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

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Evaluation of Educational Status by Disability Types and Technological Support Suggestions 残障类型教育现状评价及技术支持建议
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00086
Ceren Karaatmaca, Semra Erbaş, Ayşe Gözde Karaatmaca
Today, technological developments for people with disabilities worldwide can also, directly and indirectly, help them in education. In developing countries, if meticulous planning is done, it may be possible to overcome some of the inadequacies. Therefore, it is essential to analyse the available data on education and the disabled with accurate analysis.. Metadata obtained by the Turkish Statistical Institute (TUIK) is used in this study. Firstly, chi-square analysis was used to determine whether there was a relationship between disability type and education level. Then correspondence analysis was applied to see the relationship between the categories. The result is that those people with speech and language barriers are generally literate but do not have a diploma. Secondly, it is seen that those with chronic diseases tend to have completed primary school on average. Thirdly, it is observed that the visually impaired, orthopedically disabled, and those with mental and emotional disabilities tend to have high school and higher education levels. In this context, one of the most critical developments in technology and the medical field is the Cochlear Implant application. Therefore, the first disability group that needs to be invested in is those with speech and language disabilities.
今天,全世界残疾人的技术发展也可以直接或间接地帮助他们接受教育。在发展中国家,如果做了细致的规划,也许有可能克服一些不足之处。因此,有必要对现有的有关教育和残疾人的数据进行准确的分析。本研究使用由土耳其统计研究所(TUIK)获得的元数据。首先采用卡方分析确定残疾类型与受教育程度之间是否存在相关关系。然后应用对应分析来查看类别之间的关系。结果是,那些有语言障碍的人通常是识字的,但没有文凭。第二,慢性病患者平均完成了小学教育。第三,视障者、矫形障碍者、精神障碍者和情感障碍者多为高中及以上学历。在这种情况下,技术和医疗领域最关键的发展之一是人工耳蜗的应用。因此,首先需要投资的残疾群体是那些有言语和语言障碍的人。
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引用次数: 0
Game-Centered Language Learning based on Tasks, Dialogs and Cheating 基于任务、对话和作弊的以游戏为中心的语言学习
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00076
Sylvio Rüdian, Niels Pinkwart
The combination of gaming and language learning is not new, but it has not been applied in open education adventure games. Although it is known that especially young people aim to play games, their combination with learning is mainly limited to simulations. This does not have a high impact on intrinsic motivation. This paper provides an engine to create adventure games with a virtual world based on images and a dialog-based storyline. Learners interact with virtual entities in plausible contexts using the foreign language only. If learners are unaware of a word’s meaning, cheating is possible, enhancing the user model. Based on that, learning material can be generated to practice unknown vocab by regularly interrupting the game. The generated micro-course needs to be finished before the game continues. We tested a game created using the engine and got wide acceptance.
游戏和语言学习的结合并不新鲜,但在开放教育冒险游戏中还没有得到应用。虽然众所周知,尤其是年轻人的目标是玩游戏,但他们与学习的结合主要局限于模拟。这对内在动机没有太大的影响。本文提供了一个引擎来创造基于图像的虚拟世界和基于对话的故事情节的冒险游戏。学习者只使用外语在合理的语境中与虚拟实体互动。如果学习者不知道单词的意思,就有可能作弊,从而增强用户模型。在此基础上,可以通过定期中断游戏来生成学习材料来练习未知词汇。生成的微课程需要在游戏继续之前完成。我们测试了一款使用该引擎制作的游戏,并获得了广泛认可。
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引用次数: 0
Teaching Sentence in Hindi and Bangla with An Assistive System to The Children with Dyslexia 用辅助系统对诵读困难儿童的印地语和孟加拉语教学
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00092
Dipshikha Podder, Manjira Sinha, A. Basu
Reading is an essential component of language skills. But with dyslexia, people face difficulty in reading. As it is a language-based disability, it can be found while reading any language. In the case of Bangla and Hindi, the presence of diphthongs, triphthongs, and nasal vowels increase the difficulty. To address these problems and help the children with dyslexia to read sentences in Bangla and Hindi, the proposed system was developed to offer reading through a multisensory teaching approach using seeing, hearing, speaking, and writing. It teaches sentences using a word-by-word manner, which increases the effectiveness of learning. The proposed system makes the learning experience interactive by offering a feedback mechanism that uses three measures, reading accuracy, writing accuracy, and response time. For each sentence, the response time is being stored in the database in the form of a chart for future evaluation of the user. Using a multisensory teaching approach, the proposed system helps the special educators by reducing their effort, and the performance chart will help the educators to design the future lesson plan for the user.
