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Proceedings of the Fifth Annual ACM Conference on Learning at Scale最新文献

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Towards making block-based programming activities adaptive 使基于块的编程活动具有适应性
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231670
Tomáš Effenberger, Radek Pelánek
Block-based environments are today commonly used for introductory programming activities like those that are part of the Hour of Code campaign, which reaches millions of students. These activities typically consist of a static series of problems. Our aim is to make this type of activities more efficient by incorporating adaptive behavior. In this work, we discuss steps towards this goal, specifically a proposal and implementation of a programming game that supports both elementary problems and interesting programming challenges and thus provides an environment for meaningful adaptation. We also discuss methods of adaptivity and the issue of evaluating student performance while solving a problem.
如今,基于块的环境通常用于介绍性编程活动,如“编程一小时”活动的一部分,该活动吸引了数百万学生。这些活动通常由一系列静态问题组成。我们的目标是通过结合适应性行为使这类活动更有效。在这项工作中,我们讨论了实现这一目标的步骤,特别是一个支持基本问题和有趣的编程挑战的编程游戏的建议和实现,从而为有意义的适应提供了一个环境。我们还讨论了适应性的方法以及在解决问题的同时评估学生表现的问题。
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引用次数: 21
Toward a large-scale open learning system for data management 面向数据管理的大规模开放式学习系统
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231673
S. Murthy, Andrew Figueroa, Steven Rollo
This paper describes ClassDB, a free and open source system to enable large-scale learning of data management. ClassDB is different from existing solutions in that the same system supports a wide range of data-management topics from introductory SQL to advanced "native analytics" where code in SQL and non-SQL languages (Python and R) run inside a database management system. Each student/team maintains their own sandbox which instructors can read and provide feedback. Both students and instructors can review activity logs to analyze progress and determine future course of action. ClassDB is currently in its second pilot and is scheduled for a larger trial later this year. After the trials, ClassDB will be made available to about 4,000 students in the university system, which comprises four universities and 12 community colleges. ClassDB is built in collaboration with students employing modern DevOps processes. Its source code and documentation are available in a public GitHub repository. ClassDB is work in progress.
本文介绍了一个免费的开源系统ClassDB,它可以实现大规模的学习数据管理。ClassDB与现有解决方案的不同之处在于,同一个系统支持范围广泛的数据管理主题,从入门级SQL到高级“本地分析”,其中SQL和非SQL语言(Python和R)的代码在数据库管理系统中运行。每个学生/团队都有自己的沙盒,教师可以阅读并提供反馈。学生和教师都可以查看活动日志来分析进度并确定未来的行动方针。ClassDB目前处于第二个试点阶段,并计划在今年晚些时候进行更大规模的试验。在试验结束后,ClassDB将在大学系统中提供给大约4000名学生,其中包括4所大学和12所社区学院。ClassDB是与采用现代DevOps流程的学生合作构建的。它的源代码和文档可以在GitHub公共存储库中获得。ClassDB正在进行中。
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引用次数: 1
Exploring the utility of response times and wrong answers for adaptive learning 探索响应时间和错误答案在适应性学习中的效用
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231675
Radek Pelánek
Personalized educational systems adapt their behavior based on student performance. Most student modeling techniques, which are used for guiding the adaptation, utilize only the correctness of student's answers. However, other data about performance are typically available. In this work we focus on response times and wrong answers as these aspects of performance are available in most systems. We analyze data from several types of exercises and domains (mathematics, spelling, grammar). The results suggest that wrong answers are more informative than response times. Based on our results we propose a classification of student performance into several categories.
