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2022 International Symposium on Computers in Education (SIIE)最新文献

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Collaborative learning through PBL and virtual monitoring 通过PBL和虚拟监控进行协作学习
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982317
Sara Balderas-Díaz, Gabriel Guerrero-Contreras, M. D. C. De Castro-Cabrera
E-learning has increased in recent years and has become an essential element in education. In this paper, we show how we have carried out a collaborative learning implementing a project-based learning and how analyzing information that the Moodle platform stores but does not display in a teacher-friendly way can be useful for professors to track learning evolution of the students effectively and efficiently. Twenty topics have been defined on which students could work in groups of 3-5 people and create a tutorial that would be made available to the rest of their peers. We have developed a Python script that processes a set of metrics such as concurrent connections, relationship between connections and students as well as between members of the groups and periods of connections. From this kind of interactions, we have related the degree of participation of each student, how each group has been involved, when the students of the same group have met in Moodle at the same time, and the grades obtained. In the PBL, 56 students have participated and at the end of the process we have obtained feedback from 38 students through a Likert-type survey. The results of the virtual monitoring show that peer-to-peer learning and continuous interaction among the members of the PBL groups reduce the isolation of the students in virtual environments and favor the successful completion of the course.
在本文中,我们展示了我们如何开展基于项目的协作学习,以及如何分析Moodle平台存储但不以教师友好的方式显示的信息,这对教授有效地跟踪学生的学习演变很有用。已经定义了20个主题,学生可以在3-5人的小组中工作,并创建一个教程,将提供给其他同龄人。我们开发了一个Python脚本来处理一组指标,如并发连接、连接与学生之间的关系以及组成员和连接周期之间的关系。从这种互动中,我们可以了解到每个学生的参与程度,每个小组是如何参与的,同一小组的学生什么时候同时在Moodle上见面,以及获得的成绩。在PBL中,有56名学生参与,在过程结束时,我们通过李克特式调查获得了38名学生的反馈。虚拟监控的结果表明,PBL小组成员之间的点对点学习和持续互动减少了学生在虚拟环境中的孤立感,有利于顺利完成课程。
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引用次数: 0
Reflections on a Scratch summer course: students' perspectives 对Scratch暑期课程的反思:学生的观点
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982328
J. Gracio, Maria Rosário Rodrigues, João Torres, M. Figueiredo
The GENIOS Portugal project has been offering Scratch programming courses, with a 15-hour duration, in face-to-face mode, to groups of students and two or more teachers of each class, from schools that are project members. Two Scratch teachers per class, hired by the project, have also participated in 12 of these 15 hours, supporting the activities. When the schools’ face-to-face activities stopped, in January 2021, a 12-hour Scratch course was tested. This course was then replicated eleven times, between July and August 2021, involving 132 students. In this paper, we will use a qualitative methodology to analyse the perceptions of the students involved about the course they had the opportunity to participate. We will also look at the teachers' evaluation of their final work, carried out in groups, to try to understand if a methodology, totally based on online training, can have satisfactory results with students attending the 5th and 6th grade. The results achieved point out to the success of the courses, having obtained very positive opinions from the students who attended it and most of the final works, done by the students, have been classified above average, when comparing them with all those that were carried out throughout the GENIOS project.
GENIOS葡萄牙项目一直在为项目成员学校的学生和两名或两名以上的老师提供为期15小时的面对面Scratch编程课程。项目聘请的两名Scratch老师也参与了这15个小时中的12个小时,为活动提供支持。2021年1月,学校停止了面对面的活动,开始测试一个12小时的Scratch课程。该课程随后在2021年7月至8月期间复制了11次,涉及132名学生。在本文中,我们将使用定性方法来分析学生对他们有机会参加的课程的看法。我们也会看老师们对他们期末作业的评估,以小组形式进行,试图了解一种完全基于在线培训的方法是否能对五年级和六年级的学生产生令人满意的结果。取得的成绩表明课程的成功,获得了参加课程的学生的非常积极的评价,并且学生完成的大部分最终作品在与整个GENIOS项目中进行的所有作品相比,都被归类为高于平均水平。
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引用次数: 0
Strategies to increase success in learning programming 提高编程学习成功率的策略
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982358
José Figueiredo, F. García-Peñalvo
Programming is a special activity, which requires very special skills. Creativity, problem solving, persistence, collaboration, communication, critical thinking, commitment, dedication and hard work are some of the skills and characteristics required of those who learn programming. They are also essential characteristics to face all the challenges of the 21st century. Learning programming is a good way to practice and develop these skills. That is why most courses, in the most diverse areas of knowledge, include programming in their curricula. However, programming courses have a bad reputation. These courses have high failure and dropout rates. It is recognized by the whole scientific community in the area that there are problems and difficulties in teaching and learning programming. With this work we want to present our set of strategies and results in the improvement of our system of teaching and learning initial programming, and with that also contribute to the development and resolution of the problem. In this work, we describe a set of activities related to the initial learning of programming with good results. We present the results of the application of a machine-learning model for predicting student failure, with excellent accuracy and precision results. Finally, we argue the improvements in our teaching system and initial learning of programming, with the final results of the course of the last 5 years.
