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2019 IEEE Tenth International Conference on Technology for Education (T4E)最新文献

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Competitive Examinations in India: e-Assessment Based Case Study 印度的竞争性考试:基于电子评估的案例研究
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-30
Parneet Kaur, H. Kumar, S. Kaushal
This paper attempts to bring out facts related to notions around competitive examinations in India using an e-assessment platform. Study is based on data collected from tcyonline.com which is an online platform for learning & assessment. Databank consists of test attempts by students preparing for various competitive examinations. These attempts have been segregated to fall into one or more of 14 categories of thinking skills such as Analytical, Logical, English Vocabulary etc. Based on these skills, study has been carried out to find out if there is a significant difference in the performance of students based on their educational background, demo-graph & gender. Study reveals certain facts based on performance of students in e-assessment.
本文试图利用电子评估平台提出与印度竞争考试概念相关的事实。本研究的数据收集自在线学习和评估平台tcyonline.com。数据库由学生准备各种竞争性考试的试题组成。这些尝试被划分为14种思维技能中的一种或多种,如分析性、逻辑性、英语词汇等。基于这些技能,进行了研究,以了解学生的教育背景,人口统计和性别是否存在显着差异。研究揭示了基于学生在电子评估中的表现的某些事实。
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引用次数: 0
A Learnable-by-Design (LEAD) Model for Designing Experiments for Computer Science Labs 计算机科学实验室实验设计的LEAD模型
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00050
Mrityunjay Kumar, Venkatesh Choppella, Sanjana Sunil, Sumaid Syed
India graduates 1.5 million engineering students every year, majority of them from its Tier 2 and Tier 3 colleges where there is severe shortage of qualified faculty and lab infrastructure, and where English is second or third language for most students. To provide affordable virtual laboratories to these engineering colleges, Government of India runs the Virtual Labs project with a select set of participating institutions to create virtual labs required for entire engineering student population of India. The program suffers from two problems: 1) lack of focus on pedagogy and learnability of labs being created, and 2) little ability to scale to more teachers and subject matter experts to produce labs aligned to local contexts. This paper presents a model (LEAD model) for the design of virtual labs for a data structures and algorithms course in computer science and is intended to address the problems stated above. The model encodes the principles of learning in the design and structure of an experiment so that labs can be learnable by design. The model is based on constructivist theory of learning. It uses Bloom's Taxonomy for defining learning objectives and applies Merrill's first principles and Gagne's 9 events of instruction as instructional design methodologies. To ensure tasks in an experiment indeed aid learning, the model requires a mapping between tasks and learning principles to be created and published along with the experiment. The model uses a pedagogy that lays strong emphasis on conceptual understanding without the use of code or program. To demonstrate the efficacy of this model, we present the data analysis of the feedback from early users of one the experiments. Even though limited in scope, data shows that experiments built using LEAD model can aid understanding for the students.
印度每年毕业150万工程专业学生,其中大多数来自二级和三级大学,这些大学严重缺乏合格的教师和实验室基础设施,英语是大多数学生的第二或第三语言。为了向这些工程学院提供负担得起的虚拟实验室,印度政府与一些选定的参与机构一起开展了虚拟实验室项目,以创建整个印度工程专业学生所需的虚拟实验室。该计划面临两个问题:1)缺乏对教学方法和实验室创建的可学习性的关注,2)没有能力扩大到更多的教师和学科专家,以创建符合当地情况的实验室。本文提出了一个设计计算机科学数据结构与算法课程虚拟实验室的模型(LEAD模型),旨在解决上述问题。该模型将学习的原则编码在实验的设计和结构中,这样实验室就可以通过设计来学习。该模型基于建构主义学习理论。它使用Bloom的分类法来定义学习目标,并应用Merrill的第一原则和Gagne的9个教学事件作为教学设计方法。为了确保实验中的任务确实有助于学习,该模型需要在实验中创建和发布任务和学习原则之间的映射。该模型使用了一种强调概念理解而不使用代码或程序的教学法。为了证明该模型的有效性,我们对其中一个实验的早期用户反馈进行了数据分析。尽管范围有限,但数据表明,使用LEAD模型构建的实验可以帮助学生理解。
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引用次数: 1
Automatic Keyword Extraction and Crossword Generation Tool for Indian Languages: SEEKH 自动关键字提取和纵横字谜生成工具为印度语言:SEEKH
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00070
B. Arora, N. S. Kumar
With many schools exploring the transition to a digital curriculum for enhanced learning and evaluation procedures, the need for freely available, customizable tools to address these concerns has increased. More students will be able to reap the benefits of such resources if implementations are available in regional languages which are a medium of education in any schools. Comprehension of a passage of text can assessed by the reading of the given text. The generation and playing of the crossword in a recognized Indian Language could enhance learning experience of students studying in vernacular medium.
