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

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An Implementation of Java Programming Learning Assistant System Platform Using Node.js 用Node.js实现Java编程学习辅助系统平台
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779047
Soe Thandar Aung, N. Funabiki, Lynn Htet Aung, Hein Htet, Htoo Htoo Sandi Kyaw, Shinji Sugawara
As a reliable and portable object-oriented program-ming language, Java has been used in a variety of practi-cal systems, including enterprise servers, smart phones, and embedded systems. To assist Java programming learning of novice students, we have developed the web-based Programming Learning Assistant System (JPLAS) using Tomcat for the platform. In this paper, we implement the JPLAS platform using Node.js and Docker to improve the usability and portability. Node.js is a popular web application server, since server-side programs can be made using JavaScript. Docker helps the easy and solid deployment of an application at any platform. For evaluations, we compared the number of program files in this implementation with that of the previous one, and asked 11 students in Japan and Indonesia to install and use it to confirm the validity.
作为一种可靠且可移植的面向对象编程语言,Java已被用于各种实际系统,包括企业服务器、智能手机和嵌入式系统。为了帮助初学者学习Java编程,我们使用Tomcat为平台开发了基于web的编程学习辅助系统(JPLAS)。本文使用Node.js和Docker实现了JPLAS平台,提高了平台的可用性和可移植性。Node.js是一种流行的web应用服务器,因为服务器端程序可以使用JavaScript编写。Docker有助于在任何平台上轻松可靠地部署应用程序。为了进行评估,我们将这次实施的程序文件数量与之前的程序文件数量进行了比较,并要求日本和印度尼西亚的11名学生安装和使用,以确认其有效性。
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引用次数: 5
Impact of Smart Learning in the Satisfaction of Students in Logistics Engineering from a Private University in Peru 智慧学习对秘鲁一所私立大学物流工程专业学生满意度的影响
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778993
Lucia Bautista-Zúñiga, Juan Sotomayor-Burga, Gabriel Tirado-Mendoza
This research aims to evaluate the impact of smart learning on the academic satisfaction of Logistics and Transportation Engineering students at a Private University in Peru. The problem lies in improving the indicators of academic quality in the context of social isolation due to the pandemic. For this, the method of paired samples was applied with respect to the results, qualifications and perceptions of the students in the prepandemic phase (face-to-face modality) and during the pandemic (blended modality). The design of the intelligent learning process was carried out considering the achievements of specific competences of the students of the Engineering program. Obtaining as a result an adequate level of 75.52% in the achievement of competencies, equivalent to the upper limit of scale B, compared to the achievement before the application of the new intelligent model.
本研究旨在评估智能学习对秘鲁一所私立大学物流与运输工程专业学生学业满意度的影响。问题在于,在疫情造成社会孤立的情况下,如何改善学术质量指标。为此,在大流行前阶段(面对面模式)和大流行期间(混合模式),对学生的结果、资格和看法应用了配对样本方法。智能学习过程的设计考虑了工程专业学生的具体能力成就。与应用新智能模型之前的成绩相比,在胜任力成就方面获得了75.52%的足够水平,相当于B量表的上限。
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引用次数: 0
Visualization Analysis of Domestic Educational Game Research Hotspots Based on CiteSpace 基于CiteSpace的国内教育游戏研究热点可视化分析
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778997
Handong Wang, Peng-hua Deng
Using the literature visualization and analysis software CiteSpace, the article takes 196 journal literates included in CNKI in the past 6 years from 2015-2021 in China as the research object, and uses bibliometric analysis as the main research method to draw the keyword co-occurrence knowledge map of educational game journal literature during 2015-2021 and author analysis knowledge mapping, revealing that the number of literature on educational games in China in recent years is small, the growth trend is slow, and the research hotspots are mainly focused on three aspects, such as educational game script design, research on the influence of educational games on learners' learning effect and educational game design supporting personalized learning. Finally, the research outlook on the development trend of educational games in China is summarized.
