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EXAIT: Educational eXplainable Artificial Intelligent Tools for personalized learning EXAIT:个性化学习的教育可解释人工智能工具
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-28 DOI: 10.58459/rptel.2024.19019
H. Ogata, B. Flanagan, Kyosuke Takami, Yiling Dai, Ryosuke Nakamoto, Kensuke Takii
As artificial intelligence systems increasingly make high-stakes recommendations and decisions automatically in many facets of our lives, the use of explainable artificial intelligence to inform stakeholders about the reasons behind such systems has been gaining much attention in a wide range of fields, including education. Also, in the field of education there has been a long history of research into self-explanation, where students explain the process of their answers. This has been recognized as a beneficial intervention to promote metacognitive skills, however, there is also unexplored potential to gain insight into the problems that learners experience due to inadequate prerequisite knowledge and skills that are required, or in the process of their application to the task at hand. While this aspect of self-explanation has been of interest to teachers, there is little research into the use of such information to inform educational AI systems. In this paper, we propose a system in which both students and the AI system explain to each other their reasons behind decisions that were made, such as: self-explanation of student cognition during the answering process, and explanation of recommendations based on internal mechanizes and other abstract representations of model algorithms.
随着人工智能系统越来越多地在我们生活的许多方面自动做出高风险的建议和决策,使用可解释的人工智能来告知利益相关者这些系统背后的原因已经在包括教育在内的广泛领域受到了广泛的关注。此外,在教育领域,对自我解释的研究也有很长的历史,学生解释他们回答问题的过程。这已经被认为是一种促进元认知技能的有益干预,然而,对于学习者由于所需的先决知识和技能不足而遇到的问题,或者在将其应用于手头任务的过程中,也存在未被探索的潜力。虽然教师对自我解释的这一方面很感兴趣,但很少有研究利用这些信息为教育人工智能系统提供信息。在本文中,我们提出了一个系统,在这个系统中,学生和AI系统相互解释他们做出决策背后的原因,例如:在回答过程中学生认知的自我解释,以及基于内部机械化和模型算法的其他抽象表示的建议的解释。
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引用次数: 1
Staff and student experiences of hybrid teaching in a pandemic-impacted context 受大流行影响的背景下教师和学生的混合教学经验
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-23 DOI: 10.58459/rptel.2024.19017
Aisling Tierney, Isabel Hopwood, S. Davies
This paper presents the findings of qualitative and quantitative research of staff and students’ experience of hybrid teaching at the University of Bristol during the 2020/2021 academic year. Hybrid teaching was added as an additional mode of teaching and learning as a response to circumstances caused by the Covid-19 pandemic. The research analyses data collected from student focus groups, and staff and student questionnaires. The benefits and drawbacks of hybrid teaching are presented in relation to trends in the higher education sector. The paper demonstrates the value of multi-method approaches to data collection to test the validity of institutional use of hybrid teaching with reference to the literature. The research contributes to a gap in empirical evidence and suggests practical and theoretical parameters for considering the use of hybrid.
本文介绍了布里斯托尔大学在2020/2021学年对员工和学生的混合教学体验进行定性和定量研究的结果。为应对Covid-19大流行造成的情况,增加了混合教学作为一种额外的教学模式。这项研究分析了从学生焦点小组收集的数据,以及教职员工和学生的问卷调查。结合高等教育的发展趋势,提出了混合教学的利弊。本文结合文献,论证了采用多方法收集数据来检验混合教学的有效性的价值。该研究填补了经验证据的空白,并为考虑使用混合动力提出了实际和理论参数。
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引用次数: 0
Unsupervised techniques for generating a standard sample self-explanation answer with knowledge components in a math quiz 在数学测验中生成包含知识成分的标准示例自我解释答案的无监督技术
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-16 DOI: 10.58459/rptel.2024.19016
Ryosuke Nakamoto, B. Flanagan, Yiling Dai, Kyosuke Takami, H. Ogata
Self-explanation is a widely recognized and effective pedagogical method. Previous research has indicated that self-explanation can be used to evaluate students’ comprehension and identify their areas of difficulty on mathematical quizzes. However, most analytical techniques necessitate pre-labeled materials, which limits the potential for large-scale study. Conversely, utilizing collected self-explanations without supervision is challenging because there is little research on this topic. Therefore, this study aims to investigate the feasibility of automatically generating a standardized self-explanation sample answer from unsupervised collected self-explanations. The proposed model involves preprocessing and three machine learning steps: vectorization, clustering, and extraction. Experiments involving 1,434 self-explanation answers from 25 quizzes indicate that 72% of the quizzes generate sample answers containing all the necessary knowledge components. The similarity between human-generated and machine-generated sentences was significant with moderate positive correlation, r(23) = .48, p < .05.The best-performing generative model also achieved a high BERTScore of 0.715. Regarding the readability of the generated sample answers, the average score of the human-generated sentences was superior to that of the machine-generated ones. These results suggest that the proposed model can generate sample answers that contain critical knowledge components and can be further improved with BERTScore. This study is expected to have numerous applications, including identifying students’ areas of difficulty, scoring self-explanations, presenting students with reference materials for learning, and automatically generating scaffolding templates to train self-explanation skills.
