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

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Tackling the design and evaluation of a theater-based intelligent system to monitor audience experience in virtual public speaking settings 解决基于剧院的智能系统的设计和评估,以监控虚拟公共演讲设置中的观众体验
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00033
Eduardo Rivero-Rodríguez, Pablo Villalobos-Sánchez, Meriem El-Yamri, Alejandro Romero-Hernández, Borja Manero
COVID-19 has brought about a sharp increase in the use of videoconferencing tools. In education, this complicates the monitoring of student experience, which is essential to perform adequate classroom management. Researchers have designed tools to aid teachers within on-site settings, but they focus only on student engagement and are not suitable for virtual environments.In this paper, we present our system’s architecture and evaluation. First, we adapted a theater-based framework to measuring audience experience beyond engagement in online settings. Secondly, we designed a proof-of-concept computer vision system and a companion video conferencing tool to automatically measure audience experience in the classroom and present near real-time feedback. We also describe the experiment we conducted to obtain a dataset to test our system and present the results. Although the predictive accuracy of our proof-of-concept system is limited, it opens several directions for future research.
2019冠状病毒病导致视频会议工具的使用急剧增加。在教育中,这使得对学生体验的监控变得复杂,而这对于进行适当的课堂管理至关重要。研究人员设计了一些工具来帮助教师在现场教学,但它们只关注学生的参与度,不适合虚拟环境。在本文中,我们给出了我们的系统架构和评估。首先,我们采用了一个基于剧院的框架来衡量观众在网络环境之外的体验。其次,我们设计了一个概念验证的计算机视觉系统和配套的视频会议工具,以自动测量课堂上的观众体验并提供近乎实时的反馈。我们还描述了我们进行的实验,以获得一个数据集来测试我们的系统,并给出了结果。虽然我们的概念验证系统的预测准确性有限,但它为未来的研究开辟了几个方向。
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引用次数: 0
Application of first principles of instruction in the mathematics flipped classroom: student perceptions in online modality 教学第一原则在数学翻转课堂中的应用:在线模式下的学生感知
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00010
Rosa Llerena, Lucrecia Llerena Guevara
Today the flipped classroom has become a popular pedagogical innovation that is supported by technology. Therefore, the purpose of the research is to apply Merrill’s First Principles of Instruction in the mathematics flipped classroom through Microsoft Teams. This study was carried out with 85 students from a secondary school in Ecuador. The analyze was carried out, to reflect the degree of acceptance that students have in the use of the mathematics flipped classroom. According to the results obtained, the surveyed students’ perception of the use of the flipped classroom in mathematics has been favorable and has generated a positive impact on their learning.
如今,在科技的支持下,翻转课堂已经成为一种流行的教学创新。因此,本研究的目的是通过Microsoft Teams将Merrill的第一教学原则应用于数学翻转课堂。这项研究是在厄瓜多尔一所中学的85名学生中进行的。进行分析,以反映学生对数学翻转课堂使用的接受程度。根据所获得的结果,被调查的学生对数学中使用翻转课堂的看法是良好的,并对他们的学习产生了积极的影响。
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引用次数: 0
Effects of Technology-Supported Cross-cultural Communications on Learners’ Culture and Communication Competences 技术支持的跨文化交际对学习者文化和交际能力的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00074
M. Guo, Gwo-jen Hwang
This study investigated the effects of a technology-assisted intercultural exchange project on the development of foreign language and cultural competences. The participants were Taiwan and Japan university students who were scheduled to utilize online conferencing and digital platforms to communicate. Moreover, an online survey was conducted to collect data from these students. The survey results showed that the participants from both countries shared more similarities than differences. The participants, no matter the highly motivated or the less motivated ones both increased in cultural and communication competences. This study ascertains the benefits of integrating online technologies into intercultural exchange projects.
