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

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Utilizing Digital Storytelling to Foster Pupil’s Language and Environmental Awareness and Action 利用数码讲故事培养学生的语言及环保意识和行动
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00093
Siao-cing Guo
Digital storytelling is a model of technology in education that has been emerging in recent years. Utilizing digital technology to study the environment and find solutions for environmental problems creates a meaningful context in which students can engage in deep learning. This study investigates the effects of digital storytelling and compare it with the effects of traditional presentations. The results revealed that students in the digital storytelling group enhanced their understanding of English and strengthened their concern about environmental protection.
数字讲故事是近年来出现的一种教育技术模式。利用数字技术来研究环境并找到环境问题的解决方案,为学生提供了一个可以进行深度学习的有意义的环境。本研究探讨数位叙事的效果,并将其与传统呈现的效果进行比较。结果显示,数字讲故事组的学生提高了对英语的理解,加强了对环境保护的关注。
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引用次数: 0
Exploring Effects of Gamified Collaborative Face-to-Face Learning of Regular Expressions 探索游戏化协作式正则表达式面对面学习的效果
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00042
Matthias Ehlenz, B. Küppers, Thiemo Leonhardt, U. Schroeder
This contribution presents a case study on the extension of traditional approaches to blended learning in theoretical computer science at university level by incooperating modern multitouch tabletop displays for collaborative learning. The evaluated serious game about regular expressions provides a collaborative learning experience for groups of students and allows precise control of difficulty. It includes gamification elements and allows extensive analytics of learner activities. The didactical approach is evaluated in a case study with randomized test and control groups consisting of students in the same semester who had no curricular contact with the topic prior to the experiment. The test group consisting of 34 students tackled regular expressions by playing the learning game with minimal intervention by an educator. The control group consisting of 59 students had a lecture about the same contents as the learning game. To measure the success of the game regarding learning outcome, three tests were taken, a pre-test prior to and a post-test after the instructional phase. To compare the sustainability of both methods, a third test was taken two weeks later. The results are discussed regarding the learning outcomes on different levels of Anderson and Krathwohl’s revised version of Bloom’s taxonomy of educational objectives.
这篇文章提出了一个案例研究,通过不合作的现代多点触控桌面显示器进行协作学习,将传统方法扩展到大学水平的理论计算机科学混合学习。经过评估的关于正则表达式的严肃游戏为学生群体提供了一种协作学习体验,并允许精确控制难度。它包括游戏化元素,并允许对学习者的活动进行广泛的分析。在一个案例研究中,对教学方法进行了评估,随机测试组和对照组由同一学期的学生组成,这些学生在实验之前没有与该主题有过课程接触。由34名学生组成的测试组通过玩学习游戏来解决正则表达式问题,教育工作者的干预最少。由59名学生组成的对照组听取了与学习游戏内容相同的讲座。为了衡量游戏在学习结果方面的成功,进行了三次测试,在教学阶段之前进行了预测试,在教学阶段之后进行了后测试。为了比较两种方法的可持续性,两周后进行了第三次测试。本文讨论了Anderson和Krathwohl对Bloom教育目标分类的修正后在不同层次上的学习结果。
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引用次数: 0
An Exploratory Study to Identify Learners' Programming Behavior Interactions 识别学习者编程行为交互的探索性研究
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00068
A. Bey, R. Champagnat
As the number of tools and platforms that have been developed to support learning programming demonstrates, learning programming is becoming more and more ubiquitous in all curricula. In this paper, we present an exploratory study that aims to identify students' programming behaviors. The analysis is based on unsupervised classification algorithms, and features have been selected from prior works on educational data mining. Six students' behaviors were identified using the k-means algorithm. ANCOVA, an extension of analysis of variance (ANOVA), was used to test the main and interaction effects of students' behaviors on their final course scores.
随着为支持编程学习而开发的工具和平台的数量的增加,编程学习在所有课程中变得越来越普遍。在本文中,我们提出了一项探索性研究,旨在确定学生的编程行为。该分析基于无监督分类算法,并从先前的教育数据挖掘工作中选择特征。使用k-means算法确定了六名学生的行为。ANCOVA是一种扩展方差分析(ANOVA),用于检验学生行为对其最终课程成绩的主效应和交互效应。
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引用次数: 0
Automatic and Intelligent Recommendations to Support Students’ Self-Regulation 支持学生自我调节的自动智能建议
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00107
M. Afzaal, Jalal Nouri, Aayesha Zia, P. Papapetrou, U. Fors, Yongchao Wu, Xiu Li, Rebecka Weegar
In this paper, we propose a counterfactual explanations-based approach to provide an automatic and intelligent recommendation that supports student’s self-regulation of learning in a data-driven manner, aiming to improve their performance in courses. Existing work under the fields of learning analytics and AI in education predict students’ performance and use the prediction outcome as feedback without explaining the reasons behind the prediction. Our proposed approach developed an algorithm that explains the root causes behind student’s performance decline and generates data-driven recommendations for action. The effectiveness of the proposed predictive model that constitutes the intelligent recommendations is evaluated, with results demonstrating high accuracy.