阅读是语言技能的重要组成部分。但患有阅读障碍的人在阅读方面面临困难。由于这是一种基于语言的残疾,在阅读任何语言时都可以发现它。在孟加拉语和印地语中,双元音、三元音和鼻元音的存在增加了难度。为了解决这些问题,并帮助有阅读障碍的儿童阅读孟加拉语和印地语句子,我们开发了该系统,通过使用视觉、听觉、口语和写作的多感官教学方法来提供阅读。它用一个单词一个单词的方式教句子,这增加了学习的效率。该系统通过提供一种反馈机制,使用阅读准确性、写作准确性和响应时间这三个指标,使学习体验具有互动性。对于每个句子,响应时间以图表的形式存储在数据库中,以便将来对用户进行评估。该系统采用多感官教学方法,减少了特殊教育工作者的工作量,并通过表现图表帮助教育工作者为用户设计未来的课程计划。
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引用次数: 0
Natural Language Programming with TryPL 自然语言编程与TryPL
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00018
Joseph Keene, H. Jamil
Computational thinking is considered critical for learning to code in K-12 education standards. The logic-first, syntax-later argument has been instrumental in promoting block-based languages such as Snap! and Scratch with limited success. In contrast, we believe that expressing the logic of computational problems in the student’s language is more convenient and natural. In such an environment, learners will experience the least impedance mismatch between their conceptual view and the target code they write. In this paper, a new natural language-based programming system, called TryPL (Try Programming in Logic), is introduced and discussed. We demonstrate that TryPL helps to identify gaps in logic and assists in validating learners’ mental models of abstract algorithms. An argument is also made as to why using a natural language-based programming environment and a learning model to teach computational thinking could be more effective and appealing to K-12 and first-year college students.
在K-12教育标准中,计算思维被认为是学习编程的关键。逻辑优先,语法后的论点在推广基于块的语言(如Snap!和Scratch,但收效甚微。相比之下,我们认为用学生的语言表达计算问题的逻辑更方便、更自然。在这样的环境中,学习者将体验到他们的概念视图和他们编写的目标代码之间最小的阻抗不匹配。本文介绍并讨论了一种新的基于自然语言的程序设计系统,称为TryPL (Try programming In Logic)。我们证明,TryPL有助于识别逻辑中的空白,并有助于验证学习者对抽象算法的心理模型。为什么使用基于自然语言的编程环境和学习模型来教授计算思维对K-12和大学一年级的学生更有效、更有吸引力?
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引用次数: 0
The effects of familiarity with mobile-assisted language learning environments on creativity 熟悉移动辅助语言学习环境对创造力的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00079
R. Shadiev, Taoying Liu, Narzikul Shadiev, Xueying Wang, Meng-ke Yang, M. Fayziev, R. Zhussupova
We explored the effects of familiarity with mobile-assisted language learning environments (MALLE) on creativity. We administered English as a foreign language (EFL) course to university students. They learned EFL in class and then used new knowledge to apply it to the real world using mobile technology after class. All students were assigned to 3 groups: (1) students who learned in unfamiliar MALLE, (2) students who learned in familiar MALLE, and (3) students who learned in unfamiliar MALLE but with familiarization strategies. We evaluated and compared content of essays composed by students from 3 groups to explore the effects of familiarity with MALLE on students’ creativity. Our results evealed that students in the second and third groups (i.e. those who were already familiar with MALLE and those who become familiar with MALLE thanks to familiarization strategies) outperformed students in the first group (i.e. those who were not familiar with MALLE). This result may suggest that creativity of students was affected by their familiarity with MALLE. Based on this finding we suggest that instructors consider familiarization of students with MALLE when their language learning process takes place in the real world.