自我解释是一种被广泛认可的有效的教学方法。先前的研究表明,自我解释可以用来评估学生的理解能力,并确定他们在数学测验中的困难所在。然而,大多数分析技术需要预先标记的材料,这限制了大规模研究的潜力。相反,在没有监督的情况下利用收集到的自我解释是具有挑战性的,因为关于这一主题的研究很少。因此,本研究旨在探讨从无监督收集的自我解释中自动生成标准化自我解释样本答案的可行性。该模型包括预处理和三个机器学习步骤:向量化、聚类和提取。来自25个测验的1434个自我解释答案的实验表明,72%的测验产生了包含所有必要知识成分的样本答案。人工生成的句子与机器生成的句子相似度显著,呈中度正相关,r(23) = .48, p < .05。表现最好的生成模型也获得了0.715的高BERTScore。在生成的样本答案的可读性方面,人工生成的句子的平均得分优于机器生成的句子。这些结果表明,所提出的模型可以生成包含关键知识成分的样本答案,并且可以通过BERTScore进一步改进。这项研究预计将有许多应用,包括识别学生的困难领域,自我解释评分,为学生提供学习参考材料,以及自动生成脚手架模板来训练自我解释技能。
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引用次数: 2
Automated grading software tool with feedback process to support learning of hardware description languages 自动分级软件工具与反馈过程,以支持学习的硬件描述语言
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-04 DOI: 10.58459/rptel.2024.19015
Andrés Francisco Corso Pinzón, J. J. Ramírez-Echeverry, Felipe Restrepo-Calle
Hardware Description Languages (HDL) have gained popularity in the field of digital electronics design, driven by the increasing complexity of modern electronic circuits. Consequently, supporting students in their learning of these languages is crucial. This work aims to address this need by developing an automated assessment software tool with feedback process to support the learning of HDL and making an educational intervention to support the learning process of students. The tool’s features were selected based on similar developments, and a prototype was designed and implemented. Additionally, an educational intervention was conducted over a five-week period in a Digital Electronics course at the National University of Colombia. Through analyzing students’ interactions with the tool and their perceptions of its usage, the study examined their learning experiences. Among the features highlighted by students as most beneficial for their HDL learning process were the online availability of the tool, the feedback system that helped them identify and correct errors in their code, the provision of immediate feedback, the online editor with syntax highlighting, and the graphical user interface. This work makes two significant contributions to the field of HDL teaching in engineering. Firstly, a publicly accessible HDL grading tool has been developed, offering students immediate formative and summative feedback through an automated grader. Secondly, empirical evidence has been provided regarding the benefits of using such a tool in enhancing students’ learning process.
