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An adaptive online learning testing system 一种自适应在线学习测试系统
Cao Sheng, Bi Bingwei, Zou Jiecheng
In the context of promoting personalized Internet education, the latest achievements on pedagogy and psychology are applied to the burgeoning computer online learning testing methods in this research. Compared with the traditional way, we propose a novel adaptive selection strategy of examination questions, and adopt the Monte Carlo simulation algorithm to validate the effectiveness of our new method in the following aspects, including item exposure rate, testing library average exposure rate, testing accuracy and testing efficiency, which shows that new strategy achieves better ability distinction from different levels of learners. So we provide a new way for learners to carry out personalized online learning ability testing.
本研究在推动个性化互联网教育的背景下,将教育学和心理学的最新成果应用于新兴的计算机在线学习测试方法。与传统方法相比,我们提出了一种新的自适应考题选择策略,并采用蒙特卡罗模拟算法在题项曝光率、题库平均曝光率、题库准确率和题库效率等方面验证了新方法的有效性,表明新策略能更好地区分不同层次学习者的能力。为学习者进行个性化的在线学习能力测试提供了一种新的途径。
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引用次数: 5
Classification of public elementary students' game play patterns in a digital game-based learning system with pedagogical agent 基于教学主体的数字游戏学习系统中小学生游戏模式的分类
Prometheus Peter L. Lazo, Chris Lionel Q. Anareta, Jule Brianne T. Duremdes, Ellenita R. Red
This study investigates gameplay attributes that were used to classify student performance in a digital game-based learning system to determine if it will contribute to achieving learning gain. The study was conducted in selected public elementary schools which comprised of 10% of all grade four students in each school visited. Word Infection Version 4, a local-area-network digital game-based learning (DGBL) system with a pedagogical agent, and a pretest and posttest module which served as the tool to collect gameplay logs of students were developed. Also, a dashboard tool was developed to manage, facilitate and administer the game in a distributed network. Usability test results showed strong agreement on its usability, aesthetics and usefulness. Log attributes, gameplay patterns, and performance of elementary students' vocabulary learning were recorded then described using K-means algorithm to determine the different clusters of students' gameplay patterns and performance while using the system. Four clusters were produced to represent the different gameplay styles of the students: gaming, proficient, productive and idle. A model that classified game play patterns of student's performance using Naïve Bayes and J48 algorithms was produced. The accuracy and kappa statistic of the produced models were determined. Higher ratings in accuracy and kappa statistic were yielded by the decision tree algorithm; 52.34% and 0.216 respectively in comparison 42.88% and 0.062 respectively from Naïve Bayes.
本研究调查了在基于数字游戏的学习系统中用于分类学生表现的游戏属性,以确定它是否有助于实现学习收益。本研究是在选定的公立小学进行的,每个学校的四年级学生占10%。开发了一个带有教学代理的局域网络数字游戏学习(DGBL)系统,以及作为收集学生游戏日志工具的前测和后测模块。此外,还开发了一个仪表盘工具来管理、促进和管理分布式网络中的游戏。可用性测试结果表明,它的可用性、美观性和有用性都是非常一致的。记录小学生词汇学习的日志属性、游戏模式和表现,然后使用K-means算法进行描述,以确定学生在使用该系统时的游戏模式和表现的不同集群。研究人员制作了四个组来代表学生的不同游戏风格:游戏、精通、高效和无所事事。使用Naïve贝叶斯和J48算法对学生表现的游戏模式进行分类的模型。对模型的精度和kappa统计量进行了测定。决策树算法具有较高的准确率和kappa统计量;分别为52.34%、0.216和42.88%、0.062 Naïve。
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引用次数: 2
The improvement of learning effects in distance education 远程教育学习效果的提高
Binghui Wu, Tingting Duan
This paper introduces the developing process of distance education in history, and compares the difference between distance education mode and traditional education mode. Based on game theory, this paper discusses the influence factors of learning effects in distance education. Considering the above influence factors, the strategies of the improvement learning effects are proposed, such as (1) the improvement of software and hardware environment; (2) the increase of learning time of teachers and learner; and (3) the implementing publicity work of distance education.
