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Toward Code Review Notebooks 编写代码审查笔记本
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00068
Juan Carlos Farah, Basile Spaenlehauer, M. Rodríguez-Triana, Sandy Ingram, D. Gillet
Peer code review has proven to be a valuable tool in software engineering. However, integrating code reviews into educational contexts is particularly challenging due to the complexity of both the process and popular code review tools. We propose to address this challenge by designing a code review application (CRA) aimed at teaching the code review process directly within existing online learning platforms. Using the CRA, instructors can scaffold online lessons that introduce the code review process to students through code snippets, following a format resembling computational notebooks. We refer to this online lesson format as the code review notebook format. Through a case study comprising an online lesson on code quality standards completed by 23 university students, we evaluated the usability of the CRA and the code review notebook format, obtaining positive results for both. These results are a first step toward integrating code review notebooks into software engineering education.
同行代码审查已被证明是软件工程中的一种有价值的工具。然而,由于过程和流行的代码审查工具的复杂性,将代码审查集成到教育环境中是特别具有挑战性的。我们建议通过设计一个代码审查应用程序(CRA)来解决这一挑战,该应用程序旨在直接在现有的在线学习平台中教授代码审查过程。使用CRA,教师可以构建在线课程,通过代码片段向学生介绍代码审查过程,遵循类似于计算笔记本的格式。我们将这种在线课程格式称为代码复习笔记本格式。通过一个案例研究,包括一个由23名大学生完成的关于代码质量标准的在线课程,我们评估了CRA和代码审查笔记本格式的可用性,对两者都获得了积极的结果。这些结果是将代码审查笔记集成到软件工程教育中的第一步。
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引用次数: 2
Does the Perceived Organizational Support and Al Literacy Affect Teachers’ Al Instructional Creative Performance? 感知组织支持和人工智能素养对教师人工智能教学创新绩效的影响?
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00113
Fang Wen, Yiling Hu, X. Gu
As a connection between teachers and students, instructional innovation behaviors can elicit students’ intrinsic motivation, facilitate them to engage in learning actively and deep learning, meanwhile the outcomes of instructional innovation can guide students to develop their capacities. To enhance teachers’ Al instructional creative performance, the study proposed an Al instructional creative performance model based on the organizational ecology and planned behavior theory, then inspected it by path analysis through a self-rating questionnaire survey of 496 K-12 teachers. The results showed that perceived organizational support and Al literacy do not have a direct effect on teachers’ Al instructional creative performance, but they have indirect impacts through the mediation effect of creativity intention and creative self-efficacy on that.
教学创新行为作为师生之间的纽带,可以激发学生的内在动机,促进学生积极学习和深度学习,同时教学创新的成果也可以引导学生发展自身的能力。为了提高教师的人工智能教学创新绩效,本研究基于组织生态学和计划行为理论,提出了一个基于组织生态学和计划行为理论的人工智能教学创新绩效模型,并通过对496名K-12教师的自评问卷调查,采用路径分析法对模型进行了检验。结果表明,组织支持感和人工智能素养对教师的人工智能教学创造绩效没有直接影响,但通过创造意图和创造自我效能感的中介作用,对教师的人工智能教学创造绩效产生间接影响。
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引用次数: 0
A Study on the Development of a VR-Haptics Training Module for Cup-Lock Scaffolding 杯锁式脚手架vr触觉训练模块的开发研究
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00100
P. Rohith, S. Krishnachandran, S. Deepu, R. R. Bhavani
This paper presents a study for the design and development of a Virtual-Haptics-based pre-training module for a cup lock scaffolding assembly. The study was conducted in the form of an interview among scaffolding experts and novices. The study brings out the shortcomings of existing training methods, the scope for a VR-Haptic-based pre-training module and the expectations and acceptability of such a new system. The skill requirements for scaffolding work are also discussed in this paper. The major hand movements of the user are categorized and motion analysis of the arm joints is taken from recorded scaffolding assembly videos by the use of Mediapipe. The proposed system can help in reframing the conventional training systems and thereby fasten the learning process.
