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

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Igniting the Maker Spirit: Design and Pilot Deployment of the Kappa Tangible Electronics Prototyping Kit 点燃创客精神:设计和试点部署的有形电子原型套件
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00013
Sooraj K. Babu, P. Anitha, R. Unnikrishnan, E. S. Rahul, S. Deepu, K. Ayyappan, Roopak Seshadri, R. R. Bhavani
We introduce Kappa, an electronic tangible interface development kit designed to promote computational thinking for school students. Kappa enables students to create interactive games, animated stories and musical instruments using physical objects. We discuss the design considerations, the working mechanism and the need for such a toolkit in technology education. We also discuss results and observations from a pilot deployment of the kit in a school in urban India in a project-based learning context.
我们介绍Kappa,一个电子有形界面开发套件,旨在促进学生的计算思维。卡帕让学生们用实物创作互动游戏、动画故事和乐器。我们讨论了设计的考虑,工作机制和需要这样一个工具包在技术教育。我们还讨论了在基于项目的学习环境中,在印度城市的一所学校试点部署该工具包的结果和观察结果。
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引用次数: 0
Toward Machine Learning and Big Data Approaches for Learning Analytics 面向学习分析的机器学习和大数据方法
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.000-6
Prasanth Sai Gouripeddi, R. Gouripeddi, Sai Preeti Gouripeddi
There is a paradigm shift in education due to online learning approaches and virtual learning environments. Machine learning methods have been used in a limited manner previously for learning analytics. These models can predict learning outcomes and enable understanding relationships between various learning variables. The data required for such predictions are usually complex with multiple relationships. In this paper, we use Support Vector Regression and Graph representation on the Open University Learning Analytics Dataset to provide a view into the use of machine learning methods and graph databases in creating predictive models for bettering the learning approaches.
由于在线学习方法和虚拟学习环境的出现,教育模式发生了转变。机器学习方法以前在有限的情况下用于学习分析。这些模型可以预测学习结果,并使人们能够理解各种学习变量之间的关系。这种预测所需的数据通常是复杂的,有多种关系。在本文中,我们在开放大学学习分析数据集上使用支持向量回归和图表示,以提供使用机器学习方法和图数据库创建预测模型以改进学习方法的视图。
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引用次数: 2
Systematic Study to Identify the Usage and Role of Mobile Devices for Classroom-Interaction 识别移动设备在课堂互动中的使用和作用的系统研究
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00069
Pooja Kumari, S. Deb, Barnita Debnath
Mobile devices are pervasive technology that have become a vital part of human life. Wherever we go, all over the place, far and wide, the one thing that is always with us is mobile device. They are no longer used just for the communication, but also for learning and development. With the advent of mobile technologies, these phones have paved a path into our life. There are several uses of phones that are not only essential for classroom interaction but also for erudition outside the class. It allows the learner to interact with the teacher and other colleagues from any geographical location. Since mobile phones are so common these days, it is owned by maximum number of students for various interaction and feedback progression. The wide expansion of mobile devices has given a cost-effective solution for teaching-learning process. This work deals with the systematic study of the mobile devices with its uses and challenges. Introduction of these devices will give a win-win situation for both educator and learner. Also, these devices can help teachers to interact with the students sagaciously inside the classroom. Use of these devices has added wings to classroom-interaction, giving students freedom and time to interact with their teachers.