本文介绍了远程教育在历史上的发展过程,比较了远程教育模式与传统教育模式的区别。本文以博弈论为基础,探讨了远程教育学习效果的影响因素。考虑到以上影响因素,提出了提高学习效果的策略,如:(1)改善软硬件环境;(2)教师和学习者学习时间的增加;(3)远程教育的实施宣传工作。
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引用次数: 0
Development of the customer centric data visibility framework for the enhancement of the trust of SME customers in cloud services 开发以客户为中心的数据可见性框架,增强中小企业客户对云服务的信任
W. P. Yuen, K. B. Chuah
Cloud computing is a pervasive technology and platform in IT for several years. Cloud service providers have developed and offered different service platforms to accommodate different needs of enterprise subscribers. However, there still exists the situation of enterprise customers' hesitation and reluctance to deploy their core applications using cloud service platforms. The term data visibility has been widely used in the IT industry especially from ICT product and solution vendors. However, there is not any practice guideline, nor standard in industry to define this term. This paper defined the characteristic and dimensions of data visibility, from conceptual model to framework architecture of customer centric data visibility (CCDV) on cloud platform. It propose to apply CCDV as reference model or practice guideline on cloud computing service, with enhancement of data visibility which can earn the trust from enterprise customer in adopting public cloud service.
云计算作为一种普及的技术和平台在IT领域已经存在了好几年。云服务提供商开发并提供了不同的服务平台,以满足企业用户的不同需求。然而,企业客户对于将其核心应用部署到云服务平台上仍然存在犹豫和不情愿的情况。数据可见性这个术语在IT行业中被广泛使用,尤其是在ICT产品和解决方案供应商中。然而,没有任何实践指南,也没有行业标准来定义这个术语。本文定义了云平台上以客户为中心的数据可见性的特征和维度,从概念模型到框架体系结构。提出将CCDV作为云计算服务的参考模型或实践指南,增强数据的可见性,在采用公有云服务时赢得企业客户的信任。
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引用次数: 1
Project-based language learning in a 3D printing context 3D打印环境下基于项目的语言学习
Debopriyo Roy
This article highlighted an important project-based language learning case study in a Japanese technical university. The idea of the project was to create a creative factory classroom with computer-aided design (CAD) design and 3D scanning-based activities leading up to the 3D printing of products. The focus of the course was on both technical design and technical writing and presentation in a realistic work context. Students not only learned how to use different CAD software and 3D scanning apps, they also had to continuously engage in technical writing, online information management and presentation, working collaboratively both for individual and team-based activities. Data from course-related activities and self-reports indicated reasonable proficiency with the assignments, and reasonable ability to work with strict Schoology-based assignment instructions. Self-reports indicated relatively high levels of motivation and reasonable comfort with course activities. Recommendations for future study highlighted a more integrated and balanced course structure focused on both language learning and information and communication technology (ICT) tools.
本文重点介绍了日本某工业大学基于项目的语言学习案例研究。该项目的想法是创建一个具有计算机辅助设计(CAD)设计和基于3D扫描的活动的创意工厂教室,从而导致产品的3D打印。课程的重点是技术设计和技术写作,并在一个现实的工作环境中展示。学生们不仅要学习如何使用不同的CAD软件和3D扫描应用程序,他们还必须不断地从事技术写作、在线信息管理和演示,并在个人和团队活动中协同工作。从与课程相关的活动和自我报告中获得的数据表明,学生对作业相当熟练,并有能力按照严格的学校作业指导进行作业。自我报告显示了相对较高的动机水平和对课程活动的合理适应。对未来研究的建议强调了一个更加综合和平衡的课程结构,重点是语言学习和信息和通信技术(ICT)工具。
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引用次数: 4
How the nature of programming and learning materials affects novice learner's motivation and programming ability 编程和学习材料的性质如何影响新手的学习动机和编程能力
Teh Faradilla Abdul Rahman, N. Anuar, Raudzatul Fathiyah Mohd Said
Students who are learning new knowledge in a certain area is known as novice learners. Many novice learners faced difficulties in learning new things especially for those who are not majoring in that particular area for example non-computing students who face difficulties in learning C programming. This descriptive study attempted to analyse the relationships between factors; the nature of programming and learning materials that might have potential to affect the students' motivation and ability. A set of questionnaire consist of 47 items were distributed to 250 respondents. Pearson's correlation and Spearman's rank coefficient test was carried out to determine the relationship among the factors. The findings revealed that there are positive relationships between the variables. Therefore, this study believes by delivering programming nature to students in a better way and provide relevant materials could help students increase their motivation and problem solving ability in C programming.