本文研究了基于虚拟触觉的杯锁支架预训练模块的设计与开发。本研究以访谈的形式对脚手架专家和新手进行。该研究指出了现有训练方法的不足,基于vr - haptic的预训练模块的范围以及这种新系统的期望和可接受性。本文还讨论了脚手架施工的技术要求。对用户的主要手部动作进行分类,并使用Mediapipe从记录的脚手架组装视频中提取手臂关节的运动分析。所提出的系统有助于重构传统的培训系统,从而加快学习过程。
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引用次数: 2
Exploring the antecedents and consequences of phone snubbing behaviors in collaborative learning 探讨合作学习中弃用手机行为的前因与后果
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00114
Yang Fan, Tzung-Jin Lin
The purpose of this study was to explore the antecedents (social anxiety and collective efficacy) and consequences (learning disengagement) of phone snubbing behaviors (phubbing and being phubbed) in collaborative learning. A total of 100 Taiwanese university students participated in this study. We employed partial least squares structural equation modeling (PLS-SEM) to evaluate the hypothesized model. The main results indicate that, first, university students’ collective efficacy was a negative predictor of phubbing, and phubbing behavior was a significant factor in positively predicting all the dimensions, including behavioral, emotional, social, and cognitive disengagement. Second, social anxiety was a positive predictor of phubbed behavior. Yet, phubbed behavior could only positively predict emotional disengagement and social disengagement. This research may offer insights into the causes of students’ phubbing, being phubbed, and the impacts of those situations on their learning engagement in a collaborative learning environment.
本研究旨在探讨手机冷落行为(低头和被低头)在协作学习中的前因(社交焦虑和集体效能)和后果(学习脱离)。共100名台湾大学生参与本研究。我们采用偏最小二乘结构方程模型(PLS-SEM)来评估假设模型。研究结果表明:第一,大学生集体效能感是低头行为的负向预测因子,而低头行为是行为、情感、社会和认知脱离各维度的正向预测因子。其次,社交焦虑是低头行为的积极预测因素。然而,低头行为只能正面预测情感脱离和社交脱离。这项研究可能会深入了解学生低头、被低头的原因,以及这些情况对他们在合作学习环境中学习投入的影响。
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引用次数: 0
Immersive Virtual Reality Environments: a proposal to enhance preservice teacher’s communicative competences 沉浸式虚拟现实环境:提高职前教师交际能力的建议
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00126
Miriela M. Cárdenas, I. Álvarez
This paper addresses a real need for an interactive tool to gather evidence on relevant emotions involved in classroom conflict management while providing learners with an experiential opportunity, feedback, and feedforward to improve classroom management and communicative skills. Hence, the classroom conflict transformation occurs into a learning opportunity. This research plan proposes implementing an experiential and experimental initial training program to train preservice teachers as a module to complement the Secondary School Teaching, Vocational Training, and Language Teaching master’s Degree’s current curriculum. Virtual Reality Learning Environment (VRLE) allows users to embody learning experiences to produce intense and real emotional sensations. At the same time, a VRLE recreates a real Secondary School classroom gathered from school disciplinary reports and preservice teachers’ observations during their field practicum. Exposure to these VRLE scenarios will allow instant learners’ feedback and feedforward, so they start noticing the most crucial aspects of the classroom environment: immediacy, simultaneity, and unpredictability. Finally, it discusses the research question, the proposed methodology, solutions, and contributions to initial teacher training to enhance preservice teacher’s communicative competences
本文解决了一种互动工具的实际需求,以收集课堂冲突管理中相关情绪的证据,同时为学习者提供体验机会、反馈和前馈,以提高课堂管理和沟通技巧。因此,课堂冲突转化为学习的机会。本研究计划建议实施一项体验性与实验性的职前教师培训计划,作为中学教学、职业培训与语言教学硕士学位课程的一个模块。虚拟现实学习环境(VRLE)允许用户将学习体验具体化,产生强烈而真实的情感感受。与此同时,VRLE从学校纪律报告和职前教师在实地实习期间的观察中收集了一个真实的中学教室。接触这些VRLE场景将允许即时学习者进行反馈和前馈,因此他们开始注意到课堂环境中最重要的方面:即时性、同时性和不可预测性。最后,讨论了研究的问题、提出的方法、解决方案,以及对提高职前教师交际能力的初步教师培训的贡献
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引用次数: 1
Secrets revealed by boredom: Detecting and tackling barriers to student engagement 无聊揭示的秘密:发现并解决阻碍学生参与的障碍
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00129
Judit Sass, Lídia Vinczéné Fekete
Video presentations are indispensable in online and blended learning, but both their compilation and reception prove to be challenging. A recent review of the literature on the topic revealed that in the last 15 years, boredom has been the most frequently studied emotional state during learning [1]. The current study aims to give insight into the student emotions occurring during online learning. Some factors and tools applied in video presentations that can hinder or catch students’ interest are also mentioned. These factors are identified partly based on literature findings and partly relying on the results of a preliminary study, investigating relationships between student emotions and teacher communication applied in video presentations. A low sample size (N=10) study analysed data gained from automated facial expression analysis, self-report questionnaires, and semi-structured retrospective interviews. The study found close correlation between students’ “surprised” and “happy” states may suggest that “surprise” is one of the emotional states that can improve student interest in the context of video presentations. A strong relationship between some of the emotions identified by automated facial expression analysis and self-reports confirms that in addition to self-reports, the former method can be also effectively applied in the learning context. The findings of the preliminary research may be considered as hypotheses for further investigation though the methods for further data collection and analysis need be refined based on the lessons learnt.