本研究旨在探讨科技协助下的跨文化交流项目对外语及文化能力发展的影响。参与者是台湾和日本的大学生,他们计划利用在线会议和数字平台进行交流。此外,我们还进行了一项在线调查,以收集这些学生的数据。调查结果显示,两国参与者的共同点多于不同点。无论是高动机组还是低动机组,参与者的文化和沟通能力都有所提高。这项研究确定了将在线技术整合到跨文化交流项目中的好处。
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引用次数: 1
Suggestions to the Instructors for Modifying the Learning Materials Based on the Students’ Attention and Feedback 根据学生的关注和反馈给教师修改学习材料的建议
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00032
Rabi Shaw, Bidyut Kr. Patra
In traditional teacher-directed learning pedagogy (direct instruction), an instructor devotes a significant amount of time in delivering the instruction or lesson. As a result, class hours have not been used effectively for critical problem solving, collaborative activities, etc. Flipped learning is an innovative learning pedagogy in which students are allowed to take lesson from pre-recorded lecture videos outside class hours and be active and accountable for their development. Organization of pre-recorded lecture videos play an important role for effective learning. So, attentiveness of the students also depends on the arrangements and organization of the contents of lecture video. Research in this direction of educational technology is unexplored.In this paper, we propose a method to verify whether the organization of lecture videos is effective for the learner to learn the concept. In this proposed method, we suggest the instructors modify the learning materials (lecture video) based on the attention and feedback of the student. Dataset collected at National Institute of Technology Rourkela for the purpose of research in flipped learning is used. Results show the effectiveness of our proposed method.
在传统的教师指导学习教学法(直接教学)中,教师投入大量的时间来提供教学或课程。因此,课堂时间没有被有效地用于解决关键问题、合作活动等。翻转学习是一种创新的学习教学法,学生可以在课外时间从预先录制的课程视频中学习,并积极主动地对自己的发展负责。组织预先录制的讲座视频对有效学习起着重要作用。因此,学生的注意力也取决于讲座视频内容的安排和组织。在教育技术的这个方向上的研究还没有被探索。在本文中,我们提出了一种方法来验证讲座视频的组织是否对学习者学习概念有效。在这种方法中,我们建议教师根据学生的关注和反馈来修改学习材料(讲座视频)。数据集收集于Rourkela国立理工学院,用于研究翻转学习。实验结果表明了该方法的有效性。
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引用次数: 0
The Effects of Integrating Digital Board Game into Prime Factorization Learning on Elementary Students’ Flow Experience 数位桌游融入质因数分解学习对小学生心流体验的影响
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00044
Yen-Ting Lin, Tz-Chi Wang
Mathematics is an important subject to students. However, students usually have low learning effects on mathematics in traditional classrooms since the learning process is usually quite uninteresting. To address the problem, many researches proposed game-based learning approaches to facilitate mathematics education. Board game is also a popular learning approach in recent years. However, teachers are difficult to capture students’ learning behaviors and status during the traditional board gaming process. With the advancement of technology, technology-supported board game is a possible solution to assist teachers in addressing the above problems. Therefore, this study proposed a digital board game with Radio Frequency Identification (RFID) technology to support prime factorization learning in mathematics education. The proposed system can capture and record students’ gaming process and teachers can further provide remedial teaching to improve students’ misconceptions. To evaluate students’ flow state while playing the proposed board game, an experiment was conducted in a primary school and 39 students were invited to participate in the experiment. The results revealed that the students achieved positive flow states while playing the proposed board game. Moreover, the boys had better engagement than the girls while playing the proposed board game.
数学对学生来说是一门重要的学科。然而,在传统课堂上,学生对数学的学习效果通常很低,因为学习过程通常很无趣。为了解决这个问题,许多研究提出了基于游戏的学习方法来促进数学教育。桌游也是近年来流行的一种学习方法。然而,在传统的棋盘游戏过程中,教师很难捕捉到学生的学习行为和状态。随着科技的进步,技术支持的桌面游戏是帮助教师解决上述问题的一种可能的解决方案。因此,本研究提出一种使用无线射频识别(RFID)技术的数位桌游,以支援数学教育中的质因数分解学习。所提出的系统可以捕捉和记录学生的游戏过程,教师可以进一步提供补习教学,以改善学生的误解。为了评估学生在玩该棋盘游戏时的心流状态,我们在一所小学进行了实验,邀请了39名学生参加实验。结果显示,学生们在玩这款棋盘游戏时获得了积极的心流状态。此外,在玩这款棋盘游戏时,男孩比女孩更有参与感。
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引用次数: 0
Learning Analytics Enabled Virtual Reality Content Creation Platform: System Design and Preliminary Evaluation 学习分析支持的虚拟现实内容创作平台:系统设计和初步评估
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00055
Zuo Wang, Tzi-Dong Jeremy Ng, Ruilun Liu, Xiao Hu
Due to the popularity of virtual reality (VR) in education settings and the rise of maker education, this paper presents LAVR, a platform for VR content creation with learning analytics functions. We design the platform where students can easily create VR stories through a web interface. A learning analytics dashboard is implemented to provide students with feedback on their progress and the quality of the textual content in their VR stories. The platform also offers learning management features for helping teachers set up classrooms with assignments. While the platform will be employed in a forthcoming general education course, we have conducted a preliminary usability evaluation with 12 students and one teacher, and gathered feedback for further refinements before its official launch. The platform will contribute to integrating learning analytics with maker activities.
