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

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The Effect of Instructional and Interactive Feedback on EFL Students’ Cognitive Load in Digital Storytelling 教学与互动反馈对英语学生数字讲故事认知负荷的影响
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00091
Cindy Zagita, J. Sun
This ongoing study proposes two types of feedback for reducing learners’ cognitive load in digital storytelling, namely instructional and interactive feedback. An expected number of 60 students in northern Taiwan will be participated, assigned to the control group (no feedback), experimental group A (instructional feedback), and experimental group B (interactive feedback). The hypothesis of this study is the interactive feedback can significantly reduce learners’ cognitive load. Thus, after getting the result, we hope the findings of this research can be used as a reference for teachers’ curriculum planning, as strategies to reduce students’ cognitive burden in speaking English using digital storytelling, and can contribute to the application of digital learning in the future.
本研究提出了两种类型的反馈来减少学习者在数字讲故事中的认知负荷,即教学反馈和互动反馈。预计将有60名台湾北部的学生参与,分为对照组(无反馈),实验组A(教学反馈)和实验组B(互动反馈)。本研究假设互动反馈可以显著降低学习者的认知负荷。因此,在得到结果后,我们希望本研究的发现可以作为教师课程规划的参考,作为使用数字讲故事减轻学生英语口语认知负担的策略,并有助于未来数字学习的应用。
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引用次数: 1
Defining Adverlearning: a Novel Concept to Enhance Learning Using In-Game Advertising 定义广告学习:利用游戏内置广告加强学习的新概念
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00029
Fabrizio Palmas, G. Klinker
The perseverance when using established but outdated learning systems and approaches in a constantly changing society leads to reduced effectiveness when attempting to reach younger generations. Applying future-oriented solutions, which differ from established learning methods, could support the success of new learning approaches. In this paper, we want to introduce a novel learning concept by combining in-game advertising and learning.
在不断变化的社会中,坚持使用已建立但过时的学习系统和方法会导致在试图接触年轻一代时效率降低。应用面向未来的解决方案,不同于现有的学习方法,可以支持新的学习方法的成功。在本文中,我们想通过结合游戏内广告和学习来引入一个新颖的学习概念。
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引用次数: 1
Toward automatic feedback of coding style for programming courses 面向编程课程编码风格的自动反馈
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00017
Zi Wang, A. Alsam, Donn Morrison, K. A. Strand
In this research, we developed a methodology for automatic evaluation of coding style and estimate its effectiveness compared to human evaluation. To achieve this, we developed 179 features spanning 8 categories to capture code structure and other stylistic properties. Results based on a set of student assignments and code from a Python textbook validate the features as effective in classification tasks. The features were further used to optimise classifiers to predict the teacher’s evaluation of the student code and obtain good classification accuracy. The proposed feature set and experimental results provide a first step towards providing students with automatic coding style feedback.
在本研究中,我们开发了一种自动评估编码风格的方法,并将其与人工评估进行了比较。为了实现这一目标,我们开发了179个特性,涵盖8个类别,以捕获代码结构和其他风格属性。基于一组学生作业和Python教科书中的代码的结果验证了这些特性在分类任务中的有效性。利用这些特征进一步优化分类器,预测教师对学生代码的评价,获得较好的分类精度。提出的功能集和实验结果为为学生提供自动编码风格反馈提供了第一步。
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引用次数: 1
Adapting Project-Based Learning through Virtual Mobilities in Pandemic Times - TalkTech Project Revisited 通过虚拟移动适应基于项目的学习在大流行时期——TalkTech项目重访
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00007
Diana Andone, M. Frydenberg
Using Open Educational Resources (OER) provides further opportunities for collaboration both in higher education, especially during the last year, in pandemic times. Many universities have embraced video conferencing tools such as Zoom, WebEx, Teams, Skype and Google Meet for everyday learning activities with students. Virtual Mobility (VM) has a great potential to contribute to the internationalization, innovation and inclusion in higher education. This paper describes an ongoing collaboration between two universities, one in the United States and the other in Romania, where students use synchronous and asynchronous communication tools to work in a project-based learning model in information technology. Team members demonstrate, share, compare, and discuss their work, a virtual reality product, using online communication tools of their choice.