在本文中,我们提出了一种基于反事实解释的方法,以数据驱动的方式提供自动智能推荐,支持学生自我调节学习,旨在提高他们在课程中的表现。学习分析和人工智能在教育领域的现有工作预测学生的表现,并使用预测结果作为反馈,而不解释预测背后的原因。我们提出的方法开发了一种算法,可以解释学生成绩下降背后的根本原因,并生成数据驱动的行动建议。对所提出的智能推荐预测模型的有效性进行了评估,结果显示了较高的准确性。
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引用次数: 2
Open learning for museum educators professional development: an online experience in time of a pandemic 博物馆教育工作者专业发展的开放学习:大流行时期的在线体验
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00013
Maria Rosaria Re, Mara Valente, F. Amenduni
During the COVID-19 pandemic, many open and distance learning experiences were carried out by different museum and cultural institutions in order to promote the development of digital skills in museum professionals. This contribution aims to illustrate the results of an ERE (Emergency Remote Education) experience carried out in 2020 by the Center for Museum Studies (CDM) of Roma TRE University and aimed at soliciting digital, professional and transverse skills, such as critical thinking, in museum operators and educators attending the post-graduate courses in "Museum Education. Theoretical aspects" and "Advanced Studies in Museum Education". The results show a good level of self-assessment of the skills solicited in the participants and provide useful directions for the realization of online and open learning experiences for museum professionals.
在2019冠状病毒病大流行期间,不同的博物馆和文化机构开展了许多开放和远程学习经验,以促进博物馆专业人员数字技能的发展。这篇文章旨在说明罗马高等教育大学博物馆研究中心(CDM)于2020年开展的紧急远程教育经验的成果,旨在向参加“博物馆教育”研究生课程的博物馆经营者和教育工作者征求数字、专业和横向技能,如批判性思维。“理论方面”和“博物馆教育高级研究”。结果显示,参与者对所要求的技能有良好的自我评估水平,并为实现博物馆专业人员的在线和开放学习体验提供了有用的指导。
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引用次数: 0
Transitioning to Online Learning for Indonesian High School Students: Challenges and Possible Solutions 印尼高中生向线上学习过渡:挑战与可能的解决方案
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00136
Oscar Karnalim, M. Wijanto
Covid-19 changes the way of learning in schools. Students study in a virtual meeting instead of a physical classroom. Given that the transition is suddenly applied, students experience some challenges. A few surveys have been performed to highlight this but, none of them are focused on high school students in a country that is severely hit by the pandemic. This paper surveyed 333 high school students in Indonesia, a country with more than one million cases. The study shows that online learning is perceived to have higher assignment workload and stress level, but the lecture is less clear and has limited teacher-student interaction. Despite the challenges, students do not spend more time in learning. Several possible solutions are provided in response to the challenges like encouraging teachers to record their meetings or introducing gamification.
Covid-19改变了学校的学习方式。学生在虚拟会议中学习,而不是在实体教室中学习。考虑到这种转变是突然实施的,学生们会遇到一些挑战。已经进行了一些调查来强调这一点,但是,没有一项调查的重点是受疫情严重打击的国家的高中生。本文调查了印度尼西亚的333名高中生,这个国家有100多万例病例。研究表明,在线学习被认为有更高的作业工作量和压力水平,但讲课不太清楚,师生互动有限。尽管有这些挑战,学生们并没有花更多的时间在学习上。针对这些挑战,提出了一些可能的解决方案,如鼓励教师记录他们的会议或引入游戏化。
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引用次数: 3
Development of a lunar-phase learning system based on holographic projection technology 基于全息投影技术的月相学习系统的研制
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00123
Yang-Hsin Fan, Tzung-Jin Lin, Liang-Yi Li, Yu-Jou Chang
The purposes of this study were to, first, design a holographic projection system to assist students in learning the concept of lunar phases. This study also aimed to evaluate university students’ learning achievements and self-efficacy after using this holographic projection system. A holographic projection system with three modes was developed. The system allows users to switch the modes and operate the system through the keyboard. 30 Taiwanese university students participated in a holographic projection learning activity. The participants’ knowledge acquisition and self-efficacy regarding lunar phases were evaluated through a pre-test and a post-test comparison. The results indicated that the participants showed significantly better learning achievements and higher self-efficacy after using the system. The findings of this study were expected to provide significant insights into how to adequately accommodate this novel technology in education.