移动设备是一种无处不在的技术,已经成为人类生活的重要组成部分。无论我们走到哪里,无论在哪里,无论远近,我们总是随身带着移动设备。它们不再仅仅用于交流,还用于学习和发展。随着移动技术的出现,这些手机已经为我们的生活铺平了道路。手机的几种用途不仅对课堂互动至关重要,而且对课外的博学也是必不可少的。它允许学习者在任何地理位置与老师和其他同事进行互动。由于手机是如此普遍的今天,它是由最多的学生拥有各种互动和反馈进展。移动设备的广泛普及为教学过程提供了一种经济有效的解决方案。这项工作涉及移动设备及其用途和挑战的系统研究。这些设备的引入将给教育者和学习者带来双赢的局面。此外,这些设备可以帮助教师在课堂上与学生进行明智的互动。这些设备的使用为课堂互动增加了翅膀,让学生有自由和时间与老师互动。
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引用次数: 0
Contextualising the Learner-Centric MOOCs Model for Effective Blending of Flipped-Classroom Method in Engineering Physics Course 以学习者为中心的mooc模式在工程物理课程中有效融合的情境化
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-51
Vijayanandhini Kannan, Sai Preeti Gouripeddi
This study focuses on contextualising the Learner-Centric MOOCs (LCM) model for an effective blending of flipped-classroom strategy alongside the in-class traditional lecturing in an undergraduate engineering physics course. The research design employed in this study is a single group, pre-test, post-test analysis. The main research problem being addressed in this study is does the flipped contents when integrated with LCM based structured learning activities lead to an improved engagement of students, thereby increasing the conceptual understanding. First, the students were primed for one full semester to get adapted with the flipped classroom method as well as the LCM activity formats. Further, few key interventions were prompted such as giving incentives, grouping, counselling of low engaged and performers, support materials, NPTel based resources, etc across the first few modules, with an aim to improve the out-of-class engagement. Our results showed that the engagement and learning effectiveness showed considerable improvement upon priming following the key interventions. Further, the students showed positive perception of learning, engagement and usefulness towards this blended technique. Few recommendations are provided for the other teachers who would like to adopt the contextualize improvisation of the LCM model for their flipped teaching-learning practices.
本研究的重点是将以学习者为中心的mooc (LCM)模式语境化,以实现翻转课堂策略与本科工程物理课程课堂传统教学的有效融合。本研究采用单组、前测、后测分析的研究设计。本研究要解决的主要研究问题是,当翻转内容与基于LCM的结构化学习活动相结合时,是否会提高学生的参与度,从而增加概念理解。首先,学生们准备了整整一个学期的时间来适应翻转课堂的教学方法和LCM的活动形式。此外,在前几个模块中,提出了一些关键的干预措施,如给予激励、分组、对低参与度和表演者的咨询、支持材料、基于NPTel的资源等,目的是提高课外参与度。我们的研究结果表明,在关键干预措施之后,学生的参与和学习效率在启动后有了相当大的提高。此外,学生对这种混合技术的学习、参与和有用性表现出积极的看法。对于其他希望在翻转教学实践中采用情境化即兴教学模式的教师,本文几乎没有提供任何建议。
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引用次数: 5
The Impact of Learning Motivation on Character-Nurturing and Competitive Game-Based Item Bank Practicing System 学习动机对品格培养的影响及基于竞技游戏的道具库练习系统
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-28
Jui-Chi Peng, Yuanxing Lai, Gwo-Haur Hwang
In Taiwan, the traditional approach in English learning can be experienced as dull and boring. As a result, it leads to a decline in learning motivation and learning effectiveness. Some scholars have pointed out that adding games into learning could enhance the learner's motivation. However, different game strategies may have different effects on learners' learning motivation. Therefore, this study explored how different types of systems (a character-nurturing game, a competitive game and traditional practice without games) impacted learners' motivation when blending those systems into learning. In order to study this issue, the researchers first developed three systems which were a character-nurturing game-based item bank practicing system, a competitive game-based item bank practicing system and an item bank practicing system without games. Then the researchers invited 125 first-graders from a junior college in northern Taiwan taking an English course, and conducted a nine-week teaching experiment. The results showed that the learners of the competitive-game group had significantly lower confidence and satisfaction than the learners of the character-nurturing-game group.
