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Developing a Learning Analytics Model to Explore Computer Science Student Motivation in the UK 开发一个学习分析模型来探索英国计算机科学学生的学习动机
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00140
Hafsa Al Ansari, Rupert R. Ward, Richard Hill
This study investigates enhancing student learning and performance by exploring student motivation through the use of learning analytics. A mixed-methods approach will be used to collect data from Computer Science students within the UK higher education sector. The collected data will be analyzed using thematic analysis to develop a theoretical framework that will be tested subsequently using structural equation modeling. The identification of student motivation factors helps tutors and learning analysts to better understand student learning motivation and adapt their learning practices accordingly.
本研究探讨如何运用学习分析来探讨学生的学习动机,进而提升学生的学习表现。将采用混合方法收集英国高等教育部门计算机科学专业学生的数据。收集到的数据将使用专题分析进行分析,以建立一个理论框架,随后将使用结构方程模型进行测试。学生动机因素的识别有助于导师和学习分析师更好地了解学生的学习动机,并相应地调整他们的学习实践。
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引用次数: 2
A step towards Improving Knowledge Tracing 向改进知识追溯迈出了一步
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00019
Aayesha Zia, Jalal Nouri, M. Afzaal, Yongchao Wu, Xiu Li, Rebecka Weegar
The advancements in learning analytics and artificial intelligence have shown potential to transform traditional modalities of education. One such advancement relates to the use of educational data to track students’ knowledge state [1] . In the field of Artificial Intelligence in Education knowledge tracing is a well-established area where a machine models the students’ knowledge as they interact with coursework. Effective modeling of student knowledge can have a high impact on the provision of adaptive learning. In fact, lately, research on knowledge tracing is intensifying with a particular focus on the utilisation of new machine learning algorithms for modelling the students’ knowledge levels and for the prediction of performance on future tasks and assessment questions [2] . In the case of question-level assessment, knowledge tracing provides an interpretation of the learner’s current knowledge level and models their mastery of the skill or knowledge component to which future questions are related [3] .
学习分析和人工智能的进步已经显示出改变传统教育模式的潜力。其中一个进步涉及到使用教育数据来跟踪学生的知识状态。在教育中的人工智能领域,知识追踪是一个成熟的领域,在这个领域中,机器在学生与课程作业互动时对他们的知识进行建模。学生知识的有效建模可以对适应性学习的提供产生很大的影响。事实上,最近对知识追踪的研究正在加强,特别关注利用新的机器学习算法来模拟学生的知识水平,并预测学生在未来任务和评估问题中的表现[10]。在问题级评估的情况下,知识追踪提供了对学习者当前知识水平的解释,并模拟了他们对与未来问题相关的技能或知识组成部分的掌握程度。
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引用次数: 1
Design of a Critical Thinking Task Environment based on ENaCT framework 基于ENaCT框架的批判性思维任务环境设计
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00095
Rwitajit Majumdar, Aditi Kothiyal, Shitanshu Mishra, Prajakt Pande, Huiyong Li, Y. Yang, H. Ogata, J. Warriem
ENaCT is a framework for the design and analysis of critical thinking environments based on 4E cognition perspectives. In this paper, we describe a web-based critical thinking environment designed to implementœ the ENaCT framework. When users perform a critical thinking task in the environment their interaction logs are captured. We report on a pilot study with undergraduate participants and analyse how participants used the affordances in the environment as they performed the critical thinking task. One case of task-related behaviours (high activity) is elaborated to highlight the current possibilities of the system and discuss implications for redesign.
ENaCT是一个基于4E认知视角的批判性思维环境设计和分析框架。在本文中,我们描述了一个基于网络的批判性思维环境,旨在实现ENaCT框架。当用户在环境中执行批判性思维任务时,他们的交互日志将被捕获。我们报告了一项针对本科生参与者的试点研究,并分析了参与者在执行批判性思维任务时如何使用环境中的启示。本文详细阐述了一个与任务相关的行为(高活动)的案例,以突出当前系统的可能性,并讨论重新设计的影响。
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引用次数: 1
Chatbot : A Question Answering System for Student 聊天机器人:面向学生的问答系统
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00110
Li En Chen, Shein-Yung Cheng, J. Heh
In the last few years there has been a fast growing up of the use of Chatbots in various fields, such as Customer Service, Marketing, Educational, Health Care and many others. This paper develops a Question Answering System in educational domain. Using Word Embedding, Latent Dirichlet Allocation and Text summarization method build 3 knowledge bases. According question sentence analysis then LineBot retrieve data from these knowledge bases and provides proper answers to the student. Comparison experimental group-used LineBot hits and reading time in e-learning system, are more than control group.
