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

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Imminent Prospects of Mobile Mediated Learning Interaction in Traditional Classroom: A Survey 2013-19 移动媒介学习互动在传统课堂中的前景:2013-19调查
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-32
S. Deb, Barnita Debnath, Pooja Kumari
Phenomenal growth in mobile technology with affordability has created a pervasive device extension associated with students. This is blended with both desired and distracting components. These significant ramifications of rise in mobile device usage motivates to focus the study to evaluate the ongoing research activity pertinent to the pedagogical inclusion of mobile devices in classroom interaction. This study represents the review of refereed articles about mobile device utility in classroom interaction during the year 2013-19. The research articles selected for assessment confined in the areas of interaction design, the usefulness of mobile devices in the traditional education system, adaptive web-based educational systems and potential distraction of the devices. Most of the works tried to emphasis the positive response about the context-dependent use of mobile devices' integration in the classroom. On the contrary significant claims on the interference of portable devices and causal effects have also been highlighted by many researchers. The quantitative and qualitative findings of the survey help in identifying the outright spaces and regulated use of mobile devices in face to face classroom interaction. This will also help in designing active research informative interaction with an imminent effect to enhance device mediated classroom learning.
移动技术的显著增长和可负担性创造了与学生相关的普遍设备扩展。这与期望和分散的组件混合在一起。移动设备使用增加的这些重要后果促使我们将研究重点放在评估正在进行的与课堂互动中移动设备的教学包容性相关的研究活动上。本研究回顾了2013-19年间关于移动设备在课堂互动中的应用的相关文章。选择评估的研究文章局限于交互设计领域,移动设备在传统教育系统中的有用性,适应性基于网络的教育系统以及设备的潜在分散。大多数作品都试图强调移动设备在课堂上的情境依赖使用的积极反应。相反,许多研究人员也强调了关于便携式设备的干扰和因果关系的重大主张。定量和定性的调查结果有助于确定直接空间和规范使用移动设备在面对面的课堂互动。这也将有助于设计积极的研究信息互动与迫在眉睫的影响,以提高设备介导的课堂学习。
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引用次数: 0
Introducing Failure as a Deliberate Instructional Strategy to Enhance Learning and Academic Outcomes 引入失败作为一个深思熟虑的教学策略,以提高学习和学术成果
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00020
R. SandeepP., Deepa Gupta
Students often dread to fail in an academic course and are worried about the consequence that follows. Failure seems to have a negative connotation among students at large. While the literature on organizational learning, innovation, and entrepreneurship often focus on failure as a critical ingredient to learning. What makes academic failure less acceptable to that of corporate? In this paper, we explore the importance of failure in the learning process and how the frequency of failure impacts learning and academic outcome. We conducted an experiment with sixty management students who played a business simulation game. We measured their academic response to failure, their perception about their performance, and the perceived importance & relevance of the task. We found that in a situated learning environment, students tend to persist in the event of encountering failure and not relent.
学生们常常害怕在学术课程中不及格,并担心随之而来的后果。在学生中,失败似乎有负面的含义。然而,关于组织学习、创新和企业家精神的文献往往把失败作为学习的关键因素。是什么让学业失败比企业失败更难以接受?在本文中,我们探讨了失败在学习过程中的重要性,以及失败的频率如何影响学习和学业成果。我们对60名管理专业的学生进行了一个实验,他们玩了一个商业模拟游戏。我们测量了他们对失败的学术反应,他们对自己表现的看法,以及对任务重要性和相关性的看法。我们发现,在情境学习环境中,学生在遇到失败时倾向于坚持,而不是放松。
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引用次数: 0
What Factors Affect a Primary Student's Performance? 影响小学生成绩的因素有哪些?