个性化教育系统根据学生的表现调整他们的行为。大多数用于指导适应的学生建模技术只利用学生答案的正确性。但是,关于性能的其他数据通常是可用的。在这项工作中,我们主要关注响应时间和错误答案,因为这些性能方面在大多数系统中都是可用的。我们分析了来自几种类型的练习和领域(数学,拼写,语法)的数据。结果表明,错误答案比反应时间更能提供信息。根据我们的研究结果,我们建议将学生的表现分为几个类别。
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引用次数: 9
Virtualizing face-2-face trainings for training senior professionals: a comparative case study on financial auditors 面向高级专业人员培训的虚拟化面对面培训:财务审计师的比较案例研究
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231695
Viktoria Pammer-Schindler, S. Thalmann, Angela Fessl, Julia Füssel
Traditionally, professional learning for senior professionals is organized around face-2-face trainings. Virtual trainings seem to offer an opportunity to reduce costs related to travel and travel time. In this paper we present a comparative case study that investigates the differences between traditional face-2-face trainings in physical reality, and virtual trainings via WebEx. Our goal is to identify how the way of communication impacts interaction between trainees, between trainees and trainers, and how it impacts interruptions. We present qualitative results from observations and interviews of three cases in different setups (traditional classroom, web-based with all participants co-located, web-based with all participants at different locations) and with overall 25 training participants and three trainers. The study is set within one of the Big Four global auditing companies, with advanced senior auditors as learning cohort.
传统上,高级专业人员的专业学习是围绕面对面的培训进行的。虚拟培训似乎提供了一个机会来减少与旅行和旅行时间相关的成本。在本文中,我们提出了一个比较案例研究,探讨了在物理现实中传统的面对面培训与通过WebEx进行的虚拟培训之间的差异。我们的目标是确定沟通方式如何影响学员之间、学员与培训师之间的互动,以及它如何影响中断。我们通过对三个案例的观察和访谈得出了定性结果,这些案例采用了不同的设置(传统课堂、所有参与者在网络上同室、所有参与者在网络上在不同地点),共有25名培训参与者和3名培训师。这项研究是在全球四大审计公司之一进行的,高级高级审计师作为学习对象。
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引用次数: 1
Grading at scale in earsketch 在草图中按比例分级
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231708
Avneesh Sarwate, Creston Brunch, Jason Freeman, S. Siva
This paper explores some of the challenges posed by automated grading of programming assignments in a STEAM (Science, Technology, Engineering, Art, and Math) based curriculum, as well as how these challenges are addressed in the automatic grading processes used in EarSketch, a music-based educational programming environment developed at Georgia Tech. This work-in-progress paper reviews common strategies for grading programming assignments at scale and discusses how they are combined in EarSketch to evaluate open ended STEAM-focused assignments.
本文探讨了基于STEAM(科学、技术、工程、艺术和数学)课程的编程作业自动评分所带来的一些挑战,以及如何在EarSketch中使用的自动评分过程中解决这些挑战。这是佐治亚理工学院开发的一种基于音乐的教育编程环境。这篇正在进行中的论文回顾了大规模评分编程作业的常用策略,并讨论了如何在EarSketch中组合它们来评估开放式的以steam为重点的作业。
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引用次数: 5
Towards domain general detection of transactive knowledge building behavior 面向交互知识构建行为的领域通用检测
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231655
James Fiacco, C. Rosé
Support of discussion based learning at scale benefits from automated analysis of discussion for enabling effective assignment of students to project teams, for triggering dynamic support of group learning processes, and for assessment of those learning processes. A major limitation of much past work in machine learning applied to automated analysis of discussion is the failure of the models to generalize to data outside of the parameters of the context in which the training data was collected. This limitation means that a separate training effort must be undertaken for each domain in which the models will be used. This paper focuses on a specific construct of discussion based learning referred to as Transactivity and provides a novel machine learning approach with performance that exceeds state-of-the-art performance within the same domain in which it was trained and a new domain, and does not suffer any reduction in performance when transferring to the new domain. These results stand as an advance over past work on automated detection of Transactivity and increase the value of trained models for supporting group learning at scale. Implications for practice in at-scale learning environments are discussed.
