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

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The Effect of Role Assignment on Students’ Collaborative Inquiry-based Learning in Augmented Reality Environment 角色分配对增强现实环境下学生协作探究性学习的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00109
Xinyue Jiao, Zifeng Liu, Haitao Zhou, Su Cai
Augmented Reality (AR) has great potential in science education, and Collaborative Inquiry-based Learning (CIBL) in the AR environment is of great significance. However, there is a problem of low collaborative performance in technology-based CIBL. This study applied the strategy of role assignment to AR-based CIBL, aiming to explore the effect of role assignment on students’ collaboration. Forty-seven sixth-grade students in elementary school were randomly divided into Group A (without role assignment) and Group B (with role assignment) to participate in AR-based collaborative scientific inquiry activities. Data on students’ scientific knowledge achievement, attitudes toward science learning, cognitive load, and flow experience were collected. In addition, interviews were conducted to investigate students’ opinions on role assignments. It is found that the strategy of role assignment could significantly improve students’ science knowledge achievement. The interview results revealed how role assignments facilitate students’ collaboration from three aspects.
增强现实(AR)在科学教育中具有巨大的潜力,AR环境下的协同探究性学习(CIBL)具有重要的意义。然而,基于技术的CIBL存在协作性能不高的问题。本研究将角色分配策略应用于基于ar的CIBL,旨在探讨角色分配对学生协作的影响。将47名小学六年级学生随机分为A组(无角色分配)和B组(有角色分配),参与基于ar的协同科学探究活动。收集学生科学知识成就、科学学习态度、认知负荷和心流体验的数据。此外,我们还进行了访谈,以调查学生对角色分配的看法。研究发现,角色分配策略能显著提高学生的科学知识成就。访谈结果从三个方面揭示了角色分配如何促进学生的合作。
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引用次数: 2
Anonymizing student team data of online collaborative learning in Slack 在Slack中匿名化在线协作学习的学生团队数据
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00009
Mario Madureira Fontes, Daniela Pedrosa, Leonel Morgado, J. Cravino
Research data on the activities of student teams in online learning environments are relevant for evaluating instructional methods, strategies, tools, and materials. For research data sharing and publication purposes, these personal data must be anonymized or pseudonymized as recommended by data protection and privacy policies. This paper addresses issues related to anonymizing and pseudonymizing student data on the Slack teamwork platform, one often employed in educational and business settings. Issues are discussed from two perspectives: data extraction and data transformation. Difficulties and challenges concerning data extraction and transformation are described. The complexities of these two processes are considered, and a starting point for developing more efficient methods is put forward.
在线学习环境中学生团队活动的研究数据与评估教学方法、策略、工具和材料相关。出于研究数据共享和出版目的,这些个人数据必须按照数据保护和隐私政策的建议匿名化或假名化。本文解决了Slack团队合作平台上匿名化和假名化学生数据的相关问题,该平台经常用于教育和商业环境。从数据提取和数据转换两个方面进行了讨论。介绍了数据提取和转换的难点和挑战。考虑了这两个过程的复杂性,并提出了开发更有效方法的起点。
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引用次数: 0
JaSenpai: Towards an Adaptive and Social Interactive E-Learning Platform for Japanese Language Learning JaSenpai:面向日语学习的自适应社会互动电子学习平台
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00077
Mario E. Aburto-Gutierrez, Gamar Azuaje, Vipul Mishra, Shaira Osmani, K. Ikeda
The Japanese language is an essential skill for many foreigners who plan to study or work in Japan, but it is very hard and time-consuming to learn. Given the current COVID19 pandemic, the use of online and computer-assisted tools for Japanese language learning is indispensable. However, many of the currently available tools do not offer personalized content based on the user’s performance and lack social interaction, which can lower the engagement level of the users. In this paper, we propose JaSenpai, a Japanese language E-learning platform that features an automatic generation of vocabulary exercises, a recommendation system based on previous answers, and a multiplayer game for social interaction. We believe these elements can provide a more engaging and effective learning experience.