在过去的几年里,聊天机器人在各个领域的使用迅速增长,比如客户服务、营销、教育、医疗保健和许多其他领域。本文开发了一个教育领域的问答系统。利用词嵌入、潜在狄利克雷分配和文本摘要方法构建了3个知识库。根据问题句分析,LineBot从这些知识库中检索数据,并为学生提供适当的答案。对比实验组在在线学习系统中使用LineBot的点击量和阅读时间,均大于对照组。
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引用次数: 3
Stop Catcalling - A Virtual Environment Educating Against Street Harassment 停止嘘声-一个虚拟环境教育反对街头骚扰
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00133
André Helgert, S. Eimler, Alexander Arntz
Street harassment, especially against women, is a prevalent phenomenon also known as catcalling. Numerous campaigns have tried to raise awareness for practices like publicly commenting on women's bodies, whistling or unwanted sexual advances. Recently, activists against catcalling have been especially present on Social Media, outreaching to large international audiences. However, effective ways still have to be found to stimulate an intense reflexion and raise empathy, especially among aggressors and bystanders. Using a virtual reality gallery, including diverse multimedia material and feedback options to stimulate a discussion among visitors, we create an immersive, educating and interactive experience. Rather than moralizing, the gallery promotes a self-paced exploration of the material, combines personal stories with instructive facts to sensitize to street harassment.
街头骚扰,尤其是针对女性的骚扰,是一种普遍现象,也被称为嘘声。许多活动都试图提高人们对公开评论女性身体、吹口哨或不受欢迎的性侵犯等行为的认识。最近,反对嘘声的活动人士在社交媒体上尤其活跃,向大批国际观众伸出了触角。然而,仍然需要找到有效的方法来刺激强烈的反思和提高同理心,特别是在侵略者和旁观者之间。使用虚拟现实画廊,包括各种多媒体材料和反馈选项,以激发游客之间的讨论,我们创造了一个身临其境,教育和互动的体验。画廊不是说教,而是提倡对材料进行自我节奏的探索,将个人故事与有教育意义的事实结合起来,以提高对街头骚扰的敏感性。
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引用次数: 6
Pandemic as Game Mechanic: Simulation of Infection Spread for the Classroom. 作为游戏机制的流行病:模拟课堂上的感染传播。
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00075
B. I. Hougaard, H. Knoche, Majken Grünfeld
In light of COVID-19, we created a novel simulation game, to explain exponential growth in disease spread. The simulation game is an open educational ressource (OER) for children to reflect on how test and isolation can be applied to stop contagious diseases. The game was reviewed in three classrooms (P3-P5) by a primary school teacher to pilot the applicability of the game in an educational setting. Based on qualitative feedback from pupils, we developed accompanying exercise sheets and website in close collaboration with the teacher.
鉴于COVID-19,我们创造了一个新颖的模拟游戏,来解释疾病传播的指数增长。这个模拟游戏是一个开放的教育资源(OER),让孩子们思考如何应用测试和隔离来阻止传染病。该游戏由一位小学教师在三个教室(P3-P5)中进行测试,以试验游戏在教育环境中的适用性。根据学生的定性反馈,我们与老师密切合作,开发了配套的练习题和网站。
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引用次数: 0
Investigating the Factors that Influence Technology Acceptance of an Educational Game Integrating Mixed Reality and Concept Maps 结合混合现实和概念地图的教育游戏技术接受度的影响因素研究
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00130
Yu Liu, Yue Liu, Kang Yue
With the rapid development of mobile learning technologies as well as relevant hardware and software platforms, there is a bright prospect for mixed reality (MR) applying in the field of education. However, appropriate knowledge navigation and concept arrangement methods are urgent to diminish students’ cognitive load in the virtual learning environment. In this preliminary study, concept maps were selected as scaffolding tools to help students navigate through the MR learning space, and an educational game prototype named MMRCM integrating MR and concept maps was developed to investigate students’ technology acceptance about it. Considering the novelty of this new type of MR application, an extended version of the Technology Acceptance Model (TAM) was constructed with the MR game design elements and the concept map usefulness as external factors. A middle school physics experiment using MMRCM was conducted to help students learn the abstract concepts of friction. The evaluation results showed that the model’s external factors have significant correlations with both perceived ease of use and perceived usefulness. The findings indicated explicit intention to use MMRCM, which implied that MR gaming and concept maps could be integrated as an effective instructional tool in science education.
