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

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IT Employers’ Expectations from their Employees Regarding Java Programming Language IT雇主对员工对Java编程语言的期望
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111221
Aleksander Radovan, I. O. Biskupic, Josip Lopatič
In this paper, the authors strive to set out a methodology for the learning outcomes revaluation using object-oriented programming higher education courses regarding JAVA™ programming language as a pilot sample in the evaluation and adjustment process that needs to be done periodically. For that purpose, authors analyze learning outcomes and hourly rate of the teaching subjects in the JAVA™ courses (EQF/CROQF level 6 and 7) at different higher education institutions with an aim to set out a solid base for employers in the IT industry to provide feedback from the labor market and suggest the segments for further improvement. Employers were asked to fill out a survey in which they needed to assess (on a scale from 1 to 5) how much their employees knew about each of the segments, i.e., for each learning outcome or content topic that was covered by the JAVA™ programming language in the class. According to the employers and in relation to the defined learning outcomes, their employees needed additional education in almost all segments of object-oriented JAVA programming, especially in two segments. In this paper, the authors present in detail the obtained analysis and the results of the conducted survey regarding IT employees with guidelines that should be considered in the revision of existing syllabuses and curriculums.
在本文中,作者努力为学习成果重估制定一种方法,使用面向对象编程高等教育课程,将JAVA™编程语言作为评估和调整过程中需要定期进行的试点样本。为此,作者分析了不同高等教育机构的JAVA™课程(EQF/CROQF level 6和7)的学习成果和课时率,目的是为IT行业的雇主提供一个坚实的基础,以提供来自劳动力市场的反馈,并建议进一步改进的部分。雇主被要求填写一份调查问卷,他们需要评估(从1到5分)他们的员工对每个部分的了解程度,也就是说,对于课堂上JAVA™编程语言所涵盖的每个学习成果或内容主题。根据雇主的说法,根据已定义的学习成果,他们的员工需要在面向对象的JAVA编程的几乎所有部分进行额外的教育,特别是在两个部分。在本文中,作者详细介绍了所获得的分析和对IT员工进行的调查结果,以及在修订现有教学大纲和课程时应考虑的指导方针。
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引用次数: 0
Generation Z Students’ Digital Literacy on Online Learning Readiness Z世代学生的数位素养与线上学习准备
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111186
Cinta Attaya Khulwa, A. Luthfia
The progressiveness of information and communication technology (ICT) affects the greater possibilities of online learning. Online learning is an effort by HEIs students to achieve their learning goals on campus by using devices and the internet to become the medium of study. This research aim is to measure the effect of digital literacy on students’ online learning readiness. This research uses a quantitative approach with a survey method. Using a stratified random sampling technique, data was collected from 412 respondents from an Indonesian university, with a fair distribution of students per faculty. The data show that students’ existing digital literacy affect their learning online readiness, particularly critical thinking and information literacy. Still, there is no significant effect from technology and communication literacy. This finding indicates that improving students’ digital literacy can optimize online learning readiness.
信息和通信技术(ICT)的进步影响了在线学习的更大可能性。网上学习是高等院校学生利用电子设备和互联网作为学习媒介,在校园内实现学习目标的一种努力。本研究的目的是衡量数字素养对学生在线学习准备的影响。本研究采用定量方法和调查方法。采用分层随机抽样技术,从印度尼西亚一所大学的412名受访者中收集数据,每个学院公平分配学生。数据显示,学生现有的数字素养影响了他们在线学习的准备,尤其是批判性思维和信息素养。然而,技术和沟通素养并没有显著的影响。这一发现表明,提高学生的数字素养可以优化在线学习准备。
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引用次数: 1
An Automated Assessment of Early Math Abilities Based on Digital Games 基于数字游戏的早期数学能力自动评估
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111319
Jairo A. Navarrete‐Ulloa, Llery Ponce Pradenas, Christopher A. Flores, Rodrigo Verschae
The literature has been consistent in highlighting the central role of mathematics during the early years. However, assessing mathematical learning in childhood represents a task that requires time and resources not always available in the early childhood classroom. This paper presents the development and results of the application of the Mathematical Thinking Test (TPM), an automated digital instrument based on games to measure early mathematical skills according to the Chilean curriculum. The results show good psychometric behavior of the instrument, which can be administered to large groups of childred in a quick and simple manner. These results allow us to conclude that the TPM is an efficient and effective solution to inform children’s mathematical learning.