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00077
Aaditya Singh, Swetha Mohan, V. Singhal, R. Krishnan, R. Rajendran
This paper assesses the impact of gender, parents' education, preschool and medium of the class in influencing academic results with special attention given to written and oral tests. The data used for the analysis was gathered by the Chennai chapter of Asha, an NGO working to improve the education of rural and urban schools in Tamil Nadu. They conducted oral and written assessments in about 90 primary government schools in Tamil Nadu in the subjects of Math, English, and Tamil. The data collected from these schools comprised of student's age, height, weight, parent's educational qualification and details about their preschool. Apart from these, details about the school were gathered from a website hosted and maintained by the National University of Educational Planning and Administration (NUEPA). This included school details such as the number of students, teachers and their qualifications, the facilities, etc. The results show that the medium of the class, the type of preschool attended and the gender of a student have a correlation with the performance while factors such as body mass index, student-teacher ratio and school infrastructure quality have a small or negligible correlation with the performance
本文评估了性别、父母教育、学前教育和班级媒介对学业成绩的影响,并特别关注笔试和口试。用于分析的数据是由致力于改善泰米尔纳德邦农村和城市学校教育的非政府组织Asha金奈分会收集的。他们对泰米尔纳德邦大约90所公立小学的数学、英语和泰米尔语科目进行了口头和书面评估。从这些学校收集的数据包括学生的年龄、身高、体重、父母的教育程度以及他们学前教育的详细情况。除此之外,学校的详细信息是从国家教育规划管理大学(NUEPA)托管和维护的一个网站上收集的。这包括学校的细节,如学生人数、教师及其资格、设施等。结果表明,班级类型、学前班类型和学生性别与成绩有相关性,而体重指数、师生比和学校基础设施质量等因素与成绩的相关性很小或可以忽略不计
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引用次数: 0
I Can Also Make Robots! Inspiring Rural Indian Children to Learn Robotics 我也能制造机器人!激励印度农村儿童学习机器人技术
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00022
Manikutty Gayathri, L. M. Frey, N. Amritha, Udayalakshmi Chilakapati, V. Vennila, R. R. Bhavani
In this world of rapidly evolving technology and technological artifacts, there is an urgent need to bridge the digital divide between those online and offline, especially in developing countries. In this paper, we propose a low-cost educational package for teaching robotics to secondary school students in rural India to motivate youth interest in learning STEAM subjects. As rural India lacks technologically trained teachers, the self paced learning approach and carefully designed program guides allow the teacher to be a facilitator even without prior technology experience. The children demonstrated enthusiasm and engagement in activities, successfully attaining the defined outcomes based upon the application of STEAM concepts. The workshop curriculum proved to be a valid approach to promote interest in STEAM subjects in rural schools of India.
在这个技术和技术制品迅速发展的世界里,迫切需要弥合在线和离线之间的数字鸿沟,特别是在发展中国家。在本文中,我们提出了一个低成本的教育包,用于向印度农村的中学生教授机器人,以激发青少年学习STEAM科目的兴趣。由于印度农村缺乏受过技术培训的教师,自主学习方法和精心设计的课程指南使教师即使没有先前的技术经验也能成为一名促进者。孩子们在活动中表现出热情和参与,成功地实现了基于STEAM概念应用的定义结果。讲习班课程被证明是提高印度农村学校对蒸汽课程兴趣的有效方法。
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引用次数: 5
Design and Development of an Augmented Reality Tracing Application for Kindergarten Students 幼儿园学生增强现实追踪应用的设计与开发
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-14
Arnav Nigam, K. Bhagat, M. Chandrakar, Pramod Goswami
Children at the age of 3 to 5 years, start to learn language writing by tracing over alphabets. They start by joining the dots marked on books to create an alphabet. However, this learning process is not very effective in engaging children for active and creative learning. In this paper, we present an Augmented Reality Tracing (ART) application that creates an interactive learning environment for kids. Although the basic idea of tracing remains the same, ART allows children to recognize the mistracing or deviation and encourages them to trace better in the next trial. Therefore, the application would enhance children's language writing experience and motivate them for self-learning.
