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

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Research on the Relationship between Teacher Expectations and College Students’ Online English Learning Engagement 教师期望与大学生在线英语学习投入的关系研究
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111472
Xue Xia, Minmin Feng
As a critical influencing factor of learning engagement, teacher expectation plays a vital role in ensuring the quality of online teaching under COVID-19. This paper investigates the relationship between teacher expectations (three dimensions of teacher support, teaching interaction, and academic feedback) on students’ online English learning engagement (three dimensions of cognitive engagement, behavioral engagement, and emotional engagement) in e-learning through a questionnaire survey of 513 college students. Pearson correlation analysis and multiple regression analysis were applied as research methods. The results manifest that college students’ online English learning engagement was above average, but emotional engagement needs improvement. In addition, teacher expectations of teaching interaction positively and significantly predict English e-learning engagement. Based on this, the article puts forward suggestions on the future of online teaching from the aspects of online teaching design, feedback quality of teachers and students, innovative teaching practice of technology empowerment to effectively play the role of teachers as scaffolding and improve the effectiveness of online English teaching.
教师期望作为影响学习投入的关键因素,对保障新冠肺炎疫情下的在线教学质量起着至关重要的作用。本文通过对513名大学生的问卷调查,探讨了教师期望(教师支持、教学互动和学术反馈三个维度)与学生在线英语学习投入(认知投入、行为投入和情感投入三个维度)之间的关系。研究方法采用Pearson相关分析和多元回归分析。结果表明,大学生在线英语学习投入高于平均水平,但情感投入有待提高。此外,教师对教学互动的期望正向显著地预测英语在线学习的参与。基于此,本文从网络教学设计、师生反馈质量、技术赋能的创新教学实践等方面对网络教学的未来提出建议,以有效发挥教师的脚手架作用,提高网络英语教学的有效性。
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引用次数: 0
Similar Problems Recommendation Model to Support Programming Education 支持编程教育的相似问题推荐模型
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111135
Daniel M. Muepu, Atsushi Shirafuji, Md. Faizul Ibne Amin, Y. Watanobe
This paper proposes a recommendation model for similar programming problems to support programming education. In the proposed model, problem similarity is determined according to the similarity of source codes, in terms of the term frequency-inverse document frequency and the effort required to solve the given problem, as calculated according to Halstead metrics. The proposed model can be used to improve student understanding of a programming concept by solving many similar problems simultaneously. In addition, teachers can diversify similar programming problems during practical exercises, assignments, quizzes, and exams. The first experiment carried out in the Aizu Online Judge showed that the user’s accuracy when solving a problem was correlated to the user’s accuracy for a similar problem and, the second experiment showed a matching rate of 70% between the result of our recommendation model and the observations of a teaching assistant involved in programming classes.
本文提出了一个针对类似编程问题的推荐模型,以支持编程教育。在提出的模型中,问题的相似度是根据源代码的相似度来确定的,根据术语频率逆文档频率和解决给定问题所需的工作量,根据Halstead度量来计算。所提出的模型可以通过同时解决许多类似的问题来提高学生对编程概念的理解。此外,教师可以在实践练习、作业、测验和考试中多样化类似的编程问题。在Aizu Online Judge中进行的第一个实验表明,用户在解决一个问题时的准确率与用户在解决类似问题时的准确率是相关的,第二个实验表明,我们的推荐模型的结果与参与编程课程的助教的观察结果之间的匹配率为70%。
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引用次数: 1
Design of an Online Self-Study Platform Based on Campus Scenes 基于校园场景的在线自学平台设计
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111270
Yuwei Liu, Mengjie Huang, Chenxin Wu, Rui Yang, Massimo Imparato
Traditional education models are today challenged by online and hybrid access to learning that have spread exponentially during the epidemic. The lack of the comprehensive learning atmosphere that students experience in campus environment makes distance-learning students less effective and their performance worse. This paper articulates a two-steps process; the first revolves on user research conducted through questionnaires, interviews, and brainstorming. The second focuses on the development of an online study platform based on campus habits, that aims at providing distance learners with a desirable learning atmosphere.