在台湾,传统的英语学习方法枯燥乏味。因此,它导致学习动机和学习效果的下降。有学者指出,在学习中加入游戏可以增强学习者的学习动机。然而,不同的博弈策略对学习者的学习动机有不同的影响。因此,本研究探讨了不同类型的系统(角色培养游戏、竞争游戏和没有游戏的传统练习)在将这些系统融入学习时如何影响学习者的动机。为了研究这一问题,研究者首先开发了基于角色培养游戏的道具库练习系统、基于竞技游戏的道具库练习系统和无游戏的道具库练习系统三个系统。然后,研究人员邀请了125名台湾北部一所大专的一年级学生参加英语课程,并进行了为期9周的教学实验。结果表明:竞争性游戏组学生的自信心和满意度显著低于性格培育游戏组。
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引用次数: 0
Feature-Aware Knowledge Tracing for Generation of Concept-Knowledge Reports in an Intelligent Tutoring System 智能辅导系统中基于特征感知的知识跟踪生成概念知识报表
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-34
Mithun Haridas, Nirmala Vasudevan, S. Gayathry, G. Gutjahr, R. Raman, Prema Nedungadi
In many Indian schools, a high student-teacher ratio makes it an uphill struggle for teachers to assess the knowledge of individual students and deficiencies in the students' understanding. Teachers should have a clear picture on what concepts each student has mastered, and which concepts the teacher needs to review in greater detail. This paper investigates the students' concept knowledge, based on the interaction of the students with an intelligent tutoring system. The Feature-Aware Student knowledge Tracing (FAST) algorithm was used, since the algorithm facilitates the separation of lesson-specific skills from concept knowledge. Data from 2400 first-grade students from 28 schools were used for the analysis. Findings include a moderate fit model and an easy interpretation of the model parameters.
在许多印度学校,学生与教师的比例很高,这使得教师很难评估个别学生的知识水平和学生理解能力的不足。教师应该清楚地了解每个学生掌握了哪些概念,以及教师需要更详细地复习哪些概念。本文基于学生与智能辅导系统的互动,对学生的概念知识进行了调查。使用了特征感知学生知识跟踪(FAST)算法,因为该算法有助于将特定课程技能与概念知识分离开来。来自28所学校的2400名一年级学生的数据被用于分析。结果包括适度拟合模型和模型参数的简单解释。
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引用次数: 5
Touchy Feely Affordances of Digital Technology for Embodied Interactions Can Enhance 'Epistemic Access'
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00029
Durgaprasad Karnam, Harshit Agrawal, P. Parte, Saurabh Ranjan, A. Sule, S. Chandrasekharan
There have been numerous studies since Papert on the efficacy of technological interventions on students' learning of content, especially in science and mathematics. However, there seems to be a limited acknowledgement of all the affordances of the technology as reflected in the dominant usage to provide physical access. By physical access, we indicate how technology enables wider access by delivering content in the form of videos, animations, ebooks etc. We bring in a subtle different aspect of epistemic access and explore this in the context of vectors, a topic introduced in pre-university (grade-11 in India) physics and mathematics. Literature reports students' difficulties with geometrical aspects of vectors. We designed Touchy Feely Vectors (TFV), a dynamic geometric environment with carefully designed (embodied and conceptually meaningful) interactions making use of the novel affordances of interaction with the content and addressing the student difficulties with the geometric aspects. This was informed by the recent emphasis in cognitive sciences on the role of the body's interaction with the environment in cognition. We report a study in six grade-11 classrooms (3 experimental and 3 control classrooms with a total of 266 students). The results show effects on their reasoning approaches and an enhanced cognitive engagement (which we call epistemic access) in the experimental group. Using this evidence, we argue for a need for further careful explorations of affordances of digital technology to provide wider epistemic access.