3到5岁的孩子开始通过画字母来学习语言写作。他们先把书上的圆点连起来组成字母表。然而,这种学习过程并不是很有效地吸引孩子积极和创造性的学习。在本文中,我们提出了一个增强现实追踪(ART)应用程序,为孩子们创造了一个互动的学习环境。虽然追踪的基本理念保持不变,但抗逆转录病毒疗法允许儿童识别错误或偏差,并鼓励他们在下一次试验中更好地追踪。因此,该应用程序可以增强儿童的语言写作体验,并激励他们进行自我学习。
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引用次数: 5
Hierarchical Mind Map Generation from Video Lectures 从视频讲座生成层次思维导图
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-40
Anusha Vimalaksha, Siddarth Vinay, N. S. Kumar
With a steep increase in awareness and advancement in technologies over the past decade the standards and content of curriculum receives constant upgradation. In the current scenario, students often find it exhausting to learn the voluminous matter presented to them. In these cases, it is essential to find an approach beyond conventional means to prove as an aid while studying. One such tool is a Mind Map. Although the tool is proven to be effective, the process of creating a Mind Map is found to be laborious. Our inventive software is designed to obtain useful information from a video lecture. This is done by utilizing the content obtained by crowd sourcing, splitting the video into multiple subtopics and then transcribing the same. The tool then processes this data and extracts keywords relevant to the area of discussion. Following this, the tool organizes these key phrases so that it can be represented as a hierarchical Mind Map. Each node contains necessary phrases and all nodes and these nodes are carefully ordered. Additionally, the Map is made interactive and dynamic in order to enhance the students' experience.
在过去的十年里,随着意识的急剧提高和技术的进步,课程的标准和内容也在不断升级。在目前的情况下,学生们常常觉得学习摆在他们面前的大量内容令人筋疲力尽。在这些情况下,必须找到一种超越传统手段的方法来证明作为学习的辅助。其中一个工具就是思维导图。虽然这个工具被证明是有效的,但人们发现创建思维导图的过程是费力的。我们发明的软件旨在从视频讲座中获取有用的信息。这是通过利用众包获得的内容,将视频分成多个子主题,然后转录相同的内容来完成的。然后,该工具处理这些数据并提取与讨论领域相关的关键字。在此之后,该工具将这些关键短语组织起来,以便可以将其表示为分层思维导图。每个节点包含必要的短语和所有节点,并且这些节点是仔细排序的。此外,地图具有互动性和动态性,以增强学生的体验。
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引用次数: 1
FOSSEE Fellowship 2019: Results of Crowdsourcing and Performance Based Selection 2019年FOSSEE奖学金:众包和基于性能的选择结果
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-43
K. Moudgalya, U. Viswanathan, Vineeta Ghavri
Students in 32,000 college departments were invited to participate in a project through a postal campaign, to be selected as FOSSEE Fellows. Out of the 500 students who completed this work, 90 were taken as FOSSEE Fellows for a duration of six weeks. When assigned to work on a related project, these Fellows produced good work, even though they were not top rankers in their colleges. Project based selection is better than examination based selection for short duration internships, as it produces a good combination of academic performance and motivation.
来自32,000个学院院系的学生被邀请通过邮政活动参与一个项目,并被选为FOSSEE的研究员。在完成这项工作的500名学生中,有90名被选为FOSSEE研究员,为期六周。当他们被分配到相关项目时,即使他们在学校里的排名不是最高,他们也能做出很好的工作。在短期实习中,基于项目的选择比基于考试的选择更好,因为它可以很好地结合学习成绩和动机。
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引用次数: 2
Active Learning and CO Attainment through Collaborative Learning in Engineering Chemistry 工程化学协同学习中的主动学习与CO达成
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00075
Bharati Choudhari, Jitendra R. Satam, Pushpendra Rai, Druman Utekar
Co-operative learning is becoming increasingly popular and gaining importance in modern education. It is more effective than traditional forms of learning. In this paper, we report the use of 'Structured' collaborative learning, in a course "Engineering Chemistry". The objective of this paper is to investigate the effectiveness of collaborative learning on improving undergraduate engineering students' learning in the subject of Engineering Chemistry. The students were actively involved and showed more enthusiasm and participation. A survey conducted at the end of the course shows that students were satisfied with the pedagogical approach and the CO is attained.
