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2022 International Conference on Advanced Learning Technologies (ICALT)最新文献

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ViSQL: An Intelligent Online SQL Tutoring System ViSQL:一个智能在线SQL辅导系统
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00069
Mohammad Karimzadeh, H. Jamil
A simple way to assess the correctness of a student’s SQL query is to compare results with a correct query for equality. Technically, the two queries will produce identical responses only if they are computationally equivalent. Until recently, establishing such equality largely tested set equality of the returned results at great computational cost with not enough confidence. In most e-Learning systems, providing feedback to improve learning has remained illusive in a setup where no semantic foundation was used to assess the query. In this paper, we present a new e-Learning platform for SQL, called ViSQL, that combines teaching, tutoring and assessment in one single system. We leverage recent development of a query equivalence solver to craft mentoring strategies using automated feedback and guidance to aid learning and scale learner support.
评估学生SQL查询正确性的一种简单方法是将结果与正确的查询进行比较是否相等。从技术上讲,这两个查询只有在计算上相等时才会产生相同的响应。直到最近,建立这样的等式在很大程度上测试了返回结果的集合相等性,计算代价很大,而且置信度不够。在大多数电子学习系统中,在没有使用语义基础来评估查询的情况下,提供反馈以改善学习仍然是虚幻的。在本文中,我们提出了一个新的SQL在线学习平台,称为ViSQL,它将教学、辅导和评估集成在一个系统中。我们利用最近开发的查询等价求解器来制定指导策略,使用自动反馈和指导来帮助学习和扩展学习者支持。
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引用次数: 2
Empirical Evidence on Gamification and Learning Analytics (GaLA): What is Missing? 游戏化和学习分析(GaLA)的经验证据:缺失了什么?
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00040
A. H. Metwally, A. Tlili, A. Yousef, Ronghuai Huang, L. Nacke
The growing adoption of learning analytics (LA) approaches and data mining (DM) techniques using educational gamification data sets is reflected in increased publications on this topic. However, with different gamified contexts and a variety of LA methods available, no comprehensive review summarized the obtained findings. Therefore, this research aims to identify studies’ characteristics, objectives, and methods used in gamification learning analytics (GaLA) research. To identify these, this study comprehensively reviewed the literature of 24 studies selected from an initial pool of 221 search results. The findings show that GaLA methods can be categorized into: visualization, data mining, social network analysis (SNA), statistics, and correlations. In conclusion, GaLA is defined as a data-driven approach using various methods of data analysis and mining techniques in gamified contexts for collecting, analyzing, and reporting data to assess or enhance the gameful experience, understand student behaviour, and improve learning outcomes.
越来越多的关于这一主题的出版物反映了使用教育游戏化数据集的学习分析(LA)方法和数据挖掘(DM)技术的日益普及。然而,由于不同的游戏化背景和各种可用的LA方法,没有全面的综述总结所获得的发现。因此,本研究旨在确定游戏化学习分析(GaLA)研究中使用的研究特征、目标和方法。为了确定这些因素,本研究全面回顾了从221个搜索结果初始池中选择的24项研究的文献。研究结果表明,GaLA方法可分为可视化、数据挖掘、社会网络分析(SNA)、统计和关联。总之,GaLA被定义为一种数据驱动的方法,在游戏化环境中使用各种数据分析和挖掘技术来收集、分析和报告数据,以评估或增强游戏体验,了解学生行为,并改善学习成果。
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引用次数: 1
Advances in Readability Research: A New Readability Web App for English 可读性研究进展:一个新的英语可读性网页应用程序
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00007
J. Choi, S. Crossley
Readability research and the entailing derivation of theoretically valid and high-performing readability assessment models are important components of reading education. There have been notable advances in the research of readability assessment following the advances of natural language processing techniques. Specifically, newer formulas make use of complex linguistic features that were previously unavailable, as well as contextually representative word-embeddings derived by training neural networks. However, there remain limitations for newer readability formulas, especially with respect to the employment of newer formulas by educational content creators. This paper provides an overview of readability research and introduces a new web app to help facilitate the application of state-of-the-art readability formulas for educational content creators and researchers through both an online interface and a separate API. An increase in accessibility and exposure for state-of-the-art readability formulas will assist in addressing many limitations of integrating readability research into educational technologies.