基于讨论的大规模学习的支持受益于讨论的自动分析,从而能够有效地将学生分配给项目团队,触发对小组学习过程的动态支持,以及对这些学习过程的评估。过去许多机器学习应用于讨论的自动分析的主要限制是,模型无法推广到收集训练数据的上下文参数之外的数据。这一限制意味着必须为使用模型的每个领域进行单独的训练工作。本文关注的是一种基于讨论的学习的特定结构,称为Transactivity,并提供了一种新的机器学习方法,其性能在其训练的同一领域和新领域内超过了最先进的性能,并且在转移到新领域时不会受到性能降低的影响。这些结果是对过去自动检测交互性工作的一种进步,并增加了训练模型的价值,以支持大规模的群体学习。讨论了在大规模学习环境中实践的意义。
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引用次数: 3
Gamifying higher education: enhancing learning with mobile game app 高等教育游戏化:利用手机游戏app加强学习
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231686
Farshida Zafar, Jacqueline Wong, Mohammad Khalil
We present a mobile game app (EUR Game) that has been designed to complement teaching and learning in higher education. The mobile game app can be used by teachers to gauge how well students are meeting the learning objectives. Teachers can use the information to provide 'just-in-time' support and adapt their lessons accordingly. For the students, the game app is a study tool that can be used to test their own understanding and monitor their study progress. This, in turn, supports students' self-regulated learning. Gamification elements are also included in the game app to enhance the learning experience. During the demonstration, participants will experience the features of the game app and be engaged in an interactive session to explore the possible ways to use the mobile game app to support teaching and learning.
我们提出了一个手机游戏应用程序(EUR game),旨在补充高等教育的教学和学习。教师可以使用这款手机游戏应用来评估学生完成学习目标的情况。教师可以利用这些信息提供“及时”的支持,并相应地调整他们的课程。对于学生来说,游戏app是一个学习工具,可以用来测试自己的理解,监控自己的学习进度。这反过来又支持了学生的自主学习。游戏化元素也包含在游戏应用程序中,以增强学习体验。在演示过程中,参与者将体验游戏应用程序的功能,并参与互动环节,探索使用移动游戏应用程序支持教学的可能方法。
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引用次数: 6
Squeezing the limeade: policies and workflows for scalable online degrees 榨橙汁:可扩展在线学位的政策和工作流程
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231649
David A. Joyner
In recent years, non-credit options for learning at scale have outpaced for-credit options. To scale for-credit options, workflows and policies must be devised to preserve the characteristics of accredited higher education---such as the presumption of human evaluation and an assertion of academic integrity---despite increased scale. These efforts must follow as well with shifting from offering isolated courses (or informal collections thereof) to offering full degree programs with additional administrative elements. We see this shift as one from Massive Open Online Courses (MOOCs) to Large, Internet-Mediated Asynchronous Degrees (Limeades). In this work, we perform a qualitative research study on one such program that has scaled to 6,500 students while retaining full accreditation. We report a typology of policies and workflows employed by the individual classes to deliver this experience.
近年来,大规模学习的非学分选择已经超过了学分选择。为了扩大学分选择的规模,必须设计工作流程和政策,以便在规模扩大的情况下,保留经认可的高等教育的特征——比如对人力评估的假设和对学术诚信的主张。这些努力也必须从提供孤立的课程(或非正式的课程集合)转变为提供带有额外行政元素的完整学位课程。我们将这种转变视为从大规模开放在线课程(MOOCs)到大型、以互联网为媒介的异步学位(Limeades)的转变。在这项工作中,我们对一个这样的项目进行了定性研究,该项目已扩大到6500名学生,同时保持了完全的认证。我们报告了单个类所采用的策略和工作流的类型,以提供这种体验。
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引用次数: 21
How much randomization is needed to deter collaborative cheating on asynchronous exams? 需要多少随机性才能阻止异步考试中的协作作弊?
