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Proceedings of the 16th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2019)最新文献

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LIFELONG SELF-DIRECTED LEARNING IN THE DIGITAL AGE: AN ORIENTATION OF CURRENT SOFTWARE TOOLS SUPPORTING EXPERTS IN MAINTAINING AND UPDATING THEIR KNOWLEDGE 数字时代的终身自主学习:支持专家维护和更新知识的当前软件工具的方向
Jodie Freeman, A. Raabe, Felix M. Schmitz, Sissel Guttormsen
To guarantee high-quality services, health professionals are required to successfully maintain their extensive knowledge base. Many health professionals are forced to consistently stay up-to-date in their field in which new knowledge is evolving continuously. Hence, there is a strong need for effective support during their lifelong, self-directed learning processes as a means of maintaining and updating medical-related expert knowledge. From the literature, self-organisation, -management, -assessment, and collaboration activities have been defined to be of high relevance for these learning processes. The increasing speed of technological development has led to the development of a plethora of digital tools with varying features aimed at supporting professionals in their self-directed learning. In light of the increased number of tools available, we aim to give orientation on some of the most popular tools available to support health and other professionals in their self-directed learning. Results show that three main categories of digital tools related to self-directed learning can be identified: reference-management systems, learn-and-test tools, and collaborating tools. Our results further show that within the current landscape, there is no one tool that covers all tasks related to self-directed learning. We conclude that one single digital tool, combining all the features supporting self-directed learning in one simple easy to use manner may better support health and other professionals in maintaining and updating their expert knowledge. Future development should focus in particular on suitable combinations of features supporting self-directed learning, as implemented within one tool.
为了保证高质量的服务,保健专业人员必须成功地保持其广泛的知识库。许多卫生专业人员被迫始终保持最新的领域,在新知识不断发展。因此,迫切需要在他们终身自主学习过程中提供有效支持,作为维持和更新医学相关专业知识的一种手段。从文献中,自组织、管理、评估和协作活动被定义为与这些学习过程高度相关。技术发展的速度越来越快,导致了大量具有不同功能的数字工具的发展,旨在支持专业人员的自主学习。鉴于可用工具的数量有所增加,我们的目标是介绍一些最受欢迎的工具,以支持卫生和其他专业人员进行自主学习。研究结果表明,与自主学习相关的数字工具主要有三类:参考管理系统、学习和测试工具以及协作工具。我们的结果进一步表明,在目前的情况下,没有一种工具可以涵盖与自主学习相关的所有任务。我们的结论是,一个单一的数字工具,以一种简单易用的方式结合所有支持自主学习的功能,可以更好地支持卫生和其他专业人员维护和更新他们的专业知识。未来的开发应该特别关注支持自主学习的特性的适当组合,就像在一个工具中实现的那样。
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引用次数: 1
CHESS TRAINING EFFECT ON META-COGNITIVE PROCESSES AND ACADEMIC PERFORMANCE 国际象棋训练对元认知过程和学业成绩的影响
Carla Meloni, Rachele Fanari
The aim of this study is to examine, in an educational context, the influence of chess training on academic performance (written text comprehension and recall and mathematical problem-solving ability) and on meta-cognitive skills (approach to studying and study strategies availability). A sample of 85 children attending primary school participated in the study: 48 children in the experimental group and 37 in the control group. The experimental group took part to a chess training (a 30-hour chess program) during school hours; the control group carried out a sport program. The results show that after the chess training, the two groups did not differ in their approach to studying, in their use of more or less functional study strategies, and in their written text recall and comprehension ability; instead, a significant difference emerged between the two groups in mathematical problem solving: The experimental group children showed a greater ability to represent a math problem and to categorize it than the control children. The results will be discussed in light of the debate about the transfer of specific domain skills to general domain skills.