我们探讨了熟悉移动辅助语言学习环境(MALLE)对创造力的影响。我们为大学生开设了英语作为一门外语课程。他们在课堂上学习英语,然后在课后使用移动技术将新知识应用到现实世界中。所有学生被分为3组:(1)学习不熟悉MALLE的学生,(2)学习熟悉MALLE的学生,(3)学习不熟悉MALLE但采用熟悉策略的学生。我们评估和比较了三组学生的作文内容,以探讨熟悉MALLE对学生创造力的影响。我们的研究结果显示,第二组和第三组学生(即那些已经熟悉MALLE的学生和那些由于熟悉策略而熟悉MALLE的学生)表现优于第一组学生(即那些不熟悉MALLE的学生)。这一结果可能表明学生的创造力受到他们对MALLE熟悉程度的影响。基于这一发现,我们建议教师在学生的语言学习过程中考虑学生对MALLE的熟悉程度。
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引用次数: 0
The KP-Traversal Scheme kp -遍历方案
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00034
Siddharth Srivastava, T. Prabhakar
A lecture aims to explain a topic. This topic is composed of several concepts and sub-concepts. These concepts and sub-concepts can be grouped to form a knowledge point (KP) structure. These KPs are further arranged in the form of a hierarchy called KP-Hierarchy. The order in which teachers explain these KPs to the students is called the traversal order. A traversal order plays a significant role in deciding the success of a lecture because different traversal orders suit different types of students. While lecturing, experienced teachers tune their lectures by finding appropriate traversal orders based on the class response. Whereas new or inexperienced teachers struggle hard to identify different traversal orders to teach different types of students. Can we automate the traversal order identification process concerning different types of students? This research provides a handle to address this problem. This research proposes a KP-Traversal scheme that automates the traversal order generation process. We believe that this research helps the education industry to develop pedagogically effective personalized learning systems.
讲座的目的是解释一个主题。本课题由几个概念和子概念组成。这些概念和子概念可以组合成一个知识点(KP)结构。这些kp进一步以层次结构的形式排列,称为KP-Hierarchy。教师向学生解释这些kp的顺序称为遍历顺序。遍历顺序对讲座的成功与否起着重要的作用,因为不同的遍历顺序适合不同类型的学生。在讲课时,经验丰富的教师会根据课堂反应找到合适的遍历顺序,从而调整讲课内容。然而,新手或没有经验的教师很难确定不同的遍历顺序来教授不同类型的学生。我们能否自动化遍历顺序识别不同类型学生的过程?本研究为解决这一问题提供了一个思路。本研究提出一种自动生成遍历顺序的kp -遍历方案。我们相信,这项研究有助于教育行业开发教学有效的个性化学习系统。
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引用次数: 0
Chairs and PC Members 主席及PC委员
Pub Date : 2022-07-01 DOI: 10.1109/icalt55010.2022.00006
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引用次数: 0
A behavioral model to support teachers’ self-assessment and improve their LMS mastery 支持教师自我评价,提高教师对LMS掌握的行为模型
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00049
Ibtissem Bennacer, Rémi Venant, S. Iksal
While learning management systems have spread for the last decades, many teachers still struggle to fully operate a LMS within their teaching, beyond its role of a simple resources repository. Teachers need to engage themselves as learners of their own environment, to improve their techno-pedagogical skills. To this end, we propose a behavioral model based on teaching analytics to provide teachers with self and social awareness of their own practices on the LMS. The present article focuses on the model we designed on the basis of (i) a qualitative analysis from interviews we had with several instructional designers and (ii) a quantitative analysis we conducted on teachers’ LMS activities. We used this model to define three teaching analytics indicators and build a peer recommendation system in order to encourage teachers to improve their skills in the LMS.