在某一领域学习新知识的学生被称为新手学习者。许多初学者在学习新事物时遇到困难,特别是对于那些不是主修该特定领域的人来说,例如,非计算机专业的学生在学习C编程时遇到困难。这项描述性研究试图分析各因素之间的关系;编程和学习材料的性质可能会影响学生的动机和能力。共向250名受访者发放了一套包含47个项目的问卷。采用Pearson相关检验和Spearman秩系数检验确定各因素之间的关系。研究结果显示,这些变量之间存在正相关关系。因此,本研究认为,通过更好地向学生传达编程的本质,并提供相关材料,可以帮助学生提高学习C编程的动力和解决问题的能力。
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引用次数: 5
Transformation from a traditional university into a smart university 从传统大学向智慧大学的转变
P. Pornphol, Tuan Tongkeo
Education is a method to enhance people's knowledge, capability, and ethics in order to apply knowledge and competency creatively. As a result, this will benefit himself/herself and the social as a whole. Thailand's economic structure is moving toward "Value-Based Economy" or "Innovation Driven Economy" or Thailand 4.0. Major economic city is announced to become the Smart City while the University is an essential driving mechanism. This paper presents components and concepts of administration shifting from traditional university to become the smart university. Also, we analyze Academic Information Systems (AIS) at university level including Transaction Processing System (TPS), Management Information System (MIS), Decision Support System (DSS) and Executive Information System (EIS) as framework and guideline for management of Smart University and driving Thailand 4.0 policy.
教育是一种提高人们的知识、能力和道德的方法,以便创造性地运用知识和能力。因此,这将有利于他/她自己和整个社会。泰国的经济结构正朝着“价值导向型经济”或“创新驱动型经济”或“泰国4.0”的方向发展。主要经济城市宣布成为智慧城市,而大学是必不可少的驱动机制。本文介绍了传统大学向智慧大学转变的管理要素和理念。此外,我们分析了大学层面的学术信息系统(AIS),包括交易处理系统(TPS),管理信息系统(MIS),决策支持系统(DSS)和执行信息系统(EIS),作为智能大学管理和推动泰国4.0政策的框架和指南。
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引用次数: 8
Developing entrepreneurial abilities with ICT and technical presentations 发展创业能力与信息通信技术和技术演示
Debopriyo Roy
The paper attempts to make a case for how students' entrepreneurial skills could be improved effectively by improving their ability to put together technical presentations on complex topics, by using a variety of ICT tools. This paper discussed a graduate-level English language learning course offered in a technical university in Japan where 13 students presented on a variety of technical topics to persuade, demonstrate and explain procedures related to technology or technical matters, including their own skillset in getting job in the technology market. Based on specific guidance including assignment instructions, peer-review, in-class interactions, and instant feedback, students developed skills that could be used in a workplace context to showcase important concepts and data. The course further makes a case for allowing students more formal opportunities for technical presentations and use of ICT, that are likely to increase their confidence levels, think about complex constructs, take decisions, and represent information reasonably well in a text-graphics visual environment.
