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The challenges of using a MOOC to introduce "absolute beginners" to programming on specialized hardware 使用MOOC向“绝对初学者”介绍在专用硬件上编程的挑战
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567886
J. Kay, Tom McKlin
Educational Robotics for Absolute Beginners is a MOOC designed to introduce K-12 teachers with no prior computer science or robotics experience to the basics of LEGO NXT Robot programming. The course was developed following several successful in-person workshops on the same topic. This paper introduces some of the issues that arose as we transitioned the material to a MOOC, describes some of the unique challenges we faced by incorporating specialized hardware into a MOOC, and presents some preliminary data evaluating the success of our approach.
面向绝对初学者的教育机器人是一门MOOC,旨在向没有计算机科学或机器人经验的K-12教师介绍乐高NXT机器人编程的基础知识。该课程是在就同一主题举办了几次成功的面对面讲习班之后发展起来的。本文介绍了我们将材料转换为MOOC时出现的一些问题,描述了我们在将专用硬件整合到MOOC中所面临的一些独特挑战,并提供了一些评估我们方法成功的初步数据。
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引用次数: 8
Educational programming systems for learning at scale 大规模学习的教育规划系统
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567868
Qianxiang Wang, Wenxin Li, T. Xie
Learning programming at scale underlies computer science education ranging from basic programming to advanced software engineering topics. There are strong needs of providing effective system supports for learning programming at scale. Among various desirable characteristics of such system supports, system supports shall allow students to write programs via an online Integrated Development Environment (IDE), allow students to get feedback on how they perform on the given programming exercises, etc. To aim for such effective system supports for learning programming at scale, research teams from Peking University have developed two systems: POP (denoting Peking University Online Programming System) and POJ (denoting Peking University Online Judge System). These two systems have achieved high impact among students around the world (especially those in China). In this paper, we present the overview of the two systems, along with our ongoing and future work on extending the systems for achieving higher effectiveness in supporting learning programming at scale.
大规模学习编程是计算机科学教育的基础,从基础编程到高级软件工程主题。我们迫切需要为大规模学习编程提供有效的系统支持。在这种系统支持的各种可取特性中,系统支持应允许学生通过在线集成开发环境(IDE)编写程序,允许学生获得关于他们如何执行给定编程练习的反馈,等等。为了对大规模编程学习提供有效的系统支持,北京大学的研究团队开发了两个系统:POP(北京大学在线编程系统)和POJ(北京大学在线裁判系统)。这两种制度在世界各地(特别是中国)的学生中产生了很大的影响。在本文中,我们概述了这两个系统,以及我们正在进行的和未来的工作,以扩展系统,从而在支持大规模学习编程方面获得更高的效率。
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引用次数: 4
New wine in no bottles: immersive, personalized ubiquitous learning 无瓶新酒:沉浸式、个性化的无所不在学习
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2578292
C. Dede
The invention of the movie camera was initially seen as a way to reach "massive" by filming plays; we are in an equivalent stage with our early MOOCs. Thinking outside the box of "teaching" is essential to realizing learning at scale. Virtual worlds and augmented realities can complement digitized classroom instruction through simulated apprenticeships, embedded support for learning everywhere, and transformed social interactions. Going big also requires thinking small: analyzing diagnostic micro-patterns to customize individual learning, sifting through millions of participants to find the ideal partners to aid each other's growth. To reach massive with universal access and powerful outcomes, we must creatively expand our visions of platforms, pedagogy, and financing.
