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2023 11th International Conference on Information and Education Technology (ICIET)最新文献

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Teachers’ Perceptions of Videoconferencing and Smartphones in a Retrospective Analysis 2009-2020: An Educational Social Internet of Things Framework 2009-2020:教育社会物联网框架下教师对视频会议和智能手机的认知
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111208
Adam I. Attwood, Saeid SamadiDana
Schools have become increasingly influenced by what has been called the Social Internet of Things (SIoT). As many schools transitioned to online teaching and learning in 2020 because of the COVID-19 pandemic, there is a need to analyze data on technology adoption in schools for changes and continuity since the inception of increasingly popular smartphones since 2007 that has affected videoconferencing, blended learning, and the flipped classroom concept. In this study, videoconference technology is the main factor analyzed in relation to IoT and schools in which handheld devices are considered gateways to further integration of schools into an IoT framework. The researchers analyze a selection of a 2009 dataset and a 2019 dataset from the National Center for Education Statistics (United States) to discuss teachers’ perceptions of technology, especially the use of handheld devices and videoconference technology. Recommendations for educator preparation programs (EPPs) are made based on the discussion of the results of this analysis in context with the events of 2020 for why EPPs could emphasize flipped classroom design models within an SIoT framework.
学校越来越多地受到所谓的社交物联网(SIoT)的影响。由于2019冠状病毒病大流行,许多学校在2020年过渡到在线教学,因此有必要分析学校采用技术的数据,以了解自2007年以来越来越受欢迎的智能手机出现以来的变化和连续性,智能手机影响了视频会议、混合式学习和翻转课堂概念。在本研究中,视频会议技术是与物联网和学校相关的主要分析因素,其中手持设备被视为将学校进一步整合到物联网框架中的网关。研究人员分析了美国国家教育统计中心2009年和2019年的数据集,讨论了教师对技术的看法,特别是手持设备和视频会议技术的使用。对教育者准备计划(EPPs)的建议是基于对该分析结果的讨论,并结合2020年的事件提出的,即为什么EPPs可以在SIoT框架内强调翻转课堂设计模型。
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引用次数: 0
A Scoping Review of Empirical Studies in Gather.town 集镇实证研究的范围综述
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111430
C. Lo, Yan-Mei Song
There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town—a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students’ learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users’ engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results).
人们越来越有兴趣在虚拟网络环境中见面和互动,包括Gather。特别是在2019冠状病毒病大流行期间和大流行后的世界。我们对《Gather》中的11项实证研究进行了范围审查。town——一个2D虚拟世界,使用类似游戏的视频聊天界面,人们可以在其中创建自己的虚拟空间,并扮演化身,为各种目的与他人互动。为了确定知识差距,我们从应用背景、研究问题、研究方法和主要发现等方面总结了纳入的文章。我们发现,其中大多数是在教育环境中进行的,重点是学生的学习经历和看法。综述的研究结果一般表明,使用Gather。《Town》提高了用户粘性。然而,现有的证据主要是基于短期干预(例如,一次会议)和自我报告的措施(例如,调查和访谈)。本综述最后提出了未来研究的几个研究缺口(例如,更长的研究时间和使用更客观的学习成绩和工作结果测量)。
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引用次数: 0
Effectiveness of Relative Evaluation Feedback Using Motivation Tests and Learning Data in University Mathematics 基于动机测试和学习数据的大学数学相对评价反馈的有效性
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111463
Sayuri Chida, Ken'ichi Minamino
This study seeks to improve the performance of students with low motivation and grades in university mathematics. Objective and subjective data were collected simultaneously from e-learning and using motivation tests, respectively, and analyzed by employing machine learning. Then, the results were provided as feedback to learners, which enabled them to undertake self-regulated learning. The results show that post-intervention, the average final exam score is significantly different for the experimental and control groups at 71.9 and 66.2 points, respectively (two-sided t-test; alpha = 0.05; t (89) = 2.35, p = 0.0105). This demonstrates that the feedback provided was helpful for students' learning outcomes. This made it possible to reflect on one's own learning activities by using relative evaluation feedback. This outcome is important in that it can promote self-regulated learning and enable better learning activities.