可读性研究及其衍生的理论有效、高效的可读性评估模型是阅读教育的重要组成部分。随着自然语言处理技术的发展,可读性评价的研究取得了显著进展。具体来说,较新的公式利用了以前不可用的复杂语言特征,以及通过训练神经网络衍生的具有上下文代表性的词嵌入。然而,对于较新的可读性公式仍然存在限制,特别是在教育内容创作者使用较新的公式方面。本文概述了可读性研究,并介绍了一个新的web应用程序,通过在线界面和单独的API,帮助教育内容创作者和研究人员促进最先进的可读性公式的应用。增加最先进的易读性公式的可及性和曝光率将有助于解决将易读性研究纳入教育技术的许多限制。
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引用次数: 2
Personalized Practice Exam Recommendation for Helping Students Prepare for Course Assessment 帮助学生准备课程评估的个性化练习考试建议
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00120
Young Park
Quizzes, tests and exams are commonly used as important formative and summative assessment tools to test student learning towards learning objectives. Practice exams are an effective tool to help students better prepare for real exams in an in-person as well as online course environment. Personalized practice exams will be more effective for supporting individual students’ success in course assessments. In this paper, we present a personalized practice exam recommender system to help students prepare and do better in the real course exams. Our practice exam recommendation is based on the student-to-student collaborative filtering using course, exam and exam question grades. We compute a target student’s predicted grade on each exam question in a real exam, and based on the predicted grades, construct and recommend a personalized practice exam for the target student. Practice exam recommendation can be done at the beginning of a semester or progressively in course throughout a semester by incorporating the target student’s performance on the completed real exams.
测验、测试和考试通常被用作重要的形成性和总结性评估工具,以测试学生对学习目标的掌握情况。模拟考试是一种有效的工具,可以帮助学生更好地准备现场和在线课程环境中的真实考试。个性化练习考试将更有效地帮助学生在课程评估中取得成功。在本文中,我们提出了一个个性化练习考试推荐系统,以帮助学生准备并在真实课程考试中取得更好的成绩。我们的练习考试推荐基于学生与学生之间的协同过滤,使用课程、考试和试题成绩。我们计算目标学生在真实考试中每道试题的预测成绩,并根据预测成绩为目标学生构建和推荐个性化的练习考试。练习考试推荐可以在学期开始时进行,也可以结合目标学生在已完成的真实考试中的成绩,在整个学期的课程中逐步进行。
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引用次数: 2
3D Skill Trees in Mixed Reality for Creating and Visualizing Learning Plans 用于创建和可视化学习计划的混合现实中的3D技能树
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00099
Benedikt Hensen, R. Klamma
Curricula at university and learning paths in self-regulated learning span a complex planning space that is difficult to visualize. Students need to plan their decisions ahead to take a valid order of courses that align with their learning goals. Previous approaches used 2D skill tree visualizations to map the dependencies which, however, cannot convey mixtures of long-term goals and short-term action plans well. We present an approach that realizes learning plans as 3D skill tree structures in mixed reality. With the extra dimension, clearer layouts can be found which combine views on long-term goals and specific actions. By bringing the 3D learning plans to mixed reality, depth perception can help the students to understand the 3D structure of the tree. Moreover, nodes of the tree can be anchored at places in the real world which aids the students’ spatial memory to help them remember the plan. The application is evaluated in two user studies with 17 and 53 participants, respectively. Although the amount of text and typing should be minimized, the results show that 3D learning plans are understood by students. As the hardware becomes more available, the 3D learning plans can help students to structure their studies.
