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Improving the Peer Assessment Experience on MOOC Platforms 改善MOOC平台上的同行评议体验
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2876043
T. Staubitz, Dominic Petrick, Matthias Bauer, Jan Renz, C. Meinel
Massive Open Online Courses (MOOCs) have revolutionized higher education by offering university-like courses for a large amount of learners via the Internet. The paper at hand takes a closer look on peer assessment as a tool for delivering individualized feedback and engaging assignments to MOOC participants. Benefits, such as scalability for MOOCs and higher order learning, and challenges, such as grading accuracy and rogue reviewers, are described. Common practices and the state-of-the-art to counteract challenges are highlighted. Based on this research, the paper at hand describes a peer assessment workflow and its implementation on the openHPI and openSAP MOOC platforms. This workflow combines the best practices of existing peer assessment tools and introduces some small but crucial improvements.
大规模在线开放课程(MOOCs)通过互联网为大量学习者提供大学式的课程,彻底改变了高等教育。这篇论文更深入地探讨了同行评估作为一种向MOOC参与者提供个性化反馈和引人入胜的作业的工具。好处,如mooc和高阶学习的可扩展性,以及挑战,如评分准确性和流氓评论者,都进行了描述。强调了应对挑战的常见做法和最先进的技术。在此基础上,本文描述了一个同行评估工作流程及其在openenhpi和openSAP MOOC平台上的实现。该工作流结合了现有同行评估工具的最佳实践,并引入了一些小的但至关重要的改进。
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引用次数: 60
The Future of Learning 学习的未来
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2876053
Sugata Mitra
In this talk, Sugata Mitra will take us through the origins of schooling as we know it, to the dematerialisation of institutions as we know them. Thirteen years of experiments in children's education takes us through a series of startling results -- children can self organise their own learning, they can achieve educational objectives on their own, can read by themselves. Finally, the most startling of them all: Groups of children with access to the Internet can learn anything by themselves. From the slums of India, to the villages of India and Cambodia, to poor schools in Chile, Argentina, Uruguay, the USA and Italy, to the schools of Gateshead and the rich international schools of Washington and Hong Kong, Sugata's experimental results show a strange new future for learning. Using the TED Prize, he has now built seven "Schools in the Cloud", of which some glimpses will be provided in the talk.
在这次演讲中,Sugata Mitra将带我们回顾我们所知的学校教育的起源,以及我们所知的机构的非物质化。十三年的儿童教育实验让我们看到了一系列惊人的结果——孩子们可以自我组织自己的学习,他们可以自己实现教育目标,他们可以自己阅读。最后,最令人吃惊的是:一群能上网的孩子可以自己学习任何东西。从印度的贫民窟,到印度和柬埔寨的村庄,到智利、阿根廷、乌拉圭、美国和意大利的贫困学校,到盖茨黑德的学校以及华盛顿和香港富裕的国际学校,苏加塔的实验结果展示了学习的一个奇怪的新未来。利用TED奖,他现在已经建立了七所“云中的学校”,其中一些将在演讲中提供。
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引用次数: 34
Designing for Open Learning: Design Principles and Scalability Affordances in Practice 开放学习的设计:实践中的设计原则和可扩展性
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2893426
O. Firssova, F. Brouns, M. Kalz
This work-in-progress paper elaborates on a gradually evolving approach to design of open learning and the design principles used by the Open University of the Netherlands in short open courses - online masterclasses and in Massive Open Online Courses -- delivered in the learning environment of the Open University and in the experimental multilingual MOOC aggregator EMMA as part of a European project. As the paper will demonstrate, these principles can be seen as building blocks of open scalable design of active and engaging learning.