由于虚拟现实(VR)在教育领域的普及和创客教育的兴起,本文提出了一个具有学习分析功能的VR内容创作平台LAVR。我们设计了一个平台,学生可以通过网络界面轻松创建VR故事。学习分析仪表板的实施,为学生提供反馈,他们的进度和文本内容的质量在他们的VR故事。该平台还提供学习管理功能,帮助教师设置布置作业的教室。虽然该平台将在即将到来的通识教育课程中使用,但我们已经对12名学生和1名教师进行了初步的可用性评估,并在正式发布之前收集了进一步改进的反馈。该平台将有助于整合学习分析与创客活动。
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引用次数: 2
Developing Computational Thought in Mathematics through Educational Robotics in Basic Education: A practical research analysis 通过基础教育中的教育机器人发展数学计算思维:一个实践研究分析
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00014
Janaina Fonsêca Oliveira, C. Quarto, André Luís Silva Dos Santos, Iran Charles Pereira Belfort, Eveline Sá, Jhonny Robert Sousa Santos
This article aims to highlight the benefits of teaching computational thinking and developing mathematical logic in the classroom with beginning basic students using educational robotics. In the research, it was observed that such resources can facilitate learning and enhance new and pleasant discoveries in academic environments for knowledge construction and such practices can improve results, findings supported by these experiments that were carried out.
本文旨在强调在课堂上教授计算思维和发展数学逻辑对初学基础学生使用教育机器人的好处。在研究中,我们观察到这些资源可以促进学习,并在学术环境中促进新的和愉快的发现,以进行知识建设,这些实践可以改善结果,这些发现得到了这些实验的支持。
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引用次数: 0
Fun learning in inclusive education: an approach using Beauty Technology, a tangible artefact, and affective states evaluation 全纳教育中的乐趣学习:一种使用美感技术、有形人工制品和情感状态评估的方法
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00087
Andriele O. Costa, A. S. F. Araújo, T. H. C. Castro, E. H. T. D. Oliveira, E. A. Moreira, Katia Vega, B. Gadelha, M. Baranauskas
The difficulty in reading and interpreting the text has been a common problem in several types of intellectual disability, such as autism and dyslexia. Moreover, it triggers numerous damages to students throughout their academic life. However, this work presents an approach to the inclusive learning of reading, using beauty technology, a playful activities box, and an emotional assessment tool. To verify the approach’s applicability, we tarried out a learning workshop with six students with some literacy difficulty in elementary school. The results showed that the playful experience of nails with the activity box and the tangible evaluation of use could make students feel good when practicing a challenging discipline.