本文试图通过使用各种信息通信技术工具,提高学生就复杂主题进行技术演示的能力,从而有效地提高学生的创业技能。本文讨论了日本一所技术大学提供的研究生水平的英语语言学习课程,其中13名学生介绍了各种技术主题,以说服,演示和解释与技术或技术事项相关的程序,包括他们自己在技术市场上获得工作的技能。根据具体的指导,包括作业指导、同行评议、课堂互动和即时反馈,学生们培养了可以在工作环境中使用的技能,以展示重要的概念和数据。本课程进一步为学生提供更正式的技术演示和使用ICT的机会,这可能会提高他们的信心水平,思考复杂的结构,做出决定,并在文本-图形视觉环境中合理地表达信息。
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引用次数: 3
Development of instructional package with video clips on problem solving steps in mathematics of sixth-grade students in Bhutan 不丹六年级学生数学解题步骤视频教学包的开发
Tenzin Namgyal, Kobsook Kongmanus
This study developed an instructional package with video clips on problem solving steps in mathematics for sixth-grade students in Bhutan. The instructional package composed of four components: content, lesson process, video, and evaluation. The purposive sampling technique was used for selecting 28 sixth-grade students of Khamdang Lower Secondary School, Trashi Yangtse, eastern Bhutan to study Unit 4: measurement. The success of the instructional package depended on the students' academic achievement and their satisfaction. To measure these, achievement tests were administered before (pre-test) and after (post-test) the experimental phase, and a satisfaction questionnaire was administered one time, after the experimental phase. The achievement test was analyzed using the paired sample t-test, and it revealed that achievement test was statistically significant p(0.000)<0.05. Student satisfaction questionnaire data were analyzed using descriptive statistics (mean and standard deviation) and showed that their satisfaction level was very high. Thus the current study concluded that the instructional package was successful and can be a reliable resource.
本研究为不丹六年级学生开发了一套包含解题步骤视频剪辑的教学包。教学包由四个部分组成:内容、教学过程、视频和评价。采用目的抽样方法,选取不丹东部Trashi Yangtse Khamdang初中28名六年级学生,学习第四单元:测量学。教学包的成功与否取决于学生的学习成绩和满意度。为了测量这些,在实验阶段之前(前测试)和之后(后测试)进行了成就测试,并在实验阶段之后进行了一次满意度问卷调查。成绩检验采用配对样本t检验,成绩检验p(0.000)<0.05有统计学意义。采用描述性统计(均值和标准差)对学生满意度问卷数据进行分析,结果表明学生满意度较高。因此,目前的研究结论是,教学包是成功的,可以是一个可靠的资源。
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引用次数: 0
Research on blended teaching model in the teaching of 'micro-controller principles and applications' 《单片机原理与应用》教学中混合式教学模式的研究
Yan-Rong Tong, Peng Song
Blended teaching model combines the advantages of traditional face-to-face teaching mode and web-based online teaching mode. It is an important research aspect of college teaching reform at present. The course of 'micro-controller principles and applications' is significantly important to be taken by the optoelectronic information science and engineering major. The course is both comprehensive and practical. The main aim of the course is to enhance students' learning initiative and the ability to apply the micro-controller. The paper discusses the method of applying blended teaching model into this course, and builds a 'Project based-learning, Collaborative learning, Flipped-classroom, Innovative Practice' four-in-one blended teaching model. This paper describes the design, implementation and results of the model, showing the benefits of these new teaching methods, which can improve student's motivation and enhance students' learning initiative and their ability to apply the micro-controller.
混合式教学模式结合了传统的面对面教学模式和基于网络的在线教学模式的优点。这是当前高校教学改革的一个重要研究方向。“微控制器原理与应用”是光电信息科学与工程专业的一门重要课程。这门课程既全面又实用。本课程的主要目的是提高学生的学习主动性和应用微控制器的能力。本文探讨了将混合式教学模式应用于该课程的方法,构建了“项目式学习、协作式学习、翻转课堂、创新实践”四位一体的混合式教学模式。本文描述了该模型的设计、实现和结果,展示了这些新的教学方法的好处,可以提高学生的学习动机,增强学生的学习主动性和应用单片机的能力。
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引用次数: 1
期刊
Proceedings of the 6th International Conference on Information and Education Technology
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