本研究的目的是在教育背景下检验国际象棋训练对学业成绩(书面文本理解和记忆以及数学问题解决能力)和元认知技能(学习方法和学习策略的可用性)的影响。85名小学生参与了这项研究:实验组48名,对照组37名。实验组在上课时间参加国际象棋训练(30小时的国际象棋课程);对照组进行体育项目。结果表明,经过国际象棋训练后,两组学生在学习方法、使用或多或少的功能性学习策略以及书面文本的回忆和理解能力方面没有差异;相反,两组孩子在解决数学问题方面表现出了显著的差异:实验组的孩子比对照组的孩子表现出更强的表达数学问题和对数学问题进行分类的能力。研究结果将根据特定领域技能向一般领域技能转移的争论进行讨论。
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引用次数: 4
THE LEARNING DESIGN FOR MEDIATION TRAINING THROUGH ONLINE ENVIRONMENTS: GETTING TO THE FIFTH LANGUAGE SKILL 通过网络环境进行调解培训的学习设计:达到第五语言技能
Mª Mercedes Rico Garcia, L. Burns, M. J. Sánchez
From the skills needed to adjust for the current mismatch between labor market demands and higher education training, collaboration and the development of communication strategies stand out. To improve communication as a whole, The Common European Framework of Reference for Languages (CEFR), constitutes a body of reference which adds to the traditional skills new descriptors such as mediation and online interaction. The study constitutes a step towards the identification and design of online training to develop foreign languages mediation competences through virtual environments; that is, the reconstruction of meaning through online production, reception, culture and interaction practices. The contextualization for doing so is a unique one that is relevant to intercultural competences: critical incidents, which will form the basis of the contextualization of learning activities for the proposal. The learning proposal, resulting in the active involvement of students after previous phases of practical experimentation in virtual environments, and the set of parameters guiding the design constitute the main implications of the study.
从调整当前劳动力市场需求与高等教育培训之间不匹配所需的技能来看,协作和沟通策略的发展脱颖而出。为了从整体上改善交流,欧洲共同语言参考框架(CEFR)构成了一个参考体系,为传统技能增加了新的描述符,如调解和在线互动。本研究为通过虚拟环境开发外语调解能力的在线培训的识别和设计迈出了一步;即通过网络生产、接受、文化和互动实践来重建意义。这样做的背景化是与跨文化能力相关的独特背景化:关键事件,这将构成提案学习活动背景化的基础。在虚拟环境中进行实际实验后,导致学生积极参与的学习建议,以及指导设计的一组参数构成了研究的主要含义。
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引用次数: 0
RELATIONSHIP BETWEEN LEARNING TIME AND DIMENSIONS OF A LEARNING ORGANISATION 学习型组织维度与学习时间的关系
Vaclav Zubr
The introduction of a learning organisation model brings many benefits to organisations. To evaluate whether it is a learning organisation, the Marsick and Watkins Dimensions of a Learning Organisation Questionnaire can be used. In the Czech Republic, only a few studies have been conducted using this questionnaire. The aim of this paper is to compare the IT sector and the education sector in terms of learning time and assessment of the individual dimensions of the learning organisation by Marsick and Watkins. In 2018 and 2019, studies with the Dimensions of a Learning Organisation Questionnaire focusing on the IT sector and the education sector (secondary schools) were conducted in the Czech Republic. In total, 201 respondents from the IT sector and 121 respondents from secondary schools participated in the study. When comparing the time spent on self-education in both sectors, it is clear that the employees spend 1 to 20 hours per month with self-education, while in the IT sector common employees dedicate more to self-education, executives dedicate more to self-education in the education system. When comparing the average values of the dimensions of a learning organisation in relation to the time spent on self-education, the results in both sectors are very similar. It can be argued that the assessment of individual dimensions increases with the time spent on self-education up to 20 hours per month. The biggest difference in average values can be seen in Dimension 4, while the smallest difference on average dimension can be seen in Dimension 7.