文献一直强调数学在早期的核心作用。然而,评估儿童数学学习是一项需要时间和资源的任务,在幼儿课堂上并不总是可用的。本文介绍了数学思维测试(TPM)的发展和应用结果,这是一种基于游戏的自动化数字仪器,根据智利的课程来测量早期数学技能。结果表明,该仪器具有良好的心理测量性能,可快速、简便地应用于大群体儿童。这些结果让我们得出结论,TPM是一个有效的解决方案,告知儿童的数学学习。
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引用次数: 0
Visual Web Page Editor with Local Image Display Function 具有本地图像显示功能的可视化网页编辑器
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111215
Toru Goto, T. Fujinaka
This study aims to create a visual web page editor that addresses the limitation imposed by the same-origin policy on web page editors written in JavaScript when trying to load local image files. Recently, visual web page editors that automatically refresh the web page have been proposed, but they are hindered by this limitation. In this work, we design and implement a new visual web page editor that solves this problem and evaluate its effectiveness.
本研究旨在创建一个可视化的网页编辑器,以解决同源策略对JavaScript编写的网页编辑器在尝试加载本地图像文件时施加的限制。最近,人们提出了自动刷新网页的可视化网页编辑器,但它们受到这一限制的阻碍。在这项工作中,我们设计并实现了一个新的可视化网页编辑器来解决这个问题,并评估了它的有效性。
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引用次数: 0
The Explore of Virtual Learning Environment: A Study of Higher Education 虚拟学习环境的探索:高等教育研究
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111380
Gang Li, Jialing Xu
This paper introduces a study conducted by Shenyang Jianzhu University (SJZU). The study investigated the virtual learning environment (VLE) based on these three questions: first, whether VLE helps students learn independently; second, whether VLE can increase learning motivation; third, whether VLE has a positive impact on performance. The experiment was conducted with 476 students as interviewees. Moreover, the data of this paper are collected with questionnaires, content analysis, and unstructured interviews. The research results show that the use of MOODLE (modular object-oriented dynamic learning environment) can improve the enthusiasm for learning, and the research and application of MOODLE have a positive guiding effect on students' independent learning.
本文介绍了沈阳建筑大学进行的一项研究。本研究基于以下三个问题对虚拟学习环境(VLE)进行了调查:第一,VLE是否有助于学生的自主学习;第二,VLE是否能提高学习动机;第三,VLE是否对绩效产生积极影响。实验以476名学生为受访者。此外,本文的数据收集采用问卷调查,内容分析和非结构化访谈。研究结果表明,使用MOODLE(模块化面向对象的动态学习环境)可以提高学生的学习积极性,MOODLE的研究和应用对学生自主学习具有积极的引导作用。
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引用次数: 0
Professional Knowledge Clusters of Student Teachers Based on the TPACK Framework 基于 TPACK 框架的学生教师专业知识集群
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111442
P. Luik, M. Taimalu
Many countries face a situation where candidates with different backgrounds are being attracted to teacher education. Therefore, groups of student teachers have become heterogeneous. They may differ in terms of background including age, previous experience, attitudes, but also might vary in terms of professional knowledge. The aim of this study was to describe the clusters of student teachers according to the TPACK framework and compare how these clusters differ according to the background data. The sample consisted of 232 student teachers and K-means cluster analysis identified five clusters according to the TPACK framework. The clusters differed in strong and weak areas of TPACK and differences in student teachers’ background data were identified between the clusters. The results indicated student teachers as a heterogeneous group. Therefore, flexible learning pathways are needed in teacher education.