本文利用文献可视化分析软件CiteSpace,以2015-2021年中国近6年CNKI收录的196篇期刊文献为研究对象,以文献计量学分析为主要研究方法,绘制了2015-2021年教育游戏期刊文献的关键词共现知识图谱和作者分析知识图谱,发现近年来中国教育游戏相关文献数量较少;增长趋势缓慢,研究热点主要集中在教育游戏脚本设计、教育游戏对学习者学习效果的影响研究和支持个性化学习的教育游戏设计三个方面。最后,对中国教育游戏发展趋势的研究展望进行了总结。
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引用次数: 0
A Visual Analysis of Research on Learners' Emotion Perception in China by Using CiteSpace 基于CiteSpace的中国学习者情绪感知研究的可视化分析
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778982
Zhicheng Dai, Kui Zhang, Chunran Wang, Rongjin Chen, Fuming Zhu
It is an important issue to effectively perceive learners' emotional state in the field of smart education, which helps to enhance the interaction between teaching groups and stimulate learners' enthusiasm for learning. Taking “emotion perception” as the theme, this paper retrieved 533 relevant core literature from the CNKI (China National Knowledge Infrastructure) database and used econometric methods and visualization software CiteSpace to analyze the number of literature, authors, institutions, and keywords. The results show that the number of literature published on learners' emotion perception has increased year by year in the past 30 years and is in the mature stage of development; The authors and institutions are relatively scattered, and the core research system of emotion perception has not been formed. Building a multimodal perception model using techniques such as expression recognition, posture recognition, and physiological parameter detection is research hotspots in the field of emotion perception. The research trends in this field are to collect and fuse multimodal emotional data, and deeply analyze the change rule of learners' emotions based on deep learning and data mining.
有效感知学习者的情绪状态是智能教育领域的一个重要问题,它有助于增强教学群体之间的互动,激发学习者的学习热情。本文以“情绪感知”为主题,从中国知网数据库中检索相关核心文献533篇,运用计量经济学方法和可视化软件CiteSpace对文献数量、作者数量、机构数量、关键词数量进行分析。结果表明:近30年来,关于学习者情绪感知的文献发表数量逐年增加,处于成熟发展阶段;作者和机构相对分散,尚未形成情绪感知的核心研究体系。利用表情识别、姿态识别、生理参数检测等技术构建多模态感知模型是情绪感知领域的研究热点。基于深度学习和数据挖掘技术,收集和融合多模态情绪数据,深入分析学习者情绪变化规律是该领域的研究趋势。
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引用次数: 0
The Influence of Text Clues on the Learning Effect of Panoramic Video 文本线索对全景视频学习效果的影响
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778980
Wenting Deng
This study uses teaching videos on the topic of AIDS prevention and 360 camera equipment to shoot panoramic videos of real learning scenes. And add text clues to the panoramic video in a timely manner to test the impact of the text clue design on the learning effect of the panoramic video for college students. Participants were college students (39, 10 males, 29 females, age range 20–22 years old). Students in the experimental group watched a panoramic video on AIDS prevention with text clues, while students in the control group watched without text A panoramic video of clues about AIDS prevention. This study conducted pre-test and post-test on the students in the experimental group and the control group. The results showed that the academic performance of the experimental group and the control group were significantly different.
本研究采用以艾滋病预防为主题的教学视频,使用360摄像机设备拍摄真实学习场景的全景视频。并及时在全景视频中添加文字线索,测试文字线索设计对大学生全景视频学习效果的影响。研究对象为大学生(39人,男10人,女29人,年龄20-22岁)。实验组学生观看了一段有文字提示的艾滋病预防全景视频,对照组学生观看了一段没有文字提示的艾滋病预防全景视频。本研究对实验组和对照组的学生进行了前测和后测。结果表明,实验组和对照组的学习成绩有显著差异。
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引用次数: 0
E-Teach Performance: A Scale to Evaluate Teaching Performance in Virtual Environments in Higher Education Programs for Adults 电子教学绩效:成人高等教育项目中虚拟环境教学绩效评估量表
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779014
E. García-Salirrosas, Dany-Yudet Millones-Liza
The study proposes an instrument to evaluate teaching performance in virtual environments (E-Teach Performance), identifying 17 items, which makes it an easy-to-apply instrument for evaluating teacher performance that provides online teaching. The pilot test consisted of 222 participants who belong to a sector of working adult students who stated that they were enrolled during the first semester of 2021. The items were formulated after having carried out an exhaustive review of the literature to later be evaluated by experts who guaranteed the content of the construct. Exploratory and confirmatory factor analysis were applied to evaluate the proposed model, the results allowed to know a scale of two dimensions which were called: (1) Virtual Teaching Collaboration and (2) Virtual Teaching Accompaniment. The statistical analyzes showed a good fit of the model; in this way, this scale allows the authors to provide the scientific and university community with a reliable instrument to be applied both in future research and to evaluate university teachers who work in virtual environments.
