习行为的研究,仍然认识不足。本研究探讨了游戏化对学生学习结果的因果关系,以及学生的背景知识和先前游戏化经验在这一关系中的作用。我们研究的背景是一个智能辅导系统SQL-Tutor。虽然我们没有发现游戏化组在学习成果上有改善的证据,但是获得徽章的低先验知识的学生在与系统的互动中有更高的任务完成时间,对问题进行了更多的尝试,并获得了更多的提示。我们还发现,与没有游戏化经历的学生相比,有过游戏化经历的学生花在解决问题上的时间更多。
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引用次数: 0
Learning with Open Cultural Data - Jecza Museum for DigiCulture Study Case 利用开放的文化数据学习——Jecza博物馆的数字文化研究案例
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00012
Diana Andone, Andrei Ternauciuc, Silviu Vert, M. Mocofan, Vlad Mihaescu, D. Stoica, R. Vasiu
Developing new methods of learning about culture and heritage, dedicated to the new millennial generation can be a challenge. The project "Jecza Museum – the Sculpture collection" created a complex virtual identity of technology, art and culture education, by digitizing images of 100 sculpture works, adapting principles of open data and art archiving metadata, combing it with digital storytelling of artworks and virtual museum tours. This paper presents this development, the digital learning paths created and their evaluation. It identifies methods of creating art approachable for the young generation and validates the far-reaching impact of open digital storytelling.
为新千年一代开发学习文化和遗产的新方法可能是一项挑战。“Jecza博物馆-雕塑收藏”项目通过将100件雕塑作品的图像数字化,采用开放数据和艺术档案元数据的原则,将其与艺术品的数字化叙事和虚拟博物馆参观相结合,创造了一个复杂的技术,艺术和文化教育的虚拟身份。本文介绍了这一发展、数字化学习路径的创建及其评价。它确定了适合年轻一代的艺术创作方法,并验证了开放式数字叙事的深远影响。
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引用次数: 1
VEA: A Virtual Environment for Animal experimentation 动物实验的虚拟环境
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00134
Lahcen Oubahssi, Oussema Mahdi
This research work is part of the VEA (Virtual Environment for Animal experimentation) project. The aim of this project was to develop an alternative method based on virtual reality for learning the correct gestures in animal experimentation while respecting the rules of ethics (the Rule of 3Rs). Our goal was to facilitate this learning via digital means, and to provide trainers with an educational toolkit that allowed them to recreate virtual reality scenarios and to assess each learner's progress. In this paper, we are particularly interested in the design and operationalisation of learning situations in virtual environments, and propose solutions in the form of virtual action models that allow the user to learn the correct gestures.
这项研究工作是VEA(动物实验虚拟环境)项目的一部分。该项目的目的是开发一种基于虚拟现实的替代方法,用于学习动物实验中的正确手势,同时尊重道德规则(3Rs规则)。我们的目标是通过数字手段促进这种学习,并为培训师提供一个教育工具包,使他们能够重新创建虚拟现实场景,并评估每个学习者的进度。在本文中,我们对虚拟环境中学习情境的设计和操作特别感兴趣,并以虚拟动作模型的形式提出解决方案,允许用户学习正确的手势。
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引用次数: 0
Social Robot to teach coding in primary school 社交机器人将在小学教授编程
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00038
R. Lanzilotti, A. Piccinno, Veronica Rossano, T. Roselli
Computational Thinking (CT) education is spreading all over the world involving all levels of schools. Software and hardware solutions have been designed and developed to introduce CT at school. In this paper, the first trial of coding activities has been realized using Pepper Social Robot. The idea is to allow pupils to program Pepper; the mission is to guide the robot through a path on a grid sketched on the floor to reach a predefined target. A user test was conducted to evaluate the experience of pupils, in terms of effectiveness, engagement, and cognitive workload in a learning coding activity that involves the social robot Pepper. Pupils appreciated the use of the robot which can interact with them, they were very engaged in the activity and improve their knowledge about coding.