许多国家都面临着吸引不同背景的考生接受师范教育的局面。因此,师范生群体变得异质化。他们可能在年龄、以往经验、态度等背景方面存在差异,也可能在专业知识方面存在差异。本研究旨在根据 TPACK 框架描述学生教师群体,并根据背景数据比较这些群体的差异。样本包括 232 名学生教师,根据 TPACK 框架,通过 K-means 聚类分析确定了五个聚类。这些聚类在 TPACK 的强项和弱项方面存在差异,各聚类之间的学生教师背景数据也存在差异。结果表明,学生教师是一个异质群体。因此,师范教育需要灵活的学习途径。
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引用次数: 1
An Implementation of Java Programming Learning Assistant System in University Course Java编程辅助学习系统在大学课程中的实现
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111422
Xiqin Lu, N. Funabiki, Soe Thandar Aung, Yanhui Jing, Shingo Yamaguchi
Nowadays, Java programming is used in a variety of application systems as a highly portable object-oriented programming language. To assist its self-studies by novice students, we have developed the Java programming learning assistant system (JPLAS), and implemented the personal answer platform on Node.js. JPLAS offers several types of exercise problems at different learning levels, including the grammar-concept understanding problem (GUP), the value trace problem (VTP), the mistake correction problem (MCP), the element fill-in-blank problem (EFP), the code completion problem (CCP), and the phase fill-in-blank problem (PFP). Any answer is automatically marked by string matching with the correct one on the platform. In this paper, we present an implementation of the six problem types in a Java programming course in Okayama University. We generated 109 problem instances by following its curriculum and assigned them to 58 third-year students as homework before the final examination. Their solution results reveal the difficulty difference among the problem types and confirm the validity in the Java programming course.
如今,Java编程作为一种高度可移植的面向对象编程语言被用于各种应用系统中。为了帮助新手自学,我们开发了Java编程学习辅助系统(JPLAS),并在Node.js上实现了个人答疑平台。JPLAS在不同的学习水平上提供了几种类型的练习问题,包括语法概念理解问题(GUP)、值跟踪问题(VTP)、错误纠正问题(MCP)、元素填空问题(EFP)、代码完成问题(CCP)和阶段填空问题(PFP)。任何答案都会被自动标记为与平台上的正确答案匹配的字符串。在本文中,我们在冈山大学的Java编程课程中提出了六种问题类型的实现。我们按照其课程生成了109个问题实例,并将其作为期末考试前的作业分配给了58名三年级学生。他们的解决结果揭示了问题类型之间的难度差异,证实了在Java程序设计课程中的有效性。
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引用次数: 2
Using Virtual Reality in Education of Programming 虚拟现实在程序设计教学中的应用
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111156
Mario Konecki, Mladen Konecki, Darjan Vlahov
In modern world programming has become a critical profession and skill that is necessary in order to ensure the proper function of business, social, health and other systems. Emerging artificial intelligence technology and its role in optimizing systems makes the role of programmer even more important since even a slight mistake in these kind of systems could be critical. In order to support rapid development of technology and its practical usage there is a constant need for skilled and well-educated programming professionals. However, the history and current situation in the field of education has shown that programming is hard to learn and that programming courses constantly report rather high failure rates. There are many possible reasons for this kind of situation, and many different approaches that have been used more or less successfully. However, since the mentioned problem of programming courses has persisted to this day, new efforts are needed to help students with their programming efforts. One of possible approaches is using virtual reality as a tool to make programming concepts more understandable to students, and to increase their motivation to spend more time in their programming activities. In this paper, a concise overview of programming education challenges is given, and research results about the potential use and acceptance of virtual reality in student educational activities are given and elaborated. New research approaches and efforts are also stated and discussed.
