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Toward Educational Sustainability: An AI System for Identifying and Preventing Student Dropout 实现教育的可持续性:识别和防止学生辍学的人工智能系统
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1109/RITA.2024.3381850
Erika J. Brand C.;Gabriel M. Ramírez V.;Jaime Diaz;Fernando Moreira
The design and development of a web application to identify a high or low probability of student dropout at the National Learning Service (SENA) in Colombia, aiming to streamline the process of identifying and supporting potential candidates for assistance provided by the institution through the student welfare department. Throughout the development, socioeconomic variables with the highest impact on characterized academic dropout processes to create a dataset. This dataset was then utilized with various artificial intelligence techniques explored in Machine Learning (Decision Trees, K-means, and Regression), ultimately determining the most effective algorithm for integration into the Software. The decision tree classification technique emerged as the most effective, achieving an impressive accuracy of 91% and a minimal error rate of 9%, substantiating its state-of-the-art standing. As a result, this Software has optimized processes within the Student Welfare Department at SENA and is adaptable for use in any higher education institution.
设计和开发了一个网络应用程序,用于识别哥伦比亚国家学习服务局(SENA)学生辍学的高概率或低概率,旨在简化识别和支持潜在候选人的流程,使其能够通过学生福利部门获得该机构提供的援助。在整个开发过程中,对辍学特征影响最大的社会经济变量创建了一个数据集。然后将该数据集与机器学习中探索的各种人工智能技术(决策树、K-means 和回归)相结合,最终确定最有效的算法,并将其集成到软件中。其中,决策树分类技术最为有效,准确率高达 91%,误差率仅为 9%,达到了最先进的水平。因此,该软件优化了国家训练研究所学生福利部的工作流程,并适用于任何高等教育机构。
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引用次数: 0
Evaluation of the Perception of Use of a Serious Game to Assess the Digital Competence of Secondary School Students 评价使用严肃游戏评估中学生数字能力的感受
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1109/RITA.2024.3381846
Alejandro Calderón;Mercedes Ruiz;Nuria Hurtado;Elena Orta;Mayte García;Nieves Gómez-Aguilar;Manuel Trinidad
In today’s technological and digital society, education in digital competencies through which students can make critical and safe use of the Information Society Technologies for work, leisure, and communication, is essential. This paper presents a serious game based on interactive fiction for the self-assessment of digital competence according to the DigComp European model. In addition, it describes the evaluation of the perception of use of the serious game to assess the digital competence of secondary school students, in terms of user experience and usability, with the goal to obtain indications of the software quality of the developed digital tool from the point of view of teachers. The obtained results provide positive evidence of the effectiveness of the serious game as a tool for the assessment of students’ digital competence and the motivation of students towards the use of this kind of resource instead of traditional methods. In addition, the teachers’ perception of use of the game highlights the satisfaction and ease of use, as well as the attractiveness and fun that the game offers to the students.
在当今的科技和数字社会中,数字能力教育至关重要,通过这种教育,学生可以在工作、休闲和交流中批判性地、安全地使用信息社会技术。本文介绍了一个基于互动小说的严肃游戏,用于根据 DigComp 欧洲模式对数字能力进行自我评估。此外,本文还从用户体验和可用性的角度,介绍了评估中学生数字能力的严肃游戏的使用感知,目的是从教师的角度获得所开发数字工具的软件质量指标。所获得的结果积极证明了严肃游戏作为评估学生数字能力的工具的有效性,以及学生使用这种资源而不是传统方法的积极性。此外,教师对该游戏的使用感知也突出了该游戏的满意度和易用性,以及该游戏对学生的吸引力和趣味性。
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引用次数: 0
Women in Telecommunication Engineering: Case Studies 电信工程中的女性:案例研究
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1109/RITA.2024.3381848
Ana M. Barbancho;Isabel Barbancho;Lorenzo J. Tardón;Alberto Peinado
The enrolment of women in STEM (Science, Technology, Engineering, Mathematics) degrees and, in particular, in Telecommunication Engineering shows a decreasing trend. Among the general competences common to all the degrees taught at the School of Telecommunication Engineering (ETSIT) of University of Malaga, there is the G-01, which is the ability to assume and attitude of respecting the fundamental rights and equality between men and women. In this context, a group of professors from ETSIT has been developing, since 2018. different practical case studies to make the role of women in the technological environment more visible, both for university students and for pre-university students. This article presents both the strategies proposed and the conclusions and results obtained from them.