视频演示在在线和混合学习中是不可或缺的,但它们的编写和接收都具有挑战性。最近对这一主题的文献回顾显示,在过去的15年里,无聊是学习bbb时最常被研究的情绪状态。本研究旨在深入了解学生在网络学习过程中产生的情绪。本文还提到了视频演示中可能会阻碍或吸引学生兴趣的一些因素和工具。这些因素的确定部分基于文献发现,部分依赖于初步研究的结果,该研究调查了学生情绪与教师在视频演示中的沟通之间的关系。一个小样本量(N=10)的研究分析了从自动面部表情分析、自我报告问卷和半结构化回顾性访谈中获得的数据。研究发现,学生的“惊讶”和“快乐”状态密切相关,这可能表明“惊讶”是一种情绪状态,可以提高学生对视频演示的兴趣。通过自动面部表情分析识别的一些情绪与自我报告之间的强烈关系证实,除了自我报告之外,前一种方法也可以有效地应用于学习情境。初步研究的结果可视为进一步调查的假设,但需要根据吸取的教训改进进一步数据收集和分析的方法。
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引用次数: 0
Effects of online student-generated questions based on different media formats on elementary school student English vocabulary learning 基于不同媒体格式的在线学生提问对小学生英语词汇学习的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00073
Fu-Yun Yu, Jhih-Yu Shiu
The student-generated questions (SGQs) approach has received increasing attention over recent decades, and empirical evidence has generally substantiated its positive learning effects. Despite this, existing evidence mostly comes from studies engaging students to generate questions based on a given text. In consideration that different structures and information specifications are revealed when materials are presented in graphical and textual forms, and literature has generally supported multimedia learning effects, the effects of online SGQs based on different media formats were examined. Specifically, the comparative effects of text-based, picture-based, text/picture-based for online SGQs activities on English academic achievement and SGQ task performance were investigated via a quasi-experimental research design. Six classes of sixth-graders (n = 138) participated in the online SGQs activity for eight weeks. The analysis of the covariance technique conducted on the data collected found nonsignificant differences among the three different treatment conditions in both learning outcomes. Explanations were rendered to shed light on the unexpected findings.
近几十年来,学生生成问题(SGQs)方法受到越来越多的关注,经验证据普遍证实了其积极的学习效果。尽管如此,现有的证据主要来自于让学生根据给定文本提出问题的研究。考虑到当材料以图形和文本形式呈现时,会显示不同的结构和信息规范,并且文献一般支持多媒体学习效果,我们研究了基于不同媒体格式的在线SGQs的效果。具体而言,通过准实验研究设计,比较了基于文本、基于图片、基于文本/图片的在线SGQ活动对英语学业成绩和SGQ任务绩效的影响。6个班的六年级学生(n = 138)参加了为期8周的在线SGQs活动。对收集的数据进行协方差分析发现,三种不同的治疗条件在两种学习结果上均无显著差异。解释是为了阐明那些意外的发现。
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引用次数: 0
A Framework for Analyzing Interactions in a Video-based Collaborative Learning Environment 基于视频的协作学习环境中交互分析的框架
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00045
André Helgert, Anil Canbulat, Andreas Lingnau, Carolin Straßmann
Studying in social isolation is a reality for many students that was further reinforced after the start of the COVID-19 pandemic. Research shows that isolation can lead to decreased learning efficiency and is intensified by the increased asynchronous online teaching during the pandemic. This change is not only challenging for students, but also for teachers, as students do not have a direct communication and feedback channel when learning content is presented in form of pre-recorded videos in a learning management system. In this paper, we present VGather2Learn Analytics, which is an extension to the already existing collaborative learning system VGather2Learn, which makes it possible for teachers to analyse the learning behavior of students in asynchronous video-teaching. The information presented in a dashboard will allow teachers to better understand how students interact while watching learning videos collaboratively and can improve online-teaching.