大学课程和自主学习的学习路径是一个复杂的规划空间,难以形象化。学生需要提前计划他们的决定,选择与他们的学习目标一致的有效课程顺序。之前的方法使用2D技能树可视化来绘制依赖关系图,但这并不能很好地传达长期目标和短期行动计划的混合。提出了一种在混合现实中以3D技能树结构的形式实现学习计划的方法。有了额外的维度,可以找到更清晰的布局,将长期目标和具体行动的观点结合起来。通过将3D学习计划带入混合现实,深度感知可以帮助学生了解树的3D结构。此外,树的节点可以锚定在现实世界的地方,这有助于学生的空间记忆,帮助他们记住计划。该应用程序在两个用户研究中进行评估,分别有17名和53名参与者。虽然文本量和打字量应该尽量减少,但结果表明,学生能够理解3D学习计划。随着硬件的普及,3D学习计划可以帮助学生组织学习。
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引用次数: 1
The Effects of AR Learning Environment to Preschool Children’s Numerical Cognition AR学习环境对学龄前儿童数字认知的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00110
Zhaoxin Feng, Chenxi Gong, Xinyue Jiao, Zifeng Liu, Su Cai
Preschool children have difficulty learning and comprehending abstract concepts, and the cognition of numbers has always been the key to mathematical enlightenment for young children. Our research aims to help preschool children build their cognition of cardinal and ordinal numbers, comprehend simple logical relationships, and master simple digital addition. We developed an Augmented Reality learning tool based on theories related to number cognition and a theoretical framework of software design for preschool children. We also conducted a teaching experiment in a kindergarten, and interviewed the teachers of the kindergarten to learn about their attitudes towards the application of AR in preschool education. Through data analysis, interviews, and discussions, we conclude that (a) AR application can positively influence children’s cognitive digital skills; (b) children have positive attitudes and positive evaluations toward AR application use, but there are some unavoidable problems in children’s attention allocation; (c) proficiency in operating AR tools has a large impact on children’s learning effects.
学龄前儿童在学习和理解抽象概念方面存在困难,而对数字的认知一直是幼儿数学启蒙的关键。我们的研究旨在帮助学龄前儿童建立基数和序数的认知,理解简单的逻辑关系,掌握简单的数字加法。基于数字认知相关理论和软件设计理论框架,为学龄前儿童开发了增强现实学习工具。我们还在一家幼儿园进行了教学实验,并采访了该幼儿园的老师,了解他们对AR在学前教育中应用的态度。通过数据分析、访谈和讨论,我们得出结论:(a) AR应用对儿童的认知数字技能有积极的影响;(b)儿童对AR应用的使用有积极的态度和积极的评价,但在儿童的注意分配中存在一些不可避免的问题;(c)熟练操作AR工具对儿童的学习效果影响较大。
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引用次数: 0
Mechanism to Capture Learners’ Interactions in Virtual Reality Learning Environment 虚拟现实学习环境中学习者互动的捕捉机制
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00105
Antony Prakash, R. Rajendran
Virtual Reality (VR) has the potential to improve learning in the education domain due to its characteristics such as multi-sensory stimuli, immersion, interaction, first-person perspectives, etc. In spite of these advantages, the literature analysis carried out has revealed that there is no literature that explored the learning processes happening in a VR environment. The learning processes can be analyzed using the data collected from the interaction behavior happening in a VR learning environment (VRLE). The existing data collection mechanisms in VR such as questionnaires, surveys, physiological sensors, and human observers do not provide data related to the interaction behavior of the learners happening in VR head-mounted displays (HMD). Hence, in this paper, we discuss a mechanism developed to log the interaction data happening in VRLE automatically in real-time and store them in a locally accessible location. The logged interaction data can be further processed to extract features and study the learning processes in VRLE.
