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

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Augmented Reality for teaching historical time 增强现实用于历史时间的教学
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982344
Carlos A. Lázaro Carrascosa, Maximiliano Paredes-Velasco, Irene Palomero Ylardia, Maria Del Carmen Navarro
One of the fundamental aspects of teaching history is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This paper describes an experience with Primary and Secondary students, using Augmented Reality with gamification in timeline activities in the subject of History. The results show that there was improvement in learning in several aspects: the chronological location of events in relation to BC and AD, the relationship of different historical events with ages in History and the ability to order different historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.
历史教学的一个基本方面是重要事件和事实的年表。然而,这涉及到记忆的努力,在学生中产生排斥,影响他们的学习成果。本文描述了中小学生在历史学科的时间轴活动中使用增强现实与游戏化的经验。结果表明,在以下几个方面的学习都有改善:与公元前和公元相关的事件的时间顺序位置,历史中不同历史事件与年龄的关系以及不同历史里程碑的排序能力。此外,研究发现学生在体验过程中体验到快乐、好奇和兴趣等积极情绪。
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引用次数: 0
Relations and memories between technologies, education, and learning in initial teacher training 初级教师培训中技术、教育与学习之间的关系与记忆
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982326
Karina Marcon, Vitor Malaggi
This study aims to socialize students’ perception of their experiences appropriating digital network technologies in a reflective process developed in the Technology, Education, and Learning distance discipline of the Pedagogy course at Universidade do Estado de Santa Catarina. The discipline was planned for the first time in the second semester of 2019 and coimplemented by two professors in the area. The discipline was reoffered in the first half of 2021 after being rethought according to the pandemic. The data in this report were collected from ebooks and self-evaluating processes performed in four classes, three from the first offer of the discipline and one from the second one. Results showed that students had difficulties appropriating Canva but managed to produce e-books which related the studied contents and their experiences. Moreover, our planning of the discipline positively surprised students by offering reflections on how cyberculture cross their lives.
本研究旨在通过圣卡塔琳娜州立大学教育学课程的技术、教育和远程学习学科的反思过程,将学生对他们使用数字网络技术的体验的感知社会化。该学科于2019年第二学期首次规划,由该领域的两位教授共同实施。根据疫情情况重新考虑后,于2021年上半年重新开设了该学科。本报告中的数据来自电子书和四个班级的自我评估过程,其中三个来自该学科的第一次报价,一个来自第二届报价。结果显示,学生们在使用Canva时遇到了困难,但他们成功地制作了与学习内容和他们的经历相关的电子书。此外,我们对这门学科的规划给学生带来了惊喜,让他们反思网络文化如何影响他们的生活。
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引用次数: 0
SIIE 2022 Preface
Pub Date : 2022-11-17 DOI: 10.1109/siie56031.2022.9982312
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引用次数: 0
Open Education Smart Campus – technological development of an educational platform 开放教育——智慧校园——科技发展的一个教育平台
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982359
Dionísia Laranjeiro
Currently, digital technologies are an effective and prevalent means for communication, interaction and information sharing in different sectors of society. In education, technological tools are used for a multiplicity of objectives and contexts, for research, teaching and learning. An educational platform can promote debate between different actors and bring together knowledge, multidisciplinary experiences and educational resources, following open science principles. In this article, we describe the development process of the OESC Platform, which aims to be an educational platform for researchers, teachers, students, media, politicians and the public in general. We present its main areas and features, which include a content repository, social area and e-learning tools.
目前,数字技术是社会各阶层沟通、互动和信息共享的有效和普遍手段。在教育中,技术工具用于研究、教学和学习等多种目标和环境。教育平台可以促进不同行为者之间的辩论,并根据开放科学原则汇集知识、多学科经验和教育资源。在本文中,我们描述了OESC平台的发展过程,该平台旨在成为研究人员,教师,学生,媒体,政治家和公众的教育平台。我们介绍了它的主要领域和功能,包括内容存储库、社交领域和电子学习工具。
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引用次数: 0
Reliability and Predictive Validity of the Self-regulation Programming Strategies Questionnaire 自我调节规划策略问卷的信度与预测效度
Pub Date : 2022-11-17 DOI: 10.1109/SIIE56031.2022.9982352
Leonardo Silva, A. J. Mendes, A. Gomes, C. Lam, Calana Chan, Gabriel Fortes
Educational software has often been used to promote self-regulated learning (SRL), a psychological construct associated with improved academic performance. In introductory programming education, high-performing students often present a solid use of SRL strategies, which aroused the interest of educators and researchers in studying this phenomenon. A typical procedure in research grounded on the SRL theory is the measurement of students’ regulatory abilities. For example, to assess modifications in SRL behavior after exposure to computer-based scaffoldings. Due to the lack of instruments that measure specific regulatory strategies related to programming learning, the Self-Regulation Programming Strategies Questionnaire (SPSQ) was developed by Lu et al. The use of this instrument depends upon its reliability and validity, aspects measured by psychometrics replications, which is missing and is our objective in this work. Ninety-five undergraduate computer science students from Macao participated in this investigation. The findings point to the SPSQ’s reliability and validity, and our study goes further by providing a confirmatory factor analysis of this instrument, which was absent in the original study.
教育软件经常被用来促进自我调节学习(SRL),这是一种与提高学习成绩相关的心理结构。在编程入门教育中,表现优异的学生经常表现出对SRL策略的扎实使用,这引起了教育工作者和研究人员对这一现象的研究兴趣。在基于SRL理论的研究中,一个典型的过程是测量学生的调节能力。例如,评估暴露于基于计算机的支架后SRL行为的改变。由于缺乏测量与编程学习相关的特定调节策略的工具,Lu等人开发了自我调节编程策略问卷(SPSQ)。该工具的使用取决于其可靠性和有效性,这是心理测量学重复测量的方面,这是缺失的,也是我们在这项工作中的目标。来自澳门的95名计算机专业本科生参与了本次调查。研究结果表明SPSQ的信度和效度,我们的研究进一步通过对该工具进行验证性因子分析,这在原始研究中是缺失的。
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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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