自Papert以来,已经有许多关于技术干预对学生学习内容,特别是科学和数学的效果的研究。然而,似乎对提供物理访问的主要用法所反映的技术的所有功能的承认有限。通过物理访问,我们指出了技术如何通过以视频、动画、电子书等形式提供内容来实现更广泛的访问。我们引入了认知获取的一个微妙的不同方面,并在向量的背景下进行了探索,这是一个在大学预科(印度11年级)物理和数学中引入的主题。文献报道了学生在矢量几何方面的困难。我们设计了Touchy Feely Vectors (TFV),这是一个动态的几何环境,具有精心设计的(具体化的和概念上有意义的)交互,利用了与内容交互的新颖功能,解决了学生在几何方面的困难。最近认知科学对身体与环境的相互作用在认知中的作用的强调,为这一观点提供了信息。本研究在6个11年级教室(3个实验教室和3个对照教室,共266名学生)进行。结果显示,实验组的推理方法和认知参与(我们称之为认知获取)得到了增强。利用这一证据,我们认为有必要进一步仔细探索数字技术的能力,以提供更广泛的知识获取。
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引用次数: 0
Continuous Monitoring and Development of an Intelligent Tutoring System through Data Mining 基于数据挖掘的智能辅导系统的持续监测与开发
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00060
Haripriya Valayaputtur, D. Agarwal, Anupama Muraleedharan
Continuous improvement of an intelligent tutoring system (ITS) involves fine-tuning its workings from time to time. We performed a series of data-driven analyses on student log data from Mindspark to understand usage patterns and identify ways to make the ITS more effective. We found that eighty percent of students did not complete all topics on Mindspark as they spent less than the recommended time on Mindspark and repeated concepts. The repetition of concepts was not because they used Mindspark insincerely. We are making improvements to the system based on the findings.
智能辅导系统(ITS)的持续改进需要不时地对其工作进行微调。我们对Mindspark的学生日志数据进行了一系列数据驱动分析,以了解使用模式,并确定使ITS更有效的方法。我们发现80%的学生没有在Mindspark上完成所有的主题,因为他们花在Mindspark上的时间少于建议的时间,并且重复了一些概念。概念的重复并不是因为他们不真诚地使用Mindspark。我们正在根据调查结果对系统进行改进。
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引用次数: 0
Text Mining of Activity Reports to Track and Monitor Rural Youth Training Programs 活动报告的文本挖掘,以跟踪和监测农村青年培训项目
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00065
Aswathi Padmavilochanan, Balu M. Menon, Lekha Shekar, Bhavani R. Rao
Use of software solutions as a medium for data collection, monitoring and tracking of any intervention program is increasing rapidly in real-world scenarios. In this paper, we present a case study on the use of text mining on data collected through a software system in place for tracking and monitoring industry-relevant skill training programs for the youth of rural India. Insights derived through text analysis of training data from various centers is presented. The limitations and future research potentials inferred from the data analysis are also discussed.
在现实世界中,使用软件解决方案作为数据收集、监测和跟踪任何干预计划的媒介正在迅速增加。在本文中,我们介绍了一个案例研究,该案例研究通过一个软件系统收集的数据使用文本挖掘,该软件系统用于跟踪和监测面向印度农村青年的行业相关技能培训项目。通过对来自不同中心的培训数据的文本分析得出的见解。并讨论了从数据分析中推断出的局限性和未来的研究潜力。
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引用次数: 0
Towards Generating Plausible Distractors for Code Comprehension Multiple-Choice Questions 为代码理解选择题生成合理的干扰因素
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00012
Milan J. Srinivas, Michelle M. Roy, Viraj Kumar
Code comprehension is a critical skill that novice programmers must master. We develop a semi-automatic tool to help instructors rapidly create code comprehension Multiple-Choice Questions (MCQs). We conducted a preliminary survey with 10 MCQs and 10 respondents, and the results suggest that our tool can generate plausible distractors for these MCQs.
代码理解是新手程序员必须掌握的一项关键技能。我们开发了一种半自动工具来帮助教师快速创建代码理解选择题(mcq)。我们对10个mcq和10个受访者进行了初步调查,结果表明我们的工具可以为这些mcq产生合理的干扰。
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引用次数: 3
期刊
2019 IEEE Tenth International Conference on Technology for Education (T4E)
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