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2022 10th International Conference on Information and Education Technology (ICIET)最新文献

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Diagnose Topic Attention: What are the Preference and Demand with Different Learner Groups in MOOCs Discussion Forums 诊断话题关注:mooc论坛中不同学习者群体的偏好和需求
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778979
Chong-Yang Yang, Weiyi Ren, Fati Wu
The autonomy and openness of MOOC provide a lifelong learning channel for many learners. As an asynchronous interactive community, the discussion forum has accumulated a large amount of behaviors and text dataset, which can reflect learners' academic information. Learning preferences and learning demands are very important. They are not only the starting point of instructional design, but also the basis for teachers and managers to design intervention schemes and optimize teaching. However, the current diagnosis methods have the disadvantages of high data acquisition cost and long sampling period, and cannot give timely and accurate feedback to the diverse preferences and demands of different learning groups. Therefore, this paper presents a new method, which is based on the TEAM model and combined with the data characteristics with content and behavior in the MOOC discussion forum, we calculate learners' topic attention and diagnose the preferences and demands of learning groups with or without certificates accurately. The results show that in the whole teaching cycle, all learners' knowledge demands and preference appear concomitantly, and the learner groups with certificates show a strong willingness to task-based demands and preferences.
MOOC的自主性和开放性为许多学习者提供了终身学习的渠道。论坛作为一个异步互动社区,积累了大量的行为和文本数据集,可以反映学习者的学术信息。学习偏好和学习需求非常重要。它们不仅是教学设计的出发点,也是教师和管理者设计干预方案、优化教学的依据。然而,现有的诊断方法存在数据采集成本高、采样周期长、不能及时准确地反馈不同学习群体的不同偏好和需求等缺点。因此,本文提出了一种基于TEAM模型,结合MOOC讨论论坛中有内容、有行为的数据特征,计算学习者的话题关注度,准确诊断有无证书学习群体的偏好和需求的新方法。结果表明,在整个教学周期中,学习者的所有知识需求和偏好都是伴随出现的,持有证书的学习者群体对任务型需求和偏好表现出强烈的意愿。
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引用次数: 0
Classroom Roll Call System Based on Face Detection Technology 基于人脸检测技术的教室点名系统
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779009
Li Ni, Jing Shi, Bo Han, Ni Zhang, Qiumei Lan, Zhihao Su
The students in universities are relatively free and have a rich after-school life in this time, so the absenteeism rate is getting higher and higher, which brings new challenges and opportunities to college classroom teaching. How to use the latest artificial intelligence technology, talk about the application of face detection technology to the classroom, you can quickly and accurately count the attendance status of each student. This article first analyzes the advantages and disadvantages of the new naming methods in university classrooms, and then designs and implements a classroom naming system based on face detection technology. Face detection technology is based on the latest deep learning algorithm Faster-R-CNN, which can quickly and accurately detect face targets. Besides, the system also needs simple Internet of Things technology, which uses a camera as a sensor to transfer real-time photos of the classroom to the system. This system aims to reduce the time taken for roll call, increase university classroom attendance, and improve university classroom teaching effects. The practice has shown that this roll call system increases the university classroom attendance rate by 15.3%, the accuracy rate is comparable to other best roll call systems, and the time spent is reduced by more than 10 times.
大学生在这个时期相对自由,课余生活丰富,因此旷课率越来越高,这给大学课堂教学带来了新的挑战和机遇。如何利用最新的人工智能技术,谈谈将人脸检测技术应用到课堂上,可以快速准确地统计每个学生的出勤情况。本文首先分析了高校教室命名新方法的优缺点,然后设计并实现了一种基于人脸检测技术的教室命名系统。人脸检测技术基于最新的深度学习算法Faster-R-CNN,能够快速准确地检测人脸目标。此外,该系统还需要简单的物联网技术,使用摄像头作为传感器,将教室的实时照片传输到系统中。本系统旨在减少点名时间,提高高校课堂出勤率,提高高校课堂教学效果。实践表明,该点名系统使大学课堂出勤率提高了15.3%,准确率与其他最佳点名系统相当,所花费的时间减少了10倍以上。
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引用次数: 0
The Big Data Course Research and Practice of “Four-in-One” Driven Personalized Tutoring in Large Class Teaching “四位一体”驱动的个性化教学在大班教学中的大数据课程研究与实践
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778992
Ming-Hsiu Liu, Ying Zhu, Li Li, Zhaofang Zhang
With the increasing demand for big data talents, the number of students studying big data continues to increasing resulted in the continuous increasing numbers of students in big data majors. In the case of limited teaching resources, large class teaching is common, and there are some concerns in the teaching process: How to carry out personalized tutoring in a large class? This teaching reform project by introduced “Rain Classroom” technology, Network Teaching Platform, Virtual Online Experiment Platform, and Online Test System to “four-in-one” driving the whole teaching process, they provided some solutions for the personalized tutoring to each student, through the teaching reform measures above, teachers can understand the learning status of each student in the whole teaching process, so achieved the purpose of personalized teaching.
