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

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Insights into Factors Affecting Success in Graduate Aptitude Test in Engineering for Indian Engineering Students using Learning Analytics 用学习分析分析印度工科学生在工程学研究生能力倾向测试中成功的影响因素
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00063
Eshika Mahajan, Asad Sahir, S. Padhee, E. Kumar, P. Khodke, D. Mahajan
Graduate Aptitude Test in Engineering (GATE) is an important examination in which around 1 million Indian engineering students register for seeking admission into renowned technical institutions of the country and for finding jobs in state-owned Public-Sector Undertakings (PSU). Through the application of learning analytics and educational data mining, a large dataset of 1039 students was analyzed to gain insights into factors leading to a successful examination.
工程研究生能力倾向测试(GATE)是一项重要的考试,约有100万印度工程专业学生报名进入该国著名的技术机构,并在国有公共部门企业(PSU)找到工作。通过学习分析和教育数据挖掘的应用,分析了1039名学生的大数据集,以深入了解导致考试成功的因素。
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引用次数: 0
Technologies, Challenges and Tools for Digital Learning 数字化学习的技术、挑战和工具
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00068
Italia Joseph Maria, Devi Thirupathi, R. Rajeswari, Bhuvaneswari Velumani
Digital Learning provides flexibility for learning in terms of space, time and age. This paper addresses the need for digital learning, the profile required of a digital learner and a teacher, the pedagogy used in the digital learning process and the technological devices that could make this transformation happen in education. Case studies showcasing the recent trends used to facilitate digital learning are detailed.
数字化学习为学习提供了空间、时间和年龄方面的灵活性。本文阐述了数字化学习的需求,数字化学习者和教师的要求,数字化学习过程中使用的教学法以及可以在教育中实现这种转变的技术设备。案例研究展示了促进数字化学习的最新趋势。
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引用次数: 2
The Effectiveness of the Outcome-Based Curriculum Towards Improving Educational Quality for Technical Education 成果型课程对提高技术教育教学质量的作用
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-13
Jyotiprava Mohanta, S. Mandal
: Outcome-Based Education (OBE) is a learner-centric teaching and learning methodology in which the course delivery, assessment is planned to achieve stated outcomes. The paper describes a methodology for developing an outcome-based curriculum based on a framework design by the Indian Institute of Technology Kharagpur and methodology for measuring the effectiveness of the outcome-based curriculum based on learner feedback. The effectiveness was measured in five dimensions - (i) Learner Engagement, (ii) Active and Collaborative Learning, (iii) Continuous Updation and promotion of self-learning, (iv) Promotion of Higher-Order Thinking, (vi) Learner Satisfaction. The study indicates that the methodology was useful to promote self-learning, Engagement and promote higher-order thinking.
基于结果的教育(OBE)是一种以学习者为中心的教学方法,在这种方法中,课程的交付和评估是为了达到既定的结果而计划的。本文描述了一种基于印度理工学院Kharagpur设计的框架设计开发基于结果的课程的方法,以及一种基于学习者反馈测量基于结果的课程有效性的方法。有效性从五个方面来衡量——(i)学习者参与,(ii)主动和协作学习,(iii)持续更新和促进自我学习,(iv)促进高阶思维,(vi)学习者满意度。研究表明,该方法有助于促进自主学习、敬业度和高阶思维。
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引用次数: 2
Verification of C Programs using Annotations 使用注解的C程序验证
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-41
S. Sriya, L. Lavanya, Aditi M. Manohar, N. S. Kumar
In the rapidly-changing modern world, computer programming and software engineering hold tremendous significance. Technology is neither good nor evil but in the right hands, they can provide powerful benefits to the society. Therefore, the need to write correct programs has become very crucial in the current world. The absolute correctness of a program can be proven by testing dynamically using well-defined test cases, but testing can never show the absence of errors and is largely impractical for programs with no bounded input range. Hence, proving a program's correctness at compile time still remains a challenge. A more theoretical and feasible approach of checking the correctness of a program is by using logical reasoning and mathematical proofs. This paper delves into checking the correctness of a C program by converting the given C code to an equivalent code in Dafny, a static-program verifier created by Microsoft Research. Dafny was designed to provide a simple introduction to formal verification and it has been extensively used to verify some challenging algorithms.
