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Re-embracing MSL approaches in realities of emergent conditions 在紧急情况的现实中重新接受MSL方法
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-08 DOI: 10.58459/rptel.2023.18037
Dan Kohen-Vacs, Meital Amzalag
In recent years, educational routines have been challenged with emergent conditions related to COVID-19. These challenges impact how teaching, learning, and evaluations are being exercised. This paper describes and suggests an alternative approach to alleviate challenges related to evaluation activities required in programming courses during days of the pandemic. In such cases, emergent conditions restrict evaluation activities, and accordingly, we suggest that an overall experience should be seamlessly conducted across contexts and settings (Hwang & Chang, 2021). Thus, an activity provides lecturers and students with a smooth transition while shifting between the formal course and the evaluation activity. This activity is examined in light of ten dimensions concerning Mobile Seamless Learning (MSL) reflecting education exercised across context and settings. Accordingly, we conducted qualitative research to examine quotations from 23 students addressing the activity. We searched for students’ insights concerning MSL dimensions, and their perceived potential to alleviate educational challenges in the realities of emergent conditions. This research indicates the potential of this alternative approach for an evaluation activity capable of coping with challenges experienced by lecturers and students during the time of COVID-19. Occasionally, and due to technical and administrative issues, MSL activities were perceived as challenging to conduct. We present the outcomes of our research efforts, as we hope to encourage lecturers to reconsider and re-embrace MSL activities as part of the practices they exercised during emergent conditions experienced in the days of the pandemic.
近年来,与COVID-19相关的紧急情况对教育常规提出了挑战。这些挑战影响着如何进行教学、学习和评估。本文件描述并建议了一种替代办法,以减轻大流行病期间规划课程所需的评价活动方面的挑战。在这种情况下,紧急条件限制了评估活动,因此,我们建议在不同的背景和设置下无缝地进行整体体验(Hwang & Chang, 2021)。因此,在正式课程和评估活动之间,活动为教师和学生提供了一个平稳的过渡。这一活动是根据十个维度有关移动无缝学习(MSL),反映教育跨环境和设置进行检查。因此,我们进行了定性研究,以检查23名学生对该活动的引用。我们寻找学生对MSL维度的见解,以及他们在紧急情况下缓解教育挑战的感知潜力。这项研究表明,这种替代方法在评估活动中具有潜力,能够应对讲师和学生在2019冠状病毒病期间面临的挑战。有时,由于技术和管理问题,MSL活动被认为是具有挑战性的。我们提出我们研究工作的成果,因为我们希望鼓励讲师重新考虑和重新接受MSL活动,作为他们在大流行期间经历的紧急情况下行使的做法的一部分。
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引用次数: 0
Exploring the development of student teachers' interest in educational technology through Interest-Driven Creator theory 用兴趣驱动创造者理论探讨学生教师对教育技术兴趣的培养
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-08 DOI: 10.58459/rptel.2023.18036
S. Wong, Masnida Md. Khambari, L. Wong, Sai Tang
This qualitative study is one of the early attempts to provide empirical evidence to inform Interest-Driven Creator (IDC) theory through a discrete Educational Technology course. In this study involving 64 undergraduate students who majored in education, we focused on the interest loop (triggering, immersing and extending) as it acts as an impetus to nurturing habitual learners. Qualitative data were sought to answer two research questions that explored student teachers’ initial interest in learning educational technology and to understand the development of their interest using IDC as the underpinning theory. The findings indicated that they initially showed little interest in the course. However, others felt good about and were drawn towards educational technology. The findings also indicated that interest development begins when situational interest is triggered and they become aroused by the course contents. The student teachers then willingly spend time accomplishing the given task when immersed in the learning process with a clear goal. They then progress to extend their interest, making sense of their newly acquired knowledge and connecting with other previously known knowledge to expand it further. Overall, our findings suggested that the interest loop of IDC was able to describe the development of student teachers’ interest in educational technology.
