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2022 International Symposium on Educational Technology (ISET)最新文献

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Progress Tracking and Online Learning Assisted by Social Media Tools: A Case Study of Teaching Architectural Design 社会媒体工具辅助下的进度跟踪与在线学习:以建筑设计教学为例
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00031
Shaofu Li, K. Ng, Lap-Kei Lee
The study of architectural design is similar to the execution in architecture firms, and the chief designer must keep an eye on all the work progress. Before the outbreak of Covid-19, tutors can check the progress of design assignments as long as they walk into students' studios; as all design drawings or models are on the table. It is possible to save time by leaving notes for improvement. However, in distance teaching, especially in the case of being unable to meet for a long time, what communication tools can effectively maintain the connection between tutors and students is the focus of this study. After trying and experiencing various tools, our teachers and students have found that LINE, a social software, has played a great role. The second is the communication products of Google and Microsoft; the functions of these two are comparable. After several semesters of online communication, the teacher team has also accumulated a set of methods suitable for architectural and/or design learning, at least currently effective. The acceptance of digital tools by a teacher's age group also affects online quality. In addition to reflecting on various suboptimal experiences, this paper also reports improvements at this stage, especially in the interaction between teachers.
建筑设计的学习类似于建筑公司的执行,首席设计师必须时刻关注所有的工作进度。在新冠疫情爆发之前,导师只要走进学生的工作室,就可以查看设计作业的进度;因为所有的设计图纸或模型都在桌子上。留下改进的笔记可以节省时间。然而,在远程教学中,特别是在长时间无法见面的情况下,什么样的交流工具可以有效地保持导师与学生之间的联系是本研究的重点。经过各种工具的尝试和体验,我们的师生发现LINE这个社交软件发挥了很大的作用。二是谷歌和微软的通讯产品;这两个函数是相似的。经过几个学期的在线交流,老师团队也积累了一套适合建筑和/或设计学习的方法,至少目前是有效的。教师所在年龄段对数字工具的接受程度也会影响在线教学质量。除了反思各种次优体验外,本文还报告了这一阶段的改进,特别是在教师之间的互动方面。
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引用次数: 0
Education effectiveness Comparison between Face to Face lectures and Online lectures 面对面授课与网络授课的教学效果比较
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00025
N. Hanakawa, M. Obana
The paper proposed a most effective lecture style based on accumulated educational data in the last 3 years. The education data includes all student scores of short tests, reports, final tests, access logs to online e-learning system, and student answers to questionnaires. As a result, in subjects that fit the drill learning style such as “IT Introduction”, the educational effectiveness of online lectures becomes high, but needed student mental consultations. In the subjects that take conceptual knowledge and skills, the educational effectiveness of online lectures becomes low. We confirmed that the online materials should be on-demand learning materials including short movies and short tests, not live streaming materials.
本文根据近3年积累的教学数据,提出了一种最有效的授课方式。教育数据包括所有学生的短考成绩、报告、期末考试成绩、在线电子学习系统的访问日志以及学生对问卷的回答。因此,在“IT概论”等适合演练式学习方式的科目中,网络讲座的教育效果较高,但需要学生进行心理咨询。在需要概念性知识和技能的科目中,网络讲座的教育效果较低。我们确认在线材料应该是点播学习材料,包括短片和短测试,而不是直播材料。
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引用次数: 0
Designing Tangible Tools to Engage Silent Students in Group Discussion 设计有形的工具让沉默的学生参与小组讨论
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00067
Yanhong Li, Nadine Bachl, M. Dutoit, Thomas Weber, Sven Mayer, H. Hussmann
Students being silent during group work is a typical issue. Tangible user interfaces can bring learners together and orchestrate an active environment. Thus, they can mediate discussing conflicts among group members and facilitate as an equalizer allowing everyone to join the conversation. In this work, we used an iterative design approach to develop TalkinGlass, a tangible user interface, to help silent learners better engage in group work. In total, 28 university students took part in designing and evaluating TalkinGlass. The results show that when using TalkinGlass, silent students had a higher general and behavioral engagement than general students. In detail, we highlight three key findings: (1) The design mapping between engagement and tangible interaction could help us design a better interface for learning; (2) Increasing silent students' cognitive engagement was critical; and (3) TalkinGlass was suitable to orchestrate the group discussion when having clear activity scripts. From the human-computer interaction perspective, we provide a practical and feasible solution to help silent students in collaborative group work.