本研究旨在改善大学数学低年级学生的学习表现。分别从电子学习和动机测试中同时收集客观和主观数据,并利用机器学习进行分析。然后,将结果反馈给学习者,使他们能够进行自我调节学习。结果显示,干预后,实验组和对照组的期末考试平均成绩分别为71.9分和66.2分,差异有统计学意义(双侧t检验;Alpha = 0.05;T (89) = 2.35, p = 0.0105)。这表明所提供的反馈对学生的学习成果是有帮助的。这使得通过使用相对评价反馈来反思自己的学习活动成为可能。这个结果很重要,因为它可以促进自我调节学习,并使更好的学习活动成为可能。
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引用次数: 0
Build Bridges between Conversation, Story, Visual Programming, and Text-based Programming in K-8 Education 在K-8教育中建立对话、故事、视觉编程和基于文本的编程之间的桥梁
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111198
Yueming Yang, Chase Augustine, Christopher Werts, Yongzhe Wang, Jordan Sherwin
In this paper, we create a learning path and curate projects that let students learn certain computational concepts in a consistent way that bridges story, conversation, visual programming, and text-based programming. Our approach is to provide young children with both visual and text-based programming materials that are directly associated with the computational logic in some selected children’s daily dialogues and stories. We demonstrate this combo-design idea with examples of roleplaying, Snap! program, and Python code. Our design pattern and examples could be adapted to other suitable children’s activities in different school settings on a variety of technology platforms.
在本文中,我们创建了一个学习路径和策划项目,让学生以一致的方式学习某些计算概念,将故事、对话、可视化编程和基于文本的编程连接起来。我们的方法是为幼儿提供视觉和基于文本的编程材料,这些材料与一些精选的儿童日常对话和故事中的计算逻辑直接相关。我们用角色扮演游戏《Snap!》程序和Python代码。我们的设计模式和示例可以在各种技术平台上适应不同学校环境下其他适合儿童的活动。
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引用次数: 0
Human’s Reaction Time Based Score Calculation of Self-practice Dynamic Yoga System for User’s Feedback by OpenPose and Fuzzy Rules 基于人的反应时间的自我练习动态瑜伽系统的开放性和模糊规则评分计算
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111121
Wan-Chia Huang, Cheng-Liang Shih, I. T. Anggraini, N. Funabiki, Chih-Peng Fan
In this study, the proposed self-practice dynamic Yoga system at home with instructor-user synchronization provided a new score calculation as user’s feedback. By following the guide of the instructor’s video, a proper score feedback indicates whether the user’s dynamic Yoga is good or bad, and helps users to understand how to improve their movements and postures. In the new score calculation, it considers two types of scores. The first type of scores is "Shape_scores", and the system compared the similarity of static postures between the instructor and user, and then the "Shape_scores" is calculated through the scoring system based on fuzzy rules with the angle difference values between the instructor and user. The second type of scores is "Delay_scores" by appending on the human’s average reaction time and average recognition time as thresholds to set the five different regions to give the scores for delays. By weighting these two scores and then summing them up, a new score is calculated finally. In the experimental results, the score schemes between the "Shape_scores" and the "Delay_scores" are discussed, and the tester is a lazy mode user who means the user simulates the elderly to observe the influence on the two different scores calculations.
在本研究中,所提出的教师与用户同步的家庭自我练习动态瑜伽系统提供了一种新的分数计算方法作为用户的反馈。在教练视频的指导下,适当的分数反馈可以显示用户的动态瑜伽是好是坏,并帮助用户了解如何改进自己的动作和姿势。在新的分数计算中,它考虑两种类型的分数。第一类分数为“Shape_scores”,系统比较教练和用户静态姿势的相似度,然后通过基于模糊规则的评分系统计算出教练和用户之间的角度差值。第二种类型的分数是“Delay_scores”,通过附加人类的平均反应时间和平均识别时间作为阈值来设置五个不同的区域,以给出延迟分数。通过对这两个分数进行加权,然后将它们相加,最后计算出一个新的分数。在实验结果中,讨论了“Shape_scores”和“Delay_scores”之间的评分方案,测试者为懒惰模式用户,即用户模拟老年人,观察两种不同的评分计算方式对得分的影响。
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引用次数: 2
Visualization System for Traditional Crafts based on Text Mining with Sentiment Analysis 基于文本挖掘和情感分析的传统工艺可视化系统
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111282
Zerong Song, Yuanyuan Wang
The establishment of traditional crafts is not only the pursuit of craftsmanship, the inheritance and innovation of traditional crafts, but also a microcosm of the history of an era. In recent years, users have also been using online forms to browse regionally specific traditional crafts. However, there are numerous and varied traditional crafts, and users do not have an intuitive and comprehensive overview of the traditional crafts in that region. Therefore, in this work, we aim to develop a visualization system for traditional crafts to help users better understand local traditional crafts and to promote the enhancement of traditional crafts and regional revitalization. For this, we utilize text mining with sentiment analysis to visualize traditional crafts designated by the Minister of Economy, Trade, and Industry (METI). Text mining of traditional crafts enables users to learn about the characteristics of local traditional crafts, and sentiment analysis of traditional crafts allows users to understand the emotional characteristics of the crafts that reflect their history. Finally, we developed a visualization system for traditional crafts and validated its usefulness, and we confirmed that users could learn about local traditional crafts comprehensively and intuitively.