这篇正在进行中的论文详细阐述了荷兰开放大学在短期开放课程(在线大师班和大规模开放在线课程)中使用的逐步发展的开放学习设计方法和设计原则,这些课程在开放大学的学习环境中交付,并在实验性的多语言MOOC聚合器EMMA中作为欧洲项目的一部分。正如本文将展示的那样,这些原则可以被视为主动和参与式学习的开放可扩展设计的构建块。
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引用次数: 3
A Data-Driven Approach for Inferring Student Proficiency from Game Activity Logs 从游戏活动日志推断学生熟练程度的数据驱动方法
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2876038
M. Falakmasir, José P. González-Brenes, Geoffrey J. Gordon, K. DiCerbo
Student assessments are important because they allow collecting evidence about learning. However, time spent on evaluating students may be otherwise used for instructional activities. Computer-based learning platforms provide the opportunity for unobtrusively gathering students' digital learning footprints. This data can be used to track learning progress and make inference about student competencies. We present a novel data analysis pipeline, Student Proficiency Inferrer from Game data (SPRING), that allows modeling game playing behavior in educational games. Unlike prior work, SPRING is a fully data-driven method that does not require costly domain knowledge engineering. Moreover, it produces a simple interpretable model that not only fits the data but also predicts learning outcomes. We validate our framework using data collected from students playing 11 educational mini-games. Our results suggest that SPRING can predict math assessments accurately on withheld test data (Correlation=0.55, Spearman rho=0.51).
学生评估很重要,因为他们可以收集学习的证据。然而,花在评价学生上的时间可能会用于教学活动。以计算机为基础的学习平台为不显眼地收集学生的数字学习足迹提供了机会。这些数据可以用来跟踪学习进度,并对学生的能力进行推断。我们提出了一种新颖的数据分析管道,即来自游戏数据的学生熟练程度推断器(SPRING),它允许对教育游戏中的游戏行为进行建模。与之前的工作不同,SPRING是一种完全数据驱动的方法,不需要昂贵的领域知识工程。此外,它产生了一个简单的可解释的模型,不仅适合数据,而且还预测学习结果。我们使用从玩11个教育小游戏的学生中收集的数据来验证我们的框架。我们的研究结果表明,SPRING可以在保留的测试数据上准确预测数学评估(相关系数=0.55,Spearman rho=0.51)。
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引用次数: 22
How Mastery Learning Works at Scale 精通学习是如何大规模运作的
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2876039
Steven Ritter, M. Yudelson, Stephen E. Fancsali, Susan R. Berman
Nearly every adaptive learning system aims to present students with materials personalized to their level of understanding (Enyedy, 2014). Typically, such adaptation follows some form of mastery learning (Bloom, 1968), in which students are asked to master one topic before proceeding to the next topic. Mastery learning programs have a long history of success (Guskey and Gates, 1986; Kulik, Kulik & Bangert-Drowns, 1990) and have been shown to be superior to alternative instructional approaches. Although there is evidence for the effectiveness of mastery learning when it is well supported by teachers, mastery learning's effectiveness is crucially dependent on the ability and willingness of teachers to implement it properly. In particular, school environments impose time constraints and set goals for curriculum coverage that may encourage teachers to deviate from mastery-based instruction. In this paper we examine mastery learning as implemented in Carnegie Learning's Cognitive Tutor. Like in all real-world systems, teachers and students have the ability to violate mastery learning guidance. We investigate patterns associated with violating and following mastery learning over the course of the full school year at the class and student level. We find that violations of mastery learning are associated with poorer student performance, especially among struggling students, and that this result is likely attributable to such violations of mastery learning.
几乎每一个自适应学习系统都旨在为学生提供个性化的材料,以满足他们的理解水平(Enyedy, 2014)。通常,这种适应遵循某种形式的掌握学习(Bloom, 1968),在这种学习中,学生被要求在学习下一个主题之前掌握一个主题。掌握式学习项目有着悠久的成功历史(Guskey and Gates, 1986;Kulik, Kulik & Bangert-Drowns, 1990),并且已被证明优于其他教学方法。虽然有证据表明,在教师的大力支持下,掌握学习是有效的,但掌握学习的有效性关键取决于教师正确实施掌握学习的能力和意愿。特别是,学校环境施加了时间限制,并设定了课程覆盖的目标,这可能会鼓励教师偏离以掌握为基础的教学。在本文中,我们考察了掌握学习作为卡内基学习的认知导师的实施。我们调查了在整个学年的课程中,在班级和学生层面上违反和遵循精通学习的模式。我们发现,违反精通学习与较差的学生表现有关,特别是在挣扎的学生中,这一结果可能归因于这种违反精通学习。
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引用次数: 63
Designing Videos with Pedagogical Strategies: Online Students' Perceptions of Their Effectiveness 用教学策略设计视频:在线学生对其有效性的看法
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2893391
Chaohua Ou, Ashok K. Goel, David A. Joyner, Daniel F. Haynes
Despite the ubiquitous use of videos in online learning and enormous literature on designing online learning, there has been relatively little research on what pedagogical strategies should be used to make the most of video lessons and what constitutes an effective video for student learning. We experimented with a model of incorporating four pedagogical strategies, four instructional phases, and four production guidelines-in designing and developing video lessons for an online graduate course. In this paper, we share our experience as well as students' perceptions of their effectiveness. We also discuss what needs to be done for future research.