利用开放教育资源(OER)为高等教育提供了进一步的合作机会,特别是在去年大流行时期。许多大学都采用了视频会议工具,如Zoom、WebEx、Teams、Skype和Google Meet,用于学生的日常学习活动。虚拟流动在促进高等教育的国际化、创新和包容方面具有巨大的潜力。本文描述了一所美国大学和一所罗马尼亚大学之间正在进行的合作,学生使用同步和异步通信工具在基于项目的信息技术学习模式中工作。团队成员演示,分享,比较和讨论他们的工作,一个虚拟现实产品,使用他们选择的在线通信工具。
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引用次数: 2
Learnflix: A Tool for Collaborative Synchronous Video Based Online Learning Learnflix:一个基于协作同步视频的在线学习工具
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00043
Andreas Lingnau, Carolin Straßmann, André Helgert, Malin Benjes, Alicia Neumann
The increase of social isolation amongst students due to remote teaching during the COVID-19 pandemic leads to decreased learning efficiency as well as extenuated satisfaction with students’ learning experiences. In this paper we present an approach to tackle these problems by providing a tool that helps students organise collaborative learning with videos.
新冠肺炎疫情期间,远程教学增加了学生的社会隔离,导致学习效率下降,学生对学习体验的满意度降低。在本文中,我们提出了一种解决这些问题的方法,通过提供一个工具来帮助学生组织视频协作学习。
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引用次数: 0
Considering Temporal Features in Early Prediction of at-risk students 考虑时间特征对高危学生的早期预测
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00112
Zoe Y. R. Chen, Anna Y. Q. Huang, Owen H. T. Lu, Stephen J. H. Yang
Nowadays, there are more and more researches focused on prediction of learning outcome, and most of them applied quantitate type of analysis approaches. Thus, we want to apply another type of analysis approach to do early prediction. In this research, we applied temporal features and analysis approach to predict students’ learning outcomes and identify at-risk students. The result shows that using temporal features is effective on early prediction of learning outcome and there exists differences of learning behaviors between students which have different learning background.
目前,对学习结果预测的研究越来越多,但多采用定量分析方法。因此,我们希望应用另一种类型的分析方法来进行早期预测。在本研究中,我们运用时间特征和分析方法来预测学生的学习结果,并识别有风险的学生。结果表明,利用时间特征对学习结果进行早期预测是有效的,不同学习背景的学生在学习行为上存在差异。
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引用次数: 0
Carbon Warrior: A game-based environment to understand Carbon Footprint and its effect on Sustainable living 碳战士:一个基于游戏的环境,了解碳足迹及其对可持续生活的影响
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00094
R. Priyadarshini, Indrayani Nishane, Nagesh Pokle, Ulfa Khwaja, C. Dasgupta
Sources of knowledge about environmental education are bounded to textbooks, documentaries, animated videos, and a few games for school children. However, it was observed that children’s knowledge about Carbon Footprint (CF) and its implications was very limited. To address the gap in the connection of the users with the outcomes of their actions, another mode of awareness through digital games has been used for some time. These games have a simpler means of conveying complex topics in an interactive way which has been employed to teach topics such as sustainability to the users. Existing games help justify most addressed issues in the conventional methods but are still a step behind in making adequate personalized and usable connections with the users which are mainly adults. Carbon Warrior is an interactive application for school children to help users learn about CF and its impact on sustainability. This study has focused on validating the usability of game elements of Carbon Warrior. The users appreciated the elements of the game encouraging the further extension of the work.
关于环境教育的知识来源仅限于教科书、纪录片、动画视频和一些学校儿童的游戏。然而,据观察,儿童对碳足迹(CF)及其含义的认识非常有限。为了解决用户与其行为结果之间的联系,另一种通过数字游戏的意识模式已经被使用了一段时间。这些游戏采用一种更简单的方式,以互动的方式传达复杂的主题,向用户传授可持续发展等主题。现有的游戏能够有效地解决传统方法所解决的问题,但在与成人用户建立有效的个性化联系方面仍存在差距。“碳战士”是一款面向学童的交互式应用程序,旨在帮助用户了解CF及其对可持续性的影响。这项研究的重点是验证《碳战士》游戏元素的可用性。用户对游戏的元素表示赞赏,鼓励进一步扩展工作。
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引用次数: 1
Technology Enhanced Jigsaw Activity Design for Active Reading in English 技术增强的英语主动阅读拼图活动设计
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00118
Yuko Toyokawa, Rwitajit Majumdar, Louis Lecailliez, Changhao Liang, H. Ogata
Jigsaw learning is one of the popular cooperative learning methods which has been utilized in many English as Foreign Language (EFL) classrooms. In recent years, utilization of technology in education has accelerated. In this study, Jigsaw+, a new jigsaw learning approach with an e-book reader, was proposed to explore how the learning design can be applied for English vocabulary acquisition, reading comprehension, and students’ engagement in group activities. A quasi-experimental study was conducted at a high school in Japan for advanced and standard class students. Participants read and comprehend a story in English through BookRoll, an e-book platform with an analysis tool embedded. Two research questions were investigated; 1) to what extent did Jigsaw+ affect students’ English vocabulary knowledge and reading comprehension? and 2) to what extent did Jigsaw+ promote students’ reading engagement in the jigsaw group activities? The results revealed that Jigsaw+ learning tasks assisted to improve students’ vocabulary and reading comprehension for both the advanced and standard groups. Moreover, it facilitated students’ engagements in activities. Some limitations of the study are also discussed.