合作学习在现代教育中越来越流行,越来越重要。它比传统的学习方式更有效。在本文中,我们报告了“结构化”协作学习在“工程化学”课程中的应用。摘要本研究旨在探讨合作学习对工程化学专业本科生学习效果的影响。学生们积极参与,表现出更多的热情和参与。在课程结束时进行的一项调查显示,学生对教学方法感到满意,并达到了CO。
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引用次数: 0
RoadEthos: Game-Based Learning to Sensitize Children on Road Safety through Ethical Reasoning 以游戏为基础的学习,通过道德推理提高儿童的道路安全意识
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00014
C. HeroldP., Ulfa Khwaja, S. Murthy, C. Dasgupta
Road safety training programs focusing on practical methods have been known to help novice drivers acquire the knowledge and skills required to drive on the road and improve their judgments. However, the attitude required for safe behavior is often overlooked, leading to road mishaps. This led us to study the ethical reasoning that influences people's attitude while taking a decision on the road. It is also reported that road safety education should commence as early as the age of 4-5 and needs to be pursued through primary and secondary school. Hence, we designed and developed a game-based learning environment, RoadEthos, using three technologies (Scratch, Arduino, 3D printer) to sensitize children towards road safety through ethical reasoning in road scenarios. The design of the game and its scenarios are based on the theoretical underpinnings of empathy and situated learning. This paper reports the results and analysis of a study conducted with 5 students of the age group 10-12, where we captured students' actions, decisions and their change in ethical reasoning, before and after interacting with this game. The paper concludes with the next steps for the project, in terms of its design and implementation.
众所周知,注重实用方法的道路安全培训项目可以帮助新手驾驶员获得在道路上驾驶所需的知识和技能,并提高他们的判断能力。然而,安全行为所需的态度往往被忽视,导致道路事故。这让我们研究了影响人们在路上做决定时态度的道德推理。据报道,道路安全教育应早在4-5岁时就开始,并需要在小学和中学进行。因此,我们设计并开发了一个基于游戏的学习环境,RoadEthos,使用三种技术(Scratch, Arduino, 3D打印机),通过道路场景的道德推理,让孩子们对道路安全敏感。游戏的设计及其场景是基于同理心和情境学习的理论基础。本文报告了对5名年龄在10-12岁的学生进行的研究的结果和分析,我们捕捉了学生在与这款游戏互动之前和之后的行为、决定和道德推理的变化。最后,从设计和实施的角度对该项目的下一步工作进行了总结。
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引用次数: 2
Designing TinkMate: A Seamless Tinkering Companion for Engineering Design Kits 设计TinkMate:工程设计套件的无缝修补伴侣
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-58
Ashutosh Raina, S. Murthy, Sridhar V. Iyer
Tinkering is a successful approach to solving complex engineering design problems. Complexity arises due to constraints from the problem space where the available conceptual knowledge is to be applied to solve the problem. On the other hand, tinkering requires working in the problem space with the available tools and resources to find solutions to the problem at hand. Prior knowledge of affordances of tools and resources available for tinkering through a problem or ability to acquire such information in the time of need is a challenge for an engineer who is a novice at tinkering. Gathering this information from manuals and online resources frequently requires switching context, which inhibits or discourages tinkering with the unknown components. To address this challenge, we propose to build a tinkering companion, TinkMate, using a robot for interaction and augmented reality for providing essential information. From a contextual inquiry in a young engineers robotics workshop, we have found that delivering just in time information about unknown components; and providing triggers on tinkering in a seamless human-like communicative manner, encourages experimentation with components of a kit. We plan to build and test a prototype of TinkMate using an off the shelf robot (COZMO) and features like just in time information (JITI) and just in time triggers for tinkering (JIT3). We would also like to study features that encourage participants and enable reflection, which has emerged on further exploration of this concept.
修补是解决复杂工程设计问题的一种成功方法。复杂性的产生是由于问题空间的限制,可用的概念性知识将被应用于解决问题。另一方面,修补需要在问题空间中使用可用的工具和资源来找到手头问题的解决方案。对于修补问题的工具和资源的可用性的先验知识,或者在需要的时候获得这些信息的能力,对于一个修补新手的工程师来说是一个挑战。从手册和在线资源中收集这些信息经常需要切换上下文,这会抑制或阻碍对未知组件的修补。为了应对这一挑战,我们建议建立一个修补伙伴,TinkMate,使用机器人进行交互,增强现实提供必要的信息。在一个年轻的工程师机器人研讨会上,我们发现提供关于未知组件的及时信息;并且以无缝的类似人类的交流方式为修补提供触发器,鼓励对工具包组件进行实验。我们计划使用现成的机器人(COZMO)和及时信息(JITI)和及时修补触发器(JIT3)等功能来构建和测试TinkMate的原型。我们还想研究鼓励参与者和使反思成为可能的特征,这是在进一步探索这一概念时出现的。
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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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