阅读和解释文本的困难一直是几种智力残疾的共同问题,如自闭症和阅读障碍。此外,它在学生的整个学术生活中引发了许多损害。然而,这项工作提出了一种方法,阅读的包容性学习,使用美容技术,一个有趣的活动箱,和情感评估工具。为了验证该方法的适用性,我们与六名有一定读写困难的小学生进行了学习工作坊。结果表明,钉子与活动盒的游戏体验和有形的使用评估可以使学生在练习具有挑战性的学科时感觉良好。
{"title":"Fun learning in inclusive education: an approach using Beauty Technology, a tangible artefact, and affective states evaluation","authors":"Andriele O. Costa, A. S. F. Araújo, T. H. C. Castro, E. H. T. D. Oliveira, E. A. Moreira, Katia Vega, B. Gadelha, M. Baranauskas","doi":"10.1109/ICALT55010.2022.00087","DOIUrl":"https://doi.org/10.1109/ICALT55010.2022.00087","url":null,"abstract":"The difficulty in reading and interpreting the text has been a common problem in several types of intellectual disability, such as autism and dyslexia. Moreover, it triggers numerous damages to students throughout their academic life. However, this work presents an approach to the inclusive learning of reading, using beauty technology, a playful activities box, and an emotional assessment tool. To verify the approach’s applicability, we tarried out a learning workshop with six students with some literacy difficulty in elementary school. The results showed that the playful experience of nails with the activity box and the tangible evaluation of use could make students feel good when practicing a challenging discipline.","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":"128652002","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
Flagging in teacher-facing orchestration dashboards: factors affecting its use in Pyramid CSCL debriefing 面向教师的编排仪表板中的标记:影响其在金字塔式CSCL汇报中使用的因素
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00047
Max Dieckmann, Davinia Hernández Leo, Ishari Amarasinghe
Teacher-led debriefing has the potential to positively affect learning gains when conducted at the end of collaborative learning activities. In order for debriefing to be effective, the teacher needs to base it on the learner’s process during the activity. Research in the field of Computer-Supported Collaborative Learning (CSCL) is proposing teaching-facing dashboards as tools that facilitate the monitoring and orchestration of activities. However, research has paid less attention to how these dashboards can support debriefing. We explore how adding a “flagging” feature to a CSCL orchestration dashboard can support debriefing by reporting a qualitative preliminary study in which the flagging feature was used during a Pyramid CSCL script activity. Results indicate that the dashboard interface design, number of student responses, number of errors in student responses, and whether student responses meet the teachers expectations most influence the use and utility of the feature. Additionally, we identified avenues for improving and extending the design of the feature.
在合作学习活动结束时进行教师主导的汇报,有可能对学习成果产生积极影响。为了使汇报有效,教师需要根据学习者在活动中的过程来进行汇报。计算机支持的协作学习(CSCL)领域的研究建议将面向教学的仪表板作为促进活动监控和编排的工具。然而,研究很少关注这些仪表板如何支持汇报。我们将探讨如何在CSCL编排仪表板中添加“标记”功能,通过报告一个定性的初步研究来支持汇报,其中标记功能是在金字塔CSCL脚本活动中使用的。结果表明,仪表板界面设计、学生回答的数量、学生回答的错误数量以及学生回答是否符合教师的期望对功能的使用和效用影响最大。此外,我们还确定了改进和扩展该功能设计的途径。
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引用次数: 0
Supporting adolescents’ digital well-being in the post-pandemic era: Preliminary results from a multimodal learning analytics approach 支持大流行后时代青少年的数字福祉:多模式学习分析方法的初步结果
Pub Date : 2022-07-01 DOI: 10.1109/ICALT55010.2022.00059
Shen Ba, Xiao Hu, Runzhi Kong, N. Law
Affected by the Covid-19 pandemic, the way adolescents receive their education has changed drastically from offline classrooms to online digital space. Despite the benefits of digital devices, we must also be cautious of the possible negative impacts of using digital devices excessively. In this study, we proposed a smart planning course to support adolescents in managing daily digital device usage. Meanwhile, we examined the effects of this course through a novel multimodal learning analytics (MMLA) approach. Although results of the quasi-experiment indicated few significant effects of the intervention, possibly due to its timing, the proposed MMLA approach was shown to provide more comprehensive and refined data compared to traditional methods. Future studies can use this approach for further activity-based analysis of students’ digital well-being.
受2019冠状病毒病大流行的影响,青少年接受教育的方式发生了巨大变化,从线下教室转向在线数字空间。尽管数码设备有很多好处,但我们也必须警惕过度使用数码设备可能带来的负面影响。在这项研究中,我们提出了一个智能规划课程,以支持青少年管理日常数字设备的使用。同时,我们通过一种新颖的多模态学习分析(MMLA)方法来检验本课程的效果。虽然准实验的结果表明,干预措施的效果并不显著,可能是由于时间的原因,但与传统方法相比,MMLA方法可以提供更全面、更精细的数据。未来的研究可以使用这种方法对学生的数字幸福感进行进一步的基于活动的分析。
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引用次数: 1
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2022 International Conference on Advanced Learning Technologies (ICALT)
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