传统工艺的建立既是对工艺的追求,是对传统工艺的传承与创新,更是一个时代历史的缩影。近年来,用户也开始使用在线表格浏览特定地区的传统工艺品。然而,传统工艺种类繁多,用户对该地区的传统工艺并没有一个直观、全面的了解。因此,在这项工作中,我们的目标是开发一个传统手工艺可视化系统,帮助用户更好地了解当地的传统手工艺,促进传统手工艺的提升和区域的振兴。为此,我们利用带有情感分析的文本挖掘来可视化经济、贸易和工业部长(METI)指定的传统工艺。传统手工艺的文本挖掘可以让用户了解当地传统手工艺的特点,传统手工艺的情感分析可以让用户了解反映其历史的手工艺的情感特征。最后,我们开发了一个传统手工艺可视化系统,并验证了它的实用性,确认用户可以全面直观地了解当地的传统手工艺。
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引用次数: 1
Exploration and Practice of the Integration of Theory and Practice Based on Lessons of Robot Principle and Application 基于《机器人原理与应用》课程理论与实践结合的探索与实践
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111460
Zhixuan Qi, Yinuo Liu, Jiankun Pan, Xiangzhang Tian, Hao-Lun Sun, Shuying Zhao
In recent years, information technology has been widely used in the field of education, which has played a positive role in promoting the education reform of higher education. In view of the disconnection between theoretical teaching and practical teaching in undergraduate education, it is necessary for teachers and students to study and solve the problem together. In this paper, based on the learning of Robot Principles and Application, from the perspective of undergraduate students in the integration of theory and practice, this paper summarizes the project-driven way to realize the student-subject learning mode: students learn theoretical knowledge independently and design "knowledge-experiment-test" software as the task, to realize the integration of theory and practice learning method. The application of this method in teaching plays a positive role in the cultivation of students' creativity and has important significance in deepening the reform of education.
近年来,信息技术在教育领域得到了广泛的应用,对高等教育的教育改革起到了积极的推动作用。针对本科教育中理论教学与实践教学脱节的问题,需要师生共同研究和解决。本文以《机器人原理与应用》的学习为基础,从本科学生理论与实践相结合的角度出发,总结出项目驱动方式实现学生-主体学习模式:学生自主学习理论知识,以设计“知识-实验-测试”软件为任务,实现理论与实践相结合的学习方法。这种方法在教学中的应用,对培养学生的创造力起到了积极的作用,对深化教育改革具有重要意义。
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引用次数: 0
Mobile Micro-Learning in English Vocabulary Learning 移动微学习在英语词汇学习中的应用
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111328
Yunzhu Chen, Jirarat Sitthiworachart
With the development of technology in recent years, teachers, in educational settings, are more accessible to utilize various digital media tools in teaching procedures than ever before. Micro-learning has been referred to enhance foreign language learning and performance in the most efficient and effective method possible through short pieces of content. However, few studies investigated the effect of micro-learning on English word learning for those who are ESL learners using a specific mobile application. Therefore, this study aims to find out what factors affect the English wording learning of College students using Superstar, which is a mobile application with micro-learning. Evaluating how micro-learning promotes the capacity, motivation, and satisfaction of English word learning than the traditional learning method. Mixed methods research was used to collect data from 84 freshman in China. The results indicate that using Superstar to learn English vocabulary help to improve the capacity and motivation of college students in English word learning. Superstar as a mobile application for English word learning might be helpful for ESL learners as well.