在瞬息万变的现代社会,计算机编程和软件工程有着巨大的意义。技术既不是善也不是恶,但在正确的人手中,它们可以为社会提供强大的利益。因此,编写正确的程序在当今世界变得非常重要。程序的绝对正确性可以通过使用定义良好的测试用例进行动态测试来证明,但是测试永远无法显示错误的缺失,而且对于没有限定输入范围的程序来说,测试在很大程度上是不切实际的。因此,在编译时证明程序的正确性仍然是一个挑战。检验程序正确性的一种更具理论性和可行性的方法是使用逻辑推理和数学证明。本文通过将给定的C代码转换为Dafny中的等效代码来检查C程序的正确性,Dafny是微软研究院创建的静态程序验证器。Dafny旨在提供形式化验证的简单介绍,它已被广泛用于验证一些具有挑战性的算法。
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引用次数: 0
Heuristic Evaluation and User Experience Redesign of 'Think & Link' Learning Environment – A Case Study 启发式评价与“思考&链接”学习环境的用户体验再设计——一个案例研究
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00-29
T. Lakshmi, PC Herold
The online learning environment 'think & link' facilitates the teaching-learning of software conceptual design for undergraduate computer engineers. The learning environment's design can influence learners' learning experience. In this paper, we report the process of heuristic evaluation to evaluate the learning experience provided by 'think & link'. Heuristic evaluation involves the expert(s) to evaluate a user interface based on usability criteria to identify usability problems. Findings from the heuristic evaluation indicated certain issues relating to user experience and resulted in a user experience redesign. The process of evaluation, usability problems identified and redesign is presented as a case study.
“思与连”的在线学习环境有利于计算机工程本科软件概念设计的教与学。学习环境的设计会影响学习者的学习体验。在本文中,我们报告了启发式评价的过程,以评估“思考&链接”提供的学习经验。启发式评估是指专家根据可用性标准对用户界面进行评估,以识别可用性问题。启发式评估的结果表明了与用户体验相关的某些问题,并导致了用户体验的重新设计。评估的过程,可用性问题的识别和重新设计是一个案例研究。
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引用次数: 2
Musical Mimicry to Learn Audio Processing 音乐模仿学习音频处理
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00048
Rutuja Ekatpure, Suprabha Jadhav, Kalind Karia, K. Arya
Project-Based Learning (PBL) is widely used to promote deep learning, enhance critical thinking, help students create, build and critically evaluate design solutions to a variety of problems. e-Yantra is an initiative by IIT Bombay that conducts an annual e-Yantra Robotics Competition (eYRC) for college students. Teams who qualify selection test compete over a period of five months. 208 such teams comprising 832 students were alloted one of the themes. A "theme" may be regarded as a "hardware MOOC" where skills get taught through a singleplayer gaming paradigm. This paper describes the methodology implemented in the 7th edition (eYRC-2018), where we designed a "theme" based on Audio processing and Machine Learning. An important contribution has been to show how to design a "scalable" theme by using automatic evaluation that made it unique compared to other themes. This paper outlines the tasks designed for the competition and describes how technology can support students as they work on a theme so that motivation and thoughts are sustained. We then analyze the effectiveness of our approach based on the performance of teams.
基于项目的学习(PBL)被广泛用于促进深度学习,增强批判性思维,帮助学生针对各种问题创建,构建和批判性评估设计解决方案。e-Yantra是印度理工学院孟买分校的一项倡议,每年为大学生举办一次e-Yantra机器人竞赛(eYRC)。通过选拔测试的队伍将进行为期五个月的比赛。由832名学生组成的208个小组被分配了一个主题。“主题”可以被视为“硬件MOOC”,通过单人游戏模式教授技能。本文描述了在第7版(eYRC-2018)中实现的方法,其中我们设计了一个基于音频处理和机器学习的“主题”。一个重要的贡献是展示了如何通过使用自动评估来设计一个“可伸缩”的主题,使其与其他主题相比具有独特性。本文概述了为竞赛设计的任务,并描述了技术如何支持学生在主题上工作,从而保持动机和思想。然后,我们根据团队的表现分析我们的方法的有效性。
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引用次数: 0
Determining the Question Based on Handwriting-Recognition of Answer Scripts 基于手写识别答题脚本的定题方法
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00071
Priya S. Nayak, Akella Ramya, R. ThejaswiniM., N. S. Kumar
The most used form of testing even in modern days is pen-and-paper. In a world where digitizing is rapidly overtaking all other means, it is imperative that we modernize our examination techniques. Answers are split based on question numbers and these are corrected by evaluators. In case of errors in splitting due to incorrect marking or scanning, handwriting recognition can be used to recognize the question an answer belongs to. This approach has been dwelled into in this paper. By creating a personalized dataset for each batch of students, this approach seems promising and gives good results.
