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

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Focusing on Teacher Education to Introduce AI in Schools: Perspectives and Illustrative Findings 关注教师教育在学校引入人工智能:观点和说明性发现
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00021
Anu Vazhayil, Radhika Shetty, R. R. Bhavani, N. Akshay
The increasing ubiquity of Artificial Intelligence in consumer products, toys, and various smart technologies and applications creates the necessity for the current generation of children to forge a finer understanding of the technology. One way to achieve such a form of comprehension and resourcefulness is through meaningful engagement with AI in an educational context. Inclusion of AI literacy and AI thinking in the school curriculum are in their early adoption phases in various countries. This paper explores the efforts put forth in AI curriculum implementation in schools through teacher education programs in India. The early and post-training perspectives of the teachers have been observed, and the challenges reported by teachers in influential factors such as lapses in policy communication, infrastructure, pedagogy, content delivery and the influence of culture in the context of Indian schools have been discussed. The results indicate a poor belief state in the potential of AI among teachers and the interest to explore peer teaching and game-based approaches in the classroom to introduce AI, among other findings.
人工智能在消费品、玩具以及各种智能技术和应用中越来越普遍,这使得当代儿童有必要更好地理解这项技术。实现这种理解和足智多谋的一种方式是在教育环境中与人工智能进行有意义的接触。在许多国家,将人工智能素养和人工智能思维纳入学校课程尚处于早期采用阶段。本文探讨了印度通过教师教育项目在学校实施人工智能课程方面所做的努力。对教师培训初期和培训后的观点进行了观察,并讨论了教师报告的在政策沟通、基础设施、教学法、内容交付和文化对印度学校的影响等影响因素方面的挑战。结果表明,教师对人工智能的潜力缺乏信心,他们有兴趣在课堂上探索同伴教学和基于游戏的方法来引入人工智能,以及其他发现。
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引用次数: 39
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
Towards Massively Open Online Virtual Internships in Computing Education 面向计算机教育大规模开放在线虚拟实习
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-44
R. Pillutla, S. LalitMohan, Venkatesh Choppella, Avni Jesrani, P. Raman, Y. R. Reddy
Student internships are necessary for every student to learn and apply the learning to deliver tangible and relevant outcomes. In-person internship opportunities are less in number and have major challenges in scaling such as lesser number of available projects in relevant technologies, inadequate mentorship during the internship, varying college calendars and others. This paper presents SRIP (Student Remote Internship Program) approach which focuses on the domain of programming in open source technologies and projects for the internships that are relevant to 2nd and 3rd year engineering college students. It aims to overcome the stated challenges and simultaneously make a contribution to the open source community. Virtual Labs is the open source repository that we leveraged to implement SRIP pilot study for interns to contribute and develop programming skills.
学生实习对每个学生来说都是必要的,他们可以学习并应用所学的知识来提供切实和相关的成果。面对面的实习机会较少,并且在扩大规模方面面临重大挑战,例如相关技术的可用项目数量较少,实习期间缺乏指导,大学日程变化等等。本文介绍了SRIP(学生远程实习计划)方法,该方法侧重于开源技术和项目的编程领域,适用于工程学院二年级和三年级的学生。它旨在克服上述挑战,同时为开源社区做出贡献。虚拟实验室是一个开源存储库,我们利用它来实现SRIP试点研究,为实习生贡献和发展编程技能。
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引用次数: 4
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
An Appraisal of Internet Based Education in Karnataka State 卡纳塔克邦互联网教育评价
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00053
Manjunatha B Byrappa
similar to classical education, internet based live transmission of education are needed in e-learning environments, especially in scientific and engineering education. This paper summaries the Conceptual framework adopted in internet based education, the architecture of internet based education, key benefits of internet based education to stake holders with an analysis and interpretation of internet based education of recently concluded live transmission in Karnataka state
与传统教育类似,在电子学习环境中,特别是在科学和工程教育中,需要基于互联网的教育实时传输。本文总结了基于互联网的教育采用的概念框架,基于互联网的教育架构,基于互联网的教育对利益相关者的主要好处,并分析和解释了最近在卡纳塔克邦结束的实时传输的基于互联网的教育
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引用次数: 0
Development of Debugging Exercise Extraction System using Learning History 基于学习历史的调试练习提取系统的开发
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00056
K. Umezawa, M. Nakazawa, M. Goto, S. Hirasawa
We have proposed an editing history visualization system which can confirm where and how the learner modified program. We utilized this system for actual flipped classroom and stored a large amount of learning logs. This learning log contains all the source code in the process of being modified until the program is completed. We developed a debugging exercise extraction system to automatically generate problems for debugging practice from this learning log. The debugging exercise extraction tool we developed extracted 18,680 source codes (which became practice problems) that included syntactic errors that could be used as a debugging exercise from 16 weeks of program edit history data (total number is 31,562 files). The execution time was 488 seconds. Since it can be analyzed only once every six months, we believe it is a sufficiently practical execution time.