编程是一项特殊的活动,需要非常特殊的技能。创造力、解决问题、毅力、协作、沟通、批判性思维、承诺、奉献和努力工作是学习编程的人所需要的一些技能和特征。它们也是面对21世纪所有挑战的基本特征。学习编程是练习和发展这些技能的好方法。这就是为什么大多数课程,在最多样化的知识领域,都将编程纳入其课程。然而,编程课程名声不好。这些课程的失败率和辍学率很高。该领域的整个科学界都认识到,编程的教学和学习存在问题和困难。通过这项工作,我们希望展示我们的一套策略和结果,以改进我们的教学和学习初始编程系统,并以此为问题的发展和解决做出贡献。在这项工作中,我们描述了一组与编程初始学习相关的活动,并取得了良好的效果。我们展示了机器学习模型用于预测学生失败的应用结果,具有出色的准确性和精度结果。最后,我们讨论了我们的教学体系的改进和编程的初步学习,以及过去5年课程的最终结果。
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引用次数: 0
LARVA: Learning Analytics Recollection and Visualization Agents LARVA:学习分析、回忆和可视化代理
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982310
Luis A. Castillo, Francisca Sánchez-Carrascosa
Learning analytics may have many objectives, but among the most important ones is achieving student success. This paper presents an experience in a $24times 7$ remote laboratory, attached to a standard LMS such as Moodle, whose main intention is to promote two of the key ingredients for this success: a high motivation and a high effort. In that sense, this experience provides students with immediate and multimodal feedback on the activities they are performing in order to achieve a better self-regulation of their effort.
学习分析可能有许多目标,但其中最重要的是实现学生的成功。本文介绍了一个24 × 7美元的远程实验室的经验,该实验室连接到一个标准的LMS,如Moodle,其主要目的是促进成功的两个关键因素:高动机和高努力。从这个意义上说,这种体验为学生提供了对他们正在进行的活动的即时和多模式反馈,以便更好地自我调节他们的努力。
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引用次数: 0
Towards a Virtual Environment to Teach Natural Resouce Management based on a Virtual City Serious Game 基于虚拟城市严肃游戏的虚拟环境自然资源管理教学
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982325
M. Caeiro-Rodríguez, Mario Manso-Vázquez, María Lorenzo-Rial, Mercedes Varela, Carlos Vaz-de-Carvalho, M. Tramonti, A. Dochshanov, Gita Senka, Hariklia Tsalapata, O. Heidmann, T. Jesmin, J. Terasmaa
NATURE (Serious Games for Natural Resource Management) is an Erasmus+ project focused on building awareness, knowledge and skills on responsible natural resource management through digital experimentation in Higher Education. It is aimed to design and implement an experiential, game-based methodological learning framework to enrich existing pedagogical practices on environmental education. The NATURE solution will allow students to engage with several scenario environments through critical and entrepreneurial thinking interventions towards natural resources management. The platform functionality will include: formatting the scenario environment for the management of natural resources, actions for introducing services that promote environmental sustainability based on specific scenario objectives, visual feedback for allowing students to understand their progress and the results of their actions in the game and Services for educators for overlooking student progress.
NATURE (Serious Games for Natural Resource Management)是一个Erasmus+项目,致力于通过高等教育中的数字实验,建立负责任的自然资源管理意识、知识和技能。旨在设计和实施一个体验式的、基于游戏的方法论学习框架,以丰富现有的环境教育教学实践。NATURE解决方案将允许学生通过批判性和企业家思维干预自然资源管理,参与多个场景环境。该平台的功能将包括:格式化用于自然资源管理的场景环境,基于特定场景目标引入促进环境可持续性的服务的行动,让学生了解他们在游戏中的进度和行动结果的视觉反馈,以及为教育工作者提供的服务,以监督学生的进度。
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引用次数: 0
SICAS2: Interactive Tool to Support Programming Learning SICAS2:支持编程学习的交互式工具
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982323
Alexandre G. Ferreira, A. Gomes, A. J. Mendes
In the last decades the area of informatics had an exponential growth. This led to a high number of young students being attracted to higher education courses in the IT area. However, many students face difficulties when they have to learn programming. This often causes frustration and even dropout for many students. This paper presents a tool designed to help to mitigate some student’s difficulties. It is a Moodle plugin that allows students to build programs using flowcharts and see the animation of the execution of those programs. The main objective is to facilitate the comprehension and application of basic programming concepts in programs that may solve common introductory problems.