虚拟现实(VR)由于其多感官刺激、沉浸、互动、第一人称视角等特点,具有改善教育领域学习的潜力。尽管有这些优势,但进行的文献分析显示,没有文献探讨VR环境中发生的学习过程。学习过程可以使用从VR学习环境(VRLE)中发生的交互行为收集的数据进行分析。现有的VR数据收集机制,如问卷调查、生理传感器和人类观察者等,无法提供与VR头戴式显示器(HMD)中学习者互动行为相关的数据。因此,在本文中,我们讨论了一种机制,该机制可以实时自动记录VRLE中发生的交互数据,并将其存储在本地可访问的位置。对记录的交互数据进行进一步处理,提取特征,研究VRLE的学习过程。
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引用次数: 2
An Innovative Multimodal Learning System Based on Robot and Tangible Objects for Chinese Numeral-Classifier-Noun Phrase Learning 基于机器人和有形对象的汉语数词名词短语学习创新多模态系统
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00072
Fu-Hui Hsu, Yu-Tang Hsueh, Wei-Lun Chang, Yen-Ting Lin, Y. Lan, Nian-Shing Chen
Learning Chinese Numeral-Classifier-Noun (NCN) phrases is one of the most challenging tasks for Chinese language learners. In this study, we developed learning applications based on a multimodal robot and IoT tangible objects (R&T) learning system to help Chinese language learners, adopting technologies suiting language learning, and implementing instructional design by professional Chinese language teachers. This study adopted the ASSURE model to develop and investigate the effect of the learning system and applications. Participants were divided into two groups: learning after a human teacher and learning with the R&T learning system. Findings from Table 1 show that learning Chinese NCN Phrases with the R&T learning system is comparable to the human teacher. This study contributes to Chinese language teaching and learning by providing an alternative method for Chinese language learners learning Chinese NCN phrases or a teaching assistant system for Chinese language teachers.
汉语数词名词短语的学习是汉语学习者最具挑战性的任务之一。在本研究中,我们开发了基于多模态机器人和物联网有形对象(R&T)学习系统的学习应用程序来帮助汉语学习者,采用适合语言学习的技术,并由专业汉语教师实施教学设计。本研究采用ASSURE模型来开发和研究学习系统及其应用的效果。参与者被分成两组:跟着真人老师学习和用R&T学习系统学习。表1的研究结果表明,使用R&T学习系统学习中文NCN短语的效果与人类教师相当。本研究为汉语学习者提供了一种学习汉语网络短语的替代方法,或为汉语教师提供了一种教学辅助系统,有助于汉语教学。
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引用次数: 0
Gamification as Support for Educational Inclusion: The Case of AR-mBot 游戏化作为教育共融的支持:AR-mBot的案例
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00088
Jairo Quintero, S. Baldiris, Jhoni Cerón, Juan Garzón, D. Burgos, Gloria Liliana Velez Saldarriaga
Today’s education must offer multiple opportunities to address the individual needs of all students. In this context, educational innovation plays an important role in guiding the processes of creating strategies to achieve more inclusive learning and teaching. Many studies have analyzed the affordances of augmented reality, gamification, and the adoption of Universal Design for Learning as separate strategies to improve education. In turn, this paper presents the combination of these three strategies as a positive alternative to address diversity in the classroom. A gamified augmented educational application has been designed that considers the principles of Universal Design for Learning to teach robotics in secondary education. The results show the application facilitates the inclusion of students, improving the fulfillment of the academic challenges.
今天的教育必须提供多种机会来满足所有学生的个性化需求。在这种背景下,教育创新在指导制定策略的过程中发挥着重要作用,以实现更具包容性的学习和教学。许多研究分析了增强现实、游戏化和采用通用学习设计作为改善教育的单独策略的可行性。反过来,本文提出了这三种策略的结合,作为解决课堂多样性的积极选择。设计了一个游戏化的增强教育应用程序,它考虑了学习通用设计的原则,在中学教育中教授机器人。结果表明,该应用程序促进了学生的融入,提高了学业挑战的实现。
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引用次数: 2
Proposal of a conceptual modeling learning environment with task/model management functions 提出一个具有任务/模型管理功能的概念建模学习环境
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00064
Ryoga Maruyama, M. Kayama, Takashi Nagai, Koki Otaku, Naomi Taguchi
This study aims to explore an educational learning environment that supports students to learn conceptual modeling with UML. In this study, we call the describing models “UML programming.” In this paper, we show an educational UML programming environment for STEAM-related subjects (for example, Technology or Engineering) in schools. The features of the proposed learning environment are 1) educational task management function and 2) models, which are created by students, management function.
本研究旨在探索一种教育学习环境,支持学生使用UML学习概念建模。在本研究中,我们称描述模型为“UML编程”。在本文中,我们展示了学校中与steam相关的科目(例如,技术或工程)的教育UML编程环境。所提出的学习环境的特点是:1)教育任务管理功能;2)由学生创建的模型管理功能。
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引用次数: 0
期刊
2022 International Conference on Advanced Learning Technologies (ICALT)
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