本研究提出了一种评估虚拟环境中教学绩效的工具(E-Teach performance),确定了17个项目,使其成为一种易于应用的评估在线教学教师绩效的工具。试点测试由222名参与者组成,他们属于工作的成年学生部门,他们表示他们是在2021年第一学期入学的。这些项目是在对文献进行了详尽的审查后制定的,稍后由专家评估,专家保证了结构的内容。采用探索性和验证性因子分析对所提出的模型进行了评估,结果允许知道两个维度的量表,称为:(1)虚拟教学协作和(2)虚拟教学伴奏。统计分析表明,模型拟合良好;通过这种方式,该量表使作者能够为科学和大学社区提供一个可靠的工具,用于未来的研究和评估在虚拟环境中工作的大学教师。
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引用次数: 0
Gam-mate: Gamification Applied to an Undergrad Discrete Math Course 游戏化:游戏化应用于大学生离散数学课程
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778998
Víctor Robledo-Rella, Ma. de Lourdes Quezada Batalla, J. M. Ramírez-de-Arellano, R. D. S. Acosta
One of the most important aspects of achieving meaningful learning is student motivation. In this sense, gamification techniques have been very effective in the teaching and learning process. This paper describes the design, implementation, and evaluation of Gam-Mate, a gamification online tool designed by an interdisciplinary team of Physics, Math, and Computer Sciences professors of the Tecnológico de Monterrey. Some Gam-Mate components are briefly described, including recognition badges and awards that can be redeemed by the students. Results derived from the application of Gam-Mate in a Discrete Mathematics course with 24 freshman engineering students are presented, as well as student perception surveys. It was found that the use of the tool favored the understanding of main course concepts as compared with a control group. Perception surveys answered by the students indicate that they liked the incorporation of ludic elements in their learning process.
实现有意义的学习的最重要的方面之一是学生的动机。从这个意义上说,游戏化技术在教学过程中非常有效。本文描述了game - mate的设计、实现和评估,这是一个由Tecnológico de Monterrey的物理、数学和计算机科学教授组成的跨学科团队设计的游戏化在线工具。简要介绍了一些gammate组件,包括学生可以兑换的识别徽章和奖励。本文介绍了在24名工科大一学生的离散数学课程中应用gamam - mate的结果,以及学生感知调查。研究发现,与对照组相比,使用该工具有利于理解主要课程概念。学生回答的感知调查表明,他们喜欢在学习过程中加入有趣的元素。
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引用次数: 0
TikTok as a Knowledge Source for Programming Learners: a New Form of Nanolearning? TikTok作为编程学习者的知识来源:纳米学习的新形式?
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779004
Manuel B. Garcia, Irish C. Juanatas, Roben A. Juanatas
Recent studies have acknowledged social media as a valuable pedagogical tool for connecting the formal and informal learning gap. However, as a new platform, the literature is sparse on the potential of TikTok as a knowledge source. In this study, we explored programming TikTok videos in the #LearnProgramming webpage in terms of content (programming languages and topics) and characteristics (video styles and types). Although TikTok is principally an entertainment destination, our results show that the platform likewise has informative videos. The 349 videos that we examined received a total of 10,046,000 views, 10,523 comments, 932,871 likes, and 35,095 shares, implying extremely high levels of user engagement. Tiktokers showing tips and tricks are the most recurring content type. From a macro perspective, we noticed that TikTokers do not follow the ethos of the platform (e.g., dancing) when producing educational content. This deviation demonstrates the intent of TikTokers to educate than to entertain. Although it is too early to conclude that TikTok can operate as a nanolearning platform, we discovered a substantial amount of content for and engagement from programming learners. Our results lay a potent foundation for devising actionable scholastic implications, policies, and recommendations concerning TikTok consumption. Future works and research prospects were also discussed to propel the social media and nanolearning literature forward.