电影摄影机的发明最初被认为是通过拍摄戏剧来达到“大规模”的一种方式;我们与早期的mooc处于相同的阶段。跳出“教学”的框框思考是实现大规模学习的必要条件。虚拟世界和增强现实可以通过模拟学徒制、嵌入式支持无处不在的学习以及改变的社会互动来补充数字化课堂教学。做大还需要从小的角度思考:分析诊断性的微观模式,以定制个人学习,在数百万参与者中筛选,找到理想的合作伙伴,帮助彼此成长。为了实现大规模、普遍可及和强有力的成果,我们必须创造性地扩大我们在平台、教学方法和融资方面的愿景。
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引用次数: 2
Forming beneficial teams of students in massive online classes 在大规模在线课程中组建有益的学生团队
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567856
R. Agrawal, Behzad Golshan, Evimaria Terzi
Given a class of large number of students, each exhibiting a different ability level, how can we form teams of students so that the expected performance of team members improves due to team participation? We take a computational perspective and formally define two versions of such team-formation problem: the MAXTEAM and the MAXPARTITION problems. The first asks for the identification of a single team of students that improves the performance of most of the participating team members. The second asks for a partitioning of students into non-overlapping teams that also maximizes the benefit of the participating students. We show that the first problem can be solved optimally in polynomial time, while the second is NP-complete. For the MAXPARTITION problem, we also design an efficient approximate algorithm for solving it. Our experiments with generated data coming from different distributions demonstrate that our algorithm is significantly better than any of the popular strategies for dividing students in a class into sections.
一个班级有很多学生,每个人的能力水平都不一样,我们如何组成学生团队,让团队成员的预期表现因为团队参与而提高?我们从计算的角度正式定义了这类团队形成问题的两个版本:MAXTEAM和MAXPARTITION问题。第一个问题要求确定一个学生团队,该团队可以提高大多数参与团队成员的表现。第二种方法要求将学生分成不重叠的小组,这样也能最大限度地提高参与学生的利益。我们证明了第一个问题可以在多项式时间内最优解决,而第二个问题是np完全的。对于MAXPARTITION问题,我们还设计了一个高效的近似算法来求解。我们对来自不同分布的生成数据进行的实验表明,我们的算法明显优于将班级中的学生划分为小组的任何流行策略。
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引用次数: 12
Improving problem solving performance in computer-based learning environments through subgoal labels 通过子目标标签提高在基于计算机的学习环境中解决问题的能力
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567853
Lauren E. Margulieux, R. Catrambone
Computer-based learning environments can provide valuable resources for learning at scale, but students in these environments might learn without an instructor. Subgoal labels have been used in worked examples in STEM domains to help a learner understand the purpose of a set of steps, and this feature has increased problem solving performance [1]. Subgoal labels, however, have not been tested in instructional text. The present study explored this intervention. The results of the present study show that learners who received subgoal labels in both the text and example outperformed those in other conditions. When subgoal labeled text is paired with an unlabeled example, however, performance does not improve. These findings indicate that subgoal labeled instructional text when paired with subgoal labeled examples can improve performance in a computer-based learning environment.
基于计算机的学习环境可以为大规模学习提供宝贵的资源,但在这些环境中,学生可能在没有教师的情况下学习。子目标标签已经在STEM领域的工作示例中使用,以帮助学习者理解一组步骤的目的,这一特性提高了问题解决的性能[1]。然而,子目标标签尚未在教学文本中进行测试。本研究探讨了这种干预。本研究结果表明,在文本和示例中同时获得子目标标签的学习者表现优于其他条件下的学习者。然而,当子目标标记的文本与未标记的示例配对时,性能并没有提高。这些发现表明,当子目标标记的教学文本与子目标标记的示例配对时,可以提高基于计算机的学习环境中的表现。
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引用次数: 16
Evaluating educational interventions at scale 评估大规模的教育干预
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567884
R. Agrawal, M. H. Jhaveri, K. Kenthapadi
Education and learning are currently undergoing transformative changes due to the emergence of tablet devices, cloud computing, and abundant online content. These trends present opportunities to transform traditional paper-based textbooks into tablet-based electronic textbooks, and to further enrich the educational experience by augmenting them with relevant supplementary materials. A natural question is whether this educational intervention, namely, enriching textbooks with relevant web articles, images and videos, is effective. It turns out that designing an experiment at scale for this purpose is nontrivial. We report on progress in designing and carrying out such an experiment.