尽管视频在在线学习中无处不在,并且有大量关于设计在线学习的文献,但关于应该使用哪些教学策略来充分利用视频课程以及如何构成对学生学习有效的视频的研究相对较少。在设计和开发在线研究生课程的视频课程时,我们尝试了一个包含四种教学策略、四个教学阶段和四个生产指南的模型。在本文中,我们分享了我们的经验以及学生对其有效性的看法。我们还讨论了未来的研究需要做些什么。
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引用次数: 16
A Preliminary Look at MOOC-associated Facebook Groups: Prevalence, Geographic Representation, and Homophily 与mooc相关的Facebook群组的初步研究:流行程度、地域代表性和同质性
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2893415
Anna Kasunic, Jessica Hammer, R. Kraut, M. Massimi, A. Ogan
Although xMOOCs are not designed to directly engage students via social media platforms, some students in these courses join MOOC-associated Facebook groups. This study explores the prevalence of Facebook groups associated with courses from MITx and HarvardX, the geographic distribution of students in such groups as compared to the courses at large, and the extent to which such groups are location and/or language homophilous. Results suggests that a non-trivial number of MOOC students engage in Facebook groups, that learners from a number of non-U.S. locations are disproportionately likely to participate in such groups, and that the groups display both location and language homophily. These findings have implications for how MOOCs and social media platforms can support learners from non-English speaking contexts.
虽然xMOOCs的设计初衷并不是通过社交媒体平台直接吸引学生,但这些课程的一些学生加入了与moocs相关的Facebook群。本研究探讨了与麻省理工学院和哈佛dx课程相关的Facebook群组的流行程度,与一般课程相比,这些群组中学生的地理分布,以及这些群组在地理位置和/或语言上的相似程度。研究结果表明,有相当数量的MOOC学生加入了Facebook群组,来自美国以外的许多国家的学生也加入了Facebook群组。地点不成比例地可能参与这样的群体,并且这些群体显示出地点和语言的同质性。这些发现对mooc和社交媒体平台如何支持非英语环境下的学习者具有启示意义。
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引用次数: 4
Structured Knowledge Tracing Models for Student Assessment on Coursera 面向Coursera学生评估的结构化知识追踪模型
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2893416
Zhuo Wang, Jile Zhu, Xiang Li, Zhiting Hu, Ming Zhang
Massive Open Online Courses (MOOCs) provide an effective learning platform with various high-quality educational materials accessible to learners from all over the world. However, current MOOCs lack personalized learning guidance and intelligent assessment for individuals. Though a few recent attempts have been made to trace students' knowledge states by adapting the popular Bayesian Knowledge Tracing (BKT) model, they have largely ignored the rich structures and correlations among knowledge components (KCs) within a course. This paper proposes to model both the hierarchical and the temporal properties of the knowledge states in order to improve the modeling accuracy. Based on the content organization characteristics on the Coursera MOOC platform, we provide a well-defined KC model, and develop Multi-Grained-BKT and Historical-BKT to capture the above features effectively. Experiments on a Coursera course dataset show our approach significantly improves over previous vanilla BKT models on predicting students' quiz performance.