传统的教育模式今天受到在线和混合学习方式的挑战,这种方式在疫情期间呈指数级增长。学生在校园环境中体验到的全面学习氛围的缺乏,使得远程学习学生的学习效果降低,学习成绩变差。本文阐述了一个两步过程;第一个是通过问卷调查、访谈和头脑风暴进行的用户研究。第二个重点是基于校园习惯的在线学习平台的开发,旨在为远程学习者提供理想的学习氛围。
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引用次数: 0
The Rationale for Student Online Exhibitions: A Bibliometrics Analysis 学生网上展览的基本原理:文献计量学分析
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111225
T. T. Prabowo, Jirarat Sitthiworachart, Jong-Chao Hong
Research on increasing student interest and learning attitudes continues to grow. Several people have studied online exhibitions, which are considered capable of increasing student learning participation. Assessing the status and trend of careful research will give a broader perspective and reference for upcoming research. However, in the Scopus database, only 116 documents related to student online exhibitions exist. Therefore, we aim to explore bibliographic aspects of publications about student online exhibitions using bibliometrics analysis. Technologies and its advantages are the dominant discussions. Most of the documents were from the highest citations were journals with a Q1 ranking of quartiles. This topic has been studied since 1995, with 2021 being the peak. English is the majority language used from retrieved documents originating from these 47 countries. However, results of this study indicated that rarely studies have made such a deep understanding on how technology impact online exhibition.
关于提高学生兴趣和学习态度的研究不断增多。一些人研究了在线展览,认为它能够提高学生的学习参与度。评估细致研究的现状和趋势,将为今后的研究提供更广阔的视角和参考。然而,在Scopus数据库中,只有116个与学生在线展览相关的文件存在。因此,我们的目标是利用文献计量学分析来探索关于学生在线展览的出版物的书目方面。技术及其优势是主要的讨论。大部分文献来自被引频次最高的四分位数排名为Q1的期刊。这个话题从1995年开始研究,2021年是研究的高峰。从这47个国家检索到的文件中使用的主要语言是英语。然而,本研究的结果表明,很少有研究对技术如何影响在线展览进行如此深入的理解。
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引用次数: 0
Multiplayer Chess Game Development Using Augmented Reality and 3D Models 使用增强现实和3D模型的多人象棋游戏开发
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111376
Fredy Cerrón, R. Villanueva, Alfredo Barrientos
The principal aim of this project was to innovate the classic board game chess so people can play at any time and place without the need for physical space and real pieces for the game to run correctly. This project can encourage more people to become interested in this board game by using augmented reality technology and personalized models and animations. Players can use the application without the need to use a physical board or pieces and without any kind of image marker. They just need to point at a flat surface with the phone camera so that all the game objects appear and then they can interact with the game intuitively by selecting the elements on the screen. The system has been created to work on high-end Android phones using the technology of Unity and Vuforia.
这个项目的主要目的是创新经典的棋盘游戏国际象棋,这样人们就可以在任何时间和地点玩,而不需要物理空间和真正的棋子来正确运行游戏。这个项目可以通过使用增强现实技术和个性化的模型和动画来鼓励更多的人对这个棋盘游戏感兴趣。玩家可以使用该应用程序,而不需要使用物理棋盘或棋子,也不需要任何类型的图像标记。他们只需要用手机摄像头指向一个平面,这样所有的游戏对象就会出现,然后他们就可以通过选择屏幕上的元素来直观地与游戏互动。该系统使用Unity和Vuforia技术在高端安卓手机上运行。
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引用次数: 0
Generation Method of Error-Specific Adversarial Examples Using Gradient Information for the Target Class 基于梯度信息的目标类特定误差对抗示例生成方法
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111283
Ryo Kumagai, S. Takemoto, Y. Nozaki, M. Yoshikawa
With the advancement of AI technology, vulnerabilities of AI systems have been pointed out. Adversarial Examples (AEs), in which makes AI wrong decisions, are one of the dreaded attacks for AI. Therefore, a thorough investigation of AEs is essential for the safe use of AI. In this paper, we propose a method for generating adversarial examples using gradient information for the target class of input images. We experimentally prove that the proposed method can generate target AEs that misclassify to an arbitrary class with high probability.