随着现代电子电路的日益复杂,硬件描述语言(HDL)在数字电子设计领域得到了广泛的应用。因此,支持学生学习这些语言是至关重要的。本研究旨在通过开发一种具有反馈过程的自动化评估软件工具来支持HDL的学习,并进行教育干预以支持学生的学习过程,从而满足这一需求。该工具的功能是基于类似的开发选择的,并设计和实现了一个原型。此外,在哥伦比亚国立大学的数字电子学课程中进行了为期五周的教育干预。通过分析学生与该工具的互动以及他们对其使用的看法,该研究考察了他们的学习经历。学生们强调的对他们的HDL学习过程最有益的功能包括工具的在线可用性,帮助他们识别和纠正代码中的错误的反馈系统,提供即时反馈,带有语法高亮显示的在线编辑器以及图形用户界面。这项工作对工程领域的HDL教学有两个重要贡献。首先,开发了一个可公开访问的HDL评分工具,通过自动评分器为学生提供即时的形成性和总结性反馈。其次,已经提供了关于使用这种工具在提高学生学习过程中的好处的经验证据。
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引用次数: 0
A systematic review of online teaching competencies in higher education context: a multilevel model for professional development 高等教育背景下在线教学能力的系统回顾:专业发展的多层次模型
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-08-04 DOI: 10.58459/rptel.2024.19014
Hossein Chaharbashloo, Hossein Talebzadeh, Maryam Hosseini Largani, Shahnaz Amirian
The explosive growth of online learning in higher education (HE) institutions has resulted in an unprecedented need to develop comprehensive professional development programs in order to support HE instructors in online settings. The purpose of this systematic review is to identify and categorize online teaching competencies in HE and to propose a conceptual model for creating professional learning opportunities within such settings. Following a rigorous systematic search in two electronic databases (Web of Science and Scopus) between the years 1993 to 2023, 77 eligible articles were chosen and analyzed through content analysis. A total of 106 competencies were identified under seven overarching dimensions. Inspired by the emerged dimensions of the identified competencies, a three-level model for establishing professional development programs for HE institutions is presented and the implications for HE instructors and institutions are discussed.
高等教育机构在线学习的爆炸式增长导致前所未有的需要开发全面的专业发展计划,以支持在线环境中的高等教育教师。本系统综述的目的是识别和分类高等教育的在线教学能力,并提出在这种环境下创造专业学习机会的概念模型。通过对1993年至2023年间Web of Science和Scopus两个电子数据库的严格系统检索,选择了77篇符合条件的文章,并通过内容分析进行了分析。在七个主要方面共确定了106项能力。受已识别能力的新维度的启发,本文提出了一个为高等教育机构建立专业发展计划的三级模型,并讨论了对高等教育教师和机构的影响。
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引用次数: 0
Language learning apps for visually impaired users: a systematic review 针对视障用户的语言学习应用程序:系统回顾
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-31 DOI: 10.58459/rptel.2024.19012
Heydy Robles, Adriana Pérez, Karen Villalba, M.C. Delgado-Cañas, Elkin Villanueva, Conor Keogh, Miguel Jimeno
The purpose of this literature review is to identify, categorize, and critically appraise research papers related to mobile apps for visually impaired people in language learning. This study intended to identify the language skills, the affordances, and the limitations encountered while designing and implementing the apps. Hence, a systematic review in the Scopus database and the virtual libraries of IEEE, SAGE, ERIC, and Science Direct, adhering to the PRISMA methodology, produced 274 research papers, and after the application of the different phases, a detailed analysis was performed using 17 articles. The results revealed that Information Communication Technologies, assistive technologies, and electronic accessibility features contributed to the usability guidelines and the current evolution toward modern language learning mobile applications for visually impaired users. The revised work also revealed how writing, reading, and spelling became more demanding for this particular special need, and that grammar-based and traditional activities are replaced by other communicative approaches. The emphasis was on speaking and listening skills due to these being less demanding in terms of technical requirements. The findings of this review provide insights for instructional designers to construct inclusive language learning apps which consider the three essential dimensions needed to achieve it: technological, pedagogical and psychological, in addition to appropriate affordances necessary for both sighted and visually impaired users.