即使在现代,最常用的测试形式也是纸笔测试。在一个数字化迅速超越所有其他手段的世界里,我们必须使我们的检查技术现代化。答案将根据问题编号进行划分,并由评估员进行校正。如果由于不正确的标记或扫描而导致分割错误,则可以使用手写识别来识别答案所属的问题。本文对这种方法进行了详细的研究。通过为每一批学生创建一个个性化的数据集,这种方法似乎很有前途,并给出了良好的结果。
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引用次数: 0
SELF: Student Lab Framework for Improving Engagement and Learning SELF:提高参与和学习的学生实验室框架
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00052
Sneha R. Deshmukh, V. Raisinghani
Teaching Java programming to undergraduate students is a challenge as they have widely different prior programming experience. New learners find it difficult to cope with programming concepts, syntax, and implementation. To ease the learning process and to motivate the students to learn programming concepts, we let junior undergraduate students independently define the lab exercises, course project, and choose coding tool of their choice. To engage the experienced learners' and improve the new learners' confidence for implementing Java concepts, we also used peer learning along with this technique. Experienced programmers and new learners worked together in a group to deliver a project at the end of the semester. Our results show that students (81%) are able to define reasonably well lab work and projects, and execute them well, when they are involved in defining the learning tasks. 89% of the students found that this approach was effective in motivating them to learn the programming course.
向本科生教授Java编程是一项挑战,因为他们之前的编程经验非常不同。新学习者发现很难处理编程概念、语法和实现。为了简化学习过程并激励学生学习编程概念,我们让大三本科生独立定义实验练习、课程项目和选择他们选择的编码工具。为了吸引有经验的学习者并提高新学习者实现Java概念的信心,我们还使用了与此技术一起的同伴学习。有经验的程序员和新学习者在学期结束时组成一个小组交付一个项目。我们的结果表明,当学生参与定义学习任务时,他们(81%)能够很好地定义实验工作和项目,并很好地执行它们。89%的学生发现这种方法在激励他们学习编程课程方面是有效的。
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引用次数: 0
Narrative Theory Based Metaphor Generation Framework for Technical Education 基于叙事理论的技术教育隐喻生成框架
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00051
Kushal Anjaria
The stories and narratives have a significant impact on the human mind. During technical training and learning, stories, events, or narratives can be used as a metaphor to influence trainees' perceptions. However, all functional trainers cannot be creative enough to find the stories or events for their metaphorical pedagogy. To solve this issue, in the present work, story logic and narrative cognition based frameworks have been proposed. The framework utilizes concepts of story logic, narrative cognition, and knowledge domain. The proposed framework receives technical content as input and suggests stories and events for the technical trainer or educator.
这些故事和叙述对人类的思想有着重大的影响。在技术培训和学习过程中,故事、事件或叙述可以作为一种隐喻来影响受训者的看法。然而,所有的功能培训师都不可能有足够的创造力来为他们的隐喻教学法找到故事或事件。为了解决这一问题,本文提出了基于故事逻辑和叙事认知的框架。该框架运用了故事逻辑、叙事认知和知识域的概念。所建议的框架接收技术内容作为输入,并为技术培训师或教育者建议故事和事件。
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引用次数: 0
A Comparative Study on Interactive Digital Classrooms: Edmodo and Google 交互式数字课堂的比较研究:Edmodo与b谷歌
Pub Date : 2019-12-01 DOI: 10.1109/T4E.2019.00046
Khushi Khanchandani, S. Chachra, Amrita Naiksatam
The word digital denotes the technology. In education world, teaching learning has become more interactive due to technology which is supported through strategic use of information and communication technologies (ICT). This paper focuses on the two tools which have been used massively. Hence in this paper, we will compare two common digital classrooms: Edmodo and Google classroom. This paper gives the analysis of usage of two technologies based on submission of assignment i.e lab work, quiz, poll, usage etc.The objective is to investigate the students and teachers preference between Edmodo and Google classroom. The study is been done by analysing the 30 students sample data. The survey questions were designed using ATE-B(Assignment, Time allotted, Expert group discussion and Badges ) pedagogical model to support the comparative study between Google and Edmodo
数字这个词表示技术。在教育领域,由于技术的发展,教学和学习变得更加互动,这是通过战略性地使用信息和通信技术(ICT)来支持的。本文重点介绍了这两种被大量使用的工具。因此,在本文中,我们将比较两种常见的数字教室:Edmodo和谷歌教室。本文分析了两种基于作业提交的技术的使用情况,即实验室作业,测验,投票,使用等,目的是调查学生和教师对Edmodo和谷歌课堂的偏好。本研究是通过分析30名学生的样本数据来完成的。调查问题采用ATE-B(Assignment, Time assigned, Expert group discussion and Badges)教学模式设计,以支持谷歌与Edmodo的比较研究
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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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