本定性研究是通过离散教育技术课程为兴趣驱动创造者(IDC)理论提供经验证据的早期尝试之一。在这项涉及64名教育专业本科生的研究中,我们关注的是兴趣循环(触发、沉浸和扩展),因为它是培养习惯性学习者的动力。我们寻求定性数据来回答两个研究问题,即探索学生教师对学习教育技术的最初兴趣,以及了解他们使用IDC作为基础理论的兴趣的发展。调查结果表明,他们最初对这门课没什么兴趣。然而,其他人对教育技术感到满意并被吸引。研究结果还表明,兴趣的发展始于情境性兴趣的触发,并被课程内容所激发。当学生教师带着明确的目标沉浸在学习过程中时,他们就会心甘情愿地花时间完成给定的任务。然后,他们会进一步扩展自己的兴趣,理解新获得的知识,并与其他已知的知识联系起来,进一步扩展自己的兴趣。总体而言,我们的研究结果表明,IDC的兴趣循环能够描述学生教师对教育技术的兴趣发展。
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引用次数: 0
In-store assortment training to the distribution manpower of dairy companies using gamification 利用游戏化对乳品公司配送人员进行店内分类培训
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-07 DOI: 10.58459/rptel.2023.18035
Kazem Askarifar, A. Safavi, Pegah Jahanbakhsh Tehrani, Mohamad Hosein Karami
The aim of this study is to design and implement an e-learning course for distributors of fast-moving consumer goods using gamification. In the first step, the components of the in-store assortment are extracted using a systematic literature review, and customer preferences in each of these factors were determined as users’ opinions of 387 customers. In the next step, the game is designed based on the persuasive game design (PGD) model, and the mechanics, dynamics, and aesthetics (MDA) of the game were determined by an experts’ panel, and a mobile app is designed as a learning tool. In the following step, the designed game was carried out by the distributors and the game prizes are awarded to the winners. Finally, the effects of the gamified e-learning are evaluated using the IMI questionnaire and analyzing the players’ points. Findings show that enjoyment, perceived competence, effort importance, pressure tension, perceived choice, and usefulness of this course are significantly higher than average. Besides, the average of points gets higher during repetition rounds while the dispersion of the points gets lower. As a result, it seems that gamification could be a valuable alternative to learning operational tricks for marketing staff, especially distributors.
本研究的目的是为快速消费品经销商设计和实施一门使用游戏化的电子学习课程。在第一步中,使用系统的文献综述提取店内分类的组成部分,并将这些因素中的每个因素的客户偏好确定为387名客户的用户意见。接下来,基于劝导游戏设计(persuasive game design, PGD)模型设计游戏,由专家小组确定游戏的机制、动态和美学(MDA),并设计一款手机应用作为学习工具。在接下来的步骤中,设计好的游戏由经销商进行,并将游戏奖品颁发给获胜者。最后,通过IMI问卷和玩家积分分析,对游戏化电子学习的效果进行了评价。调查结果显示,课程的乐趣、感知能力、努力重要性、压力张力、感知选择和有用性显著高于平均水平。此外,在重复回合中,平均得分越来越高,而分数的分散程度越来越低。因此,游戏化似乎是营销人员(尤其是分销商)学习运营技巧的一个有价值的选择。
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引用次数: 0
'Free rein' to learn about language, culture & technology: a multimodal digital text exchange project between school students in Australia and Japan “Free rein”学习语言、文化和技术:澳大利亚和日本学生之间的多模式数字文本交换项目
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-05 DOI: 10.58459/rptel.2023.18034
Grace Oakley, Mark Pegrum, Bruce Lander, Joseph George Tomei, Nicole Sonobe, M. deBoer
As part of an Australia-Japan Foundation project, school students in Australia and Japan created and exchanged multimodal digital texts (MDTs) in order to learn language through authentic communicative practice, raise intercultural capability, and develop 21st century skills and digital literacies. Analysis of teacher and student interview and focus group data using the 4-domain SPeCT (Structures, Practices, Capabilities, and Technologies) model derived from earlier cross-cultural multimodal digital text exchange research revealed that, notwithstanding certain challenges relating to Structures, Capabilities, and Technologies, teachers and students were overwhelmingly positive about the project, whose relatively free nature was seen as fostering learning. The perceived benefits were largely in the domains of Practices and Capabilities: in the former, these related to choice and autonomy, personalisation and inclusivity, and collaboration and peer learning; in the latter, they related to practising language, learning about one’s own and others’ cultures, and developing 21st century skills and digital literacies. This suggests that within the wider field of telecollaboration and COIL (collaborative online international learning), there is merit in young learners being given some ‘free rein’, or autonomy, in creating and exchanging MDTs.