随着对大数据人才需求的不断增加,学习大数据专业的学生人数不断增加,导致大数据专业的学生人数不断增加。在教学资源有限的情况下,大班教学是常见的,在教学过程中存在一些问题:如何在大班教学中进行个性化辅导?本教学改革项目通过引入“雨课堂”技术、网络教学平台、虚拟在线实验平台、在线测试系统等“四位一体”驱动整个教学过程,为每个学生的个性化辅导提供了一些解决方案,通过以上教学改革措施,教师可以了解每个学生在整个教学过程中的学习状况,从而达到个性化教学的目的。
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引用次数: 0
Reciprocity of College Students over Online Social Networks 大学生在线社交网络的互惠性研究
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779024
G. Valerio-Ureña, Lucía Rodríguez-Aceves, Dagoberto José Herrera Murillo, Maricarmen Rodríguez-Martínez
Being a social space, behaviors studied by Social Psychology seem to be present on online social networks. The purpose of this study was to explore the extent to which social exchange theory is present in university students through online social networks. An exploratory study of quantitative nature, where the research subjects were 135 university students (27 as emitters and 108 as receivers), is presented. The study measured the tendency to reciprocate the signs of interest shown by comments and likes. It was found that almost 73% of those who received attention instances (via comments and likes) then showed mutual interest to their peers. Also, while statistical tests found no significant difference concerning gender, it was found that, in general, women were more likely to respond reciprocally to the attention received. While the study was only exploratory, results show that the classic trend to reciprocate the attentions of others also occurs in social networks online.
作为一个社会空间,社会心理学研究的行为似乎存在于在线社交网络中。本研究的目的是探讨社会交换理论在大学生中透过网络社交网络呈现的程度。本文提出了一项定量的探索性研究,其中研究对象是135名大学生(27名作为发射者,108名作为接受者)。这项研究测量了人们通过评论和点赞来表达兴趣的倾向。研究发现,近73%的人收到了关注实例(通过评论和点赞),然后向他们的同龄人表现出了共同的兴趣。此外,虽然统计测试没有发现性别方面的显著差异,但发现,一般而言,妇女更有可能对所受到的关注作出回应。虽然这项研究只是探索性的,但结果表明,在网上社交网络中也出现了回应他人关注的经典趋势。
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引用次数: 0
Cognitive Impacts of Using a Metaverse embedded on Learning Management System for Students with Unequal Access to Learning Resources 在学习管理系统中使用嵌入的元宇宙对学习资源获取不平等学生的认知影响
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779045
M. Pigultong
This research aims to 1) Develop a Metaverse embedded in Learning Management System. 2) To compare the cognitive achievement between groups of students. 3) To study the cognitive effectiveness between groups of students. The population used in this research was 105 undergraduate students enrolled in green university courses in 2021. Every student can access the Internet on a mobile phone in Unequal ways. The researcher divided the population into three groups: 1) 32 students had access to LMS via wi-fi, 2) 30 students had access to LMS via hi-speed 4G mobile internet. 3) 43 students had access to LMS slower than 4G mobile internet. The statistics used in this research were 1) One-way ANOVA 2) Effectiveness index. The results showed that the cognitive score before and after learning via a Metaverse embedded on Learning Management System of the three unequal accessed learning resources groups was significantly different at the level of. 05 $(mathbf{p=.000)}$. When considered between groups, the group of students accessing the Internet via a wi-fi network compared to students accessing the Internet via a slower than 4G mobile internet had a statistical difference at the. 05 level $(mathbf{p=.000)}$. While the group of students accessing the Internet via hi-speed 4G mobile internet and the group of students accessing the Internet via a slower than 4G mobile internet had a statistically significant difference at the. 05 level $(mathbf{p=.003)}$. In contrast, the students accessing the Internet via a wi-fi network and the students accessing the Internet via Hi-speed 4G mobile internet had no difference in cognitive test results $(mathbf{p=.213})$. The results of the Cognitive effectiveness study found that the group of students accessing via wi-fi networks had a 38.85 percent of cognitive increment. The students accessing the hi-speed 4G mobile internet had a 35.35 percent cognitive increment. And the group of students accessing via a slower than 4G mobile internet had a 9.78 percent cognitive increment.