虽然学习管理系统在过去几十年中得到了推广,但许多教师仍然难以在教学中全面操作LMS,而不仅仅是一个简单的资源库。教师需要把自己作为自己环境的学习者,以提高他们的技术教学技能。为此,我们提出了一个基于教学分析的行为模型,为教师在LMS上的实践提供自我和社会意识。本文的重点是我们在以下基础上设计的模型:(i)我们对几位教学设计师的访谈进行了定性分析,(ii)我们对教师的LMS活动进行了定量分析。我们利用这个模型定义了三个教学分析指标,并建立了一个同行推荐系统,以鼓励教师在LMS中提高他们的技能。
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引用次数: 2
ChemistLab: An Educational Game with Learning Analytics Dashboard ChemistLab:一个带有学习分析仪表板的教育游戏
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00038
Shuoh-Chwen Ong, Fang-Fang Chua
Educational games are games explicitly designed with educational purposes and aims to balance learning and playing. These educational games help people to learn and improve as they play. However, there is a lack of gameplay monitoring process whereby the real-time information of game progress is not being reflected. Most of the existing educational games do not consolidate with learning analytics dashboards which leads to no visualization of gameplay information and inadequate gameplay analysis. When players have information on how to improve their performance, they will be encouraged to revisit the game. Hence, an educational game with learning analytics dashboard, ChemistLab, is developed for learners to learn chemistry. The dashboard will visualize the performance and skills changes overtime which reflect the players’ learning patterns and strategies used to improve their performance for better learning. The learning content of the game is extracted from the Malaysia Upper Secondary Education (Form 4) Chemistry syllabus. The expected output of the game is to allow users to observe their gameplay performance through the dashboard and gaining new knowledge through the game with the achievement of learning objectives.
教育类游戏是基于教育目的而设计的游戏,旨在平衡学习和游戏。这些教育游戏帮助人们在游戏中学习和提高。然而,由于缺乏玩法监控过程,游戏进程的实时信息没有得到反映。大多数现有的教育类游戏都没有整合学习分析仪表板,这导致游戏玩法信息的可视化和游戏玩法分析的不足。当玩家获得关于如何提高自己表现的信息时,他们将被鼓励重新访问游戏。因此,开发了一款具有学习分析仪表板的教育游戏ChemistLab,供学习者学习化学。仪表板将可视化表现和技能随时间的变化,这反映了玩家的学习模式和策略,以提高他们的表现,以更好地学习。游戏的学习内容摘自马来西亚高中教育(中四)化学教学大纲。游戏的预期输出是允许用户通过仪表板观察自己的玩法表现,并通过游戏获得新知识,实现学习目标。
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引用次数: 0
The design of educational wearable technologies with teachers: Issues, challenges, and suggestions 与教师一起设计教育可穿戴技术:问题、挑战和建议
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00066
M. Sat, K. Cagiltay
The purpose of this study is to delve into the teachers’ experiences of hands-on e-textiles projects and identify the dynamics holding the pillars of an educational STEAM camp. A STEAM (science, technology, engineering, arts, mathematics) program was prepared and then applied in two camps with two different science teachers who gathered from schools located in various districts. The interviews with teachers were triangulated with observations, camp evaluation forms, surveys, and design artifacts. The qualitative and quantitative data analysis shed light on five themes: experiences and opinions, expectations and satisfaction, perceived benefits, challenges, and suggestions. The results of this study have important implications for those (individuals and institutions) interested in using e-textiles focused STEAM camps as a means of supporting interdisciplinary learning.
本研究旨在探讨教师在电子纺织项目上的实践经验,并找出推动STEAM教育营的动力。我们准备了一个STEAM(科学、技术、工程、艺术、数学)项目,然后由来自不同地区学校的两名不同的科学老师在两个营地进行应用。对教师的访谈是通过观察、营地评估表格、调查和设计文物进行三角测量的。定性和定量数据分析揭示了五个主题:经验和意见,期望和满意度,感知利益,挑战和建议。这项研究的结果对那些(个人和机构)有兴趣使用以电子纺织品为重点的STEAM训练营作为支持跨学科学习的手段具有重要意义。
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引用次数: 0
期刊
2022 International Conference on Advanced Learning Technologies (ICALT)
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