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2019 XIV Latin American Conference on Learning Technologies (LACLO)最新文献

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Improving Student's Learning Motivation in Schools using Augmented Reality 利用增强现实技术提高学校学生的学习动机
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00051
Manuel J. Ibarra, Ebert Gomez, Braulio Barzola, Mariluz Castillo, Vladimiro Ibañez, Ramon Quispe
The use of technology in teaching and learning processes are becoming more important in schools. This work shows the prototype of learning tools using Augmented Reality. The tool was implemented using three types of technologies: QR codes linked to video-tutorials; 3D modeler Sketchup with Aumentaty software using marks; and OCR mobile recognition. This work was tested with first-grade students of "America" school in Abancay-Peru in 2017. The results show that the 50% of the students who used augmented reality based on marks and 3D objects, were more motivated and more interested to learn Mathematics and Communication areas.
在学校中,在教学过程中使用技术变得越来越重要。这项工作展示了使用增强现实的学习工具的原型。该工具使用了三种技术:链接到视频教程的QR码;使用标记的3D建模软件Sketchup;OCR移动识别。该作品于2017年在秘鲁阿班凯“美洲”学校的一年级学生中进行了测试。结果显示,50%使用基于分数和3D物体的增强现实技术的学生,对学习数学和交流领域更有动力和兴趣。
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引用次数: 3
[Copyright notice] (版权)
Pub Date : 2019-10-01 DOI: 10.1109/laclo49268.2019.00003
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引用次数: 0
Learning Objects Quality Evaluation: A Case Study 学习对象质量评价:个案研究
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00050
N. Salazar, Elena B. Durán
One of the fundamental reasons for addressing the quality of Learning Objects (LO) is certainly the fact of creating open educational resources to support learning. The lack of quality controls in LO definitely affects the teaching and learning process. This, reinforces the need to evaluate them adequately to ensure their quality levels. This paper presents the evaluation of a LO, previously designed on the basis of Emerging Pedagogies, to support the teaching and learning process of the Waiting Phenomena. To evaluate the LO, the LORI tool is applied with experts in the field and the CUSEOA tool with end users. The results obtained show that the LO has been described as very good quality and that as an educational resource it can be very valuable for achieving the proposed objective.
解决学习对象(LO)质量问题的根本原因之一当然是创建开放的教育资源来支持学习。教学质量控制的缺失无疑会影响教学过程。这就加强了对它们进行充分评价以确保其质量水平的必要性。本文提出了一种基于新兴教育学的LO评估方法,以支持等待现象的教与学过程。为了评估LO, LORI工具由该领域的专家使用,而CUSEOA工具由最终用户使用。所取得的结果显示,《语文教材》的质素非常好,作为一种教育资源,它对达致建议的目标非常有价值。
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引用次数: 1
Affective Multisensorial Books 情感多感官书籍
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00041
Juliana Kreitlon, Luma Chen, L. Santos, Rodolpho Nascimento, Maria Rita Carrara, Gustavo Paiva Guedes
Affective computing devices have been used in e-learning, game, and movie areas to acquire individuals' affective states. Thus, states like fun, boredom, frustration, and excitement can be detected. Based on these states, many tasks can be executed. For example, if an individual practicing an exercise in an e-learning system is bored, some action can be executed by the system; for example, it could present more challenging tasks. Inspired by the above scenario, the present work proposes the creation of a model based on e-books reading, multisensorial media (MulSeMedia) area, and affective computing area. This model is referred to as Affective Multisensorial Books, and it has two main goals: (i) acquire affective states from users; (ii) produce multisensorial media effects. The main motivation is related to the fact that MulSeMedia can improve Quality of Experience of individuals and affective computing can be used to capture individuals' affective states during reading (e.g., boredom). However, it is important to evaluate if it is possible to detect changes in affective states of individuals in the reading task. In this scenario, this work evaluates if there are statistical differences in the same individual reading two genres of texts. The first one is a drinking fountain guide page, and the second is a poem. The Wilcoxon signed-rank test was used to assess the difference in mean of measurements in Galvanic Skin Response of individuals when reading each of the texts. The analysis indicates a statistically significant difference between the reading of the two texts.