本文献综述的目的是识别、分类和批判性评价与视障人士在语言学习中的移动应用程序相关的研究论文。本研究旨在确定在设计和实现应用程序时遇到的语言技能,支持和限制。因此,在Scopus数据库和IEEE、SAGE、ERIC和Science Direct的虚拟图书馆中,采用PRISMA方法进行系统综述,产生了274篇研究论文,并在应用不同阶段后,使用17篇文章进行了详细分析。结果表明,信息通信技术、辅助技术和电子可访问性特征对可用性指南和当前面向视障用户的现代语言学习移动应用程序的发展做出了贡献。修订后的工作还揭示了写作、阅读和拼写如何对这种特殊需求提出了更高的要求,以及基于语法的传统活动如何被其他交际方法所取代。重点是口语和听力技能,因为这些技能在技术要求方面要求不高。本综述的发现为教学设计师构建包容性语言学习应用程序提供了见解,这些应用程序考虑了实现这一目标所需的三个基本维度:技术、教学和心理,以及为视力和视障用户提供必要的适当支持。
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引用次数: 0
A competency-based specialization course for smart city professionals 为智慧城市专业人士提供的以能力为基础的专业课程
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-31 DOI: 10.58459/rptel.2024.19013
T. Panagiotakopoulos, F. Lazarinis, Omiros Iatrellis, Antonia Stefani, A. Kameas
Intelligent technologies permeate all aspects of contemporary society and urban life. It is essential to educate the workforce of smart cities in order to effectively meet emerging technological demands. In this paper, we present an e-course that focuses on discrete competencies associated with different smart city roles. Initially, we present the conceptual learning framework for the development of the competency-based learning course and we define the objectives of the research. The paper continues with a discussion of the model’s application steps and an examination of the course’s skills, competencies, and roles. The acquired knowledge was measured using pre- and post-course tests, and questionnaires were used to investigate the relevance and quality of the learning material and the learning acquisition of the participants. Evaluation results showed that the course was relevant to the concept of smart cities, useful for their work duties, while participation in the course resulted in increased overall competency in all three smart city job profiles.
智能技术渗透到当代社会和城市生活的方方面面。为了有效地满足新兴的技术需求,对智慧城市的劳动力进行教育至关重要。在本文中,我们提出了一个电子课程,重点关注与不同智慧城市角色相关的离散能力。首先,我们提出了开发以能力为基础的学习课程的概念性学习框架,并定义了研究的目标。论文继续讨论了模型的应用步骤,并检查了课程的技能、能力和角色。通过课前和课后测试测量获得的知识,并使用问卷调查学习材料的相关性和质量以及参与者的学习获得情况。评估结果显示,该课程与智慧城市的概念相关,对他们的工作职责有用,而参加该课程可提高所有三个智慧城市工作概况的整体能力。
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引用次数: 0
Learning behavioral patterns of students with varying performance in a high school mathematics course using an e-book system 利用电子书系统学习高中数学课程中表现不同的学生的行为模式
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-18 DOI: 10.58459/rptel.2024.19011
Xuewang Geng, Li Chen, Yufan Xu, H. Ogata, Atsushi Shimada, M. Yamada
Traditional textbooks are progressively being replaced by e-book systems, which are also being utilized more commonly in K–12 education. The study investigated learning behavioral patterns in a seven-week high school mathematics course using an e-book system. In this study, learning data from the BookRoll system was analyzed with lag sequential analysis to examine learning behavioral patterns, learning strategies, and the differences between students with different performances. The results of the learning behavior patterns of all students confirmed the usage of rehearsal and elaboration strategies. However, it demonstrated the lack of using metacognitive strategies in the e-book learning process. Additionally, the results also revealed different learning patterns among students with different learning performances. Students with decreased performance tended to use shallow cognitive processing strategies, while students with increased performance used deeper learning strategies, such as integrating information from the previous and next pages to highlight learning contents. Regarding the strategy usage of students with unchanged performance, students in the unchanged low and middle performance groups tended to utilize the re-reading strategy, while students in the unchanged high performance group utilized the elaboration strategy. Notably, students with increased performance employed fewer learning behavioral patterns than decreased performance students. The behavioral patterns of students with increased performance were more efficient and effective.