由于平板电脑、云计算和丰富的在线内容的出现,教育和学习正在发生革命性的变化。这些趋势为将传统的纸质教科书转变为基于平板电脑的电子教科书提供了机会,并通过增加相关的补充材料进一步丰富了教育经验。一个自然的问题是,这种教育干预,即用相关的网络文章、图片和视频丰富教科书,是否有效。事实证明,为这个目的设计一个大规模的实验是非常重要的。我们报告设计和实施这种实验的进展情况。
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引用次数: 3
Talkabout: small-group discussions in massive global classes 谈论:在大规模的全球课堂上进行小组讨论
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567859
Julia Cambre, Chinmay Kulkarni, Michael S. Bernstein, Scott R. Klemmer
In the physical classroom, peer interactions motivate students and expand their perspective. We suggest that synchronous peer interaction can benefit massive online courses as well. Talkabout organizes students into video discussion groups and allows instructors to determine group composition and discussion content. Using Talkabout, students pick a discussion time that suits their schedule. The system groups the students into small video discussions based on instructor preferences such as gender or geographic balance. To date, 2,474 students in five massive online courses have used Talkabout to discuss topics ranging from prejudice to organizational theory. Talkabout discussions are diverse: in one course, the median six-person discussion group had students from four different countries. Students enjoyed discussing in these diverse groups: the average student participated for 66 minutes, twice the course requirement. Students in more geographically distributed groups also scored higher on the final, suggesting that distributed discussions have educational value.
在实体课堂中,同伴互动可以激励学生,拓展他们的视野。我们建议同步的同伴互动也可以使大规模的在线课程受益。Talkabout组织学生进入视频讨论小组,并允许教师确定小组组成和讨论内容。使用Talkabout,学生可以选择适合他们日程安排的讨论时间。该系统根据教师的偏好(如性别或地理平衡)将学生分组到小视频讨论中。迄今为止,已有2474名学生在5门大型在线课程中使用Talkabout来讨论从偏见到组织理论的各种话题。讨论话题是多种多样的:在一门课程中,六人讨论组的学生中位数来自四个不同的国家。学生们喜欢在这些不同的小组中进行讨论:学生平均参与66分钟,是课程要求的两倍。地理分布越分散的学生在期末考试中得分也越高,这表明分布式讨论具有教育价值。
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引用次数: 24
A multiplayer online game for teaching software engineering practices 一款用于教授软件工程实践的多人在线游戏
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2567858
David Xiao, Rob Miller
Programming best-practices are a difficult subject to learn for beginner computer science students. In the classroom, these practices are appreciated and taught through a combination of lectures and group projects. Group projects, however, take time and are ill-suited for Massive Open Online Courses (MOOCs). This project aims to develop a web-based many-player programming game which addresses these issues by having large numbers of students code many small functions in parallel, give feedback on each other's implementations, and compose them into much larger programs. Gameplay will require only a few hours and should provide rapid and substantive feedback on the reusability and flexibility of a student's code. We have developed and playtested a small-scale prototype to determine if software engineering lessons could be learned through such a game. Further prototypes will test the game at MOOC scales and with different structures. We will develop a final version to deploy to MIT's online class 6.005x: Software Construction.
