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

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Data Ethics Framework for Artificial Intelligence in Education (AIED) 教育人工智能数据伦理框架(AIED)
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00095
Y. Hong, Andy Nguyen, Belle Dang, Bich-Phuong Thi Nguyen
In recent years, we have gradually adopted the applications of artificial intelligence in education (AIED) to improve our understanding of students’ learning and enhance their learning experiences. AIED can have a profound impact on the educational landscape, influencing the role of all involved in education. The adoption of AIED and its related large-scale data collection and analysis to do with learners seriously concern human-rights and related ethical and privacy aspects. This paper presents conceptual research establishing a data ethics framework for AIED by mapping and analyzing international organizations’ current policies and guidelines. In addition to contributing to the discussion of the benefits of AI in education, this paper raises data ethics concern for AIED. The proposed framework helps promote the design, development, and implementation of ethical and trustworthy AIED.
近年来,我们逐渐采用人工智能在教育中的应用(AIED)来提高我们对学生学习的理解,增强他们的学习体验。AIED可以对教育领域产生深远的影响,影响所有参与教育的人的角色。采用AIED及其相关的大规模数据收集和分析与学习者有关,严重涉及人权和相关的道德和隐私方面。本文通过对国际组织现行政策和指导方针的映射和分析,提出了建立AIED数据伦理框架的概念研究。除了有助于讨论人工智能在教育中的好处外,本文还提出了对人工智能的数据伦理关注。建议的架构有助于促进合乎道德和值得信赖的AIED的设计、发展和实施。
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引用次数: 0
Striving for platform independence in the e-learning landscape: a study on a flexible exercise creation system 在电子学习环境下争取平台独立性:一种灵活的习题创作系统研究
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00021
Samuli Laato, Mika Murtojärvi, A. Airola, Jari Björne
The contemporary e-learning landscape at universities consists of various tools, platforms and services. At the same time, an increasingly bigger proportion of learning happens online. When creating exams or exercises for students in such a setting, teachers often face the following issues: (1) having to create exercises for multiple platforms, (2) lack of support for creating complex exercises, and (3) having to transfer exercises between platforms. To solve these issues we created a platformin-dependent tool for creating e-learning exercises and exams. The system relies on the structured Markdown format, which is then parsed and exported to learning management systems (LMS) such as Moodle, or to PDF. Scripts can be used to fully customize and randomize the Markdown exercises for each student, which mitigates cheating through copying answers, and enables holding exams that students take asynchronously. Overall, we argue that as digital learning ecosystems are becoming increasingly complex, educational institutions and teachers should strive more strongly for platform independence. In this study, we demonstrate how this can be done with exams and exercises.
当代大学的电子学习环境由各种工具、平台和服务组成。与此同时,越来越多的学习发生在网上。在这种环境下,教师在为学生设计试题或习题时,往往面临以下问题:(1)必须为多平台设计习题;(2)缺乏对复杂习题的设计支持;(3)必须在不同平台之间进行习题转移。为了解决这些问题,我们创建了一个平台相关的工具,用于创建电子学习练习和考试。该系统依赖于结构化的Markdown格式,然后将其解析并导出到学习管理系统(LMS),如Moodle或PDF。可以使用脚本为每个学生完全定制和随机化Markdown练习,这可以减少通过复制答案进行作弊,并允许学生异步参加考试。总的来说,我们认为随着数字学习生态系统变得越来越复杂,教育机构和教师应该更加努力地争取平台独立性。在这项研究中,我们展示了如何通过考试和练习来做到这一点。
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引用次数: 1
Analysis and Visualization of While-Learning Social Help Seeking Aligned with Learning Content to Facilitate Data-informed Support in MOOCs 基于学习内容的在线学习社交帮助寻求分析与可视化,促进mooc数据支持
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00008
B. Yang
Help-seeking is a crucial component of self-regulated learning in MOOCs. The extant studies focus on post-watching help-seeking behaviors such as putting a post in the discussion forum whereas an innovative communicating system which supports ‘live’ messages synchronized with video playback timeline, provides a new perspective in understanding help-seeking behaviors in the process of watching MOOC videos. This study conducts content analysis using danmaku messages to understand the help-seeking interaction and implements visualization aligned with the situation in which the help-seeking request was sent. This study offers new perspectives on both how help seeking is implemented socially among peer learners in the process of watching MOOC videos and why the proliferation of help-seeking requests happened. Based on this understanding, the significant value in facilitating feedback for teaching design, informing instructors’ intervention decision, and providing support for students’ active learning is discussed.