情感计算设备已被用于电子学习、游戏和电影领域,以获取个体的情感状态。因此,像有趣、无聊、沮丧和兴奋这样的状态可以被检测到。基于这些状态,可以执行许多任务。例如,如果个人在电子学习系统中进行练习感到无聊,系统可以执行一些操作;例如,它可以提出更具挑战性的任务。受上述情景的启发,本研究提出了一个基于电子书阅读、多感官媒体(mulsemmedia)区域和情感计算区域的模型。这种模式被称为情感多感官图书,它有两个主要目标:(i)从用户那里获取情感状态;(ii)产生多感官媒介效应。主要的动机是,多媒体可以提高个人的体验质量,情感计算可以用来捕捉个人在阅读过程中的情感状态(例如,无聊)。然而,评估是否有可能检测到个人在阅读任务中的情感状态变化是很重要的。在这种情况下,这项工作评估是否有统计差异在同一个人阅读两种类型的文本。第一个是饮水机指南页,第二个是一首诗。使用Wilcoxon符号秩检验来评估个体在阅读每个文本时皮肤电反应的测量平均值的差异。分析表明,两篇文章的阅读之间存在统计学上的显著差异。
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引用次数: 5
Teaching Music to Deaf Children with Robotics: A Hands-on Approach 用机器人教聋哑儿童音乐:一种动手的方法
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00073
Ismar Frango Silveira, C. Benites
This research reports challenges that are found in the inclusion of children with hearing impairment in music learning and presents how society accepts these individuals. It seeks to know how the deaf community sees music and finally to evaluate visual and technological elements in children's musical education. The challenges of the presented actions do not aim at a theory of comprehensive form or only statistical, but it seeks to propose a succinct discussion on the theme, to bring the other people to a reflection regarding the specific needs of these children.
本研究报告了在音乐学习中发现的听力障碍儿童的挑战,并介绍了社会如何接受这些个体。它旨在了解聋人社区如何看待音乐,并最终评估儿童音乐教育中的视觉和技术元素。所提出的行动的挑战并不针对一种全面形式的理论或仅仅是统计上的理论,而是寻求就这一主题提出一个简洁的讨论,使其他人对这些儿童的具体需要进行反思。
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引用次数: 1
Development of a Game for High School Students on Politics 高中生政治游戏的开发
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00014
Elaine Pasqualini, Rosemeiry de Castro Prado, Rafael Garcia, Thiago Yuri Santos Lopes, Luiz Alves Barbosa Neto
Youngsters who start the right of voting need to know the work exerted by their representatives, particularly by those who administrate their daily lives, such as the city councilors and the mayor. The goal of this study is to develop a game aimed at High School students that deals with politics, particularly the positions of mayor and city councilor involving corruption. Tools such as engine, Ren'py, Python, JEdit, Befunky, Photoscape have been used. The instructional design has been used in the development to identify the problem, define the goals, develop educational material and employ them. The game was conceived based on the genre Visual Novel, in which the character makes choices that will play a role in the end of the match. As a result, situations of political life are presented. It is intended to apply this game in High Schools.