对许多学生来说,在社会隔离中学习是一种现实,这种现实在COVID-19大流行开始后得到了进一步加强。研究表明,隔离会导致学习效率下降,疫情期间异步在线教学的增加加剧了这种情况。这种变化不仅对学生来说是一种挑战,对教师来说也是一种挑战,因为当学习内容以预先录制的视频的形式在学习管理系统中呈现时,学生没有直接的沟通和反馈渠道。在本文中,我们提出了VGather2Learn分析,它是对现有的协作学习系统VGather2Learn的扩展,它使教师能够分析异步视频教学中学生的学习行为。仪表板上显示的信息将使教师更好地了解学生在协作观看学习视频时是如何互动的,并可以改善在线教学。
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引用次数: 1
From Players to Game Creators: Promoting Environmental and Sustainable Education through game-creation activities 从玩家到游戏创造者:通过游戏创造活动促进环境和可持续教育
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00041
P. Beça, Mónica Aresta
Creating engaging opportunities for young people to know more about nature can act as a trigger for environmental awareness and internalization of the importance of preserving nature and the balance of ecosystems. As recent work in the field of educational research establishes a relationship between students’ involvement in the creation of games and an increase in the interest about the addressed themes, this paper introduces the Gamers4Nature+ project - an Erasmus+ project that aims to raise young student’s awareness on the importance of environmental and biodiversity preservation through the creation of digital games. The project articulates in three axes: teacher training, students’ involvement, and dissemination by students. 12 upper-secondary teachers and more than 120 students from four different countries were involved in the game-creation activities. Results indicate that the Gamers4Nature+ project’s approach can support the different educational stakeholders to develop digital games addressing environmental and sustainable issues, thus leading to a greater awareness of the importance of protecting nature and the environment
为年轻人创造有吸引力的机会,让他们更多地了解自然,可以激发他们的环保意识,让他们意识到保护自然和生态系统平衡的重要性。由于最近在教育研究领域的工作建立了学生参与游戏创作与对所讨论主题的兴趣增加之间的关系,本文介绍了Gamers4Nature+项目-一个Erasmus+项目,旨在通过创建数字游戏提高年轻学生对环境和生物多样性保护重要性的认识。该项目从三个方面进行阐述:教师培训、学生参与和学生传播。来自四个不同国家的12名高中教师和120多名学生参与了游戏创作活动。结果表明,Gamers4Nature+项目的方法可以支持不同的教育利益相关者开发解决环境和可持续问题的数字游戏,从而提高人们对保护自然和环境重要性的认识
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引用次数: 0
Personalising learning: towards a coherent learning design framework 个性化学习:迈向连贯的学习设计框架
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00030
Eleni Zalavra, Kyparíssia Papanikolaou, Y. Dimitriadis, C. Sgouropoulou
The vision of a Personalised Learning (PL) experience in education is a long-standing notion advocated by educators. Research literature accounts for several pedagogical and technological approaches to tailor learning to learners’ variability. This paper aims to contribute to PL and Learning Design (LD) research by conceptualising CPELDS (Coherent PErsonalised Learning DeSign) as a framework outlining consistent PL design principles. CPELDS blends learner profiles addressing the dimensions of interests, strengths and needs with personalisation principles. Considering evidence about the effectiveness of Universal Design for Learning in empirical studies in special education, we transform and augment its guidelines into personalisation principles of CPELDS to address broader learners’ variability. The personalisation principles employed involve (i) fostering learner’s engagement, (ii) providing alternative information perception and comprehension modes, including differentiation, and (iii) supporting alternative means for learners’ action and expression to demonstrate acquired knowledge and skills. We anticipate the conceptualisation of CPELDS to stimulate the representational form of an LD tool towards supporting educators as designers of PL.
个性化学习体验的愿景是教育工作者长期倡导的概念。研究文献说明了几种教学和技术方法,以使学习适应学习者的可变性。本文旨在通过将CPELDS(连贯个性化学习设计)概念化为概述一致的PL设计原则的框架,从而为PL和学习设计(LD)研究做出贡献。CPELDS将学习者档案与个性化原则结合起来,解决兴趣,优势和需求的维度。考虑到在特殊教育的实证研究中关于学习通用设计有效性的证据,我们将其指导方针转化为CPELDS的个性化原则,以解决更广泛的学习者的可变性。所采用的个性化原则包括(i)促进学习者的参与,(ii)提供不同的信息感知和理解模式,包括差异化,以及(iii)支持学习者的行动和表达方式,以展示获得的知识和技能。我们预期CPELDS的概念化将刺激LD工具的具象形式,以支持作为PL设计师的教育者。
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引用次数: 0
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2022 International Conference on Advanced Learning Technologies (ICALT)
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