编程最佳实践对于初学计算机科学的学生来说是一门很难学习的学科。在课堂上,这些实践是通过讲座和小组项目的结合来欣赏和教授的。然而,小组项目需要花费时间,而且不适合大规模在线开放课程(MOOCs)。该项目旨在开发一个基于web的多人编程游戏,通过让大量学生并行编写许多小功能,对彼此的实现进行反馈,并将它们组合成更大的程序来解决这些问题。游戏玩法将只需要几个小时,并且应该能够提供关于学生代码的可重用性和灵活性的快速而实质性的反馈。我们已经开发并测试了一个小规模的原型,以确定是否可以从这样的游戏中学到软件工程的教训。进一步的原型将在MOOC规模和不同的结构上测试游戏。我们将开发一个最终版本,部署到麻省理工学院的在线课程6.005x:软件构建。
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引用次数: 3
Demographic differences in how students navigate through MOOCs 学生如何浏览mooc的人口统计学差异
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2566247
Philip J. Guo, Katharina Reinecke
The current generation of Massive Open Online Courses (MOOCs) attract a diverse student audience from all age groups and over 196 countries around the world. Researchers, educators, and the general public have recently become interested in how the learning experience in MOOCs differs from that in traditional courses. A major component of the learning experience is how students navigate through course content. This paper presents an empirical study of how students navigate through MOOCs, and is, to our knowledge, the first to investigate how navigation strategies differ by demographics such as age and country of origin. We performed data analysis on the activities of 140,546 students in four edX MOOCs and found that certificate earners skip on average 22% of the course content, that they frequently employ non-linear navigation by jumping backward to earlier lecture sequences, and that older students and those from countries with lower student-teacher ratios are more comprehensive and non-linear when navigating through the course. From these findings, we suggest design recommendations such as for MOOC platforms to develop more detailed forms of certification that incentivize students to deeply engage with the content rather than just doing the minimum necessary to earn a passing grade. Finally, to enable other researchers to reproduce and build upon our findings, we have made our data set and analysis scripts publicly available.
当前这一代大规模开放在线课程(MOOCs)吸引了来自世界各地196个国家的不同年龄段的学生。研究人员、教育工作者和公众最近开始对mooc的学习体验与传统课程的不同感兴趣。学习体验的一个主要组成部分是学生如何浏览课程内容。本文提出了一项关于学生如何浏览mooc的实证研究,据我们所知,这是第一个调查浏览策略如何因年龄和原籍国等人口统计学因素而不同的研究。我们对四门edX mooc课程的140546名学生的活动进行了数据分析,发现获得证书的学生平均跳过22%的课程内容,他们经常通过向后跳转到早期的课程序列来使用非线性导航,年龄较大的学生和来自师生比例较低国家的学生在导航课程时更加全面和非线性。根据这些发现,我们提出了设计建议,如MOOC平台开发更详细的认证形式,以激励学生深入参与内容,而不仅仅是为了获得及格分数而完成最低限度的必要工作。最后,为了使其他研究人员能够复制和建立我们的发现,我们已经公开了我们的数据集和分析脚本。
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引用次数: 319
Hint systems may negatively impact performance in educational games 提示系统可能会对教育类游戏的表现产生负面影响
Pub Date : 2014-03-04 DOI: 10.1145/2556325.2566248
Eleanor O'Rourke, Christy Ballweber, Zoran Popovic
Video games are increasingly recognized as a compelling platform for instruction that could be leveraged to teach students at scale. Hint systems that provide personalized feedback to students in real time are a central component of many effective interactive learning environments, however little is known about how hints impact player behavior and motivation in educational games. In this work, we study the effectiveness of hints by comparing four designs based on successful hint systems in intelligent tutoring systems and commercial games. We present results from a study of 50,000 students showing that all four hint systems negatively impacted performance compared to a baseline condition with no hints. These results suggest that traditional hint systems may not translate well into the educational game environment, highlighting the importance of studying student behavior to understand the impact of new interactive learning technologies.
电子游戏越来越被认为是一个引人注目的教学平台,可以用来大规模地教授学生。提示系统能够实时向学生提供个性化反馈,这是许多有效互动学习环境的核心组成部分,但我们对提示如何影响教育类游戏中的玩家行为和动机却知之甚少。在这项工作中,我们通过比较基于智能辅导系统和商业游戏中成功的提示系统的四种设计来研究提示的有效性。我们提出了一项针对50,000名学生的研究结果,表明与没有提示的基线条件相比,所有四种提示系统都对表现产生了负面影响。这些结果表明,传统的提示系统可能无法很好地转化为教育游戏环境,这凸显了研究学生行为以理解新型互动学习技术影响的重要性。
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引用次数: 20
期刊
Proceedings of the first ACM conference on Learning @ scale conference
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