随着许多学校探索向数字课程过渡,以增强学习和评估程序,对免费提供、可定制的工具来解决这些问题的需求也在增加。如果以作为任何学校教育媒介的区域语言提供实施,更多的学生将能够从这些资源中获益。对一段文本的理解可以通过阅读给定的文本来评估。用公认的印度语制作和玩填字游戏可以提高使用本土语言学习的学生的学习体验。
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引用次数: 5
A Rule-Based Approach for Adaptive Content Recommendation in a Personalized Learning Environment: An Experimental Analysis 个性化学习环境中基于规则的自适应内容推荐方法:实验分析
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00033
Nisha S. Raj, G. RenumolV.
Rapidly growing Information and Communication Technologies (ICT) have increased the availability of multimedia learning objects (LO) in the e-learning system. However, the problem is that the system is unable to allocate appropriate learning objects to the learners. Personalized learning environments make the system more adapt to the learner profile, thus improve their performance and quality of learning. The learning style (LS) of a learner is a prominent metric to understand the learner profile. This paper discusses an approach to personalize the content recommendation based on the learning style of the learner. A rule-based expert system is implemented to recommend the content to the learner, where the learner is modeled using a probabilistic learning style model, and the teaching aspects of learning objects are modeled using specific fields of IEEE Learning Object Metadata Standard. The rule-set defined in this paper is used to recommend the most relevant learning objects to the learners. Finally, the recommendations are cross-validated with the LO ranking from a set of 48 participants and found that 75% of recommendations are compatible with the learner choice.
快速发展的信息和通信技术(ICT)增加了电子学习系统中多媒体学习对象(LO)的可用性。然而,问题是系统无法为学习者分配合适的学习对象。个性化的学习环境使系统更加适应学习者的特点,从而提高学习者的学习性能和学习质量。学习者的学习风格(LS)是了解学习者概况的重要指标。本文探讨了一种基于学习者学习风格的个性化内容推荐方法。实现了一个基于规则的专家系统来向学习者推荐内容,其中学习者使用概率学习风格模型建模,学习对象的教学方面使用IEEE学习对象元数据标准的特定领域建模。本文定义的规则集用于向学习者推荐最相关的学习对象。最后,将这些建议与来自48名参与者的LO排名进行交叉验证,发现75%的建议与学习者的选择一致。
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引用次数: 12
Modeling Complex Problems in the Teaching of Mathematics 数学教学中复杂问题的建模
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-38
Ruth Rodriguez-Gallegos
The purpose of this article is to show the importance of rethinking the teaching of mathematics in the current educational system, with the intention of putting on the table the need to expand the types of educational problems and their potential solutions that are usually presented in academic discussions. Particularly, in this work, we focused on the need to model complex problems; we performed the research investigation in a private institution in northeastern Mexico. In a class of Differential Equations for future engineers, we expanded the types of problems that must be presented in class, using effective technology (VENSIM) and a modeling approach.
本文的目的是展示在当前的教育系统中重新思考数学教学的重要性,目的是把扩大通常在学术讨论中提出的教育问题的类型及其潜在解决方案的必要性放在桌面上。特别是,在这项工作中,我们关注的是对复杂问题建模的需求;我们在墨西哥东北部的一家私人机构进行了研究调查。在面向未来工程师的微分方程课程中,我们使用有效的技术(VENSIM)和建模方法,扩展了课堂上必须呈现的问题类型。
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引用次数: 4
Development of Problem Solving Skills Amongst Undergraduate Engineering Students through a Team-Game-Tournament Collaborative Learning Method 通过团队游戏-竞赛合作学习方法培养工程本科学生解决问题的能力
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00019
Kartik Patel
Problem-solving ability through critical thinking is an important skill required by an engineering student. Through these skills, students are expected to solve a real-world problem and provide an optimized solution. Working as an individual and as a team member can help a student to achieve this. Small-sized group activities will give opportunities to every student for interactions, reflect upon and reply to the diverse responses from their peers and hence contributing to the individual as well as group learning. One such activity is a Team-Game-Tournament (TGT) which builds a cooperative learning environment to develop a competitive activity that can help students to engage in critical reasoning. The quasi experimentation is done with 23 students of T.Y.B. Tech in wireless communication course by the implementation of TGT activity in the classroom. The class is first divided into heterogeneous (home) teams where students of different ability to learn together (team game) through collaboration, discussion and help each other in learning. New homogenous teams are formed later where students of same ability compete with each other (tournament) by applying the knowledge they have learned through collaboration in home team. Students then return to their home groups and report their earned scores. Feedback survey reveals that 82% of students strongly agree that collaborative activity was engaging and motivating for critical thinking. Semi-structured student's interview reveals that classroom collaboration is superior to web collaboration. Points earned in the game and tournament phase measures the learning of every student. On comparing the median score of each team with the class median score it has been found that four teams have scored more than the median score of class indicating improved learning. There was 30% improvement in a number of students attempting numerical example in unit –II test after TGT activity.