学生在小组作业中沉默是一个典型的问题。有形的用户界面可以将学习者聚集在一起,协调一个活跃的环境。因此,他们可以调解小组成员之间讨论的冲突,并作为均衡器促进每个人加入对话。在这项工作中,我们使用迭代设计方法来开发TalkinGlass,一个有形的用户界面,以帮助沉默的学习者更好地参与小组工作。共有28名大学生参与了TalkinGlass的设计和评估。结果表明,当使用TalkinGlass时,沉默学生的总体投入和行为投入高于普通学生。具体而言,我们强调了三个关键发现:(1)参与和有形交互之间的设计映射可以帮助我们设计更好的学习界面;(2)提高沉默学生的认知投入至关重要;(3) TalkinGlass适合在活动脚本清晰的情况下组织小组讨论。从人机交互的角度,我们提供了一个实际可行的解决方案,以帮助沉默的学生在合作小组作业。
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引用次数: 0
Innovative Research and Practice of Goal-Problem-Oriented Blended Learning 目标-问题导向混合式学习的创新研究与实践
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00041
Xiu-hong Meng, Linhai Duan, Huibo Qin, Rujin Zhou
Aiming at the obscure and difficult teaching problems of basic engineering majors, this paper explores a smart teaching model based on the concept of outcomes-based education and problem-oriented education, and proposes a Goal-problem-oriented blended teaching model. Taking the “three-in-one” of value guidance, ability training and knowledge imparting as the teaching goal, followed by “advanced, innovative and challenging” standards and curriculum ideology requirements, design the teaching contents and teaching activities of knowledge points. Orientation, setting up “target problem” and “five types of problems”, such as “fundamental problems”, “key problems”, “difficult problems”, “practical problems” and “expansion problems”, to form an interlocking chain of knowledge. In goal-driven, problem-driven and case-driven teaching situations, students preview online before class, communicate and discuss in class, expand after class. In the process of setting doubt, solving doubt and dispelling doubt, stimulate the students' interest, trigger their thinking, enlighten their wisdom and cultivate their quality, so as to approach the teaching goal.
针对基础工程专业教学中存在的晦涩难解的问题,探讨了基于成果教育和问题导向的智能教学模式,提出了目标-问题导向的混合式教学模式。以价值引导、能力培养、知识传授“三位一体”为教学目标,遵循“先进、创新、挑战”的标准和课程思想要求,设计知识点的教学内容和教学活动。定位,设置“基础问题”、“关键问题”、“难点问题”、“实际问题”、“可拓问题”等“目标问题”和“五类问题”,形成环环相扣的知识链。在目标驱动、问题驱动和案例驱动的教学情境中,学生课前在线预习,课上交流讨论,课后拓展。在设置疑问、解决疑问、驱散疑问的过程中,激发学生的兴趣,引发学生的思考,启迪学生的智慧,培养学生的素质,从而接近教学目标。
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引用次数: 0
A PageRank-based Collaborative Design Team Member Influence Study 基于pagerank的协同设计团队成员影响研究
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00012
Xue Mengjia, J. Yang
Aiming at the lack of evaluation indicators of the influence of collaborative design team members, this paper proposes a collaborative design team member influence algorithm DesignRank that combines collaborative design behavior characteristics with PageRank. The DesignRank algorithm takes into account the two factors of self-design level and interactor's design level, and calculates the influence of group members in the collaborative design platform. The experimental results show that the DesignRank algorithm is a more comprehensive and complex method.
针对协同设计团队成员影响力缺乏评价指标的问题,本文提出了一种将协同设计行为特征与PageRank相结合的协同设计团队成员影响力算法DesignRank。DesignRank算法考虑了自我设计水平和交互者设计水平两个因素,计算了协同设计平台中群体成员的影响。实验结果表明,DesignRank算法是一种更全面、更复杂的方法。
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引用次数: 0
Systematic Design and Mode Construction of Mixed Teaching From the Perspective of Deep Learning 深度学习视角下混合教学的系统设计与模式构建
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00037
Bo Qu, Wenmin Zhang
The development of mixed learning is the demand and result of the integration of information technology and education. However, they are accompanied with problems such as “the breeding ground for shallow learning”, which have attracted more and more attention from academics. Based on deep learning perspective, accompanied with 28 science and engineering teachers' interviews, this paper systematically designs and construct the mixed teaching model. This model takes the analysis of mixed learning environment as its start, then analyzes the characteristics of mixed courses, design difficulties, principles, and steps, to achieve its objectives which include realizing the social presence, cognitive presence, and teaching presence.
混合学习的发展是信息技术与教育融合的要求和结果。然而,伴随而来的是“浅学的滋生地”等问题,越来越受到学术界的关注。基于深度学习视角,结合对28名理工科教师的访谈,系统地设计和构建了混合教学模式。该模型从分析混合学习环境入手,分析混合课程的特点、设计难点、设计原则和步骤,实现混合课程的目标,包括实现社会在场、认知在场和教学在场。
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引用次数: 1
Interior Design Studio in the New Normal Era: A Virtual Reality Case Study 新常态下的室内设计工作室:虚拟现实案例研究
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00043
Hoa Vo
This paper presented the case study of using Virtual Reality (VR) to elevate interest, engagement, and creativity in an interior design studio in the new normal era. Via the case-study approach, the author studied the VR experience of 13 students using Gravity Sketch in Meta/Oculus Quest 2 headsets to design a custom luminaire. Results showed an overall high interest and engagement regarding the VR experience, a moderate increase in novelty, and a significant increase in style for creativity.