计算思维(computer Thinking, CT)教育正在世界范围内普及,涉及各级学校。设计和开发了软件和硬件解决方案,将CT引入学校。本文利用Pepper社交机器人实现了编码活动的第一次尝试。这个想法是让学生给Pepper编程;任务是引导机器人通过在地板上绘制的网格上的路径到达预定的目标。我们进行了一项用户测试,以评估学生在学习编码活动中的有效性、参与度和认知工作量方面的体验,该活动涉及社交机器人Pepper。学生们很喜欢机器人的使用,因为它可以与他们互动,他们非常投入,并提高了他们的编码知识。
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引用次数: 1
Artificial intelligence-assisted personalized language learning: systematic review and co-citation analysis 人工智能辅助个性化语言学习:系统回顾与共被引分析
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00079
Xieling Chen, D. Zou, G. Cheng, Haoran Xie
Artificial intelligence (AI) for personalized learning has attracted increasing attention in various educational contexts and domains, including language learning. This study systematically reviewed academic studies on AI-assisted personalized language learning (PLL) from the perspectives of article trends, top journals, countries/regions and institutions, AI technology types, learning outcomes and supports, participants, scientific collaborations, and co-citation relations. Results indicated Taiwanese institutions’ predominance in the field and the prevalent use of intelligent tutoring systems, natural language processing, and artificial neural network in facilitating personalized diagnosis and learning path and material recommendations in language learning. Furthermore, students’ improved language outcomes and positive perception, satisfaction, or motivation towards language learning and AI technologies were commonly reported. The co-authorship analysis results indicated the close inter-regional collaborations, while the cross-regional collaborations are expected to be enhanced. The co-citation network analysis results highlighted the significance of fuzzy systems and item response theory. Additionally, learner profiling mining and learning resource adaptation were important directions to realize mobile- and web-based PLL.
人工智能(AI)的个性化学习在包括语言学习在内的各种教育环境和领域受到越来越多的关注。本研究从文章趋势、顶级期刊、国家/地区和机构、人工智能技术类型、学习成果和支持、参与者、科学合作、共引关系等方面对人工智能辅助个性化语言学习(PLL)的学术研究进行了系统回顾。结果显示,台湾院校在该领域占据优势,并且普遍使用智能辅导系统、自然语言处理和人工神经网络来促进个性化诊断和语言学习的学习路径和材料推荐。此外,学生的语言成绩有所提高,对语言学习和人工智能技术的感知、满意度或动机也有所提高。共同作者分析结果表明,区域间合作密切,跨区域合作有望进一步加强。共引网络分析结果突出了模糊系统和项目响应理论的意义。此外,学习者特征挖掘和学习资源适应是实现移动和网络PLL的重要方向。
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引用次数: 7
Language Learning with Netflix: extending out-of-class L2 viewing 用Netflix学习语言:扩展课外L2观看
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00084
Antonie Alm
Language learning with Netflix is not only a phenomenon observed in both informal and formal language learning but also the name of a Chrome extension that provides language features to enhance comprehension and language learning through watching second language (L2) content on Netflix. Equipped with access to Netflix and the extension, 39 intermediate-level tertiary language learners of German and Spanish explored the features of the tool to assist the viewing of self-selected TV series in their L2. Results indicate that formal language learners watch Netflix series in their second language rather for entertainment than for learning yet feel supported by the dual subtitle feature of Language Learning with Netflix which allowed them to transition from LI subtitle to L2 subtitle use and to watch L2 Netflix with confidence.
与Netflix的语言学习不仅是在非正式和正式语言学习中观察到的现象,也是Chrome扩展的名称,该扩展提供语言功能,通过观看Netflix上的第二语言(L2)内容来增强理解和语言学习。39名中级水平的德语和西班牙语高等教育学习者在使用Netflix和扩展程序后,探索了该工具的功能,以帮助他们在第二语言中观看自选的电视剧。结果表明,正规语言学习者观看第二语言Netflix系列节目的目的与其说是为了学习,倒不如说更多的是为了娱乐。然而,Netflix的双重字幕功能使他们能够从母语字幕过渡到第二语言字幕的使用,并自信地观看第二语言Netflix。
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引用次数: 0
期刊
2021 International Conference on Advanced Learning Technologies (ICALT)
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