本研究的目的是:1)开发一个嵌入学习管理系统的虚拟世界;2)比较不同学生群体之间的认知成就。3)研究学生群体间的认知有效性。本研究使用的人群是2021年注册绿色大学课程的105名本科生。每个学生都可以通过手机以不平等的方式访问互联网。研究人员将人群分为三组:1)32名学生通过wi-fi接入LMS, 2) 30名学生通过高速4G移动互联网接入LMS。3) 43名学生使用LMS的速度低于4G移动互联网。本研究采用的统计方法为:(1)单因素方差分析(One-way ANOVA);(2)有效性指数。结果表明,三个不平等学习资源组在学习管理系统中嵌入元世界学习前后的认知得分在水平上存在显著差异。05年美元( mathbf {p =组织)}$。在组间考虑时,通过wi-fi网络访问互联网的学生组与通过低于4G的移动互联网访问互联网的学生组在数据上有统计学差异。05 level $(mathbf{p=.000)}$。而通过高速4G移动互联网上网的学生群体与通过低于4G移动互联网上网的学生群体在时间上的差异有统计学意义。05 level $(mathbf{p=.003)}$。相比之下,通过wi-fi网络上网的学生和通过高速4G移动互联网上网的学生在认知测试结果$(mathbf{p=.213})$上没有差异。认知效能研究的结果发现,通过wi-fi网络访问的学生群体有38.85%的认知增量。使用高速4G移动互联网的学生认知增量为35.35%。而通过低于4G的移动互联网接入的学生,认知能力提高了9.78%。
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引用次数: 7
Database Service-learning Projects: Addressing Community Needs While Measuring and Meeting Computer Science Learning Outcomes 数据库服务学习项目:在测量和满足计算机科学学习成果的同时解决社区需求
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779002
Sherri Weitl-Harms
This paper describes efforts and experiences from integrating a service-learning project into an upper-level/graduate-level database systems course that is taught both on-campus and online. Each student analyzes, designs, and implements a small database project for a self-selected client. The final product must match the client specification and needs and include the database design and the final working database system with embedded user documentation. The project design and implementation from a curricular perspective are also presented. Client evaluations were used to measure Computer Science (CS) student learning outcomes, which follow the five core ABET CS student outcomes. Client assessment of the 152 projects over the past seven years indicate that the clients agree or strongly agree that the students effectively met each of the objectives measured (91%-99%). Additionally, student reflections indicate that students gained confidence and felt pride in helping meet a community need by completing a computing for social good project.
本文描述了将服务学习项目整合到校园和在线教学的高级/研究生数据库系统课程中的努力和经验。每个学生为自己选择的客户端分析、设计和实现一个小型数据库项目。最终产品必须符合客户的规格和需求,并包括数据库设计和具有嵌入式用户文档的最终工作数据库系统。并从课程的角度阐述了项目的设计与实施。客户评价被用来衡量计算机科学(CS)学生的学习成果,它遵循ABET CS学生的五个核心成果。客户对过去七年152个项目的评估表明,客户同意或强烈同意学生有效地实现了每一个测量目标(91%-99%)。此外,学生的反思表明,学生们通过完成一个社会公益项目来帮助满足社区需求,从而获得了信心和自豪感。
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引用次数: 0
Game-based Learning for Engineering Education: Supplementing Basic Electronics Instruction with Educational Games 基于游戏的工程教育学习:以教育游戏补充基础电子教学
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779011
Kshitij Sanodariya, M. Shekhar, Atharva Pandey, Akanksha Raj, Aklovya Gupta, Pawandeep Suryavanshi, Rajlaxmi Chouhan
In the world of ever-growing technology and multimedia devices, educators around the globe are innovating newer ways to engage students in a more immersive and enjoyable way. Games have had a proven effect on marketing, sales, healthcare, behavioral changes, K12 education, and have now increasingly gained momentum in higher education, especially engineering education, primarily to enhance learner engagement and motivation. This paper presents a work-in-progress towards developing serious games as supplemental material in teaching the course on Basic Electronics. Two story boards of game-based learning are presented in this paper along with the design strategy and target core motivational drives. The game development is under progress and student reception and feedback is yet to be incorporated.