开始拥有投票权的年轻人需要了解他们的代表所做的工作,特别是那些管理他们日常生活的人,比如市议员和市长。本研究的目标是开发一款针对高中生的游戏,涉及政治,特别是涉及腐败的市长和市议员职位。使用了引擎、Ren’py、Python、JEdit、Befunky、Photoscape等工具。在开发过程中,教学设计被用于识别问题、确定目标、开发教材和使用教材。这款游戏是基于视觉小说类型而构思的,在这款游戏中,角色所做的选择将在比赛结束时发挥作用。因此,政治生活的情况呈现出来。旨在将此游戏应用于高中。
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引用次数: 0
A Step by Step Methodology for Software Design of a Learning Analytics Tool in Latin America: A Case Study in Ecuador 拉丁美洲学习分析工具软件设计的分步方法:以厄瓜多尔为例
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00029
Margarita Ortiz-Rojas, Ricardo Maya, Alberto Jiménez, Isabel Hilliger, K. Chiluiza
One main objective for software developers is to find the right approach to design and develop a tool faster and effectively. In the context of Learning Analytics (LA) in Latin America, this becomes more complicated due to a lack of clear guidelines that could guide Higher Education institutions (HEI) to the design of LA tools. Thus, this study describes a step by step methodology for software design of a LA tool. The methodology combines the phases of Design Thinking and the testing components of Human-Computer Interaction theory. It starts from the LALA framework, a set of methodologies that guides HEI to create a baseline of LA needs in the context of a project named LALA (Learning Analytics in Latin America). The needs are then materialized into a tool after a user-centered iterative process takes place. The methodology is not only adaptable for HEI that have never implemented LA tool, but also for HEI that have implemented an LA tool and need to make some upgrades. For validation purposes, this article presents a case study of adopting this methodology in the design of visualizations of an academic counseling tool, and discusses the results to illustrate its use for other HEI.
软件开发人员的一个主要目标是找到更快、更有效地设计和开发工具的正确方法。在拉丁美洲学习分析(LA)的背景下,由于缺乏指导高等教育机构(HEI)设计学习分析工具的明确指导方针,这变得更加复杂。因此,本研究描述了LA工具软件设计的一步一步方法。该方法结合了设计思维阶段和人机交互理论的测试组件。它从LALA框架开始,这是一套指导HEI在名为LALA(拉丁美洲学习分析)的项目背景下创建LA需求基线的方法。在以用户为中心的迭代过程发生后,需求被具体化到工具中。该方法不仅适用于从未实现过LA工具的HEI,也适用于已经实现了LA工具并需要进行一些升级的HEI。为了验证目的,本文提出了一个在学术咨询工具的可视化设计中采用这种方法的案例研究,并讨论了结果,以说明其在其他高等教育中的应用。
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引用次数: 5
Design Science Research for Development and Validation of a Pedagogical Agent for STEM Education 面向STEM教育教学代理开发与验证的设计科学研究
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00031
Alberto Piedrahita-Ospina, Julián Moreno-Cadavid
Choosing a research methodology allows for a path for the development and operationalization of any investigation. Consider as a problem the traditional teaching practices, which consider the student as a passive actor in learning, which disagrees with the pedagogical tendencies centered on the student that lead to the construction of leading, creative, and autonomous citizens. On the other hand, a pedagogical agent, that is, an "artificial teacher" can be considered as an artifact from the epistemic base of Design Science, an artifact that in turn could solve the aforementioned problem. Design Science dedicates to the study of objects and associated artificial phenomena. The pedagogical agent (artifact) is arranged as an object, which merits a methodological process in search of solving the problem. Hence, the methodology Design Science Research is proposed within the framework of a doctoral thesis as the methodology that would allow: the development and validation of the agent; generalize findings of the problem to new kinds of problems and / or contexts; and finally, disseminate academic results.
选择一种研究方法可以为任何调查的发展和运作提供途径。传统的教学实践认为学生在学习中是一个被动的角色,这与以学生为中心的教育倾向不一致,这种倾向导致了领导性、创造性和自主性的公民的建设。另一方面,教学代理,即“人工教师”可以被认为是设计科学知识基础上的一个人工制品,一个反过来可以解决上述问题的人工制品。设计科学致力于研究物体和相关的人工现象。教学代理(人工制品)被安排为一个对象,它需要一个方法论的过程来寻找解决问题的方法。因此,在博士论文的框架内提出了设计科学研究方法,作为一种方法,它将允许:开发和验证代理;将问题的发现推广到新的问题和/或背景中;最后,传播学术成果。
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引用次数: 0
Collaborative Learning: The Educational Perspective of Facebook 协作学习:Facebook的教育视角
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00065
O. Gutiérrez-Aguilar, Leslie Salas-Valdivia
The present research evidences the practical experience of incorporation of the Facebook platform as a new educational scenario to analyze interventions and theatrical performances from different contexts at the global level, based on the synchronous and asynchronous interaction of students. In turn, this study demonstrates how the use of this social network in education can favor aspects such as management of knowledge and foster the development of skills training in students, at present this medium is used as a form of communication, leisure and socialization but its educational applications turn out to be very promising, these aspects generate a positive perception by the uses of this social network in the field of education, thus providing a new online learning system that can be replicated in various contexts of Peru and Latin America, helping to improve the academic performance of students, according to the new learning styles of this technological age. The results show that the educational incorporation of this social network has a high level of replication, in various fields and educational subjects, since it greatly favors collaborative work, to achieve the construction of new knowledge, generation of significant learning and the achievement of skills. In conclusion, this work is a contribution, which seeks to strengthen the levels of synchronous and asynchronous communication, based on interaction, to improve digital skills that allow educational socialization.