寻求帮助是mooc自主学习的重要组成部分。现有的研究主要集中在观看后的求助行为,如在论坛上发表帖子,而一种支持与视频播放时间同步的“实时”信息的创新交流系统,为理解MOOC视频观看过程中的求助行为提供了新的视角。本研究利用弹maku讯息进行内容分析,了解求助互动,并针对求助请求发出的情境,实现可视化。本研究为探讨在观看MOOC视频的过程中同伴学习者如何在社交中寻求帮助以及寻求帮助请求激增的原因提供了新的视角。在此基础上,讨论了反馈在促进教学设计、为教师干预决策提供信息、为学生主动学习提供支持方面的重要价值。
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引用次数: 0
Automated Feedback and Authentic Assessment for Online Computational Thinking Tutoring Systems 在线计算思维辅导系统的自动反馈和真实评估
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00024
H. Jamil, Xin Mou
More than one third of computer science students either switch disciplines or fail the first programming class due to test/performance anxiety or learning difficulties. Personalized feedback can potentially improve both learning outcomes and retention for novice learners of computer programming. Online learning management and assessment systems have the power to allow self-paced, individualized and multi-layered learning that can be easily combined with time tested learning strategies such as pair programming, game based learning or visual programming to positively impact learning outcomes and support free-choice learning. In this paper, we introduce an online automated tutoring and assessment system, called MindReader, for introductory programming in C++. We discuss how MindReader generates personalized feedback fully automatically and prioritizes semantic error messages to avoid overwhelming the learner with a large number of signs of “failures.” We also discuss how MindReader can be used as a flexible teaching tool for introductory programming classes, and how its smart tutoring and assessment systems can improve learning.
由于考试/表现焦虑或学习困难,超过三分之一的计算机科学专业学生要么转学,要么在第一堂编程课上不及格。个性化反馈可以潜在地提高计算机编程初学者的学习效果和记忆力。在线学习管理和评估系统有能力实现自定进度、个性化和多层次的学习,这些学习可以很容易地与久经考验的学习策略(如结对编程、基于游戏的学习或可视化编程)相结合,对学习成果产生积极影响,并支持自由选择学习。在本文中,我们介绍了一个在线自动辅导和评估系统,称为MindReader,用于c++编程入门。我们将讨论MindReader如何自动生成个性化反馈,并对语义错误信息进行优先排序,以避免学习者被大量的“失败”信号所压倒。我们还讨论了如何将MindReader用作入门编程课程的灵活教学工具,以及它的智能辅导和评估系统如何改善学习。
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引用次数: 0
Robot as a Ventriloquist Doll in a Virtual Situational Learning Environment to Facilitate Learning Through Self-Dialogue 虚拟情境学习环境下的机器人腹语玩偶,通过自我对话促进学习
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00043
Vando Gusti Al Hakim, Su-Hang Yang, Mahesh Liyanawatta, Jen-Hang Wang, Yung-Han Ku, Yungyu Zhuang, Gwo-Dong Chen
One of the ways of thinking about how to finish the learning task is through self-dialogue. Doing so enables learners to ask themselves what should they do and evaluate whether it is appropriate from another point of view. However, learners might have difficulties imagining the scenario and interacting with an imaginary person. They may need a scaffolding tool or a person as a partner to practice the self-dialogue. Besides, the ventriloquist phenomenon in education has been noted as beneficial for learning as it could make the learners understands the idea through dialogue. This study proposed a learning approach that allows the learners to use a robot as a ventriloquist doll for practicing self-dialogue and knowledge application to enhance their learning effectiveness. The experiment was conducted by participating 104 undergraduate learners who enrolled in a Japanese Hospitality Management course. The results showed that the approach used a ventriloquist robot to facilitate learning through self-dialogue exhibited significant effects on motivation, anxiety, and better learning outcomes. This study provides a novel area of insight into the use of robots in learning, by integrating digital technology with pedagogical approaches to create an immersive intelligent learning environment and offer a self-dialogue mechanism to foster collaborative learning tasks.