最近的研究已经承认,社交媒体是连接正式和非正式学习差距的有价值的教学工具。然而,作为一个新平台,有关TikTok作为知识来源的潜力的文献很少。在本研究中,我们从内容(编程语言和主题)和特征(视频风格和类型)两个方面探索了#LearnProgramming网页上的TikTok视频编程。虽然TikTok主要是一个娱乐目的地,但我们的研究结果显示,该平台也有信息丰富的视频。我们检查的349个视频共获得了10046000次观看,10523条评论,932871个赞和35095次分享,这意味着极高的用户参与度。展示提示和技巧的tiktok是最常见的内容类型。从宏观的角度来看,我们注意到TikTokers在制作教育内容时没有遵循平台的精神(例如跳舞)。这种偏离表明,tiktok用户的意图是教育,而不是娱乐。虽然现在下结论说TikTok可以作为一个纳米学习平台还为时过早,但我们发现了大量面向编程学习者的内容和参与。我们的研究结果为制定有关TikTok消费的可操作的学术影响、政策和建议奠定了强有力的基础。讨论了未来的工作和研究前景,以推动社交媒体和纳米学习文献的发展。
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引用次数: 9
Research on Differentiated Training Program of Primary School Mathematics Education Based on Artificial Intelligence 基于人工智能的小学数学教育差别化训练方案研究
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779050
Qian Liu, Fang Wang, Fanqiang Lin, Chao Yao, Yuedayi Wang
In recent years, there have been more and more discussions about the entry of personalized teaching into primary school classrooms. However, when scholars study the integration of elementary school mathematics education and personalized teaching, most of them focus on the cultivation of primary school students' comprehensive abilities, rather than precise discussion of a certain subject. Therefore, this article is driven by data, supported by artificial intelligence and big data technology, and focused on various directional courses as the main content. Aiming at the research on the differential training program of primary school mathematics education, it compares the difference between traditional primary school classrooms and primary school classrooms after the introduction of artificial intelligence. The Feasibility of combining elementary mathematics education with artificial intelligence is discussed from the aspects of training ideas, evaluation standards and data analysis methods. This research is expected to improve the mathematics teaching level of elementary schools and strengthen the accuracy and scientificity of the mathematics level of primary school students. Inject new vitality into the exploration of the combination of primary school mathematics teaching and big data, and provide directional help for the exploration of primary school teaching mode under the background of artificial intelligence.
近年来,个性化教学进入小学课堂的讨论越来越多。然而,学者们在研究小学数学教育与个性化教学的整合时,大多着眼于小学生综合能力的培养,而不是对某一学科的精确讨论。因此,本文以数据为驱动,以人工智能和大数据技术为支撑,聚焦各类定向课程为主要内容。针对小学数学教育差别化训练方案的研究,比较了传统小学课堂与引入人工智能后的小学课堂的差异。从培养思路、评价标准和数据分析方法等方面探讨了基础数学教育与人工智能相结合的可行性。本研究旨在提高小学数学教学水平,增强小学生数学水平的准确性和科学性。为小学数学教学与大数据结合的探索注入新的活力,为人工智能背景下小学教学模式的探索提供方向性帮助。
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引用次数: 0
STEAM Curriculum Design and Practical Research: Training Students' Scientific Advanced Thinking Ability STEAM课程设计与实践研究:培养学生科学高级思维能力
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779031
Huimin Li, Yahan Tang, G. Huang
Under the background of “double reduction”, quality education and the development of students' higher-order thinking ability have become important goals of current education. The article uses the design-based research method to summarize the elements of primary school students' scientific higher-order thinking. After preliminary design and action research iterative revisions, a STEAM learning activity framework for cultivating primary school students' scientific higher-order thinking is formed and improved. And use the analysis of quantitative data and process qualitative data through questionnaires to evaluate students' cognition and feeling of scientific higher-order thinking ability. Research shows that the STEAM activity framework helps to cultivate students' critical questioning, independent inquiry, innovation and creation, problem solving and self-regulation abilities, and leads a new path for the development of smart education.
在“双减”背景下,素质教育和培养学生的高阶思维能力已成为当前教育的重要目标。本文采用基于设计的研究方法,总结了小学生科学高阶思维的要素。经过初步设计和行动研究迭代修订,形成并完善了培养小学生科学高阶思维的STEAM学习活动框架。并采用定量数据分析和定性数据处理的方法,通过问卷调查对学生对科学高阶思维能力的认知和感受进行评价。研究表明,STEAM活动框架有助于培养学生的批判性质疑、自主探究、创新创造、问题解决和自我调节能力,为智慧教育的发展开辟了一条新的道路。
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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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