在现代世界,编程已经成为一项重要的职业和技能,是确保商业、社会、健康和其他系统正常运作所必需的。新兴的人工智能技术及其在优化系统中的作用使得程序员的角色更加重要,因为在这类系统中,即使是一个轻微的错误也可能是至关重要的。为了支持技术的快速发展及其实际应用,不断需要熟练和受过良好教育的编程专业人员。然而,教育领域的历史和现状表明,编程很难学习,编程课程不断报告相当高的失败率。造成这种情况的可能原因有很多,许多不同的方法或多或少都取得了成功。然而,由于上述编程课程的问题一直持续到今天,因此需要做出新的努力来帮助学生进行编程。一种可能的方法是使用虚拟现实作为一种工具,使学生更容易理解编程概念,并增加他们在编程活动中花费更多时间的动力。本文简要概述了编程教育面临的挑战,并给出和阐述了虚拟现实在学生教育活动中的潜在使用和接受程度的研究结果。本文还阐述和讨论了新的研究方法和努力。
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引用次数: 0
Evaluation of GPU Logic Reconfiguration after Service Start Service启动后GPU逻辑重构评估
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111309
Y. Yamato
In order to make full use of heterogeneous hardware, it is necessary to have a technical skill of hardware such as CUDA, and the current situation is that the barrier is high. Based on this background, I have proposed environment-adaptive software that enables high-performance operation by automatically converting application code written for normal CPUs by engineers according to the deployed environment and setting appropriate amount of resources. Until now, I only considered conversions and settings before operation. In this paper, I verify that the logic is reconfigured according to the usage characteristics during operation. I confirm that the application running on the GPU is reconfigured into other loops or applications offloading according to the usage trends.
要想充分利用异构硬件,需要具备CUDA等硬件的技术技能,而目前的情况是门槛高。基于此背景,我提出了环境自适应软件,它可以根据部署环境自动转换工程师为普通cpu编写的应用程序代码,并设置适当的资源量,从而实现高性能的运行。到目前为止,我在操作前只考虑转换和设置。在本文中,我验证了逻辑在运行过程中是根据使用特征重新配置的。我确认在GPU上运行的应用程序已根据使用趋势重新配置为其他循环或卸载应用程序。
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引用次数: 0
Usability Evaluation of Online Learning Management System: Blackboard, Google Classroom and Canvas 在线学习管理系统的可用性评价:Blackboard、Google Classroom和Canvas
Pub Date : 2023-03-18 DOI: 10.1109/ICIET56899.2023.10111426
M. J. Gumasing, Eunice Kaye Endozo, Jun Carl Ceasar Laingo, William Henry Tapucar
A learning management system (LMS) is a software program or web-based technology that is used to design, implement, and evaluate a learning process. Also, this allows an instructor to generate and distribute curriculum, track student involvement, and evaluate student performance These platforms had extended a great help especially now that students are in the mode of online education. The objective of this study is to assess the usability of Blackboard, Canvas and Google Classroom as an LMS based on the user’s satisfaction. Also, to know if there is a significant difference with these LMS in terms of usability. This study utilized a system usability scale questionnaire to determine the usability of Blackboard, Canvas and Google Classroom through online survey. One-way Anova is used to analyze the System Usability Rating and with the p-value of 0.054 which is greater than the alpha value 0.5, it is concluded that there is no significant difference between the usability and satisfaction of blackboard, Canvas and Google Classroom based on a usability criterion given.
学习管理系统(LMS)是一种软件程序或基于网络的技术,用于设计、实施和评估学习过程。此外,这允许教师生成和分发课程,跟踪学生的参与情况,并评估学生的表现。这些平台提供了很大的帮助,特别是现在学生处于在线教育模式。本研究的目的是基于用户满意度来评估Blackboard、Canvas和Google Classroom作为LMS的可用性。此外,要了解这些LMS在可用性方面是否存在显著差异。本研究采用系统可用性量表问卷,通过在线调查来确定Blackboard、Canvas和Google Classroom的可用性。采用单因素方差分析对系统可用性评分进行分析,p值为0.054,大于alpha值0.5,根据给定的可用性标准,得出黑板、画布和谷歌课堂的可用性和满意度之间没有显著差异的结论。
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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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