作为澳大利亚-日本基金会项目的一部分,澳大利亚和日本的学生创建并交换了多模态数字文本(mdt),以便通过真实的交际实践学习语言,提高跨文化能力,培养21世纪技能和数字素养。使用早期跨文化多模态数字文本交换研究衍生的四域SPeCT(结构、实践、能力和技术)模型对教师和学生访谈和焦点小组数据进行分析显示,尽管存在与结构、能力和技术相关的某些挑战,但教师和学生对该项目的绝大多数积极态度,其相对自由的性质被视为促进学习。感知到的好处主要是在实践和能力领域:在前者中,这些与选择和自治、个性化和包容性、协作和同伴学习有关;后者涉及练习语言,学习自己和他人的文化,发展21世纪技能和数字素养。这表明,在更广泛的远程协作和在线协作国际学习(COIL)领域,在创建和交换mdt方面给予年轻学习者一定的“自由支配”或自主权是有好处的。
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引用次数: 0
Interaction support systems between teachers and visual content for effortless creation of program visualization 教师和可视化内容之间的交互支持系统,轻松创建程序可视化
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-02 DOI: 10.58459/rptel.2023.18033
Koichi Yamashita, Miyu Suzuki, Yusuke Kito, Yusuke Suzuki, Satoru Kogure, Yasuhiro Noguchi, Raiya Yamamoto, Tatsuhiro Konishi, Y. Itoh
Several program visualization (PV) systems have been developed to support novice learners in understanding program behavior since last couple of decades. However, only a few have been introduced or continuously used in actual classes. One of the main obstacles to using PV systems in actual classrooms is the significant amount of time needed to integrate them into actual educational settings. We developed a PV system called Teacher’s Explaining Design Visualization Tool (TEDViT) and introduced it into several practical applications. Although programming learning with TEDViT had a noticeable effect, the time required for PV customization (i.e., the time consumed for interactions between teachers and PV content) was a non-trivial problem. In this study, we describe three approaches to reduce the time cost of customizing by teachers; that is, we supported PV creation by (1) semi-automatically arranging drawing objects oriented toward novice learners, (2) allowing menu operations with a dialog interface, and (3) providing visual information and visual operations using a WYSIWYG PV editor. We developed three individual systems based on each approach and evaluated their effortlessness by measuring the time required for actual PV creation. The evaluation results suggest that each of the three approaches has a certain effect on improving the effortlessness of PV creation. This study describes our three approaches and the system developed based on them and discusses the possibility of integrating them.