日语是许多计划在日本学习或工作的外国人的一项基本技能,但学习日语非常困难且耗时。鉴于当前的covid - 19大流行,使用在线和计算机辅助工具学习日语是必不可少的。然而,目前许多可用的工具并没有根据用户的表现提供个性化的内容,也缺乏社交互动,这可能会降低用户的参与度。在本文中,我们提出JaSenpai,一个日语电子学习平台,其特点是自动生成词汇练习,基于先前答案的推荐系统,以及用于社交互动的多人游戏。我们相信这些元素可以提供更吸引人、更有效的学习体验。
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引用次数: 1
Using deep learning models to predict student performance in introductory computer programming courses 使用深度学习模型预测学生在计算机编程入门课程中的表现
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00060
Yueh-hui Vanessa Chiang, Ying-Zu Lin, Nian-Shing Chen
This study used deep learning techniques with Moodle log data to predict student performance in introductory computer programming courses. Particularly, this study would like to use prediction results to identify potential low-performing students who may need assistance from teachers. The results suggested that deep learning models are promising to predict student performance and identify low-performing students in the researched context. What the prediction results provided by the models can inform teachers in learning settings was also further discussed in this paper.
本研究使用深度学习技术和Moodle日志数据来预测学生在计算机编程入门课程中的表现。特别地,本研究希望使用预测结果来识别可能需要教师帮助的潜在低表现学生。研究结果表明,深度学习模型有望预测学生的表现,并在研究背景下识别表现不佳的学生。本文还进一步探讨了模型提供的预测结果对教师在学习环境中的指导作用。
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引用次数: 3
Automatic classification of OER for metadata quality assessment 用于元数据质量评估的OER自动分类
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00011
Veronica Segarra-Faggioni, Audrey Romero Pelaez
Open Educational Resources (OER) are educational materials that are available in different repositories such as Merlot, SkillsCommons, MIT OpenCourseWare, etc. The quality of metadata facilitates the search and discovery tasks of educational resources. This work evaluates the metadata quality of 4142 OER from SkillsCommons. We applied supervised machine learning algorithms (Support Vector Machine and Random Forest Classifier) for automatic classification of two metadata: description and material type. Based on our data and model, performances of a first classification effort is reported with the accuracy of 70%.
开放教育资源(OER)是一种教育材料,可以在Merlot、SkillsCommons、MIT Open encourseware等不同的存储库中获得。元数据的质量促进了教育资源的搜索和发现任务。这项工作评估了SkillsCommons中4142 OER的元数据质量。我们应用监督机器学习算法(支持向量机和随机森林分类器)对描述和材料类型两个元数据进行自动分类。基于我们的数据和模型,报告了第一次分类工作的性能,准确率为70%。
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引用次数: 0
Developing Digital Competencies and Future Skills: An International Project-Based Learning through Open Virtual Mobilities in Pandemic Times 发展数字能力和未来技能:大流行时期通过开放式虚拟流动开展基于项目的国际学习
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00015
Diana Andone, M. Frydenberg
This paper analyzes the results of two consecutive years (2020 and 2021) of an international collaboration between students at universities in the United States and Romania from the perspectives of comparing digital competencies and future skills. Offered annually since 2009, TalkTech is a project based learning scenario requiring students to use synchronous and asynchronous communication tools to research a topic and share their findings in a jointly-created digital artefact. During the last two years, 110 students researched topics related to international businesses and creative industries and presented their results using virtual reality. To complete the project, students made use of open educational practices and communicated, analyzed, developed, demonstrated, shared compared and discussed their work using several different digital tools. This paper investigates how students perceive their use of digital tools how these influenced them, especially during pandemic times.