近年来,随着科技的发展,教师在教学过程中比以往任何时候都更容易使用各种数字媒体工具。微学习是指通过短小的内容片段,以最有效的方式提高外语学习和表现。然而,很少有研究调查了微学习对使用特定移动应用程序的ESL学习者的英语单词学习的影响。因此,本研究旨在了解大学生使用微学习移动应用Superstar进行英语词汇学习的影响因素。评估微学习如何比传统学习方法提高英语单词学习的能力、动机和满意度。采用混合方法对84名中国大学新生进行数据采集。结果表明,使用Superstar学习英语词汇有助于提高大学生英语词汇学习的能力和动机。Superstar作为一款学习英语单词的手机应用程序,可能对ESL学习者也有帮助。
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引用次数: 0
Development of a Web-Portal Health Information System for Barangay Barangay门户网站卫生信息系统的开发
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111439
Keeshia Aliah P. Altura, Hassan Edridge C. Madjalis, Marck Daniel G. Sungahid, Elcid A. Serrano, Ramon L. Rodriguez
In the Philippines, a barangay is the smallest administrative unit serving as suburban neighborhoods’ first line of defense. According to Bautista, barangays conduct a manual file-based process of storing the community’s health information. Therefore, the need for a single platform enables a small government unit to manage its resources while being transparent to its community. The study aims to develop a web- based barangay health information system portal for Barangay 69 District 1 in Tondo Manila. The system would be a reference tool for barangays as their platform provides inventory management, the barangay’s health programs, and a dashboard for data visualization inventory management, tracking of Covid cases, administration of health activities, and a dashboard for data visualization. As a result, the web portal is functional, and different test scenarios show above-average results. The study concludes that the system provided a platform for the barangay and its residents. It also concludes that it is user-friendly and efficiently disseminates the barangay’s health programs and activities.
在菲律宾,barangay是最小的行政单位,是郊区社区的第一道防线。根据Bautista的说法,村庄采用基于文件的手工流程来存储社区的健康信息。因此,对单一平台的需求使小型政府单位能够管理其资源,同时对其社区透明。本研究旨在为东马尼拉第1区barangay 69开发一个基于网络的barangay卫生信息系统门户网站。该系统将成为村庄的参考工具,因为他们的平台提供库存管理、村庄的健康计划、数据可视化库存管理、Covid病例跟踪、健康活动管理和数据可视化仪表板。因此,web门户是功能性的,并且不同的测试场景显示出高于平均水平的结果。该研究的结论是,该系统为村庄及其居民提供了一个平台。它还得出结论,它是用户友好的,有效地传播了村的卫生方案和活动。
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引用次数: 1
DOVAR: Data-on-Object Visualization with Virtual and Augmented Reality in Scientific Education DOVAR:科学教育中基于虚拟和增强现实的数据-对象可视化
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111097
Xiaoyin Wang, M. Rivera, Lisette Isais, Corbin Styles
Virtual and augmented reality is an emerging approach of visualization that provides immersive experience to users. The approach has been widely adopted in different domains such as training, remote conference, navigation, gaming, etc. In education, it has also been widely adopted. For example, the 3D virtual solar system scene has been implemented in multiple applications to help young kids and students to learn basic astronomical knowledge. However, most existing approaches focus on creating virtual objects that simulate real-world objects but on a different scale. In this paper, we propose DOVAR, a novel VR/AR-based visualization approach that visualizes real-time and accumulated data directly on virtual objects. In particular, DOVAR adds data points as colored accessories at different surfaces (i.e. polygons) of the 3D models in a VR or AR environment. Our experiment study on different usage cases shows that visualization technique can be helpful in teaching scientific concepts.
虚拟和增强现实是一种新兴的可视化方法,为用户提供身临其境的体验。该方法已广泛应用于培训、远程会议、导航、游戏等领域。在教育方面,它也被广泛采用。例如,3D虚拟太阳系场景已在多个应用程序中实现,以帮助幼儿和学生学习基本的天文知识。然而,大多数现有的方法侧重于创建虚拟对象,以模拟现实世界的对象,但在不同的规模。在本文中,我们提出了DOVAR,一种新颖的基于VR/ ar的可视化方法,可以将实时和积累的数据直接可视化到虚拟对象上。特别是,DOVAR在VR或AR环境中,在3D模型的不同表面(即多边形)添加数据点作为彩色附件。我们对不同用例的实验研究表明,可视化技术有助于科学概念的教学。
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引用次数: 0
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2023 11th International Conference on Information and Education Technology (ICIET)
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