随着人工智能技术的进步,人工智能系统的漏洞被指出。对抗性示例(ae),即让AI做出错误决策,是AI最可怕的攻击之一。因此,对人工智能的安全使用进行彻底的调查是必不可少的。在本文中,我们提出了一种使用梯度信息为输入图像的目标类生成对抗示例的方法。实验证明,该方法可以高概率地生成错误分类到任意类别的目标ae。
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引用次数: 0
Generational Differences between Participating in Face-to-Face and Online Intergenerational Learning 参与面对面和在线代际学习的代际差异
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111440
Chih-Chi Liu, Ya-Ling Wang
Intergenerational learning has become prominent in the context of an aging population. Does online intergenerational learning also produce beneficial results in the present era of advanced information technology? The purpose of this paper was to explore the differences in satisfaction with basic psychological needs among college students and older adults when they participated in face-to-face versus online intergenerational learning. This study recruited 15 college students (M = 24.07, SD = 1.83, ranging from 21 to 27 years old; 23.08% male) and 33 older adults (M = 64.61, SD = 5.01, ranging from 55 to 92 years old; 33.33% male) in Taiwan. According to the results of the study, when participating in face-to-face learning, college students (M = 6.41, SD = 0.64) and older adults (M = 6.53, SD = 0.62) had similar autonomy needs satisfaction. However, when participating in online learning, older adults’ autonomy needs satisfaction (M = 6.54, SD = 0.75) is significantly greater than that of college students (M = 5.96, SD = 1.04). Besides, when participating in face-to-face learning, college students (M = 6.27, SD = 0.99) and older adults (M = 6.64, SD = 0.49) had similar relatedness needs satisfaction. However, when participating in online learning, older adults’ relatedness needs satisfaction (M = 6.71, SD = 0.47) is significantly greater than that of college students (M = 5.93, SD = 1.13). In general, this study reported that college students’ satisfaction with autonomy and relatedness needs is much lower when learning online than when learning face-to-face.
在人口老龄化的背景下,代际学习变得尤为突出。在线代际学习在当今信息技术发达的时代是否也能产生有益的结果?摘要本研究旨在探讨大学生与老年人在参与面对面代际学习与在线代际学习时对基本心理需求的满意度差异。本研究共招募15名大学生(M = 24.07, SD = 1.83),年龄21 ~ 27岁;老年人33例(M = 64.61, SD = 5.01,年龄55 ~ 92岁;33.33%男性)。研究结果显示,在参与面对面学习时,大学生(M = 6.41, SD = 0.64)和老年人(M = 6.53, SD = 0.62)的自主需求满意度相似。而老年人参与网络学习时的自主需求满意度(M = 6.54, SD = 0.75)显著大于大学生(M = 5.96, SD = 1.04)。此外,在参与面对面学习时,大学生(M = 6.27, SD = 0.99)和老年人(M = 6.64, SD = 0.49)的相关性需求满意度相似。然而,老年人在参与网络学习时的关系需求满意度(M = 6.71, SD = 0.47)显著大于大学生(M = 5.93, SD = 1.13)。总体而言,本研究报告大学生在线学习时对自主性和相关性需求的满意度远低于面对面学习时。
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引用次数: 0
Flipped Classroom Approach for the Development of Thinking Skills and the Fostering of Student Engagement 运用翻转课堂方法培养学生的思维能力,促进学生的参与
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111223
Jirarat Sitthiworachart
This study investigated students’ perceptions of a flipped classroom approach to develop thinking skills and to foster student engagement in a culture and language for teachers course at a large university in Thailand. This strategy aimed at improving teaching quality and learning efficiency. Forty-one undergraduate students participated in this study and were divided into two groups (good and poor student ability groups). Mixed methods research was adopted, using a questionnaire and interview to understand the effectiveness and students’ perspectives of the flipped classroom approach. The results showed that the flipped classroom approach enhanced students’ thinking skills, and increased student engagement. It contributed positively to the students’ learning experience, although they preferred the passive learning in the traditional classroom. The results of the paired-samples t-test suggested that a good student ability group could be successfully engaged using the flipped classroom approach.
本研究调查了泰国一所大型大学的学生对翻转课堂方法的看法,该方法可以培养思维技能,并促进学生参与文化和语言教师课程。这一策略旨在提高教学质量和学习效率。本研究以41名大学生为研究对象,分为两组(能力优等生组和能力差生组)。采用混合方法研究,通过问卷调查和访谈来了解翻转课堂教学的有效性和学生的观点。结果表明,翻转课堂方法提高了学生的思维能力,提高了学生的参与度。它对学生的学习体验有积极的贡献,尽管他们更喜欢传统课堂上的被动学习。配对样本t检验的结果表明,一个好的学生能力组可以成功地使用翻转课堂的方法。
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引用次数: 0
When AI Meets AI - Artificial Intelligence Competition 当AI遇上AI -人工智能竞赛
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111413
Rain Chen, Y. Hsiao, Mei-Wei Yang
With the breakthrough of image identify technology, website administrators could apply artificial intelligence (AI) technology to assist reviewing the pictures. This study has collected the artworks that had been removed by Facebook as racy. By taking the well-known works of art as examples, this study expected to explore the differences between Google AI and Microsoft AI in making image judgments. This study has applied the Wilcoxon signed-rank test for the test, and Multidimensional Scaling to show the distribution of research samples. The results showed that: (1) Google AI was more extensive than Microsoft AI in the number of items for forecasting and special topics. (2) For the three indicators, including Adult, Racy, and Violence, only Racy showed significant difference (p=0.021). With the continuous development of AI, simulating judgment was close to that of human and it should be the main trend of AI in the future. The judgment of human on many things may be subjective. On the one hand, the development of AI needs to overcome such subjectivity, and on the other hand, it must be able to simulate the human thinking pattern as much as possible. It would be a dilemma for AI, and it would also be a challenge for AI in the future.