大规模在线开放课程(MOOCs)为世界各地的学习者提供了一个有效的学习平台,提供了各种高质量的教育材料。虽然最近有一些尝试通过采用流行的贝叶斯知识追踪(BKT)模型来追踪学生的知识状态,但他们在很大程度上忽略了课程中知识组件(KCs)之间的丰富结构和相关性。为了提高知识状态的建模精度,本文提出将知识状态的层次性和时态性同时建模。基于Coursera MOOC平台的内容组织特征,我们提供了一个定义良好的KC模型,并开发了multi - grain - bkt和history - bkt来有效地捕捉上述特征。在Coursera课程数据集上的实验表明,我们的方法在预测学生测验成绩方面比以前的香草BKT模型有了显著的改进。
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引用次数: 28
Brain Points: A Deeper Look at a Growth Mindset Incentive Structure for an Educational Game 《Brain Points:教育类游戏的成长心态激励结构
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2876040
Eleanor O'Rourke, E. Peach, C. Dweck, Zoran Popovic
Student retention is a central challenge in systems for learning at scale. It has been argued that educational video games could improve student retention by providing engaging experiences and informing the design of other online learning environments. However, educational games are not uniformly effective. Our recent research shows that player retention can be increased by using a brain points incentive structure that rewards behaviors associated with growth mindset, or the belief that intelligence can grow. In this paper, we expand on our prior work by providing new insights into how growth mindset behaviors can be effectively promoted in the educational game Refraction. We present results from an online study of 25,000 children who were exposed to five different versions of the brain points intervention. We find that growth mindset animations cause a large number of players to quit, while brain points encourage persistence. Most importantly, we find that awarding brain points randomly is ineffective; the incentive structure is successful specifically because it rewards desirable growth mindset behaviors. These findings have important implications that can support the future generalization of the brain points intervention to new educational contexts.
在大规模学习系统中,学生留存是一个核心挑战。有人认为,教育性电子游戏可以通过提供引人入胜的体验,并为其他在线学习环境的设计提供信息,从而提高学生的保留率。然而,教育类游戏并不总是有效的。我们最近的研究表明,玩家留存率可以通过使用大脑积分激励结构来提高,这种结构奖励与成长心态相关的行为,或者智力可以增长的信念。在本文中,我们通过提供关于如何在教育游戏Refraction中有效促进成长型思维行为的新见解来扩展我们之前的工作。我们展示了一项针对25000名儿童的在线研究结果,这些儿童接受了五种不同版本的脑点干预。我们发现成长心态动画会导致大量玩家退出游戏,而大脑积分则会鼓励玩家坚持下去。最重要的是,我们发现随机奖励大脑分数是无效的;激励结构之所以成功,是因为它奖励了理想的成长心态行为。这些发现具有重要的意义,可以支持未来将脑点干预推广到新的教育环境中。
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引用次数: 27
Explaining Student Behavior at Scale: The Influence of Video Complexity on Student Dwelling Time 在尺度上解释学生行为:视频复杂性对学生停留时间的影响
Pub Date : 2016-04-25 DOI: 10.1145/2876034.2876051
F. V. D. Sluis, Jasper Ginn, T. Zee
Understanding why and how students interact with educational videos is essential to further improve the quality of MOOCs. In this paper, we look at the complexity of videos to explain two related aspects of student behavior: the dwelling time (how much time students spend watching a video) and the dwelling rate (how much of the video they actually see). Building on a strong tradition of psycholinguistics, we formalize a definition for information complexity in videos. Furthermore, building on recent advancements in time-on-task measures we formalize dwelling time and dwelling rate based on click-stream trace data. The resulting computational model of video complexity explains 22.44% of the variance in the dwelling rate for students that finish watching a paragraph of a video. Video complexity and student dwelling show a polynomial relationship, where both low and high complexity increases dwelling. These results indicate why students spend more time watching (and possibly contemplating about) a video. Furthermore, they show that even fairly straightforward proxies of student behavior such as dwelling can already have multiple interpretations; illustrating the challenge of sense-making from learning analytics.
了解学生与教育视频互动的原因和方式,对于进一步提高mooc的质量至关重要。在本文中,我们通过研究视频的复杂性来解释学生行为的两个相关方面:停留时间(学生花在观看视频上的时间)和停留率(他们实际看了多少视频)。基于心理语言学的强大传统,我们形式化了视频信息复杂性的定义。此外,基于任务时间测量的最新进展,我们基于点击流跟踪数据形式化了驻留时间和驻留率。由此产生的视频复杂性计算模型解释了22.44%的学生看完一段视频后停留率的差异。视频复杂度与学生居住呈多项式关系,高、低复杂度均增加学生居住。这些结果表明了为什么学生花更多的时间观看(可能是考虑)视频。此外,他们表明,即使是相当直接的学生行为指标,如居住,也可以有多种解释;说明了从学习分析中获得意义的挑战。
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引用次数: 42
期刊
Proceedings of the Third (2016) ACM Conference on Learning @ Scale
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