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2010 International Conference on Technology for Education最新文献

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Application of student-centered speech-enabled CALL system for EFL students: A case study 以学生为中心的语音呼叫系统在英语学生中的应用:个案研究
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550053
Ming-Kuan Tsai, S. Young
Many studies show that “computers-assisted language learning” (CALL) systems can assist “English-as-a-Foreign-Language” (EFL) learners to effectively learn English. However, the fixed content in CALL systems does not adaptively meet the actual needs of the learners. Therefore, this study develops a student-centered speech-enabled CALL system intended for an EFL class in a vocational senior high school. For this system, EFL learners can construct learning materials based on their individual needs for practicing listening and speaking. After a four-week learning activity, most of the participating students offered positive reactions to the developed system. Despite the teacher was unavailable, these students still obtained assistance for enhancing their English listening and speaking skills. Moreover, the participating students successfully constructed their learning materials for various self-practice based on their learning needs. In sum, EFL learners have more opportunities to expose themselves to an English-based learning environment through the developed system.
许多研究表明,“计算机辅助语言学习”(CALL)系统可以帮助“英语作为外语”(EFL)学习者有效地学习英语。然而,CALL系统中固定的内容并不能适应学习者的实际需求。因此,本研究针对高职英语课堂开发了一个以学生为中心的语音辅助CALL系统。在这个系统中,英语学习者可以根据自己的个人需要构建学习材料来练习听说。经过四周的学习活动,大多数参与的学生对开发的系统做出了积极的反应。尽管老师不在,但这些学生仍然获得了提高英语听说能力的帮助。此外,参与活动的学生根据自己的学习需要,成功地构建了各种自我实践的学习材料。总之,通过发达的系统,英语学习者有更多的机会接触到以英语为基础的学习环境。
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引用次数: 0
Identifying students' behaviors related to internet usage patterns 识别学生与互联网使用模式相关的行为
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550104
Rozita Jamili Oskouei
Our purpose in this investigation is to explore an analogy in students' internet usages patterns and their academic performance and personal behavior and identify factors for usage patterns on internet in terms of average time spent per a day, percentage of users visited academic-websites along with their time spent in these websites, and compare with the results of users percentage of non-academic websites usage and their time spent in these category of websites. Our survey declared more details about, which type of each category of websites, are more favorable for students and majority or minority of visited websites belongs to which categories of our categorized websites, and what is the relation between this usage pattern and students academic results? Furthermore we explored behavior based on each student's undertaken program and also semester. Our paper attempt to briefly explain all analogies of students' usage pattern related to academic issues and make a survey as a guidance for future, for planning new techniques to establishing automatically peer-to-peer connections based on educators similar behaviors, furthermore any other new methods for designing more effectible e-learning websites for academic purposes.
本次调查的目的是探讨学生的互联网使用模式与他们的学习成绩和个人行为之间的类比,并从每天平均花费的时间、访问学术网站的用户百分比以及他们在这些网站上花费的时间等方面确定互联网使用模式的因素,并与非学术网站的用户百分比以及他们在这些类别网站上花费的时间进行比较。我们的调查更详细地说明了,每一类网站的哪种类型对学生更有利,大多数或少数访问的网站属于我们分类网站的哪一类,这种使用模式与学生的学习成绩有什么关系?此外,我们根据每个学生所承担的项目和学期来探索行为。本文试图简要解释与学术问题相关的学生使用模式的所有类比,并进行调查,以指导未来规划基于教育者相似行为建立自动点对点连接的新技术,以及设计更有效的学术目的电子学习网站的任何其他新方法。
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引用次数: 8
Automatic identification of Granularity level of learning document 自动识别学习文档的粒度级别
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550057
Sonal Jain, J. Pareek
With energetic development of the Internet, especially the web page interaction technology, online learning object repositories have become more and more realistic and popular in the past ten years. These repositories enable sharing and reuse of learning materials by different users. This information background is needed for querying services to perform accurate queries for learning object retrieval. The granularity of learning objects is one among several metadata attributes that has a crucial impact on the ability to adapt, aggregate, and arrange content suiting the needs and preferences of the learner. This paper showcases our work on redefining the Granularity level, more suited towards personalization of learning document and its automatic extraction using Natural Language Processing approach and with the help of Domain ontology.