在过去的几十年里,一些程序可视化(PV)系统已经被开发出来,以帮助初学者理解程序行为。然而,只有少数被引入或在实际课堂中持续使用。在实际教室中使用光伏系统的主要障碍之一是需要大量的时间将其整合到实际的教育环境中。我们开发了一个名为“教师讲解设计可视化工具”(TEDViT)的PV系统,并将其引入到几个实际应用中。尽管使用TEDViT进行编程学习具有明显的效果,但PV定制所需的时间(即教师与PV内容之间的交互所消耗的时间)是一个不容小觑的问题。在本研究中,我们描述了三种降低教师定制时间成本的方法;也就是说,我们通过以下方式支持PV创建:(1)面向新手学习者的半自动排列绘图对象,(2)通过对话界面允许菜单操作,(3)使用WYSIWYG PV编辑器提供可视化信息和可视化操作。我们基于每种方法开发了三个单独的系统,并通过测量实际PV创建所需的时间来评估它们的轻松性。评价结果表明,三种方法对提高光伏发电的无效性都有一定的效果。本研究描述了我们的三种方法和基于它们开发的系统,并讨论了整合它们的可能性。
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引用次数: 0
Teacher's questions in project-based learning: the impact on the quality of student's concept map components 项目化学习中教师提问:对学生概念图成分质量的影响
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-02 DOI: 10.58459/rptel.2023.18031
S. Widoretno, Chandra adi Prabowo, Nina Hardiana
Teacher questions are one of the crucial components in developing students’ concept maps in project-based learning (PjBL). The study aims to measure the quality of students’ concept maps and determine the PjBL stages that accommodate concept map quality using an expanded teacher question. This research was a quasi-experiment with 335 students as participants from five senior high schools. To collect the data, teachers used open questions during the PjBL learning process with three categories: main, standard, and expanded teacher questions. The concept map data were collected from students of Biology. The student’s concept map score is calculated based on the achievement of the experts’ Concept map. Data were analyzed using Manova. The results showed that teacher questions in the PjBL stage increased the concept map component scores, especially in valid relationships and crosslink, while other components increased, no effect, and decreased. The most influential PjBL stage that accommodates concept map quality improvement is the deciding stage. Hence, our findings supported that the deciding stage of PjBL is the primary stage to improve the quality of students’ thinking. The expanded teacher’s questions in the study group, the way of collecting data, and the data analysis significantly contributed to the improvement in the quality of students’ thinking.
在基于项目的学习中,教师提问是开发学生概念图的重要组成部分之一。本研究旨在测量学生概念图的质量,并使用扩展的教师问题确定适应概念图质量的PjBL阶段。本研究以5所高中335名学生为研究对象,采用准实验的形式进行。为了收集数据,教师在PjBL学习过程中使用开放式问题,分为三大类:主问题、标准问题和扩展问题。概念图数据是从生物学专业的学生中收集的。学生的概念图分数是根据专家概念图的完成情况来计算的。数据分析采用方差分析。结果表明,PjBL阶段的教师提问提高了概念图成分的得分,尤其是有效关系和交联,而其他成分则有上升、无影响、下降。对概念图质量改进影响最大的PjBL阶段是决策阶段。因此,我们的研究结果支持PjBL的决定阶段是提高学生思维质量的初级阶段。在学习小组中扩充教师提问、收集数据的方式、数据分析对学生思维质量的提高都有显著的促进作用。
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引用次数: 1
Mathematics student personas for the design of technology-enhanced learning environments 数学学生角色的技术增强学习环境的设计
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-02 DOI: 10.58459/rptel.2023.18032
Robert Weinhandl, Martin Mayerhofer, T. Houghton, Z. Lavicza, M. Eichmair, Markus Hohenwarter
To benefit from the quickly expanding range of new possibilities of technology-enhanced education, school systems, schools, and teachers need to adapt quickly. Conversely, the needs of students and teachers in a technology-enhanced classroom require technology developers to provide and improve suitable technologies. In this paper, we aim to show how to make the professional knowledge of mathematics teachers accessible to developers of technologies and also to teacher trainers and trainees by the use of student personas, i.e., portraits of archetypical students with particular characteristics and needs. We have collected qualitative data from pre-service and in-service mathematics teachers in Austrian academic upper secondary schools about the characteristics and needs of their students. We have analysed these data using a grounded theory approach to derive demands of students on technology-enhanced learning environments (TELEs). We have identified and presented five personas, each with specific demands on TELEs, to represent this target group. By introducing this approach that combines techniques from mathematics education research and from user experience research, we are able to represent user groups of a mathematics technology-enhanced learning environment in a more relatable way than was previously possible. These relatable representations of students in Austrian academic upper secondary schools could be of particular importance for developers of technology-enhanced learning environments for teaching and learning mathematics. The methodology presented in this paper is adaptable to other contexts.