传统教科书正逐渐被电子书系统所取代,电子书在K-12教育中也越来越普遍地使用。这项研究使用电子书系统调查了为期七周的高中数学课程的学习行为模式。本研究采用滞后序列分析的方法,对来自BookRoll系统的学习数据进行分析,探讨不同成绩学生的学习行为模式、学习策略和差异。所有学生的学习行为模式的结果证实了排练和阐述策略的使用。然而,这表明在电子书学习过程中缺乏使用元认知策略。此外,研究结果还揭示了不同学习表现的学生在学习模式上的差异。成绩下降的学生倾向于使用浅层认知加工策略,而成绩提高的学生则使用更深层次的学习策略,如整合前一页和下一页的信息来突出学习内容。对于成绩不变学生的策略使用,成绩不变的中低组学生倾向于使用重读策略,而成绩不变的高组学生则倾向于使用阐述策略。值得注意的是,成绩提高的学生比成绩下降的学生使用更少的学习行为模式。成绩提高的学生的行为模式更有效率,效果更好。
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引用次数: 0
Shelter GO: multiplayer location-based game to promote knowing shelters for emergency evacuation 避难所GO:多人基于位置的游戏,以促进了解紧急疏散的避难所
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-04 DOI: 10.58459/rptel.2024.19009
Hiroyuki Mitsuhara, M. Shishibori
In the event of a disaster, we evacuate to a shelter. However, if we do not know where to go for refuge, we consume time or end ourselves at an unknown shelter. Furthermore, we cannot decide on a suitable shelter if we do not know its capacities and features. To promote knowing shelters in advance is essential for successful emergency evacuation. A promoting approach is the use of a location-based game. Thus, a prototype of a multiplayer location-based game known as “Shelter GO” was developed to promote players to become acquainted with shelters by adopting a game element similar to Pokémon GO. The game feature allows players to not only earn points by visiting and observing shelters and collecting digital creatures at disaster-related spots but also exchange their collected digital creatures with encountered players. The digital creature exchange entails knowledge exchange. A preliminary comparative experiment demonstrated that Shelter GO can promote knowing shelters and that knowledge exchange may not be frequently done but promote knowing shelters.
一旦发生灾难,我们就疏散到避难所。然而,如果我们不知道去哪里避难,我们就会浪费时间或在一个未知的避难所结束自己。此外,如果我们不知道它的能力和特征,我们就无法决定一个合适的避难所。促进提前了解避难所对于成功的紧急疏散至关重要。一种推广方法便是使用基于位置的游戏。因此,我们开发了一款名为《Shelter GO》的多人定位游戏原型,通过采用类似于《pokemon GO》的游戏元素,促进玩家熟悉避难所。该游戏功能不仅允许玩家通过访问和观察避难所以及在灾害相关地点收集数字生物来获得积分,还允许他们与遇到的玩家交换收集到的数字生物。数字生物交换需要知识交换。初步对比实验表明,Shelter GO可以促进人们对庇护所的认识,知识交流虽不频繁,但可以促进人们对庇护所的认识。
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引用次数: 1
An exploratory study of pre-service teachers' perceptions of technological pedagogical content knowledge of digital games 职前教师对数字游戏技术教学内容知识认知的探索性研究
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-06-20 DOI: 10.58459/rptel.2024.19008
Y. Kuo, Yu-Tung Kuo
This study investigated pre-service teachers’ perceptions of technological pedagogical content knowledge of digital games (TPACK-G), the correlation of TPACK-G constructs, and the relation of TPACK-G to personal factors and levels of motivation and self-efficacy. Participants were 96 pre-service teachers from a university in the northeastern United States. Data were collected using online surveys. Quantitative approaches were performed to analyze the data. Results indicated that game content knowledge (GCK) and game pedagogical knowledge (GPK) significantly predicted pre-service teachers’ game pedagogical content knowledge (GPCK), with GPK being the strongest predictor. Pre-service teachers with high levels of motivation or self-efficacy for digital game integration had significantly better TPACK-G than those with low levels. Personal factors, including gender and prior experiences with digital games, were found to be influential to pre-service teachers’ TPACK-G. This study adds to the understanding of the application of the TPACK model in the context of digital game use for pre-service teachers.
本研究调查了职前教师对数字游戏技术教学内容知识(TPACK-G)的感知、TPACK-G构式的相关性,以及TPACK-G与个人因素、动机和自我效能水平的关系。参与者是来自美国东北部一所大学的96名职前教师。数据是通过在线调查收集的。采用定量方法对数据进行分析。结果表明,游戏内容知识(GCK)和游戏教学知识(GPK)显著预测职前教师游戏教学内容知识(GPCK),其中GPK是最强的预测因子。高水平的职前教师数字游戏整合动机或自我效能感显著高于低水平的职前教师的TPACK-G。个人因素,包括性别和之前的数字游戏经验,对职前教师的TPACK-G有影响。本研究增加了对TPACK模型在职前教师数字游戏使用背景下应用的理解。
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引用次数: 0
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Research and Practice in Technology Enhanced Learning
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