本文介绍了在新常态下使用虚拟现实(VR)来提高室内设计工作室的兴趣、参与度和创造力的案例研究。通过案例研究的方法,作者研究了13名学生在Meta/Oculus Quest 2耳机中使用Gravity Sketch的VR体验,设计了一个定制灯具。结果显示,总体而言,人们对VR体验的兴趣和参与度很高,对新奇事物的兴趣有所增加,对创意风格的兴趣也有显著增加。
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引用次数: 1
Teaching Chemical Engineering Unit Operations Using Blended Learning Techniques and Process Simulation 运用混合学习技术和过程模拟教学化学工程单元操作
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00040
Jinmei Sun, Shikui Wu, Li Wang, Xiu-hong Meng, Zhongfeng Fan, Hui Chen, Rujin Zhou, Xingye Zeng
Blended learning is the integration of different learning approaches, new technologies, and activities that combine traditional face-to-face teaching methods with online methodologies. Software, such as Aspen Plus, is an effective tool for assisting students' understanding of complex and abstract chemical engineering unit operations. In this article, we present a case study with various types of questions to demonstrate how blended learning is carried out in the teaching and learning of chemical engineering courses. The goal problem-oriented mode is used in the Chemical Engineering Unit Operations course, which redesigns teaching content and improves students' ability to think critically, analyze data, make difficult decisions, and solve complex engineering problems.
混合式学习是不同学习方法、新技术和活动的整合,将传统的面对面教学方法与在线方法相结合。软件,如Aspen Plus,是帮助学生理解复杂和抽象的化学工程单元操作的有效工具。在这篇文章中,我们提出了一个案例研究与各种类型的问题来演示如何在化工课程的教学和学习中进行混合学习。《化工单元操作》课程采用目标问题导向模式,对教学内容进行了重新设计,提高了学生批判性思考、数据分析、困难决策和解决复杂工程问题的能力。
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引用次数: 0
Designing and Applying an Argument-Driven Inquiry Instructional Model in the Teaching of History of Science for Pre-Service Science Teachers 论证驱动型探究教学模式在职前科学教师科学史教学中的设计与应用
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00015
Zhixia Zheng, Xinman Li, T. Long
Argument-Driven Inquiry (ADI) instructional model combines inquiry activities with argumentation, avoiding that traditional inquiry activities are often a mere formality, and has the potential to improve learners' argumentation skills. In this study, ADI instructional model was applied to the instruction of history of science in a compulsory course General Introduction to Natural Science for pre-service science teachers. The ADI instructional activities were conducted with the form of flipped classroom. Its effectiveness on promoting students' understanding of scientific knowledge and written argument skills was proved in a single group pre-posttest design experiment. The results of paired sample T -test and one-way ANOVA analysis show that ADI was effective on improving the participants' written argument skills and understanding of scientific knowledge. It shows better effect on improving the participants' accuracy of a claim and quality of evidence.
论证驱动型探究(ADI)教学模式将探究活动与论证相结合,避免了传统的探究活动往往流于形式,并有可能提高学习者的论证技能。本研究将ADI教学模式应用于职前科学教师必修课程《自然科学概论》的科学史教学。ADI教学活动以翻转课堂的形式进行。在单组前测后设计实验中证明了其对促进学生对科学知识的理解和书面论证技能的有效性。配对样本T检验和单因素方差分析结果表明,ADI对提高参与者的书面论证技能和对科学知识的理解是有效的。它对提高参与者的索赔准确性和证据质量有较好的效果。
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引用次数: 0
Research on the Design and Effect of Early Childhood Education Games Supported by AR Technology 基于AR技术的幼儿教育游戏设计与效果研究
Pub Date : 2022-07-01 DOI: 10.1109/ISET55194.2022.00046
Shiyan He, Minsheng Fan, Zhenhua Liu
The main content of this study is the research on the design and effect of early childhood educational games supported by augmented reality (hereinafter referred to as AR) technology. The research starts with the investigation and literature review of practical problems in early childhood education, aiming at the practical problems, combined with the characteristics of AR technology, and systematically proposes a preschool education communication process model supported by technology to solve the practical problems of early childhood education. Using the characteristics of technological multimedia integration, establish an all-media integrated resource package for early childhood education to solve practical problems such as scattered educational resources, duplication of construction, and resource waste technology.
本研究的主要内容是研究增强现实(以下简称AR)技术支持下的幼儿教育游戏的设计与效果。本研究从幼儿教育实际问题的调查和文献综述入手,针对实际问题,结合AR技术的特点,系统地提出了一种以技术为支撑的解决幼儿教育实际问题的学前教育沟通过程模型。利用技术多媒体整合的特点,建立幼儿教育全媒体整合资源包,解决教育资源分散、重复建设、资源技术浪费等实际问题。
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引用次数: 1
期刊
2022 International Symposium on Educational Technology (ISET)
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