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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
Increasing Willingness to Engage in Interdisciplinary Cooperation Through Creative Agitation 通过创造性鼓动增加跨学科合作的意愿
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9778995
Shu-Mei Chang
Interdisciplinary learning enables students to discuss problems and generate creative solutions in a flexible and comprehensive manner. A trend towards more interdisciplinary courses and departments exists in higher education. The use of creative design methods can help people generate many ideas. Interdisciplinary groups can generate innovative solutions through creative design methods by applying knowledge from different fields. According to past teaching experience, when engaging in group work, students were generally willing to cooperate with classmates from different departments. However, when facing the stress of final assignments, they tended to form groups with students from the same department rather than engage in interdisciplinary cooperation. In this study, the students were placed into interdisciplinary groups for the following activities: labeling (visual department labels), taking turns to be group leaders, introducing departments, setting propositions, and giving instant feedback. This increased students' interaction with other students. Students' interdisciplinary awareness was improved through practice drills. After engaging in group work, they no longer resisted interdisciplinary cooperation but were willing to engage in interdisciplinary activities, which increased creative output. The results revealed that intentional interdisciplinary grouping can (1) increase willingness to engage in interdisciplinary cooperation, increase satisfaction with teamwork, and (3) improve learning effectiveness.
跨学科学习使学生能够以灵活和全面的方式讨论问题并产生创造性的解决方案。高等教育中存在着跨学科课程和跨学科院系的趋势。使用创造性的设计方法可以帮助人们产生许多想法。跨学科小组可以运用不同领域的知识,通过创造性的设计方法产生创新的解决方案。根据以往的教学经验,在进行小组作业时,学生普遍愿意与不同系的同学合作。然而,当面对期末作业的压力时,他们倾向于与同一系的学生组成小组,而不是进行跨学科的合作。在本研究中,学生被分为跨学科小组,进行以下活动:标签(视觉部门标签),轮流担任小组组长,介绍部门,设置命题,并给出即时反馈。这增加了学生与其他学生的互动。通过实践演练,提高了学生的跨学科意识。在参与小组工作后,他们不再抵制跨学科合作,而是愿意参与跨学科活动,这增加了创造性产出。结果表明,有意的跨学科分组可以(1)提高跨学科合作的意愿,提高团队合作的满意度,(3)提高学习效率。
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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
Exploratory Research in Knowledge Assistance Learning with Linked Data: A Case on The Education With Historic Military Combat 关联数据知识辅助学习的探索性研究——以历史军事作战教育为例
Pub Date : 2022-04-09 DOI: 10.1109/ICIET55102.2022.9779021
Tai-Ying Wu, Wei-Xiang Liao, Liang-Chu Chen
The Semantic Web is applied to help computers to recognize the contents of documents and improve the efficiency of internet search. In general, the resource description framework (RDF) model is used in the semantic web to describe the links among data to data (or thing to thing), and these are called Linked Data. The Linked Data technique has been applied to many fields such as finance, business, government and education. Additionally, some famous search engines, like Google and Yahoo, also utilize Linked Data technique into their retrieval system. As the Linked Open Data (LOD) project aimed to convert the open data structure into the Linked Data structure for connection and use of different data sources. This study focused on the Linked Data application for expansion of education knowledge based on the related content from Wikipedia. A retrieval system was established to integrate education knowledge and examine the connection between linked knowledge of subject events and other resource objects based on arious disciplines. Furthermore, we discussed the possible development of Linked Data technology in the education in conjunction with the government's open data policy.
语义网被用于帮助计算机识别文档的内容,提高网络搜索的效率。通常,在语义web中使用资源描述框架(RDF)模型来描述数据到数据(或物到物)之间的链接,这些链接称为关联数据。关联数据技术已被应用于金融、商业、政府和教育等诸多领域。此外,一些著名的搜索引擎,如b谷歌和雅虎,也利用关联数据技术到他们的检索系统。链接开放数据(LOD)项目旨在将开放数据结构转换为链接数据结构,以便连接和使用不同的数据源。本研究的重点是基于维基百科相关内容的关联数据应用于教育知识的扩展。建立了一个检索系统,整合教育知识,考察学科事件相关知识与其他学科资源对象之间的联系。此外,我们还讨论了结合政府的开放数据政策,在教育领域应用关联数据技术的可能性。
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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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