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

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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
Effectiveness of Integrating AR and IoT technologies into Environmental Education for Elementary School Students AR和IoT技术融入小学生环境教育的有效性
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00031
Yi-Wen Liao, Min-Chai Hsieh, Chun-Wang Wei
Suspended particles are a major component of outdoor air pollution, and cause great harm to human health. Children should be aware of environmental pollution issues and know how to protect themselves. This study developed two kinds of learning aids, augmented reality (AR) and the Internet of things (IoT), for environmental education. A total of 90 students participated in this experiment. The experiment time was 120 minutes. The results of the study showed that all two learning approaches can significantly improve students’ knowledge of air pollution. In terms of learning satisfaction, there was no significant difference between the VR and IoT groups.
悬浮颗粒是室外空气污染的主要成分,对人体健康危害很大。孩子们应该意识到环境污染问题,知道如何保护自己。本研究开发了两种学习辅助工具,增强现实(AR)和物联网(IoT),用于环境教育。共有90名学生参加了这个实验。实验时间为120分钟。研究结果表明,两种学习方式均能显著提高学生的空气污染知识。在学习满意度方面,VR组和IoT组之间没有显著差异。
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引用次数: 5
EnLighten: A Photovoltaics Learning Environment in Virtual Reality 启发:虚拟现实中的光伏学习环境
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00072
Alexander Arntz, D. Keßler, S. Eimler
Past examples have illustrated the potential for virtual reality (VR) in educational settings, allowing students the exploration of complex and otherwise hardly accessible learning objects and content. We introduce a VR-photovoltaics learning application. Replicated from a real photovoltaics(PV)-array, we designed a VR-application where students can inspect PV-modules and explore their distinct characteristics. By using current and historical data from the real PV-array through a network interface, combined with a dynamic weather system, a great versatility in scenarios to experiment and learn with can be created. In its modular conceptualization, the current version of the application offers flexible expandability for diverse learning scenarios with multiple data sources.
过去的例子已经说明了虚拟现实(VR)在教育环境中的潜力,允许学生探索复杂的和其他难以获取的学习对象和内容。我们介绍了一个vr -光伏学习应用。仿照真实的光伏阵列,我们设计了一个虚拟现实应用程序,学生可以在其中检查光伏模块并探索其独特的特性。通过网络接口使用来自真实pv阵列的当前和历史数据,结合动态天气系统,可以创建一个非常多用途的场景来进行实验和学习。在其模块化概念中,应用程序的当前版本为具有多个数据源的各种学习场景提供了灵活的可扩展性。
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引用次数: 0
Fostering Autonomy through Augmentative and Alternative Communication 通过互助性和替代性沟通培养自主性
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00103
João P. C. Uchoa, Taciana Pontual Falcão, André C. A. Nascimento, P. Miranda, R. F. Mello
According to the World Health Organization, an estimated one billion people live with a disability. Millions of them are non-verbal and also experience motor-skill challenges. The restrictions on participation and communication caused by such disabilities often lead to discrimination and social exclusion, including the lack of access to formal education. Augmentative and Alternative Communication (AAC) is a method to afford communication for people with speech impairment. Software applications that implement AAC bring benefits of adaptability and personalization over traditional paper-based methods, but their usability needs improvement, particularly to increase user autonomy. This paper presents an interface redesign of the Livox AAC application, and a new user onboarding process based on user research to adjust the interface to user needs, contributing to user autonomy on AAC use.
根据世界卫生组织的数据,估计有10亿人患有残疾。他们中有数百万人不会说话,也有运动技能方面的挑战。这种残疾对参与和交流造成的限制往往导致歧视和社会排斥,包括缺乏接受正规教育的机会。辅助和替代沟通(AAC)是一种为有语言障碍的人提供沟通的方法。与传统的基于纸张的方法相比,实现AAC的软件应用程序带来了适应性和个性化的好处,但是它们的可用性需要改进,特别是要增加用户的自主权。本文对Livox AAC应用程序进行了界面重新设计,并提出了一种基于用户研究的新用户登录流程,以根据用户需求调整界面,有助于用户自主使用AAC。
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引用次数: 0
The Impact of Gender on Online Learning Behavioral Patterns: A Comparative Study Based on Lag Sequential Analysis 性别对网络学习行为模式的影响:基于滞后序列分析的比较研究
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00064
Huanhuan Wang, A. Tlili, Xiaoyu Zhong, Zhenyu Cai, Ronghuai Huang
Despite several studies highlighted the importance of considering gender in online learning, the current literature about how male and female students would behave is still fragmented. Additionally, little attention has been paid to investigating the impact of gender on online learning behavioral patterns. This study applies lag sequential analysis (LSA) to investigate gender-related difference in the behavioral patterns of 116 students in an online course for six weeks. The obtained results indicated that overall there is no significant difference in the frequency of online learning behaviors between female and male students. However, the LSA showed that males and females demonstrated different transitional patterns in their online learning behaviors. Female behaviors were more coherently linked to each other. In contrast, some of the male behaviors were relatively isolated without significant antecedents and consequences, calling for learning supports. Also, females tended to view their achievement reports before starting the main course activities, showing that female students were more achievement-oriented. The findings provide explanations about how gender affects online learning and implications on how to design personalized online learning interventions based on considering gender-related differences.