近十年来,随着互联网尤其是网页交互技术的蓬勃发展,在线学习对象库变得越来越现实和流行。这些存储库支持不同用户共享和重用学习材料。查询服务需要此信息背景才能执行准确的查询以进行学习对象检索。学习对象的粒度是几个元数据属性之一,这些属性对适应、聚合和安排适合学习者的需求和偏好的内容的能力具有关键影响。本文展示了我们在使用自然语言处理方法和领域本体的帮助下,重新定义更适合学习文档个性化及其自动提取的粒度级别方面的工作。
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引用次数: 2
Introducing Second Life, a 3D virtual world, to students and educators 向学生和教育工作者介绍3D虚拟世界“第二人生”
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550095
S. Minocha
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can “inhabit” and interact via their own graphical self-representations known as “avatars”. Second Life is the most widely used 3D virtual world in education. In this paper we discuss our experiences of introducing Second Life to students and educators and imparting to them the skills required to interact within the 3D environment. We also discuss the resources that we developed to support their induction and training.
三维虚拟世界是多媒体、模拟的环境,通常在网络上管理,用户可以“居住”在其中,并通过他们自己的图形化自我表现(称为“化身”)进行交互。第二人生是教育领域应用最广泛的3D虚拟世界。在本文中,我们讨论了我们的经验,介绍第二人生的学生和教育工作者,并传授给他们所需的技能,在3D环境中进行互动。我们还讨论了我们为支持他们的入职和培训而开发的资源。
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引用次数: 10
Synthesizing customizable learning environments 综合可定制的学习环境
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550047
Thulasiram R Naidu, Manisha Verma, Venkatesh Choppella, Gangadhar Chalapakay
Making the experience of e-learning more effective requires interactive and collaborative systems to be adaptive and customizable. Specialized learning systems tend to be monolithic and difficult to extend. We present an alternative approach, where we synthesize a customizable learning environment from existing tools (Trac, SVN, reST, SQLite). The system presents the student not just with content, but an immersive experience that allows both individual and group annotations, versioning of the student's work, custom querying, and a uniform markup language to store content. We report the motivation and design of such an environment. We demonstrate the use of this system and its ability to plug into other environments by showcasing a custom interactive workbook, built for teaching and learning the principles of programming.
要使电子学习体验更有效,就需要交互式和协作系统具有适应性和可定制性。专门的学习系统往往是单一的,难以扩展。我们提出了另一种方法,我们从现有的工具(Trac, SVN, reST, SQLite)中合成一个可定制的学习环境。该系统不仅为学生提供内容,而且还提供了一种身临其境的体验,允许个人和组注释、学生作业的版本控制、自定义查询和统一的标记语言来存储内容。我们报告了这种环境的动机和设计。我们通过展示一个定制的交互式工作簿来演示该系统的使用及其插入其他环境的能力,该工作簿是为教学和学习编程原理而构建的。
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引用次数: 1
Introduction of a web-based virtual manipulatives for teaching elementary mathematics 介绍一种基于网络的小学数学虚拟教具
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550033
Yuan Yuan, Kuo-long Chen
Magic Board is a web-based environment that includes three important components (a problem posing center and an instructional material center, as well as the software interface) and elementary teachers can use to teach mathematics. Magic Board has been known as a good assistant for teaching elementary mathematics in Taiwan. This study developed a Magic Board questionnaire to help understand elementary school teachers' perceptions toward Magic Board. The results revealed that elementary school teachers rated high scores on perceived teaching assistance, perceived learning assistance, and perceived competence of technology integration.