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231664
Binglin Chen, Matthew West, C. Zilles
This paper investigates randomization on asynchronous exams as a defense against collaborative cheating. Asynchronous exams are those for which students take the exam at different times, potentially across a multi-day exam period. Collaborative cheating occurs when one student (the information producer) takes the exam early and passes information about the exam to other students (the information consumers) that are taking the exam later. Using a dataset of computerized exam and homework problems in a single course with 425 students, we identified 5.5% of students (on average) as information consumers by their disproportionate studying of problems that were on the exam. These information consumers ("cheaters") had a significant advantage (13 percentage points on average) when every student was given the same exam problem (even when the parameters are randomized for each student), but that advantage dropped to almost negligible levels (2--3 percentage points) when students were given a random problem from a pool of two or four problems. We conclude that randomization with pools of four (or even three) problems, which also contain randomized parameters, is an effective mitigation for collaborative cheating. Our analysis suggests that this mitigation is in part explained by cheating students having less complete information about larger pools.
本文研究了异步考试的随机化作为对协作作弊的防御。异步考试是指学生在不同时间参加考试的考试,可能是在一个多天的考试期间。当一个学生(信息生产者)提前参加考试,并将考试信息传递给后面参加考试的其他学生(信息消费者)时,就会发生协同作弊。使用计算机化考试和作业问题的数据集,在425名学生的单一课程中,我们确定5.5%的学生(平均)是信息消费者,因为他们不成比例地学习了考试中的问题。这些信息消费者(“作弊者”)在给每个学生同样的考题时(即使参数是随机的)有显著的优势(平均13个百分点),但当给学生从2个或4个问题中随机选择一个问题时,这种优势就下降到几乎可以忽略不计的水平(2- 3个百分点)。我们的结论是,包含随机参数的四个(甚至三个)问题池的随机化是一种有效的缓解协作作弊的方法。我们的分析表明,这种缓解部分是由于作弊学生对更大的池的信息不完整。
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引用次数: 27
Effects of automated interventions in programming assignments: evidence from a field experiment 编程作业中自动化干预的影响:来自现场实验的证据
Pub Date : 2018-06-26 DOI: 10.1145/3231644.3231650
Ralf Teusner, Thomas Hille, T. Staubitz
A typical problem in MOOCs is the missing opportunity for course conductors to individually support students in overcoming their problems and misconceptions. This paper presents the results of automatically intervening on struggling students during programming exercises and offering peer feedback and tailored bonus exercises. To improve learning success, we do not want to abolish instructionally desired trial and error but reduce extensive struggle and demotivation. Therefore, we developed adaptive automatic just-in-time interventions to encourage students to ask for help if they require considerably more than average working time to solve an exercise. Additionally, we offered students bonus exercises tailored for their individual weaknesses. The approach was evaluated within a live course with over 5,000 active students via a survey and metrics gathered alongside. Results show that we can increase the call outs for help by up to 66% and lower the dwelling time until issuing action. Learnings from the experiments can further be used to pinpoint course material to be improved and tailor content to be audience specific.
mooc的一个典型问题是,课程指导没有机会单独帮助学生克服他们的问题和误解。本文介绍了在编程练习中自动干预困难学生的结果,并提供同伴反馈和量身定制的奖金练习。为了提高学习的成功率,我们不想废除教学上期望的试错,而是减少广泛的斗争和丧失动力。因此,我们开发了自适应自动及时干预,以鼓励学生在需要比平均工作时间多得多的时间来解决一个练习时寻求帮助。此外,我们还为学生提供了针对他们个人弱点量身定制的额外练习。通过调查和收集的指标,该方法在5000多名活跃学生的现场课程中进行了评估。结果表明,该方法可将呼救次数提高66%,并缩短发出行动前的停留时间。从实验中获得的经验可以进一步用于确定需要改进的课程材料,并根据具体的受众定制内容。
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引用次数: 14
期刊
Proceedings of the Fifth Annual ACM Conference on Learning at Scale
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