思考如何完成学习任务的方法之一是通过自我对话。这样做可以使学习者问自己应该做什么,并从另一个角度评估它是否合适。然而,学习者可能在想象场景和与想象中的人互动方面有困难。他们可能需要一个脚手架工具或一个人作为伙伴来练习自我对话。此外,教育中的腹语现象被认为对学习有益,因为它可以使学习者通过对话理解思想。本研究提出一种学习方法,让学习者以机器人为腹语玩偶,练习自我对话和知识应用,以提高学习者的学习效果。这项实验是由104名参加日本酒店管理课程的本科生进行的。结果表明,使用腹语机器人通过自我对话促进学习的方法在动机、焦虑和更好的学习效果方面表现出显著的效果。本研究通过将数字技术与教学方法相结合,创造沉浸式智能学习环境,并提供自我对话机制来促进协作学习任务,为机器人在学习中的应用提供了一个新的见解领域。
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引用次数: 1
Daily Learning Challenge: A Gamified Approach For Microlearning 每日学习挑战:微学习的游戏化方法
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00039
Fabrizio Palmas, Peter F. J. Niermann
This paper analyses the use of a daily gamified microlearning approach in education and its learning outcomes. It compares the effectiveness of two different gamified approaches, based on two different versions of a microlearning app offering daily learning challenges. This research provided additional information on student preferences regarding the implemented gamified methods and their overall acceptance for this learning method.
本文分析了日常游戏化微学习方法在教育中的应用及其学习效果。它基于提供日常学习挑战的微学习应用程序的两个不同版本,比较了两种不同游戏化方法的有效性。这项研究提供了关于学生对游戏化方法的偏好和他们对这种学习方法的总体接受程度的额外信息。
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引用次数: 0
Mobile Eye Tracking Research in Inclusive Classrooms: Children’s Experiences 全纳课堂中的移动眼动追踪研究:儿童体验
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00090
C. Montero, Anni Kilpiä, Anniina Kämäräinen, Bengisu Cagiltay, E. Kärnä, K. Cagiltay, Kaisa Pihlainen, N. Karasu
The increasing pervasiveness of inclusive educational environments poses an urgent need to implement research methodologies and practices that could shed light on how children's social interactions unfold in such contexts. Our work explores the use of mobile eye tracking technology in naturalistic, inclusive K12 education settings towards a richer understanding of the children’s interactive behaviours. This paper presents the children’s responses to, experiences with and impressions about the naturalness of using mobile eye tracking glasses during a collaborative group task. Results highlight the importance of understanding the children’s experiences to foster naturalistic research environments that closely reflect real-life complexity. Our work contributes towards the deployment of research designs in naturalistic contexts, providing important clues towards the collection of ecologically valid real-world data.
随着包容性教育环境的日益普及,迫切需要实施研究方法和实践,以阐明在这种背景下儿童的社会互动是如何展开的。我们的工作是探索在自然、包容的K12教育环境中使用移动眼动追踪技术,以更丰富地了解儿童的互动行为。本文介绍了儿童的反应,经验和印象的自然使用移动眼动追踪眼镜在协作小组任务。研究结果强调了理解孩子们的经历对于培养贴近现实生活复杂性的自然主义研究环境的重要性。我们的工作有助于在自然主义背景下部署研究设计,为收集生态有效的现实世界数据提供重要线索。
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引用次数: 0
Breaking the Ice? How to Foster the Sense of Community in MOOCs 打破僵局?mooc如何培养社区意识
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00013
Christiane Hagedorn, Sebastian Serth, C. Meinel
Massive Open Online Courses (MOOCs) are usually attended by several thousand learners who barely get to know each other during the course period. Being unaware of fellow learners often results in a low sense of community. In addition, many MOOC learners are afraid of using the course forum, which often is the only participation opportunity in social course activities apart from forming smaller learning groups. Thus, learners can easily be frustrated with the course content when feeling alone. To improve social presence and the sense of community, course instructors can use ice-breaking games. First, this paper evaluates which kind of ice-breaking games can be used in MOOCs. Afterward, we present the results from a first experiment where we use “self-reflection sociograms as an icebreaking activity. Most learners perceived the implemented Self-Reflection Questionnaires” (SRQ) ice-breaker as a positive course feature (68.35%). SRQs increased the sense of community, and learners were satisfied (91.06%) with their perceived community sense level. The SRQs were also helpful for the teaching teams. Our results indicate that further investigation of SRQs is beneficial to explore the provided value for course instructors and their influence on individual MOOC learners and community-building.