在 STEM(科学、技术、工程、数学)专业,特别是电信工程专业,女生的入学率呈下降趋势。在马拉加大学电信工程学院(ETSIT)教授的所有学位的通用能力中,有一项是 G-01,即尊重男女基本权利和平等的能力和态度。在此背景下,ETSIT 的一组教授自 2018 年以来一直在开发不同的实际案例研究,以让大学生和大学预科生更清楚地了解女性在技术环境中的作用。本文介绍了所提出的战略以及从中得出的结论和结果。
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引用次数: 0
Analysis of ChatGPT Performance in Computer Engineering Exams 计算机工程考试中的 ChatGPT 成绩分析
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1109/RITA.2024.3381842
Roberto Rodriguez-Echeverría;Juan D. Gutiérrez;José M. Conejero;Álvaro E. Prieto
The appearance of ChatGPT at the end of 2022 was a milestone in the field of Generative Artificial Intelligence. However, it also caused a shock in the academic world. For the first time, a simple interface allowed anyone to access a large language model and use it to generate text. These capabilities have a relevant impact on teaching-learning methodologies and assessment methods. This work aims to obtain an objective measure of ChatGPT’s possible performance in solving exams related to computer engineering. For this purpose, it has been tested with actual exams of 15 subjects of the Software Engineering branch of a Spanish university. All the questions of these exams have been extracted and adapted to a text format to obtain an answer. Furthermore, the exams have been rewritten to be corrected by the teaching staff. In light of the results, ChatGPT can achieve relevant performance in these exams; it can pass many questions and problems of different natures in multiple subjects. A detailed study of the results by typology of questions and problems is provided as a fundamental contribution, allowing recommendations to be considered in the design of assessment methods. In addition, an analysis of the impact of the non-deterministic aspect of ChatGPT on the answers to test questions is presented, and the need to use a strategy to reduce this effect for performance analysis is concluded.
2022 年底,ChatGPT 的出现是生成式人工智能领域的一个里程碑。然而,它也在学术界引起了震动。这是第一次,任何人都可以通过一个简单的界面访问大型语言模型,并利用它生成文本。这些功能对教学方法和评估方法产生了相关影响。这项工作旨在客观衡量 ChatGPT 在解决与计算机工程相关的考试中可能取得的成绩。为此,我们使用西班牙一所大学软件工程分院 15 个科目的实际考试对其进行了测试。我们提取了这些考试的所有试题,并将其调整为文本格式,以获得答案。此外,这些试题还被重新编写,供教学人员批改。从结果来看,ChatGPT 可以在这些考试中取得相应的成绩;它可以通过多个科目中不同性质的许多问题和难题。作为一项基本贡献,我们按问题和难题的类型对结果进行了详细研究,以便在设计评估方法时考虑相关建议。此外,还分析了 ChatGPT 的非确定性对试题答案的影响,并得出结论,需要在成绩分析中使用减少这种影响的策略。
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引用次数: 0
IEEE Revista Iberoamericana De Tecnologias Del Aprendizaje Publication Information IEEE Revista Iberoamericana De Tecnologias Del Aprendizaje 出版信息
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-12 DOI: 10.1109/RITA.2023.3339038
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引用次数: 0
Applications With Mathematical Content for Users With Autism 为自闭症用户提供数学内容的应用程序
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-26 DOI: 10.1109/RITA.2024.3368351
Melody García-Moya;Rocío Blanco
Some students with autism may have difficulty acquiring mathematical knowledge. However, the use of technology could help them to understand this knowledge more easily. This study therefore aims to obtain a list of mobile applications with mathematical content that are not only recommendable for users with autism, but can also be used by them in an autonomous manner. To this end, 44 applications were chosen, which were used by 28 students with autism in Primary and Secondary Education. On the one hand, it was found that satisfying the accessibility criteria does not guarantee the suitability of the application for this type of user, since 15.9% of the applications chosen could not be fully used by the trial group with autonomy below 50%. On the other hand, a list is provided of 38 applications with mathematical content, recommended or highly recommended for users with autism, 29 of which can be used by them autonomously.