本研究的目的是,首先,设计一个全息投影系统,以帮助学生学习月相的概念。本研究亦旨在评估大学生使用该全息投影系统后的学习成就及自我效能感。研制了一种三模全息投影系统。该系统允许用户通过键盘切换模式和操作系统。30名台湾大学生参与全息投影学习活动。通过测试前和测试后的比较,评估参与者对月相的知识获取和自我效能感。结果表明,使用该系统后,参与者的学习成绩显著提高,自我效能感显著提高。这项研究的结果有望为如何在教育中充分适应这种新技术提供重要的见解。
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引用次数: 1
Development of a Computer Vision Interactive Game for Supporting Dental Care Education in Taiwan 开发电脑视觉互动游戏支援台湾牙科保健教育
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00113
Yen-Ting Lin, Ming-Chin Kao, Ya-Jhu Yang, Xiu-Ru Yang, Chao-Ting Lin
Dental care is important to pupils in elementary school since it affects their physical and mental development significantly. Therefore, dental care education is an important issue for governments around the world. Based on this, this study proposed a computer vision interactive game for supporting dental care education in Taiwan. Different from traditional lecture-based instruction, this study developed an interactive educational game that applied artificial intelligence technology to develop a computer vision service for recognizing pupils’ dental photos and thus engaged pupils in playing an interactive game to prevent caries. To evaluate the proposed approach, an experiment was conducted in an elementary school and twenty-one fifth grade students was asked to participant in the experiment. The results indicated that the proposed approach can improve students’ learning motivation, learning attitude, and learning achievement.
牙齿保健对小学生来说是很重要的,因为它对他们的身心发展有很大的影响。因此,牙科保健教育是世界各国政府的一个重要问题。基于此,本研究提出一款电脑视觉互动游戏,以支援台湾地区的牙科保健教育。与传统的讲座式教学不同,本研究开发了一款互动教育游戏,应用人工智能技术开发计算机视觉服务,识别学生的牙齿照片,让学生参与互动游戏,预防龋齿。为了评估所提出的方法,在一所小学进行了一项实验,并要求21名五年级学生参加实验。结果表明,该方法能提高学生的学习动机、学习态度和学习成绩。
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引用次数: 0
Is it true that "If you are not immersed, you are not learning" where we will be? “如果你不沉浸,你就学不到东西”这句话是真的吗?
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00131
Bihao Hu, Y. Liu, X. Gu
The purpose of this research was to explore how learners' non-cognitive abilities (including attention, engagement, presence, curiosity) differ in the learning process and the final learning results in VR and non-VR learning environments. This can be used to explain how the learning process of the learner in the VR environment occurs and changes, and the impact of the VR learning environment on the learner's non-cognitive ability. At the same time, it provided suggestions for the wider application of VR in education and the further development of personalized learning in education. Therefore, this research identified two research questions. The first one was whether the learning results of learners were different in VR and non-VR learning environments. The second was through the description of multimodal data such as eye movements and GSR. What was the relationship between the learner's non-cognitive abilities (attention, presence, engagement) and learning outcomes during the learning process? This study measured the curiosity of learners using a questionnaire before the experiment and measured the presence and engagement, compared scores between experimental group's and control groups' to understand how is immersed environment learning.
本研究的目的是探讨在VR和非VR学习环境中,学习者的非认知能力(包括注意力、参与度、在场感、好奇心)在学习过程和最终学习结果中的差异。这可以用来解释学习者在VR环境中的学习过程是如何发生和变化的,以及VR学习环境对学习者非认知能力的影响。同时,为VR在教育中的更广泛应用以及个性化学习在教育中的进一步发展提供建议。因此,本研究确定了两个研究问题。第一个是学习者在VR和非VR学习环境下的学习效果是否不同。第二种是通过描述眼球运动和GSR等多模态数据。在学习过程中,学习者的非认知能力(注意力、存在感、参与度)与学习成果之间的关系是什么?本研究在实验前通过问卷调查的方式测量学习者的好奇心,测量学习者的存在感和参与度,比较实验组和对照组的得分,了解浸入式环境学习的情况。
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引用次数: 0
Integrating xAPI in AR applications for Positive Behaviour Intervention and Support 在AR应用程序中集成xAPI以实现积极行为干预和支持
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00129
Mariella Farella, M. Arrigo, G. Chiazzese, C. Tosto, L. Seta, D. Taibi
The spread of new technologies like Augmented Reality and recent technological developments, provide innovative techniques and tools that show increasing potential in education. In this paper we will showcase the work implemented within the Horizon 2020 European project ARETE (Augmented Reality Interactive Educational System). One of the pilots of this project aims to investigate for the first time the introduction of AR to support a behavioral lesson in schools where Positive Behaviour Intervention and Support (PBIS) methodology is adopted. In particular, we present the study conducted to track user interactions with augmented reality objects through the use of the Experience API standard.
增强现实等新技术的普及和最近的技术发展,提供了创新的技术和工具,在教育中显示出越来越大的潜力。在本文中,我们将展示在地平线2020欧洲项目ARETE(增强现实互动教育系统)中实施的工作。该项目的试点项目之一旨在首次调查在采用积极行为干预和支持(PBIS)方法的学校引入AR来支持行为课程的情况。特别地,我们介绍了通过使用体验API标准来跟踪用户与增强现实对象交互的研究。
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引用次数: 2
期刊
2021 International Conference on Advanced Learning Technologies (ICALT)
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