通过批判性思维解决问题的能力是工科学生所需要的一项重要技能。通过这些技能,学生们有望解决一个现实世界的问题,并提供一个优化的解决方案。作为个人和团队成员的工作可以帮助学生实现这一目标。小型小组活动将为每个学生提供互动的机会,反思和回应来自同伴的不同反应,从而有助于个人和小组的学习。其中一项活动是团队游戏比赛(TGT),它建立了一个合作学习的环境,发展了一项竞争活动,可以帮助学生进行批判性推理。通过在课堂上实施TGT活动,对23名天青工学院无线通信课程的学生进行了准实验。班级首先分成异构(家庭)小组,不同能力的学生通过协作、讨论、互相帮助的方式共同学习(团队游戏)。随后形成新的同质化团队,具有相同能力的学生通过应用他们在主队合作中学到的知识相互竞争(锦标赛)。然后学生们回到他们的小组,报告他们的得分。反馈调查显示,82%的学生强烈同意合作活动对批判性思维的参与和激励。半结构化的学生访谈显示,课堂协作优于网络协作。在游戏和锦标赛阶段获得的分数衡量每个学生的学习情况。在将每个小组的中位数得分与班级中位数得分进行比较后,我们发现有四个小组的得分超过了班级中位数,这表明他们的学习水平有所提高。在TGT活动后,在单元ii测试中尝试数值示例的学生数量有30%的提高。
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引用次数: 0
Collaborative Approaches to Problem-Solving on Lines and Angles Using Augmented Reality 使用增强现实解决线和角度问题的协作方法
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-24
Pratiti Sarkar, Kapil Kadam, Jayesh S. Pillai
The concepts of 2D geometry are often taught in classrooms without the analysis of the learners' understanding and interpretation of the existence of the concepts in natural surroundings. To bring in active participation of the students while they realize the practical application of the taught concepts, we have designed a module on Lines and Angles of an Augmented Reality (AR) intervention named ScholAR. Using ScholAR, the students can interact with an augmented 3D object. They can recall, visualize, identify the type of angle and then mark it by drawing on that 3D object. We performed a comparative study with 21 participants (6 dyads and 9 individuals) of 8th grade. In this paper, we report: 1) the perspectives of the students on their experience of performing the AR learning activities individually and in dyads, 2) the students' approaches while solving the AR learning activities, and 3) their motivation of using ScholAR. We found that 90.4% of the total participants preferred to perform the AR learning activities in collaboration. At α=0.05 (t=2.21, p=0.048), the performance of the dyads was significantly higher after using ScholAR. The usability and motivation level scores, however, were higher for the individuals (70.28; M=4.07) as compared to the dyads (65.23; M=3.94).
在课堂上教授二维几何概念时,往往没有分析学生对这些概念在自然环境中存在的理解和解释。为了让学生在认识到所教授概念的实际应用的同时积极参与,我们设计了一个增强现实(AR)干预的线和角度模块,名为ScholAR。使用ScholAR,学生可以与增强的3D对象进行交互。他们可以回忆、想象、识别角度的类型,然后通过在3D物体上画画来标记它。我们对21名8年级学生(6对9个人)进行了比较研究。在本文中,我们报告了:1)学生对他们单独和成对进行AR学习活动的体验的观点,2)学生解决AR学习活动的方法,以及3)他们使用ScholAR的动机。我们发现90.4%的参与者倾向于以协作的方式进行AR学习活动。在α=0.05 (t=2.21, p=0.048)时,使用ScholAR后双体的生产性能显著提高。然而,个人的可用性和动机水平得分更高(70.28;M=4.07),而双组(65.23;M = 3.94)。
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引用次数: 11
Blended Learning Approach using Virtual Laboratory Applications in Engineering Chemistry 混合学习方法在工程化学中的虚拟实验室应用
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00045
Jitendra R. Satam, Pushpendra Rai, Bharati Choudhari, Druman Utekar
Traditional classroom teaching practices often lacks the active engagement of students in the class. Performing experiment in the laboratory is one of the most effective methods for getting deep knowledge in chemistry. But sometimes listening theory lectures and performing related experiments in the laboratory does not helps the students to understand the concepts clearly, as this lacks repeatability and visualization of concepts. Induction of virtual laboratory in combination with theory lectures and physical laboratory could solve this problem. Virtual laboratory have multi-faceted advantages such as repetitive performance, easy to handle simulations and remote triggered experimentations. Such remote triggered laboratories found to enhance students' academic performance as it enables them to perform anytime-anywhere. In this paper, we report our observations regarding the use of virtual laboratory experiments in chemistry subject and their role in enhancing First Year B. Tech. engineering students' performance when induced as a blended classroom. UV-Visible spectrophotometry experiment was performed to verify the usefulness of virtual laboratory from student's knowledge perspective. The effect of a blended learning approach was carefully studied and evaluated in comparison with traditional classroom teaching and virtual laboratory. Our study reveals the enhancement of student's performance in a blended learning environment compared to just physical performance in the laboratory and performing individually with the virtual laboratory.