尽管有几项研究强调了在在线学习中考虑性别的重要性,但目前关于男女学生如何表现的文献仍然是零散的。此外,很少有人关注性别对在线学习行为模式的影响。本研究运用滞后序列分析(LSA),调查116名学生在六周的网络课程中行为模式的性别差异。所得结果表明,总体而言,男女学生在线学习行为的频率没有显著差异。然而,LSA显示,男性和女性在在线学习行为上表现出不同的过渡模式。女性的行为更紧密地联系在一起。相比之下,男性的一些行为是相对孤立的,没有显著的前因后果,需要学习支持。此外,女生倾向于在主课活动开始前查看自己的成绩报告,这表明女生更注重成绩。研究结果解释了性别如何影响在线学习,并对如何在考虑性别相关差异的基础上设计个性化在线学习干预措施提供了启示。
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引用次数: 4
ReDrEw: A Drawing based Knowledge Organization Task in LA-enhanced Platform ReDrEw:基于绘图的la增强平台知识组织任务
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00097
Rwitajit Majumdar, Daichi Yoshitake, B. Flanagan, H. Ogata
In this paper, we propose an interactive drawing based activity in BookRoll, an e-book-based teaching-learning platform. Participants who were researchers drew an overview of their research as a handwritten memo. We demonstrate the affordances of the learning analytics (LA) enhanced platform to facilitate practice and research of such a drawing activity focused on a higher-order thinking task to organize knowledge (research overview in this case). We share the multi-modal data of 4 participants to illustrate the outcomes of the activity and their perception of the activity. An initial analysis of the handwritten memo is visualised. Further reflections show how the use of learning analytics-based platforms can enrich the learning design of a knowledge organisation task.
本文在基于电子书的教学平台BookRoll中提出了一种基于互动绘画的活动。作为研究人员的参与者将他们的研究概述作为手写的备忘录。我们展示了学习分析(LA)增强平台的功能,以促进这种专注于组织知识的高阶思维任务的绘图活动的实践和研究(本案例中的研究概述)。我们分享了4个参与者的多模态数据,以说明活动的结果和他们对活动的看法。对手写备忘录的初步分析是可视化的。进一步的反思表明,使用基于学习分析的平台可以丰富知识组织任务的学习设计。
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引用次数: 0
Riding the S-curve. online education in quarantine times 沿着s曲线走。隔离时代的在线教育
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00015
G. Grosseck, R. Bran, Diana Andone, Carmen Holotescu
In this article we will use Charles Handy’s sigmoid curve to bring into discussion a rethinking of the roles we have in digital and online education when we are confronted with a crisis situation – as educators, students, parents, managers or policy makers. The S-curve is a metaphor suggesting that many of our traditional ways of solving problems need a second type curve thinking. Therefore, we will apply this concept to three clusters of problems which arose during this period: stability, safety and connectivity. Moreover, we would like to propose a checklist to help develop an effective online education strategy during pandemic times. Applying these S-curves to crises can be an innovative and powerful way to enhance teaching and learning.
在这篇文章中,我们将使用Charles Handy的s型曲线来讨论当我们面对危机时,作为教育者、学生、家长、管理者或政策制定者,我们在数字和在线教育中所扮演的角色。s曲线是一个隐喻,表明我们解决问题的许多传统方法需要第二种类型的曲线思维。因此,我们将把这一概念应用于这一时期出现的三组问题:稳定性、安全性和连接性。此外,我们想提出一份清单,以帮助在大流行时期制定有效的在线教育战略。将这些s曲线应用于危机是一种创新而有力的方式,可以加强教与学。
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引用次数: 0
Remote Special Education during COVID-19: A Combined Bibliometric, Content and Thematic Analysis 2019冠状病毒病期间的远程特殊教育:文献计量学、内容和专题综合分析
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00104
A. Tlili, D. Burgos, Fahriye Altinay Aksal, Zehra Altinay Gazi, Ronghuai Huang, M. Jemni
While massive research has been conducted to see how remote learning and teaching is conduct during the COVID-19 pandemic, less focus has been paid on remote special education for students with disabilities. Therefore, it is still not clear how those students learned and what types of challenges they faced. To fill this gap, this study first collected data from the literature via a systematic literature review, and from both 51 teachers and 21 students with disabilities who were involved in this remote teaching and learning experiences via surveys. It then conducted bibliometric, content and thematic analysis to draw conclusions. The obtained findings highlighted that online and offline remote teaching methods from home were applied. Additionally, different learning assessment methods, such as mini-projects and simple quizzes were adopted by teachers to assess the gained knowledge of students remotely, but none of these methods relied on emerging technologies, such as big data and learning analytics. Finally, parents were a core actor to maintain remote learning from home for students with disabilities.