我们提出了一个编辑历史可视化系统,可以确认学习者在哪里以及如何修改程序。我们将该系统用于实际的翻转课堂,并存储了大量的学习日志。这个学习日志包含所有的源代码在被修改的过程中,直到程序完成。我们开发了一个调试练习提取系统,从这个学习日志中自动生成调试练习的问题。我们开发的调试练习提取工具从16周的程序编辑历史数据(总数为31,562个文件)中提取了18,680个源代码(已成为实践问题),其中包括可以用作调试练习的语法错误。执行时间为488秒。由于每六个月只能分析一次,因此我们认为这是一个足够实际的执行时间。
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引用次数: 2
Inter-Rater Reliability of a Dyslexia Screening Test 阅读障碍筛选试验的信度
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00049
Mithun Haridas, Nirmala Vasudevan, Lakshmi Sasikumar, G. Gutjahr, R. Raman, Prema Nedungadi
A standardized dyslexia screening test can help in identifying the vast number of undiagnosed dyslexics in Indian schools; needless to say, such a test should produce consistent and reproducible results. This study investigated reliability and consistency among raters of a Malayalam-English dyslexia screening in India. Paper-based tests were administered to groups of students, and four raters evaluated the answer sheets of 208 second-grade students (ages 6–7). Inter-rater agreement, intraclass agreement, and internal consistency were calculated. Our findings include good agreement among raters' appraisals for most error types and tasks. Internal consistency for a few tasks was low, possibly because these tasks evaluated more than one skill. A few error types need to be redefined and a few tasks need to be more skill-specific to enable unambiguous and fruitful interpretation by different raters in the future.
标准化的阅读障碍筛查测试可以帮助识别印度学校中大量未确诊的阅读障碍患者;不用说,这样的测试应该产生一致和可重复的结果。本研究调查了印度马拉雅拉姆-英语阅读障碍筛查评分者的可靠性和一致性。对一组学生进行纸面测试,四名评分员对208名二年级学生(6-7岁)的答题卡进行评估。计算评分者间一致性、班级内一致性和内部一致性。我们的发现包括评分者对大多数错误类型和任务的评估有很好的一致性。一些任务的内部一致性很低,可能是因为这些任务评估了不止一种技能。一些错误类型需要重新定义,一些任务需要更加特定于技能,以便将来由不同的评分者进行明确和有效的解释。
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引用次数: 0
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
NVR Guess: Automated Question Generation for Honing NonVerbal Reasoning Skills NVR猜测:自动问题生成磨练非语言推理技能
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00047
Hardik Mahipal Surana, Giri Bhatnagar, A. Srivastava, G. Srinivasa
Non-verbal reasoning tests allow evaluators to test a diverse set of abilities in students without relying upon, or being limited by, language skills. In this paper, we present an automated system to generate a variety of non-verbal reasoning questions spanning abstract reasoning, non-verbal analogy and spatial reasoning question types with granular control over difficulty levels. Our design also generates meaningful distractors as this is an important aspect of generating better quality multiple-choice questions. We present experimental results through analytics on question feedback and performance that demonstrate that the system-generated questions indeed serve to assess and hone nonverbal reasoning skills.
非语言推理测试允许评估者在不依赖或不受语言技能限制的情况下测试学生的各种能力。在本文中,我们提出了一个自动化系统来生成各种非语言推理问题,包括抽象推理,非语言类比和空间推理问题类型,并对难度级别进行粒度控制。我们的设计还产生了有意义的干扰,因为这是生成高质量多项选择题的重要方面。通过对问题反馈和表现的分析,我们提出了实验结果,证明系统生成的问题确实有助于评估和磨练非语言推理技能。
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引用次数: 0
Text-it-Loud!: Real-Time Captioning and Transcribing App for Inclusive Teaching-Learning of Hearing Impaired Text-it-Loud !:听觉障碍全纳教学实时字幕转录App
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00066
P. Shete, Pulin Shah, Pravar Parekh, Jaineel Shah
These days variety of audio-visual presentation tools are used for teaching the millennial learners. Although such tools improve the active participation of students in teaching-learning, these are least useful in scenarios where hearing impaired students are also part of the same class. Thus, these students may be left out from rest of the class if teaching-learning tools are not made accessible for them. In this work we propose an Android application "Text-it-Loud!" that renders speaker's verbal content as text, in real-time along with the audio-visuals. Although, there are variety of tools available for speech-to-text conversion, our application is novel in the sense that it displays the speaker's voice as caption text in the foreground of any application. e.g. In a presentation the verbal contents of speaker will pop-up on top of slide contents.
如今,各种各样的视听演示工具被用于教学千禧一代学习者。虽然这些工具提高了学生在教学中的积极参与,但在听力受损的学生也是同一班级的一部分的情况下,这些工具的作用最小。因此,如果不能让这些学生使用教学工具,他们可能会被排除在课堂的其他部分之外。在这项工作中,我们提出了一个Android应用程序“text -it- loud !”,它将说话者的口头内容实时地与视听一起呈现为文本。虽然有各种各样的工具可用于语音到文本的转换,但我们的应用程序是新颖的,因为它在任何应用程序的前景中将说话者的声音显示为标题文本。在演讲中,演讲者的口头内容会弹出在幻灯片内容的顶部。
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引用次数: 1
期刊
2019 IEEE Tenth International Conference on Technology for Education (T4E)
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