学习型组织模式的引入给组织带来了许多好处。为了评估它是否是学习型组织,可以使用学习型组织问卷的Marsick和Watkins维度。在捷克共和国,使用这一调查表只进行了几项研究。本文的目的是比较IT部门和教育部门在学习时间和马尔西克和沃特金斯的学习型组织的个人维度的评估方面。2018年和2019年,在捷克共和国进行了以信息技术部门和教育部门(中学)为重点的学习型组织问卷维度研究。共有201名来自资讯科技界的受访者和121名来自中学的受访者参与了这项研究。当比较这两个部门花在自学上的时间时,很明显,员工每月花1到20个小时进行自学,而在it部门,普通员工花在自学上的时间更多,在教育系统中,高管花在自学上的时间更多。当比较学习型组织各维度的平均值与花在自我教育上的时间时,这两个领域的结果非常相似。可以认为,个人方面的评估随着花在自我教育上的时间的增加而增加,每月可达20小时。平均值差异最大的是维度4,平均值差异最小的是维度7。
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引用次数: 0
K-TIPS: KNOWLEDGE EXTENSION BASED ON TAILOR-MADE INFORMATION PROVISION SYSTEM K-tips:基于定制信息提供系统的知识扩展
Keita Nakayama, Atsushi Shimada, T. Minematsu, Yuta Taniguchi, R. Taniguchi
Thanks to an increase in the amount of information on the Internet and the spread of ICT-supported educational environments, much attention has been paid to learning support based on “smart” recommendation technologies. In this study, we propose an education improvement model based on the recommender system using the human-in-the-loop design strategy. Our proposed model enhances not only learners via recommendation, but also teachers and the system itself through the interaction between teachers and the system. In this paper, we introduce the details of the proposed model and implementation strategy followed by a report of preliminary experimental results.
由于互联网上信息量的增加和信息通信技术支持的教育环境的普及,基于“智能”推荐技术的学习支持受到了很多关注。在这项研究中,我们提出了一个基于推荐系统的教育改进模型,采用人在环设计策略。我们提出的模型不仅通过推荐来增强学习者,而且通过教师和系统之间的互动来增强教师和系统本身。在本文中,我们介绍了所提出的模型和实现策略的细节,并报告了初步的实验结果。
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引用次数: 3
GOAL TREES AS STRUCTURING ELEMENT IN A DIGITAL DATA-DRIVEN STUDY ASSISTANT 目标树作为数字数据驱动学习助手的结构元素
Felix Weber
The Future Skills Report about the future of learning and higher Education (Ehlers & Kellermann, 2019) defines a variety of skills in which the active learner plays a central role. Starting from this perspective, our idea is to promote future skills with a digital data-driven study assistant for. As a theoretical foundation research about constructivism, self-regulation and goal-setting is reviewed and the concept of Goal Trees as structuring element of a software is derived. On a psychological level we show how Goal Trees may increase motivation and simplify study planning. On the level of user interface design, we show how Goal Trees may be used as structuring element of a digital data-driven study assistant. Consequently we outline how functionalities derived from research about goal-setting and self-regulation can be implemented in a study assistant. Finally advantages and challenges of implementing such a system are discussed.
关于未来学习和高等教育的未来技能报告(Ehlers & Kellermann, 2019)定义了各种技能,其中主动学习者起着核心作用。从这个角度出发,我们的想法是用一个数字数据驱动的学习助手来提升未来的技能。作为建构主义的理论基础研究,本文回顾了自我调节和目标设定,并提出了目标树作为软件结构元素的概念。在心理学层面上,我们展示了目标树是如何增加动机和简化学习计划的。在用户界面设计层面,我们展示了如何将目标树用作数字数据驱动学习助手的结构元素。因此,我们概述了从目标设定和自我调节研究中获得的功能如何在学习助手中实现。最后讨论了实现该系统的优势和挑战。
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引用次数: 6
COMPLEX GAMIFICATION PLATFORM BASED ON MOODLE SYSTEM 基于moodle系统的复杂游戏化平台
Balázs Barna, Szabina Fodor
Using an e-learning system as an educational tool has become a common practice among university courses. A well-structured e-learning system can not only support the course as a storage place of materials but can help the students to learn the given subjects. The Moodle (Modular Object-Oriented Dynamic Learning Environment) e-learning environment provides a wide scale of possibilities to create a student-centered, highly manageable course interface. The tool is given; however, the motivation of students is rarely satisfying. Tough the success of a course mostly depends on the teaching materials, using gamification principles can enhance the motivation level of students. The aim of this paper is to propose a structure built up from the core elements of Moodle, existing plugins and suggested developments, which could provide a properly gamified Moodle course that fosters the students to gain motivation for learning better.