为了从技术增强教育迅速扩大的新可能性中受益,学校系统、学校和教师需要迅速适应。相反,在技术增强的课堂中,学生和教师的需求要求技术开发人员提供和改进合适的技术。在本文中,我们的目的是展示如何通过使用学生角色,即具有特定特征和需求的典型学生的肖像,使技术开发人员以及教师培训者和学员能够访问数学教师的专业知识。我们从奥地利学术高中的职前和在职数学教师中收集了关于学生特征和需求的定性数据。我们使用扎根理论方法分析了这些数据,以得出学生对技术增强学习环境(TELEs)的需求。我们已经确定并提出了五个角色,每个角色对TELEs都有特定的要求,以代表这一目标群体。通过引入这种结合了数学教育研究和用户体验研究技术的方法,我们能够以比以前更相关的方式表示数学技术增强的学习环境的用户组。奥地利学术高中学生的这些相关表现对于技术增强的教学和学习数学环境的开发人员来说尤其重要。本文提出的方法适用于其他情况。
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引用次数: 2
Theoretical and practical assessments over SSH 对SSH的理论和实践评估
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-02 DOI: 10.58459/rptel.2023.18030
J. C. Costa, Tiago Roxo, C. Lopes, J. Sequeiros, Tiago Simões, Pedro R. M. Inácio
During the COVID-19 pandemic, universities worldwide were forced to close, causing a shift from presential to remote classes. This situation motivated teachers to find suitable tools to evaluate students remotely, fairly, and accurately. However, currently available systems are either survey or exercise evaluation based, not suitable for competency-based assessments. Faced with this context and limitations of available evaluation systems, we developed TestsOverSSH, a system to devise, deliver, and automatically correct assessments performed in a Command Line Interface (CLI) environment. Unique assessments are generated per student when they access the proposed system via Secure SHell (SSH). TestsOverSSH is composed of shell scripts that orchestrate a series of tools and services that come pre-installed in Linux distributions. It can be used to construct multiple-choice or direct answer questions while also requiring students to perform tasks in the environment per se, namely computer programming or CLI manipulation-related assignments. We present examples of the question types in this system, explaining question formats and operating guidelines. Since the assessments are directly performed in the system, logs and command history can be easily retrieved while keeping information within student devices uncollected. We performed evaluations using this system in a real context and obtained student feedback through a custom survey and the System Usability Scale (SUS). Survey results and SUS score suggest that TestsOverSSH is an intuitive evaluation tool, with eased access and usage, making it applicable for e-learning.
在2019冠状病毒病大流行期间,世界各地的大学被迫关闭,导致课堂从现场授课转向远程授课。这种情况促使教师寻找合适的工具来远程、公平、准确地评估学生。然而,目前可用的系统是基于调查或实践评估的,不适合基于能力的评估。面对这种环境和可用评估系统的局限性,我们开发了TestsOverSSH,这是一个在命令行界面(CLI)环境中设计、交付和自动纠正评估的系统。当每个学生通过Secure SHell (SSH)访问拟议的系统时,将生成独特的评估。TestsOverSSH由shell脚本组成,这些脚本编排了一系列预先安装在Linux发行版中的工具和服务。它可以用来构建多项选择题或直接回答问题,同时也要求学生在环境本身中执行任务,即计算机编程或CLI操作相关的作业。我们给出了该系统中问题类型的示例,解释了问题格式和操作指南。由于评估是直接在系统中执行的,因此可以很容易地检索日志和命令历史记录,同时保持未收集学生设备中的信息。我们在真实环境中使用该系统进行评估,并通过自定义调查和系统可用性量表(SUS)获得学生反馈。调查结果和SUS分数表明,TestsOverSSH是一个直观的评估工具,易于访问和使用,使其适用于电子学习。
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引用次数: 0
Does Facebook intensity matter for academic self-efficacy? A path analytic approach 上Facebook的强度对学术自我效能感有影响吗?路径分析法
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-28 DOI: 10.58459/rptel.2023.18026
J. P. Valdez, J. A. Datu
There is mixed evidence about the educational impacts of Facebook with some research indicating how using Facebook facilitates academic outcomes while other investigations showing the link of Facebook usage to maladaptive educational outcomes such as reduced academic self-efficacy and performance. Prior studies also paid much attention to the academic-related consequences of this social networking in Western societies such as the United States which might have limited generalizability to students from non-Western countries. This study contributes to this line evidence by exploring whether Facebook use intensity dimensions would predict academic self-efficacy and study habits in selected Filipino undergraduate students using a path analytic approach. A survey packet comprising questionnaires about Facebook use and academic self-efficacy was administered to 566 Filipino undergraduate students. Results of path analysis via full maximum likelihood estimation approach demonstrated that whereas self-expression positively predicted academic self-efficacy, overuse negatively predicted this outcome. Boredom positively predicted study habits. This research has implications for understanding how different motives of using social media platforms can influence academic behaviors in higher education contexts.