Magic Board是一个基于网络的环境,包括三个重要组成部分(问题提出中心和教学材料中心,以及软件界面),小学教师可以使用它来教授数学。魔术板在台湾被称为小学数学教学的好帮手。本研究设计了一份魔术板问卷,以了解小学教师对魔术板的认知。结果显示,小学教师在感知教学辅助、感知学习辅助和感知技术整合能力上得分较高。
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引用次数: 0
Creating open source repository of 3D models of laboratory equipments using Blender 使用Blender创建实验室设备3D模型的开源存储库
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550044
Shruti Dere, Sameer D. Sahasrabuddhe, Sridhar V. Iyer
Laboratory experiments provide hands on experience to students, thereby enhancing their understanding of the given topic. Often, due to lack of resources, interactive simulations of laboratory experiments are an attractive substitute. Simulations could be two dimensional (2D) or they could be three dimensional (3D). 3D has added advantages of multiple viewing angles, more realistic views with textures and lights, and cross-section walk-through.
实验室实验为学生提供实践经验,从而增强他们对给定主题的理解。通常,由于缺乏资源,实验室实验的交互式模拟是一个有吸引力的替代品。模拟可以是二维的(2D),也可以是三维的(3D)。3D增加了多个视角的优势,更逼真的纹理和灯光视图,以及横断面演练。
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引用次数: 16
ChordATune - An emotion based melody harmonizer for piano music 一个情感为基础的旋律harmonizer为钢琴音乐
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550101
Amani Indunil Soysa, K. Lokuge
Harmonization is a crucial task in piano music creation. However, it is a tedious task for novice piano players. This is because piano players need to keep track of the extensive set of western music rules and concepts, and also need years of training and practice to harmonize a melody accurately. This research addresses the problems of harmonization and proposes an interactive learning tool, “ChordATune” that facilitates piano players, song writers and music students to experiment with harmonization concepts to create harmonies effectively incorporating emotions, genre, beat and tempo.
和声是钢琴音乐创作中的一项重要任务。然而,对于钢琴初学者来说,这是一项乏味的任务。这是因为钢琴演奏者需要掌握大量的西方音乐规则和概念,也需要多年的训练和练习才能准确地协调旋律。本研究解决了和声问题,并提出了一个互动学习工具,“ChordATune”,方便钢琴演奏家,词曲作者和音乐学生实验和声概念,以创造有效地结合情感,类型,节拍和速度的和声。
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引用次数: 1
Collaborative 2D animations in e-Learning paradigm and its applications 协同二维动画在e-Learning中的应用
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550113
T. P. A. Kumar, K. Nidhina, V. Krishnan, K. Bijlani, P. Anu
Most live e-Learning systems achieve interactivity and collaboration between online users through audio, video and chat. In this paper we present a system which enhances the current e-Learning methods by the use of collaborative 2D animations. It aids in providing live conceptual and laboratory experience to the student. Collaborative 2D animations are particularly useful for explaining concepts and ideas in live online interactive classes for distance education. As a prototype we show how the collaboration of existing 2D objects and animations in a chemistry laboratory can be used in a live class for distance education.
大多数实时电子学习系统通过音频、视频和聊天实现在线用户之间的交互和协作。在本文中,我们提出了一个系统,该系统通过使用协作二维动画来增强当前的电子学习方法。它有助于为学生提供现场概念和实验室经验。协作2D动画在远程教育的实时在线互动课程中对解释概念和想法特别有用。作为一个原型,我们展示了如何在化学实验室中现有的2D对象和动画的协作可以用于远程教育的现场课堂。
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引用次数: 2
Accessing educational videos — A personalized approach 访问教育视频-个性化的方法
Pub Date : 2010-07-01 DOI: 10.1109/T4E.2010.5550112
S. Balasundaram
The trend towards using videos in education is becoming popular due to enormous benefits defined for both the teachers and learners at all levels. Viewing and listening are the two major components of videos that improves the learner satisfaction in the course materials. With the increasing number of video based courses available in the internet, this paper highlights the significance of educational videos for a subject in the Computer Applications course and the process of improving the access through the personalisation approach.
由于对各级教师和学习者都有巨大的好处,在教育中使用视频的趋势正变得越来越流行。观看和听是视频的两个主要组成部分,可以提高学习者对课程材料的满意度。随着网络上视频课程的不断增多,本文着重介绍了在计算机应用课程中使用教学视频的重要性,以及通过个性化的方式改进视频获取的过程。
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2010 International Conference on Technology for Education
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