使用电子学习系统作为教学工具已经成为大学课程的普遍做法。一个结构良好的电子学习系统不仅可以作为课程的存储场所,而且可以帮助学生学习给定的科目。Moodle(模块化面向对象动态学习环境)电子学习环境为创建以学生为中心、高度可管理的课程界面提供了广泛的可能性。给出了工具;然而,学生的动机很少令人满意。虽然课程的成功很大程度上取决于教材,但使用游戏化原则可以提高学生的学习动机。本文的目的是提出一个由Moodle的核心元素,现有插件和建议的开发构建的结构,它可以提供一个适当的游戏化Moodle课程,培养学生更好地获得学习动机。
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引用次数: 2
INTERACTION EFFECTS OF TEACHERS’ EDUCATIONAL POLICY AND STUDENTS' LEARNING GOAL ORIENTATION ON STUDENTS’ LEARNING-AS-DUTY CONCEPTION 教师的教育政策和学生的学习目标取向对学生的学习职责观的交互作用
Mai Yokoyama, K. Miwa
In order to clarify the effects of teachers’ Educational Policy on students’ Learning-as-duty Conception, we examined the effects of interaction between teachers’ Educational Policy and students’ Learning Goal Orientation on Learning-as-duty Conception of the students. A questionnaire survey was conducted with 50 teachers and 189 undergraduate students at a Japanese public university. The interaction between teachers’ Educational Policy and students’ Learning Goal Orientation showed a significant or a marginally significant for students’ Learning-as-duty Conception in five of twelve cases. The findings suggested that the relationship between teachers’ Educational Policy and students’ Learning-as-duty Conception may change depending on the level of students’ Learning Goal Orientation. three The and sample items are (E1) Support for Task Execution (5 items; α .77), “Advise on theme settings” “Show clear goals to be achieved.” Formative Evaluation of Presentation (4 items; content of the presentation” “Evaluate skills of the presentation”; Teaching on (2 .25, p <. 01). This result showed that in the seminar consisting of students with low Learning Goal Orientation, the more the teacher tried to understand the students’ characteristics, the higher the students’ Learning-as-duty Conception became.
为了阐明教师的教育政策对学生的学习职责观的影响,我们考察了教师的教育政策与学生的学习目标取向之间的交互作用对学生的学习职责观的影响。对日本一所公立大学的50名教师和189名本科生进行了问卷调查。教师教育政策与学生学习目标取向的交互作用对学生的“学习即责任”观念有显著或微显著影响。研究发现,教师的教育政策与学生的学习责任观念之间的关系可能会随学生的学习目标取向水平而变化。3、样例项为(E1)支持任务执行(5项;(α .77),“建议主题设置”,“显示要实现的明确目标”。报告形成性评价(4项);“评估演讲的技巧”;25日教学,p <。01). 结果表明,在由低学习目标取向学生组成的研习班中,教师越努力了解学生的特点,学生的“学习即责任”观念就越高。
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引用次数: 0
A SMARTPHONE GAME TO PROMOTE SELF-LEARNING IN CHEMISTRY 一款促进化学自学的智能手机游戏
Krittiya Saksrisathaporn, Patcharaphon Sribunthankul
In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their involvement in a wide range of high school and extra-curricular activities which reduces the student's study time. Self-learning is one method that has been proven to be effective, convenient, and fast. Presently, there are few effective resources for students to enjoy self-learning. Game-based learning is one of the approaches that has been suggested, but most of them are too difficult to learn how to play, not attractive and not challenging. In this study, a smartphone-based learning game was designed and developed with better level design, including color emotional theory, and quality graphic design to provide a better user experience. The game consists of three stages, and at each stage, a mini-puzzle game is presented which plays a different style with different goals to be achieved. The first stage of the game is to remember the names and symbols of elements. The second stage is to remember the group and period, while the third stage allows students to apply elements to form chemical compounds. The results from an evaluation showed that 96% of 102 students, enjoyed playing the game, 87% said the game was challenging, and 94% remembered at least 3 elements more than before playing. The satisfaction questionnaire demonstrated the benefits of the game-based learning system on self-learning in chemistry.