本研究基于学生的同步和异步互动,证明了将Facebook平台作为一种新的教育场景,在全球范围内分析不同背景下的干预措施和戏剧表演的实践经验。反过来,本研究证明了在教育中使用这种社会网络如何有利于知识管理和促进学生技能培训的发展,目前这种媒介被用作交流、休闲和社交的一种形式,但它的教育应用被证明是非常有前途的,这些方面通过在教育领域使用这种社会网络产生了积极的看法。从而提供了一个新的在线学习系统,可以在秘鲁和拉丁美洲的各种情况下复制,帮助提高学生的学习成绩,根据这个技术时代的新学习方式。结果表明,这种社会网络的教育整合在各个领域和教育学科中具有高度的复制性,因为它极大地有利于协作工作,以实现新知识的构建,重要学习的产生和技能的成就。总之,这项工作是一项贡献,它旨在加强基于互动的同步和异步通信水平,以提高实现教育社会化的数字技能。
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引用次数: 7
Gamification of the Fazenda 3D: A Playful Alternative to Learning in the Agriculture and Livestock Technical Education 游戏化的庄园3D:一个有趣的替代学习在农业和畜牧技术教育
Pub Date : 2019-10-01 DOI: 10.1109/LACLO49268.2019.00056
Érika Cristina Dias de Oliveira Brelaz, Rafael Lamary Silva Santos, Ilmara Monteverde Martins Ramos, D. B. Ramos, Frederico Marcel Modesto de Paulo, Waleson Azevedo Pessoa de Melo, Amanda Loranny Gonzaga Viana, Lia Xavier Pimentel, Sabrina Victória Castro de França, Maquiavel dos Santos Campos
Agriculture and livestock technical education prepares students to planing, implementing, monitoring and evaluating agricultural projects, analyzing resources of rural properties and surround region, as well as prioritizing environmental conservation. Some courses studied need the practice in a farm, however, there are cases which a farm structure is not available and the use of educational software can be a solution to alleviate such a situation. In this context, we gamificated the Fazenda 3D (Farm 3D), an educational software which simulates a rural property thas was developed using free software. The user can browse in the game and know their structures and sectors. The Fazenda 3D (first version) has already been applied in the classroom and, in the opportunity, students responded to a survey of strengths and improvements, that helped us to identify the need to gather animal and carry out activities in the course of the game. Therefore, this new Fazenda 3D project is a upgrade, adding animals and activities to improve interaction with students, as well as to teacher more options of use of the game.
农牧业技术教育培养学生规划、实施、监测和评估农业项目,分析农村财产和周边地区的资源,以及优先考虑环境保护。有些课程需要在农场实践,然而,有些情况下,农场的结构是不可用的,使用教育软件可以缓解这种情况的解决方案。在这种情况下,我们将Fazenda 3D(农场3D)游戏化,这是一个模拟农村财产的教育软件,使用免费软件开发。用户可以在游戏中浏览并了解它们的结构和区域。《Fazenda 3D》(第一版)已经在课堂上得到了应用,学生们借此机会对优势和改进进行了调查,这帮助我们确定了在游戏过程中收集动物和开展活动的必要性。因此,这个新的Fazenda 3D项目是一个升级,增加了动物和活动,以改善与学生的互动,以及教师更多的选择使用游戏。
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引用次数: 1
期刊
2019 XIV Latin American Conference on Learning Technologies (LACLO)
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