关于Facebook对教育的影响,有各种各样的证据,一些研究表明,使用Facebook如何促进学业成绩,而另一些调查显示,使用Facebook与学业自我效能和成绩下降等不适应的教育结果有关。先前的研究也非常关注这种社交网络在西方社会(如美国)的学术相关后果,这可能对非西方国家的学生具有有限的普遍性。本研究采用路径分析法,探讨Facebook使用强度维度是否能预测菲律宾大学生的学业自我效能感和学习习惯,从而为这一线性证据做出贡献。对566名菲律宾大学生进行了一份包括Facebook使用和学术自我效能的问卷调查。通过全最大似然估计方法进行的通径分析结果表明,自我表达对学业自我效能感有正向影响,而过度使用对学业自我效能感有负向影响。无聊积极地预示着学习习惯。本研究对理解使用社交媒体平台的不同动机如何影响高等教育背景下的学术行为具有启示意义。
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引用次数: 0
An authoring tool for task-oriented dialogue scenarios design in EFL context 英语语境下面向任务的对话场景设计的创作工具
IF 3.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-12-28 DOI: 10.58459/rptel.2023.18027
Emmanuel Ayedoun, Yuki Hayashi, Kazuhisa Seta
Computer-based conversational environments have been advocated as a promising approach for providing virtual, yet realistic opportunities for communication practice to second language learners. However, the high authoring costs of such environments continue to prevent their widespread diffusion and adoption. Furthermore, there is a limited set of authoring interfaces dedicated to making the creation of dialogue scenarios in the context of language learning easier. In this research, we present a dialogue scenario authoring system that could aid the rapid implementation of desirable dialogue scenarios, lowering the barrier to dialogue scenario authoring for non-programmers or even educators. To that end, we built a pseudo-versatile dialogue scenario authoring interface that enables the automatic generation of services-related dialogue scenarios by leveraging the common underlying structure of services (restaurant, hotel, travel planning, etc.) that appear to share a certain degree of similarity at the task level. Here, we describe the proposed system’s features and present the findings of an experimental evaluation study that suggests the usefulness of our approach to facilitating dialogue scenarios designed by people with no prior experience authoring dialogue systems components. According to an evaluation of the tool by a second language teaching expert, the proposed system might also foster second language teaching and learning by allowing both educators and learners to participate in the design of dialogue scenarios that are adapted to different levels of learners.
基于计算机的会话环境被认为是一种很有前途的方法,可以为第二语言学习者提供虚拟的、现实的交流练习机会。然而,这种环境的高创作成本继续阻碍它们的广泛传播和采用。此外,有一组有限的创作接口专门用于在语言学习的上下文中更容易地创建对话场景。在这项研究中,我们提出了一个对话场景创作系统,它可以帮助快速实现理想的对话场景,降低非程序员甚至教育工作者创作对话场景的障碍。为此,我们构建了一个伪通用对话场景创作接口,通过利用在任务级别上似乎具有一定程度相似性的服务(餐厅、酒店、旅行计划等)的公共底层结构,该接口能够自动生成与服务相关的对话场景。在这里,我们描述了所提议的系统的特征,并提出了一项实验评估研究的结果,该研究表明,我们的方法对于促进由没有编写对话系统组件经验的人设计的对话场景是有用的。根据一名第二语言教学专家对该工具的评估,该系统还可以促进第二语言教学和学习,允许教育者和学习者参与设计适合不同水平学习者的对话场景。
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引用次数: 0
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Research and Practice in Technology Enhanced Learning
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