本文从比较数字能力和未来技能的角度分析了美国和罗马尼亚大学学生之间连续两年(2020年和2021年)的国际合作结果。自2009年以来,TalkTech每年提供一次,是一个基于项目的学习场景,要求学生使用同步和异步通信工具来研究一个主题,并在共同创建的数字工件中分享他们的发现。在过去的两年里,110名学生研究了与国际商业和创意产业相关的主题,并利用虚拟现实展示了他们的成果。为了完成这个项目,学生们利用开放教育实践,使用几种不同的数字工具进行交流、分析、开发、演示、分享、比较和讨论他们的工作。本文调查了学生如何看待他们对数字工具的使用,这些工具如何影响他们,特别是在大流行时期。
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引用次数: 0
Predicting Reading Performance based on Eye Movement Analysis with Hidden Markov Models 基于隐马尔可夫模型的眼动分析预测阅读性能
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00058
Yueyuan Zheng, Y. Que, Xiao Hu, J. Hsiao
Reading is an essential medium for learning, but it is challenging to measure learners’ cognitive processes during reading. Eye-tracking, as an approach in multimodal learning analytics (MmLA), can provide fine-grained data that reflect cognitive processes during reading. In this study, we investigated whether eye movements could predict passage reading performance in addition to language proficiency and cognitive abilities. In particular, we assessed learners’ eye movement pattern and consistency through a novel method, Eye Movement analysis with Hidden Markov Models (EMHMM), in addition to traditional eye movement measures. We found that longer saccade length predicted faster reading speed Also, higher English proficiency predicted faster reading speed through the mediation of longer saccade length. In contrast, reading comprehension accuracy was best predicted by a more consistent eye fixation at the beginning of reading engagement, which may result from a better developed visual routine due to higher reading expertise. These findings have important implications for ways to assess and facilitate learners’ reading through eye movement measures and to examine factors influencing reading performance. The methods adopted could further the development of MmLA and serve as an empirical example of understanding learners’ cognitive processes through collecting and modeling critical learner-centered metrics in novel modalities.
阅读是学习的重要媒介,但如何测量学习者在阅读过程中的认知过程是一个挑战。眼动追踪作为多模态学习分析(MmLA)的一种方法,可以提供细粒度的数据来反映阅读过程中的认知过程。在这项研究中,我们调查了眼动是否可以预测文章阅读表现以及语言能力和认知能力。特别是,除了传统的眼动测量外,我们还通过一种新颖的方法——隐马尔可夫模型眼动分析(EMHMM)来评估学习者的眼动模式和一致性。研究发现,较长的扫视长度可以预测更快的阅读速度,同时,较高的英语熟练程度通过较长的扫视长度来预测更快的阅读速度。相比之下,阅读理解的准确性最好通过在阅读开始时更一致的眼睛注视来预测,这可能是由于更高的阅读专业知识导致更好的视觉常规。这些发现对于如何通过眼动测量来评估和促进学习者的阅读以及研究影响阅读表现的因素具有重要意义。所采用的方法可以进一步发展MmLA,并作为通过收集和建模以新模式为中心的关键学习者度量来理解学习者认知过程的实证例子。
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引用次数: 0
Enhancement of a Gamified Situational Judgment Test Scoring System for Behavioral Assessment 行为评估游戏化情境判断测试评分系统的改进
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00116
Jérôme Hernandez, Mathieu Muratet, Matthis Pierotti, T. Carron
Computational psychometrics data and soft skills recognition have become prevalent means in personnel selection processes. Likewise, companies have shown a growing interest in using computational data and machine learning to predict employee behavior. With the aim to enhance selection strategies and applicant reactions simultaneously, the human resources population is researching and developing reliable and valid tools to fit the right person with the right job. In an innovative approach, gamified situational judgment tests have recently received positive results in behavior assessment in combining the acknowledged traditional situation judgment test approach with the advantages of gamification. To pursue previous work in the field and explore this new area of research, we proposed a novel approach to enhance the reliability and validity of gamified situational judgment test’s scoring system based on computational psychometrics data. Our approach has been tested and compared to the initial scoring system of an existing gamified situational judgment test intended to assess bank managers across four soft skills.
计算心理测量数据和软技能识别已成为人员选拔过程中普遍采用的手段。同样,公司对使用计算数据和机器学习来预测员工行为也越来越感兴趣。为了同时提高选择策略和申请人的反应,人力资源部门正在研究和开发可靠有效的工具,以使合适的人适合合适的工作。在一种创新的方法中,游戏化情境判断测试将公认的传统情境判断测试方法与游戏化的优势相结合,最近在行为评估中取得了积极的成果。在此基础上,我们提出了一种基于计算心理测量数据的游戏化情景判断评分系统的信度和效度提高方法。我们的方法已经过测试,并与现有游戏化情景判断测试的初始评分系统进行了比较,该测试旨在评估银行经理的四项软技能。
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引用次数: 0
B-PEIS: A Secure Blockchain-based Physical Education Information System B-PEIS:基于区块链的安全体育教育信息系统
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00123
Yankai Li, Zibo He
Custom training plans can significantly increase students’ athletic performance. However, the students’ private data, such as body index, is required to generate the training plan, during which there may be data leakage. This paper presents a Blockchain-aided Physical Education Information System (BPEIS), which is an Internet of Things (IoT)-based system for data security and management in physical education. B-PEIS seeks to provide a secure and flexible system that can be utilized in physical education (PE) for improving student fitness performance. To verify the system performance, an experiment is conducted. Experiment results show that the B-PEIS can meet the need of PE.