大规模在线开放课程(MOOCs)通常有数千名学习者参加,他们在课程期间几乎不了解彼此。不了解其他学习者往往会导致低社区意识。此外,许多MOOC学习者害怕使用课程论坛,这往往是除了组成较小的学习小组之外唯一参与社会课程活动的机会。因此,学习者在感到孤独时很容易对课程内容感到沮丧。为了提高社交存在感和社区意识,课程教师可以使用破冰游戏。首先,本文评估了哪些破冰游戏可以用于mooc。之后,我们展示了第一个实验的结果,在这个实验中,我们使用“自我反思社会图”作为一种破冰活动。大多数学习者认为实施的“自我反思问卷”破冰是积极的课程特征(68.35%)。SRQs提高了学生的社区意识,学生对社区意识水平满意(91.06%)。srq对教学团队也很有帮助。我们的研究结果表明,进一步调查srq有助于探索课程教师提供的价值及其对MOOC学习者个体和社区建设的影响。
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引用次数: 1
Toward An Early Risk Alert In A Distance Learning Context 在远程教育背景下的早期风险预警
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00067
Amal Ben Soussia, A. Roussanaly, A. Boyer
The high failure rate is a common issue among online institutions. Early Warning Systems (EWSs) are widely adopted as a solution to deal with this issue. However, these systems do not go beyond the early identification of failing learners. In this paper, we propose a new alert algorithm of an educational EWS for generating risk alerts at the earliest. This algorithm is based on a weekly prediction model that aims to generate early alerts. The regular tracking of prediction results enabled to propose measures for the right prediction earliness and the model’s temporal stability. These measures prepare the last step of the algorithm which is the alerts generation according to a predefined rule. The objective of this rule is to target at-risk learners to improve their learning. For this aim, we used data of k-12 learners enrolled in an online physics-chemistry module.
高失败率是在线教育机构普遍存在的问题。早期预警系统(EWSs)被广泛采用作为解决这一问题的解决方案。然而,这些系统并没有超出对失败学习者的早期识别。本文提出了一种新的教育预警系统的预警算法,以尽早产生风险预警。该算法基于每周预测模型,旨在产生早期警报。对预测结果的定期跟踪可以提出正确预测的早期措施和模型的时间稳定性。这些度量为算法的最后一步做准备,即根据预定义规则生成警报。这条规则的目的是针对有风险的学习者来提高他们的学习。为此,我们使用了在线物理化学模块中注册的k-12学习者的数据。
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引用次数: 0
How to support and evaluate self-regulation in a game-based learning environment: A review 如何在基于游戏的学习环境中支持和评估自我调节:回顾
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00042
Jiabin Zhao, Hongchao Peng
Game-based learning environments integrate entertainment and educational functions. However, learners have been found to be inadequate in applying technology and functions to balance entertainment and learning in such environments. Researchers have identified this phenomenon and applied the concept of self-regulation and strategies to address the above issues. So how can learners' self-regulation be supported in gamified learning environments? How can the effects of self-regulation be evaluated and measured? Based on the above questions, this study systematically reviews the studies related to self-regulation in game-based learning, and analyzes and discusses 12 papers from four aspects: (1) stages of self-regulation, (2) support measures for self-regulation, (3) elemental variables in the learning environment, and (4) assessment and measurement approaches. Based on the systematic analysis, this study ultimately proposes that future research and teaching practices can support and evaluate self-regulation in game-based learning environments in terms of external scaffolding, emotional regulation, integrity stages, multimodal processual analysis, and individual characteristics.
基于游戏的学习环境集娱乐和教育功能于一体。然而,在这种环境中,学习者在应用技术和功能来平衡娱乐和学习方面存在不足。研究人员已经发现了这一现象,并应用自我调节的概念和策略来解决上述问题。那么,如何在游戏化的学习环境中支持学习者的自我调节呢?如何评估和衡量自我调节的效果?基于上述问题,本研究系统回顾了游戏学习中自我调节的相关研究,并从自我调节的阶段、自我调节的支持措施、学习环境中的要素变量、评估和测量方法四个方面对12篇论文进行了分析和讨论。在系统分析的基础上,本研究最终提出未来的研究和教学实践可以从外部脚手架、情绪调节、完整性阶段、多模态过程分析和个体特征等方面支持和评价游戏学习环境中的自我调节。
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引用次数: 0
期刊
2022 International Conference on Advanced Learning Technologies (ICALT)
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