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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
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
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
Developing a Student Feedback System using a Design-Based Research Approach 使用基于设计的研究方法开发学生反馈系统
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-59
Pankaj S. Chavan, R. Mitra
We have developed a web-based feedback system that students can use to report difficult, easy, engaging, and boring sections of a lecture in real-time. Such feedback can identify potentially problematic lecture content, track cognitive-affective dynamics in a classroom, and assist instructors in retrospective self-evaluation. We use a mixed-method approach within a design-based research (DBR) framework. In this paper, we discuss initial development and implementation of the feedback system, which constitutes the first cycle of DBR in the project. We discuss potential use-cases of such data and follow the DBR framework to identify strengths and weaknesses in the current prototype and its implementation. Based on such an analysis we come up with a list of modifications for the next cycle of DBR.
我们开发了一个基于网络的反馈系统,学生可以用它来实时报告讲座中困难的、容易的、吸引人的和无聊的部分。这样的反馈可以识别潜在的问题讲座内容,跟踪课堂上的认知情感动态,并协助教师进行回顾性自我评估。我们在基于设计的研究(DBR)框架内使用混合方法。在本文中,我们讨论了反馈系统的初始开发和实施,它构成了项目中DBR的第一个周期。我们讨论了这些数据的潜在用例,并遵循DBR框架来识别当前原型及其实现中的优缺点。基于这样的分析,我们提出了下一个DBR周期的修改列表。
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引用次数: 3
Game Pedagogy with TPACK Model: A Learner Centric Method 基于TPACK模型的游戏教学法:以学习者为中心的方法
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.000-7
Arti Utikar, Vinita V. Yerande, A. Patil, S. RajshreeR.
in this paper, Game pedagogy in technical learning is implemented effectively on open source moodle: GNOMIO. Subject specific technical questions are asked while designing the game. This will provide the knowledge enhancement of students. It will be helpful in improving skill set of students. The game pedagogy can attract much concentration of learners. Higher thinking order questions can be framed while designing the game, which can achieve the competency in the learners. In this paper, crossword game is explained as a case study. If the game is to be designed in moodle: Gnomio, it should be equipped with glossary which must have all the questions with respect to Bloom's Taxonomy. The questions can be fetched from glossary for game design purpose.
本文在开源模型GNOMIO上有效地实现了技术学习中的游戏教学法。在设计游戏时,我们会询问特定主题的技术问题。这将提高学生的知识水平。这将有助于提高学生的技能。游戏教学法能吸引学习者的注意力。在游戏设计过程中可以构建高阶思维问题,从而达到学习者的能力要求。本文以填字游戏为例进行分析。如果游戏是在moodle: Gnomio中设计的,那么它应该配备一个词汇表,其中必须包含与Bloom分类法相关的所有问题。这些问题可以从词汇表中提取出来,用于游戏设计。
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引用次数: 0
OMEGA: A Multiplayer Online Game for Improving User's Meta-Cognitive Skills 《OMEGA》:提高用户元认知技能的多人在线游戏
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-26
Maiga Chang, S. Graf, J. Seaton, Scott McQuiod, T. Ross
Meta-cognitive skills, like problem solving skills, are extremely important for people. According to recent research done by The Conference Board of Canada, problem solving in technology-rich environments nowadays is positively associated with the probability of participating in the labour market and being employed. Research also shows that a student can be a more confident and independent learner when he or she has better meta-cognitive skills. This research aims to design and develop an educational game that aims at improving four meta-cognitive skills while people are playing. Those skills are: (1) problem solving, (2) associative reasoning, (3) planning and organization and (4) accuracy and evaluation. The research team has a proper evaluation plan designed and research ethics approval obtained for recruiting participants to use OMEGA. This paper also explains the details of the evaluation plan and the instruments of data collection.
元认知技能,比如解决问题的能力,对人们来说极其重要。根据加拿大会议委员会最近的一项研究,如今在技术丰富的环境中,解决问题的能力与进入劳动力市场和被雇佣的可能性呈正相关。研究还表明,当一个学生拥有更好的元认知技能时,他或她可以成为一个更自信、更独立的学习者。本研究旨在设计和开发一款教育游戏,旨在提高人们在玩游戏时的四种元认知技能。这些技能是:(1)解决问题,(2)联想推理,(3)计划和组织,(4)准确性和评估。研究团队设计了适当的评估计划,并获得了招募参与者使用OMEGA的研究伦理批准。本文还详细介绍了评价方案和数据收集工具。
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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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