随着图像识别技术的突破,网站管理员可以应用人工智能(AI)技术来辅助审查图片。这项研究收集了被Facebook认为不雅而下架的艺术品。本研究希望以知名艺术作品为例,探讨谷歌AI与Microsoft AI在图像判断方面的差异。本研究采用Wilcoxon符号秩检验进行检验,并采用多维尺度来显示研究样本的分布。结果表明:(1)谷歌人工智能在预测项目数量和专题数量上比Microsoft人工智能更广泛。(2)在Adult、Racy、Violence三个指标中,只有Racy存在显著性差异(p=0.021)。随着人工智能的不断发展,模拟判断已经接近人类的判断,这应该是未来人工智能的主要趋势。人类对许多事情的判断可能是主观的。一方面,人工智能的发展需要克服这种主观性,另一方面,它必须能够尽可能地模拟人类的思维模式。这将是人工智能的两难选择,也是未来人工智能面临的挑战。
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引用次数: 0
A Physics Learning System Using Gamification for High-School Students 基于游戏化的高中生物理学习系统
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111133
Toshiki Katanosaka, M. F. Ferdous Khan, Ken Sakamura
With rapid proliferation of digitalization and compulsion by COVID-19 pandemic, learning formats have been changing from face-to-face to online. Online education enables learners to take courses from anywhere, anytime, but it can also cause some problems for learners who struggle to maintain motivation. In addition, for STEAM education, it is important to engage in hands-on activities, but the ongoing pandemic has made it difficult for students to gather in one place to perform such activities. Incorporating gamification into online education can potentially motivate students and make STEAM education more interactive. On this premise, we have developed PhyGame as a learning system to help high-school students learn Physics. The system includes common game elements such as badges and leaderboards, and interactive simulation of Physics concepts embodying game-like charm. It also includes three modes of learning that allow students to adjust the difficulty according to their own learning levels, and a function that automatically saves learning log. For evaluation, PhyGame was used by students (N=23) at a high school in central Tokyo. The students rated the system on a scale of 1 to 10, and the main results are as follows: (1) Using PhyGame made learning enjoyable (mean score: 7.74); (2) PhyGame provided a good UI/UX (mean score: 7.83); (3) The overall experience with PhyGame was satisfactory (mean: 7.00). Our evaluation results show that interactive and gamified learning systems like PhyGame have a positive impact on user engagement and motivation.
随着COVID-19大流行带来的数字化和强迫性的迅速扩散,学习形式已经从面对面转变为在线。在线教育使学习者能够随时随地学习课程,但它也会给那些努力保持动力的学习者带来一些问题。此外,对于STEAM教育来说,参与实践活动很重要,但持续的大流行使得学生很难聚集在一个地方进行此类活动。将游戏化融入在线教育可以潜在地激励学生,并使STEAM教育更具互动性。在此前提下,我们开发了PhyGame作为一个帮助高中生学习物理的学习系统。该系统包括徽章和排行榜等常见游戏元素,以及体现游戏魅力的物理概念的交互式模拟。它还包括三种学习模式,允许学生根据自己的学习水平调整难度,并具有自动保存学习日志的功能。为了进行评估,东京市中心一所高中的学生(N=23)使用了PhyGame。学生们对PhyGame系统进行了1到10的评分,主要结果如下:(1)使用PhyGame使学习变得愉快(平均得分:7.74);(2) PhyGame提供了良好的UI/UX(平均得分:7.83);(3)使用PhyGame的整体体验令人满意(平均:7.00)。我们的评估结果表明,像PhyGame这样的互动和游戏化学习系统对用户参与度和动机有积极的影响。
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引用次数: 0
期刊
2023 11th International Conference on Information and Education Technology (ICIET)
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