定制训练计划可以显著提高学生的运动成绩。但是,训练计划的生成需要学生的个人数据,如身体指标等,在此过程中可能会出现数据泄露的情况。本文提出了一种区块链辅助体育信息系统(BPEIS),它是一种基于物联网(IoT)的体育数据安全和管理系统。B-PEIS旨在提供一个安全灵活的系统,可以用于体育教育(PE),以提高学生的健康表现。为了验证系统的性能,进行了实验。实验结果表明,B-PEIS能够满足PE的要求。
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引用次数: 0
Exploring the Affordances of Drones from an Educational Perspective 从教育的角度探索无人机的功能
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00035
Tryfon Sivenas, G. Koutromanos
The aim of this study was the examination of the perceived affordances and constraints of drones for teaching and learning. The sample consisted of 44 in-service teachers who attended an introductory presentation on drones, their technology and control mechanisms and afterwards assembled, flew and programmed four multicopter drones. Data was collected through anonymous online questionnaires. Results from qualitative data analysis revealed seven affordances, namely programming through block-based languages, recording and bird’s-eye view, viewing places that are unseen from ground level and real-time photo and video streaming, drone assembly, data collection and processing, gamification, and development of several student skills. Additionally, they revealed four constraints, namely the necessity of teacher training, time restrictions regarding the drone’s battery life, infrastructural and personal data restrictions. These findings will contribute to a better understanding of the educational value of drones for teaching and learning and, at the same time, provide a base-layer for future research in using drones for educational purposes.
本研究的目的是考察无人机在教学和学习中的可用性和局限性。样本包括44名在职教师,他们参加了关于无人机、无人机技术和控制机制的介绍,然后组装、驾驶和编程了4架多旋翼无人机。数据是通过匿名在线问卷收集的。定性数据分析的结果揭示了七个功能,即通过基于块的语言编程、记录和鸟瞰图、从地面上看不见的地方和实时照片和视频流、无人机组装、数据收集和处理、游戏化以及一些学生技能的发展。此外,他们还揭示了四个限制因素,即教师培训的必要性、无人机电池寿命的时间限制、基础设施和个人数据限制。这些发现将有助于更好地理解无人机在教学和学习中的教育价值,同时为未来将无人机用于教育目的的研究提供一个基础层。
{"title":"Exploring the Affordances of Drones from an Educational Perspective","authors":"Tryfon Sivenas, G. Koutromanos","doi":"10.1109/ICALT55010.2022.00035","DOIUrl":"https://doi.org/10.1109/ICALT55010.2022.00035","url":null,"abstract":"The aim of this study was the examination of the perceived affordances and constraints of drones for teaching and learning. The sample consisted of 44 in-service teachers who attended an introductory presentation on drones, their technology and control mechanisms and afterwards assembled, flew and programmed four multicopter drones. Data was collected through anonymous online questionnaires. Results from qualitative data analysis revealed seven affordances, namely programming through block-based languages, recording and bird’s-eye view, viewing places that are unseen from ground level and real-time photo and video streaming, drone assembly, data collection and processing, gamification, and development of several student skills. Additionally, they revealed four constraints, namely the necessity of teacher training, time restrictions regarding the drone’s battery life, infrastructural and personal data restrictions. These findings will contribute to a better understanding of the educational value of drones for teaching and learning and, at the same time, provide a base-layer for future research in using drones for educational purposes.","PeriodicalId":221464,"journal":{"name":"2022 International Conference on Advanced Learning Technologies (ICALT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129794364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
2022 International Conference on Advanced Learning Technologies (ICALT)
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