虽然已经进行了大量研究,以了解在COVID-19大流行期间如何进行远程学习和教学,但对残疾学生的远程特殊教育的关注较少。因此,目前还不清楚这些学生是如何学习的,以及他们面临着什么样的挑战。为了填补这一空白,本研究首先通过系统的文献综述收集了文献资料,并通过调查收集了参与此次远程教学经历的51名残疾教师和21名残疾学生的数据。然后进行文献计量分析、内容分析和专题分析,得出结论。所获得的研究结果强调了在线和离线远程教学方法在家庭中的应用。此外,教师采用不同的学习评估方法,如小项目和简单的测验,远程评估学生获得的知识,但这些方法都不依赖于新兴技术,如大数据和学习分析。最后,家长是维持残疾学生在家远程学习的核心角色。
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引用次数: 5
Exploring the Effect of Virtual Currency on Learners Engagement 探索虚拟货币对学习者参与度的影响
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00033
D. Dicheva, Wen-Jung Hsin, Christo Dichev, Breonte Guy, L. Cassel, Keith Irwin
There has been an increasing effort to make activities that are not inherently interesting for all learners more attractive through gamification. Although the research on the effectiveness of educational gamification has been growing, the effects of some gamification elements on learners’ motivation and engagement are not well understood. In response to this gap, in this paper we describe an experience of gamifying out-of-class practicing with Virtual Currency (VC) in a Computer Networking course. The results of our study show that the VC-based gamification (without interactions with any other gamification elements) had a positive impact on student engagement compared to non-gamified online practicing. The learners’ VC earning and spending behaviors indicate also that Virtual Currency brings additional objectives for students to strive for, besides grades.
越来越多的人致力于通过游戏化使那些对所有学习者来说本身并不有趣的活动变得更有吸引力。尽管对教育游戏化有效性的研究越来越多,但一些游戏化元素对学习者动机和参与的影响尚未得到很好的理解。针对这一差距,本文描述了在计算机网络课程中使用虚拟货币(VC)进行游戏化课外练习的经验。我们的研究结果表明,与非游戏化的在线实践相比,基于vc的游戏化(不与任何其他游戏化元素互动)对学生的参与度产生了积极影响。学习者的VC收入和消费行为也表明,虚拟货币为学生带来了除了成绩之外的额外目标。
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引用次数: 1
Effects of Immersive Spherical Video-based Virtual Reality on Cognition and Affect Outcomes of Learning: A Meta-analysis 沉浸式球形视频虚拟现实对认知和学习结果影响的meta分析
Pub Date : 2021-07-01 DOI: 10.1109/ICALT52272.2021.00124
Xinyu Chang, Bian Wu
With the advancement of portable head-mounted displays, interest in educational application of immersive spherical video-based virtual reality (SVVR) has been emerging. However, it remains unclear regarding the effects of immersive SVVR on cognitive and affective outcomes. In this study, we retrieved 58 learning outcomes from 16 studies. A meta-analysis was performed using the random effects model to calculate the effect size. Several important moderators were also examined such as control group treatment, learning outcome type, interaction functionality, content instruction, learning domain, and learner’s stage. The results show that immersive SVVR is more effective than other instructional conditions with a medium effect size. The key findings of the moderator analysis are that immersive SVVR has a greater impact on affective outcomes, as well as under the conditions that learning system provides interaction functionality or integrates with content instruction before virtual exploratory learning.
随着便携式头戴式显示器的发展,沉浸式球形视频虚拟现实(SVVR)的教育应用日益受到关注。然而,沉浸式SVVR对认知和情感结果的影响尚不清楚。在这项研究中,我们从16项研究中检索了58个学习结果。采用随机效应模型进行meta分析,计算效应量。研究还考察了几个重要的调节因素,如对照组治疗、学习结果类型、交互功能、内容指导、学习领域和学习者阶段。结果表明,沉浸式SVVR教学效果优于其他中等效应的教学条件。调节因子分析的主要发现是沉浸式SVVR对情感结果的影响更大,以及在虚拟探索性学习之前,学习系统提供交互功能或与内容教学相结合的情况下。
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引用次数: 2
期刊
2021 International Conference on Advanced Learning Technologies (ICALT)
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