在泰国,对于大多数高中学生来说,记住元素周期表是学习化学和通过大学入学考试的重要组成部分。由于许多学生生活在泰国较大的城市地区,他们中的大多数人都会遇到同样的问题,例如上课时间的限制,以及他们参与广泛的高中和课外活动,这减少了学生的学习时间。自学是一种被证明是有效、方便和快速的方法。目前,学生享受自主学习的有效资源很少。基于游戏的学习是其中一种方法,但大多数方法都很难学会如何玩,既不吸引人,也没有挑战性。在本研究中,我们设计并开发了一款基于智能手机的学习游戏,通过更好的关卡设计,包括色彩情感理论,以及高质量的平面设计来提供更好的用户体验。游戏分为三个阶段,每个阶段都有一个迷你解谜游戏,游戏风格不同,玩家需要实现不同的目标。游戏的第一阶段是记住元素的名称和符号。第二阶段是记住组和周期,而第三阶段允许学生应用元素形成化合物。评估结果显示,102名学生中96%的人喜欢玩游戏,87%的人认为游戏具有挑战性,94%的人比玩游戏前至少多记住了3个元素。满意度调查问卷显示了游戏学习系统对化学自主学习的益处。
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引用次数: 1
ADAPTIVE SMART TV AS A SOCIAL LANGUAGE LEARNING PLATFORM 自适应智能电视作为社交语言学习平台
María José Naranjo Sánchez, Mª Mercedes Rico Garcia, H. S. Santamaría, Jesús Salguero Serrat
With the recent emergence of the interactive TV, the iTV starts to gain ground as a learning social media forgotten in the last decades due to previously existing applications (smart phones, tablets, laptops) that surpassed it. The TV has always been used as a means of transmission and family conciliatory, but, at the same time, the necessary feedback, as well as its adaptation to the users’ preferences, language level, and age have always been lacking in every learning process that smart televisions can currently provide. In this sense, it seems necessary, on the one hand, to investigate the different characteristics and capabilities of smart televisions and, on the other, to design educational learning pills for English language learning through adaptive smart TVs. To achieve the aforementioned objectives an interactive methodology based on family/ peer gaming will be presented as a way to awake collective and social learning. The expected results will be an application developed with Hybrid Broadcast Broadband technology including a content recommendation system designed considering the user’s preferences and a set of educational pills created by a team of linguists and experts in language and methodology. To conclude, this project seeks to promote language learning acquisition in a fun and entertaining way and enhance the experience with their television which has been a traditional model representing bond and time to gather around family and friends.
随着最近互动电视的出现,iTV开始成为一个学习型社交媒体,在过去的几十年里,由于之前存在的应用程序(智能手机,平板电脑,笔记本电脑)超过了它,它被遗忘了。电视一直被作为一种传播和家庭调解的手段,但与此同时,在智能电视目前所能提供的每一个学习过程中,都缺乏必要的反馈,以及对用户偏好、语言水平和年龄的适应。从这个意义上说,一方面有必要研究智能电视的不同特点和功能,另一方面,通过自适应智能电视设计英语学习的教育学习药丸。为了实现上述目标,将提出一种基于家庭/同伴游戏的互动方法,作为唤醒集体和社会学习的一种方式。预期的结果将是利用混合广播宽带技术开发的应用程序,其中包括根据用户偏好设计的内容推荐系统,以及由语言学家和语言和方法论专家组成的团队创建的一套教育药丸。总而言之,该项目旨在以有趣和娱乐的方式促进语言学习,并增强他们与电视的体验,电视一直是传统模式,代表着与家人和朋友团聚的纽带和时间。
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引用次数: 0
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Proceedings of the 16th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2019)
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