一些患有自闭症的学生在学习数学知识时可能会遇到困难。然而,技术的使用可以帮助他们更容易地理解这些知识。因此,本研究旨在获得一份包含数学内容的手机应用软件清单,这些应用软件不仅可以推荐给自闭症用户,还可以让他们自主使用。为此,我们选择了 44 款应用程序,供 28 名患有自闭症的中小学生使用。一方面,我们发现,满足无障碍标准并不能保证应用程序适合这类用户,因为在所选的应用程序中,有 15.9% 的应用程序不能被自主性低于 50%的试用组完全使用。另一方面,我们还提供了一份清单,列出了 38 个推荐或强烈推荐给自闭症用户使用的具有数学内容的应用程序,其中 29 个可以让自闭症用户自主使用。
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引用次数: 0
The Impact of Minecraft on the Development of Prosocial Behaviors in Regular Basic Education Students Minecraft 对普通基础教育学生亲社会行为发展的影响
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-26 DOI: 10.1109/RITA.2024.3368375
Nicolás Esleyder Caytuiro-Silva;Benjamín Maraza-Quispe;Luis Angel Mamani-Nina;Ebelyn María Mamani-Sucasaca;Jose Luis Aguilar-Gonzales;Joshelyn Urday-Cuadros;Crisia Vivanco-Chávez
Fostering prosocial behaviors in students is not only beneficial for their emotional well-being and personal growth but also contributes to a positive school environment and the formation of responsible citizens. The objective of the research is to evaluate the effectiveness of the Sandbox video game Minecraft in promoting prosocial behaviors in students of Regular Basic Education. An experimental methodology was employed, applying the game to the students and administering a pretest and posttest based on the “Prosocial Skills Scale for Adolescents” (PSS-A), which measures solidarity, helping response, perspective, altruism, and assistance. Five personalized multiplayer gaming sessions were conducted. The results indicate that the game dynamics implemented over the five sessions significantly improved solidarity, helping response, perspective, altruism, and assistance among the students. A positive short-term influence on prosocial behavior was evident. The study suggests that the use of the Sandbox video game Minecraft can have a significant impact on fostering prosocial behaviors in students. These findings highlight the potential of video games as an educational tool to enhance social skills and responsible citizenship in the current school context. The research demonstrates that the use of video games like Minecraft in a Sandbox approach can effectively improve prosocial behavior in students of Regular Basic Education. However, the need for future research to examine the long-term durability of these effects and consider the integration of video games into educational programs more broadly and strategically is emphasized.
培养学生的亲社会行为不仅有利于他们的情感健康和个人成长,还有助于营造积极的学校环境和培养负责任的公民。本研究旨在评估沙盒视频游戏 Minecraft 在促进常规基础教育学生亲社会行为方面的有效性。研究采用了实验方法,将游戏应用于学生,并根据 "青少年亲社会技能量表"(PSS-A)进行前测和后测。共进行了五次个性化多人游戏。结果表明,在这五节课中实施的游戏动态显著改善了学生的团结、帮助反应、观点、利他主义和援助。短期内对亲社会行为的积极影响显而易见。研究表明,使用沙盒视频游戏 Minecraft 可以对培养学生的亲社会行为产生重大影响。这些研究结果凸显了电子游戏作为一种教育工具,在当前学校环境下提高社交技能和负责任公民意识的潜力。研究表明,在沙盒教学法中使用 Minecraft 等电子游戏可以有效改善正规基础教育学生的亲社会行为。不过,我们强调今后的研究需要考察这些效果的长期持久性,并更广泛、更有策略地考虑将电子游戏融入教育计划。
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引用次数: 0
Virtual Environment for Assisting Learning of Residential Electrical Installations 辅助学习住宅电气安装的虚拟环境
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-22 DOI: 10.1109/RITA.2024.3368362
Jalberth F. Araújo;Rodrigo T. Guimarães;Célio A. Silva;Henrique D. Silva
In this paper, the importance of electrical installations in technical and undergraduate courses in the field of electricity and the limitations faced in practical activities in conventional laboratories, such as high demand and time restrictions, is addressed. To solve this problem, virtual laboratories play a crucial role as tools in the teaching-learning process, offering simulated experiments. In this work, a virtual environment was developed to assist in the learning of electrical installations. The environment allows students to enhance their knowledge and practical skills in the area. Additionally, both teachers and students benefit from improving teaching and learning practices provided by the virtual environment. One of the main advantages of this environment is the flexibility it offers to students, allowing them to perform practical tasks outside the academic environment. This flexibility expands learning opportunities since students are not restricted to the physical laboratory and can practice and develop their skills in electrical installations anywhere and at any time.