随着移动学习技术及其软硬件平台的快速发展,混合现实在教育领域的应用前景十分广阔。然而,合理的知识导航和概念安排方法是减少学生在虚拟学习环境中的认知负荷的迫切需要。在本初步研究中,我们选择概念图作为脚手架工具来帮助学生在MR学习空间中导航,并开发了一个名为MMRCM的教育游戏原型,将MR和概念图结合起来,以调查学生对它的技术接受程度。考虑到这种新型核磁共振应用的新颖性,我们以核磁共振游戏设计元素和概念图实用性作为外部因素,构建了技术接受模型(TAM)的扩展版本。为了帮助学生学习摩擦力的抽象概念,本实验采用了MMRCM方法。评价结果表明,模型的外部因素与感知易用性和感知有用性均存在显著的相关关系。研究结果表明,学生有明确的意向使用MMRCM,这表明MR游戏和概念图可以作为一种有效的教学工具整合到科学教育中。
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引用次数: 3
Automatic Question Generation for Repeated Testing to Improve Student Learning Outcome 自动问题生成重复测试,以提高学生的学习成果
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00108
Danny C.L. Tsai, Anna Y. Q. Huang, Owen H. T. Lu, Stephen J. H. Yang
In recent years, educational resources have gradually been digitized, and digital education platforms have gradually become popular. We use AI to accurately assist people in performing daily tasks through a machine learning process. In education, we can use AI in many situations, such as predicting student's learning outcome and discovering student's learning strategies. However, most solutions have not yet utilized modern AI capabilities, such as natural language processing. This research aims to help teachers use machines to automatically generate short answer questions to reduce the time for teachers to write exam questions. In addition, the main reason we focus on short answers is that many studies prove that short answer exercises can enhance student's long-term memory, thereby improving their learning performance. We propose an automatic question generation (AQG) system that combines syntax-base and semantics-base, in order to prove that the system is highly available and improve student's learning performance, we conducted experiments with 41 students. The experimental results show that student’s learning performance has been significantly improved, which means that by repeatedly testing the machine question generation system, students can deepen their long-term memory of course knowledge.
近年来,教育资源逐步数字化,数字化教育平台逐渐普及。我们使用人工智能通过机器学习过程准确地协助人们执行日常任务。在教育中,我们可以在很多情况下使用人工智能,比如预测学生的学习结果,发现学生的学习策略。然而,大多数解决方案尚未利用现代人工智能功能,如自然语言处理。本研究旨在帮助教师使用机器自动生成简答题,减少教师编写试题的时间。此外,我们关注简答的主要原因是,许多研究证明,简答练习可以增强学生的长期记忆,从而提高他们的学习成绩。我们提出了一种基于语法和语义相结合的自动问题生成(AQG)系统,为了证明该系统的高可用性和提高学生的学习成绩,我们对41名学生进行了实验。实验结果表明,学生的学习成绩有了明显的提高,这意味着通过反复测试机器问题生成系统,学生可以加深对课程知识的长期记忆。
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引用次数: 4
Design and evaluation of an interactive 3D dynamic visualizaton tool for functional anatomy 功能解剖交互式三维动态可视化工具的设计与评价
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00071
Joseph Grannum, L. Siiman, Ergi Bufasi, A. Tamm
The use of 2D teaching materials and laboratory classes form the gold standard of anatomy education. Students are typically required to extract spatial information from 2D representations (usually pictures or videos) and create mental 3D models; a major cognitive leap that educators underestimate. The purpose of this study was to design and evaluate a 3D dynamic visualization (3D Viz) to improve spatial thinking, and thereby, anatomical learning. The design applied certain features aimed at decreasing cognitive load while learning with the 3D Viz. A user experience approach was initially taken using a cognitive walkthrough and think-aloud protocol to evaluate the 3D Viz. Then an experimental intervention was conducted to compare 3D Viz with comparable 2D teaching materials. Complete data from a total of 22 participants was obtained. The intervention included a survey, learning tasks using 3D or 2D materials, a spatial anatomy test and a measurement of mental workload using the NASA Task Load Index. The results indicated that the overall mental workload did not differ significantly between 3D and 2D groups. However, the 3D group reported better performance and less frustration workload. The 3D group performed better on the spatial anatomy test. We propose that visual chunking was a strategy the 3D group tended to use when working with the learning tasks. Overall, the findings suggest that the 3D Viz can be used to improve spatial thinking and thereby anatomy knowledge. We recommend further investigation of the learning strategies and mechanisms by which 3D Viz in general can provide beneficial outcomes for learners.
二维教材和实验课的使用是解剖学教学的黄金标准。学生通常需要从2D表示(通常是图片或视频)中提取空间信息,并创建心理3D模型;这是一个被教育者低估的重大认知飞跃。本研究的目的是设计和评估三维动态可视化(3D Viz),以提高空间思维,从而提高解剖学习。该设计应用了一些旨在减少使用3D Viz学习时认知负荷的功能。最初采用了一种用户体验方法,使用认知演练和有声思考协议来评估3D Viz。然后进行了一项实验干预,将3D Viz与可比较的2D教材进行比较。总共获得了22名参与者的完整数据。干预包括一项调查,使用3D或2D材料学习任务,空间解剖测试和使用NASA任务负荷指数测量心理工作量。结果表明,3D组和2D组的总体脑力负荷无显著差异。然而,3D组报告了更好的表现和更少的沮丧工作量。三维组在空间解剖测试中表现较好。我们认为视觉分块是3D组在处理学习任务时倾向于使用的一种策略。总的来说,研究结果表明,3D视觉可以用来提高空间思维,从而提高解剖学知识。我们建议进一步研究学习策略和机制,通过这些策略和机制,3D视觉通常可以为学习者提供有益的结果。
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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
期刊
2021 International Conference on Advanced Learning Technologies (ICALT)
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