传统的课堂教学实践往往缺乏学生在课堂上的积极参与。在实验室中进行实验是获得深入化学知识的最有效方法之一。但有时听理论讲座和在实验室做相关实验并不能帮助学生清楚地理解概念,因为这缺乏概念的可重复性和可视化。引入虚拟实验室,结合理论讲座和物理实验室,可以解决这一问题。虚拟实验室具有重复性强、仿真操作方便、远程触发实验等多方面的优势。这种远程触发实验室被发现可以提高学生的学习成绩,因为它使他们能够随时随地进行学习。在本文中,我们报告了我们对化学学科中使用虚拟实验室实验的观察结果,以及它们在诱导混合课堂时对提高一年级理工工程系学生成绩的作用。通过紫外可见分光光度法实验,从学生知识的角度验证虚拟实验室的实用性。与传统的课堂教学和虚拟实验室相比,对混合学习方法的效果进行了仔细的研究和评估。我们的研究揭示了学生在混合学习环境中的表现比在实验室中的物理表现和在虚拟实验室中的单独表现都有提高。
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引用次数: 0
Collaborative and Disciplinary Engagement Levels of the Teams While Managing Engineering Design Uncertainties 管理工程设计不确定性时团队的协作和学科参与水平
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-50
N. Kaur, C. Dasgupta
The process of managing uncertainties opens up opportunities for learners to productively engage with the content and disciplinary practices. However, the way learners manage uncertainties might play a role in their process of making intellectual progress. In this paper, we present two cases where groups of students solved an engineering design problem in teams. Using "Productive Disciplinary Engagement" as our analytical lens, we investigated that how does the quality of the disciplinary and collaborative engagements of the teams varied while they managed design uncertainties collaboratively. The results give valuable insights into the nature of the uncertainty management processes of the teams and what support might be required to make the process of uncertainty management productive in collaborative settings.
管理不确定性的过程为学习者提供了富有成效地参与内容和学科实践的机会。然而,学习者处理不确定性的方式可能在他们智力进步的过程中发挥作用。在本文中,我们提出了两个案例,其中一组学生在团队中解决了一个工程设计问题。使用“生产性学科参与”作为我们的分析视角,我们调查了当团队协作管理设计不确定性时,学科和协作参与的质量是如何变化的。结果为团队的不确定性管理过程的本质提供了有价值的见解,以及在协作设置中需要什么样的支持才能使不确定性管理过程富有成效。
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引用次数: 0
Enhancing Virtual Labs Usage in Colleges 加强高校虚拟实验室的利用
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-31
R. Pillutla, Venkatesh Choppella, Lalit Mohan S, Mrudhvika Dammaraju, P. Raman
Virtual Labs is an MHRD (Ministry of Human Resource Development, India) initiative in which over 1100 virtual experiments are freely available to engineering students across India and the rest of the globe to access and learn. Until the beginning of 2018, the lab usages by students were mostly in the push mode during the workshops. The average usage per workshop was significantly low, at about 8 usages per student. Interventions were proposed in the process to improve the usage by enhancing 'Arousal' and 'Choices' as students' motivation. Qualitative observation of the results shows that students conducted more than the requested 15 experiments, along with the expectation of instant appreciation and recognition. This change in the process to create extrinsic motivation increased the usage per student from 8.62 to 19.7. self-reported motivation levels of students after doing the experiments improved from 5 to 8, 10 being the highest on the scale. There was a reduced variability represented by the coefficient of variation changing from 51.9% to 21.39%.
虚拟实验室是印度人力资源发展部(MHRD)的一项倡议,其中超过1100个虚拟实验免费提供给印度和全球其他地区的工程专业学生访问和学习。直到2018年初,学生的实验室使用大多是在研讨会期间的推送模式。每个车间的平均使用量非常低,每个学生大约使用8次。在这个过程中,我们提出了干预措施,通过增强“唤醒”和“选择”作为学生的动机来改善使用。定性观察结果表明,学生进行了超过要求的15个实验,并期望立即得到赞赏和认可。在创造外在动机的过程中,这种变化将每个学生的使用率从8.62提高到19.7。实验结束后,学生自我报告的动机水平从5分提高到8分,其中10分是最高的。变异系数从51.9%下降到21.39%,变异率有所降低。
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引用次数: 0
期刊
2019 IEEE Tenth International Conference on Technology for Education (T4E)
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