本文探讨了电气装置在电气领域的技术和本科课程中的重要性,以及在传统实验室中开展实践活动所面临的局限性,例如高要求和时间限制。为解决这一问题,虚拟实验室作为教学过程中的工具,在提供模拟实验方面发挥了重要作用。在这项工作中,开发了一个虚拟环境来帮助学习电气安装。通过该环境,学生可以提高他们在该领域的知识和实践技能。此外,教师和学生都能从虚拟环境提供的教学实践改进中受益。该环境的主要优势之一是为学生提供了灵活性,允许他们在学术环境之外执行实际任务。这种灵活性扩大了学习机会,因为学生不局限于物理实验室,可以随时随地练习和发展电气安装方面的技能。
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引用次数: 0
COMPETENT: A Game for Teaching Competencies Related to Software Development Teams COMPETENT:与软件开发团队相关的能力教学游戏
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-22 DOI: 10.1109/RITA.2024.3368356
Grissa Vianney Maturana-González;Claudia Elena Durango-Vanegas;Carlos Mario Zapata-Jaramillo;Carla Maria Zapata-Rueda
Competencies are skills, knowledge, and personality traits helping to obtain satisfactory performance in work teams. Software engineering games allow students for learning about computer fields in a safe and controlled environment. Commonly, such games mention skills to perform activities related to a software development team. However, competencies and competency levels are not directly related to the roles of software work teams in such games. In this paper we propose a game for improving the identification of the competencies and competency levels used in Essence for some roles of software development teams. The game allows for teaching strategies for reaching optimal competency levels for such roles.
能力是技能、知识和个性特征,有助于在工作团队中取得令人满意的业绩。软件工程游戏可以让学生在安全可控的环境中学习计算机领域的知识。通常,这类游戏会提及执行与软件开发团队相关活动的技能。然而,在这类游戏中,能力和能力水平与软件工作团队的角色并无直接关系。在本文中,我们提出了一个游戏,用于提高对 Essence 中使用的软件开发团队某些角色的能力和能力水平的识别。通过该游戏可以传授达到这些角色最佳能力水平的策略。
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引用次数: 0
Virtual Environment for Teaching and Learning in Residential Electrical Installations Projects 用于住宅电气安装项目教学的虚拟环境
Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-22 DOI: 10.1109/RITA.2024.3368368
Jalberth F. Araújo;Leonardo M. R. Sales;Célio A. Silva;Henrique D. Silva
In this paper is presented the main stages in the development of Proj-Elétrica, a virtual environment in the form of a serious game designed to assist in the teaching and learning process of residential electrical installations projects. The game was developed using the Construct 2©platform. By playing Proj-Elétrica, users can test their knowledge of electrical installations by completing the electrical layout elements of the rooms in a house. The variation in room layouts allows for the exploration of different conduit arrangements, enhancing the player’s understanding of the subject. The developed game serves as a facilitating tool for the study of electrical installations and can be used to improve the teaching and learning experience for both teachers and students. Furthermore, Proj-Elétrica is also valuable for reaching out to graduated engineers and technicians who may not be seeking to learn but wish to review concepts related to residential electrical installations projects.
Proj-Elétrica 是一个严肃游戏形式的虚拟环境,旨在协助住宅电气安装项目的教学和学习过程。该游戏使用 Construct 2© 平台开发。在 Proj-Elétrica 游戏中,用户可以通过完成住宅房间的电气布局元素来测试自己的电气安装知识。房间布局的变化可以让玩家探索不同的管道布置方式,从而加深对这一主题的理解。所开发的游戏是学习电气安装的辅助工具,可用于改善教师和学生的教学体验。此外,Proj-Elétrica 对于那些已经毕业的工程师和技术人员也很有价值,因为他们可能并不寻求学习,而是希望复习与住宅电气安装项目相关的概念。
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引用次数: 0
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Revista Iberoamericana de Tecnologias del Aprendizaje
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