在科技和多媒体设备不断发展的世界里,世界各地的教育工作者都在创新新的方式,以一种更身临其境、更愉快的方式吸引学生。游戏在市场营销、销售、医疗保健、行为改变、K12教育等方面的影响已经得到证实,现在在高等教育(尤其是工程教育)中也越来越受欢迎,主要是为了提高学习者的参与度和积极性。本文提出了一项正在进行的工作,即开发严肃游戏作为基础电子学课程的补充材料。本文介绍了两种基于游戏学习的故事板及其设计策略和目标核心动机驱动。游戏开发仍在进行中,学生的接收和反馈尚未纳入。
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引用次数: 0
Technological Challenges and Strategies in Implementing e- Learning in Higher Education 高等教育实施电子学习的技术挑战与策略
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778948
C. H. Karjo, W. Andreani, Agnes Herawati, Y. Ying, Andi Putri Yasyfin, Krystl Marie
During the current COVID-19 pandemic, e-learning was the only option for continuing education at various levels. As a result, all education stakeholders should turn to online or virtual learning notwithstanding their different readiness levels. This study examines the technological challenges that lecturers confront when teaching e-learning at the university and the working strategies used in e-learning classrooms. The data were gathered through an online poll of 100 university lecturers at a private university in West Jakarta. The responses were then evaluated numerically and qualitatively to determine the respondents' perceptions of the difficulty of virtual learning activities. The findings show that the technical issues faced by lecturers can be separated into three categories: connectivity, teaching technology and inter activity. To increase efficiency, they require better internet connection, boosting engagement with certain technologies, as well as technical and pedagogical training.
在当前的COVID-19大流行期间,电子学习是各级继续教育的唯一选择。因此,所有教育利益相关者都应该转向在线或虚拟学习,尽管他们的准备程度不同。本研究考察了讲师在大学教授电子学习时面临的技术挑战以及在电子学习课堂中使用的工作策略。这些数据是通过对西雅加达一所私立大学的100名大学讲师进行在线调查收集的。然后对回答进行数值和定性评估,以确定受访者对虚拟学习活动难度的看法。研究结果显示,讲师面临的技术问题可分为三类:连通性、教学技术和互动性。为了提高效率,他们需要更好的互联网连接,促进对某些技术的参与,以及技术和教学培训。
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引用次数: 5
Trends and Characteristics of Career Recommendation Systems for Fresh Graduated Students 应届毕业生职业推荐系统的发展趋势与特点
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779037
Puji Catur Siswipraptini, H. Warnars, Arief Ramadhan, W. Budiharto
Career Recommendation System (CRS) is an artificial intelligence solution capable of suggesting appropriate jobs or careers based on user profiles and industry needs. This study presents a systematic literature review that focused on variant characteristics of CRS and has been implemented in the last ten years. The review found 17 studies were extracted from ACM, IEEExplore, Science Direct, Springer, Willey, and MDPI databases. The results of this review prove that a hybrid recommender system is the most frequently (47%) approach implemented in CRS studies. Text mining (29,5%) is most commonly applied as the artificial intelligence technique in CRS. At least 7 features are needed to build a CRS model, but the most widely used are job profiles and course profiles with 71,42% and 35,71% frequency respectively. The most widely applied evaluation metrics is precision (21%), followed by acceptability, accuracy, and user response each 14% in review.
职业推荐系统(CRS)是一种人工智能解决方案,能够根据用户资料和行业需求推荐合适的工作或职业。本研究对近十年来CRS的变异特征进行了系统的文献综述。本综述发现17项研究摘自ACM、IEEExplore、Science Direct、Springer、Willey和MDPI数据库。本综述的结果证明,混合推荐系统是CRS研究中最常见的(47%)方法。文本挖掘(29.5%)是CRS中最常用的人工智能技术。构建CRS模型至少需要7个特征,但使用最广泛的是工作概况和课程概况,频率分别为71.42%和35.71%。最广泛应用的评价指标是精度(21%),其次是可接受性、准确性和用户反应,每14%的评价。
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引用次数: 3
A Linear Regression Evaluation Model for Still-Life Pencil Drawing in Art Education 静物铅笔画在艺术教育中的线性回归评价模型
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779005
Yoshiko Furusho, K. Kotani
Still-life pencil drawing is a basic element of art education. It is considered an important step for acquiring the basic skills required for drawing. To improve the skills of beginners, it is desirable to repeat the process of drawing and evaluation. This study describes a linear regression evaluation model for still-life pencil drawing in art education. We focus on evaluation items such as the shape and color of motifs in still-life pencil drawings and construct a linear regression evaluation model that can approximate these subjective evaluation values. Our objective is to confirm that the proposed model can approximate the subjective evaluation results.
静物铅笔画是艺术教育的基本要素。它被认为是获得绘画所需基本技能的重要一步。为了提高初学者的技能,最好是重复绘制和评估的过程。本研究建立静物铅笔画在艺术教育中的线性回归评价模型。我们以静物铅笔画中主题的形状和颜色等评价项目为研究对象,构建了一个近似这些主观评价值的线性回归评价模型。我们的目标是证实所提出的模型可以近似主观评价结果。
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引用次数: 0
期刊
2022 10th International Conference on Information and Education Technology (ICIET)
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