拼图学习是一种流行的合作学习方法,在许多英语课堂中都得到了应用。近年来,技术在教育中的应用加快了。本研究提出了一种新的电子书阅读器拼图学习方法“Jigsaw+”,以探索如何将学习设计应用于英语词汇习得、阅读理解和学生参与小组活动。在日本的一所高中,对高级班和普通班的学生进行了准实验研究。参与者通过内置分析工具的电子书平台BookRoll阅读并理解一个英文故事。调查了两个研究问题;1) Jigsaw+在多大程度上影响了学生的英语词汇知识和阅读理解?2)拼图+在多大程度上促进了学生在拼图小组活动中的阅读参与度?结果显示,拼图+学习任务对高水平组和普通组学生的词汇量和阅读理解都有帮助。此外,它促进了学生参与活动。本文还讨论了本研究的局限性。
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引用次数: 2
The Impact of Productive Failure on Learning Performance and Cognitive Load: Using Hypervideo to Facilitate Online Interactions 生产失败对学习表现和认知负荷的影响:使用超视频促进在线互动
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00016
Xiaojie Niu, Jingjing Zhang, Kate M. Xu, Xuan Wang
Videos are being used increasingly to deliver subject knowledge in online learning, but their use has long been criticsed for a lack of learner-to-learner interaction, which can result in high dropout rates. This highlights the need to reconsider instructional approaches and the design of online enviornments. Productive failure is an instructional approach that uses students' cognitive conflicts to enhance their learning, usually in a "practice-teach" sequence. The present experimental study investigated the effect of productive failure in a hypervideo environment which provided timeline comments for learners to navigate different part of videos. Forty-one students particiaped the experiment, randomly assighed into the experimental group - productive failure and the control group - direct instructional. A post-test and cognitive load scale was used to assess the performance of students. It was found that, compared to direct instructional methods, productive failure strategies significantly improved learner performance, reducing intrinsic cognitive load. The study contributes to the design of hypervideos to facilitate learner-to-learner interactons, while preventing learners from becoming overloaded.
视频被越来越多地用于在线学习中传授学科知识,但长期以来,人们一直批评视频的使用缺乏学习者与学习者之间的互动,这可能导致高辍学率。这凸显了重新考虑教学方法和在线环境设计的必要性。生产性失败是一种利用学生的认知冲突来提高他们学习的教学方法,通常采用“实践-教学”的顺序。本实验研究探讨了在一个提供时间线评论的超视频环境下,学习者在浏览视频的不同部分时产生失败的影响。41名学生参加了实验,他们被随机分配到实验组-生产失败组和对照组-直接教学组。采用后测和认知负荷量表评估学生的表现。研究发现,与直接教学方法相比,生产性失败策略显著提高了学习者的学习成绩,降低了学习者的内在认知负荷。该研究有助于设计超级视频,以促进学习者与学习者之间的互动,同时防止学习者过载。
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引用次数: 4
A Teacher Training Proposal for Classroom Conflict Management through Virtual Reality 基于虚拟现实的课堂冲突管理教师培训建议
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00120
Miriela M. Cárdenas, I. Álvarez, Alejandro Romero-Hernández, Borja Manero
This paper addresses the use of Virtual Reality (VR) in the training of Secondary Education teachers in Spain as an integral part of the new ecology of learning and proposes some premises from which to design a training program to improve teachers’ communicative competence and their ability to manage conflict affecting the classroom climate. First, the paper explains the experiential and experimental potential in which VR immerses us, its ability to create challenging and personalized virtual worlds, as well as the possibility to generate instant feedback and feedforward. Finally, an example of a prototype scenario designed on this conceptual basis is provided and some ideas are discussed to introduce VR into initial teacher training.
本文探讨了虚拟现实(VR)在西班牙中学教育教师培训中的应用,将其作为新学习生态的一个组成部分,并提出了设计培训计划的一些前提,以提高教师的交际能力和管理影响课堂气氛的冲突的能力。首先,本文解释了VR让我们沉浸其中的体验和实验潜力,它创造具有挑战性和个性化的虚拟世界的能力,以及产生即时反馈和前馈的可能性。最后,给出了在此概念基础上设计的原型场景示例,并探讨了将VR引入教师初始培训的一些思路。
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引用次数: 0
期刊
2021 International Conference on Advanced Learning Technologies (ICALT)
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