在过去的几十年里,信息学领域呈指数级增长。这导致大量年轻学生被吸引到信息技术领域的高等教育课程。然而,许多学生在学习编程时会遇到困难。这常常导致许多学生感到沮丧,甚至辍学。本文提出了一种旨在帮助减轻一些学生困难的工具。它是一个Moodle插件,允许学生使用流程图构建程序,并查看这些程序执行的动画。其主要目标是促进对基本编程概念的理解和应用,这些概念可以解决常见的入门问题。
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引用次数: 1
The visual art education mediated by technologies: situations and teaching strategies in the midst of the COVID-19 pandemic 以技术为媒介的视觉艺术教育:新冠疫情背景下的情境与教学策略
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982332
Dorcas Weber, C. A. G. De Oliveira
The teaching of visual arts during the COVID-19 pandemic is the subject of this writing, which seeks to point out situations and strategies used by teachers who worked in this area of knowledge in the school context, during the years 2020 and 2021. Interviews were held with four professors who worked in different institutions and teaching networks, so that it was possible to understand similarities and differences between them. The aforementioned period was marked in school education by the use of TDIC and remote classes. Several and distinct experiences were recorded by the professors, who, in general, had to dedicate themselves to so many different demands that the specific practices of the visual Arts ended up becoming less evident.
本文的主题是2019冠状病毒病大流行期间的视觉艺术教学,旨在指出2020年和2021年期间在学校背景下从事这一知识领域工作的教师所使用的情况和策略。采访了四位在不同机构和教学网络工作的教授,以便了解他们之间的异同。上述时期在学校教育中以使用TDIC和远程课堂为标志。教授们记录了几个不同的经历,总的来说,他们不得不致力于许多不同的要求,以至于视觉艺术的具体实践最终变得不那么明显。
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引用次数: 1
A Framework to Assess Melodic Effectiveness in Training Computational Thinking to Visually Impaired People 视障人士计算思维训练的旋律效果评估框架
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982346
Rui Costa, Alvaro Costa Neto, Cristiana Araújo, P. Henriques
Computational Thinking education and training are considered crucial activities to achieve success in later challenges like computer programming. To train the brain to think in logical terms it is necessary to use adequate resources. In this paper we address the difficult problem that is assessing efficacy of a given resource to the Computation Thinking development. To discuss that topic we will use the Melodic System which is a physical learning resource capable of constructing melodic sequences in a logical manner to be used by visually impaired people. Melodic was created aiming at training Computational Thinking through music and sounds and its impact in the learning process must be evaluated. This paper presents the tests and results applied to this intent, while also providing a general and summarized presentation of the Melodic System itself.
计算思维教育和训练被认为是在计算机编程等后期挑战中取得成功的关键活动。为了训练大脑的逻辑思维能力,有必要使用足够的资源。在本文中,我们讨论了评估给定资源对计算思维发展的有效性这一难题。为了讨论这个话题,我们将使用Melodic System,这是一种物理学习资源,能够以逻辑方式构建旋律序列,供视障人士使用。Melodic是为了通过音乐和声音训练计算思维而创建的,它在学习过程中的影响必须进行评估。本文介绍了用于此目的的测试和结果,同时也提供了Melodic System本身的一般和总结呈现。
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引用次数: 0
SIIE 2022 Copyright Page siie2022版权页面
Pub Date : 2022-11-17 DOI: 10.1109/siie56031.2022.9982334
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引用次数: 0
Mapping the Academic Profile of the Computer Science Student from School to University: Pathway Tracing and Gender Analysis 计算机科学学生从学校到大学的学术概况:路径追踪和性别分析
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982311
Sunny Kelma Oliveira Miranda
Technology has transformed the world and is one of the fastest-growing sectors in the global economy. However, women are underrepresented in this sector. Attracting, retaining, and developing female talent in Information Technology is a business imperative. This thesis aims to analyze how to increase girls’ interest in choosing Computer Science as their higher education degree and profession. For this, it proposed research questions to understand what factors lead a student to choose Computer Science as a higher education course and to know the chances of a high school student to choose Computer Science from the analysis of their profile. The thesis’ methodology intends to apply surveys to trace the Computer Science student profiles (female and male) since their secondary school. Subsequently, it will develop a recommendation system that compares the profile of secondary education students with the Computer Science student profiles to form the pathway until the choice of the course. The thesis’ contributions include the identification of similarities and differences between the Computer Science student profiles in Portugal and Brazil; the development of a recommendation system that helps students pursue a pathway that leads them to the choice of a computing course, and allows teachers to choose the best practices for teaching programming.
科技改变了世界,是全球经济中增长最快的部门之一。然而,妇女在这一部门的代表人数不足。吸引、留住和发展信息技术领域的女性人才是企业的当务之急。本文旨在分析如何提高女生选择计算机科学作为高等教育学位和专业的兴趣。为此,它提出了研究问题,以了解是什么因素导致学生选择计算机科学作为高等教育课程,并通过分析他们的个人资料来了解高中生选择计算机科学的机会。本论文的研究方法是通过调查来追踪计算机科学专业的学生(男女)从中学开始的情况。随后,它将开发一个推荐系统,将中等教育学生的资料与计算机科学学生的资料进行比较,形成途径,直到选择课程。本文的贡献包括识别葡萄牙和巴西计算机科学学生概况之间的异同;开发一个推荐系统,帮助学生选择计算机课程,并允许教师选择教学编程的最佳实践。
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引用次数: 0
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2022 International Symposium on Computers in Education (SIIE)
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